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Focuses on all feats that do not readily lend themselves to any other category. Sample feats include Celestial Influence, Feat Focus, and Learn From Your Mistakes.

Bane of Enemies

[General, Epic]

Prerequisites: Survival 24 ranks, five or more hunting grounds.

Benefit: Any weapon you wield against one of your favored enemies or favored organizations, or when within one of your favored terrain types, is treated as a bane weapon for that creature type (thus, its enhancement bonus is increased by +2 and it deals +2d6 points of damage). This ability doesn’t stack with similar abilities.

 

Celestial Influence

[General]

One of Torar's major celestial bodies was in the House of your zodiac when you were born.

Prerequisites: Startouched.

Benefits: One of Torar’s celestial bodies was influencing the constellation you were born under. If your Luck score is 13 or lower, it was a Sun. If your Luck is at least 14, you may choose a Sun or a Moon. If your Luck is at least 18, you may choose a Sun, a Moon, or a Comet.

Sun – Nerdoth: Whenever you activate your startouched ability, or whenever you benefit from it if it is passive, you become the center of a daylight spell of white light. This lasts for 1 minute. It can be suppressed with a Will save (DC 15) as a move action that does not provoke attacks of opportunity, which suppresses it for the remainder of its duration, unless it is activated again.

Sun – Suldoth: Whenever you activate your startouched ability, or whenever you benefit from it if it is passive, you become the center of a darkness spell. This lasts for 1 minute. It can be suppressed with a Will save (DC 15) as a move action that does not provoke attacks of opportunity, which suppresses it for the remainder of its duration, unless it is activated again.

Moon – Nelkial: Whenever you activate your startouched ability, or whenever you benefit from it if it is passive, you gain a +4 zodiac bonus to Constitution and Charisma for 1 minute.

Moon – Surkial: Whenever you activate your startouched ability, or whenever you benefit from it if it is passive, you gain a +4 zodiac bonus to Dexterity and Intelligence for 1 minute.

Moon – Xaenkial: Whenever you activate your startouched ability, or whenever you benefit from it if it is passive, you gain a +4 zodiac bonus to Strength and Wisdom for 1 minute.

Comet – Somnan: Whenever you activate your startouched ability, or whenever you benefit from it if it is passive, you gain your level worth of IEXP (up to 10 times per session). Additionally, when you gain experience points in this way, you may choose to forego gaining those points and instead gain a 1% chance to cause some object you carry or wear to become invested with hidden power, effectively making it a legacy item. The DM designs the legacy. You must completely unlock all powers of the legacy item before you can invest another item with this power.

Comet – Reaver’s Tail: This choice requires DM approval beforehand. Whenever you activate your startouched ability, or whenever you benefit from it when it is passive, you may choose to gain a Crimson Shard. A shard may be used as a non-action to do one of the following effects: make your next d20 roll succeed, but not be capable of critical effect; grant you a 1-use touch attack that deals 10 x your level in unavoidable damage to the target you touch; or count as a Fate Point (does not count as your spent Fate Point for that round though, allowing you to effectively spend two Fate Points in a given round). The more Shards you gain the more your appearance and personality alter. Once you have chosen to gain 5 Shards, your hair becomes crimson red and you move one step closer to Chaotic. At 10 Shards your skin becomes tanned and rough, almost like scales, and your fingernails become crimson and grow long. You move one step closer to Evil. At 20 Shards your eyes become roiling pits of crimson blood and you move one step closer to Chaotic and one step closer to Evil. At this point you must purge your shards to be able to choose to gain any more. You may choose to Purge at any time. Purging requires an hour of meditation and costs you either 100 exp x your level, or 1 permanent hit point x your level, for each Shard you are Purging. The changes revert, both physical and psychological, when you Purge.

If you choose not to gain a Shard, your Reaver’s tail increases in length by 1 ft. This is a crimson red contrail that follows your movements out to a certain length. Each foot of contrail reduces your Hide and Diplomacy checks by -1 and increases your Intimidate checks by +1. There is no way to turn this off. Once you reach 50 ft. of Reaver’s tail, the accumulated power takes shape and tries to destroy you. Your contrail is reset to 0 ft. when this occurs. If you win the ensuing battle, you gain no experience from it, but your Reaver’s tail is reset to 0. If you lose, you die and have unleashed an unspeakable evil into the world.

Special: This feat must be taken before level 7.

 

Cryptomnesia

[General, Epic]

You have been chosen by fate for some unknown purpose.

Prerequisites: Cha 25.

Benefit: You gain a divine ability, however, it is locked within your subconscious mind and you can only use it under some predetermined situation or clause. Possible clauses might include: only functions against a certain creature type (as per the Bane weapon special ability), or in a certain place (in defense of your deities holy places for instance), or perhaps at a certain time (such as under a full moon, or one day per week).

