General Feats (G-L)

GREATER COLD FOCUS [GENERAL]

Your cold spells are now even more potent than before.

Prerequisite: Cold Focus

Benefit: Add +1 to the DC for all saving throws against spells with the cold descriptor. This bonus stacks with similar bonuses, such as those from Cold Focus, Spell Focus, and Greater Spell Focus.

GREAT FORTITUDE [GENERAL]

You are tougher than normal.

Prerequisites: None

Benefit: You get a +2 bonus on all Fortitude saving throws.

GREATER KIAI SHOUT [GENERAL]

Your kiai shout can panic your opponents.

Prerequisites: Cha 13, Kiai Shout, base attack bonus +9

Benefit: When you make a kiai shout, your opponents are panicked for 2d6 rounds unless they succeed on Will saves (DC 10 + 1/2 your character level + your Cha modifier). The kiai shout affects only opponents with fewer Hit Dice or levels than you have.

GREATER RESILIENCY [GENERAL]

Your extraordinary resilience to damage increases.

Prerequisites: Damage reduction as a class feature or innate ability

Benefit: Your damage reduction increases by 1. If it would normally rise thereafter with level, it does so at its previous rate, adding the +1 normally. For example, a 13th-level barbarian has damage reduction 3/–. By taking this feat, he raises it to 4/–. When he reaches 16th level, his damage reduction becomes 5/– and at 19th level, it becomes 6/–. You may not take this feat more than once. This feat has no effect on the type of weapon or damage that overcomes your damage reduction. If you have more than one form of damage reduction, choose which to increase when you take this feat.

GREATER SPELL FOCUS [GENERAL]

Choose a school of magic to which you already have applied the Spell Focus feat. Your spells of that school are now even more potent than before.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.

GREATER SPELL PENETRATION [GENERAL]

Your spells are remarkably potent, breaking through spell resistance more readily than normal.

Prerequisite: Spell Penetration

Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration.

GREATER TWO-WEAPON FIGHTING [GENERAL]

You are a master at fighting two-handed.

Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11

Benefit: You get a third attack with your off-hand weapon, albeit at a –10 penalty.

Special: A fighter may select Greater Two-Weapon Fighting as one of his fighter bonus feats. An 11th-level ranger who has chosen the two-weapon combat style is treated as having Greater Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

GUERRILLA SCOUT [GENERAL]

You know how to use your senses to greater effect.

Prerequisites: None

Benefit: You gain a +1 bonus on initiative checks. Listen and Spot ranks cost 1 skill point, even if these skills are cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same.

Normal: If Listen and Spot are cross-class skills for you, each rank you purchase in those skills without having this feat costs 2 skill points.

GUERRILLA WARRIOR [GENERAL]

You know how to move stealthily, even when armored.

Prerequisites: None

Benefit: When you are wearing light or medium armor, reduce the armor check penalty of the armor by 1 (minimum 0).

Hide and Move Silently ranks cost 1 skill point, even if these skills are cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same.

Normal: If Hide and Move Silently are cross-class skills for you, each rank you purchase in those skills without having this feat costs 2 skill points.

HEAR THE UNSEEN [GENERAL]

Your sense of hearing is so acute that you can partially

pinpoint an opponent’s location by sound, allowing you to

strike even if the opponent is concealed or displaced.

Prerequisites: Listen 5 ranks, Blind-Fight

Benefit: As a move action that does not provoke attacks of opportunity, you can attempt a DC 25 Listen check. If successful, you can pinpoint the location of all foes within 30 feet, as long as you have line of effect to them. This benefit does not eliminate the normal miss chance for fighting foes with concealment, but it ensures that you can target the correct square with your attacks.

If you are deafened or within an area of silence, you can’t use this feat. If an invisible or hidden opponent is attempting to move silently, your Listen check is opposed by your opponent’s Move Silently check, but your opponent gains a +15 bonus on this check. This feat does not work against perfectly silent opponents, such as incorporeal creatures.

HEAT ENDURANCE [GENERAL]

Either as a result of growing up in the waste, or by training your body and mind to ignore the effects of searing heat, you can exist with ease in high-temperature environments.

Prerequisite: Base Fortitude save +2

Benefit: You gain a +2 bonus on saving throws against fi re effects. You can exist comfortably in temperatures up to 120° F without having to make Fortitude saves (see Heat Dangers, page 12). Your protection against heat is level 1 (see Protection against Heat, page 14).

