The Netbook of Feats
The best feats on the net


A d20 System Licensed Product.
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by Wizards of the Coast, Inc.
This product utilizes updated material from the v.3.5 revision.






Declaration of Open Gaming Content

All feats and text in the Netbook of Feats is Open Gaming Content with the following exceptions. The Disclaimers, all Artwork, Staff Names, Product Names and Authors Names are NOT open gaming content. Authors Names may be used for the purpose of crediting the authors with their work.




Disclaimers

These disclaimers are not considered OGC

'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20

This printing of the Netbook of Feats complies with the Open Gaming License (OGL) version 1.0a and includes Open Gaming Content (OGC) as identified under the terms of the Open Gaming License. Subsequent printings of this product will incorporate, and comply with, the most current version of the Open Gaming License, as made available. All feats contained in this netbook have been licensed and entered under the Open Gaming License as Open Gaming Content by the copyright holders. The NBOF grants unlimited rights to copy and distribute the Netbook of Feats in whole or in part.




Welcome!

Greetings, and thanks for taking the time to read the Netbook of Feats. This project is the result of a lot of hard work by all our contributors, reviewers, editors, the Fantasy Netbook Community Council, and ourselves. It represents thousands of hours of hard work and boundless creativity. We sincerely hope that you enjoy it and find something here that enhances your game or simply entertains.

The Netbook of Feats is published using the Open Gaming License (OGL). This legal document (found in the legal section of the NBOF) protects the work in this document so that it remains free for you to use in almost any way imaginable. Basically the material in the NBOF that is designated as Open Gaming Content (OGC), which is almost everything in the NBOF, can be used in any publication, amateur or professional without any restrictions, except that you must credit the original author of the work. To use our feats you need not pay us, or ask permission, or sign any contracts; the only thing you must do is include the OGL in any document you use the material in, and you must abide by the rules of the OGL.

Welcome to version 12 of the NBOF. We decided to change the version number to celebrate the inclusion of our first set of feats from another D20 publication. It was always our intent to do so but we have had so many original contributions we hadn't had the time to properly review them.

Our vision has always been to be the most comprehensive collection of quality feats anywhere. The sheer number of feats that have been published is staggering, yet the possibilities are nearly endless. Going forward you can expect to see more feats from other publication included in the NBOF. We will only include those we feel are of good quality and do not duplicate feats we already publish.

This version also contains a large number of new original feats. The review board has been going full steam and you will find many new and interesting additions. You will also note that we have changed the format and non-feat content based on your feedback.

We hope you enjoy the Netbook of Feats, and if you do, let us know. Your support and participation have always been what keeps us going strong.

Good Gaming,
Netbook of Feats Staff




Version 12.4 of the Netbook of Feats

Version 12.4 adds 33 new feats to the netbook along with a few revisions and replacements.






Changes to existing feats in this edition

Version 12.4
The feat type "Wild" is now noted as an SRD type.
Accurate Attack Removed in favor of Attack Focus which has the same mechanic.
Gigantic Weapon Removed in favor of new feats Lighten Weapon and Improved Ligten Weapon.
Vertical Walk Has been updated to have a more dynamic mechanic.
Close Order Combat Has been updated to no longer require a pair of characters to have the feat.
Familiar Development Has been updated to clarify its effect upon the death of the familiar.

Version 12.3
Unbalancing Fist: Corrected reference to Eagle Claw Strike (an old name for this feat)
Improved Caster Level: Corrected the erroneous description.
Charmed: Increased in power by doubling its bonus.
Accurate Attack: Reference to Combat Tactics removed from example section.
Careful Planner: Typo corrected.
Pack Rat: Culled in favor of Careful Planner.
Heroics: Culled in favor of Charmed.

Version 12.2
General Changes
"Turn or rebuke" changed to Turn/rebuke through out netbook.
Many Epic Feats were change to first person language instead of third person to match NBOF style guide.
"Spellcaster level #" changed to "Caster level #" through out netbook.
A number of older feats received additional or revised ratings by the board.
Correcting copyright dates for feats from OGC source SHB

Specific Changes To Feats
Defensive Arts: "Defense" changed to "Armor Class" to reflect change from D20 Modern rules
Divine Elemental Fury: Changed from Divine to Special type
Divine Heailing / Wounding Touch: Changed and renamed to Divine Touch with the amount of damage healed having changed.
Divine Ministration, Divine Ministration Ray, Divine Ministration Sphere: Morphed into Divine Touch, Divine Ray, and Divine Burst respectively.
Reactive Coutnersong: "couter-song" changed to "countersong"
Research Trinity: "reduce the cost to 100gp/level" changed to "1,000gp/level" to match example and intended effect.
Riposte: "Dexterity" and "Cleave" capitalized as they are game terms.
Combat Surge: Reference to outdated refocusing mechanic removed.
True Spell Mastery: Missing benefit section restored.
Thundering Spell: Description field written to replace erroneous text.
Improved Eschew Materials: XP cost was increased substantially.
Notorious: Bonus increased from +4 to +5 and Notes section added.
Polar Bear Skin: Effect made substantially stronger.
Practice Makes Perfect: Added bonus then taking a 10 as well as a 20.
Racial Spell: Mechanics for specifying targets clarified and simplified. Example added.
Unique Spell: Made universal for all casters, added clarifications.
Song Magic: Reference to simulating still spell removed.
Improved Caster Level: Prerequisite changed to "Ability to cast spells". Example expanded, special section re-written to standard language.
Intuitive: Removed prerequisite from Intuitive Spell Casting
Combat Spell Trigger: Adjusted text for greater clarity.
Divine Strike: False benefit moved to example and real benefit included.
Fire Acclimation: Prerequisite changed from Wis 13 to Con 13
Manual Technique: Description changed.
Masterful Scroll Casting: Spelling correction.
Menagerie: Corrected spelling of feat name.
Practiced Turning: Style and grammar corrections.
Quick Scent: Immediate changed to swift action
Thundering PowerRestored description
Expert HealerRestored description

Feats removed after further review
Alternate Attack: The official FAQ explains that iterative attacks can be made with any available weapon making this feat obsolete.
Innate Gift: Consensus that the feat was not balanced for play and almost impossible to balance effectively for all levels of play.
Elite Minion of the Spider Queen: Not appropriate for a feat mechanic.
Expanded Arcane Spell List: Too powerful.
Expanded Divine Spell List: Too powerful.
Spell Knight: Subsumed by new version of Improved Caster Level.
Elven Sword Mastery: Replaced by new feat, Weapon Grace.
Combat Tactics:Abusive with power attack, disarm and a number of other mechanics.

Version 12.1
Force Spell: Changed from a +3 level metamagic to a +2 level metamagic feat for balance against similar baseline feats.
Armed Flurry of Blows: Removed reference to monks unarmed attack bonus from 3.0 rules.
Channel Against Outsiders: Non OGC creature reference removed.
Intuitive: Removed erroneous prerequisite entry.




Credits

Project Leads:
Sigfried Trent
Carl Cramér
Peter K. Campbell

Review Board:
Carl Cramér, Sigfried Trent, Peter K. Campbell, Kenneth Oswald, Jason Kemp, Don McKinney, Pier Giorgio Pacifici, Bill Browne

Editing Help From:
Devon Jones, Joshua Cottrill, Jason Aults, David Anderson Jr., ChromWolf, Kevin Rockwell, John Lamping, Troy Lenze, Rob Biggar, Darren, Reginald Blue, Antoine Morice,Marcin Trybus, Tim Weber, Komm Kayriel, Soren Jacobsen, Timothy Pederick, Rathrich, David Sledge

Special Thanks To:
Fred Wolke, Paul King, Adrian C. Forbes, Marcin Trybus

NBOF Alumni:
Bradley H. Bemis Jr., Fred Wolke, Mike Kletch, Alan Sullivan, Anne Trent, Eric D. Harry

Illustrations:
Darrell Langley

Graphic Designs:
Anne Trent

Published Contributors:
Alan Sullivan Alan Z. Eisinger Albert Nakano Anne Trent
B. Marcus Lindberg Bill Browne Bradley H. Bemis Jr. Brendan Quinn
Brian A. Smith Carl Cramér Chris Meravi Curtis Bennett
Damon J Calhoun Dan Hopkins Daniel Langdon David Sanders
Dmitry Kuteynikov Dominique Crouzet Don McKinney Eric D. Harry
OGC Source AEGF Ian Cheesman Jason D. Kemp Jason Spangler
Jerry M. Chaney II John O. Lamping Jonathan D. Woolley Jose Lira
Joshua Turton Mark Koh Matthew Lee Shelton Michael J. Kletch
Modern System Reference Document Paul W. King Peter K. Campbell Rafael Arrais
Rebecca Glenn Richard Magnan Rick Coen OGC Source L5R
Scott Metzger Scott Resnick OGC Source SHB Sigfried Trent
System Reference Document Sébastien Adhikari Terje Kristian Backman OGC Source WOTW
Tyson Neumann OGC Source UA William Batok William Setzer





Formalities

Declaration of Open Gaming Content
Disclaimers
Introduction
Version
Changes
OGL license

Indexes
Alphabetical Feat Listings
General Feats
Fighter Feats
Magical Feats
Divine Feats
Psionic Feats
Special Feats
Epic Feats
Monster Feats
Modern Feats
Weapon Group Feats

Feats
Master Feats List

Special Features
Our Mission
Contact Information
Rating System
Submission Guideline
How to Write Feats





All Feats by Name
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

A
Ability Focus (SRD)
Accelerated Balancing
Accelerated Climbing
Accurate Assessment *
Acrobatic (SRD)
Acrobatic Charge
Acrobatic Defense
Acrobatic Strike
Additional Magic Item Space (SRD)
Advanced Firearms Proficiency
Aerobatics
Aggressive Casting
Aggressive Defense
Agile (SRD)
Agile Climber
Agile Riposte
Aircraft Operation
Alertness (SRD)
Aligned Attack (SRD)
Ambidexterity
Ambitious Leader
Animal Affinity (SRD)
Animal Ken
Animate Wall
Antipsionic Magic (SRD)
Anything Goes Combat
Anything Goes Long
Apothecary
Applied Scholastics
Aquatic Leaping Attack
Arcane Admixture
Arcane Power
Arcane Understanding
Archaic Weapons Proficiency
Area Control
Area Power Resistance
Area Spell Resistance
Armed Deflect Arrows
Armed Flurry Of Blows
Armor Focus
Armor Penetration
Armor Proficiency (heavy) (SRD)
Armor Proficiency (light) (SRD)
Armor Proficiency (medium) (SRD)
Armor Skin (SRD)
Armored Caster
Armored Vigilance
Astrologer *
Athletic (SRD)
Attack Focus
Attentive
Augment Summoning (SRD)
Augment Undead *
Augmented Alchemy (SRD)
Aura Chameleon
Automatic Quicken Spell (SRD)
Automatic Silent Spell (SRD)
Automatic Still Spell (SRD)
Autonomous (SRD)
Avoidance
Awareness
Awesome Blow (SRD)
Axe Frenzy
Axe Hurling

B
Back To Back
Backstab
Bane Of Enemies (SRD)
Barber-surgeon
Battle Cry
Battle Leader
Beast Tongues
Big Familiar
Blade Defense
Bleeding Critical
Blind
Blind-fight (SRD)
Blind-shot *
Blinding Speed (SRD)
Blinding Strike *
Blindsight, 5-ft. Radius (SRD)
Bloodletting
Body Fuel (SRD)
Bonded Weapon
Bone Art
Bonus Domain (SRD)
Bonus Spells Focus
Bookworm
Boost Construct (SRD)
Bottoms Up
Bow Mastery
Bravery
Brawl
Brawn
Breaking Blow
Brew Potion (SRD)
Brute
Bulwark Of Defense (SRD)
Burrowing Power (SRD)
Burst Fire
Butterfly Flank

C
Cadaverous Familiar
Called Shot
Camouflage
Campaigner
Cannibalistic Casting
Cantrip
Cantrip Mastery
Careful Planner
Cast On The Run *
Cast-iron Stomach
Cautious
Chain Power (SRD)
Chain Ray *
Channel Against Outsiders
Channel Psionic Touch
Channel Touch Spell
Channeled Resistance
Chaotic Mind (SRD)
Chaotic Rage (SRD)
Charmed
Cheap Enhancing
Child Of The Sea
Chill Of The Grave
Cleave (SRD)
Cleave Asunder
Cleaving Rampage
Cleaving Shot
Clinch
Cloak Dance (SRD)
Close Order Combat
Closed Mind (SRD)
Cold Rage *
Cold-blooded Killer
Colossal Wild Shape (SRD)
Combat Archery (SRD)
Combat Casting (SRD)
Combat Expertise (SRD)
Combat Focus
Combat Fury
Combat Intimidation
Combat Manifestation (SRD)
Combat Opportunist
Combat Precision
Combat Reflexes (SRD)
Combat Rotation
Combat Spell Trigger
Combat Surge
Combat Throw
Concentration Mastery
Concentration Spell
Concerted Attack
Cone Control *
Controlled Burst
Controlled Charge
Conviction Of Faith
Counter Charge
Counterspell Feedback *
Craft Anywhere
Craft Cognizance Crystal (SRD)
Craft Construct (SRD)
Craft Dorje (SRD)
Craft Epic Magic Arms And Armor (SRD)
Craft Epic Rod (SRD)
Craft Epic Staff (SRD)
Craft Epic Wondrous Item (SRD)
Craft Magic Arms And Armor (SRD)
Craft Magic Tattoo
Craft Psicrown (SRD)
Craft Psionic Arms And Armor (SRD)
Craft Psionic Construct (SRD)
Craft Rod (SRD)
Craft Staff (SRD)
Craft Universal Item (SRD)
Craft Wand (SRD)
Craft Wondrous Item (SRD)
Craftsman
Create Opportunity
Create Wondrous Creature
Criminal
Crippler
Cross-class Learning
Crystal Psiweapon
Cutting Words *

D
Damage Reduction (SRD)
Deadly Precision (SRD)
Deafening Song (SRD)
Deafening Spell
Death From Afar
Death Of Enemies (SRD)
Deceitful (SRD)
Deceptive
Deep Impact (SRD)
Defense Specialization
Defensive Arts
Defensive Disarm
Defensive Study
Defensive Sunder
Defensive Trip
Deflect Arrows (SRD)
Deflect Attack
Deft Hands (SRD)
Deft Lunge
Delay Power (SRD)
Delay Spell
Destructive Force
Detect Poison
Determined Soul
Devastating Critical (SRD)
Dexterous Dodge
Dexterous Fortitude (SRD)
Dexterous Will (SRD)
Diehard (SRD)
Diligent (SRD)
Diminutive Wild Shape (SRD)
Dire Charge (SRD)
Disarm And Deny
Discover Psionic Power
Disease Resistance
Disguise Spell (SRD)
Dispel Mastery
Disrupting Attack
Distance Ki Strike
Distant Shot (SRD)
Divine Armor
Divine Armor Of The Soul
Divine Awe *
Divine Boon
Divine Burst
Divine Deathward
Divine Dispel
Divine Dominion
Divine Elemental Fury
Divine Flame
Divine Force Of Personality
Divine Fury
Divine Ghost Armor
Divine Ghost Weapon
Divine Gift
Divine Impact
Divine Might (SRD)
Divine Ray
Divine Sight
Divine Strike
Divine Touch
Divine Vengeance (SRD)
Divine Weapon
Divine Wrath
Dodge (SRD)
Domain Adaptability
Domain Focus
Domain Mastery
Double Step
Double Tap
Down And Dirty Style
Draconic Bloodline
Dragon Wild Shape (SRD)
Drive-by Attack
Druidical Blessing
Dual Energy Spell
Dual Spell *
Ducking Shot

E
Efficient Item Creation (SRD)
Efficient Spell
Elemental Boost
Elite Training
Elusive Target
Elven Archery
Empower Power (SRD)
Empower Psychic Strike
Empower Spell (SRD)
Empower Spell-like Ability (SRD)
Enable Criticals
Enchanted Animal Companion
Endurance (SRD)
Energy Resistance (SRD)
Energy Substitution (SRD)
Enhance Psicrystal
Enhance Spell (SRD)
Enhanced Companions
Enhanced Draconic Bloodline
Enhanced Psi-like Abilities
Enhanced Scent
Enhanced Spell-like Abilities
Enhanced Turning
Enlarge Breath Weapon
Enlarge Power (SRD)
Enlarge Spell (SRD)
Enlarge Wall
Epic Dodge (SRD)
Epic Elite Training
Epic Endurance (SRD)
Epic Expanded Knowledge (SRD)
Epic Fortitude (SRD)
Epic Inspiration (SRD)
Epic Leadership (SRD)
Epic Prowess (SRD)
Epic Psionic Focus (SRD)
Epic Reflexes (SRD)
Epic Reputation (SRD)
Epic Skill Focus (SRD)
Epic Speed (SRD)
Epic Spell Focus (SRD)
Epic Spell Penetration (SRD)
Epic Spellcasting (SRD)
Epic Toughness (SRD)
Epic Weapon Focus (SRD)
Epic Weapon Specialization (SRD)
Epic Will (SRD)
Eschew Divine Focus
Eschew Materials (SRD)
Ever-ready Shield
Exceptional Deflection (SRD)
Exotic Firearms Proficiency
Exotic Weapon Proficiency (SRD)
Expand Spell
Expanded Domains
Expanded Knowledge (SRD)
Experienced Adventurer
Expert Aim
Expert Healing
Extend Power (SRD)
Extend Spell (SRD)
Extend Spell List
Extended Burst
Extended Life Span (SRD)
Extended Outburst
Extra Burst
Extra Familiar
Extra Music (SRD)
Extra Outburst
Extra Primeval Ability
Extra Rage
Extra Turning (SRD)
Extra Wild Shape
Eyes In The Back Of Your Head (SRD)

F
Fake Spell
Fall Guy
Familiar Concentration
Familiar Development
Familiar Feat
Familiar Feat Merge
Familiar Focus
Familiar Fortitude
Familiar Range Extension
Familiar Spell (SRD)
Far Shot (SRD)
Far Touch Spell
Fast Healing (SRD)
Fast Item Creation
Fast Mover
Fast Spell
Favored Class
Favored Enemy Spell
Fearsome Display
Fearsome Fortitude
Fell Shot (SRD)
Fencing Stance
Fiery Rage
Fine Wild Shape (SRD)
Fists Of Adamantine
Fists Of Steel
Flashes Of Brilliance
Flashy Attack
Fleet Of Foot (SRD)
Flurry Of Blades
Flyby Attack (SRD)
Focused Primeval Ability
Focused Psionic Power
Focused Sunder (SRD)
Follow Up
Force Of Will (SRD)
Force Spell
Force Stop
Forge Epic Ring (SRD)
Forge Ring (SRD)
Fortune
Foul Sneaking
Fracture
Frenzied Attack
From The Jaws Of Defeat
Fury Of The Mountain

G
Gargantuan Wild Shape (SRD)
Gearhead
Geometric Wall
Ghost Attack (SRD)
Ghost Spell
Ghost Touch
Giant Step
Giveaway Spell
Go Hungry
Godsbane
Good Listener
Grasping Strike
Great Blow
Great Charisma (SRD)
Great Cleave (SRD)
Great Constitution (SRD)
Great Dexterity (SRD)
Great Fortitude (SRD)
Great Intelligence (SRD)
Great Leader
Great Smiting (SRD)
Great Strength (SRD)
Great Wisdom (SRD)
Greater Crippling Strike *
Greater Disease Resistance
Greater Divine Dominion
Greater Focused Primeval Ability
Greater Heart Of The Dragon
Greater Held Charge
Greater Knowledge *
Greater Manyshot (SRD)
Greater Multiweapon Fighting (SRD)
Greater Overrun
Greater Poison Resistance
Greater Power Penetration (SRD)
Greater Power Specialization (SRD)
Greater Primeval Rage
Greater Psionic Endowment (SRD)
Greater Psionic Fist (SRD)
Greater Psionic Shot (SRD)
Greater Psionic Weapon (SRD)
Greater Spell Focus (SRD)
Greater Spell Mastery
Greater Spell Penetration (SRD)
Greater Spell Toughness
Greater Two-weapon Fighting (SRD)
Greater Weapon Focus (SRD)
Greater Weapon Specialization (SRD)
Greatweapon Quickness
Grim Determination
Group Inspiration (SRD)
Grudge
Guide

H
Handy
Hardened Spell
Hardy Brawler
Healing Ki Touch
Heart Of Defiance
Heart Of Fury
Heart Of Invulnerability
Heart Of The Dragon
Heighten Primeval Ability
Heighten Spell (SRD)
Heightened Bodily Constitution
Heightened Cognitive Intelligence
Heightened Manual Dexterity
Heightened Personal Charisma
Heightened Physical Strength
Heightened Worldly Wisdom
Heirloom
Herculean Effort
Heroic Evasion
Hide Tracks
Hindering Song (SRD)
Hobbling Attack
Hold The Line (SRD)
Hole In The Middle
Holy Strike (SRD)
Hostile Mind (SRD)
Hover (SRD)

I
Identify Item *
Ignore Material Components (SRD)
Immediate Dodge
Impact Spell
Imprint Stone (SRD)
Improved Aid Another
Improved Alignment-based Casting (SRD)
Improved Animal Companion
Improved Arrow Of Death (SRD)
Improved Aura Of Courage (SRD)
Improved Aura Of Despair (SRD)
Improved Blind-fight *
Improved Brawl
Improved Brawn
Improved Brute
Improved Bull Rush (SRD)
Improved Caster Level
Improved Charge
Improved Combat Casting (SRD)
Improved Combat Focus
Improved Combat Reflexes (SRD)
Improved Combat Rotation
Improved Combat Throw
Improved Counterspell (SRD)
Improved Crippling Strike *
Improved Critical (SRD)
Improved Crystal Psiweapon
Improved Damage Threshold
Improved Darkvision (SRD)
Improved Death Attack (SRD)
Improved Deflect Arrows
Improved Deflect Attack
Improved Disarm (SRD)
Improved Disguise
Improved Divine Connection
Improved Dodge
Improved Elemental Wild Shape (SRD)
Improved Eschew Materials
Improved Extend Spell
Improved Familiar (SRD)
Improved Far Shot
Improved Favored Enemy (SRD)
Improved Feint (SRD)
Improved Fire Acclimation
Improved Flyby Attack (SRD)
Improved Grapple (SRD)
Improved Heighten Spell (SRD)
Improved Initiative (SRD)
Improved Ki Strike (SRD)
Improved Knockout Punch
Improved Lighten Weapon *
Improved Lockpicking
Improved Low-light Vision (SRD)
Improved Manifestation (SRD)
Improved Manyshot (SRD)
Improved Metamagic (SRD)
Improved Metapsionics (SRD)
Improved Monk Ac Bonus
Improved Mounted Combat
Improved Multiattack (SRD)
Improved Multiweapon Fighting
Improved Natural Armor (SRD)
Improved Natural Attack (SRD)
Improved Outburst
Improved Overrun (SRD)
Improved Point Blank Shot
Improved Power Attack
Improved Power Double Weapon
Improved Precise Shot (SRD)
Improved Psicrystal (SRD)
Improved Quick Study
Improved Resistance
Improved Search
Improved Shield Bash (SRD)
Improved Sleight Of Hand
Improved Sneak Attack (SRD)
Improved Spell Capacity (SRD)
Improved Spell Resistance (SRD)
Improved Stability
Improved Stealth *
Improved Stonecunning
Improved Stunning Fist (SRD)
Improved Subdual
Improved Sunder (SRD)
Improved Toughness
Improved Trip (SRD)
Improved Turning (SRD)
Improved Two-weapon Fighting (SRD)
Improved Unarmed Strike (SRD)
Improved Undead Control
Improved Whirlwind Attack (SRD)
Improved Wild Talent *
Improvised Weapons
Incite Rage (SRD)
Infer Spell
Infinite Deflection (SRD)
Innate Metamagic
Innate Specialist
Inner Depths Of The Soul
Inquisitor (SRD)
Inspire Cooperation
Inspire Devotion
Inspire Excellence (SRD)
Inspire Greatness
Inspire Loyalty
Inspiring Leader
Inspiring Love
Instant Awakening
Instant Reload (SRD)
Intensify Poison
Intensify Spell (SRD)
Intimate Knowledge *
Intimate Spell *
Intuitive
Intuitive Spell Preparation
Investigator (SRD)
Invisible Spell
Iron Will (SRD)

J
Jack Of All Trades (SRD)

K
Keen Strike (SRD)
Ki Of The Masters
Ki Sense
Kick 'em While They're Down
Kick-up
Knock-down (SRD)
Knockout Punch
Know Terrain
Knowledge Focus
Knowledgeable

L
Last Ditch
Lasting Inspiration (SRD)
Layered Psionic Defense
Lead Fissile Fire
Leadership (SRD)
Learn Command *
Learned Metamagic
Legendary Climber (SRD)
Legendary Commander (SRD)
Legendary Leaper (SRD)
Legendary Rider (SRD)
Legendary Tracker (SRD)
Legendary Wrestler (SRD)
Light As A Feather
Lighten Weapon *
Lightning Parry
Lightning Reflexes (SRD)
Lingering Damage (SRD)
Linguistic Savant
Linked Resistance
Local Enemy Offensive Training
Look Harmless
Low Profile
Lungs Of Steel

M
Magebane
Magic Secret
Magic Sense *
Magical Aptitude (SRD)
Magical Beast Companion (SRD)
Magical Beast Wild Shape (SRD)
Main Gauche
Manual Technique
Manyshot (SRD)
Martial Weapon Proficiency (SRD)
Mass Effect Spell
Master Artisan
Master Battlecaster
Master Staff (SRD)
Master Wand (SRD)
Masterful Scroll Casting
Maximize Power (SRD)
Maximize Spell (SRD)
Meddlesome
Medical Expert
Menagerie
Mental Leap (SRD)
Mental Resistance (SRD)
Metaffinity
Metalinguist
Metamorphic Transfer (SRD)
Metaspell
Meticulous
Mighty Charge
Mighty Hunter
Mighty Rage (SRD)
Mimicry
Mind Leach
Mind Over Body (SRD)
Mind's Eye
Mindless Effort
Mindspeak
Minor Damage Reduction *
Minor Spell Mastery
Mirror Mind
Missile Proof
Mixed Channeling
Mobile Defense (SRD)
Mobility (SRD)
Monk Weapon Mastery
Mounted Archery (SRD)
Mounted Combat (SRD)
Mounted Dodge
Mounted Overrun
Multiattack (SRD)
Multihanded Weapon
Multispell (SRD)
Multiweapon Fighting (SRD)
Multiweapon Rend (SRD)
Music Of The Gods (SRD)
Mystic Rage

N
Narrow Mind (SRD)
Natural Harmony
Natural Leader
Natural Rider
Natural Spell (SRD)
Near And Far
Negative Energy Burst (SRD)
Negotiator (SRD)
Nimble
Nimble Fingers (SRD)
No Escape
Non-lethal Substitution (SRD)
Notorious

O
Oaths Of Iron
Observant
One Handed Crossbow Shot
One Spirit
Open Hand, Focused Mind
Open Minded (SRD)
Opportunity Counterspell
Opportunity Power (SRD)
Opportunity Shot
Organized
Overchannel (SRD)
Overpowering Attack
Overwhelming Critical (SRD)

P
Pack Attack
Pack Initiative
Pack Mule
Pain Is My Friend
Palm Strike
Penetrate Damage Reduction (SRD)
Penetrating Ki Strike
Perceptive Duelist
Perfect Health (SRD)
Perfect Materials
Perfect Multiweapon Fighting (SRD)
Perfect Two-weapon Fighting (SRD)
Periodic Re-awakening
Permanent Emanation (SRD)
Persistent Spell (SRD)
Personal Firearms Proficiency
Persuasive (SRD)
Pierce Armor
Pin Weapon
Pinpoint Shot
Planar Turning (SRD)
Plant Control (SRD)
Plant Defiance (SRD)
Plant Wild Shape (SRD)
Point Blank Shot (SRD)
Poison Resistance
Poison Tolerance
Poison Use
Polar Bear Skin
Pole Fighting
Pole Vaulting
Polyglot (SRD)
Port Savvy
Positive Energy Aura (SRD)
Potent Divination
Power Attack (SRD)
Power Climber
Power Critical (SRD)
Power Double Weapon
Power Knowledge (SRD)
Power Penetration (SRD)
Power Psicrystal
Power Resistance: Clairsentience And Telepathy
Power Resting
Power Specialization (SRD)
Powerful Voice
Powerless Spell
Practice Makes Perfect
Practiced Feint
Practiced Turning
Precise Shot (SRD)
Primeval Alchemy
Primeval Conversion
Primeval Power
Primeval Rage
Prismatic Energy Spell
Profane Death Blow
Profane Ghoul Strike
Profane Shadow Strike
Profane Shadowspawn
Profane Wight Strike
Profane Wightspawn
Profane Wraith Strike
Profane Wraithspawn
Professional
Prone Combat
Prophetic Dreamer
Psicrystal Affinity (SRD)
Psicrystal Containment (SRD)
Psicrystal Power (SRD)
Psionic Affinity (SRD)
Psionic Body (SRD)
Psionic Charge (SRD)
Psionic Deflection
Psionic Dodge (SRD)
Psionic Endowment (SRD)
Psionic Fist (SRD)
Psionic Hole (SRD)
Psionic Initiative
Psionic Meditation (SRD)
Psionic Multifist
Psionic Multishot
Psionic Multiweapon
Psionic Rejuvenation
Psionic Shot (SRD)
Psionic Strike
Psionic Talent (SRD)
Psionic Weapon (SRD)
Psychic Sense
Pull Blow

Q
Quick Cut
Quick Draw (SRD)
Quick Grab
Quick Reload
Quick Scent
Quick Strike
Quick Study
Quick Swap
Quicken Divine Channeling
Quicken Power (SRD)
Quicken Spell (SRD)
Quicken Spell-like Ability (SRD)
Quicken Staff
Quicken Wand
Quicksilver
Quiet Whisper Of The Mind

R
Racial Spell
Raise Poisonous Creature
Ranged Combat Expertise
Ranged Inspiration (SRD)
Ranged Resistance
Ranged Shield Pin
Rank Fighting
Rapid Inspiration (SRD)
Rapid Metabolism (SRD)
Rapid Reload (SRD)
Rapid Shot (SRD)
Rapid Thrust
Rat Hacker
Reach Spell (SRD)
Reactive Countersong (SRD)
Reactive Stance
Recharge
Reckless Offense (SRD)
Rededication
Reflect Arrows (SRD)
Reflex Set
Rememorize *
Renown
Repeat Spell (SRD)
Repeating Crossbow Mastery
Research Genius
Research Trinity
Resist Restraint
Resistance Counterspell
Resistance Power Turning
Resistance Spell Turning
Resistance: Divination
Resistance: Illusion
Restore Effort
Resuscitation
Return Shot (SRD)
Reverse Strike
Ride-by Attack (SRD)
Righteous Strike (SRD)
Riposte
Ritual Spell
Robust Health
Rope Climber
Routine Combat Casting
Ruinous Rage (SRD)
Run (SRD)
Running Attack