Special: The GM determines the exact clause.

 

Death of Enemies

[General, Epic]

Prerequisites: Bane of Enemies, Survival 30 ranks, five or more hunting grounds.

Benefit: Any time you score a critical hit against one of your favored enemies or favored organizations, or when within one of your favored terrain types, it must make a Fortitude save (DC 10 + ½ your ranger class level + your Wisdom modifier) or die instantly.

Special: Creatures immune to critical hits can’t be affected by this feat.

 

Epic Feat Focus

[Epic, General]

Benefit: You are treated as having two more feats of each type.

Special: You can take this feat more than once. Its effects stack.

 

Fast Healer

[General]

Benefit: You heal at 2x the normal rate when resting or receiving complete bed rest.

 

Fate Bender

[General]

Prerequisite: Luck 12+.

Benefit: Choose one of the following benefits to gain. You may choose another for every 3 General feats you have. The benefits are:

·         You may now spend 2 fate points per round (spending the second one requires an immediate action).

·         You automatically gain your Luck bonus (if positive) +1 fate points each time you gain a new level (this cannot cause you to exceed your maximum fate points).

·         You may spend a fate point to reduce a standard action to a move action or a move action to a swift action once per round.

·         You may spend a fate point when using a wand, staff, scroll, or potion instead of causing the item or a charge to be consumed.

 

Fate’s Might

[General]

Benefit: Whenever you spend a fate point to gain bonus d6s to add to a d20 roll, you may elect to spend a second fate point to instead add d8s.

                If you have at least 5 General feats, you roll d10s instead of d8s when spending an additional fate point.

                If you have at least 10 General feats, you roll d12s instead of d8s or d10s when spending an additional fate point.

 

Feat Focus

[General]

Benefit: You are treated as having one more feat of each type.

Special: You can take this feat more than once. Its effects stack.

 

Feat Specialization

[General]

Benefit: Choose a feat. You count as having 4 more feats of the chosen feat's type for the purpose of determining this feat's effectiveness.

Special: You can take this feat more than once. Each time it applies to a different feat.

 

Great Charisma

[General, Epic]

Benefit: Your Charisma score increases by +1.

Special: This feat may be taken multiple times. It's effects stack.

 

Great Constitution

[General, Epic]

Benefit: Your Constitution score increases by +1.

Special: This feat may be taken multiple times. It's effects stack.

 

Great Dexterity

[General, Epic]

Benefit: Your Dexterity score increases by +1.

Special: This feat may be taken multiple times. It's effects stack.

 

Great Intelligence

[General, Epic]

Benefit: Your Intelligence score increases by +1.

Special: This feat may be taken multiple times. It's effects stack.

 

Great Strength

[General, Epic]

Benefit: Your Strength score increases by +1.

Special: This feat may be taken multiple times. It's effects stack.

 

Great Wisdom

[General, Epic]

Benefit: Your Wisdom score increases by +1.

Special: This feat may be taken multiple times. It's effects stack.

 

Hard Drinking

[General]

You are well-accustomed to drinking, and do not get drunk easily.

Prerequisite: Con 13+.

Benefit: After totalling up your Alcohol Threshold, double the final value.

Heroic Companion

[General]

Your companions can benefit from fate’s mark on you.

Prerequisite: Companion creature (such as a paladin’s mount, familiar, animal companion, or astral companion) or Leadership feat and 3 ranks in the Leadership skill.

Benefit: Your companion creatures and cohort (but not followers) may draw fate points from your pool at a rate of 1 per round. You may also draw upon one of your fate points in the same round as a companion does.

                You gain 1 fate point each time you gain a new level as long as your companion has been with you throughout your previous level. You gain another fate point each time you gain a level for every 7 General feats you have.

 

Heroic Folley

[General]

Good things happen, even to very unlucky people.

Prerequisites: Luck 9 or less.

Benefit: Once per day per General feat you have, you may choose to apply your Luck modifier as a penalty to all rolls of all kinds for the duration of the encounter. The penalty applies separately for every die rolled. However the pendulum of luck swings the other way afterward, causing any coins or art you find from that encounter being worth 5% more per negative point of Luck modifier. You cannot use this ability on encounters with an ECL of less than your character level -4, or on encounters wherein there are no die rolls.

 

Heroic Luck

[General]

You are a lucky punk.

Prerequisites: Luck 13+.

Benefit: Once per day per General feat you have you may add your Luck modifier to any roll. You must choose to do this before you know the results of your roll, but it may be declared before or after the actual roll of the die. This can apply to any die roll you make, and either positively or negative adjust that roll's result, whichever is more desireable for the character.

