General Feats

***(\*)Ability Training:***

Prerequisites: None

Benefit:  Choose one ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). You gain a Permanent +1 to that Ability Score.

Special: You may select this feat multiple times. It's effects stack, to a maximum of +4 to an ability score. You may select a different ability score or further increase the same one. This is treated as a Combat Feat if taken for Strength, Dexterity, or Constitution.

***Amateur Outsider Worshiper:***

Prerequisites: No levels in a class that has the Outsider Gift class feature.

Benefit: You gain a pool of Mana equal to your Wis modifier. You also gain a single Outsider Gift that has no level requirement.

Special: If you gain levels in a class that has the Outsider Gift class feature, you may immediately trade it out for the Extra Outsider Gift feat.

***Arcane Thesis:***

*You have studied a single spell in-depth.  Your expertise grants you formidable though narrowly focused arcane mastery.*

Prerequisite: Knowledge (Arcana) 6 ranks, Spellcraft 6 ranks, arcane caster level 1st

Benefit: Choose one arcane spell that you can cast to be your thesis spell.  When casting that spell, you do so at +2 caster level.  When you apply a metamagic feat other than Heighten Spell to that spell, the enhanced spell uses up a spell slot one level lower than would normally be required.

Special: You can gain this feat multiple times.  Its effects do not stack.  Each time you take this feat, it applies to a new spell.

***Command***

*You guide the cooperation of others.*

Prerequisite: Charisma 12

Benefit: When other characters are cooperating on a single skill check or ability check, you may make a Charisma check (DC = 10 + number of cooperating characters) instead of helping yourself.  If you succeed, each helping character grants the lead character an additional +2 bonus to his skill check.

***Cunning:***

Prerequisites: None

Benefit:  You gain +3 skill ranks. For every Hit Die you possess beyond 3, you gain an additional +1 skill rank. If you have more than 3 Hit Dice, you gain +1 skill rank whenever you gain a Hit Die (such as when you gain a level).

         ***Improved Cunning:***

         Prerequisites: Cunning

         Benefit:  You gain an additional skill rank per hit die.

***Curious:***

Prerequisites: None

Benefit:  Choose three skills. Those skills are now class skills for you.

***Divine Indoctrination:***

Prerequisites: Wis 18, Skill Focus (Knowledge Religion)

Benefit:  Select one Cleric domain. You gain the first-level domain power for the selected domain. For purposes of using that power, treat your Cleric level as equal to your character level – 2, even if you have levels in Cleric. You do not gain any of the other domain abilities. This feat can be selected multiple times, each time you select a new domain.

***Greater Divine Indoctrination:***

Prerequisites: Wis 22, Divine Indoctrination

​Benefit:  Select a Cleric domain of which you possess the Divine Indoctrination feat for. You gain the second domain power for the selected domain. For purposes of using that power, treat your Cleric level as equal to your character level – 4, even if you have levels in Cleric. You do not gain any of the other domain abilities. This feat can be selected multiple times, each time you select a new domain of which you possess the Divine Indoctrination feat for.

***Elemental Initiate***

Prerequisites: Con 13, skill focus in a class skill of the element selected for this feat, Character level 3

Benefit: Select a single Kineticist element you do not already possess. You must have skill focus in a class skill granted by that element at level 1 (for example, Knowledge (Nature) or Swim for the water element). You gain the Simple Blast of that element as if you were a kineticist of your level -2, even if you have levels in kineticist.

***Elemental Adept***

Prerequisites: Con 15, Elemental Initiate, Character level 11

Benefit: You gain a single Infusion or Utility Wild Talent that you qualify for available to the element you selected with the Elemental Initiate feat, treating your effective kineticist level as your level -2. This feat allows you to accept 1 point of burn per round, to a maximum of half your constitution modifier.

Special: You may take this feat multiple times. Each time, select a different Infusion or utility wild talent.

***Elemental Master***

Prerequisites: Con 17, Elemental Initiate, Elemental Adept, Character level 17

Benefit: You gain all of the benefits of the Expanded element feature for the element you selected with Elemental Initiate. You are able to accept burn, up to 2 points per turn, and a maximum up to your constitution modifier.