S
Sacred Spell (SRD)
Sage
Savage Critical
Scribe Epic Scroll (SRD)
Scribe Scroll (SRD)
Scribe Tattoo (SRD)
Scroll Mastery
Sea Dog
Seduction
Self Item
Self-concealment (SRD)
Self-sufficient (SRD)
Sense Magic
Sense Of Maturity
Shadowleap
Shape Wall
Sharp-shooting (SRD)
Shatter The Glass Ceiling
Shattering Strike (SRD)
Shield Agility
Shield Cover
Shield Defender
Shield Edge Deflection
Shield Evasion
Shield Expertise
Shield Focus
Shield Harmony
Shield Mastery
Shield Proficiency (SRD)
Shield Rush
Shield Skill
Shield Undead
Shot On The Run (SRD)
Show Of Faith *
Sidestep Charge (SRD)
Signature Focus
Silent Spell (SRD)
Silver Spoon
Simple Weapon Proficiency (SRD)
Skill Focus (SRD)
Skill Mastery
Skilled Multiclass
Skip Shot
Skirmishing
Slander
Sleep Tight
Slow Spell
Smash Concentration
Smooth Talker
Snatch (SRD)
Snatch Arrows (SRD)
Sneak Attack Of Opportunity (SRD)
Song Magic
Soothing Word
Soul-mate
Spear And Shield
Spectral Strike (SRD)
Speed Of Thought (SRD)
Speed Reader
Spell Defense
Spell Focus (SRD)
Spell Knowledge (SRD)
Spell Mastery (SRD)
Spell Opportunity (SRD)
Spell Penetration (SRD)
Spell Stowaway (SRD)
Spell Touch
Spell Toughness
Spellcasting Harrier (SRD)
Spinning Attack *
Spinning Weapon Defense
Spirit Of Vengeance
Spirited
Spirited Charge (SRD)
Spirited Dive
Spiritual Familiar *
Split Psionic Ray (SRD)
Spontaneous Domain Access (SRD)
Spontaneous Spell (SRD)
Spontaneous Spell-like Casting
Spontaneously Convert Spell
Spring Attack (SRD)
Stable Spell
Stalwart Defender
Stand Still (SRD)
Stand Your Ground
Stay Down
Stealthy (SRD)
Still Spell (SRD)
Stipend
Stone Thrower
Storm Of Throws (SRD)
Stout Hearted
Strafe
Streetfighting
Strength Of The Pious
Strike At The Tail
Strike Favored Enemy
Strong Swimmer
Stubborn Heart
Studious
Stunning Fist (SRD)
Stylize Spell
Substitute Focus
Subtle Spell
Sudden Action
Summoning Concentration
Superior Expertise (SRD)
Superior Feint
Superior Initiative (SRD)
Superior Two-weapon Fighting
Surface Vehicle Operation
Surgery
Swarm Of Arrows (SRD)
Swing-by Attack

T
Tactical Spellcasting
Tail Slam
Tail Tricks
Tail Walking
Talented (SRD)
Talented Healer
Tap Item
Tap Psionic Item
Taunt
Team Fighting
Tenacious Magic (SRD)
Terrifying Rage
Third Eye
Threatened Reach
Throw And Charge
Thundering Power
Thundering Rage (SRD)
Thundering Spell
Tight Spell Focus
Tornado Attack
Toss
Totem Animal
Touch Mastery
Touch Of Grace
Toughness (SRD)
Tower Shield Proficiency (SRD)
Track (SRD)
Track Spirits
Trample (SRD)
Transfer Spell
Transference
Trap Sense (SRD)
Trick Spell
True Spell Mastery
Tumbling Attack
Turn/rebuke Resistance
Twin Power (SRD)
Twin Weapon Fighting
Two Handed Power Strike
Two-handed Flurry
Two-weapon Cleave
Two-weapon Defense (SRD)
Two-weapon Fighting (SRD)
Two-weapon Harmony
Two-weapon Rend (SRD)
Typhoon Attack

U
Ultimate Cleave
Unavoidable Strike (SRD)
Unbalancing Feint
Unbalancing Fist
Uncanny Accuracy (SRD)
Uncanny Reaction
Uncanny Tactics
Unconditional Power (SRD)
Undead Horde
Undead Hunter
Undead Mastery (SRD)
Undead’s Foe
Unholy Strike (SRD)
Unique Spell
Up And Down
Up The Walls (SRD)
Use Prejudice
Usurp Spell

V
Vampire Mind
Vehicle Dodge
Vehicle Expert
Ventriloquism
Vermin Wild Shape (SRD)
Vertical Walk
Vexing Feint
Vigilant Psychic Defender
Vigor Of The Stag
Vorpal Strike (SRD)

W
Watchman
Way Of The Gargoyle
Way Of The Hare
Weapon And Shield Offensive Harmony
Weapon Brace
Weapon Finesse (SRD)
Weapon Focus (SRD)
Weapon Grace
Weapon Group (axes)
Weapon Group (basic Weapons)
Weapon Group (bows)
Weapon Group (claw Weapons)
Weapon Group (crossbows)
Weapon Group (druid Weapons)
Weapon Group (exotic Double Weapon)
Weapon Group (exotic Weapons)
Weapon Group (flail And Chains)
Weapon Group (heavy Blades)
Weapon Group (light Blades)
Weapon Group (maces And Clubs)
Weapon Group (monk Weapons)
Weapon Group (picks And Hammers)
Weapon Group (polearms)
Weapon Group (slings And Thrown Weapons)
Weapon Group (spears And Lances)
Weapon Juggle
Weapon Mastery
Weapon Reliability
Weapon Specialization (SRD)
Weapon Tricks
Wheeling Attack
Whirlwind Attack (SRD)
Whirlwind Defense
Widen Aura Of Courage (SRD)
Widen Aura Of Despair (SRD)
Widen Power (SRD)
Widen Spell (SRD)
Wild Rider
Wild Talent (SRD)
Willow Step *
Windfall
Wingover (SRD)
Wisdom Of Age
Wondrous Pet
Woodscraft
Wounding Attack (SRD)
Wrap Shot
Wrenching Attack

Z
Zealous Smite
Zone Of Animation (SRD)
Zone Of Deflection




Feat summaries by chapter
Feats are listed by chapter, then alphabetically. New feats are shown in red. Feats from the SRD are marked as such. You can jump to a feat by clicking on it and return to the list by using the back button.


General Feats
General feats can be almost anything but are commonly related to skills or non-combat game mechanics, and as such are useful to nearly any creature.

4.30 Accelerated Balancing: You are adept at moving quickly while balancing.
4.45 Accelerated Climbing: You are adept at moving quickly while climbing.
4.07 Accurate Assessment: You can accurately judge how good someone is at something. *
5.00 Acrobatic (SRD): You are a natural acrobat.
3.90 Acrobatic Strike: You may use your acrobatic skill to catch your enemy off guard.
4.24 Aerobatics: You are at home in the air. You understand the properties of wind resistance and aerodynamics and how to optimize your situation in the air.
4.95 Agile (SRD): You are especially agile.
4.60 Agile Climber: You are not as vulnerable to attack while climbing.
4.95 Alertness (SRD): You are very aware of your surroundings.
3.62 Ambitious Leader: You have focused on leading a small band or a large body of troops.
4.95 Animal Affinity (SRD): You have a natural rapport with animals.
4.15 Animal Ken: You have an innate ability to handle animals.
4.40 Apothecary: You have extensive knowledge of poisons and how to distill and manufacture them.
3.83 Aquatic Leaping Attack: You can propel yourself from the water and strike your foes.
4.45 Armored Vigilance: You can hastily don and remove armor.
3.67 Astrologer: You can divine the future using elements of nature and the state of the heavens. *
4.95 Athletic (SRD): You are a natural athlete.
4.00 Aura Chameleon: You may fool divination spells, or powers, in the same way as you can decieve magic items.
4.65 Autonomous (SRD): You have a knack for psionic self-sufficiency.
4.31 Awareness: By intuitively predicting your opponent’s next move, you can get the jump on them.
4.20 Barber-surgeon: Your training as a barber includes various medical techniques.
4.32 Battle Leader: Your banner or standard inspires your followers and cohorts in battle
4.50 Beast Tongues: You can speak despite your form.
4.00 Blind: Being blind, you have developed other senses to compensate.
2.95 Blind-shot: You can sense your targets using senses other than sight. *
4.33 Blinding Strike: Your mastery of underhanded dishonorable tactics allows you to temporarily blind your foe. *
3.90 Blindsight, 5-ft. Radius (SRD): You can sense everything close to you, visible or not.
4.26 Bookworm: You seem to have a knack for locating information needed when performing research
4.05 Bottoms Up: You can drink potion or apply an oil safely as a move equivalent action.
4.93 Bravery: You are especially resistant to fear effects.
4.52 Camouflage: You have mastered the art of concealing objects and other creatures.
4.65 Campaigner: You sleep well under any circumstances.
4.30 Careful Planner: You always seem to have the right equipment on hand.
3.45 Cast-iron Stomach: You can consume the most unpleasant fare without so much as a second thought.
3.50 Chaotic Mind (SRD): The turbulence of your thoughts prevents others from gaining insight into your actions.
3.95 Charmed: You lead a charmed existence.
3.65 Cloak Dance (SRD): You are skilled at using optical tricks to make yourself seem to be where you are not.
3.55 Closed Mind (SRD): Your mind is better able to resist psionics than normal.
4.30 Combat Intimidation: You are capable of intimidating others more easily in combat.
3.92 Concentration Mastery: You can maintain your concentration even under stress or amidst distraction.
4.25 Craftsman: You have a greater understanding on how to create things
4.05 Criminal: You are practiced in the arts of petty crime.
4.35 Cross-class Learning: Pick two skills that become class skills for all your classes.
4.00 Cutting Words: You are a master of put-downs and cutting remarks. *
4.95 Deceitful (SRD): You really know how to lie.
4.30 Deceptive: You are good at fooling others.
4.44 Defensive Trip: You can maintain your defense when making a trip attempt.
4.95 Deft Hands (SRD): Your fingers are agile and strong.
4.75 Detect Poison: You are a student of poisons and how they are used.
3.45 Determined Soul: Through your will alone, you can increase your resilience
4.40 Diehard (SRD): You can keep going until your final breath.
4.95 Diligent (SRD): You are good at studying things.
4.45 Disease Resistance: You are naturally resistant to disease.
3.80 Disrupting Attack: You are exceptionally good at distracting creatures.
3.70 Double Step: You can safely step further in combat.
4.10 Elite Training: You manage to achieve more than anyone thought possible.
4.40 Endurance (SRD): You have great endurance.
3.90 Enhanced Companions: Your animal companions are energized by your presence.
4.53 Enhanced Turning: You are blessed by your god to destroy undead, wherever they lie.
4.40 Experienced Adventurer: Experience has taught you a few lessons about staying alive.
3.60 Expert Healing: You can use a healing kit to heal damage.
4.90 Extra Turning (SRD): You can turn the undead more often.
4.04 Fake Spell: You can mimic the casting of spells
4.07 Fall Guy: You know how to take a fall.
3.75 Familiar Fortitude: You do not physically suffer from the loss of a familiar.
4.40 Fast Mover: You can move faster than normal
4.04 Favored Class: You can select one class not normally associated with your race and consider it a favored class
4.07 Fearsome Display: You can use an impressive display of weapon prowess to intimidate.
3.87 Fearsome Fortitude: You are exceedingly difficult to kill.
3.20 Flashes Of Brilliance: You are brilliant but erratic with a specific skill.
4.10 Fleet Of Foot (SRD): You can turn while running or charging.
3.40 Force Of Will (SRD): You are able to resist psionic attacks with extreme force of will.
4.10 Fortune: You have unusually good luck
3.40 From The Jaws Of Defeat: Your worst breaks often turn into lucky breaks.
3.65 Fury Of The Mountain: You can strain yourself to the breaking point for extra power in your attacks.
3.50 Go Hungry: You are able to go without food and water for six days before suffering any ill effects.
4.08 Godsbane: You are better able to resist divine magics than normal.
4.35 Good Listener: You are easy to talk to, and so can gather information quickly.
4.95 Great Fortitude (SRD): Your fortitude is exceptional.
4.30 Great Leader: You are a particularly inspiring leader of men.
4.60 Greater Disease Resistance: You are even more resistant to disease.
4.60 Greater Poison Resistance: You are even more resistant to poison.
4.34 Greater Spell Toughness: You are incredibly resistant to spells cast from a chosen school.
3.90 Grim Determination: Adversity only increases your determination.
3.90 Handy: You don’t depend on book-smarts when fixing things, making things, or dismantling things.
4.46 Hardy Brawler: You really know how to take a punch
3.55 Heightened Bodily Constitution: Your training has made you extra resilient.
3.55 Heightened Cognitive Intelligence: You have a talent for problem solving tasks.
3.55 Heightened Manual Dexterity: You have nimble, dexterous fingers.
3.55 Heightened Personal Charisma: You have a knack for turning on the charm.
3.55 Heightened Physical Strength: You are good at applying your might to manual tasks.
3.55 Heightened Worldly Wisdom: You have especially good common sense.
3.30 Heirloom: You have inherited a family heirloom of great value with which to begin your career. Your family expects you to guard this heirloom above all other things, of course, and eventually hand it down to your own child...
4.35 Herculean Effort: You can temporarily perform great acts of strength.
4.30 Heroic Evasion: When you focus on an effort you may get flashes of insight about the immediate future allowing you to avoid disastrous mistakes.
3.75 Hide Tracks: You can conceal signs of passage.
3.70 Hostile Mind (SRD): Your mind recoils violently against those who use psionics against you.
3.73 Identify Item: You can identify magic items without the use of magic. *
4.35 Improved Aid Another: You are especially adept at helping others.
3.93 Improved Blind-fight: You have an uncanny knack for fighting what you can not see. *
4.25 Improved Disguise: You can create a disguise very quickly.
4.15 Improved Feint (SRD): You can quickly fake out your opponents.
4.40 Improved Lockpicking: You are capable of opening locks rather quickly.
4.45 Improved Search: You are capable of searching an area quickly.
4.10 Improved Sleight Of Hand: You are capable of performing sleight of hand tricks more easily than most.
4.13 Improved Stealth: You are a fleeting shadow, nearly invisible even as you rush past opponents. *
4.60 Improved Toughness: You are tougher than normal.
3.53 Inspire Devotion: Your followers always keep you in their hearts.
4.00 Inspire Greatness: Your followers fight harder when you are near.
4.10 Inspire Loyalty: Your followers are inspired by your greatness.
3.58 Inspiring Leader: You work to inspire your followers and cohorts and raise their morale.
4.30 Instant Awakening: You can instantly awaken from sleep at the slightest sign of danger.
3.56 Intuitive: You use intuition where others use logic.
4.95 Investigator (SRD): You are a talented sleuth.
4.95 Iron Will (SRD): You posses a strong will.
4.45 Jack Of All Trades (SRD): You can us any skill without training.
4.48 Kick-up: You have learned how to get up from being prone very quickly.
4.03 Know Terrain: Your knowledge of the land gives you a number of advantages.
4.16 Knowledge Focus: You just seem to remember a bit more small detail about a given topic than the next fellow.
4.13 Knowledgeable: You are widely read on nearly every subject.
4.07 Last Ditch: The heart of a hero beats in your chest, allowing you one last attack.
4.15 Lead Fissile Fire: You can trick opponents into shooting their allies by stepping aside at the last moment.
4.45 Leadership (SRD): Allies flock to your banner.
3.93 Learn Command: You are good at figuring out how to activate magic items. *
4.95 Lightning Reflexes (SRD): You have excellent reflexes.
4.40 Linguistic Savant: You are talented at learning languages.
4.08 Magebane: You are better able to resist arcane magics than normal.
4.95 Magical Aptitude (SRD): You are talented in the ways of magic.
3.90 Manual Technique: You reason out locks, knots and slights of hand.
4.12 Master Artisan: You can make items faster using the Craft skill.
3.80 Master Battlecaster: You have mastered the ability to combine magic and war-skill on the battlefield.
4.24 Meddlesome: You are well trained in the art of disrupting spell casting.
3.60 Mental Resistance (SRD): Your mind is armored against mental intrusion.
4.30 Metalinguist: You have an intuitive understanding of the basics of communication.
4.30 Meticulous: You are talented at forgery and looting.
4.50 Mighty Hunter: You are particularly skilled at hunting.
4.22 Mimicry: You can replicate almost any natural sound you have ever heard
4.30 Mind Over Body (SRD): Your ability damage heals more rapidly.
4.28 Mind's Eye: Gain an additional resistance to illusions and enchantments
4.00 Minor Damage Reduction: You can shrug off minor injuries. *
4.48 Natural Leader: You are adept at leading organized efforts
4.20 Natural Rider: You have a natural understanding of animals and can coax the best out of them.
4.95 Negotiator (SRD): You are good at dealing with others.
4.35 Nimble: Your agility helps you move around.
4.95 Nimble Fingers (SRD): You have a knack for mechanical things.
4.18 No Escape: You viciously strike down those who dare run from you in combat.
4.03 Notorious: You are well known as a dangerous cutthroat not to be trifled with.
4.05 Observant: You can rely on you native attention to detail.
4.05 Open Minded (SRD): You are naturally able to reroute your memory, mind, and skill expertise.
4.25 Organized: You can quickly pull items from your pack.
4.92 Pack Mule: Folks can now carry just a wee bit more by knowing how to balance a pack.
3.70 Pain Is My Friend: Self-inflicted pain fuels your ability to hurt others
4.15 Perceptive Duelist: You are well-trained in the art of the Iaijutsu Duel.
4.95 Persuasive (SRD): When you speak, people listen.
4.50 Poison Resistance: You have a broad-band resistance to poison.
3.90 Poison Tolerance: You have worked up a tolerance to certain poisons
3.96 Poison Use: You have learned how to use poisons effectively
3.89 Polar Bear Skin: Your skin is better able to withstand the effects of extremely cold weather.
4.45 Pole Vaulting: You can use a pole or pole weapon to enhance your jumps.
3.44 Port Savvy: You know all the ins and outs of life in the seedy ports of call that sailors use as stopover points in their journeys.
3.55 Power Climber: You can climb using only one hand.
4.60 Power Resting: You need a smaller amount of rest than usual to stay active and alert
4.12 Powerful Voice: You can project your voice so that you may be heard at great distances.
4.03 Practice Makes Perfect: You are better at skills when you take your time.
4.25 Professional: You can earn a living performing services better than others.
4.35 Prone Combat: You are able to fight from a prone position without penalty.
4.20 Psionic Affinity (SRD): You have a knack for psionic endeavors.
3.75 Psionic Hole (SRD): You are anathema to psionic creatures and characters.
4.44 Quick Cut: You dispatch the helpless with ruthless efficiency.
4.33 Quick Grab: You can pick things up with minimal movement and effort.
4.23 Quick Strike: You draw and strike with such speed it can surprise defenders.
3.40 Raise Poisonous Creature: You know how to change a poisonous creature’s diet in order to make it deadlier.
4.15 Rapid Metabolism (SRD): Your wounds heal rapidly.
4.50 Reckless Offense (SRD): You can shift your focus from defense to offense.
4.32 Resist Restraint: You are difficult to restrain by any means.
3.53 Resuscitation: Your understanding of medicine is so great that you can resuscitate fallen comrades.
3.36 Rope Climber: You are as comfortable climbing ropes and rigging as you are walking on the ground.
4.55 Run (SRD): You can run very quickly.
4.25 Sage: You have a better ability to remember information.
4.05 Sea Dog: You have a knack for endeavors relating to sea travel.
4.45 Seduction: You are good at using your sexual charms.
4.95 Self-sufficient (SRD): You know how to take care of yourself.
4.06 Sense Magic: You have a highly developed sensitivity to magic
3.90 Show Of Faith: Your display of devotion to a divine power grants you some protection against the undead. *
4.90 Simple Weapon Proficiency (SRD): You are proficient in simple weapons.
4.80 Skill Focus (SRD): Choose a skill.
4.25 Skill Mastery: You have mastered the basics of a skill, and can move on to the advanced parts.
3.87 Skilled Multiclass: You treat the class skills of all of your classes as class skills when you gain a new level.
4.15 Slander: You speak with a poisoned tongue.
4.10 Sleep Tight: Your mind is well guarded when you sleep.
3.96 Smooth Talker: You have a natural talent for the con, able to convince "marks" from all walks of life.
3.90 Speed Reader: You are capable of reading the written word very quickly.
4.47 Spell Defense: You have learned to shield yourself from magic, dodge spells at the last second or use some sort of folk ritual to protect yourself from magical attack.
4.95 Spell Focus (SRD): Choose a school of magic.
4.95 Spell Penetration (SRD): You are good at overcoming an opponents spell defenses.
4.30 Spell Toughness: Choose a school of magic, such as Evocation; you are better able to resist hostile effects from this school
4.95 Stealthy (SRD): You are a very sneaky person.
3.90 Stout Hearted: Your devotion to the cause of good protects your soul.
4.20 Strong Swimmer: You swim faster than others of your kind.
4.72 Stubborn Heart: You just refuse to die. Your reserves of willpower keep you alive long after others would have died.
3.92 Sudden Action: You can take quick and decisive action at the start of combat.
3.80 Swing-by Attack: You can swing from a rope past a foe and attack at the same time.
4.10 Talented Healer: You can provide first aid and treat wounds or poison more quickly in combat.
4.05 Taunt: You are adept at angering your opponents and provoking them to attack you.
4.40 Totem Animal: You share a spiritual bond with an animal companion, that in return grants you special abilities.
4.52 Touch Of Grace: Fate is looking out for you.
4.30 Toughness (SRD): You are tougher than average.
4.35 Track (SRD): You can use the survival skill to track enemies.
3.85 Track Spirits: Your studies of ghosts and wraiths have revealed to you clues that allow you to track incorporeal undead.
4.20 Uncanny Reaction: You think so quickly on your feet, it almost seems supernatural. Often, you are moving before anyone else knows what is happening.
3.73 Undead Hunter: You are an expert at finding the undead.
4.40 Undead’s Foe: You are an expert at fighting the undead.
3.98 Ventriloquism: You have learned to throw your voice, making it appear to come from someplace else.
3.96 Vertical Walk: You can walk short distances on vertical surfaces.
3.85 Vigor Of The Stag: You can temporarily focus your energies on staying alive in difficult circumstances.
3.80 Watchman: Through practice, training and experience, you are more alert and aware.
4.15 Wild Talent (SRD): Your mind wakes to a previously unrealized talent for psionics.
4.42 Wondrous Pet: You gain an exceptional animal companion that is devoted to you.
3.90 Woodscraft: Your hunches and guesses tend to be more accurate about the world around you.


Fighter Feats
Fighter feats are those that can be selected as bonus feats for fighters. Most of them are available to any class that can meet the prerequisites.

4.45 Acrobatic Charge: Your unexpected attacks have great effect.
4.24 Acrobatic Defense: You are an expert at defending yourself from attacks.
3.93 Aggressive Defense: You have mastered using your weapons defensively without sacrificing accuracy.
3.75 Agile Riposte: You can attack opponents who over extend themselves.
4.00 Anything Goes Combat: In your hands almost anything is a dangerous weapon
4.25 Anything Goes Long: You can throw nearly anything - ale tankards, rocks, bags of coins - and make it hurt.
4.35 Armed Deflect Arrows: You can deflect arrows, including crossbow bolts, spears and other shot or thrown weapons with your chosen weapon.
4.60 Armor Focus: You move around in a certain type of armor without effort.
4.45 Armor Penetration: You are skilled at seeking out weak points in your opponent’s armor.
5.00 Armor Proficiency (heavy) (SRD): You know how to move in heavy armor.
5.00 Armor Proficiency (light) (SRD): You know how to move in light armor.
5.00 Armor Proficiency (medium) (SRD): You know how to move in medium armor.
4.38 Attack Focus: You may sacrifice mobility and attacks to increase your ability to hit.
4.20 Avoidance: You do not provoke attacks of opportunity moving past opponents.
3.75 Axe Frenzy: You can strike exceptionally fast with axes.
4.35 Axe Hurling: You can throw any axe.
4.45 Back To Back: You shield your allies' vulnerabilities in combat.
4.20 Battle Cry: Your voice inspires greatness in battle.
3.65 Blade Defense: You have mastered the art of defending yourself with a blade.
4.35 Bleeding Critical: Your strikes can cause someone to bleed to death.
4.65 Blind-fight (SRD): You can sense opponents that you cannot see.
3.90 Bloodletting: Your strikes can cause someone to bleed to death.
4.08 Bonded Weapon: You have used a single weapon so much that you have formed an almost spiritual bond with that specific weapon.
4.10 Bow Mastery: You are adept with either bows or crossbows.
4.50 Brawl: You have a talent for unarmed fighting.
4.04 Brawn: You have improved your striking power.
4.04 Brute: You have improved your striking strength.
4.35 Butterfly Flank: Your skill with a blade distracts and intimidates your opponent, catching them off balance and unaware.
3.80 Called Shot: You do more damage with pinpoint attacks.
4.70 Cleave (SRD): You can slice through multiple foes in one great swing.
4.38 Cleave Asunder: Your Sunder attacks are usually more effective. You are trained in following through when you break an opponent's weapon or shield
4.11 Cleaving Rampage: You charge forward cutting through all in your path.
4.00 Cleaving Shot: Your missile attacks can pierce through one target and into the next.
3.40 Clinch: You have mastered the art of fighting at very close quarters.
3.96 Close Order Combat: You are trained to fight close-order.
4.90 Combat Expertise (SRD): You can sacrifice offense for defense when fighting.
3.44 Combat Focus: Paying little heed to distractions and other threats, you may focus your attacks on one opponent, leaving yourself open to others.
3.95 Combat Precision: You can sacrifice power for accuracy.
4.85 Combat Reflexes (SRD): You can make more attacks of opportunity than normal.
4.30 Combat Rotation: You know to relieve warriors from melee combat by taking their place in the ranks.
3.38 Combat Surge: You can rush an action in combat at the cost of presenting opportunities to your opponents
4.40 Concerted Attack: You are well trained in directing the efforts of others during a coordinated attack
4.68 Controlled Charge: You can still remain defensive when charging.
3.20 Counter Charge: You may step forward and meet a charging opponent, using his momentum to make your own attack more effective.
4.30 Create Opportunity: Just when you thought you were as slippery as slippery can be, here comes somebody just a little bit quicker.
4.15 Crippler: You are adept at disabling the natural weapons of various creatures.
4.12 Defense Specialization: You have mastered using your chosen weapon for defense.
3.35 Defensive Arts: You are an expert in defending yourself
3.90 Defensive Disarm: When attacked with a weapon, you may attempt to disarm the foe attacking you.
4.20 Defensive Study: Allows you to use your intelligence modifier instead of your dexterity modifier for armor class adjustments.
3.90 Defensive Sunder: When attacked with a weapon, you may attempt to break the weapon.
4.00 Deflect Arrows (SRD): You can knock arrows out of the air with your bare hands.
4.00 Deflect Attack: You can be more aggressive when Fighting Defensively.
3.62 Deft Lunge: You are trained to take advantage of openings in an opponent's defenses
4.60 Dexterous Dodge: You are skilled at dodging attacks.
3.20 Disarm And Deny: You can steal a weapon from your opponent.
4.60 Dodge (SRD): You can better avoid a chosen opponent.
3.90 Down And Dirty Style: You are the master of the cheap shot against fallen foes.
4.70 Ducking Shot: You are skilled at dodging while using your ranged weapon.
4.50 Elusive Target: You use your opponents as a shield against snipers.
4.15 Elven Archery: You are an expert in the art of elven archery.
4.28 Enable Criticals: You have learned to score critical hits on unusual creature types.
4.70 Exotic Weapon Proficiency (SRD): Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.
4.10 Expert Aim: You may attack with exacting precision, resulting in extra damage.
4.45 Eyes In The Back Of Your Head (SRD): You are nearly impossible to flank.
5.00 Far Shot (SRD): You can hit targets at a greater range.
3.85 Fencing Stance: You defend well with a single weapon light weapon.
4.64 Flashy Attack: You are able to use an impressive display of prowess to catch your opponents off guard
4.02 Flurry Of Blades: You can strike exceptionally fast with light weapons.
3.96 Follow Up: You can push through enemy lines to create a breach.
3.76 Fracture: You are skilled at exploiting weaknesses in objects.
4.00 Frenzied Attack: You may attack your foe with wild abandon, allowing you to rain many inaccurate blows upon them.
4.13 Grasping Strike: You can start a grapple after a successful unarmed strike
3.70 Great Blow: You can strike mighty blows with mighty weapons.
4.80 Great Cleave (SRD): You can kill multiple opponents in a single blow.
4.25 Greater Manyshot (SRD): You are skilled at firing many arrows at once, even at different opponents.
4.18 Greater Overrun: You can overrun multiple targets.
4.55 Greater Two-weapon Fighting (SRD): You get a third attack with an off-hand weapon.
4.70 Greater Weapon Focus (SRD): Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
4.70 Greater Weapon Specialization (SRD): Choose one type of weapon for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
3.35 Greatweapon Quickness: Your mastery of this style reflects strengthened wrist muscles and honed reflexes, allowing blindingly fast strikes with the largest of weapons.
4.00 Hobbling Attack: Your attacks can slow down an opponent.
4.20 Hold The Line (SRD): You can attack charging opponents.
3.90 Immediate Dodge: You may spontaneously elect to dodge incoming attacks that you are aware of.
3.96 Improved Brawn: You have greatly improved your striking power.
3.92 Improved Brute: You have greatly improved your striking strength.
4.85 Improved Bull Rush (SRD): You are skilled in the bull rush.
4.70 Improved Charge: When you charge into combat, your momentum carries a great deal of force and power.
3.22 Improved Combat Focus: You have practiced the art of two-on-one combat, enhancing your Combat Focus.
4.05 Improved Combat Rotation: You know how to relieve warriors from melee combat by taking their place in the ranks.
4.30 Improved Combat Throw: You can trip opponents who over extend themselves in combat.
4.45 Improved Critical (SRD): Choose one type of weapon.
4.82 Improved Deflect Arrows: You can deflect arrows several times in a round.
4.60 Improved Deflect Attack: You expertly block many incoming attacks.
5.00 Improved Disarm (SRD): You are an expert at disarming opponents.
4.60 Improved Dodge: Your Dodge feat bonus applies against all attackers.
4.45 Improved Far Shot: You can attack with ranged weapons more accurately at long range.
4.50 Improved Grapple (SRD): You are especially adept at grappling.
5.00 Improved Initiative (SRD): You are often the fist to act.
3.40 Improved Knockout Punch: You are a master of the sucker punch.
4.13 Improved Lighten Weapon: You can wield a chosen weapon with less effort and without penalty. *
4.50 Improved Mounted Combat: You may evade more than one attack to your mount in a round.
4.45 Improved Natural Attack (SRD): You natural weapon is more powerful than most.
4.70 Improved Overrun (SRD): Your victims can not escape your overrun maneuver.
4.40 Improved Point Blank Shot: Your ranged attack abilities are extended to 60’.
4.55 Improved Power Attack: You can control the amount of power you put behind each of your strikes.
4.10 Improved Power Double Weapon: You can inflict terrible blows with a double weapon.
4.67 Improved Precise Shot (SRD): You can shoot targets behind cover without penalty.
4.90 Improved Shield Bash (SRD): You can use your shield to attack and defend simultaneously.
5.00 Improved Subdual: You are skilled in making nonlethal attacks
4.85 Improved Sunder (SRD): You can sunder without provoking attacks of opportunity.
4.95 Improved Trip (SRD): You are adept at tripping your opponents.
4.55 Improved Two-weapon Fighting (SRD): You get an extra attack with your off hand weapon.
4.70 Improved Unarmed Strike (SRD): You hands are considered deadly weapons.
4.40 Improvised Weapons: Lower the non-proficiency penalty of weapons.
4.10 Knock-down (SRD): You can knock down foes with mighty blows.
3.70 Knockout Punch: You know how to deliver a good sucker punch.
4.40 Lighten Weapon: You can wield a chosen weapon with less effort. *
3.76 Lightning Parry: You use your lightning-quick strikes for defense instead of attack.
4.20 Main Gauche: Defend with an off-hand weapon
4.45 Manyshot (SRD): You can fire two or more arrows in one attack.
5.00 Martial Weapon Proficiency (SRD): Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
4.07 Mighty Charge: You charge with single minded purpose and determination.
4.20 Missile Proof: You may block projectiles easily with your shield.
5.00 Mobility (SRD): You are harder to hit when moving around.
4.90 Mounted Archery (SRD): You are skilled at using a ranged weapon from a mount.
4.65 Mounted Combat (SRD): You can steer your mount out of harms way.
4.36 Mounted Dodge: You may avoid attacks to yourself or your mount.
4.30 Mounted Overrun: It becomes easier to make mounted overruns.
4.25 Near And Far: Your skill with long weapons is extraordinary.
4.25 One Handed Crossbow Shot: You ignore penalties for firing a crossbow with one hand.
3.25 One Spirit: You are skilled at quickly compensating for errors in your fighting style.
4.25 Opportunity Shot: You shoot so fast that you can make ranged attacks of opportunity at point-blank range.
3.88 Overpowering Attack: You use brute force to overcome an opponent’s defenses.
4.56 Pack Attack: You are trained to coordinate with others to bring down powerful enemies
3.85 Pack Initiative: You can coordinate your initiative with pack mates.
3.85 Palm Strike: You can push your opponents with unarmed stikes.
4.10 Pierce Armor: You have mastered armor-piercing weapons.
4.20 Pin Weapon: This feat allows you to 'lock blades' with an opponent, reducing their ability to react
4.44 Pinpoint Shot: You take aim with ranged weapons more accurately when staying still.
4.90 Point Blank Shot (SRD): You are more accurate at close range.
4.44 Pole Fighting: When fighting with a pole arm you can use the butt to strike opponents
4.65 Power Attack (SRD): You sacrifice accuracy for power.
4.30 Power Critical (SRD): You are more likely to confirm a critical hit.
4.35 Power Double Weapon: You have learned to maximize the strength of your blows when wielding a double weapon.
4.32 Practiced Feint: You can make and sense feints with increased skill.
5.00 Precise Shot (SRD): You can shoot at opponents in melee without penalty.
4.00 Primeval Rage: You are vicious, bad tempered, ferocious and dangerous.
4.20 Pull Blow: You can choose to leave your victims alive when they might otherwise die
4.70 Quick Draw (SRD): You can draw a weapon as a free action.
4.20 Quick Swap: You can confuse your opponent by swapping your weapon between hands.
4.20 Quicksilver: You are truly adept at dodging blows and avoiding damage in combat.
4.48 Ranged Combat Expertise: You can use Combat Expertise with a ranged weapon.
4.05 Ranged Shield Pin: You have mastered the art of striking an opponent's shield to knock it out of line, rendering it useless for defense.
5.00 Rank Fighting: You are trained to strike past friends using reach weapons
4.35 Rapid Reload (SRD): Choose a type of crossbow (hand, light, or heavy).
4.70 Rapid Shot (SRD): You can make an additional ranged attack.
4.00 Rapid Thrust: When wielding a light weapon you can make a series of rapid thrusts.
3.50 Rat Hacker: You are skilled at fighting creatures smaller than yourself.
3.97 Reactive Stance: You may choose to ignore defensive action in combat in order to attack your foes.
4.84 Reflex Set: You have honed your reflexes to the point where it is second nature for you to set your weapon against a charging enemy
4.20 Repeating Crossbow Mastery: You are an expert at handling a Repeating Crossbow.
3.80 Reverse Strike: Your mastery of the double-weapon allows you to strike out at opponents just when they thought they had you at a disadvantage.
5.00 Ride-by Attack (SRD): You can ride past a target you are charging.
4.00 Riposte: After deflecting your opponent's blow, you quickly attack while they are over extended.
4.40 Robust Health: Your robust health makes you tougher than normal.
4.30 Running Attack: You are especially fast and maneuverable on the battlefield.
4.00 Savage Critical: Your critical hits are more powerful.
3.95 Sharp-shooting (SRD): You can minimize the effects of an opponents cover.
4.00 Shield Agility: You suffer fewer penalties when using a shield.
4.28 Shield Cover: You can use your shield to prevent an opponent from making attacks of opportunity against you.
4.08 Shield Defender: You can shield your friends in combat.
3.44 Shield Edge Deflection: You have learned to use your shield to stop touch attacks.
4.05 Shield Evasion: You gain a limited evasion ability when using a large shield.
3.75 Shield Expertise: You get extra benefit from your shield.
4.65 Shield Focus: You use shields without effort.
4.07 Shield Harmony: You absorb the brunt of incoming damage with your shield.
4.04 Shield Mastery: You are especially proficient in blocking attacks with your shield.
4.95 Shield Proficiency (SRD): You are proficient in the use of shields.
3.85 Shield Rush: You use your shield to help in bull rushing opponents.
4.48 Shield Skill: You are particularly skilled at defending yourself with a shield.
4.80 Shot On The Run (SRD): You can shoot while moving.
4.35 Sidestep Charge (SRD): You are skilled at dodging past charging opponents and taking advantage when they miss.
4.00 Skirmishing: You have mastered the art of skirmishing, ducking and weaving while returning accurate shots of your own.
3.45 Smash Concentration: You may bash a single opponent into submission.
4.80 Snatch Arrows (SRD): You can catch arrows and weapons directed at you and possibly throw them back.
4.00 Spear And Shield: You have trained in the use of a two-handed spear and shield together
3.53 Spinning Attack: You make a sweeping attack which may hit a secondary target. *
3.85 Spinning Weapon Defense: Your mastery of the double-weapon has developed into a dance-like fighting style that makes you difficult to flank successfully.
4.00 Spirit Of Vengeance: You exact vengeance from your enemies in blood
3.95 Spirited: You are not afraid of larger foes and know how to hurt them.
4.90 Spirited Charge (SRD): You can deal double damage with a mounted charge.
4.75 Spring Attack (SRD): You can leap in to attack and then back out again.
3.85 Stand Still (SRD): You can prevent foes from fleeing or closing.
3.37 Stand Your Ground: You keep fighting no matter how scared you get.
4.20 Stay Down: You can keep an opponent off their feet.
4.00 Stone Thrower: Just as monks can slay with their fists your skill turns a common stone into a dangerous missile.
4.25 Strike At The Tail: You have learned superior disarming techniques.
4.20 Stunning Fist (SRD): You can stun an opponent with your attack.
4.45 Superior Expertise (SRD): Your ability to defend yourself is nearly unlimited.
4.37 Superior Feint: You can fake out your opponents with incredible speed.
4.25 Superior Two-weapon Fighting: You can remove the penalty for using a one handed weapon in your off hand.
4.20 Team Fighting: You know how to fight as a pair, group, and in formation.
3.70 Threatened Reach: Your mobility and footwork make you a deadly opponent in combat.
4.30 Throw And Charge: You can hurl a thrown weapon while charging.
3.70 Tornado Attack: You can combine your whirlwind attack with a 5-foot step, moving and striking in a whirlwind of deadly blows.
3.95 Toss: You may throw an opponent when grappling.
4.73 Touch Mastery: The attribute behind your powers makes your touch attacks strike true.
4.35 Tower Shield Proficiency (SRD): You are proficient in the use of tower shields.
4.85 Trample (SRD): You can run down foes when overrunning on a mount.
4.05 Tumbling Attack: Execute a startling series of attacks while you tumble through your enemy's midst.
4.30 Twin Weapon Fighting: You can wield a matching pair of weapons, one in each hand, with extraordinary ability.
3.85 Two Handed Power Strike: You use your weight and momentum to maximum effect.
4.05 Two-handed Flurry: You are adept at wielding a one-handed weapon with two hands.
4.20 Two-weapon Cleave: You can follow through with either weapon.
4.65 Two-weapon Defense (SRD): You gain a defensive bonus when fighting with two weapons.
4.95 Two-weapon Fighting (SRD): You can use two weapons with a reduced penalty.
4.05 Two-weapon Harmony: Your mastery of this style allows you to act with both weapons in harmony.
4.05 Typhoon Attack: By jumping headlong into battle you can strike multiple opponents.
3.80 Ultimate Cleave: You can transfer some of the damage you inflict on a powerful blow to your next cleave attack.
3.65 Unbalancing Feint: Your feint can unbalance your opponent.
4.15 Unbalancing Fist: You can throw your enemy off balance with a single precise blow to a nerve center.
4.24 Up And Down: You exploit the mechanical leverage of your long weapons.
3.92 Vexing Feint: Your feinting technique has a longer lasting effect.
4.00 Way Of The Hare: You have mastered the art of the leaping attack.
3.72 Weapon And Shield Offensive Harmony: You have mastered the art of using your shield as a weapon, to complement your blade.
3.62 Weapon Brace: By bracing your weapons together, you can resist a Sundering attack more effectively.
4.95 Weapon Finesse (SRD): You can use certain weapons with finesse instead of force.
4.75 Weapon Focus (SRD): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
3.57 Weapon Grace: You are an expert in the graceful use of a regional weapon.
4.10 Weapon Juggle: You can change and pick up weapons as a free action.
3.96 Weapon Mastery: You have perfected the art of using a particular weapon.
3.90 Weapon Reliability: Your skill with your chosen weapon means that you don’t miss the easy ones.
4.75 Weapon Specialization (SRD): Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.
4.55 Weapon Tricks: You can change the type of damage you do with melee weapons.
4.30 Wheeling Attack: You can attack at any point along your mount's path.
4.70 Whirlwind Attack (SRD): You can attack everyone within reach.
4.15 Whirlwind Defense: You are adept at defending yourself against multiple opponents.
4.32 Wild Rider: You can ride anything, in any fashion
3.67 Willow Step: You may charge past your enemies with a graceful dancing step. *
4.45 Wrap Shot: You have learned to swing your flexible weapon around obstructions.
3.73 Wrenching Attack: Your attacks hinder your opponent’s ability to attack.
4.68 Zone Of Deflection: You may deflect any missile that passes close to you.