HINDERING OPPORTUNIST [GENERAL]

When you have a chance to strike a distracted foe, you instead use that opportunity to aid or protect an ally against him.

Prerequisites: Combat Reflexes, base attack bonus +3

Benefit: Whenever an opponent provokes an attack of opportunity from you, you can choose to replace that attack with an aid another action targeting that opponent.

HIBERNATE [GENERAL]

When you sleep, you heal at an increased rate.

Prerequisite: Con 13, Endurance

Benefit: So long as you get at least 8 hours of uninterrupted sleep, you regain hit points equal to twice your character level and heal 2 points of ability damage to each ability score. If you sleep uninterrupted for a full 24 hours, you regain hit points equal to four times your character level and heal 4 points of ability damage to each ability score. "Uninterrupted sleep" does not need to take place in a bed.

Normal: When you rest a full 8 hours, you regain hit points equal to your character level and heal 1 point of ability damage to each affected score. If you have complete bed rest for a full day and night, you regain hit points equal to twice your character level and heal 2 points of ability damage to each affected score.

HOLD THE LINE [GENERAL]

You are trained in defensive techniques against charging opponents.

Prerequisites: Combat Reflexes, base attack bonus +2

Benefit: You may make an attack of opportunity against a charging opponent who enters an area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved.

Normal: You only get an attack of opportunity against a character that exits a square you threaten.

HOMELAND KNOWLEDGE

You possess an in-depth knowledge of your homeland.

Prerequisite: None

Benefit: You get +2 bonus on all Knowledge and Survival checks regarding your homeland area.

HOPLITE SPEAR FIGHTING

You can use a spear type weapon on-handed.

Prerequisite: Hoplite base class and or alternate/variant classes

Benefit: This feat allows you to use a spear as a one-handed martial weapon (as opposed to a 2-handed simple weapon). It may even be set vs. a charge 1-handed (you plant the back of the spear in the ground). On your turn, you may spend a standard action to attack a foe 5' beyond your usual reach as you choke up on the spear. This feat only functions if you are wearing medium or lighter armor.

ICY CALLING [GENERAL]

Your summon spells work better in the frostfell if you summon native creatures.

Prerequisite: Con 13, Snowcasting

Benefit: In cold areas (temperature at or below 40° F), creatures native to cold environments and creatures with the cold subtype summoned by you are more powerful and agile than normal. The summoned creatures gain a +4 enhancement bonus to Strength and Dexterity for the duration of the spell that summoned them.

In areas of extreme cold (below –20° F), any summoned creature affected by this feat has maximum hit points when summoned.

IMPROVED COLD ENDURANCE [GENERAL]

Your training and natural hardiness have improved your natural resistance to cold temperatures.

Prerequisite: Base Fortitude save bonus +6, Cold Endurance

Benefit: You gain resistance to cold 5. If you already have resistance to cold, it increases by 5 (maximum resistance to cold 15).

Special: You can gain this feat multiple times; its effects stack. You cannot have more than resistance to cold 15 as a result of taking this feat.

IMPROVED COUNTERSPELL [GENERAL]

You understand the nuances of magic to such an extent that you can counter your opponent’s spells with great efficiency.

Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.

Normal: Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.

IMPROVED FAVORED ENEMY [GENERAL]

You know how to hit your favored enemies where it hurts.

Prerequisites: Favored enemy ability, base attack bonus +5

Benefit: You deal an extra 3 points of damage to your favored enemies. This benefit stacks with any existing favored enemy bonus gained from another class.

IMPROVED FOCUS [GENERAL]

You tap into your mastery with your favored melee weapon to gain enhanced accuracy.

Prerequisite: None

Benefit: Your improved focus grants you a +1 insight bonus on melee weapon damage rolls with any weapon with which you have selected the Weapon Focus feat.

IMPROVED HEAT ENDURANCE [GENERAL]

You can survive even in the most extreme natural heat conditions.

Prerequisites: Base Fortitude save +6, Heat Endurance

Benefit: You gain fire resistance 5. If you already have fire resistance, it increases by 5. You can exist comfortably in temperatures up to 160° F without having to make Fortitude saves (see Heat Dangers, page 12). Your protection against heat is level 3.

