Human Feats
Humans have access to the following feats.
You are extremely lucky and sometimes your allies are as well.
Prerequisites
Defiant Luck, Inexplicable Luck, human.
Benefit
You gain an extra use per day of your Defiant Luck ability. You can also use your Inexplicable Luck ability to grant an ally that can see and hear its benefit as an immediate action.
An open mind and combat training grant versatility to your critical hits.
Prerequisites
Fighter level 11th, human.
Benefit
Once per day, you can spend 1 hour practicing maneuvers to gain one single critical feat that you meet the prerequisites for. You gain the benefits of the chosen critical feat until you choose to practice a different critical feat.
Your ability to avert disaster is impressive.
Prerequisites
Cha 13, Fearless Curiosity, Intimidate 10 ranks, human.
Benefit
You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with those granted by Fearless Curiosity and Intimidating Confidence. In addition, once per day you may reroll a natural 1 on a saving throw or an attack roll. If your reroll results in a successful saving throw or attack roll, as a free action you can make an Intimidate check to demoralize the target of your attack or the creature that forced you to make a saving throw, as long as the creature is within 30 feet and can see and hear you. This effect does not apply on saving throws against traps or other objects. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.
You can sometimes defiantly shrug off spells and attacks that would kill a lesser creature.
Prerequisite
Human.
Benefit
Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.
Special
If you are using the optional hero point system, you can also spend 1 hero point when a critical hit is confirmed against you to have the opponent reroll the critical hit confirmation roll.
Fast Learner
You progress gain extra versatility.
Prerequisites
Int 13, human.
Benefit
When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.
Your desire to see and experience the world overrides healthy caution.
Prerequisites
Cha 13, human.
Benefit
You gain a +1 bonus on saving throws against effects with the emotion descriptor. In addition, for any round in which you begin your turn affected by a fear effect, you gain a new save at the beginning of your turn to reduce the severity of the fear effect, from panicked to frightened, frightened to shaken, and shaken to unaffected.
Your indomitable will breaks free from mental shackles.
Prerequisites
Iron Will, base Will save +4, human.
Benefit
Once per day as a standard action, you may attempt a new saving throw against a harmful condition requiring a Will save that is affecting you. If you are dominated, controlled, or cannot take an action because of the effect against which you are trying to make a new saving throw, you can make this saving throw at the start of the turn as no action, but on a success, your turn ends. You cannot use this feat to remove instantaneous effects, effects that do not require a Will save, or effects that do not allow a saving throw.
You are an expert trainer of horses, hounds, falcons, or hunting cats.
Prerequisites
Handle Animal 1 rank; either the animal companion, divine bond (mount), or mount class feature; human.
Benefit
If you have the animal companion class feature, pick one of the following types of animal companions that this feat affects: bird, dog, small cat, or horse. If you have the divine bond (mount) or mount class feature, this feat always affects horses.
You gain a +2 bonus on Handle Animal and Knowledge (nature) checks with creatures of that type of animal. Furthermore, you are treated as one level higher when determining the abilities of your animal companion or mount, as long as it is of the chosen type.
You are masterful in your improvisation.
Prerequisites
Int 13, Fast Learner, Improvisation, human.
Benefit
Your nonproficiency penalty with weapons, armor, and shields is halved. In addition, the bonus on all skill checks for skills you have no ranks in increases to +4 instead of +2.
You can figure out how to do almost anything.
Prerequisites
Int 13, Fast Learner, human.
Benefit
You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all skills designated "trained only" untrained.
Others are often dumfounded by your luck.
Prerequisites
Defiant Luck, human.
Benefit
Once per day, as a free action before a roll is made, you gain a +8 bonus on any single d20 roll. You can also use this ability after the roll is made, but if you do, this bonus is reduced to +4.
You have boundless faith in your success.
Prerequisites
Cha 13, Fearless Curiosity, Intimidate 5 ranks, human.
Benefit
You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with the bonus granted by Fearless Curiosity. When you confirm a critical hit, as a free action you can make an Intimidate check to demoralize one creature you threaten. If you have the Dazzling Display feat, you can make Intimidate checks to demoralize all creatures you threaten instead. You gain a +2 bonus on this check if your weapon has a ×3 critical modifier, or +4 if it has a ×4 critical modifier.
You broaden your study of weapons to encompass multiple similar weapons.
Prerequisites
Martial Versatility, fighter level 16th, human.
Benefit
Each combat feat you have that applies to a specific weapon (e.g., Weapon Focus) can be used with all weapons in the same weapon group.
You further broaden your study of weapons to encompass multiple similar weapons.
Prerequisites
Fighter level 4th, human.
Benefit
Choose one combat feat you know that applies to a specific weapon (e.g., Weapon Focus). You can use that feat with any weapon within the same weapon group.
Special
You may take this feat more than once. Each time it applies to a different feat.
Your success drives your further actions.
Prerequisite
Human.
Benefit
When you confirm a critical hit or roll a natural 20 on a saving throw, you gain a +2 circumstance bonus on a single attack roll, saving throw, skill check, or ability check of your choice before the end of your next turn. You must choose to use this bonus before you make the attack roll, saving throw, skill check, or ability check.