Magical Feats
The chapter includes metamagic, item creation, and feats of the magical type. All of them require spell-casting or spell-like abilities of some kind.

4.45 Aggressive Casting: Changes defensive casting to be more aggressive.
4.05 Animate Wall: You can make your wall spells move.
3.55 Antipsionic Magic (SRD): Your spells are more potent when used against psionic characters and creatures.
4.10 Arcane Admixture: You can modify a spell that inflicts energy damage to mix in an equal amount of arcane damage.
4.15 Arcane Power: You can infuse your damaging arcane spells with raw magical energy.
4.62 Arcane Understanding: You increase the number of spells learned automatically with each new level.
4.36 Area Control: You can exactly control the spread of an area spell.
4.58 Armored Caster: You can reduce your chance of arcane spell failure when wearing armor.
4.85 Augment Summoning (SRD): You summon the biggest and strongest creatures available.
4.20 Augment Undead: The undead you animate are more powerful. *
4.40 Big Familiar: You can take a larger animal or vermin as a familiar.
4.03 Bone Art: You can create weapons, armor and possibly siege equipment for your undead minions.
3.76 Bonus Spells Focus: Choose one spellcasting class. You receive more bonus spells per day for that class.
4.80 Brew Potion (SRD): You can create magic potions.
4.40 Cadaverous Familiar: You can take an undead creature as a familiar.
4.00 Cannibalistic Casting: You can use your body to fuel magic once your spells have run out.
4.04 Cantrip: Allows you to use 0-level arcane spells.
4.00 Cantrip Mastery: You have mastered cantrips in a way that allows you to use them more freely.
4.47 Cast On The Run: You can cast spells while moving. *
3.87 Chain Ray: You can chain your ray spells. *
4.05 Channel Touch Spell: You can cast a touch spell through your melee weapon.
4.20 Cheap Enhancing: You create magic items on the cheap, including non-masterwork for weapons/armor.
3.53 Cold Rage: Your rage does not prevent you from thinking clearly. *
4.80 Combat Casting (SRD): You can cast spells more reliably in combat.
4.10 Combat Spell Trigger: You can activate any spell trigger magic item while fighting defensively.
4.32 Concentration Spell: You can extend the duration of your spells through concentration.
3.67 Cone Control: Your cone spells hit only selected targets. *
5.00 Controlled Burst: You have greater control over burst and spread spells.
4.00 Counterspell Feedback: Your counterspells cause your victim to take arcane damage. *
3.57 Craft Anywhere: You can craft magic/psionic items in your spare time.
4.55 Craft Construct (SRD): You can create magical constructs.
4.80 Craft Magic Arms And Armor (SRD): You can magical weapons and armaments.
4.02 Craft Magic Tattoo: You can create magical tattoos that duplicate the effects of a single spell.
4.80 Craft Rod (SRD): You can create magical rods.
4.80 Craft Staff (SRD): You can create magical staves.
4.80 Craft Wand (SRD): You can create magical wands.
4.80 Craft Wondrous Item (SRD): You can create wondrous magical items.
3.96 Create Wondrous Creature: You know how to create Aberrations, Beasts, Magical Beasts, Monstrous Humanoids, and Plant creatures.
4.00 Deafening Spell: The sonic volume of your spells reaches deafening levels.
3.77 Delay Spell: You may delaty the effect of a spell you cast.
4.52 Destructive Force: You can increase the damage limitations of certain spells.
4.05 Disguise Spell (SRD): You can disguise your spells in a performance.
4.80 Dispel Mastery: You are an expert at dispelling spells.
3.40 Divine Dominion: Add one additional domain to your divine casting repertoire
4.04 Divine Gift: Allows you to use 0-level divine spells.
4.20 Domain Adaptability: You can use your domain spell slots as regular clerical spell slots.
4.65 Domain Mastery: You can spontaneously cast domain spells.
4.10 Draconic Bloodline: The blood of Dragons truly runs through your veins.
4.04 Druidical Blessing: Allows anyone to use 0-level druidical spells.
4.34 Dual Energy Spell: You can interchange two types of energy for one another.
4.27 Dual Spell: You can cast two spells with one action. *
4.20 Efficient Spell: You can cast a spell as a move action.
3.72 Elemental Boost: Spells of your chosen element are infused with extra power.
4.65 Empower Spell (SRD): You can cast more powerful spells.
4.20 Energy Substitution (SRD): You can change the type of damage done by a spell.
3.65 Enhanced Draconic Bloodline: You have mastered your unique heritage, gaining an extraordinary affinity for arcane magic.
4.50 Enlarge Spell (SRD): You can increase the area of a spell.
4.53 Enlarge Wall: You can cast larger wall spells.
4.16 Eschew Divine Focus: Your faith in your god allows you forgo the use of your holy symbol.
4.70 Eschew Materials (SRD): You do not need minor material components to cast spells.
4.42 Expand Spell: You can cast spells with a larger area of effect.
5.00 Expanded Domains: You can memorize domain-specific spells as if they were general cleric spells.
4.85 Extend Spell (SRD): You can extend the duration of your spells.
3.28 Extend Spell List: You gain the use of the spells of one domain.
4.40 Far Touch Spell: After set-up, you can cast a touch spell on a willing creature at long range.
4.28 Fast Item Creation: Spellcasters can create items faster.
4.24 Fast Spell: Cuts the casting time of your spells.
4.04 Favored Enemy Spell: You are adept at casting spells against your favored enemies.
4.20 Force Spell: You can infuse your damaging arcane spells with force.
4.80 Forge Ring (SRD): You can create magical rings.
3.60 Geometric Wall: You can shape your wall spells making rings, hemispheres, or spheres.
4.25 Ghost Spell: You can cast spells that are especially effective against incorporeal opponents.
4.24 Giveaway Spell: You give away control over a spell.
4.80 Greater Divine Dominion: Gain the domain powers from a divine dominion
4.18 Greater Held Charge: You have mastered your body’s ability to hold a magical charge.
4.70 Greater Spell Focus (SRD): Choose a school of magic to which you already have applied the Spell Focus feat.
5.00 Greater Spell Penetration (SRD): Your spells are very good at overcoming an enemies defenses.
4.08 Hardened Spell: Your spells become highly resistant to disruption.
4.40 Heighten Spell (SRD): Your spells act as though they were a higher level.
4.36 Hole In The Middle: You can create a hole in an area spell to avoid being affected
3.67 Impact Spell: You can increase the maximum damage of heightened spells.
4.01 Improved Caster Level: You raise your caster level for multiple classes.
4.40 Improved Counterspell (SRD): You can use other spells of the same school to counterspell with.
4.10 Improved Eschew Materials: You can cast any spell without need for material components or foci.
4.12 Improved Extend Spell: You can greatly increase the duration of your spells.
4.15 Infer Spell: You can learn spells from magic items.
3.70 Inner Depths Of The Soul: You have tapped an inner reserve of power that allows you to reduce magic-related XP costs.
3.45 Intimate Spell: You can use your knowledge of an individual to enhance your magic. *
4.00 Intuitive Spell Preparation: You can recover spell slots without rest or need for meditation.
3.48 Invisible Spell: You may make your spells invisible.
3.10 Learned Metamagic: Through hard work, study and dedication, you have learned to combine your arcane knowledge with your innate spellcasting ability, enabling you to prepare certain metamagic spells.
3.62 Magic Secret: Your magic is tied to a secret, making your spells harder to dispel.
3.73 Magic Sense: You identify any magical effect you make a Will save against. *
4.30 Mass Effect Spell: Your spells can affect more targets.
4.90 Maximize Spell (SRD): You can maximize the potential of your spells.
4.10 Menagerie: You have an impressive affinity for summoning spells.
4.10 Metaffinity: You are adept at casting metamagic Arcane spells without prior preparation.
4.65 Metaspell: You can learn metamagically-enhanced spells instead of standard spells.
4.64 Mindless Effort: You can continue to maintain a concentration spell for a limited time without concentrating on it.
4.15 Minor Spell Mastery: You have become so familiar with a 0-level spell that it becomes second nature to you.
3.60 Mystic Rage: You can extend your rage with the power of your magic.
4.60 Non-lethal Substitution (SRD): Your spells can deal nonlethal damage.
3.90 Opportunity Counterspell: You can cast counterspells in lieu of making an opportunity attack.
4.15 Perfect Materials: By using superior ingredients you can refine alchemical concoctions.
3.16 Periodic Re-awakening: You can alter the spells you know.
3.75 Persistent Spell (SRD): You can extend a spells duration to a full day.
4.45 Potent Divination: Your detection spells are stronger than normal.
4.18 Powerless Spell: You can prepare or cast a spell for use as a counterspell.
4.50 Prismatic Energy Spell: You can change spells of one element type into any other element type.
4.20 Quicken Spell (SRD): You can cast spells as a free action.
3.63 Racial Spell: You can protect or target one race or creature type from the effects of your spells.
4.50 Reach Spell (SRD): You can cast a touch spell as a ray.
3.50 Recharge: You can recharge your magical items rather than create new ones, and create partially charged items.
4.30 Rememorize: You can change a prepared spell in one hour. *
4.05 Repeat Spell (SRD): Your spell is repeated on a subsequent round.
4.12 Research Genius: You can create new spells quickly.
3.74 Research Trinity: You can greatly reduce one element required for creating new spells by increasing the others.
4.36 Restore Effort: You can resume concentration on a spell you have ceased concentrating on.
4.40 Ritual Spell: You may reduce the power required for a spell by casting it as a six-hour ritual.
4.20 Routine Combat Casting: You are able to maintain your concentration even when threatened in combat.
4.35 Sacred Spell (SRD): You can suffuse your spell with divine power.
4.80 Scribe Scroll (SRD): You can create magic scrolls.
4.53 Scroll Mastery: You have mastered the art of casting powerful spells from scrolls.
3.56 Self Item: You may create items with powers linked to you.
4.13 Shape Wall: You can shape your wall spells to turn corners, climb hills, or descend into valleys.
3.85 Shatter The Glass Ceiling: Though taxing, you can amaze your tutors and cast spells beyond your normal ability to do so.
4.76 Signature Focus: You may replace many costly material components with a special focus item.
4.95 Silent Spell (SRD): You can cast a spell without speaking.
4.10 Slow Spell: You can cast spells more slowly to gain power.
4.60 Spell Touch: You can now hit enemies passing by with spells as well as melee attacks.
4.10 Spontaneously Convert Spell: You can expend a prepared spell in order to spontaneously cast a particular spell.
4.55 Stable Spell: You need not concentrate to maintain spells.
5.00 Still Spell (SRD): You can cast a spell without somatic gestures.
4.80 Stylize Spell: You can add illusionary elements to your spells that make them more spectacular, in order to impress people.
4.30 Substitute Focus: You may prepare a special focus to substitute for a material component.
4.16 Subtle Spell: You know how to disguise the use of material, verbal, and somatic components; thus making your spell casting difficult to recognize.
4.56 Summoning Concentration: You can increase the time that your summoned creatures remain by concentrating.
4.48 Tactical Spellcasting: Your quick and decisive maneuvers do not disrupt your spellcasting.
4.30 Tap Item: You may draw upon the power of existing magic items in order to create new ones.
3.60 Thundering Spell: Your electrical spells deal additional sonic damage.
4.70 Tight Spell Focus: Choose one magic subschool or one type of energy damage (acid, cold, fire, electricity or sonic). Your spells within this limited sphere are incredibly potent.
3.82 Transfer Spell: You can cast personal effect spells on others as touch spells
4.52 Transference: Allows a spellcaster to draw from the life force of another while using item creation feats.
4.18 Trick Spell: Opposing spellcasters cannot identify your spells.
3.73 True Spell Mastery: You know a spell so innately that you can cast it without memorization.
3.53 Unique Spell: You gain access to and learn a single spell from any spell list.
4.70 Widen Spell (SRD): You can widen the effect of your spells.


Divine Feats
Divine feats are based on channeling positive or negative energy from a divine source. They all require you to have the ability to turn or rebuke undead creatures.

4.55 Divine Armor: You can channel energy to enhance your body or armor.
4.90 Divine Armor Of The Soul: You can channel energy to defend yourself against life draining attacks.
3.73 Divine Awe: You can channel energy to shake the resolve of those attacking you. *
3.60 Divine Burst: When you channel to cure or inflict wounds, it affects everyone in an area.
4.00 Divine Deathward: You may channel energy to protect yourself from ability or level draining attacks.
4.08 Divine Dispel: You can negate magic through turning.
4.20 Divine Flame: You can channel energy to sheath your weapon with sacred or profane flame.
4.56 Divine Force Of Personality: Your psyche and devotion is a shield against harm.
4.45 Divine Fury: You can channel positive energy to ignore the damage reduction of undead opponents.
4.70 Divine Ghost Armor: You can channel energy to enhance your armor against incorporeal attacks.
4.25 Divine Ghost Weapon: You can channel energy into your weapon, allowing it to effectively strike incorporeal creatures.
3.70 Divine Impact: You can channel energy to strike your foe with a melee weapon as if making a touch attack.
4.15 Divine Might (SRD): You channel your faith into extra damage.
3.60 Divine Ray: You can channel divine energy to cure or inflict wounds at range.
4.15 Divine Sight: You can channel energy to increase your sight and pierce illusions.
3.30 Divine Strike: You channel divine energy to smite your deities’ foes.
3.73 Divine Touch: You can channel divine energy to cure or inflict wounds.
4.40 Divine Vengeance (SRD): You channel your faith into an aura that damages the undead.
4.00 Divine Weapon: You can channel energy to provide an enhancement bonus to your weapon.
4.50 Divine Wrath: You are able to infuse your turn/rebuke attempts with sacred or profane energy, enabling you to deal additional damage to evil or good outsiders.
3.87 Profane Death Blow: You are an unholy slayer, an assassin able to channel negative energy to slay the unrighteous.
4.40 Profane Ghoul Strike: You can use negative energy to imitate the paralyzing attack of a ghoul.
3.85 Profane Shadow Strike: You can use negative energy to duplicate the Strength draining attack of a shadow.
4.10 Profane Wight Strike: You can use negative energy to drain energy levels like a wight.
4.00 Profane Wraith Strike: You can use negative energy to drain Constitution, similar to a wraith's attack.
3.90 Soothing Word: You are gifted with a calming voice that dispels anger and hostility.


Psionic Feats
This chapter includes metapsionic, psionic item creation, or feats otherwise related to psionics.

4.20 Aligned Attack (SRD): Your melee or ranged attack overcomes your opponent’s alignment-based damage reduction and deals additional damage.
3.20 Body Fuel (SRD): You can expand your power point total at the expense of your health.
4.35 Boost Construct (SRD): Your astral constructs have more abilities.
3.45 Burrowing Power (SRD): Your powers sometimes bypass barriers.
4.25 Chain Power (SRD): You can manifest powers that arc to hit other targets in addition to the primary target.
4.05 Channel Psionic Touch: You can channel your psionic touch powers through a held melee weapon.
4.45 Combat Manifestation (SRD): You are adept at manifesting powers in combat.
4.35 Craft Cognizance Crystal (SRD): You can create psionic cognizance crystals that store power points.
4.45 Craft Dorje (SRD): You can create slender crystal wands called dorjes than manifest powers when charges are expended.
4.40 Craft Psicrown (SRD): You can create psicrowns, which have multiple psionic effects.
4.45 Craft Psionic Arms And Armor (SRD): You can create psionic weapons, armor, and shields.
4.35 Craft Psionic Construct (SRD): You can create golems and other psionic automatons that obey your orders.
4.40 Craft Universal Item (SRD): You can create universal psionic items.
4.25 Crystal Psiweapon: You can implant a personality fragment in a psionic weapon.
4.40 Deep Impact (SRD): You can strike your foe with a melee weapon as if making a touch attack.
3.90 Delay Power (SRD): You can manifest powers that go off up to 5 rounds later.
4.65 Discover Psionic Power: Through introspection, meditation and training you are able to learn additional psionic powers.
4.40 Empower Power (SRD): You can manifest powers to greater effect.
3.90 Empower Psychic Strike: You can channel more power into your Psychic Strike attacks.
4.10 Enhance Psicrystal: You can improve your psicrystal.
3.88 Enhanced Psi-like Abilities: Your racial psi-like abilities have more effect than normal for your race.
4.25 Enlarge Power (SRD): You can manifest powers farther than normal.
4.40 Ever-ready Shield: You prepare a defense against the unknown.
4.20 Expanded Knowledge (SRD): You learn another power.
4.45 Extend Power (SRD): You can manifest powers that last longer than normal.
4.35 Fell Shot (SRD): You can strike your foe with a ranged weapon as if making a touch attack.
3.95 Focused Psionic Power: Choose one psionic discipline. Your powers from this discipline are more potent and capable of piercing spell resistance more easily than normal.
3.65 Focused Sunder (SRD): You can sense the stress points on others’ weapons.
4.00 Ghost Attack (SRD): Your deadly strikes against incorporeal foes always find their mark.
3.70 Greater Power Penetration (SRD): Your powers are especially potent at breaking through power resistance.
3.55 Greater Power Specialization (SRD): You deal more damage with your powers.
4.35 Greater Psionic Endowment (SRD): You can use meditation to focus your powers.
4.20 Greater Psionic Fist (SRD): You can charge your unarmed strike or natural weapon with additional damage potential.
4.20 Greater Psionic Shot (SRD): You can charge your ranged attacks with additional damage potential.
4.20 Greater Psionic Weapon (SRD): You can charge your melee weapon with additional damage potential.
4.50 Imprint Stone (SRD): You can create power stones to store psionic powers.
4.10 Improved Crystal Psiweapon: You can improve your crystal psiweapon.
4.20 Improved Psicrystal (SRD): You can upgrade your psicrystal.
4.00 Improved Wild Talent: Allows you to use a single Psionic power. *
4.40 Inquisitor (SRD): You know when others lie.
4.05 Layered Psionic Defense: You are able to mount a potent psychic defense.
4.35 Maximize Power (SRD): You can manifest powers to maximum effect.
4.10 Mental Leap (SRD): You can make amazing jumps.
3.80 Metamorphic Transfer (SRD): You can gain a supernatural ability of a metamorphed form.
4.30 Mind Leach: You can drain power points from psionic intruders.
4.30 Mindspeak: Your racial psionic aptitude allows you to communicate through mental contact.
4.10 Mirror Mind: Also known as psionic reflection, this feat allows you to reflect psionic attacks directed against you.
4.45 Narrow Mind (SRD): Your ability to concentrate is as keen as an arrowhead, allowing you to gain your psionic focus even in the most turbulent situations.
4.00 Open Hand, Focused Mind: With your psionic ability you are a deadly opponent in unarmed combat.
4.05 Opportunity Power (SRD): You can make power-enhanced attacks of opportunity.
4.05 Overchannel (SRD): You burn your life force to strengthen your powers.
3.70 Power Penetration (SRD): Your powers are especially potent, breaking through power resistance more readily than normal.
3.65 Power Psicrystal: You can charge your psicrystal with power points and use it as a cognizance crystal.
3.75 Power Specialization (SRD): You deal more damage with your powers.
4.05 Psicrystal Affinity (SRD): You have created a psicrystal.
4.05 Psicrystal Containment (SRD): Your psicrystal has advanced enough that it can hold a psionic focus that you store within it.
3.35 Psionic Body (SRD): Your mind reinforces your body.
4.00 Psionic Charge (SRD): You can charge in a crooked line.
3.36 Psionic Deflection: Your precognition allows you to deflect magical rays and certain special projectiles in addition to ordinary ranged attacks.
3.90 Psionic Dodge (SRD): You are proficient at dodging blows.
4.35 Psionic Endowment (SRD): You can endow your manifestations with more concentrated focus.
4.15 Psionic Fist (SRD): You can charge your unarmed strike or natural weapon with additional damage potential.
4.10 Psionic Initiative: You receive flashes of insight that enable you to react instantly.
4.45 Psionic Meditation (SRD): You can focus your mind faster than normal, even under duress.
4.10 Psionic Multifist: You can charge multiple unarmed strikes with psionic power
4.05 Psionic Multishot: You can charge multiple ranged attacks with psionic power
4.05 Psionic Multiweapon: You can your weapon with psionic power usable on multiple attacks.
4.38 Psionic Rejuvenation: You can rapidly heal wounds that strike at the core of your being.
4.15 Psionic Shot (SRD): You can charge your ranged attacks with additional damage potential.
4.00 Psionic Strike: With your psionic ability you are a deadly opponent in unarmed combat.
4.10 Psionic Talent (SRD): You gain additional power points to supplement those you already had.
4.15 Psionic Weapon (SRD): You can charge your melee weapon with additional damage potential.
4.25 Psychic Sense: Your psychic senses allow you to intuitively sense the presence of danger.
4.40 Quicken Power (SRD): You can manifest a power with a moment’s thought.
3.95 Quiet Whisper Of The Mind: You can telepathically communicate with other intelligent beings.
3.75 Return Shot (SRD): You can return incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons.
4.50 Scribe Tattoo (SRD): You can create psionic tattoos, which store powers within their designs.
4.15 Speed Of Thought (SRD): The energy of your mind energizes the alacrity of your body.
4.35 Split Psionic Ray (SRD): You can affect two targets with a single ray.
3.85 Talented (SRD): You can overchannel powers with less cost to yourself.
4.47 Tap Psionic Item: You may drain the power of existing psionic items to create new ones.
4.35 Third Eye: You have a psionic third eye that enables you to pierce illusions and identify psionic powers and effects.
3.47 Thundering Power: You can add a thunderclap to your electrical powers.
4.15 Twin Power (SRD): You can manifest a power simultaneously with another power just like it.
4.40 Unavoidable Strike (SRD): You can make an unarmed strike or use a natural weapon against your foe as if delivering a touch attack.
3.95 Unconditional Power (SRD): Disabling conditions do not hold you back.
4.15 Up The Walls (SRD): You can run on walls for brief distances.
4.25 Vampire Mind: You can insidiously drain power points from opposing minds on a successful psionic attack.
4.25 Vigilant Psychic Defender: You are adept at defending yourself with your psionic powers.
4.35 Way Of The Gargoyle: You have mastered the art of combat in alternate forms.
4.40 Widen Power (SRD): You can increase the area of your powers.
4.20 Wounding Attack (SRD): Your vicious attacks wound your foe.


Special Feats
Special feats are those that require a specific class, race, or special ability to acquire and use but do not have their own chapter.