Special: This feat may be selected twice. The second time you select it, you gain the benefits as if you had selected Expanded Element for your element again. Additionally, you are now able to accept burn up to 3+your con modifier, and are able to accept up to 4 points per turn.

***Escape of Opportunity***

​*Instead of using an enemy's openings to attack, you can retreat.*

Prerequisites: Dex 13

Benefit:  You may take a 5 ft step in place of any attack of opportunity once per round. This is subtracted from your movement for your next turn, and you may not make a 5 ft step on your next turn if you use this ability. Doing so grants you a +4 dodge bonus to AC or CMD against the triggering attack if it would take you out of their reach, or +2 if still within their reach.

***Expanded Spell Slots:***

Prerequisites: Character level 6, ability to cast spells

Benefit: You gain more spell slots, with spell levels equal to half of your character level. Treat 0-level spells as ½. Thus, a sixth level Wizard could gain one 3rd level slot, one 1st and one 2nd level slot, three 1st level slots, or 6 0th-level slots. This feat cannot provide spell slots higher than you can already cast. This number does not increase if your level increases.

Special: You can take this feat multiple times. Each time, use your current character level.

***Great Movement:***

Prerequisites: Alternate movement speed

Benefit: Any time one of your movement speeds increases, your other movement speeds increase by the same amount.

***Indomitable Soul***

*You learn to rely on your strengths, rather than letting your short-comings destroy you.*

Benefit: Each time you take this, select one of the following effects.

* Use your Strength modifier instead of your Constitution modifier to determine your Fortitude save.
* Use your Intelligence modifier instead of your Dexterity moidifier to determine your Reflex save.
* Use your Charisma modifier instead of your Wisdom modifier to determine your Will save.

Special: You may select this feat multiple times, selecting a new effect each time.

***It's All in a Name:***

Prerequisites: Own a named item or artifact

Benefit: When selecting this feat you must select a single named item you possess. The item when wielded grants one of the following, selected when you gain this feat.

* +1 to attack rolls when the item is wielded
* +1 to damage rolls when the item is wielded
* +1 to armor class when the item is equipped.
* +1 to the save DC of any effect it creates while it is equipped.
* +1 charge if the item possesses charges.
* +2 bonus to 2 different skills while equipped.
* +1 bonus to all saving throws while equipped.

All of the bonuses are Morale Bonuses. These morale bonuses stack with morale bonuses granted by spells, techniques, and class features, but not with themselves. You can select this multiple times, each time selecting a new named item or a new bonus. When you reach 10th level, you gain another effect from the list, or double the effects of the first one.

***Main Character:***

*Your face is on the box*

Prerequisites: Must be taken at 1st level.

Benefit: You only spend 1 hero point to cheat death instead of the usual 2.

***Mind Disciple:***

Prerequisite: Wisdom or Charisma 18, skill focus (sense motive or perception)

Benefit: You gain a Phrenic pool, as the Psychic class, with a number of points equal to 1+your wisdom or charisma modifier. Whenever you select this feat you must select either wisdom or charisma, after selecting it cannot be changed. In addition you gain one of the following Phrenic Amplifications. Biokinetic Healing, Conjured Armor, Defensive Prognostication, Dragon’s Breath Focus, or Mind’s Eye.

***Improved Mind Disciple:***

Prerequisite: Awakened Mind, Character level 5

Benefit: You gain access to a single Psychic Discipline. If you possess levels in Psychic, the discipline you select must use the same ability score (Wisdom or Charisma) you selected for your own Phrenic pool. Creatures whom possess the Awakened Mind feat must also select the same ability score as the Phrenic pool granted from the feat. You gain the first psychic discipline ability of the discipline you selected with this. It’s abilities are used as a Psychic of your level -5. This feat can be selected multiple times, each time you must select a new discipline.

***Greater Mind Disciple:***

Prerequisite: Awakened Mind, Mind Disciple, Wisdom or Charisma 20, Character level 7

Benefit: Gain access to the 5th level ability of the Psychic discipline you selected for Mind Disciple. This can be selected multiple times, each time selecting another discipline you gained from Mind Disciple.

