General Special Abilities (Feats) – Basic

Acrobatic

Benefit: You get a +2 bonus on all Jump checks and Tumble checks.

Agile

Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks.

Alertness

Benefit

You get a +2 bonus on all Listen checks and Spot checks.

Special

The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm’s reach.

Animal Affinity

Benefit

You get a +2 bonus on all Handle Animal checks and Ride checks.

Athletic

Benefit: You get a +2 bonus on all Climb checks and Swim checks.

Diehard

Prerequisite: Endurance.
Benefit: When reduced to between –1 and –9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.
When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die.
Normal: A character without this feat who is reduced to between –1 and –9 hit points is unconscious and dying.

Deceitful

Benefit

You get a +2 bonus on all Disguise checks and Forgery checks.

Deft Hands [General]

Benefit

You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.

Dodge

Prerequisite: Dex 13.
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Special: A fighter may select Dodge as one of his fighter bonus feats.

Endurance

Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.
Special: A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.

Investigator

Benefit

You get a +2 bonus on all Gather Information checks and Search checks.

Iron Will

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

Lightning Reflexes

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

Negotiator

Benefit

You get a +2 bonus on all Diplomacy checks and Sense Motive checks.

Nimble Fingers

Benefit

You get a +2 bonus on all Disable Device checks and Open Lock checks.

Persuasive

Benefit

You get a +2 bonus on all Bluff checks and Intimidate checks.

Self-Sufficient

Benefit: You get a +2 bonus on all Heal checks and Survival checks.

Skill Focus

Choose a skill.
Benefit: You get a +3 bonus on all checks involving that skill.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.