4.30 Ambidexterity: You are more effective with your off hand.
3.55 Applied Scholastics: Your scholarly knowledge is helpful in nearly every situation.
4.05 Armed Flurry Of Blows: You can attack with a flurry of blows with any weapon that you are proficient in.
4.20 Backstab: You are adept at sneak attacks.
3.40 Breaking Blow: You are capable of inflicting powerful attacks with your bare hands.
4.38 Channel Against Outsiders: You can turn or rebuke one type of outsider.
4.60 Child Of The Sea: You have inherited the affinity for the sea of an ancestor (perhaps an aquatic elf).
3.80 Cold-blooded Killer: You are cold-blooded slayer, able to precisely kill others with devastating sneak attacks.
4.45 Combat Fury: You can attack with an incredible fury.
4.04 Combat Opportunist: You have trained extensively in attacking openings in your opponent’s defenses with a particular weapon. Choose one weapon such as short sword. With that weapon, your attacks of opportunity can be devastating.
3.30 Conviction Of Faith: Through extraordinary faith you can achieve near miraculous results.
4.10 Deadly Precision (SRD): You empty your mind of all distracting emotion, becoming an instrument of deadly precision.
4.40 Death From Afar: You have learned to use your Death Attack ability at range.
3.50 Distance Ki Strike: You are able to focus your ki in order to strike an opponent at a distance.
4.30 Divine Boon: You can use one of your granted powers one more time than normal each day.
4.20 Divine Elemental Fury: You can channel energy to deal additional damage against specific elemental creatures in melee combat.
4.58 Domain Focus: Your domain spells are especially potent.
4.20 Enchanted Animal Companion: You have shown yourself to be an ally of all nature's creatures; they, in turn, will respond to your call.
4.08 Enhanced Scent: Your racial scent abilities work more effectively than others of your race.
3.88 Enhanced Spell-like Abilities: Your racial spell-like abilities have more effect than normal for your race.
3.90 Extended Burst: You are able to maintain your burst ability for longer than others of your race.
3.90 Extended Outburst: You are able to maintain your outburst ability for longer than others of your race.
3.90 Extra Burst: You are able to perform your burst racial ability more than three times per day.
4.05 Extra Familiar: You can acquire more than one familiar
4.55 Extra Music (SRD): You can use your bardic music more often.
3.85 Extra Outburst: You are able to perform your outburst racial ability more than once per day.
4.55 Extra Rage: Your rage is legendary and fearsome to behold.
4.60 Extra Wild Shape: You have a natural affinity for your wild shape class ability
4.85 Familiar Concentration: Your familiar can concentrate on spells for you.
4.45 Familiar Development: You have put time and effort into developing your familiar.
4.56 Familiar Feat: Your familiar learns a new feat.
4.36 Familiar Feat Merge: Your familiar learns all the feats you know.
4.65 Familiar Focus: You compensate for any lack in focus when developing your familiar
4.70 Familiar Range Extension: You can communicate with your familiar over long distances
4.60 Fiery Rage: Your Rage burns particularly hot and can be sustained longer than usual
4.10 Fists Of Adamantine: You can make devastating unarmed strikes.
4.10 Fists Of Steel: You can imbue your unarmed strikes with even more force.
4.50 Foul Sneaking: You can sneak attack stymied creatures.
4.65 Ghost Touch: By channeling your ki you can effectively strike incorporeal opponents.
4.10 Greater Crippling Strike: Your crippling strikes achieve their maximum potential. *
3.73 Greater Heart Of The Dragon: The blinding intensity of your rage may completely protect you from harm.
3.67 Greater Knowledge: You absorb knowledge well and know how to find obscure information. *
3.87 Greater Primeval Rage: You are incredibly vicious, ferocious and dangerous.
3.07 Greater Spell Mastery: You can cast some of the spells previously mastered with Spell Mastery without preparation.
3.85 Grudge: You have a grudge against a group or organization and won’t rest until they are all dead.
4.47 Healing Ki Touch: You can heal others just like you can heal yourself.
4.45 Heart Of Defiance: When in a blood frenzy you are impossible to control.
4.13 Heart Of Fury: Your all-consuming fury enables you to continue to fight even when near death.
4.80 Heart Of Invulnerability: Your raging heart protects you from harm.
3.73 Heart Of The Dragon: The blinding intensity of your rage protects you from harm.
4.78 Improved Animal Companion: Your animal companion is more powerful than normal.
4.10 Improved Crippling Strike: Your crippling strikes are especially devastating. *
3.00 Improved Divine Connection: Your broad knowledge of divine lore has given you greater access to applying this knowledge.
4.40 Improved Familiar (SRD): This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.
3.80 Improved Fire Acclimation: You are more resistant to fire spells and effects than other members of your race.
4.33 Improved Monk Ac Bonus: Your sixth sense is more developed than normal, allowing you a better chance to dodge blows in combat.
3.87 Improved Outburst: You gain more from your outburst racial ability than other members of your race.
4.28 Improved Quick Study: You have mastered the art of analyzing an opponent’s weakness.
4.04 Improved Stability: You are more stable than normal for your race.
4.10 Improved Stonecunning: Your stonecunning ability is more acute than normal for your race.
4.60 Improved Turning (SRD): You can turn as if you were a higher level.
4.25 Improved Undead Control: You can control more undead than normal.
4.00 Innate Specialist: You have a remarkable affinity for a school of magic, similar to a specialist wizard.
4.70 Inspire Cooperation: Through music, song or poetry you are able to inspire cooperation in others.
3.16 Inspiring Love: Your love bolsters your efficacy when doing something for your beloved.
4.15 Intensify Poison: You know how to intensify the effect of a poison.
3.80 Intimate Knowledge: You have thorough knowledge of a specific individual. *
4.30 Ki Of The Masters: You have learned to channel your Ki into devastating unarmed attacks.
4.33 Ki Sense: Your self-awareness and mastery of ki allow you to intuitively sense the presence of danger.
4.67 Kick 'em While They're Down: You can take advantage of a prone opponent's weakness.
4.08 Light As A Feather: Your ability to levitate makes you all but immune to falling damage.
4.26 Linked Resistance: When touching your familiar you can benefit from its Spell Resistance (SR).
3.32 Local Enemy Offensive Training: You have been trained to fight aggressively against the tactics of a regional enemy.
3.73 Look Harmless: You have a knack for looking harmless, enabling you to avoid unwanted attention and potentially surprise your enemies.
3.93 Lungs Of Steel: Through arduous training or birth, you have maximized your ability to hold your breath and thus resist poisonous gas.
4.05 Mixed Channeling: You can channel positive or negative energy.
4.30 Monk Weapon Mastery: Through dedication, training and hard work, a monk can master any weapon
4.25 Natural Harmony: You have spent significant time making friends with both the fauna and the flora of your domain.
4.65 Natural Spell (SRD): You can cast verbal and somatic spells in wild shape.
3.72 Oaths Of Iron: You may use metal shields and armor without breaking your druidic oath.
4.00 Penetrating Ki Strike: You can use your mastery of ki to make an unarmed strike as if delivering a touch attack.
3.65 Plant Control (SRD): You can turn or rebuke plants.
4.05 Plant Defiance (SRD): You can turn plants.
4.30 Practiced Turning: You can use your turn/rebuke ability as if you were up to 4 levels higher.
4.20 Profane Shadowspawn: Beings drained of strength by your Profane Shadow Strike feat become shadows under your control.
4.15 Profane Wightspawn: Beings drained of life energy by your Profane Wight Strike feat become wights under your control.
4.10 Profane Wraithspawn: Beings drained of Constitution by your Profane Wraith Strike feat become wraiths under your control.
3.80 Prophetic Dreamer: Your dreams sometimes echo the future
4.04 Quick Scent: Your racial scent abilities work more quickly than others of your race.
4.17 Quick Study: You can quickly sense your opponent’s weakness.
4.05 Quicken Divine Channeling: You can channel energy into a Divine feat with a moment's thought.
4.12 Rededication: You’ve wandered away from your true vocation long enough, now its time to return.
3.60 Sense Of Maturity: You have learned as you matured.
4.20 Shadowleap: You are adept at jumping between shadows.
4.67 Shield Undead: Undead under your control or command are resistant to the turn/rebuke attempts of others.
3.54 Silver Spoon: You were born into some privilege and your character starts out with a monetary advantage
3.80 Song Magic: There is magic in your music, allowing you to cast your spells without need of further material components.
3.36 Soul-mate: You share an empathic link with your lover.
4.05 Spell Mastery (SRD): You can memorize selected spells without a spell book.
4.07 Spiritual Familiar: Your familiar has shed its corporeal body. *
4.10 Stalwart Defender: You are truly a dwarven bastion of strength.
3.75 Stipend: You come from a wealthy background.
4.00 Strength Of The Pious: You double the duration of one of your granted powers.
4.40 Strike Favored Enemy: You are exceptionally deadly in combat against favored enemies.
3.35 Tail Slam: You are trained to use your powerful tail and flukes as a weapon.
3.55 Tail Walking: You have learned to use your tail while out of water somewhat more gracefully than most of your kind.
4.20 Terrifying Rage: Your rage is terrifying to behold and fearsome to your enemies
4.20 Uncanny Tactics: You are skilled at attacking with or avoiding sneak attacks versus skilled opponents.
4.25 Undead Horde: You may control a small army of lesser undead.
3.96 Use Prejudice: You can use people’s prejudices against them.
4.05 Usurp Spell: You can attempt to steal control of any spell that you successfully counterspell.
3.55 Wisdom Of Age: You have learned much as you got older.
4.15 Zealous Smite: The strength of your faith flows through you, allowing you to inflict terrible blows against your enemies.


Epic Feats
Epic feats are only available to characters of level 21 or higher, and represent talents of a near superhuman nature.

4.10 Additional Magic Item Space (SRD): You can wear additional rings, necklaces and such.
4.10 Armor Skin (SRD): Your skin is much tougher than normal for your race.
3.95 Augmented Alchemy (SRD): Your alchemical creations are especially potent.
4.40 Automatic Quicken Spell (SRD): You can quicken simple spells without penalty.
4.45 Automatic Silent Spell (SRD): You can silence simple spells without penalty.
4.45 Automatic Still Spell (SRD): You can still simple spells without penalty.
4.55 Bane Of Enemies (SRD): Your favored enemies fear any weapon in your hands.
4.10 Blinding Speed (SRD): You can act with near superhuman speed.
4.60 Bonus Domain (SRD): You have been granted new powers by your deity.
4.35 Bulwark Of Defense (SRD): You have improved your defensive stance.
4.55 Chaotic Rage (SRD): Your rage channels the powers of raw chaos into your weapon.
4.60 Colossal Wild Shape (SRD): You can assume the form of colossal animals.
4.20 Combat Archery (SRD): You can fire a bow without incurring attacks of opportunity.
3.95 Craft Epic Magic Arms And Armor (SRD): You can create legendary weapons and armaments.
3.95 Craft Epic Rod (SRD): You can create epic level rods.
3.95 Craft Epic Staff (SRD): You can create epic level staves.
3.95 Craft Epic Wondrous Item (SRD): You can create epic level wondrous items.
4.00 Damage Reduction (SRD): You take less damage from all attacks.
4.00 Deafening Song (SRD): Your songs can deafen your foes.
4.00 Death Of Enemies (SRD): Your critical hits can kill your chosen enemies.
4.25 Devastating Critical (SRD): You can kill your foes with your critical hits.
3.95 Dexterous Fortitude (SRD): You can use reflex when fortitude would normally apply.
4.00 Dexterous Will (SRD): You can use reflex when will would normally apply.
4.50 Diminutive Wild Shape (SRD): You can change shape into diminutive animals.
4.50 Dire Charge (SRD): You charge into combat with incredible ferocity.
4.45 Distant Shot (SRD): You can ignore range penalties.
4.50 Dragon Wild Shape (SRD): You can wild shape into the form of a true dragon.
4.30 Efficient Item Creation (SRD): You can create magic items quickly.
4.40 Energy Resistance (SRD): You can resist the effects of a chosen element.
3.95 Enhance Spell (SRD): You can modify the upper limits of a spells damage.
3.95 Epic Dodge (SRD): You can avoid any one blow from an opponent.
4.05 Epic Elite Training: You manage to achieve more than even the gods thought possible.
3.75 Epic Endurance (SRD): Your endurance is legendary.
4.35 Epic Expanded Knowledge (SRD): You learn another power.
4.50 Epic Fortitude (SRD): You are amazingly tough and resilient.
4.50 Epic Inspiration (SRD): Your music inspires people to great deeds.
4.20 Epic Leadership (SRD): Great people flock to your banner.
4.45 Epic Prowess (SRD): Your combat skill is legendary.
4.35 Epic Psionic Focus (SRD): You can expend your psionic focus to greater effect.
4.50 Epic Reflexes (SRD): Your incredible reflexes are legendary.
4.45 Epic Reputation (SRD): There are few who have not heard of your greatness.
4.35 Epic Skill Focus (SRD): You have truly mastered a given skill.
4.45 Epic Speed (SRD): You can move like the wind.
4.10 Epic Spell Focus (SRD): Your spells are very difficult to resist.
4.20 Epic Spell Penetration (SRD): Your spells can penetrate more powerful defenses.
4.00 Epic Spellcasting (SRD): You can create and use spells of epic proportions.
4.35 Epic Toughness (SRD): Your toughness is legendary.
4.50 Epic Weapon Focus (SRD): You know a weapon like you know yourself.
4.45 Epic Weapon Specialization (SRD): You have truly mastered a weapons use.
4.50 Epic Will (SRD): Your strength of will is legendary.
4.10 Exceptional Deflection (SRD): You can deflect nearly any ranged attack.
3.95 Extended Life Span (SRD): You have mastered the secrets of a long life.
4.35 Familiar Spell (SRD): Your familiar learns to cast one of your spells.
4.10 Fast Healing (SRD): You heal faster than most people.
4.50 Fine Wild Shape (SRD): You can wild shape into a fine sized animal.
3.95 Forge Epic Ring (SRD): You can create epic level rings.
4.60 Gargantuan Wild Shape (SRD): You can wild shape into a gargantuan animal.
4.30 Great Charisma (SRD): You have learned a secret of great charisma.
4.30 Great Constitution (SRD): You have learned a secret of great constitution.
4.30 Great Dexterity (SRD): You have learned a secret of great dexterity.
4.30 Great Intelligence (SRD): You have learned a secret of great intelligence.
4.50 Great Smiting (SRD): Your smite attacks are twice as effective.
4.30 Great Strength (SRD): You have discovered a secret of great strength.
4.30 Great Wisdom (SRD): You have discovered a secret of great wisdom.
4.25 Group Inspiration (SRD): Your songs can inspire more people.
4.00 Hindering Song (SRD): Your music can disrupt spell casting.
4.55 Holy Strike (SRD): Any weapon in your hands is a holy weapon.
4.20 Ignore Material Components (SRD): You never need material components for your spells.
4.15 Improved Alignment-based Casting (SRD): You can cast stronger spells of a given alignment.
4.25 Improved Arrow Of Death (SRD): Your arrows of death are just that much more deadly.
4.10 Improved Aura Of Courage (SRD): You inspire great confidence in those around you.
4.35 Improved Aura Of Despair (SRD): You inspire deep despair in your foes.
4.00 Improved Combat Casting (SRD): You can cast spells without opening yourself to attack.
4.05 Improved Combat Reflexes (SRD): You can make an unlimited number of attacks of opportunity.
4.20 Improved Darkvision (SRD): Your darkvision is especially acute.
4.25 Improved Death Attack (SRD): Your death attack is especially deadly.
3.95 Improved Elemental Wild Shape (SRD): You can wild shape into the form of an elemental.
4.05 Improved Favored Enemy (SRD): You have redoubled your dedication to defeating your enemies.
3.20 Improved Heighten Spell (SRD): You can heighten spells to any level.
4.35 Improved Ki Strike (SRD): Your fists are as powerful as an epic level weapon.
4.10 Improved Low-light Vision (SRD): You can see even further in dim light.
4.50 Improved Manifestation (SRD): You increase your power point reserve.
3.80 Improved Manyshot (SRD): You can fire many arrows at once.
4.15 Improved Metamagic (SRD): You can use metamagic at a reduced cost.
4.00 Improved Metapsionics (SRD): You can manifest powers using metapsionic feats more easily than normal.
4.40 Improved Sneak Attack (SRD): Your sneak attack is stronger than before.
4.15 Improved Spell Capacity (SRD): You can cast even more powerful spells.
4.15 Improved Spell Resistance (SRD): You are more resistant to spells and magic effects.
4.35 Improved Stunning Fist (SRD): Your stunning attacks are harder to resist.
3.45 Improved Whirlwind Attack (SRD): You strike multiple times at everyone around you.
4.10 Incite Rage (SRD): You can send allies into a rage.
4.30 Infinite Deflection (SRD): You can deflect an unlimited number of arrows.
4.30 Inspire Excellence (SRD): Your music can increase allies ability scroes.
4.00 Instant Reload (SRD): You can load your crossbow with amazing speed.
4.15 Intensify Spell (SRD): You can imbue your spells with legendary power.
4.25 Keen Strike (SRD): Your unarmed strikes cut like a blade.
4.45 Lasting Inspiration (SRD): The effects of your music last much longer.
3.90 Legendary Climber (SRD): You can climb quickly without penalty.
3.90 Legendary Commander (SRD): You can command many more followers.
3.55 Legendary Leaper (SRD): You can jump without much of a running start.
3.60 Legendary Rider (SRD): You can control a mount with hardly any effort.
3.80 Legendary Tracker (SRD): You can track in almost any environment.
3.70 Legendary Wrestler (SRD): You are a true master of grappling.
3.75 Lingering Damage (SRD): Wounds from your sneak attacks continue to bleed.
4.00 Magical Beast Companion (SRD): You can have magical beasts as animal companions.
4.35 Magical Beast Wild Shape (SRD): You can wild shape into magical beasts.
4.25 Master Staff (SRD): You can channel your own magic to power a staff.
4.30 Master Wand (SRD): You can channel your own magic to power a wand.
4.10 Masterful Scroll Casting: You can cast a spell from a scroll without causing the writing of the activated spell to disappear.
4.60 Mighty Rage (SRD): Your rages are especially powerful.
4.20 Mobile Defense (SRD): You may move slightly while in a defensive stance.
4.05 Multispell (SRD): You may cast an additional quickened spell.
4.25 Music Of The Gods (SRD): Your music can affect even those normally immune.
4.05 Negative Energy Burst (SRD): You can channel negative energy into a wave of suffering.
3.95 Overwhelming Critical (SRD): Your critical hits are especially brutal.
4.05 Penetrate Damage Reduction (SRD): Select a special material, such as adamantine.
4.05 Perfect Health (SRD): You are almost totally immune to disease and poison.
4.25 Perfect Two-weapon Fighting (SRD): Your offhand weapon get a full compliment of attacks.
4.05 Permanent Emanation (SRD): You make one of your emanation spells permanent.
4.35 Planar Turning (SRD): You can turn or rebuke outsiders.
4.25 Plant Wild Shape (SRD): You can wild shape into a plant.
4.25 Polyglot (SRD): You can speak, read, and write any language under the sun.
4.45 Positive Energy Aura (SRD): You turn the undead without effort.
4.55 Power Knowledge (SRD): You add two additional powers to your list of powers known.
4.35 Psicrystal Power (SRD): Your psicrystal can manifest a power.
4.00 Quicken Staff: You can cast spells from a staff with a moment’s thought.
3.70 Quicken Wand: You can cast spells from a wand with a moment’s thought.
4.30 Ranged Inspiration (SRD): Your music has a greater range of effect.
5.00 Rapid Inspiration (SRD): You can inspire allies more quickly.
4.45 Reactive Countersong (SRD): You can begin a countersong at any time.
4.00 Reflect Arrows (SRD): You can deflect arrows back at whomever shot them.
4.55 Righteous Strike (SRD): Your fists are charged with the power of law.
4.20 Ruinous Rage (SRD): You are good a breaking things when in a rage.
3.95 Scribe Epic Scroll (SRD): You can scribe scrolls of epic level.
3.55 Self-concealment (SRD): You can partly conceal your location at all times.
4.35 Shattering Strike (SRD): You can break things using sudden force.
4.05 Sneak Attack Of Opportunity (SRD): You can sneak attack anyone who gives you an opening.
4.45 Spectral Strike (SRD): You can hit incorporeal creatures.
4.40 Spell Knowledge (SRD): You learn two new arcane spells.
4.35 Spell Opportunity (SRD): You can cast touch spells when making an attack of opportunity.
3.25 Spell Stowaway (SRD): You can gain the benefits of another casters spell.
4.25 Spellcasting Harrier (SRD): You can always attack spellcasters who are casting defensively.
4.50 Spontaneous Domain Access (SRD): You can convert any spell into a domain spell.
4.35 Spontaneous Spell (SRD): You can substitute a selected spell for any other you know.
4.35 Storm Of Throws (SRD): You can throw many weapons in one round.
4.30 Superior Initiative (SRD): You are an expert at getting the jump on your opponents.
4.30 Swarm Of Arrows (SRD): You can shower your foes with arrows.
4.40 Tenacious Magic (SRD): Your spells can resist dispelling.
4.50 Thundering Rage (SRD): In rage, your weapons emit a defining crash.
4.65 Trap Sense (SRD): You have a second sense for traps.
4.50 Two-weapon Rend (SRD): You can perform a rend maneuver when using two weapons.
4.25 Uncanny Accuracy (SRD): You can hit targets you can not even see.
4.25 Undead Mastery (SRD): You can command a great number of undead.
4.55 Unholy Strike (SRD): Any weapon in your hands becomes unholy.
4.20 Vermin Wild Shape (SRD): You can wild shape into a vermin.
3.95 Vorpal Strike (SRD): You unarmed strikes act as vorpal weapons.
4.30 Widen Aura Of Courage (SRD): Your aura of courage extends to a greater range.
4.35 Widen Aura Of Despair (SRD): Your aura of despair extends to a greater range.
4.30 Zone Of Animation (SRD): You can use your rebuking powers to animate the undead.


Monster Feats
These feats all have at least one prerequisite that is not normally available to player characters, such as three arms or the ability to fly. If you are playing a creature with a monster race your DM may allow you to choose one of these feats, although the power ratings are based on their use by NPCs and may be dramatically unbalancing for player characters.

4.40 Ability Focus (SRD): Choose one of the creature’s special attacks.
4.20 Area Power Resistance: The creature's Power Resistance (PR) can negate area-effect psionic powers.
4.20 Area Spell Resistance: The creature's Spell Resistance (SR) can negate area-effect spells and spell-like abilities.
4.30 Awesome Blow (SRD): You knock your victims flying with a powerful attack.
4.45 Channeled Resistance: The creature can protect other beings that it touches with its Spell Resistance (SR) or Power Resistance (PR).
4.05 Chill Of The Grave: Your undead presence horrifies the living.
4.25 Empower Spell-like Ability (SRD): Your powers are more powerful.
4.40 Enlarge Breath Weapon: The creature's breath weapon has a longer range than normal.
4.75 Extra Primeval Ability: The creature can use one of its supernatural or spell-like abilities more often.
4.55 Flyby Attack (SRD): You can attack in the middle of a flying move.
4.70 Focused Primeval Ability: One of the creature's supernatural or spell-like abilities is more potent than normal.
4.73 Giant Step: Your long legs allow you to take longer steps.
4.60 Greater Focused Primeval Ability: One of creature's supernatural or spell-like abilities is especially potent.
4.40 Greater Multiweapon Fighting (SRD): You can get an additional attack with an offhand weapon.
4.45 Heighten Primeval Ability: The creature has achieved mastery of its innate supernatural or spell-like powers.
3.95 Hover (SRD): You can hover in place while flying.
4.50 Improved Flyby Attack (SRD): You can do a flyby attack without provoking attacks of opportunity.
4.55 Improved Multiattack (SRD): Your secondary attacks are more accurate.
4.45 Improved Multiweapon Fighting: You get extra attacks with all your weapons.
4.40 Improved Natural Armor (SRD): Your skin is tougher then that typical for your species.
4.75 Improved Resistance: The creature is innately more resistant to spells or psionics.
3.80 Innate Metamagic: The creature can use its spellcasting knowledge to modify its innate spell-like abilities with learned metamagic feats.
4.00 Multiattack (SRD): You can use secondary attacks at a reduced penalty.
4.20 Multihanded Weapon: The creature can wield a weapon with three or more hands at once, like a human or dwarf can wield a weapon with two hands.
4.55 Multiweapon Fighting (SRD): You are more skilled at fighting with multiple weapons.
4.50 Multiweapon Rend (SRD): You can perform rending attacks with your weapons.
4.25 Perfect Multiweapon Fighting (SRD): All your weapons get a full compliment of attacks.
4.70 Power Resistance: Clairsentience And Telepathy: The creature can apply its Power Resistance (PR) against psionic powers from the clairsentience and telepathy disciplines.
3.10 Primeval Alchemy: You can blend an additional type of energy into one of your energy dependent supernatural abilities.
3.20 Primeval Conversion: You can convert a supernatural ability that utilizes one type of energy into using another type of energy.
4.45 Primeval Power: Once per day the creature can augment a supernatural or spell-like ability with arcane, divine or profane power.
4.20 Quicken Spell-like Ability (SRD): You can use spell-like abilities as a free action.
4.45 Ranged Resistance: The creature can bestow its Spell Resistance (SR) or Power Resistance (PR) on others nearby.
4.15 Resistance Counterspell: The creature can use its Spell Resistance (SR) to counterspell.
4.10 Resistance Power Turning: The creature can reflect a psionic power that fails to beat its Power Resistance (PR).
4.10 Resistance Spell Turning: The creature can reflect a spell or spell-like ability that fails to beat its Spell Resistance (SR).
4.70 Resistance: Divination: The creature can apply its Spell Resistance (SR) or Power Resistance (PR) against divinations.
4.20 Resistance: Illusion: The creature can apply its Spell Resistance (SR) or Power Resistance (PR) against illusions.
4.15 Snatch (SRD): You can snatch up victims in your claws or jaws.
4.80 Spirited Dive: The creature can perform a terrifying dive-bomb attack.
4.10 Spontaneous Spell-like Casting: The creature is able to use its arcane or divine spell knowledge to power its spell-like abilities.
4.38 Tail Tricks: You have learned to use your tail to enhance your balance and stability.
4.75 Turn/rebuke Resistance: By virtue of unholy power or exceptional strength of will, the creature is more difficult to turn or rebuke than normal.
4.50 Wingover (SRD): You can change directions sharply while flying.


Modern Feats
Feats in the modern chapter are intended for a modern day or futuristic d20 setting and feats that refer to mechanics exclusive to the Modern System Rules Documents. Feats from modern settings materials that were deemed general to fantasy settings are included in other chapters as appropriate to their type. Some feats from the Modern SRD do not appear in the Netbook as they are incompatible with 3.5 rules.

4.75 Advanced Firearms Proficiency: You are highly proficient with small automatic weapons.
4.55 Aircraft Operation: You are trained in the operation of a class of aircraft.
4.50 Archaic Weapons Proficiency: You are studied in the use or archaic weapons.
4.30 Attentive: You notice the smallest details in your surroundings.
4.45 Burst Fire: You unload multiple rounds into a single target.
4.24 Cautious: You haven't lost any fingers yet.
4.30 Combat Throw: You get a bonus to trip and grapple attacks.
4.50 Double Tap: You fire two bullets as a single attack.
4.65 Drive-by Attack: You are an expert at attacking from within a moving vehicle.
4.55 Exotic Firearms Proficiency: You have experience with some very unusual weapons.
4.10 Force Stop: You can stop another vehicle during a sideswipe.
4.30 Gearhead: You know how things work.
4.30 Guide: You rarely ever get lost.
4.05 Improved Brawl: You really know how to mix it up on the street.
4.55 Improved Damage Threshold: You can survive normally fatal wounds.
4.35 Low Profile: You keep it on the down low.
4.30 Medical Expert: You have a knack for medicine.
4.60 Personal Firearms Proficiency: You are skilled with small arms.
4.70 Quick Reload: You are good at reloading firearms quickly.
4.35 Renown: You are well known.
3.90 Skip Shot: You can skip a bullet off a hard surface to hit an opponent with cover.
4.45 Strafe: You spray bullets in a side arc.
3.20 Streetfighting: You know how to make it hurt.
4.30 Studious: You like to read.
4.55 Surface Vehicle Operation: You know how to drive a class of ground vehicles.
4.15 Surgery: You are trained in performing surgery.
4.00 Vehicle Dodge: You are good at taking evasive maneuvers.
4.35 Vehicle Expert: You really know how to fly/drive.
4.40 Windfall: You have come into some unexpected wealth.


Weapon Group Feats
Weapon group feats are part of an optional rules system that replaces the normal system for weapon proficiencies. They are somewhat more powerful but perhaps more realistic than the traditional system.

3.97 Weapon Group (axes): You understand how to use axes and axelike weapons.
3.97 Weapon Group (basic Weapons): You understand how to use a few basic weapons.
3.97 Weapon Group (bows): You understand how to use bows.
3.97 Weapon Group (claw Weapons): You understand how to use weapons strapped to the hands.
3.97 Weapon Group (crossbows): You understand how to use crossbows.
3.97 Weapon Group (druid Weapons): You understand how to use weapons favored by druids.
3.97 Weapon Group (exotic Double Weapon): You understand how to use the exotic double weapons associated with the weapon groups that you have mastered.
3.97 Weapon Group (exotic Weapons): You understand how to use the exotic weapons associated with the weapon groups that you have mastered.
3.97 Weapon Group (flail And Chains): You understand how to use flails and chain weapons.
3.97 Weapon Group (heavy Blades): You understand how to use large bladed weapons.
3.97 Weapon Group (light Blades): You understand how to use light bladed weapons.
3.97 Weapon Group (maces And Clubs): You understand how to use maces and clubs.
3.97 Weapon Group (monk Weapons): You understand how to use weapons normally favored by monks.
3.97 Weapon Group (picks And Hammers): You understand how to use picks and hammers.
3.97 Weapon Group (polearms): You understand how to use polearms.
3.97 Weapon Group (slings And Thrown Weapons): You understand how to use slings and handheld thrown weapons.
3.97 Weapon Group (spears And Lances): You understand how to use spears and javelins.





Feats
Feats alphabetically.