IMPROVED ROCK HURLING [GENERAL]

Your accuracy and effectiveness with thrown rocks improves.

Prerequisites: Str 23, Rock Hurling, size Large or larger (Goliaths qualify by virtue of their powerful build racial trait)

Benefit: You can hurl rocks weighing 40 to 50 pounds (Small objects) with a range increment of 80 feet. The rocks deal 2d6 points of damage plus your Strength modifier. Rocks have a maximum range of five range increments. Additionally, you gain a +1 bonus on attack rolls when

throwing rocks.

IMPROVED SMITING [GENERAL]

Your smite attacks deal more damage to specific foes, and can damage creatures with alignment-based damage reduction.

Prerequisites: Cha 13, smite ability

Benefit: Whenever you make a smite attack, your attack overcomes damage reduction as if had an alignment, and you deal an extra +1d6 points of damage to targets of a specific alignment.

If the smite attack has an alignment associated with it, it deals its extra damage to foes of that alignment and it is treated as having the opposite alignment for overcoming damage reduction. For example, a paladin’s smite evil attacks are treated as having the good alignment and deal +1d6 damage to evil targets, while a blackguard’s smite good attacks are treated as having the evil alignment and deal +1d6 damage to good targets.

If the smite attack has no alignment associated with it, you must choose an alignment component (chaotic, evil, good, or lawful) when you select the feat. Your smite attacks overcome damage reduction as if they had that alignment, and deal +1d6 points of damage to foes of the opposite alignment.

For example, a lawful neutral cleric of St. Cuthbert with the Destruction domain who selected this feat must choose for his smite attacks to be lawfully aligned (and these attacks would deal +1d6 points of damage to chaotic targets). A

lawful evil cleric of Hextor with the Destruction domain could choose to have his smite attacks be lawfully or evilly aligned (and these attacks would deal +1d6 points of damage to chaotic targets or to good targets, respectively). You can’t choose an alignment component that isn't part of your alignment, and once this choice is made, it can never be changed. If you later change alignment so that the chosen alignment component is no longer part of your alignment, you lose the benefits of this feat.

Special: If you have the smite ability from more than one class, the effect of the feat applies to all your smite abilities, and it is possible to select different alignments for each (as long as the alignments chosen are legal selections). For example, a paladin/cleric with the Destruction domain must choose good for his smite good ability, but could choose law for his smite domain power.

IMPROVED SWIMMING [GENERAL]

You can swim faster than you normally could.

Prerequisite: Swim 6 ranks

Benefit: You can swim half your speed as a move action or your speed as a full-round action.

Normal: You swim at one-quarter your speed as a move action or at half your speed as a full-round action.

INDOMITABLE SOUL [GENERAL]

Your physical toughness translates into greater mental resiliency. Where others cave in to magical effects that alter their minds, you stand resolute.

Prerequisites: Endurance, Iron Will

Benefit: Whenever you make a Will save against a mindaffecting or fear ability, you can roll 2d20 and use the higher of the two die rolls.

INSIDE CONNECTION

Choose a specific organization, such as a town’s militia, a particular church or a guild. You have strong personal connections within that organization, as well as insight into its membership.

Prerequisite: None

Benefit: You gain a +4 circumstance bonus on Bluff, Diplomacy, Gather Information, Knowledge (local), and Sense Motive checks made in conjunction with that organization.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new organization. Characters are limited to selecting only those organizations with which they have a relationship, a character can not select an enemy organization, or one whose existence and/or operations aren't well known to him.

INSIGHTFUL [GENERAL]

You possess a magical understanding of the workings of arcane detection.

Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day—detect magic, detect secret doors, read magic.

INSIGHTFUL REFLEXES [GENERAL]

Your keen intellect allows you an uncanny knack for evading dangerous effects.

Prerequisite: None

Benefit: You add your Intelligence modifier (instead of your Dexterity modifier) to Reflex saves.

INVESTIGATOR [GENERAL]

You have a knack for finding information.

Prerequisite: None

Benefit: You get a +2 bonus on all Gather Information checks

and Search checks.

INVOLUNTARY RAGE [GENERAL]

Extreme pain drives you berserk.

Prerequisite: Con 20, Toughness

Benefit: If you survive 50 points of damage from a single attack and make your Fortitude save, on your next action you gain +4 to Strength, +4 to Constitution, and –2 to Armor Class. These adjustments last until the end of the combat, at which time you become fatigued. For details on being fatigued.

