Below is a list of feats available to all creatures, though the creature must still meet still meet any other prerequisites.
Extra Mystic Pool (General)
Prerequisite: Mystic Pool class feature.
Benefit: Your mystic pool total increases by 2.
Special: A character may take this feat more than once. The effects stack.
Extra Perk (General)
Prerequisite: 20 Hit Dice
Benefit: You gain one additional major perk or two minor perks of your choice that you have not yet selected. You may select major drawbacks in place of a major perk, or two minor drawbacks in place of the two minor perks instead.
Fleet (General)
Benefit: Your base speed increases by 10 feet.
Great Fortitude (General)
Benefit: You get a +2 bonus on all Resilience saving throws. Once per day, you may reroll a Resilience save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Special: If you have the ability to spend stamina, you may spend 1 point of stamina 4 AP action to regain the use of this ability for the day. In addition, classes with the stamina class feature, but not the mystic pool feature, may treat this feat as a martial feat for the purposes of class feature that allow them to select martial feats as a bonus feat.
Improved Initiative (General)
Benefit: You gain a +4 bonus on initiative checks.
Special: If you have the ability to spend stamina, you may spend 1 point of stamina when rolling initiative to roll twice and take the better of the two results. You must decide to use this ability before rolling.
Lightning Reflexes (General)
Benefit: You get a +2 bonus on all Physical saving throws. Once per day, you may reroll a Physical save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Special: If you have the ability to spend stamina, you may spend 1 point of stamina as a 4 AP action to regain the use of this ability for the day. In addition, classes with the stamina class feature, but not the mystic pool feature, may treat this feat as a martial feat for the purposes of class feature that allow them to select martial feats as a bonus feat.
Run (General)
Benefit: When running, you move five times your normal speed. If you make a jump after a running start (see Athletics), you gain a +4 bonus on your Athletics check. While running, you are no longer Flat-Footed.
Special: If you have the ability to spend stamina, you may spend 1 point of stamina as part of a move action to treat your base speed as double for that movement. You may only use this ability once per round.
Steel MInd (General)
Benefit: You get a +2 bonus on all Mental saving throws. Once per day, you may reroll a Mental save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Special: If you have the ability to spend stamina, you may spend 1 point of stamina as a 4 AP action to regain the use of this ability for the day. In addition, classes with the stamina class feature, but not the mystic pool feature, may treat this feat as a martial feat for the purposes of class feature that allow them to select martial feats as a bonus feat.