ABILITY FOCUS [Monster]
Choose one of the creature’s special attacks.
Prerequisite: Special attack
Benefit: Add +2 to the DC for all saving throws against the special attack on which the creature focuses.
Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different special attack.
  ABILITY FOCUS Copyright 2000, System Reference Document
  Balance: 4.40 (Purp 4.25, Pow 4.25, Port 4.25, Comp 4.75, Rule 4.50)


ACCELERATED BALANCING [General]
You are adept at moving quickly while balancing.
Prerequisite: Balance 4 ranks, Dex 13
Benefit: You do not suffer a penalty to your Balance skill check when moving at full speed.
Normal: You suffer a -5 penalty to your Balance skill check when moving at full speed.
  ACCELERATED BALANCING Copyright 2005, Jason D. Kemp
  Balance: 4.30 (Purp 4.25, Pow 3.00, Port 4.75, Comp 4.75, Rule 4.75)


ACCELERATED CLIMBING [General]
You are adept at moving quickly while climbing.
Prerequisite: Climb 4 ranks, Dex 13
Benefit: You do not suffer a penalty to your Climb skill check when moving at half speed, and only a –5 penalty when moving at full speed.
Normal: You suffer a -5 penalty to your Climb skill check when moving at half speed, and no penalty when moving at one-quarter of your speed.
  ACCELERATED CLIMBING Copyright 2005, Jason D. Kemp
  Balance: 4.45 (Purp 4.25, Pow 4.50, Port 4.50, Comp 4.50, Rule 4.50)


ACCURATE ASSESSMENT [General]
You can accurately judge how good someone is at something.
Benefit: Select a target creature within 60’. By taking a standard action you can learn one current statistical value of the target (such as an ability score, skill bonus, hit points, armor class, etc… anything that has a numeric value). This action does not provoke an attack of opportunity.
Notes: A statistical value is anything in a stat block or character sheet represented by a formula or numerical value. The value learned is the current modified value.
  ACCURATE ASSESSMENT Copyright 2007, Sigfried Trent
  Balance: 4.07 (Purp 4.00, Pow 4.33, Port 4.33, Comp 4.00, Rule 3.67)


ACROBATIC [General]
You are a natural acrobat.
Benefit: You get a +2 bonus on all Jump checks and Tumble checks.
  ACROBATIC Copyright 2000, System Reference Document
  Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)


ACROBATIC CHARGE [General, Fighter]
Your unexpected attacks have great effect.
Prerequisite: Dodge, Mobility, Tumble 1 rank, Base attack bonus +3
Benefit: You may tumble a distance equal to your speed as part of a charge, avoiding attacks of opportunity as described in the Tumble skill. If you succeed at the Tumble check, and if you make a bull rush, trip, disarm or grapple attack as part of this charge, you gain an additional +2 circumstance bonus to your attack roll and to any other rolls necessary for the maneuver, such as the opposed ability check for a trip attack. You may not use Acrobatic Charge on consecutive rounds.
Normal: You may only Tumble as part of a normal move.
  ACROBATIC CHARGE Copyright 2001, Michael J. Kletch
  Balance: 4.45 (Purp 4.75, Pow 4.00, Port 4.50, Comp 4.25, Rule 4.75)


ACROBATIC DEFENSE [General, Fighter]
You are an expert at defending yourself from attacks.
Prerequisite: Dex 13, Tumble 8 ranks
Benefit: When in light armor or no armor, you gain a +4 dodge bonus when fighting defensively (as per the combat action), and a +8 dodge bonus when using the total defense standard action. This benefit includes the synergy bonus you gain from having at least 5 ranks of Tumble
Normal: You normally have a +2 dodge bonus to AC when fighting defensively, and a +4 dodge bonus to AC when using the total defense standard action. If you have 5 or more ranks in Tumble, you gain a +3 dodge bonus to AC when fighting defensively, and a +6 dodge bonus to AC when using the total defense standard action.
  ACROBATIC DEFENSE Copyright 2005, Jason D. Kemp
  Balance: 4.24 (Purp 4.20, Pow 4.40, Port 4.20, Comp 4.20, Rule 4.20)


ACROBATIC STRIKE [General]
You may use your acrobatic skill to catch your enemy off guard.
Prerequisite: Dex 13, Tumble 4 ranks
Benefit: As a standard action, you may make a Tumble check against a DC of 15 + your opponent’s Hit Dice. If you succeed, you then make a single melee attack against your opponent who is denied their Dexterity bonus to AC for this attack only (and hence subject to sneak attack damage). If you fail the Tumble check you fall prone and make no attack.
Special: You remain in the same spot when using this ability, whether you succeed or not.
  ACROBATIC STRIKE Copyright 2002, OGC Source AEGF
  Balance: 3.90 (Purp 4.25, Pow 3.50, Port 4.25, Comp 4.00, Rule 3.50)


ADDITIONAL MAGIC ITEM SPACE [Epic]
You can wear additional rings, necklaces and such.
Benefit: Choose one type of magic item that has a limit on the number a character can simultaneously wear and gain its benefit. You can now wear one more magic item of this type and also gain its benefit.
Normal: Without this feat, a character is limited to one headband, hat, or helmet; one pair of eye lenses or goggles; one cloak, cape, or mantle; one amulet, brooch, medallion, necklace, periapt, or scarab; one suit of armor; one robe; one vest, vestment, or shirt; one pair of bracers or bracelets; one pair of gloves or gauntlets; two rings; one belt; and one pair of boots.
Special: A character can gain this feat multiple times. Each time the character takes the feat, it applies to a new type of wearable magic item.
  ADDITIONAL MAGIC ITEM SPACE Copyright 2000, System Reference Document
  Comments: The Netbook of Feats team feels that this feat should be limited by common sense – obviously it is no problem to wear multiple rings, amulets and the like, but to wear two suits of armor or pairs of boots at a time is ridiculous.
  Balance: 4.10 (Purp 3.75, Pow 4.50, Port 3.75, Comp 4.25, Rule 4.25)


ADVANCED FIREARMS PROFICIENCY [Modern]
You are highly proficient with small automatic weapons.
Prerequisite: Personal Firearms Proficiency
Benefit: You can fire any personal firearm on autofire without penalty (provided, of course, that it has an auto¬fire setting).
Normal: You take a –4 penalty on attack rolls made with personal firearms set on auto¬fire.
  ADVANCED FIREARMS PROFICIENCY Copyright 2000, Modern System Reference Document
  Balance: 4.75 (Purp 4.50, Pow 4.50, Port 4.75, Comp 5.00, Rule 5.00)


AEROBATICS [General]
You are at home in the air. You understand the properties of wind resistance and aerodynamics and how to optimize your situation in the air.
Benefit: You improve your maneuverability class by one step when using any ability to fly. This includes flying mounts if you have the ability to guide them. You also increase your base flying speed by +5'.
  AEROBATICS Copyright 2001, Rebecca Glenn
  Balance: 4.24 (Purp 4.00, Pow 4.30, Port 4.00, Comp 4.60, Rule 4.30)


AGGRESSIVE CASTING [Magical]
Changes defensive casting to be more aggressive.
Prerequisite: Concentration 1 rank
Benefit: When you cast a spell using defensive casting and fail the concentration check, you may opt not to lose the spell but instead trigger an attack of opportunity just as if you had cast the spell in the ordinary fashion.
Notes: If you are hit by an attack of opportunity triggered because you failed the above concentration check, you must still make yet another concentration check or lose the spell because of the damage.
  AGGRESSIVE CASTING Copyright 2001, Carl Cramér
  (Updated to 3.5 by NBOF)
  Balance: 4.45 (Purp 4.50, Pow 4.50, Port 4.75, Comp 4.00, Rule 4.50)


AGGRESSIVE DEFENSE [General, Fighter]
You have mastered using your weapons defensively without sacrificing accuracy.
Prerequisite: Dex 13, Base attack bonus +1
Benefit: At the start of your action, you can declare that you are using Aggressive Defense. Until the start of your next turn, you gain a +2 dodge bonus to Armor Class against all opponents you threaten. In exchange, however, you suffer a –2 penalty to damage you inflict with your attacks.
Special: You may not combine Aggressive Defense with other defensive combat actions (like fighting defensively or Total Defense).
  AGGRESSIVE DEFENSE Copyright 2002, Rick Coen
  Balance: 3.93 (Purp 4.00, Pow 4.33, Port 4.00, Comp 3.00, Rule 4.33)


AGILE [General]
You are especially agile.
Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks.
  AGILE Copyright 2000, System Reference Document
  Balance: 4.95 (Purp 4.75, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)


AGILE CLIMBER [General]
You are not as vulnerable to attack while climbing.
Prerequisite: Dex 13
Benefit: You get a +2 bonus on all Climb checks. You do not lose your Dexterity bonus to AC when you are attacked while climbing.
  AGILE CLIMBER Copyright 2002, Jerry M. Chaney II
  Balance: 4.60 (Purp 4.60, Pow 4.40, Port 4.20, Comp 5.00, Rule 4.80)


AGILE RIPOSTE [General, Fighter]
You can attack opponents who over extend themselves.
Prerequisite: Dex 13, Dodge
Benefit: Once per round, if the opponent you have designated with the dodge feat makes a melee attack or melee touch attack against you and misses, you may make an attack of opportunity against that opponent. Resolve and apply the effects from both attacks simultaneously. Even a character with the Combat Reflexes feat can’t use the Agile Riposte feat more than once per round. This feat does not grant more attacks of opportunity than you are normally allowed in a round.
  AGILE RIPOSTE Copyright 2000, Modern System Reference Document
  Balance: 3.75 (Purp 4.00, Pow 3.50, Port 3.75, Comp 3.50, Rule 4.00)


AIRCRAFT OPERATION [Modern]
You are trained in the operation of a class of aircraft.
Prerequisite: Pilot 4 ranks
Benefit: Select a class of aircraft (heavy aircraft, helicopters, jet fighters, or spacecraft). You are proficient at operating that class of aircraft. The heavy aircraft class includes jumbo passenger airplanes, large cargo planes, heavy bombers, and any other aircraft with three or more engines. Helicopters include transport and combat helicopters of all types. Jet fighters include military fighter and ground attack jets. Spacecraft are vehicles such as the space shuttle and the lunar lander. You take no penalty on Pilot checks or attack rolls made when operating an aircraft of the selected class.
Normal: Without this feat you take a –4 penalty on Pilot checks made to operate an aircraft that falls in any of these classes, and on attacks made with aircraft weapons. There is no penalty when you operate a general-purpose aircraft.
Special: You can gain this feat multiple times. Each time you take the feat, you select a different class of aircraft.
  AIRCRAFT OPERATION Copyright 2000, Modern System Reference Document
  Balance: 4.55 (Purp 4.25, Pow 4.50, Port 4.50, Comp 4.50, Rule 5.00)


ALERTNESS [General]
You are very aware of your surroundings.
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.
  ALERTNESS Copyright 2000, System Reference Document
  Balance: 4.95 (Purp 4.75, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)


ALIGNED ATTACK [Psionic]
Your melee or ranged attack overcomes your opponent’s alignment-based damage reduction and deals additional damage.
Prerequisite: Base attack bonus +6
Benefit: When you take this feat, choose either chaos, good, evil or law. (Your choice must match one of your alignment components. Once you’ve made this alignment choice, it cannot be changed. To use this feat, you must expend your psionic focus. When you make a successful melee or ranged attack, you deal an extra 1d6 points of damage, and your attack is treated as either a good, evil, chaotic, or lawful attack (depending on your original choice) for the purpose of overcoming damage reduction. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
  ALIGNED ATTACK Copyright 2000, System Reference Document
  Balance: 4.20 (Purp 4.50, Pow 3.75, Port 4.50, Comp 4.00, Rule 4.25)


AMBIDEXTERITY [Trait]
You are more effective with your off hand.
Prerequisite: Dex 15
Benefit: When dual, double or multi-weapon fighting you may add your full strength bonus to all attacks.
Normal: Off-hand weapons only add half your strength bonus to damage.
Special: This feat can only be taken at character creation.
  AMBIDEXTERITY Copyright 2000, Dmitry Kuteynikov
  Balance: 4.30 (Purp 4.31, Pow 3.81, Port 4.50, Comp 4.75, Rule 4.13)


AMBITIOUS LEADER [General]
You have focused on leading a small band or a large body of troops.
Prerequisite: Cha 13, Leadership
Benefit: When you select this feat, you may have it effect followers or cohorts. Any followers or cohorts gained through this feat are cumulative with those gained for Leadership, this feat, or other feats that grant followers or cohorts. If the you select the cohort option, you gain two additional cohorts. One has a maximum level as determined by the your Leadership score. The second cohort has a maximum level two experience levels lower. If you select the follower option, you gain an additional 1.5 times the number of followers specified by your Leadership score.
Special: A character may gain this feat multiple times, and the effects are cumulative.
  AMBITIOUS LEADER Copyright 2000, Michael J. Kletch
  Balance: 3.62 (Purp 3.30, Pow 4.30, Port 3.60, Comp 3.30, Rule 3.60)


ANIMAL AFFINITY [General]
You have a natural rapport with animals.
Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks.
  ANIMAL AFFINITY Copyright 2000, System Reference Document
  Balance: 4.95 (Purp 4.75, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)


ANIMAL KEN [General]
You have an innate ability to handle animals.
Prerequisite: Handle Animal 4 ranks, Cha 13
Benefit: You can handle an animal as a free action or push it as a move action.
Normal: Handling an animal is a move action, while pushing an animal is a full-round action.
  ANIMAL KEN Copyright 2005, Jason D. Kemp
  Balance: 4.15 (Purp 3.50, Pow 3.75, Port 4.50, Comp 4.50, Rule 4.50)


ANIMATE WALL [Metamagic]
You can make your wall spells move.
Benefit: You can animate your wall spell. The wall can move very slowly: 5 feet as a full round action; but must maintain its original shape and size. You direct the wall's movement as a free action on your turn. Walls must remain in contact with the ground if normally required to do so. This feat can only affect straight, vertical walls. If moving in a certain direction would force the wall to bend, break, or otherwise change its shape; it cannot move in that direction and you will know this. You can continue to direct the wall's movement for either the spell's normal duration or 1 minute/level (if the wall's duration is instantaneous or permanent). If the wall's normal duration is instantaneous, while under the effects of this feat it can be dispelled as if it had a duration other than instantaneous. Instantaneous Conjuration (Creation) school walls that are dispelled end the wall's ability to move but do not affect the wall otherwise. Solid walls (such as wall of stone, wall of iron, or wall of force) can automatically push Medium or smaller creatures out of their space. Such creatures caught between them and another solid structure, take damage equal to your caster level per round when the creature's actual space is squeezed against something solid. A successful Reflex save versus the wall's normal spell DC negates the damage for that round and allows the creature to move at half speed along the wall. Climbing over such a wall is a valid method of escape as is cutting through the wall with weapons (especially adamantine weapons). Animated Walls cannot push or crush creatures of larger than Medium size. Damaging walls (such as wall of thorns, blade barrier, or wall of fire) deal their normal damage per round when they push against a creature's square. Again, a Reflex save versus the wall's normal spell DC negates the damage for that round. These types of walls cannot push or crush creatures. Wall of ice deals the damage listed for solid walls unless the creature breaks through (Strength check DC 15 + wall's spell level); then it does the damage listed for the wall of ice spell. Wall of ice can push Medium or smaller creatures just as other solid walls can. Some walls can not deal damage in this way (such as wind wall and illusory wall) and either have their normal effects or are dissipated when pushed against the creature's square. An Animate Wall spell uses up a spell slot one level higher than the spell's actual level.
Normal: Your wall spells do not move.
  ANIMATE WALL Copyright 2005, David Sanders
  Balance: 4.05 (Purp 4.00, Pow 4.38, Port 4.25, Comp 3.63, Rule 4.00)


ANTIPSIONIC MAGIC [General, Magical]
Your spells are more potent when used against psionic characters and creatures.
Prerequisite: Spellcraft 5 ranks
Benefit: You get a get a +2 bonus on caster level checks made to overcome a psionic creature’s power resistance. This bonus stacks with the bonus conferred by Spell Penetration and Greater Spell Penetration. Moreover, whenever a psionic creature attempts to dispel a spell you cast, it makes its manifester level check against a DC of 13 + its manifester level. The benefits of this feat apply only to power resistance. The bonus does not apply to spell resistance. This is an exception to the psionics–magic transparency rule.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).
  ANTIPSIONIC MAGIC Copyright 2000, System Reference Document
  Comments: The Netbook of Feats team is not generally in favor of feats such as these that break the magic-psionics transparency rule.
  Balance: 3.55 (Purp 3.50, Pow 3.75, Port 3.50, Comp 3.50, Rule 3.50)


ANYTHING GOES COMBAT [General, Fighter]
In your hands almost anything is a dangerous weapon
Prerequisite: Dex 13, Int 13
Benefit: You are the master of the improvised weapon. You may treat any object, including weapons you are not proficient with, as simple melee weapons using the stats listed in this feat instead of the stats usually used for that object or weapon, although you may still use weapons you have proficiency with as per normal. Determine the size of the object or weapon and use the stats listed here. All weapons threaten a critical hit on a 20 and do double damage. No weapon gives you reach. As stated in the SRD, a light weapon is generally two size categories smaller than the wielder, a one-handed weapon one size smaller, and a two-handed weapon is an object of the same size category as the wielder.

Size Damage
Tiny 1d2
Small 1d4
Medium 1d6
Large 1d8
Huge 1d10

If the DM determines that there is no way the object in question could do regular damage it instead deals nonlethal damage. Additionally any object used as a weapon via this feat can deal nonlethal damage at your discretion without penalty.
Normal: You suffer a -4 penalty on attack rolls with any weapon you are nonproficient with, and similarly with objects not designed to be used for combat.
Special: You may not take weapon feats with objects not designed to be weapons. For instance you cannot take Weapon Focus (Beer Mug).
  ANYTHING GOES COMBAT Copyright 2001, Anne Trent, Sigfried Trent
  (Updated to 3.5 by NBOF)
  Balance: 4.00 (Purp 5.00, Pow 4.00, Port 3.00, Comp 4.00, Rule 4.00)


ANYTHING GOES LONG [General, Fighter]
You can throw nearly anything - ale tankards, rocks, bags of coins - and make it hurt.
Prerequisite: Dex 13, Base attack bonus +4
Benefit: You are the master of the improvised missile. You may treat any object, including weapons you are not proficient with, as simple thrown weapons using the stats listed in this feat instead of the stats usually used for that object or weapon, although you may still use weapons you have proficiency with as per normal. Determine the size of the object or weapon and use the stats listed here. All weapons threaten a critical hit on a 20 and do double damage. No weapon gives you reach. As stated in the SRD, a light weapon is generally two size categories smaller than the wielder, a one-handed weapon one size smaller, and a two-handed weapon is an object of the same size category as the wielder.

Size Damage
Tiny 1d2
Small 1d4
Medium 1d6
Large 1d8
Huge 1d10

If the DM determines that there is no way the object in question could do regular damage it instead deals nonlethal damage. Additionally any object used as a weapon via this feat can deal nonlethal damage at your discretion without penalty.
Normal: You suffer a -4 penalty on attack rolls with any weapon you are nonproficient with, and similarly with objects not designed to be used for combat.
Notes: This does not give you the ability to use any object in melee combat; for that, see the Anything Goes Combat feat.
  ANYTHING GOES LONG Copyright 2001, Joshua Turton
  (Updated to 3.5 by NBOF)
  Balance: 4.25 (Purp 4.25, Pow 4.00, Port 4.00, Comp 4.00, Rule 5.00)


APOTHECARY [General]
You have extensive knowledge of poisons and how to distill and manufacture them.
Benefit: You can create any poison following the craft rules using your Craft (alchemy) or Profession (herbalist) skills, with a DC equal to the save DC of the poison, except that each skill check represents one day's (rather than one week's) work. Many poisons require more expensive or rare components, as decided by your DM.
Special: You must have an Alchemist's lab in order to create a poison.
Notes: Depending on your campaign, poison creation may be treated as a house rule based on your Craft (alchemy) or Profession (herbalist) skill, rather than a feat. Alternatively, enterprising DMs could create a Craft (poison) skill that accomplishes the same effect.
  APOTHECARY Copyright 2001, Eric D. Harry
  (Updated to 3.5 by NBOF)
  Balance: 4.40 (Purp 4.50, Pow 4.50, Port 4.50, Comp 4.00, Rule 4.50)


APPLIED SCHOLASTICS [General, Role Play]
Your scholarly knowledge is helpful in nearly every situation.
Prerequisite: A least 15 total ranks in 3 or more Knowledge skills
Benefit: You may use your Knowledge skills to take the Aid Another action in place of the actual skill being used. So long as you beat a DC 10 you add +2 to the roll of whomever you are aiding. You may also do this to aid your own actions by applying the aid bonus to a subsequent skill check you make. Using Aid Another remains a standard action.
Special: Because there is no hard and fast rule for which Knowledge skill can aid what actions, your DM should decide when it is appropriate although you can certainly present your case for how your smarts will make the task easier. You can never use a knowledge skill to aid your own knowledge skill checks.
Example: Janoc the scholar is about to climb a wall. His Climb skill is very poor, but he has a very good Knowledge (Architecture and Engineering) skill and wants to use this to find a good way to climb. The DM judges this a relevant field of knowledge. Taking a standard action to use Aid Other to help himself, he succeeds, granting +2 to his climb check on his next action.
  APPLIED SCHOLASTICS Copyright 2002, OGC Source AEGF
  Balance: 3.55 (Purp 4.00, Pow 3.50, Port 3.50, Comp 3.00, Rule 3.75)


AQUATIC LEAPING ATTACK [General]
You can propel yourself from the water and strike your foes.
Prerequisite: Swim Speed 30’, Base attack bonus +3
Benefit: You can make a special leaping attack as a full attack action. First move at least 5’ at or to near the surface of the water, then you may leap from the water up to 10’ high and 20’ horizontally in an arc. You may make a single melee attack at your highest base attack bonus anywhere along your movement path. You do not provoke an attack of opportunity from your target and your target losses their Dexterity bonus to AC against this attack.
  AQUATIC LEAPING ATTACK Copyright 2002, OGC Source AEGF
  Balance: 3.83 (Purp 3.38, Pow 3.88, Port 3.75, Comp 4.00, Rule 4.13)


ARCANE ADMIXTURE [Metamagic]
You can modify a spell that inflicts energy damage to mix in an equal amount of arcane damage.
Prerequisite: Arcane Power, One other metamagic feat, Knowledge (arcana) 5 ranks
Benefit: You can modify an arcane spell with an energy designator to add an equal amount of raw magical energy. The altered spell works normally in all respects except that it deals an amount of arcane damage equal to the damage normally inflicted by the spell. An Arcane Admixture spell uses up a spell slot five levels higher than the spell’s actual level.
Example: Thieren (Sor 15), casts an arcane admixture lightning bolt by using up an 8th level spell slot, rolls 10d6 for damage and gets 35. He inflicts 35 points of electrical damage (subject to electricity resistance) and 35 points of arcane damage (not subject to protection from elements and similar spells).
  ARCANE ADMIXTURE Copyright 2001, Eric D. Harry
  Balance: 4.10 (Purp 4.25, Pow 4.00, Port 4.25, Comp 4.00, Rule 4.00)


ARCANE POWER [Metamagic]
You can infuse your damaging arcane spells with raw magical energy.
Benefit: Half of the damage inflicted by an arcane spell modified by this feat is treated as raw magical energy, making it resistant to protection from elements and similar magic. The other half of the damage is treated normally as per the spell. Infusing an arcane spell with raw magical energy uses up a spell slot two levels higher than the spell's actual level.
  ARCANE POWER Copyright 2001, Eric D. Harry
  Revised by the Netbook of Feats Review Board
  Comments: Formerly known as Arcane Spell, this feat was renamed in order to avoid confusion.
  Balance: 4.15 (Purp 4.00, Pow 3.75, Port 4.25, Comp 4.00, Rule 4.75)


ARCANE UNDERSTANDING [Special, Magical]
You increase the number of spells learned automatically with each new level.
Prerequisite: Int 13, Wizard level 1st, Knowledge (Arcana) 5 ranks
Benefit: After gaining this feat, you gain an additional spell each time you advance in levels. Thus, you get three free spells with each level advance instead of the normal two.
Normal: At each level, the Wizard gains two spells of any level that can be added to their spellbook.
Special: This feat can be taken several times, and stacks with itself.
  ARCANE UNDERSTANDING Copyright 2000, Bradley H. Bemis Jr.
  Revised by the Netbook of Feats Review Board
  Balance: 4.62 (Purp 4.50, Pow 4.50, Port 4.70, Comp 4.70, Rule 4.70)


ARCHAIC WEAPONS PROFICIENCY [Modern]
You are studied in the use or archaic weapons.
Benefit: You take no penalty on attack rolls when using any kind of archaic weapon.
Normal: A character without this feat takes the –4 non¬proficient penalty when making attacks with archaic weapons.
  ARCHAIC WEAPONS PROFICIENCY Copyright 2000, Modern System Reference Document
  Balance: 4.50 (Purp 4.50, Pow 4.00, Port 4.50, Comp 4.75, Rule 4.75)


AREA CONTROL [Metamagic]
You can exactly control the spread of an area spell.
Benefit: When you cast an area spell, you can select certain spaces under the area and declare that they are not to be affected. Creatures in this space avoid the spell's effect. An Area Control spell uses up a spell slot two levels higher than the spell's actual level.
  AREA CONTROL Copyright 2001, Carl Cramér
  Revised by the Netbook of Feats Review Board
  Balance: 4.36 (Purp 4.30, Pow 4.30, Port 4.60, Comp 4.30, Rule 4.30)


AREA POWER RESISTANCE [Monster, Psionic]
The creature's Power Resistance (PR) can negate area-effect psionic powers.
Prerequisite: Innate Power Resistance 10
Benefit: Any psionic power that includes the creature within its area of effect must beat the creature's PR or be instantly negated.
Normal: PR normally applies only for the creature with PR against area-effect spells, protecting the individual creature but not negating the attacking psionic power.
Special: If using the default Psionics-Magic Transparency option, this feat applies against area-effect spells and spell-like abilities as well.
  AREA POWER RESISTANCE Copyright 2001, Eric D. Harry
  (Updated to 3.5 by NBOF)
  Balance: 4.20 (Purp 4.50, Pow 3.75, Port 4.25, Comp 4.25, Rule 4.25)


AREA SPELL RESISTANCE [Monster]
The creature's Spell Resistance (SR) can negate area-effect spells and spell-like abilities.
Prerequisite: Innate Spell Resistance 10
Benefit: Any spell or spell-like ability that includes the creature within its area of effect must beat the creature's SR or be instantly negated.
Normal: SR normally applies only for the creature with SR against area effect spells, protecting the individual creature but not negating the attacking spell or spell-like ability.
Special: If using the default Psionics-Magic Transparency option, this feat applies against area effect psionic powers as well.
  AREA SPELL RESISTANCE Copyright 2001, Eric D. Harry
  (Updated to 3.5 by NBOF)
  Balance: 4.20 (Purp 4.50, Pow 3.75, Port 4.25, Comp 4.25, Rule 4.25)


ARMED DEFLECT ARROWS [General, Fighter]
You can deflect arrows, including crossbow bolts, spears and other shot or thrown weapons with your chosen weapon.
Prerequisite: Weapon Focus, Dex 13
Benefit: You gain the use of the Deflect Arrows feat, but can only use this ability when wielding a melee weapon that you have Weapon Focus with.
Notes: You can learn later feats for which Deflect Arrows is a prerequisites based on the 'virtual' feat learned with Armed Deflect Arrows, but you can then only use those feats when armed with a melee weapon that you have Weapon Focus with.
  ARMED DEFLECT ARROWS Copyright 2001, Carl Cramér, Eric D. Harry
  Balance: 4.35 (Purp 4.50, Pow 4.75, Port 4.25, Comp 4.00, Rule 4.25)


ARMED FLURRY OF BLOWS [Martial Style]
You can attack with a flurry of blows with any weapon that you are proficient in.
Prerequisite: Monk level 3rd
Benefit: This feat expands on your Flurry of Blows ability, allowing you to flurry with any weapon that you are proficient in.
Normal: Flurry of Blows can normally only be used in unarmed combat or when armed with a kama, nunchaku or siangham.
  ARMED FLURRY OF BLOWS Copyright 2001, Eric D. Harry
  Balance: 4.05 (Purp 3.75, Pow 4.00, Port 4.25, Comp 4.25, Rule 4.00)


ARMOR FOCUS [General, Fighter]
You move around in a certain type of armor without effort.
Prerequisite: Proficient With Armor, Base attack bonus +1
Benefit: When wearing a specified type of armor it inflicts one less armor check penalty and the maximum Dex bonus is raised by one. This cannot reduce the penalties to sub-zero levels.
Special: You can gain this feat multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of armor.
  ARMOR FOCUS Copyright 2001, B. Marcus Lindberg, Scott Metzger
  (Updated to 3.5 by NBOF)
  Balance: 4.60 (Purp 4.75, Pow 4.75, Port 4.50, Comp 4.50, Rule 4.50)


ARMOR PENETRATION [General, Fighter]
You are skilled at seeking out weak points in your opponent’s armor.
Prerequisite: Int 13, Combat Expertise, Base attack bonus +4
Benefit: You add +1 to your attack roll in melee combat if your opponent is wearing light armor, +2 if your opponent is wearing medium armor, and +3 if your opponent is wearing heavy armor. Shields and natural armor are not considered armor for the purposes of this feat.
  ARMOR PENETRATION Copyright 2002, OGC Source AEGF
  Balance: 4.45 (Purp 4.50, Pow 4.00, Port 4.75, Comp 4.50, Rule 4.50)


ARMOR PROFICIENCY (HEAVY) [General, Fighter]
You know how to move in heavy armor.
Prerequisite: Armor Proficiency (light), Armor Proficiency (medium)
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Special: Fighters, paladins, and clerics automatically have Armor Proficiency (heavy) as a bonus feat. They need not select it.
  ARMOR PROFICIENCY (HEAVY) Copyright 2000, System Reference Document
  Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)


ARMOR PROFICIENCY (LIGHT) [General, Fighter]
You know how to move in light armor.
Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Normal: A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.
Special: All characters except wizards, sorcerers, and monks automatically have Armor Proficiency (light) as a bonus feat. They need not select it.
  ARMOR PROFICIENCY (LIGHT) Copyright 2000, System Reference Document
  Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)


ARMOR PROFICIENCY (MEDIUM) [General, Fighter]
You know how to move in medium armor.
Prerequisite: Armor Proficiency (light)
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Special: Fighters, barbarians, paladins, clerics, druids, and bards automatically have Armor Proficiency (medium) as a bonus feat. They need not select it.
  ARMOR PROFICIENCY (MEDIUM) Copyright 2000, System Reference Document
  Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)


ARMOR SKIN [Epic, Fighter]
Your skin is much tougher than normal for your race.
Benefit: You gain a +1 natural armor bonus to Armor Class, or your existing natural armor bonus increases by 1.
Special: A character can gain this feat multiple times. Its effects stack.
  ARMOR SKIN Copyright 2000, System Reference Document
  Balance: 4.10 (Purp 4.00, Pow 3.25, Port 4.00, Comp 4.75, Rule 4.50)


ARMORED CASTER [Magical]
You can reduce your chance of arcane spell failure when wearing armor.
Prerequisite: Dex 13, Armor Proficiency (in Armor Worn)
Benefit: You can reduce your chance of arcane spell failure by 10%.
Special: You may take this feat multiple times, each time gaining an additional 10% reduction, to a minimum of 0%.
  ARMORED CASTER Copyright 2001, Bradley H. Bemis Jr.
  Revised by the Netbook of Feats Review Board
  Balance: 4.58 (Purp 4.50, Pow 4.20, Port 4.20, Comp 5.00, Rule 5.00)


ARMORED VIGILANCE [General]
You can hastily don and remove armor.
Prerequisite: Proficient In Armor Donned Or Removed
Benefit: You can don, don hastily and remove armor in half the standard time.
  ARMORED VIGILANCE Copyright 2001, Eric D. Harry
  Balance: 4.45 (Purp 4.25, Pow 4.00, Port 5.00, Comp 4.50, Rule 4.50)


ASTROLOGER [General]
You can divine the future using elements of nature and the state of the heavens.
Prerequisite: Wis 13, Knowledge (Planes) 4 ranks, Knowledge (Arcana) 4 ranks
Benefit: You may spend 5 minutes studying the heavens or some other chosen fortune telling focus in order to duplicate the effects of the Augury spell. Your caster level is always considered 0 and thus the success rate is a fixed 70%. You may use this feat a number of times per day equal to your Wisdom bonus.
  ASTROLOGER Copyright 2002, OGC Source AEGF
  Balance: 3.67 (Purp 3.67, Pow 3.33, Port 3.67, Comp 4.33, Rule 3.33)


ATHLETIC [General]
You are a natural athlete.
Benefit: You get a +2 bonus on all Climb checks and Swim checks.
  ATHLETIC Copyright 2000, System Reference Document
  Balance: 4.95 (Purp 4.75, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)


ATTACK FOCUS [General, Fighter]
You may sacrifice mobility and attacks to increase your ability to hit.
Prerequisite: Base attack bonus +6
Benefit: With a full attack, give up all your attacks but one for the round. This single attack gets a +2 bonus, plus an additional +2 bonus for each attack you gave up.
Example: Alan, with a base attack bonus of +12, can normally make three attacks in a round, at +12, +7, and +2. With Attack Focus, he can make a single attack at +18, a +6 bonus (+2 for the feat, +2 for each of the two attacks he gave up).
  ATTACK FOCUS Copyright 2001, Carl Cramér
  Balance: 4.38 (Purp 4.00, Pow 4.30, Port 4.60, Comp 5.00, Rule 4.00)


ATTENTIVE [Modern]
You notice the smallest details in your surroundings.
Benefit: You get a +2 bonus on all Investigate and Sense Motive checks.
Special: Remember that the Investigate skill can’t be used untrained.
  ATTENTIVE Copyright 2000, Modern System Reference Document
  Balance: 4.30 (Purp 3.50, Pow 4.25, Port 4.25, Comp 4.50, Rule 5.00)


AUGMENT SUMMONING [Magical]
You summon the biggest and strongest creatures available.
Prerequisite: Spell Focus (conjuration)
Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
  AUGMENT SUMMONING Copyright 2000, System Reference Document
  Balance: 4.85 (Purp 5.00, Pow 5.00, Port 5.00, Comp 4.25, Rule 5.00)


AUGMENT UNDEAD [Magical]
The undead you animate are more powerful.
Prerequisite: Spell Focus (necromancy)
Benefit: Undead you animate have 4 additional Hit Points per Hit Dice.
  AUGMENT UNDEAD Copyright 2002, OGC Source AEGF
  Balance: 4.20 (Purp 3.67, Pow 4.33, Port 4.33, Comp 4.33, Rule 4.33)


AUGMENTED ALCHEMY [Epic]
Your alchemical creations are especially potent.
Prerequisite: Int 21, Craft (alchemy) 24 ranks
Benefit: Whenever creating an alchemical item or substance, you can choose to make it more powerful than normal by adding +20 to the DC required to create it and multiplying its price by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn’t deal damage, double the duration of its effect. If the item or substance doesn’t deal damage and doesn’t have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn’t fit any of these categories, then it cannot be affected by this feat. See the Craft (alchemy) skill description.
  AUGMENTED ALCHEMY Copyright 2000, System Reference Document
  Balance: 3.95 (Purp 4.00, Pow 3.25, Port 3.75, Comp 4.25, Rule 4.50)


AURA CHAMELEON [General]
You may fool divination spells, or powers, in the same way as you can decieve magic items.
Prerequisite: Cha 13, Disguise 5 ranks, Bluff 5 ranks, Use Magic Device 5 ranks
Benefit: While in disguise and as part of a role, you may attempt to use your Use Magic Device skill to disguise your aura to emulate any, or all, of the following: Ability Score (DC 15+Score); Alignment (DC 30); Class Feature (DC 20); Race (DC 25); Spell Ability (DC 20). You have to make your Use Magic Item roll each time someone tests your disguise (by casting a detection spell), and you have to decide how you wish divination spells, or supernatural senses, to ‘read’ you beforehand. If not using the psionics/magic transparency rules, Use Magic Device cannot emulate psionics and Use Psionic Device cannot emulate magic.
Special: While in disguise and as part of a role, you may, and with DM permission, attempt to use your Use Psionic Device skill to disguise your aura to emulate any, or all, of the following: Ability Score (DC 15+Score); Alignment (DC 30); Psionic Class Feature (DC 25); Psionic Feat (DC 20); Psionic Power (DC 20).
  AURA CHAMELEON Copyright 2002, Jerry M. Chaney II
  Balance: 4.00 (Purp 4.60, Pow 3.80, Port 3.80, Comp 3.40, Rule 4.40)