***Muscle Detective:***

*Sherlock Holmes, if he was a body builder who solved problems by flexing real hard*

Prerequisites: Con 20

Benefit: You use your constitution modifier for perception checks instead of your wisdom modifier.

***Muscle Mage:***

*You can flex your pecks to cast a hex*

Prerequisites: Sorcerer, must be taken at 1st level

Benefit: You use your constitution modifier to determine all spellcasting and class abilities as a Sorcerer.

***Mystic Gaze***

Prerequisites: Arcane caster level 9th

Benefit: You can use detect magic as a spell-like ability at will. Additionally, you gain the ability to determine an opponent's spellcasting capabilities. You make a Sense Motive check (DC = 10+ the target's caster level).  If this check succeeds, you learn the highest-level spells the target is capable of casting.  This ability grants no insight into spell-like or supernatural abilities.

***Pre-order Bonus:***

*That's pretty meta*

Prerequisites: Must be taken at first level

Benefit: You gain two of the following abilities: +2 to an ability score, an additional 500 gold, +1 hp/HD, +1 skill point/HD.

Special: You may select the same ability twice when selecting your benefits. You may select this feat multiple times, but only ever at level 1.

***Season Pass:***

*Gaming as a service kinda sucks, but here you are anyway*

Prerequisites: Pre-order bonus

Benefit: You gain the bonuses you selected from Pre-Order bonus again at 5, 10, 15, and 20 HD.

Special: You may select this feat only once, regardless of the number of times you took Pre-order bonus. You gain the benefit from only one instance.

***Pay to Win (Mythic):***

*Yep, EA even got TTRPGS.*

Prerequisites: Pre-order bonus, Season Pass, Mythic Tier 1

Benefit: You gain the bonuses you selected from Pre-Order bonus again at Mythic Tier 1, 5, and 10

***Payed to Win (Mythic):***

*Congrats on being a Whale, I guess*

Prerequisites: Pre-order bonus, Season Pass, Mythic Tier 10

Benefit: You double all the bonuses granted to you from Pre-order bonus, and any feat that lists it as a prerequisite.

***Deluxe Edition:***

*You went all out on that pre-order, huh?*

Prerequisites: Must be taken at 1st level, Pre-order Bonus at least 3 times

Benefit: You gain two of the following: a +4 bonus to two ability scores, +2,000 gold, +2 HP/HD, or +2 skill points/HD

Special: You may select the same ability twice when selecting your benefits. You may select this feat multiple times, but only once for every 3 times you take Pre-order bonus.

***Collector's Edition:***

*You must've saved for months, homie.*

Prerequisites: Must be taken at first level OR 19th level, Deluxe Edition twice, Pre-order Bonus at least 6 times

Benefit: You gain the following benefits: +8 to all ability scores, +10,000 gold, +5 HP/HD, +2 skill points/HD

***Quick Learner:***

*You digest information at an advanced rate.*

Prerequisite: Intelligence 14

Benefit: Whenever the character fails a skill check, he gains a cumulative +1 competence bonus on all subsequent checks against that skill.  This bonus lasts until the character rests for the day.  If a creature does not rest (such as outsiders and undead), any bonuses he accrues through this feat are lost 24 hours after being earned.

***Skilled Beyond Your Years***

*You are adept at a skill, having much more training than would be expected.*

Prerequisites: Character level 10

Benefit: Your maximum skill ranks in a single skill increases by 5. This does not give additional skill ranks, only increases the maximum.

Special: You may take this feat multiple times. Each time, it increases a single skill's maximum by 5. You may select any given skill a maximum of 2 times (+10 to maximum number of ranks).

***Sotobro Effect***

*You are in tune enough with temporal energies that you can sense disturbances in the time stream.*

Prerequisites: Time Traveler 3, Time Thief 10, Bootstrap Warlock 10, Time Oracle 10, OR Galactimancer (Chronomancy) tier 1

Benefit: You can innately sense when any spell or ability is used within 120 ft of you that manipulates time in some way, as if by arcane sight.