IRON WILL [GENERAL]

You have a stronger will than normal.

Prerequisite: None

Benefit: You get a +2 bonus on all Will saving throws.

JACK OF ALL TRADES [GENERAL]

You have picked up a smattering of even the most obscure

skills.

Prerequisite: Int 13

Benefit: You can use any skill as if you had 1/2 rank in that skill. This benefit allows you to attempt checks with skills that normally don’t allow untrained skill checks (such as Decipher Script and Knowledge). If a skill doesn't allow skill checks (such as Speak Language), this feat has no effect.

Normal: Without this feat, you can’t attempt some skill checks (Decipher Script, Disable Device, Handle Animal, Knowledge, Open Lock, Profession, Sleight of Hand, Speak Language, Spellcraft, Tumble, and Use Magic Device) unless you have ranks in the skill.

KARMIC STRIKE [GENERAL]

You have learned to strike when your opponent is most vulnerable—the same instant your opponent strikes you.

Prerequisites: Dex 13, Combat Expertise, Dodge

Benefit: You can make an attack of opportunity against an opponent that hits you in melee. On your action, you choose to take a -4 penalty to your Armor Class in exchange for the ability to make an attack of opportunity against any creature that makes a successful melee attack or melee touch attack against you. The opponent that hits you must be in your threatened area, and this feat does not grant you more attacks of opportunity than you are normally allowed in a round. You specify on your turn that you are activating this feat, and the change to your Armor Class and your ability to make these special attacks of opportunity last until your next turn.

KEEN-EARED SCOUT [GENERAL]

Your sharp sense of hearing allows you to determine much

more about your surroundings.

Prerequisites: Listen 6 ranks, Alertness or Skill Focus (Listen)

Benefit: When you make a Listen check, you might learn more than normal about a source of noise.

If you beat the Listen DC by 5 or more, you determine the size, speed, and direction of the source of noise.

If you beat the DC by 10 or more, you determine the precise, current position of the creature or object that caused the sound.

If you beat the DC by 15 or more, you determine the type of armor the creature wears and what it carries, if anything.

If you beat the DC by 20 or more, you learn the creature’s type and subtypes.

The information you learn is cumulative.

Also, you gain a +5 bonus on Listen checks to pinpoint invisible creatures.

KIAI SHOUT [GENERAL]

You can bellow forth a shout that strikes terror into your enemies.

Prerequisites: Cha 13, base attack bonus +1.

Benefit: Making a kiai shout is a standard action. Opponents who can hear your shout and who are within 30 feet of you may become shaken for 1d6 rounds. The kiai shout affects only opponents with fewer Hit Dice or levels than you have. An opponent in the affected area can resist the effect with a successful Will save (DC 10 + 1/2 your character level + your Cha modifier). You can use the benefit of this feat three times per day.

*LEADERSHIP

You are the sort of person others want to follow, and you have done some work attempting to recruit cohorts and followers.

Prerequisite: Character Level 6

Benefit: You can attract loyal companions and devoted followers, subordinates who assist you. Your DM has information on what sort of cohort and how many followers you can recruit.

Special: Check with your DM before selecting this feat, and work with your DM to determine an appropriate cohort and followers for your character the Dungeon Master's Guide has more information on cohorts and followers.

LEAP ATTACK [GENERAL]

You can combine a powerful charge and a mighty leap into one devastating attack.

Prerequisites: Jump 8 ranks, Power Attack

Benefit: You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you can double the extra damage dealt by your use of the Power Attack feat. If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack.

This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.

LEAP OF THE HEAVENS [GENERAL]

Your excellent athletic ability and superior conditioning allow you to make near-superhuman leaps.

Prerequisite: Jump 4 ranks

Benefit: When making a Jump check, the DC for the check doesn't double if you fail to move 20 feet in a straight line prior to jumping. If you do move 20 feet in a straight line before attempting a jump, you gain a +5 competence bonus on your check.

Normal: All Jump checks require a 20-foot running start to avoid doubling the DC of the check.

LIGHTNING REFLEXES [GENERAL]

You have faster than normal reflexes.

Prerequisite: None

Benefit: You get a +2 bonus on all Reflex saving throws.