AUTOMATIC QUICKEN SPELL [Epic, Metamagic]
You can quicken simple spells without penalty.
Prerequisite: Quicken Spell, Spellcraft 30 ranks, Ability to cast 9th-level arcane or divine spells
Benefit: You may cast all 0-, 1st-, 2nd-, and 3rd-level spells as quickened spells without using higher-level spell slots. The normal limit to the number of quickened spells a character may cast per round applies. Spells with a casting time of more than 1 full round can’t be quickened.
Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be quickened with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form.
  AUTOMATIC QUICKEN SPELL Copyright 2000, System Reference Document
  Balance: 4.40 (Purp 4.50, Pow 4.25, Port 4.25, Comp 4.25, Rule 4.75)


AUTOMATIC SILENT SPELL [Epic, Metamagic]
You can silence simple spells without penalty.
Prerequisite: Silent Spell, Spellcraft 24 ranks, Ability to cast 9th-level arcane or divine spells
Benefit: You may cast all 0-, 1st-, 2nd-, and 3rd-level spells as silent spells without using higher-level spell slots.
Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be silenced with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form. However, since bard spells can’t be enhanced with the Silent Spell feat, they can’t be affected by this feat either.
  AUTOMATIC SILENT SPELL Copyright 2000, System Reference Document
  Balance: 4.45 (Purp 4.50, Pow 4.50, Port 4.25, Comp 4.25, Rule 4.75)


AUTOMATIC STILL SPELL [Epic, Metamagic]
You can still simple spells without penalty.
Prerequisite: Still Spell, Spellcraft 27 ranks, Ability to cast 9th-level arcane or divine spells
Benefit: You may cast all 0-, 1st-, 2nd-, and 3rd-level spells as stilled spells without using higher-level spell slots.
Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be stilled with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form.
  AUTOMATIC STILL SPELL Copyright 2000, System Reference Document
  Balance: 4.45 (Purp 4.50, Pow 4.50, Port 4.25, Comp 4.25, Rule 4.75)


AUTONOMOUS [General]
You have a knack for psionic self-sufficiency.
Benefit: You get a +2 bonus on all Autohypnosis checks and Knowledge (psionics) checks.
  AUTONOMOUS Copyright 2000, System Reference Document
  Balance: 4.65 (Purp 4.75, Pow 4.50, Port 4.50, Comp 4.75, Rule 4.75)


AVOIDANCE [General, Fighter]
You do not provoke attacks of opportunity moving past opponents.
Prerequisite: Dex 15, Base attack bonus +6, Tumble 8 ranks, Dodge, Expertise, Mobility, Spring Attack
Benefit: You do not draw attacks of opportunity for moving through threatened squares.
Special: This feat can only be executed in light or no armor.
Notes: This is not considered tumbling. You move at your normal movement rate. This feat does not allow you to move through enemy occupied squares.
  AVOIDANCE Copyright 2002, OGC Source AEGF
  Balance: 4.20 (Purp 4.50, Pow 3.75, Port 4.25, Comp 4.25, Rule 4.25)


AWARENESS [General]
By intuitively predicting your opponent’s next move, you can get the jump on them.
Prerequisite: Wis 13
Benefit: You may use your wisdom bonus instead of your dexterity bonus to determine your initiative bonus.
  AWARENESS Copyright 2001, Chris Meravi
  Balance: 4.31 (Purp 4.07, Pow 4.10, Port 4.40, Comp 4.77, Rule 4.23)


AWESOME BLOW [Monster, Fighter]
You knock your victims flying with a powerful attack.
Prerequisite: Str 25, Power Attack, Improved Bull Rush, Size Large or larger
Benefit: As a standard action, the creature may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking creature’s choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can’t move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.
Special: This can be taken as a fighter bonus feat.
  AWESOME BLOW Copyright 2000, System Reference Document
  Balance: 4.30 (Purp 5.00, Pow 4.25, Port 4.50, Comp 4.00, Rule 3.75)


AXE FRENZY [General, Fighter]
You can strike exceptionally fast with axes.
Prerequisite: Weapon Focus (any One Axe Weapon)
Benefit: You can only get the benefit of this feat with an axe-type weapon you have Weapon Focus in and use in one hand. Make one extra attack with an axe per round at your highest base attack. You suffer a –4 dodge penalty to AC during this round. This requires the full attack action.
Special: This feat works with the dwarven waraxe, greataxe, handaxe, kukiri, and throwing axe.
  AXE FRENZY Copyright 2003, Carl Cramér
  Balance: 3.75 (Purp 4.25, Pow 3.50, Port 3.50, Comp 3.75, Rule 3.75)


AXE HURLING [General, Fighter]
You can throw any axe.
Prerequisite: Weapon Focus (any One Axe Weapon)
Benefit: You can throw any type of axe that you have Weapon Focus for as if it had a range increment of 20 ft.
Special: This feat works with the battleaxe, dwarven waraxe, greataxe, handaxe, kukiri, and throwing axe.
  AXE HURLING Copyright 2003, Carl Cramér
  Balance: 4.35 (Purp 4.25, Pow 4.25, Port 4.25, Comp 4.75, Rule 4.25)


BACK TO BACK [General, Fighter]
You shield your allies' vulnerabilities in combat.
Prerequisite: Base attack bonus +2
Benefit: If you are adjacent to an ally, that ally cannot be flanked. If you are adjacent to more than one ally, you must choose one ally to protect in this manner.
  BACK TO BACK Copyright 2001, Michael J. Kletch
  Balance: 4.45 (Purp 5.00, Pow 4.00, Port 4.25, Comp 4.50, Rule 4.50)


BACKSTAB [Stealth]
You are adept at sneak attacks.
Prerequisite: Sneak Attack 1d6
Benefit: You gain a +2 bonus on attack rolls when making a sneak attack.
  BACKSTAB Copyright 2001, Eric D. Harry
  Balance: 4.20 (Purp 3.33, Pow 3.33, Port 4.67, Comp 5.00, Rule 4.67)


BANE OF ENEMIES [Epic, Special]
Your favored enemies fear any weapon in your hands.
Prerequisite: Survival 24 ranks, Five favored enemies
Benefit: Any weapon you wield against one of you favored enemies 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.
  BANE OF ENEMIES Copyright 2000, System Reference Document
  Balance: 4.55 (Purp 4.50, Pow 4.50, Port 4.25, Comp 4.50, Rule 5.00)


BARBER-SURGEON [General]
Your training as a barber includes various medical techniques.
Prerequisite: 5 ranks Profession (barber)
Benefit: You receive a +2 bonus to your Heal skill, and that skill becomes a class skill for you. Also, you may use your Intelligence modifier in place of your Wisdom modifier on Heal checks.
  BARBER-SURGEON Copyright 2005, Jonathan D. Woolley
  Balance: 4.20 (Purp 4.20, Pow 4.40, Port 3.60, Comp 4.40, Rule 4.40)


BATTLE CRY [General, Fighter]
Your voice inspires greatness in battle.
Prerequisite: Cha 15
Benefit: Whenever you use the charge special attack, you may let lose an inspiring battle-cry. If you hit your target, all your allies that can hear you within 60’ get a +1 morale bonus to hit until your next action.
  BATTLE CRY Copyright 2003, Ian Cheesman
  Balance: 4.20 (Purp 4.00, Pow 4.00, Port 4.33, Comp 4.50, Rule 4.17)


BATTLE LEADER [General]
Your banner or standard inspires your followers and cohorts in battle
Prerequisite: Cha 13, Leadership
Benefit: For this feat to have an effect, you must have a banner or standard that is recognizable to your followers and cohorts, and you must use this standard to urge, inspire or rally your troops. All cohorts and followers that can directly see you or your banner gain a +1 morale bonus to attack rolls and on saving throws versus all fear effects. If either you or your banner falls, all followers and cohorts instead get a -2 penalty to attack and on saving throws versus all fear effects until you are restored, the standard is raised again or one minute elapses.
  BATTLE LEADER Copyright 2000, Michael J. Kletch
  Balance: 4.32 (Purp 5.00, Pow 4.30, Port 4.30, Comp 4.00, Rule 4.00)


BEAST TONGUES [General]
You can speak despite your form.
Benefit: As long as you can produce sound, this feat allows you to speak, even if your form would not ordinarily allow it. This is applicable to monsters that normally lack speech or if you are polymorphed into such a shape. You can now speak any language you know and cast spells with verbal components in any form. You can even sing and use bardic music in any form.
  BEAST TONGUES Copyright 2001, Carl Cramér
  Balance: 4.50 (Purp 4.75, Pow 4.25, Port 4.50, Comp 4.75, Rule 4.25)


BIG FAMILIAR [Magical]
You can take a larger animal or vermin as a familiar.
Prerequisite: The ability to summon a familiar
Benefit: You can bind an animal or vermin of medium size or smaller to be your familiar. The familiar ceremony works just as described in the class description, except that the creature is not actually summoned, and must be present and in your power (charmed, tamed or captured) and of a challenge rating equal to or lower than half your character level. Once bound, the new familiar becomes loyal to you, and gains all the benefits of a normal familiar, except that it has no species-specific familiar ability; it does not grant you any bonuses beyond those common to all familiars.
Special: This feat can be taken multiple times, and stacks with itself. For each additional time it is taken, the maximum size of your familiar is increased by one category, from medium to large, to huge, and so on.
Example: Bainard the 1st level gnome illusionist wishes to use this feat to bind a dire badger as his familiar, figuring he can ride it into battle. However, since dire badgers have a challenge rating of two, he can't do this until he attains the fourth level. He decided not to bind any familiar at first level, since that would force him to wait a year and a day for his badger, once he attained fourth level.
Notes: You must dismiss any familiar you currently have before binding a new one, and you cannot bind a new familiar until a year and a day has passed since your last familiar was killed or dismissed.
  BIG FAMILIAR Copyright 2001, Carl Cramér
  Balance: 4.40 (Purp 4.50, Pow 4.00, Port 4.50, Comp 4.25, Rule 4.75)


BLADE DEFENSE [General, Fighter]
You have mastered the art of defending yourself with a blade.
Prerequisite: Weapon Focus (any One Blade Weapon)
Benefit: You can only get the benefit of this feat with a blade-type weapon you have Weapon Focus in. When fighting defensively you gain an additional +2 dodge bonus to Armor Class. When using the total defense action you get an additional +4 dodge bonus to Armor Class. These bonuses are in addition to the normal benefits of the chosen defensive tactic.
Special: Blades include the bastard sword, falchion, greatsword, longsword, rapier, scimitar, short sword, and two-bladed sword.
  BLADE DEFENSE Copyright 2003, Carl Cramér
  Balance: 3.65 (Purp 3.00, Pow 3.25, Port 4.00, Comp 4.25, Rule 3.75)


BLEEDING CRITICAL [General, Fighter]
Your strikes can cause someone to bleed to death.
Prerequisite: Improved Critical, Base attack bonus +8
Benefit: When dealing a critical hit your target takes 1 point of Constitution damage from blood loss. The critical hit does not multiply the Constitution damage.
Special: Creatures immune to critical hits (such as plants and constructs) are immune to this Constitution damage. This applies even if you have some other ability (such as the Enable Criticals feat) that lets you score critical hits against them.
  BLEEDING CRITICAL Copyright 2006, Carl Cramér
  Balance: 4.35 (Purp 4.25, Pow 4.25, Port 4.25, Comp 4.50, Rule 4.50)


BLIND [General]
Being blind, you have developed other senses to compensate.
Prerequisite: Permanently blind for at least three months
Benefit: You gain +4 to all Listen checks, and the ability to take 10 on any Listen check, regardless of condition. Listen is considered a class skill for you. You also gain the feat Blind-Fight.
Special: If you ever recover your sight, you lose this feat but keep Blind-Fight.
  BLIND Copyright 2006, Scott Resnick
  Balance: 4.00 (Purp 4.00, Pow 4.25, Port 4.25, Comp 3.75, Rule 3.75)


BLIND-FIGHT [General, Fighter]
You can sense opponents that you cannot see.
Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell. A fighter may select Blind-Fight as one of his fighter bonus feats.
  BLIND-FIGHT Copyright 2000, System Reference Document
  Balance: 4.65 (Purp 5.00, Pow 5.00, Port 4.75, Comp 3.75, Rule 4.75)


BLIND-SHOT [General]
You can sense your targets using senses other than sight.
Prerequisite: Blind-fight
Benefit: When making a ranged attack against a target within 30’ you may re-roll your miss chance due to concealment if you fail the first time.
  BLIND-SHOT Copyright 2007, Sigfried Trent
  Balance: 2.95 (Purp 2.75, Pow 3.00, Port 2.75, Comp 3.25, Rule 3.00)


BLINDING SPEED [Epic]
You can act with near superhuman speed.
Prerequisite: Dex 25
Benefit: You can act as if hasted for 5 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action.
Special: A character can gain this feat multiple times. Each time he or she takes the feat, it grants an additional 5 rounds of haste per day.
  BLINDING SPEED Copyright 2000, System Reference Document
  Balance: 4.10 (Purp 4.25, Pow 3.50, Port 4.00, Comp 4.50, Rule 4.25)


BLINDING STRIKE [General]
Your mastery of underhanded dishonorable tactics allows you to temporarily blind your foe.
Prerequisite: Brawl, Streetfighting, Base attack bonus +2
Benefit: By taking a full attack action, you may make a single attack that blinds your foe. If you hit, your opponent must make a Fortitude save (DC 10 + half your level) or be blinded for 1d4 rounds. Only creatures that use sensory organs to see are vulnerable to this attack.
  BLINDING STRIKE Copyright 2002, OGC Source AEGF
  Balance: 4.33 (Purp 4.33, Pow 4.33, Port 4.67, Comp 4.00, Rule 4.33)


BLINDSIGHT, 5-FT. RADIUS [General]
You can sense everything close to you, visible or not.
Prerequisite: Base attack bonus +4, Blind-fight, Wis 19
Benefit: Using senses such as acute hearing and sensitivity to vibrations, you detect the location of opponents who are no more than 5 feet away from you. Invisibility and darkness are irrelevant, though you cannot discern incorporeal beings.
  BLINDSIGHT, 5-FT. RADIUS Copyright 2000, System Reference Document
  Comments: Grammar error "though it you discern" corrected.
  Balance: 3.90 (Purp 4.00, Pow 3.75, Port 4.25, Comp 3.75, Rule 3.75)


BLOODLETTING [General, Fighter]
Your strikes can cause someone to bleed to death.
Prerequisite: Weapon Focus
Benefit: When dealing a critical hit with any weapon you have taken Weapon Focus for, your opponent begins bleeding, suffering 1 additional point of damage each round until the wound is treated. The wound can be closed with a successful Heal check (DC 15), or any magical healing. This effect is cumulative but a single Heal check or magical heal will stop all current effects from this feat on that target.
  BLOODLETTING Copyright 2002, OGC Source AEGF
  Balance: 3.90 (Purp 4.00, Pow 4.25, Port 3.75, Comp 3.50, Rule 4.00)


BODY FUEL [Psionic]
You can expand your power point total at the expense of your health.
Benefit: You can recover 2 power points by taking 1 point of ability burn damage to each of your three ability scores: Strength, Dexterity, and Constitution. You can recover additional power points for a proportional cost to Strength, Dexterity, and Constitution. These recovered points are added to your power point reserve as if you had gained them by resting overnight.
Special: Only living creatures can use this feat. You can take advantage of this feat only while in your own body.
  BODY FUEL Copyright 2000, System Reference Document
  Balance: 3.20 (Purp 3.50, Pow 2.25, Port 3.00, Comp 3.25, Rule 4.00)


BONDED WEAPON [General, Fighter]
You have used a single weapon so much that you have formed an almost spiritual bond with that specific weapon.
Prerequisite: Base attack bonus +8, Improved Critical (with Weapon), Proficient With Weapon, Weapon Focus (with Weapon), Weapon Specialization (with Weapon)
Benefit: Choose a single unique weapon. For one month you train exclusively with that weapon, learning how to best wield that specific weapon most effectively. During the training period, you may use no other weapons or you must repeat the process. After the month of training, give the weapon a name to symbolize your intimate knowledge of the weapon. You gain an additional +2 to all attack rolls and +1 to damage with your named weapon (this stacks with the weapon focus and weapon specialization bonuses). You do not gain the bonuses or penalties of this feat when wielding a weapon of the same type, and suffer a -2 to all attack rolls with all other weapons.
Special: If ever your named weapon is destroyed or taken from your possession for more than a week, you must repeat the process of naming a weapon and continue to suffer the -2 to attack rolls with all weapons of a different type. You may never have more than one bonded weapon.
  BONDED WEAPON Copyright 2001, Tyson Neumann
  Balance: 4.08 (Purp 4.60, Pow 4.00, Port 4.20, Comp 3.60, Rule 4.00)


BONE ART [Metamagic]
You can create weapons, armor and possibly siege equipment for your undead minions.
Prerequisite: Knowledge (Architecture and Engineering) 5 ranks, Ability to summon undead
Benefit: When you cast a Bone Art spell that summons or creates undead, you may give the created undead equipment. This equipment performs just like standard equipment of the appropriate type. The undead are proficient with whatever gear they are created with. The gear created this way is actually a part of the undead creature and has an obvious sheen of undeath; it will wither to dust in an hour if more than ten feet away from the creature it was created for. A Bone Art spell uses a spell slot of higher than normal level, depending on the equipment created for the undead; all modifiers are cumulative.
Item Spell Slot Modifier
Peasant’s outfit, simple gear such as quivers and weapon belts +0
Fancy or elaborate clothing or gear worth up to 100 gold +1
Simple or martial melee weapons and shields +1
Exotic weapons, ranged weapons +2
Padded, leather, studded leather, hide or scale mail +1
Chain shirt, chainmail, breastplate, splint mail, banded mail +2

Special: DMs may allow the creation of siege equipment with this feat. To do so, you must create a full crew complement for the siege engine, all modified by this feat, and it is a +3 spell slot modifier beyond that of any other gear created for those undead.
Notes: Immaterial undead have very little use for equipment. There is nothing to stop you from equipping undead using gear at hand; this feat merely provides proficiency and gear.
  BONE ART Copyright 2002, Jerry M. Chaney II
  Balance: 4.03 (Purp 4.50, Pow 4.33, Port 4.00, Comp 3.50, Rule 3.83)


BONUS DOMAIN [Epic, Magical]
You have been granted new powers by your deity.
Prerequisite: Wis 21, Ability to cast 9th-level divine spells
Benefit: Choose an additional domain from your deity’s domain list. You now has access to that domain’s spells as normal for your domain spells and the domain’s granted powers.
Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different domain.
  BONUS DOMAIN Copyright 2000, System Reference Document
  Balance: 4.60 (Purp 4.75, Pow 4.50, Port 4.25, Comp 4.75, Rule 4.75)


BONUS SPELLS FOCUS [Magical]
Choose one spellcasting class. You receive more bonus spells per day for that class.
Prerequisite: Caster level 4th
Benefit: You gain a +2 bonus to the appropriate ability score for the purposes of determining how many bonus spells you have available to you in the chosen class.
Special: You can gain this feat multiple times if you have multiple spellcasting classes. Each time you take this feat, it applies to a different class.
  BONUS SPELLS FOCUS Copyright 2001, William Setzer
  Balance: 3.76 (Purp 3.80, Pow 3.60, Port 3.60, Comp 4.00, Rule 3.80)


BOOKWORM [General]
You seem to have a knack for locating information needed when performing research
Benefit: Gain a +3 modifier to any research based activities conducted in a library or laboratory.
Special: This feat stacks with all skill and research enhancements applicable
  BOOKWORM Copyright 2001, Bradley H. Bemis Jr.
  (Updated to 3.5 by NBOF)
  Balance: 4.26 (Purp 3.50, Pow 4.20, Port 4.20, Comp 4.70, Rule 4.70)


BOOST CONSTRUCT [Psionic]
Your astral constructs have more abilities.
Benefit: When you create an astral construct, you can give it one additional special ability from any menu that the construct currently has an ability from.
  BOOST CONSTRUCT Copyright 2000, System Reference Document
  Balance: 4.35 (Purp 4.75, Pow 4.25, Port 4.50, Comp 4.00, Rule 4.25)


BOTTOMS UP [General]
You can drink potion or apply an oil safely as a move equivalent action.
Prerequisite: Base attack bonus +1
Benefit: You can drink a potion or apply an oil as a move equivalent action that does not provoke an attack of opportunity.
  BOTTOMS UP Copyright 2005, Sigfried Trent
  Balance: 4.05 (Purp 4.25, Pow 3.75, Port 3.75, Comp 4.75, Rule 3.75)


BOW MASTERY [General, Fighter]
You are adept with either bows or crossbows.
Prerequisite: Weapon Focus (any Bow Or Crossbow), Base attack bonus +3
Benefit: You can choose to apply this feat to either bows or crossbows, but not both (unless this feat is taken twice). If you have previously taken Weapon Focus (any bow), you can apply the +1 attack bonus gained from this feat when wielding any bow that you are proficient in. Similarly, if you have previously chosen Weapon Focus (any crossbow), you can apply the +1 attack bonus gained from this feat when wielding any crossbow that you are proficient in.
Special: This feat can be chosen twice but does not stack with itself. The second time it is chosen you must apply its effects to either bows or crossbows, whichever wasn't chosen the first time this feat was taken.
  BOW MASTERY Copyright 2001, Eric D. Harry
  Balance: 4.10 (Purp 3.50, Pow 4.50, Port 4.75, Comp 3.50, Rule 4.25)


BRAVERY [General]
You are especially resistant to fear effects.
Benefit: You gain a +4 bonus to all saves to resist and/or overcome fear effects.
  BRAVERY Copyright 2003, Ian Cheesman
  Balance: 4.93 (Purp 5.00, Pow 4.67, Port 5.00, Comp 5.00, Rule 5.00)


BRAWL [General, Fighter]
You have a talent for unarmed fighting.
Benefit: When making an unarmed attack, you receive a +1 competence bonus on attack rolls, and you deal nonlethal damage equal to 1d6 + your Strength modifier.
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.
Special: Even if you have the ability to treat unarmed damage as lethal damage, the damage when using Brawl is always nonlethal.
  BRAWL Copyright 2000, Modern System Reference Document
  Balance: 4.50 (Purp 4.75, Pow 4.25, Port 4.50, Comp 4.50, Rule 4.50)


BRAWN [General, Fighter]
You have improved your striking power.
Prerequisite: Str 13, Brute
Benefit: When calculating melee attack bonus, consider your Strength to be two points higher than it actually is.
  BRAWN Copyright 2005, Carl Cramér
  Balance: 4.04 (Purp 4.20, Pow 3.60, Port 4.20, Comp 4.60, Rule 3.60)


BREAKING BLOW [Martial Style]
You are capable of inflicting powerful attacks with your bare hands.
Prerequisite: Base attack bonus +5, Str 15, Improved Unarmed Strike, Stunning Fist, Fists Of Steel
Benefit: As a full round action you may make a single unarmed melee attack that if it hits, deals damage equal to 1d6 for each point of strength modifier you have. If applied to an inanimate object, the damage is doubled. This uses one of your Stunning Fist attempts.
Special: The damage from a Breaking Blow is not modified by any statistic, ability, or feat, is applied instead of normal damage, and is not doubled by a critical hit.
  BREAKING BLOW Copyright 2001, OGC Source L5R
  Balance: 3.40 (Purp 3.75, Pow 3.25, Port 3.25, Comp 3.50, Rule 3.25)


BREW POTION [Item Creation]
You can create magic potions.
Prerequisite: Caster level 3rd
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level x its caster level x 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell. Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.
  BREW POTION Copyright 2000, System Reference Document
  Balance: 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25, Rule 5.00)


BRUTE [General, Fighter]
You have improved your striking strength.
Prerequisite: Str 13
Benefit: When calculating damage inflicted, consider your Strength to be two points higher than it actually is.
  BRUTE Copyright 2005, Carl Cramér
  Balance: 4.04 (Purp 4.20, Pow 3.40, Port 4.20, Comp 4.60, Rule 3.80)


BULWARK OF DEFENSE [Epic, Special]
You have improved your defensive stance.
Prerequisite: Con 25, Defensive stance 3/day
Benefit: Your defensive stance bonuses increase to +4 Strength, +6 Constitution, +4 resistance bonus on all saves, and +6 dodge bonus to AC.
  BULWARK OF DEFENSE Copyright 2000, System Reference Document
  Balance: 4.35 (Purp 4.00, Pow 4.00, Port 4.25, Comp 4.75, Rule 4.75)


BURROWING POWER [Metapsionic]
Your powers sometimes bypass barriers.
Benefit: To use this feat, you must expend your psionic focus. You can attempt to manifest your powers against targets that are sheltered behind a wall or force effect. Your power briefly skips through the Astral Plane to bypass the barrier. The strength and thickness of the barrier determine your chance of success. To successfully bypass the barrier with your power, you make a Psicraft check against a DC equal to 10 + the hardness of the barrier + 1 per foot of thickness (minimum 1). Assign a hardness of 20 to barriers without a hardness rating, such as force effects (or a wall of ectoplasm). Force walls or walls of ectoplasm are assumed to have less than 1 foot of thickness unless noted otherwise. If a power requires line of sight (which includes most powers that affect a target or targets instead of an area), you cannot manifest it as a burrowing power unless you can somehow see the target, such as with clairvoyant sense. Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level.
  BURROWING POWER Copyright 2000, System Reference Document
  Balance: 3.45 (Purp 3.75, Pow 3.50, Port 3.50, Comp 3.25, Rule 3.25)


BURST FIRE [Modern]
You unload multiple rounds into a single target.
Prerequisite: Dex 13, Personal Firearms Proficiency, Advanced Firearms Proficiency
Benefit: When using an automatic firearm with at least five bullets loaded, you may fire a short burst as a single attack against a single target. You receive a –4 penalty on the attack roll, but deal +2 dice of damage. Firing a burst expends five bullets and can only be done if the weapon has five bullets in it.
Normal: Autofire uses ten bullets, targets a 10-foot-by-10-foot area, and can’t be aimed at a specific target. Without this feat, if you attempt an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted.
Special: If the firearm has a three-round burst setting, firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in it.
  BURST FIRE Copyright 2000, Modern System Reference Document
  Balance: 4.45 (Purp 4.75, Pow 4.50, Port 4.50, Comp 3.75, Rule 4.75)


BUTTERFLY FLANK [General, Fighter]
Your skill with a blade distracts and intimidates your opponent, catching them off balance and unaware.
Prerequisite: Dex 15, Combat Reflexes, Lightning Reflexes, Base attack bonus +6
Benefit: As long as you and an ally threaten the same opponent, but are not adjacent to one another, your opponent is considered flanked to you and all allies threatening them.
Normal: A character can only flank an opponent if he and an ally are directly opposite one another around the target.
  BUTTERFLY FLANK Copyright 2002, OGC Source AEGF
  Balance: 4.35 (Purp 4.25, Pow 4.50, Port 4.25, Comp 4.00, Rule 4.75)


CADAVEROUS FAMILIAR [Magical]
You can take an undead creature as a familiar.
Prerequisite: The ability to summon a familiar, Ability to cast the animate dead spell
Benefit: With this feat, the familiar ritual is performed on the animated skeleton or zombie of a type of animal that can normally become a familiar. The familiar ceremony works normally, except that the creature is not actually summoned, and must be present and under your control. A skeletal or zombie familiar is just as intelligent as any other familiar. You still get the bonuses associated with that type of (living) familiar. As an undead creature, the cadaverous familiar can be turned or rebuked, but remember that it's hit dice is equal to your level.
Special: If your regular familiar is slain, you can recover the lost experience points by reanimating it and using this feat. If a cadaverous familiar is destroyed, you can merely replace any damaged parts and reanimate the remains, without losing any experience points in the process. You must dismiss any familiar you currently have before binding a new one, but need not wait a year and a day to bind a cadaverous familiar.
Notes: If you have the Big Familiar feat as well, you can bind any type of skeleton or zombie of the appropriate size. Your DM may let you apply this feat to an infernal companion or similar pet.
  CADAVEROUS FAMILIAR Copyright 2001, Carl Cramér
  Balance: 4.40 (Purp 4.75, Pow 4.75, Port 4.50, Comp 3.50, Rule 4.50)


CALLED SHOT [General, Fighter]
You do more damage with pinpoint attacks.
Prerequisite: Dex 13
Benefit: On your action, before making attack rolls for the round, you may choose to subtract a number from all attack rolls for the round and add the same number to all weapon damage rolls for dexterity-based attacks. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next action.
Special: Creatures lacking an anatomy and thus immune to critical hits, are immune to this extra damage. Called shot can be used with ranged weapons at ranges up to 30 feet.
Notes: Dexterity-based attacks are attacks that use the dexterity modifier rather than the strength modifier for attack rolls; missile weapons, thrown weapons and weapons used with the Weapon Finesse feat. Called shot cannot be used with ranged touch attacks.
  CALLED SHOT Copyright 2001, Carl Cramér
  Balance: 3.80 (Purp 3.50, Pow 4.00, Port 4.00, Comp 3.75, Rule 3.75)


CAMOUFLAGE [General]
You have mastered the art of concealing objects and other creatures.
Prerequisite: Hide 1 rank
Benefit: You can apply your Hide skill to objects or even other creatures as a standard action. Often this requires arranging scenery to provide superior concealment. All normal Hide modifiers, including size, apply. A creature hidden in this manner cannot move about without breaking concealment.
Notes: Your DM may allow anyone to use the Hide skill for this, without requiring a feat.
  CAMOUFLAGE Copyright 2001, Carl Cramér
  Balance: 4.52 (Purp 4.50, Pow 4.20, Port 4.70, Comp 4.50, Rule 4.70)


CAMPAIGNER [General]
You sleep well under any circumstances.
Prerequisite: Endurance
Benefit: You can sleep in any kind of armor for any amount of time without suffering fatigue penalties or discomfort. Other conditions that are uncomfortable but not dangerous, such as temperature, noise, sleeping on a hard surface, or with bed bugs, will likewise not prevent you from a good nights sleep. You get to make listen rolls normally while asleep. On any successful roll, you instantly wake up. You fall asleep easily, so you still get your rest even if you wake up several times.
Notes: This incorporates the Improved Rapid Metabolism, Improved Recovery and Light Sleeper feats from previous versions of the Netbook of Feats.
  CAMPAIGNER Copyright 2001, Sigfried Trent
  Revised by the Netbook of Feats Review Board
  Balance: 4.65 (Purp 5.00, Pow 4.25, Port 5.00, Comp 4.25, Rule 4.75)


CANNIBALISTIC CASTING [Magical]
You can use your body to fuel magic once your spells have run out.
Benefit: You can cast a spell by losing a number of Constitution points equal to the level of the spell rather than using a spell slot. These lost points of Constitution are considered temporary ability score damage for all purposes, except that they cannot be healed by magical means and must be regained by rest. If the ability damage is in some way prevented the spell will fail. 0-level spells count as one spell level for the purpose of this feat.
Special: Spellcasters that must prepare spells are limited to selecting spells previously prepared and cast that day.
  CANNIBALISTIC CASTING Copyright 2001, Bradley H. Bemis Jr.
  Revised by the Netbook of Feats Review Board
  Balance: 4.00 (Purp 4.70, Pow 4.20, Port 4.20, Comp 3.50, Rule 3.40)


CANTRIP [Magical]
Allows you to use 0-level arcane spells.
Prerequisite: Int 13, Knowledge (Arcana) 1 rank
Benefit: This feat grants you the ability to understand up to your intelligence modifier's worth of cantrips, i.e. 0-level arcane spells. You still locate and be trained in these spells. Regardless of the number of cantrips learned only one may be cast per day, and you must rest and memorize their cantrip as a wizard normally does, and suffers all appropriate penalties (e.g. spell failure chance due to armor).
Special: This feat may be taken multiple times; however, no additional cantrips can ever be learned (past the individual's intelligence modifier). Each additional time this feat is taken, the caster may prepare one additional cantrip per day for casting. The total maximum number of cantrips that can be cast in a single day (regardless of the number of times this feat is taken), is also limited to the caster's intelligence modifier.
  CANTRIP Copyright 2000, Bradley H. Bemis Jr.
  Revised by the Netbook of Feats Review Board
  Balance: 4.04 (Purp 4.50, Pow 4.50, Port 4.80, Comp 3.80, Rule 2.60)


