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.
Disease Immunity [Save, Endurance]
Prereqs Con 15, Fort +4, Disease Resistance, Great Fortitude
Benefit You are immune to all mundane disease or disease-like effects. You are not immune to magical disease. In addition, you are not a carrier for disease either, therefore being unable to commune a disease to someone else.
Disease Resistance [Save, Endurance]
Prereqs Con 13, Great Fortitude
Benefit You get a +4 bonus to all Fortitude saving throws against disease or disease-like effects.
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.
Hardy [Save, Endurance]
Prereqs Con 13, Fort +2
Benefit You get a +4 bonus to Fortitude saves made to resist subdual damage from exposure to very hot (over 90 degrees Fahrenheit) or very cold (below 40 degrees Fahrenheit) environments. You must choose whether you receive the bonus against hot or cold weather when you take this feat.
Special You can gain this feat twice in order to gain a bonus against both hot and cold conditions.
Poison Resistance [Save, Endurance]
Prereqs Con 13, Fort +4, Great Fortitude
Benefit You get a +4 bonus to all Fortitude saving throws made against poison.