 

Improved Hunting Grounds

[General, Epic]

Prerequisite: Five or more hunting grounds.

Benefit: Increase the benefits granted to all skill checks, saving throws, attack rolls, and damage rolls by all of your hunting grounds abilities by +1.

Special: You can gain this feat multiple times. Its effects stack.

 

Improved Spell Resistance

[General, Epic]

Prerequisite: Must have spell resistance from a feat, class feature, or other permanent effect.

Benefit: Your spell resistance increases by +2.

Special: You can gain this feat multiple times. Its effects stack.

 

Learn From Your Mistakes

[General]

You learn valuable lessons from the mistakes that you make.

Benefit: The first time in any encounter that you roll a natural 1 on an attack roll, saving throw, or skill check, you gain 10 times your character level in experience points. You may only benefit from this feat a number of times per session equal to your Intelligence bonus.

 

Low Profile

[General]

You are less famous than others of your class and level, or you wish to maintain a less visible presence than others of your station.

Benefit: Reduce your quintessence by 5 points, plus another 5 points for every 2 general feats you have.

Special: You can’t select both the Low Profile feat and the Renown feat. You’re either famous or you’re not.

 

Luck of the Ages

[General, Epic]

Prerequisite: Character level 21+.

Benefit: Your Luck score increases by +1.

Special: This feat may be taken multiple times. Each time it is gained increase the prerequisite character level by 1.

 

Lucky Effort

[General]

Your luck even benefits you when applying your training to real-world events!

Prerequisites: Heroic Luck, character level 5.

Benefit: You may spend two of your heroic luck bonuses for the day to cause you to not expend any per/day uses of any class ability for a number of rounds equal to 1 per 2 General feats you have. This includes a paladin's Smite ability, a caster's spells, a bard's bardic music, and any other class-granted ability that has a specific number of uses per day. This feat does not function on abilities that have a longer 'reset' time, such as a paladin's Remove Disease ability.

 

Merchant's Luck

[General]

You seem to always find the best sales.

Prerequisites: Heroic Luck, Appraise 1 rank.

Benefit: You may spend one of your heroic luck bonuses for the day to gain a percentage discount on the purchase of a single item (or group of identical items... such as 5 longswords) equal to your Luck modifier X the number of General feats you have.

If you have at least 1 rank in the Bluff or Diplomacy skill, you may also spend one heroic luck bonus for the day to gain a bonus percentage to selling one item or group of identical items for an equal amount.

 

Noble Birth

[General]

Benefit: You have enough wealth to live comfortably for the rest of your days. Though this does not add directly to your current wealth, it is assumed you never have to pay for things such as non-magical, personal equipment, horses, lodging, food, drinks, etc. This applies only in the country you are a noble of.

                Your nobility grants you a certain protection from the law in the country you are a noble in. As long as you are not flagrantly violating any of the laws of the land (hacking up peasants or burning buildings, etc) you will not be arrested.

                You may consort with other nobles as equals and are privy to the councils held by the rulers of the land.

 

Renown

[General]

You have a better chance of being recognized.

Benefit: Increase your quintessence by 1 point, and 1 more point for every 3 general feats you have.

Special: You can’t select both the Low Profile feat and the Renown feat. You’re either famous or you’re not.

 

Star Child

[General, Epic]

You were born under a celestial convergence.

Prerequisites: Cha 25, Startouched, Celestial Influence.

Benefit: Once every year during your birth month you are granted a wish.

Special: This feat may be taken multiple times and its effects stack. Each time the feat is taken, increase the prerequisite amount of Charisma by 10 for the next time it is taken.

 

Startouched

[General]

You were born under a particularly strong and auspicious sign.

Benefits: You gain the benefits listed below for the constellation of the month in which you were born. You may choose either the exact influence, or if your birth month has a Guardian, you may choose that as your influence instead. You may also choose the Serpent to be your influence, regardless of your birth month.

·         Guloc – The Ritual: You gain a spell-like ability usable once per day, and an additional time per day for every 4 levels. Your caster level equals your character level, and the key ability is Charisma. Roll 1d3. A result of 1 indicates Nelkial was the strongest aspect during your birth month and allows you to choose any 1st-level spell from the Blue, Green, Grey, or Black schools. A result of 2 indicates that Surkial was the strongest aspect during your birth month and allows you to choose any 1st-level spell from the Indigo, Purple, Red, or Chrome schools. A result of 3 indicates that Xaenkial was the strongest aspect during your birth month and allows you to choose any 1st-level spell from the Yellow, White, Orange, or Brown schools.