CANTRIP MASTERY [Magical]
You have mastered cantrips in a way that allows you to use them more freely.
Prerequisite: Caster level 3rd, Memorizes spells as a Wizard, Knowledge (Arcana) 5 ranks
Benefit: Instead of memorising set cantrips (0-level spells) for the day, you can freely use any cantrip available to you (known or in your spellbooks) up to the total number of cantrips you can cast per day.
  CANTRIP MASTERY Copyright 2001, Bradley H. Bemis Jr.
  Revised by the Netbook of Feats Review Board
  Balance: 4.00 (Purp 3.60, Pow 4.70, Port 4.00, Comp 4.70, Rule 3.00)


CAREFUL PLANNER [General]
You always seem to have the right equipment on hand.
Prerequisite: Wis 13
Benefit: In any situation where a piece of mundane equipment is required and the item is unavailable, you can declare that you have the item on hand. You must immediately pay for the item, as if purchased from a shop. The item in question cannot be more than 25 gp in value. It is a fairly typical item of its sort you purchased last time you were in an appropriate market. The item found is not a specific item and could not for instance appear to be a counterfeit of another specific item. In the case of arrows, darts and the like, you may not ‘find’ more than 1d10 of these on you at any one time.
Special: You may use this feat a number of times per session equal to your Wisdom bonus. However, the DM may determine on extensive excursions that it can only be used a number of times equal to your Wisdom bonus per adventure. You can not find an item that you could not have conceivably been carrying with you because you lack sufficient storage space.
Notes: The idea of the feat is not that you magically create items, but that your character is a better shopper than their player and bought the item last time they re-supplied even the player had not thought to do so.
  CAREFUL PLANNER Copyright 2002, OGC Source AEGF
  Balance: 4.30 (Purp 4.50, Pow 4.50, Port 4.50, Comp 4.00, Rule 4.00)


CAST ON THE RUN [General, Magical]
You can cast spells while moving.
Prerequisite: Dex 13, Concentration 7 ranks, Dodge, Mobility
Benefit: When using a standard action to cast a spell or activate a magic item you can move both before and after your action provided the totally distance moved does not exceed your current speed.
  CAST ON THE RUN Copyright 2002, OGC Source AEGF
  Balance: 4.47 (Purp 4.00, Pow 4.67, Port 4.67, Comp 4.33, Rule 4.67)


CAST-IRON STOMACH [General]
You can consume the most unpleasant fare without so much as a second thought.
Prerequisite: Con 13
Benefit: You derive nourishment from spoiled food and can avoid dehydration by drinking seawater with few ill effects. By subsisting on these unusual provisions, you double the amount of time you can go without fresh food and water.
Normal: Without this feat you can go without food for three days, after which time you must make a Constitution check (DC 10, + 1 for each previous check) or take 1d6 points of nonlethal damage. Without this feat you can go without fresh water for one day plus a number of hours equal to your Constitution score, after which you must make Constitution checks as described above, with similar effects for failed checks.
Special: For this feat to take effect, you must have access to formerly edible foods and a supply of salt water. Otherwise, you are just as vulnerable to starvation and dehydration as any other character.
  CAST-IRON STOMACH Copyright 2001, OGC Source SHB
  Balance: 3.45 (Purp 2.75, Pow 3.00, Port 3.00, Comp 4.25, Rule 4.25)


CAUTIOUS [Modern]
You haven't lost any fingers yet.
Benefit: You get a +2 bonus on all Demolitions checks and Disable Device checks.
Special: Remember that the Demolitions skill and the Disable Device skill can’t be used untrained.
  CAUTIOUS Copyright 2000, Modern System Reference Document
  Balance: 4.24 (Purp 3.60, Pow 4.00, Port 4.20, Comp 4.60, Rule 4.80)


CHAIN POWER [Metapsionic]
You can manifest powers that arc to hit other targets in addition to the primary target.
Benefit: To use this feat, you must expend your psionic focus. You can chain any power that affects a single target and that deals either acid, cold, electricity, fire, or sonic damage. After the primary target is struck, the power can arc to a number of secondary targets equal to your manifester level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down). Each target gets to make a saving throw, if one is allowed by the power. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example). Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level.
  CHAIN POWER Copyright 2000, System Reference Document
  Balance: 4.25 (Purp 4.50, Pow 4.00, Port 4.25, Comp 4.00, Rule 4.50)


CHAIN RAY [Metamagic]
You can chain your ray spells.
Benefit: This feat allows a spell cast with Effect: Ray that successfully hits a single target to possibly strike other targets. When a Chain Ray spell successfully strikes a target it creates a number of secondary rays that strike opponents within 30’ of the initial target. You may strike a number of secondary targets up to your caster level. Each secondary target requires an additional ranged attack. Secondary targets are only affected by one ray (regardless of how many the spell originally produces) and the ray only does half its normal damage. Rays that do not do damage but allow saving throws have their DC reduced by 4. A Chain Ray spell uses up a slot two levels higher than the actual level.
  CHAIN RAY Copyright 2002, OGC Source AEGF
  Balance: 3.87 (Purp 4.33, Pow 4.00, Port 3.67, Comp 3.33, Rule 4.00)


CHANNEL AGAINST OUTSIDERS [Special]
You can turn or rebuke one type of outsider.
Prerequisite: Turn or Rebuke Undead ability, Extra Turning
Benefit: Select one group of outsiders (such as fire elementals, demons or devils) that are either hostile to your faith/alignment (for turning) or associated with your faith/ alignment (for rebuking). You can channel divine energy against this type of outsider to turn or rebuke them as if they were undead of twice their Hit Dice. When turning outsiders, those whose modified Hit Dice are half your turning level or less are dismissed to their home plane rather than destroyed.
Special: On their home plane, you turn or rebuke these outsiders as undead of four times their Hit Dice, but there they really can be destroyed instead of merely dismissed. This feat can be taken several times. It does not stack. Each time, you may choose a new type of outsider to turn or rebuke.
Notes: A cleric that turns undead also turns outsiders, and a cleric that rebukes undead also rebukes outsiders. You must select appropriate groups of outsiders depending on whether you turn or rebuke. Your DM has the final say as to what constitutes a valid group of outsiders for this feat.
  CHANNEL AGAINST OUTSIDERS Copyright 2001, Carl Cramér
  Revised by the Netbook of Feats Review Board
  Balance: 4.38 (Purp 4.70, Pow 4.50, Port 3.70, Comp 4.50, Rule 4.50)


CHANNEL PSIONIC TOUCH [Psionic]
You can channel your psionic touch powers through a held melee weapon.
Prerequisite: Manifester level 1st
Benefit: You are able to manifest psionic touch powers through a held melee weapon, allowing you to make a standard armed attack and inflict normal weapon damage plus the effect of your psionic power on a successful strike. For a power with a manifestation time of 1 standard action, manifesting the power and making the attack require a full-round action (unless the power is manifested with Quicken Power, in which case it requires a standard action). When resolving your attack, compare your attack roll against your target’s normal AC and AC against touch attacks. If your attack roll fails to beat the target’s normal AC but beats his or her AC against touch attacks, the power is discharged normally but the weapon inflicts no additional damage. Once the power is manifest your melee weapon holds the charge of the power exactly as if the power had been manifest in the normal manner. You cannot pass a charged weapon to another character as doing so discharges your power. Likewise, the power dissipates (without discharging) if the weapon is ever thrown or leaves your hand.
Normal: You can manifest a psionic touch power as either a touch attack (no armor, shield or natural armor bonus to AC) or a normal unarmed strike.
Special: You cannot manifest personal psionic powers (like Claws of the Bear, Claws of the Vampire, etc.) with this feat. For purposes of this feat, the weapon used to manifest your psionic touch power is immune to the effects of your power while it holds the charge of the power.
  CHANNEL PSIONIC TOUCH Copyright 2001, Eric D. Harry
  Balance: 4.05 (Purp 4.00, Pow 4.25, Port 4.25, Comp 3.25, Rule 4.50)


CHANNEL TOUCH SPELL [Metamagic]
You can cast a touch spell through your melee weapon.
Benefit: You can cast any of your touch spells through a held melee weapon, allowing you to make a standard armed attack and inflict normal weapon damage plus the effect of your spell on a successful strike. Casting the spell is still a standard action (unless you have the Quicken Spell feat) and you must wait until your next attack action in order to make your armed attack. When resolving your attack, compare your attack roll against your target's normal AC and AC against touch attacks. If your attack roll fails to beat the target's normal AC but beats their AC against touch attacks, the spell is discharged normally but the weapon inflicts no additional damage. Once the spell is cast your melee weapon holds the charge of the spell exactly as if the spell had been cast in the normal manner. You cannot pass a charged weapon to another character, as doing so discharges your spell. Likewise, the spell dissipates (without discharging) if the weapon is ever thrown or leaves your hand. Casting a touch spell in this manner uses up a spell slot one level higher than the level of the spell cast.
Normal: You can discharge a touch spell as either a touch attack (no armor, shield or natural armor bonus to AC) or a normal unarmed strike.
  CHANNEL TOUCH SPELL Copyright 2001, Eric D. Harry
  Balance: 4.05 (Purp 4.25, Pow 4.00, Port 4.25, Comp 3.50, Rule 4.25)


CHANNELED RESISTANCE [Monster, Psionic]
The creature can protect other beings that it touches with its Spell Resistance (SR) or Power Resistance (PR).
Prerequisite: Innate Spell Resistance 10 or Innate Power Resistance 10
Benefit: As a standard action, the creature can share its SR or PR with any single creature touched. This protection lasts only so long as the creature with SR or PR concentrates on providing the protection and only as long as the beneficiary remains in contact with the creature with resistance. If the creature with resistance is distracted or suffers damage in any way while maintaining this shared protection it must make a Concentration check as if casting a 0-level spell. Failing this check instantly negates the shared SR or PR until the creature with resistance spends another action to share it again.
Normal: Creatures and magic items cannot bestow SR or PR on another.
  CHANNELED RESISTANCE Copyright 2001, Eric D. Harry
  (Updated to 3.5 by NBOF)
  Balance: 4.45 (Purp 4.75, Pow 4.50, Port 4.50, Comp 4.00, Rule 4.50)


CHAOTIC MIND [General]
The turbulence of your thoughts prevents others from gaining insight into your actions.
Prerequisite: Chaotic alignment, Cha 15
Benefit: Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bonus on skill checks or ability checks do not gain those bonuses against you. The benefit of this feat applies only to insight bonuses gained from psionic powers and psi-like abilities. This is an exception to the psionics–magic transparency rule.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).
  CHAOTIC MIND Copyright 2000, System Reference Document
  Comments: The Netbook of Feats team is not generally in favor of feats such as these that break the magic-psionics transparency rule.
  Balance: 3.50 (Purp 4.00, Pow 3.50, Port 3.25, Comp 3.50, Rule 3.25)


CHAOTIC RAGE [Epic, Rage]
Your rage channels the powers of raw chaos into your weapon.
Prerequisite: Rage 5/day, Chaotic alignment
Benefit: Any weapon you wield while in a rage is treated as an anarchic weapon (it is chaos-aligned and deals an extra 2d6 points of damage against creatures of lawful alignment). This ability does not stack with similar abilities.
  CHAOTIC RAGE Copyright 2000, System Reference Document
  Balance: 4.55 (Purp 4.75, Pow 4.50, Port 4.25, Comp 4.50, Rule 4.75)


CHARMED [General]
You lead a charmed existence.
Benefit: One time per day, you may add a +4 bonus to any single die roll. You must choose to do this before rolling.
  CHARMED Copyright 2002, Rafael Arrais
  Balance: 3.95 (Purp 3.75, Pow 4.00, Port 3.75, Comp 4.25, Rule 4.00)


CHEAP ENHANCING [Item Creation]
You create magic items on the cheap, including non-masterwork for weapons/armor.
Prerequisite: Any one Item Creation feat
Benefit: You reduce the cost of creating magic items by 10%, though time and XP costs are based on the full normal price. When creating magic weapons, armor or shields, you can ignore the requirement that the item be masterwork.
Normal: Only masterwork items may be enhanced to become magic armor and weapons.
  CHEAP ENHANCING Copyright 2005, Jonathan D. Woolley, Carl Cramér
  Balance: 4.20 (Purp 4.00, Pow 4.17, Port 4.17, Comp 4.50, Rule 4.17)


CHILD OF THE SEA [General, Trait]
You have inherited the affinity for the sea of an ancestor (perhaps an aquatic elf).
Benefit: You gain a Swim speed of 20 ft. You gain a +8 on all Swim checks. Swim is always a class skill for you. You can always Take 10 on your Swim check skills. You may use the run action when swimming, but only if you swim in a straight line.
Special: You may only take this feat at character creation.
Notes: You do not gain any ability to breathe underwater.
  CHILD OF THE SEA Copyright 2002, Peter K. Campbell
  Balance: 4.60 (Purp 4.67, Pow 4.33, Port 4.33, Comp 5.00, Rule 4.67)


CHILL OF THE GRAVE [Monster]
Your undead presence horrifies the living.
Prerequisite: Undead creature type
Benefit: You have a supernatural aura that acts similarly to a continuous cause fear spell against all living creatures within 10’ of you. Creatures that make a Will save (DC of 13 + ½ HD of undead + Cha bonus) are immune to this effect for 24 hours, whereas those that fail are frightened for 1d4 rounds.
  CHILL OF THE GRAVE Copyright 2002, Jerry M. Chaney II
  Balance: 4.05 (Purp 4.00, Pow 4.00, Port 4.00, Comp 4.25, Rule 4.00)


CLEAVE [General, Fighter]
You can slice through multiple foes in one great swing.
Prerequisite: Power Attack, Str 13
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Special: A fighter may select Cleave as one of his fighter bonus feats.
  CLEAVE Copyright 2000, System Reference Document
  Balance: 4.70 (Purp 5.00, Pow 4.25, Port 4.75, Comp 4.50, Rule 5.00)


CLEAVE ASUNDER [General, Fighter]
Your Sunder attacks are usually more effective. You are trained in following through when you break an opponent's weapon or shield
Prerequisite: Str 13, Cleave, Improved Sunder, Power Attack
Benefit: When attacking an opponent's weapon, shield or other held object, if the object is broken you can immediately make another attack against the same opponent or another object the opponent holds. You can use this ability only once per round.
  CLEAVE ASUNDER Copyright 2000, Michael J. Kletch
  Revised by the Netbook of Feats Review Board
  (Updated to 3.5 by NBOF)
  Balance: 4.38 (Purp 4.50, Pow 4.20, Port 4.50, Comp 4.20, Rule 4.50)


CLEAVING RAMPAGE [General, Fighter]
You charge forward cutting through all in your path.
Prerequisite: Str 13, Dex 13, Power Attack, Cleave, Dodge, Great Cleave, Mobility, Spring Attack, Base attack bonus +8
Benefit: As a full round action you may trace a path up to twice your speed in a straight line. This path must be generally clear; the only obstructions allowed are friendly or enemy combatants. You must attack the first opponent along your path, and must move at least 10 ft. before your first attack. If you drop an opponent you may can take a cleave attack on the next available target. If no targets are in reach you may continue moving along the path. You must stop moving when you make an attack but fail to drop the opponent. Any opponent dropped will not hinder your movement even if they originally blocked your path. You are considered to be charging and get the usual +2 bonus to hit on all attacks for the round, and -2 to your AC until your next action. You still provoke attacks of opportunity as usual.
Special: This feat does not allow this maneuver to be used while mounted.
  CLEAVING RAMPAGE Copyright 2002, Scott Metzger
  Balance: 4.11 (Purp 4.31, Pow 4.31, Port 4.31, Comp 3.31, Rule 4.31)


CLEAVING SHOT [General, Fighter]
Your missile attacks can pierce through one target and into the next.
Prerequisite: Weapon Focus, Point Blank Shot, Base attack bonus +8
Benefit: If you hit an opponent within 30’ with a ranged attack and deal enough damage to drop the target, you missile rips through your target and potentially strikes a second foe. You may immediately make another attack at the same base attack bonus against an enemy within 30’ of you and who is in a direct line with you and your original target.
Notes: As a DM you may want to restrict this feat to ranged weapons you feel could realistically “rip through” a target, however one could imagine that a thrown axe might whiz by cutting someone’s throat instead of blasting through their chest.
  CLEAVING SHOT Copyright 2002, OGC Source AEGF
  Balance: 4.00 (Purp 4.00, Pow 4.13, Port 3.88, Comp 4.00, Rule 4.00)


CLINCH [General, Fighter]
You have mastered the art of fighting at very close quarters.
Prerequisite: Dodge, Mobility, Base attack bonus +3
Benefit: Go into "clinch" with an adjacent opponent as a move-equivalent action. After doing this, you get a +4 cover bonus to AC against all opponents, and a +4 circumstance bonus to attack rolls against that opponent. If you and your opponent move further than 5 feet apart, you lose this bonus. You also lose the bonus if you move into a clinch with or attack someone else. To use this feat your weapon must be of a size class two categories smaller than your opponent's. A natural weapon or unarmed attack has a size code two sizes smaller than the creature using it.
Example: A medium creature with a light weapon (e.g. a tiny object such as a dagger) can use this feat against another medium creature using a two-handed weapon (e.g. a medium object such as a greatsword), but not if they were using a one-handed weapon (e.g. a small object such as a longsword). Similarly a human with a dagger could use this feat against an ogre using an ogre-sized longsword.
Notes: Roman shortswordsmen used this against longspears under king Pyrrhus. It was just successful enough to coin the term 'pyrrhic victory'.
  CLINCH Copyright 2000, Carl Cramér
  Revised by the Netbook of Feats Review Board
  (Updated to 3.5 by NBOF)
  Balance: 3.40 (Purp 3.75, Pow 3.75, Port 3.00, Comp 2.75, Rule 3.75)


CLOAK DANCE [General]
You are skilled at using optical tricks to make yourself seem to be where you are not.
Prerequisite: Hide 10 ranks, Perform (dance) 2 ranks
Benefit: You can take a move action to obscure your exact position. Until your next turn, you have concealment. Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment.
  CLOAK DANCE Copyright 2000, System Reference Document
  Balance: 3.65 (Purp 4.25, Pow 2.50, Port 4.75, Comp 3.50, Rule 3.25)


CLOSE ORDER COMBAT [General, Fighter]
You are trained to fight close-order.
Prerequisite: Base attack bonus +1
Benefit: You may take a 5 ft. step into the space occupied by a willing ally, that ally can then step into your space immediately, so that you exchange spaces. You may not perform this action with an ally who is immobilized. Neither you nor your ally provokes an attack of opportunity.
Special: Both you and your ally must be small or medium sized.
  CLOSE ORDER COMBAT Copyright 2001, Carl Cramér
  Balance: 3.96 (Purp 4.25, Pow 4.08, Port 3.83, Comp 3.83, Rule 3.83)


CLOSED MIND [General]
Your mind is better able to resist psionics than normal.
Benefit: You get a +2 bonus on all saving throws to resist powers. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics–magic transparency rule.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).
  CLOSED MIND Copyright 2000, System Reference Document
  Comments: The Netbook of Feats team is not generally in favor of feats such as these that break the magic-psionics transparency rule.
  Balance: 3.55 (Purp 4.00, Pow 3.25, Port 3.25, Comp 4.00, Rule 3.25)


COLD RAGE [Special, Magical]
Your rage does not prevent you from thinking clearly.
Prerequisite: Con 13, Wis 13, Rage ability
Benefit: While raging, you can use Charisma-, Dexterity-, or Intelligence-based skills, the Concentration Skill, abilities that require patience or concentration, and you can cast spells and activate magic items that require a command word, a spell trigger or spell completion to function. You can use Combat Expertise and metamagic feats.
  COLD RAGE Copyright 2006, Bill Browne
  Balance: 3.53 (Purp 4.00, Pow 3.33, Port 3.00, Comp 4.33, Rule 3.00)


COLD-BLOODED KILLER [Stealth]
You are cold-blooded slayer, able to precisely kill others with devastating sneak attacks.
Prerequisite: Death Attack, Base attack bonus +7, Sneak Attack 1d6
Benefit: You add +2 to the DC of the Fortitude save made to resist your death attack. Even if your opponent succeeds on his saving throw, you inflict +1d6 points of damage on your sneak attack.
Normal: The standard DC for an Assassin's death attack is 10 + assassin class level + Int bonus.
  COLD-BLOODED KILLER Copyright 2001, Eric D. Harry
  Balance: 3.80 (Purp 3.25, Pow 4.00, Port 3.25, Comp 4.50, Rule 4.00)


COLOSSAL WILD SHAPE [Epic, Wild]
You can assume the form of colossal animals.
Prerequisite: The ability to wild shape into a Gargantuan creature
Benefit: You can use your wild shape to take the shape of a Colossal animal.
Normal: Without this feat, a character cannot wild shape into an animal of greater than Huge size.
  COLOSSAL WILD SHAPE Copyright 2000, System Reference Document
  Comments: Normal should be altered to: "Without this feat, a character cannot wild shape into an animal of greater than Gargantuan size, requiring Gargantuan Wild Shape".
  Balance: 4.60 (Purp 4.50, Pow 4.50, Port 4.25, Comp 4.75, Rule 5.00)


COMBAT ARCHERY [Epic, Fighter]
You can fire a bow without incurring attacks of opportunity.
Prerequisite: Point Blank Shot, Dodge, Mobility
Benefit: You do not incur any attacks of opportunity for firing a bow when threatened.
Normal: Without this feat, a character incurs an attack of opportunity from all opponents who threaten him or her whenever he or she uses a bow.
  COMBAT ARCHERY Copyright 2000, System Reference Document
  Comments: The Netbook of Feats team feels this would be suitable as a normal (non-epic) defensive feat.
  Balance: 4.20 (Purp 4.25, Pow 3.75, Port 4.00, Comp 4.25, Rule 4.75)


COMBAT CASTING [General, Magical]
You can cast spells more reliably in combat.
Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
  COMBAT CASTING Copyright 2000, System Reference Document
  Balance: 4.80 (Purp 4.75, Pow 4.75, Port 4.75, Comp 4.75, Rule 5.00)


COMBAT EXPERTISE [General, Fighter]
You can sacrifice offense for defense when fighting.
Prerequisite: Int 13
Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.
Special: A fighter may select Combat Expertise as one of his fighter bonus feats.
  COMBAT EXPERTISE Copyright 2000, System Reference Document
  Balance: 4.90 (Purp 5.00, Pow 5.00, Port 5.00, Comp 4.50, Rule 5.00)


COMBAT FOCUS [General, Fighter]
Paying little heed to distractions and other threats, you may focus your attacks on one opponent, leaving yourself open to others.
Prerequisite: Dodge, Improved Initiative, Base attack bonus +5
Benefit: On your action, before making attack rolls for a round, you may choose to focus your efforts against one opponent. Against this opponent, you get a +2 bonus to attack and a +1 dodge bonus to Armor Class. The +1 Armor Class bonus from Dodge must be applied to the same opponent for a total bonus of +2. You have a -2 penalty to Armor Class against all other opponents.
  COMBAT FOCUS Copyright 2000, Michael J. Kletch
  Balance: 3.44 (Purp 3.60, Pow 3.00, Port 3.30, Comp 3.30, Rule 4.00)


COMBAT FURY [Rage]
You can attack with an incredible fury.
Prerequisite: Rage 2/day, Base attack bonus +3
Benefit: By spending an additional Rage per day while you are already enraged, you can enter a combat frenzy that enables you to make one additional attack per round at your highest attack bonus for the duration of your rage. This bonus attack and all other attacks made until your next action suffer a -2 penalty to your attack roll, and you must take the full attack action in order to make this extra attack. In addition, when using this ability you increase your AC penalty to -4 during any round that you make this extra attack.
  COMBAT FURY Copyright 2001, Eric D. Harry
  Balance: 4.45 (Purp 4.50, Pow 4.25, Port 4.50, Comp 4.25, Rule 4.75)


COMBAT INTIMIDATION [General]
You are capable of intimidating others more easily in combat.
Prerequisite: Intimidate 4 ranks, Cha 13
Benefit: You can make one Intimidate skill check each round as a free action, but only to demoralize an opponent in combat. As a move-equivalent action, you can try to demoralize all opponents you threaten in melee combat.
Normal: Intimidating others in combat is a standard action.
  COMBAT INTIMIDATION Copyright 2005, Jason D. Kemp
  Balance: 4.30 (Purp 4.50, Pow 4.00, Port 4.50, Comp 4.25, Rule 4.25)


COMBAT MANIFESTATION [Psionic]
You are adept at manifesting powers in combat.
Benefit: You get a +4 bonus on Concentration checks made to manifest a power or use a psi-like ability while on the defensive or while you are grappling or pinned.
  COMBAT MANIFESTATION Copyright 2000, System Reference Document
  Balance: 4.45 (Purp 4.75, Pow 4.25, Port 4.25, Comp 4.50, Rule 4.50)


COMBAT OPPORTUNIST [Stealth]
You have trained extensively in attacking openings in your opponent’s defenses with a particular weapon. Choose one weapon such as short sword. With that weapon, your attacks of opportunity can be devastating.
Prerequisite: Combat Reflexes, Weapon Focus (with Weapon), Sneak Attack 1d6
Benefit: When you make an attack of opportunity, you may add sneak attack damage. This ability can only be used once per round, and following this attack, you may not make any further Attacks of Opportunity until after your next action. This may negate the benefits of Combat Reflexes for the current round.
Normal: Only the loss of Dex bonus to Armor Class or flanked status allow a character to add sneak attack damage.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.
  COMBAT OPPORTUNIST Copyright 2000, Michael J. Kletch
  Balance: 4.04 (Purp 4.30, Pow 4.30, Port 4.00, Comp 3.60, Rule 4.00)


COMBAT PRECISION [General, Fighter]
You can sacrifice power for accuracy.
Prerequisite: Dex 13, Base attack bonus +1
Benefit: When taking an attack or full attack action you can choose to use Combat Precision. Until your next action you gain a +4 bonus on all to hit rolls, but all hit point damage dealt from your attack is halved. This can not be used with touch attacks.
  COMBAT PRECISION Copyright 2006, Sigfried Trent
  Balance: 3.95 (Purp 4.00, Pow 3.75, Port 3.75, Comp 4.00, Rule 4.25)


COMBAT REFLEXES [General, Fighter]
You can make more attacks of opportunity than normal.
Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. A fighter may select Combat Reflexes as one of his fighter bonus feats. A monk may select Combat Reflexes as a bonus feat at 2nd level.
  COMBAT REFLEXES Copyright 2000, System Reference Document
  Balance: 4.85 (Purp 5.00, Pow 5.00, Port 5.00, Comp 4.75, Rule 4.50)


COMBAT ROTATION [General, Fighter]
You know to relieve warriors from melee combat by taking their place in the ranks.
Prerequisite: Dodge, Mobility, Base attack bonus +3, Medium size or smaller
Benefit: As a move action you may trade places with any willing ally, medium sized or smaller, within 5 ft. of you. This action does not generate an attack of opportunity either on yourself or your ally. This does not affect your ally’s Initiative in any way.
Notes: You can not take this action if it would require you or your ally to move more than 5’.
  COMBAT ROTATION Copyright 2002, OGC Source AEGF
  Balance: 4.30 (Purp 4.00, Pow 4.25, Port 4.50, Comp 4.25, Rule 4.50)


COMBAT SPELL TRIGGER [Magical]
You can activate any spell trigger magic item while fighting defensively.
Prerequisite: Combat Casting
Benefit: You may choose to fight defensively when activating a spell trigger magic item. Activating the spell trigger magic item remains a standard action.
Normal: You can only fight defensively with an attack or full-attack action.
  COMBAT SPELL TRIGGER Copyright 2001, Eric D. Harry
  Balance: 4.10 (Purp 4.25, Pow 4.25, Port 4.00, Comp 4.00, Rule 4.00)


COMBAT SURGE [General, Fighter]
You can rush an action in combat at the cost of presenting opportunities to your opponents
Prerequisite: Improved Initiative, Base attack bonus +2
Benefit: On your action, before making attack rolls for a round, you may choose to take a -4 penalty to your armor class until your next action. If you do so, you will gain +2 to your initiative for the remainder of this combat. The bonus begins on the next round.
  COMBAT SURGE Copyright 2000, Michael J. Kletch
  Balance: 3.38 (Purp 2.60, Pow 4.00, Port 4.00, Comp 3.30, Rule 3.00)


COMBAT THROW [Modern]
You get a bonus to trip and grapple attacks.
Prerequisite: Defensive Arts
Benefit: You gain a +2 bonus on opposed Strength and Dexterity checks any time you attempt a trip or grapple attack, or when you try to avoid a trip or grapple attack made against you.
  COMBAT THROW Copyright 2000, Modern System Reference Document
  Balance: 4.30 (Purp 4.00, Pow 4.00, Port 4.50, Comp 4.50, Rule 4.50)


CONCENTRATION MASTERY [General]
You can maintain your concentration even under stress or amidst distraction.
Prerequisite: Dodge, Concentration 8 ranks
Benefit: You have a strong ability to focus and concentrate, allowing you to take 10 on Concentration skill checks even if stress and distractions would normally prevent you from doing so.
  CONCENTRATION MASTERY Copyright 2005, Jason D. Kemp
  Balance: 3.92 (Purp 4.40, Pow 3.20, Port 3.80, Comp 4.20, Rule 4.00)


CONCENTRATION SPELL [Metamagic]
You can extend the duration of your spells through concentration.
Benefit: You can maintain a spell which has a duration longer than one round through concentration. You must start concentrating right after casting the spell, and, for as long as you keep it up, need not count time off the spell's duration. After you stop maintaining the spell, its normal duration resumes and then terminates as usual. You cannot use this feat to maintain a spell past ten times its normal duration nor can you resume concentration. A Concentration Spell uses up a spell slot one level higher than the spell's normal level.
  CONCENTRATION SPELL Copyright 2001, Carl Cramér
  Balance: 4.32 (Purp 4.70, Pow 4.20, Port 4.50, Comp 3.70, Rule 4.50)


CONCERTED ATTACK [General, Fighter]
You are well trained in directing the efforts of others during a coordinated attack
Prerequisite: Base attack bonus +3
Benefit: You can direct the efforts of your allies to gain an additional bonus to flanking efforts. When you are leading a flanking effort against a single opponent, your allies involved in the melee gain a +4 flanking bonus on the attack roll.
Normal: Gain a +2 on your attack roll when flanking
Special: You must be able to effectively communicate with the other flanking members.
Notes: This feat is designed to let a leader coordinate a better attack front against an opponent. By confusing the opponent and having the group work together under the direction of the leader, the flanking bonus increases.
  CONCERTED ATTACK Copyright 2000, Bradley H. Bemis Jr.
  Balance: 4.40 (Purp 4.80, Pow 4.20, Port 5.00, Comp 3.80, Rule 4.20)


CONE CONTROL [Metamagic]
Your cone spells hit only selected targets.
Prerequisite: Spellcraft 15 ranks
Benefit: Instead of affecting all targets within a cone shaped spell, you may select up to one target inside the cone for each 5’ in length of the cone which are affected. A Cone Control spell takes up a spell slot one level higher than the spell’s actual level.
Special: Cone Control only works on spells with a cone area of effect.
  CONE CONTROL Copyright 2002, OGC Source AEGF
  Balance: 3.67 (Purp 4.00, Pow 4.00, Port 3.33, Comp 3.33, Rule 3.67)


CONTROLLED BURST [Metamagic]
You have greater control over burst and spread spells.
Benefit: When casting burst- and spread-based area-of-effect spells, you can reduce the affected area in increments of 5 ft. You have total control over the radius, but not the direction. A controlled burst spell takes up a spell slot one level higher than normal.
Example: Using this feat, you can cast a small fireball into a square next to you without having it impact you or your comrades.
  CONTROLLED BURST Copyright 2001, Bradley H. Bemis Jr.
  Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)


CONTROLLED CHARGE [General, Fighter]
You can still remain defensive when charging.
Benefit: You are able to make a charge attack without suffering a -2 penalty to armor class.
  CONTROLLED CHARGE Copyright 2005, Jason D. Kemp
  Balance: 4.68 (Purp 4.60, Pow 4.20, Port 4.60, Comp 5.00, Rule 5.00)