***Sotobro Awareness***

*You can accurately determine the exact effects of any manipulations of the time stream.*

Prerequisites: Time Traveler 4, Time Thief 14, Bootstrap Warlock 14, Time Oracle 14, OR Galactimancer (Chronomancy) tier 2

Benefit: You automatically know the exact effects of any time based ability used within 400 ft of you, +100 ft/per caster level. Certain incredibly powerful time based effects, such as the utilization of a Scepter of Ages, can be detected no matter the range. You learn the exact specifics of the effect, including its target(s), any metamagic or pool-based abilities used on it, or, in the case of active time travel or teleportation, the destination.

***Sotobro Manipulation***

*You can undo actions that would cause fluctuations in the flow of time, preventing them from happening.*

Prerequisites: Time Traveler 5, Time Thief 17, Bootstrap Warlock 17, Time Oracle 17, OR Galactimancer (Chronomancy) tier 3

Benefit: Whenever you detect a time based ability being used, you may expend an attack of opportunity to attempt to cancel the effect, as if using greater dispel magic against a DC set by the DM. In the case of a creature teleporting or traveling through time, you may instead choose to go with them to their destination, and may bring any willing creature within 30 ft. with you. This range is increased if a creature has the Sotobro Awareness feat to be equal to their range to detect time based effects.

***Super M***

*Harder, daddy*

Prerequisites: None

Benefit: You gain bonuses to rolls based on your current hit points. Divide your hit points by 5; whenever you lose the amount listed, you gain a +1 circumstance bonus to all d20 rolls and damage rolls whenever you have taken that much damage. This happens every time you take the damage but disappears if you are healed past that mark. For example, Mortasheen the Ninja has 350 hit points. Whenever he loses 70 hit points (making his total 280) he gains a +1 Circumstance bonus. He gains another +1 at 210, 140, and 70 hit points for a total of (+4 to all d20 rolls).

***Temporal Historian***

*You are a history major, but only because you have visited those places on multiple occasions. Otherwise you really, REALLY suck at it. You don't even know who Porge Washatas is​.*

Prerequisites: Knowledge (History) 4 ranks, Knowledge (Planes) 4 ranks

Benefit: You gain a +4 bonus to Knowledge (History) and (Planes) checks. This bonus is doubled if you possess at least 10 ranks in the skill.

***Wealthy:***

​*Scrooge McDuck would be proud.*

Prerequisites: None

Benefit:  You gain 1,000 gold.

Special:  You may take this feat multiple times. Each time you do, you gain 1,000 gold times you have selected this feat (2,000 the second time, 3,000 the third time, etc).

***Investment Dividends:***

Prerequisites: Wealthy

​Benefit:  From now on, if you take the Wealthy feat you gain an additional amount of gold equal to 1,000 times the number of levels it has been since you last took wealthy. For example, if you take wealthy at first level, you gain 1,000. If you take Investment dividends at 3rd and then wealthy again at 11th, you would gain 10,000 gold.

***Pyramid Scheme:***

*Turns out MMO actually stands for "Multi-level Marketing Opportunity"*

Prerequisites: Wealthy at least 3 times, Investment dividends, some form of following or Leadership.

​Benefit:  You gain an additional amount of gold equal to 100x the total HD of all your followers and 1,000x your Cohort's HD.

***Stonks:***

Prerequisites: Wealthy at least 5 times, Investment dividends, Pyramid Scheme

​Benefit:  You gain an additional amount of gold equal to your total number of followers x 1,000

***1% (Mythic):***

*Jeff Bez-who now?*

Prerequisites: Wealthy, Mythic Tier 1, Stonks,

​Benefit:  You gain an additional amount of gold equal to your total number of followers x10,000.

***Winner of Capitalism (Mythic):***

*You get a trophy and everything*

Prerequisites: Wealthy, Mythic Tier 10, Stonks, 1%

​Benefit:  You gain an additional amount of gold equal to your total number of followers x100,000.