·         Melethoc – The Tutor: At the beginning of an encounter, you may activate this ability as a non-action. You will gain 5% more experience points from that encounter (rounded down), if you gain any experience points from it. This ability may be activated up to once per gaming session per point of character Intelligence or Luck modifier, whichever is higher.

·         Hiroc – The Lord: Once per day, and an additional time per day per 4 levels, you may choose one item or effect currently granting you an armor, shield, or deflection bonus to AC. That item or effect’s bonus is increased by 50% (rounded down) for the duration of the encounter. This bonus may not exceed your Wisdom modifier.

·         Golloroc – The Mage: Your caster level is increased by +1 for all spellcasting classes you have. Additionally, all spellcasting classes are added to your list of favored classes. Once per day, and an additional time per day per 5 character levels, you may regain any one used spell cast within the last 24 hours.

·         Dyoc – The Shadow: You gain the Hide in Plain Sight ability, allowing you to use the Hide skill even while being observed, though you still need adjacent cover or concealment to hide behind. Hide becomes a class skill for you. If you have the Celestial Influences feat, it triggers whenever you make a Hide check.

·         Rochiroc – The Steed: Your base land speed is increased by 10 ft., you run at x5 normal speed, and can sprint at x6 normal speed. This stacks with all other speed increasing effects and abilities (such as the Run feat). Additionally you may, as a swift action once per day per point of Constitution modifier, gain a temporary speed increase of 30 ft. for 1 minute.

·         Itsuloc – The Apprentice: When casting a spell, you may choose to gain an Arcane Affinity counter. Doing so will cause your spell to be automatically Empowered, though with no increased spell level or cost. An Arcane Affinity counter reduces any spell resistance you have by 4 and causes you to suffer a -4 zodiac penalty to saves against spells and spell-like effects for 1 hour. Multiple Arcane Affinity counters stack both the penalties and the duration (so having two AA counters will result in a -8 to spell resistance and saves for 2 hours). By spending 10 minutes meditating and making a successful Concentration check (DC 15 + 5 per AA counter) you may reduce your counters by 1.

·         Mythoroc – The Warrior: You are proficient with all weapons that you can physically wield and that are considered true weapons. This does not allow you to be considered proficient with exceptionally large weapons for your size (weapons more than 1 size category larger than you) or improvised weapons (such as a barstool or a frying pan). Once per day per point of Strength modifier you may make a Mighty Strike with a weapon this ability grants you proficiency in. This is a standard action which increases your attack roll by your character level and your damage by your Strength modifier.

·         Hiriloc – The Lady: You heal double the normal number of hit points each day, and all hit point healing effects that you receive heal you for +1 hit point. Once per day per point of Wisdom modifier you may, as a swift action, gain fast healing of (1+1/4 character level, rounded down) for 1 minute.

·         Rahmoc – The Tower: The Open Lock skill is a class skill for you, and you never suffer penalties for not having lockpicking tools. Once per day per point of Dexterity modifier you may take 10 on Open Lock checks, even when under adverse conditions, without increasing the time the check takes.

·         Sarnoc – The Golem: You gain Spell Resistance of 12 + character level (maximum 35). This applies to friendly and harmless spells and effects as well, and cannot be ‘turned off’. If you have the Celestial Influence feat, it triggers whenever someone has to roll against your spell resistance.

·         Garthoc – The Thief: Your Luck ability score is increased by +2. Additionally, when spending a Fate Point to gain a bonus to a roll, you gain an extra +1 bonus to the roll.

·         Lygoc – The Serpent: When you roll a natural 20 on an ability check, skill check, attack roll, or saving throw, you may choose not to gain a Fate Point and instead have the best possible outcome of that roll happen (DM’s discretion). When you roll a natural 1, the worst possible outcome of that roll happens unless you choose to spend the Fate Point you gained from that roll plus another one. Both powers of this ability will trigger Celestial Influence, if you have that feat. This influence may have other effects, such as altering your destiny, at the DM’s discretion.

Special: This feat may only be taken at 1st level.

 

Wealthy

[General]

Benefit: You start with twice the normal starting gold. Additionally, you gain 1000gp when you reach 1d4 levels above level 5 the next time you enter a large town.

Special: This feat may only be taken at 1st level.

 

Weird Luck

[General]

Your bad luck is... weird, at times.

Prerequisites: Heroic Folley.

Benefit: You may expend two of your heroic folley uses per day to cause a natural 1 to be treated like a natural 20 instead. You fail so badly you succeed at your attempt.

                For every three General feats you have, increase the range of failing rolls that are treated as natural 20s by 1. For example, a character with this feat and five other General feats could cause any natural 1, 2, or 3 to be considered a natural 20 instead.

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