CONVICTION OF FAITH [Special]
Through extraordinary faith you can achieve near miraculous results.
Benefit: Increase your Charisma attribute by +2 for the purposes of determining class derived divine abilities only (such as divine grace, dark blessing, lay on hands, smite evil, turn or rebuke undead, etc).
  CONVICTION OF FAITH Copyright 2001, Eric D. Harry
  Balance: 3.30 (Purp 4.00, Pow 2.67, Port 3.17, Comp 3.67, Rule 3.00)


COUNTER CHARGE [General, Fighter]
You may step forward and meet a charging opponent, using his momentum to make your own attack more effective.
Prerequisite: Combat Reflexes
Benefit: You may declare a Counter Charge as a readied action against any opponent who charges you. The action is triggered the moment your opponent comes within 5’ of your reach. You take a 5’ step forward and make a single attack at your full base attack bonus. Your opponent suffers the -2 AC penalty for charging. On a successful attack you deal double damage. Stack this bonus damage with the weapon’s critical multiplier on a critical hit. While this shortens the distance your opponent has to charge, it does not alter the bonuses and penalties of the charge if the opponent moves less than 10’ because of your action.
Normal: Normally, you may only deal double damage against a charging opponent with weapons that may be set against charging foes.
Special: If for any reason you may not take the 5-foot step, you may not use this feat.
  COUNTER CHARGE Copyright 2002, OGC Source AEGF
  Balance: 3.20 (Purp 3.00, Pow 3.25, Port 3.00, Comp 2.75, Rule 4.00)


COUNTERSPELL FEEDBACK [General, Magical]
Your counterspells cause your victim to take arcane damage.
Prerequisite: Improved Counterspell
Benefit: When you successfully counterspell a spell, the caster of the spell takes force damage equal to 1d4 points per level of the spell countered.
  COUNTERSPELL FEEDBACK Copyright 2007, Sigfried Trent
  Balance: 4.00 (Purp 4.00, Pow 3.50, Port 3.50, Comp 4.50, Rule 4.50)


CRAFT ANYWHERE [Item Creation]
You can craft magic/psionic items in your spare time.
Prerequisite: Any Item Creation Feat
Benefit: You can craft magic/psionic items in your spare time, anywhere, even while adventuring or doing other activities during the day. The item creation process still takes the same amount of time, has the same costs, and requires the same equipment as normal, but the creation process is not disturbed if you do other strenuous activity (fighting, spellcasting, research, etc.). You must devote your full attention to the crafting process in order of it to count towards your total, and you suffer a -10 penalty to your spot and listen checks while doing it. Simply add up all the hours you spent crafting until you get the total working hours required to craft the item (Market Value / 1000gp * 8 Hours). You still may not work more than 8 hours in a given day.
  CRAFT ANYWHERE Copyright 2002, Terje Kristian Backman
  Balance: 3.57 (Purp 3.83, Pow 3.17, Port 3.50, Comp 3.83, Rule 3.50)


CRAFT COGNIZANCE CRYSTAL [Item Creation, Psionic]
You can create psionic cognizance crystals that store power points.
Prerequisite: Manifester level 3rd
Benefit: You can create a cognizance crystal. Doing so takes one day for each 1,000 gp in its base price. The base price of a cognizance crystal is equal to the highest-level power it could manifest using all its stored power points, squared, multiplied by 1,000 gp. To create a cognizance crystal, you must spend 1/25 of its base price in XP and use up raw materials costing one-half its base price.
  CRAFT COGNIZANCE CRYSTAL Copyright 2000, System Reference Document
  Balance: 4.35 (Purp 4.75, Pow 4.25, Port 4.25, Comp 4.00, Rule 4.50)


CRAFT CONSTRUCT [Item Creation]
You can create magical constructs.
Prerequisite: Craft Magic Arms And Armor, Craft Wondrous Item
Benefit: A creature with this feat can create any construct whose prerequisites it meets. Enchanting a construct takes one day for each 1,000 gp in its market price. To enchant a construct, a spellcaster must spend 1/25 the item’s price in XP and use up raw materials costing half of this price (see individual construct monster entries for details). A creature with this feat can repair constructs that have taken damage. In one day of work, the creature can repair up to 20 points of damage by expending 50 gp per point of damage repaired. A newly created construct has average hit points for its Hit Dice.
  CRAFT CONSTRUCT Copyright 2000, System Reference Document
  Balance: 4.55 (Purp 4.75, Pow 4.50, Port 4.50, Comp 4.25, Rule 4.75)


CRAFT DORJE [Item Creation, Psionic]
You can create slender crystal wands called dorjes than manifest powers when charges are expended.
Prerequisite: Manifester level 5th
Benefit: You can create a dorje of any psionic power you know (barring exceptions, such as bestow power, as noted in a power’s description). Crafting a dorje takes one day for each 1,000 gp in its base price. The base price of a dorje is its manifester level x the power level x 750 gp. To craft a dorje, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created dorje has 50 charges. Any dorje that stores a power with an XP cost also carries a commensurate cost. In addition to the XP cost derived from the base price, you must pay fifty times the XP cost.
  CRAFT DORJE Copyright 2000, System Reference Document
  Balance: 4.45 (Purp 4.75, Pow 4.50, Port 4.25, Comp 4.00, Rule 4.75)


CRAFT EPIC MAGIC ARMS AND ARMOR [Epic, Item Creation]
You can create legendary weapons and armaments.
Prerequisite: Craft Magic Arms And Armor, Knowledge (arcana) 28 ranks, Spellcraft 28 ranks
Benefit: You can craft magic arms and armor which exceed the normal limits for such items
  CRAFT EPIC MAGIC ARMS AND ARMOR Copyright 2000, System Reference Document
  Balance: 3.95 (Purp 3.75, Pow 3.25, Port 4.00, Comp 4.00, Rule 4.75)


CRAFT EPIC ROD [Epic, Item Creation]
You can create epic level rods.
Prerequisite: Craft Rod, Knowledge (arcana) 32 ranks, Spellcraft 32 ranks
Benefit: You can craft rods that exceed the normal limits for such items.
  CRAFT EPIC ROD Copyright 2000, System Reference Document
  Balance: 3.95 (Purp 3.75, Pow 3.25, Port 4.00, Comp 4.00, Rule 4.75)


CRAFT EPIC STAFF [Epic, Item Creation]
You can create epic level staves.
Prerequisite: Craft Staff, Knowledge (arcana) 35 ranks, Spellcraft 35 ranks
Benefit: You can craft staffs that exceed the normal limits for such items.
  CRAFT EPIC STAFF Copyright 2000, System Reference Document
  Balance: 3.95 (Purp 3.75, Pow 3.25, Port 4.00, Comp 4.00, Rule 4.75)


CRAFT EPIC WONDROUS ITEM [Epic, Item Creation]
You can create epic level wondrous items.
Prerequisite: Craft Wondrous Item, Knowledge (arcana) 26 ranks, Spellcraft 26 ranks
Benefit: You can craft wondrous items that exceed the normal limits for such items.
  CRAFT EPIC WONDROUS ITEM Copyright 2000, System Reference Document
  Balance: 3.95 (Purp 3.75, Pow 3.25, Port 4.00, Comp 4.00, Rule 4.75)


CRAFT MAGIC ARMS AND ARMOR [Item Creation]
You can magical weapons and armaments.
Prerequisite: Caster level 5th
Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price. The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
  CRAFT MAGIC ARMS AND ARMOR Copyright 2000, System Reference Document
  Balance: 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25, Rule 5.00)


CRAFT MAGIC TATTOO [Item Creation]
You can create magical tattoos that duplicate the effects of a single spell.
Prerequisite: Caster level 9th, Craft (Artist) 5 ranks
Benefit: You can apply your magic and artistry together to create a magic tattoo. The tattoo is created to emulate the effects of a single spell as if it were a spell-like ability. The base price for a tattoo of this nature is spell level * caster level * 400 gp. Crafting a magic tattoo takes one day for each 1,000gp of its base price. To craft a magic tattoo, you and the recipient must each spend 1/25th of its base price in XP. The creator must also use up raw materials costing half of the base price.
Special: The power of the tattoo can only be used once each day. The caster level is based on the lowest caster level needed to cast the spell. If two or more magic tattoos are attempted on the same body (regardless of size), the magics will disrupt each other (i.e. you may never have more than one magic tattoo). A magic tattoo can be removed using a remove curse cast at one level higher than the spell level of the spell effect granted by the tattoo (using heighten spell or a similar method). The act of casting remove curse only takes away the magic. The tattoo itself remains until removed through mundane methods. The tattoo is treated as a Miscellaneous Magic Item for all other intents and purposes.
  CRAFT MAGIC TATTOO Copyright 2000, Bradley H. Bemis Jr.
  Balance: 4.02 (Purp 4.00, Pow 3.80, Port 4.60, Comp 4.20, Rule 3.50)


CRAFT PSICROWN [Item Creation, Psionic]
You can create psicrowns, which have multiple psionic effects.
Prerequisite: Manifester level 12th
Benefit: You can create any psicrown whose prerequisites you meet. Crafting a psicrown takes one day for each 1,000 gp in its base price. To craft a psicrown, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. Some psicrowns incur extra costs in XP as noted in their descriptions. These costs are in addition to those derived from the psicrown’s base price.
  CRAFT PSICROWN Copyright 2000, System Reference Document
  Balance: 4.40 (Purp 4.75, Pow 4.25, Port 4.25, Comp 4.00, Rule 4.75)


CRAFT PSIONIC ARMS AND ARMOR [Item Creation, Psionic]
You can create psionic weapons, armor, and shields.
Prerequisite: Manifester level 5th
Benefit: You can create any psionic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its psionic features. To enhance a weapon, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price. The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken psionic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to enhance that item in the first place.
  CRAFT PSIONIC ARMS AND ARMOR Copyright 2000, System Reference Document
  Balance: 4.45 (Purp 4.75, Pow 4.50, Port 4.25, Comp 4.00, Rule 4.75)


CRAFT PSIONIC CONSTRUCT [Item Creation, Psionic]
You can create golems and other psionic automatons that obey your orders.
Prerequisite: Craft Psionic Arms And Armor, Craft Universal Item
Benefit: You can create any psionic construct whose prerequisites you meet. Creating a construct takes one day for each 1,000 gp in its base price. To create a construct, you must spend 1/25 of the construct’s base price in XP and use up raw materials costing one-half of this price. A newly created construct has average hit points for its Hit Dice.
  CRAFT PSIONIC CONSTRUCT Copyright 2000, System Reference Document
  Balance: 4.35 (Purp 4.75, Pow 4.25, Port 4.00, Comp 4.00, Rule 4.75)


CRAFT ROD [Item Creation]
You can create magical rods.
Prerequisite: Caster level 9th
Benefit: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.
  CRAFT ROD Copyright 2000, System Reference Document
  Balance: 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25, Rule 5.00)


CRAFT STAFF [Item Creation]
You can create magical staves.
Prerequisite: Caster level 12th
Benefit: You can create any staff whose prerequisites you meet. Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges. Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff ’s base price.
  CRAFT STAFF Copyright 2000, System Reference Document
  Balance: 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25, Rule 5.00)


CRAFT UNIVERSAL ITEM [Item Creation, Psionic]
You can create universal psionic items.
Prerequisite: Manifester level 3rd
Benefit: You can create any universal psionic item whose prerequisites you meet. Crafting a universal psionic item takes one day for each 1,000 gp in its base price. To craft a universal psionic item, you must spend 1/25 of the item’s base price in XP and use up raw materials costing one-half of this price. You can also mend a broken universal item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place. Some universal items incur extra costs in XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.
  CRAFT UNIVERSAL ITEM Copyright 2000, System Reference Document
  Balance: 4.40 (Purp 4.75, Pow 4.50, Port 4.25, Comp 4.00, Rule 4.50)


CRAFT WAND [Item Creation]
You can create magical wands.
Prerequisite: Caster level 5th
Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level x the spell level x 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges. Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.
  CRAFT WAND Copyright 2000, System Reference Document
  Balance: 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25, Rule 5.00)


CRAFT WONDROUS ITEM [Item Creation]
You can create wondrous magical items.
Prerequisite: Caster level 3rd
Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place. Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.
  CRAFT WONDROUS ITEM Copyright 2000, System Reference Document
  Balance: 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25, Rule 5.00)


CRAFTSMAN [General]
You have a greater understanding on how to create things
Prerequisite: 5 ranks in any two Craft skills
Benefit: You gain a +2 bonus to all Craft skills
  CRAFTSMAN Copyright 2002, Paul W. King
  Balance: 4.25 (Purp 4.25, Pow 4.00, Port 4.25, Comp 4.50, Rule 4.25)


CREATE OPPORTUNITY [General, Fighter]
Just when you thought you were as slippery as slippery can be, here comes somebody just a little bit quicker.
Prerequisite: Dex 15, Combat Reflexes, Base attack bonus +3
Benefit: In lieu of ALL your attacks of opportunity for one round, you may make a single attack of opportunity against a target who moves more than 5' and moves through your threatened area in a manner that does not normally provoke an attack of opportunity.
Normal: Tumbling successfully does not provoke an attack of opportunity. Spring attack does not provoke an attack of opportunity from the attacker's target. You get no attacks of opportunity against a target with at least 50% cover.
Notes: If you have made even a single attack of opportunity since your last action, you may not use this feat, since you can no longer give up ALL attacks of opportunity. If the target has the feat Mobility, the mobility bonus to AC still applies.
  CREATE OPPORTUNITY Copyright 2001, Brian A. Smith
  Balance: 4.30 (Purp 4.25, Pow 4.25, Port 4.75, Comp 4.25, Rule 4.00)


CREATE WONDROUS CREATURE [Item Creation]
You know how to create Aberrations, Beasts, Magical Beasts, Monstrous Humanoids, and Plant creatures.
Prerequisite: Spellcaster or Manifester level 5th, Knowledge (Arcana or Psionics) 5 ranks, Knowledge (Nature) 5 ranks
Benefit: You can create any Aberration, Magical Beast, Monstrous Humanoid, or Plant creature whose prerequisites you meet. The creature created is not necessarily under your control. To create a creature you need access to a lab, similar to an alchemist's lab, of at least 500 gp value. The creation of a creature involves taking a similar creature or creature(s) and subjecting them to various spells and grafting techniques. There is a chance that the experiment will be a failure. To create a creature you must succeed both a Knowledge (Arcana or Psionics) and a Knowledge (Nature) check (DC 20 + CR of attempted creature). You may not 'take 10' or 'take 20' on these rolls. However, you get a +1 circumstance bonus for every attempt at a specific creature that you have previously made, whether successful or not. If both Knowledge skill checks are failed the creature dies a horrible death. If one Knowledge skill check fails and the other succeeds the resulting creation is horribly deformed in some way and is hostile towards you. The base price of a creature is the challenge rating squared times 1000gp (CR x CR x 1000gp). Creating a creature takes 1 day for every 1,000 gp in its base price. To create a creature, you must spend 1/25 of its base price in XP and use up raw materials costing half of its base price. The minimum caster level for creating a creature is 2 x CR of the intended creature. The appropriate spells must be used in order to add extraordinary (Ex), spell-like (Sp), and/or supernatural (Su) abilities.
Special: If a Charm Monster spell is cast every day of the creation process, a successfully created creature will be in permanent servitude to you. If a Limited Wish is used in the creation process a successfully created creature will be in permanent servitude to you and will even follow a life goal, determined by you, after you have died. If a Wish is used in the creation process a successfully created creature and its descendants will follow a life goal, determined by you, even after you have died.
Notes: Characters should be encouraged to create their own unique magical beasts and not just create another Owlbear, Tendriculos, Mimic, or Skum. If the creature is a new creature the DM should determine the CR. As failures in the use of the feat can result in tremendous amounts of pain and death for the creature created your DM may restrict the use of this feat to evil, or at least non-good, characters. In games that use the Epic rules this feat may not be available, as to a certain extent it duplicates the effects of Epic Spells based on the Life seed.
  CREATE WONDROUS CREATURE Copyright 2001, Scott Metzger
  Revised by the Netbook of Feats Review Board
  (Updated to 3.5 by NBOF)
  Balance: 3.96 (Purp 5.00, Pow 4.20, Port 4.00, Comp 3.00, Rule 3.60)


CRIMINAL [General]
You are practiced in the arts of petty crime.
Prerequisite: Any non-lawful alignment
Benefit: Forgery, Open Lock and Sleight of Hand are considered class skills, regardless of your class.
  CRIMINAL Copyright 2002, OGC Source AEGF
  Balance: 4.05 (Purp 4.25, Pow 4.25, Port 4.00, Comp 4.25, Rule 3.50)


CRIPPLER [General, Fighter]
You are adept at disabling the natural weapons of various creatures.
Prerequisite: Str 13, Power Attack, Knowledge (nature) 4 ranks)
Benefit: If you score a critical hit or make a successful sneak attack against a creature that has a natural attack, instead of dealing extra damage from the critical or giving up 2d6 of Sneak Attack damage, you may elect to disable one of that creature’s natural attacks. If the creature uses this natural attack in a round, it takes a -5 penalty on all attack rolls for that round. If it avoids using that attack, any other attacks it makes are not penalized. This penalty lasts until the creature receives a DC 15 Heal check, receives magical healing, regeneration, or is healed by rest.
  CRIPPLER Copyright 2006, Sigfried Trent
  Balance: 4.15 (Purp 4.13, Pow 4.25, Port 4.13, Comp 4.00, Rule 4.25)


CROSS-CLASS LEARNING [General]
Pick two skills that become class skills for all your classes.
Benefit: Pick any two skills. The selected skills become class skills for all your classes from this point on.
Special: This feat may be taken multiple times, but does not stack with itself. Choose two new skills to become class skills each time it is taken.
  CROSS-CLASS LEARNING Copyright 2000, Bradley H. Bemis Jr.
  Revised by the Netbook of Feats Review Board
  Balance: 4.35 (Purp 4.75, Pow 4.00, Port 4.50, Comp 4.75, Rule 3.75)


CRYSTAL PSIWEAPON [Psionic]
You can implant a personality fragment in a psionic weapon.
Prerequisite: Manifester level 1st
Benefit: You can seed a personality fragment in a masterwork weapon embedded with a crystal or imbued with permanent psionic power, granting the weapon sentience and linking it to your life-force. The seeded weapon becomes in all respects a psicrystal that improves with your level, gaining all special abilities accordingly. Apply the psicrystal’s natural armor bonus as a bonus to the weapon’s hardness. Because the weapon is linked to your life-force, you can telekinetically summon it to your hand at a range of 10 feet as a free action by expending your psionic focus.
Special: You can apply other feats that enhance psicrystals, such as the Improved Psicrystal and Power Psicrystal feats, to your crystal psiweapon.
  CRYSTAL PSIWEAPON Copyright 2001, Eric D. Harry
  Balance: 4.25 (Purp 4.50, Pow 4.50, Port 4.25, Comp 3.75, Rule 4.25)


CUTTING WORDS [General]
You are a master of put-downs and cutting remarks.
Prerequisite: Cha 13, Intimidate 5 ranks
Benefit: You may use your Intimidate skill to Demoralize an Opponent at a range of up to 100’ and without needing to Threaten your opponent in melee combat. This remains a standard action that does not provoke an attack of opportunity. You must be able to speak and your target must be able to hear and understand your words.
Normal: To Demoralize Opponent you must threaten them in melee combat.
  CUTTING WORDS Copyright 2007, Sigfried Trent
  Balance: 4.00 (Purp 3.67, Pow 3.67, Port 4.00, Comp 4.33, Rule 4.33)


DAMAGE REDUCTION [Epic, Fighter]
You take less damage from all attacks.
Prerequisite: Con 21
Benefit: You gain damage reduction 3/–. This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, or this feat itself.
Special: A character can gain this feat multiple times. Each time he or she gains the feat, his or her damage reduction increases by 3.
  DAMAGE REDUCTION Copyright 2000, System Reference Document
  Balance: 4.00 (Purp 4.00, Pow 3.25, Port 4.00, Comp 4.25, Rule 4.50)


DEADLY PRECISION [Stealth]
You empty your mind of all distracting emotion, becoming an instrument of deadly precision.
Prerequisite: Dex 15, Base attack bonus +5, Sneak Attack 1d6
Benefit: You have deadly accuracy with your sneak attacks. You can reroll any result of 1 on your sneak attack’s extra damage dice. You must keep the result of the reroll, even if it is another 1.
  DEADLY PRECISION Copyright 2000, System Reference Document
  Comments: The Netbook of Feats team suggest re-rolling 1s and 2s would be more in keeping with the average power level of a feat.
  Balance: 4.10 (Purp 4.50, Pow 3.25, Port 4.50, Comp 4.25, Rule 4.00)


DEAFENING SONG [Epic, Song]
Your songs can deafen your foes.
Prerequisite: Perform 24 ranks, Bardic music class feature
Benefit: You can use song or poetics to temporarily deafen all enemies within a 30-foot spread from you. A successful Fortitude save (DC 10 + 1/2 the your level + your Charisma modifier) negates the effect. The deafening effect lasts for as long as youcontinues the deafening song. You can choose to exclude any characters from this effect. You may sing, play, or recite a deafening song while taking other mundane actions, but not magical ones (see the bard’s inspire courage ability for more details). You may keep up the deafening song for a maximum of 10 rounds. Using the deafening song counts as one of your uses of song or poetics for the day.
  DEAFENING SONG Copyright 2000, System Reference Document
  Balance: 4.00 (Purp 4.00, Pow 3.75, Port 4.00, Comp 3.75, Rule 4.50)


DEAFENING SPELL [Metamagic]
The sonic volume of your spells reaches deafening levels.
Benefit: Deafening Spell can be used with any spell that deals sonic damage or has the (Sonic) descriptor. In addition to the spell’s normal effect, those affected by the spell must make an additional Fortitude save at the DC of the spell or be deafened for a number of rounds equal to the spell’s level. If the spell already deafens the target, Deafening Spell increases the duration of the deafening effect by a number of rounds equal to the spell’s level. A deafening spell takes up a spell slot one level higher than normal.
  DEAFENING SPELL Copyright 2002, Brendan Quinn
  Balance: 4.00 (Purp 4.17, Pow 4.00, Port 4.00, Comp 3.83, Rule 4.00)


DEATH FROM AFAR [Special, Stealth]
You have learned to use your Death Attack ability at range.
Prerequisite: Death Attack class ability, Sneak attack +6d6
Benefit: You can use your Death Attack ability with any proficient ranged weapon up to a range of 30 feet. All other Death Attack limitations, such as the need to study your opponent for 3 rounds, still apply.
  DEATH FROM AFAR Copyright 2002, Jerry M. Chaney II
  Balance: 4.40 (Purp 4.50, Pow 3.83, Port 4.17, Comp 4.67, Rule 4.83)


DEATH OF ENEMIES [Epic, Special]
Your critical hits can kill your chosen enemies.
Prerequisite: Bane Of Enemies, Survival 30 ranks, Five favored enemies
Benefit: Any time you score a critical hit against one of your favored enemies, it must make a Fortitude save (DC 10 + 1/2 your ranger class level + your Wisdom modifier) or die instantly.
Special: Creatures immune to critical hits can’t be affected by this feat.
  DEATH OF ENEMIES Copyright 2000, System Reference Document
  Balance: 4.00 (Purp 4.25, Pow 3.50, Port 4.25, Comp 3.75, Rule 4.25)


DECEITFUL [General]
You really know how to lie.
Benefit: You get a +2 bonus on all Disguise checks and Forgery checks.
  DECEITFUL Copyright 2000, System Reference Document
  Balance: 4.95 (Purp 4.75, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)


DECEPTIVE [General]
You are good at fooling others.
Benefit: You get a +2 bonus on all Bluff and Disguise checks.
  DECEPTIVE Copyright 2000, Modern System Reference Document
  Balance: 4.30 (Purp 3.50, Pow 4.25, Port 4.25, Comp 4.50, Rule 5.00)


DEEP IMPACT [Psionic, Fighter]
You can strike your foe with a melee weapon as if making a touch attack.
Prerequisite: Psionic Weapon, Base attack bonus +5, Str 13
Benefit: To use this feat, you must expend your psionic focus. You can resolve your attack with a melee weapon as a touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
  DEEP IMPACT Copyright 2000, System Reference Document
  Balance: 4.40 (Purp 4.50, Pow 4.50, Port 4.25, Comp 4.50, Rule 4.25)


DEFENSE SPECIALIZATION [Special, Fighter]
You have mastered using your chosen weapon for defense.
Prerequisite: Weapon Focus (with Melee Weapon), Weapon Specialization (with Melee Weapon), Fighter level 12th
Benefit: When wielding your chosen weapon you gain a +2 dodge bonus to your armor class.
  DEFENSE SPECIALIZATION Copyright 2003, Ian Cheesman
  Balance: 4.12 (Purp 4.20, Pow 3.80, Port 4.00, Comp 4.60, Rule 4.00)


DEFENSIVE ARTS [General, Fighter]
You are an expert in defending yourself
Benefit: You gain a +1 dodge bonus to Armor Class against melee attacks
Special: A condition that makes you lose your Dexterity bonus to Armor Class also makes you lose dodge bonuses. Also, dodge bonuses stack, unlike most other types of bonuses.
  DEFENSIVE ARTS Copyright 2000, Modern System Reference Document
  Balance: 3.35 (Purp 3.50, Pow 2.75, Port 3.25, Comp 3.75, Rule 3.50)


DEFENSIVE DISARM [General, Fighter]
When attacked with a weapon, you may attempt to disarm the foe attacking you.
Prerequisite: Combat Expertise, Int 13, Improved Disarm
Benefit: If you are attacked with a melee weapon and missed, you may make a Disarm attempt on the weapon as an Attack of Opportunity, subject to the standard restrictions on Attacks of Opportunity in a round.
Special: An opponent and their weapon count as the same target for determining eligibility to Attacks of Opportunity.
  DEFENSIVE DISARM Copyright 2001, Alan Z. Eisinger
  Balance: 3.90 (Purp 4.50, Pow 3.50, Port 4.17, Comp 3.67, Rule 3.67)


DEFENSIVE STUDY [General, Fighter]
Allows you to use your intelligence modifier instead of your dexterity modifier for armor class adjustments.
Prerequisite: 2 ranks of Sense Motive, Alertness
Benefit: Grants you the ability to substitute your intelligence modifier for your dexterity modifier when calculating armor class against a single opponent. To gain this benefit, you must be able to assess your opponent completely for at least three rounds of combat. During this period of study you are only able to take a partial action each round. Through the study of attack patterns you understand the best ways to avoid the attack methods used by your opponent.
  DEFENSIVE STUDY Copyright 2000, Bradley H. Bemis Jr.
  Balance: 4.20 (Purp 4.00, Pow 3.80, Port 4.80, Comp 4.00, Rule 4.40)


DEFENSIVE SUNDER [General, Fighter]
When attacked with a weapon, you may attempt to break the weapon.
Prerequisite: Str 13, Power Attack, Improved Sunder
Benefit: If you are attacked with a melee weapon and missed, you may make a Sunder attempt on the weapon as an Attack of Opportunity, subject to the standard restrictions on Attacks of Opportunity in a round.
Special: An opponent and their weapon count as the same target for determining eligibility to Attacks of Opportunity.
  DEFENSIVE SUNDER Copyright 2001, Alan Z. Eisinger
  Balance: 3.90 (Purp 4.50, Pow 3.50, Port 4.17, Comp 3.67, Rule 3.67)


DEFENSIVE TRIP [General]
You can maintain your defense when making a trip attempt.
Prerequisite: Improved Trip, Base attack bonus +4
Benefit: When you fail your Strength check when initiating a trip attempt, your opponent may not react and attempt to trip you in turn.
  DEFENSIVE TRIP Copyright 2001, Eric D. Harry
  Balance: 4.44 (Purp 4.40, Pow 4.00, Port 4.40, Comp 5.00, Rule 4.40)


DEFLECT ARROWS [General, Fighter]
You can knock arrows out of the air with your bare hands.
Prerequisite: Improved Unarmed Strike, Dex 13
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flatfooted. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.
Special: A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites. A fighter may select Deflect Arrows as one of his fighter bonus feats.
  DEFLECT ARROWS Copyright 2000, System Reference Document
  Balance: 4.00 (Purp 4.00, Pow 4.00, Port 4.00, Comp 3.75, Rule 4.25)


DEFLECT ATTACK [General, Fighter]
You can be more aggressive when Fighting Defensively.
Prerequisite: Int 13, Str 13, Combat Expertise, Improved Sunder, Power Attack
Benefit: When you are Fighting Defensively, your opponent provokes an Attack of Opportunity just before attacking you. Since you are Fighting Defensively, your Attack of Opportunity has a -4 penalty to attack. If the opponent attacks you with a weapon, your Attack of Opportunity can only be used as a Sunder attack against the weapon that is used to attack you. If the opponent attacks you with an unarmed attack or a natural weapon, you attack the unarmed strike or natural weapon, effectively making an Attack of Opportunity against your opponent. If your attack actually damages the opponent's weapon (or the opponent, in the case of an unarmed strike or natural weapon), subtract the damage dealt to the weapon or opponent from the damage you would sustain from their attack. In this way, it is possible to negate the damage from an opponent's attack.
Special: You cannot use this feat if attacking with a piercing weapon or unarmed if your opponent is using a weapon to attack you, unless through an ability or feat you can make Sunder attacks with a piercing weapon or unarmed (as Sunder attacks generally require you to be using a slashing or bludgeoning weapon).
  DEFLECT ATTACK Copyright 2001, Michael J. Kletch
  Revised by the Netbook of Feats Review Board
  (Updated to 3.5 by NBOF)
  Balance: 4.00 (Purp 4.75, Pow 3.75, Port 4.25, Comp 3.00, Rule 4.25)


DEFT HANDS [General]
Your fingers are agile and strong.
Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.
  DEFT HANDS Copyright 2000, System Reference Document
  Balance: 4.95 (Purp 4.75, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)


DEFT LUNGE [General, Fighter]
You are trained to take advantage of openings in an opponent's defenses
Prerequisite: Dex 13, Combat Expertise
Benefit: When you use the attack action or full attack action in non-mounted melee combat, you may take as much as a -5 penalty to Armor Class to add the same number (up to +5) to a single attack roll in the same round. This number may not exceed your base attack bonus. Unless you also have the Mobility feat, this attack draws an Attack of Opportunity from the defender. The changes to Armor Class last until your next action.
  DEFT LUNGE Copyright 2000, Michael J. Kletch
  (Updated to 3.5 by NBOF)
  Balance: 3.62 (Purp 3.30, Pow 3.60, Port 4.00, Comp 3.60, Rule 3.60)


DELAY POWER [Metapsionic]
You can manifest powers that go off up to 5 rounds later.
Benefit: To use this feat, you must expend your psionic focus. You can manifest a power as a delayed power. A delayed power doesn’t activate immediately. When you manifest the power, you choose one of three trigger mechanisms: (1) The power activates when you take a standard action to activate it; (2) It activates when a creature enters the area that the power will affect (only powers that affect areas can use this trigger condition); or (3) It activates on your turn after 5 rounds pass. If you choose one of the first two triggers and the conditions are not met within 5 rounds, the power activates automatically on the fifth round. Only area and personal powers can be delayed. Any decisions you would make about the delayed power, including attack rolls, designating targets, or determining or shaping an area, are decided when the power is manifested. Any effects resolved by those affected by the power, including saving throws, are decided when the delay period ends. A delayed power can be dispelled normally during the delay, and can be detected normally in the area or on the target by the use of powers that can detect psionic effects. Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level.
  DELAY POWER Copyright 2000, System Reference Document
  Balance: 3.90 (Purp 3.75, Pow 4.00, Port 4.00, Comp 3.50, Rule 4.25)


DELAY SPELL [Metamagic]
You may delaty the effect of a spell you cast.
Benefit: A delayed spell doesn’t activate immediately when cast. Instead, when you cast the spell, you may specify a number of rounds between one and five to delay the effect of the spell. When that number of rounds has passed the spell takes effect. The caster may cause the spell to take effect earlier than they initially selected by taking a standard action that provokes an attack of opportunity. Only area, personal, and touch spells can be delayed. Any decisions you would make about the delayed spell, including attack rolls, designating targets, or determining or shaping an area, are decided when the spell is cast. Any effects resolved by those affected by the spell, including saving throws, are decided when the delay period ends. A delayed spell can be dispelled normally during the delay, and can be detected normally in the area or on the target by the use of spells that can detect spell effects. A delayed spell takes up a spell slot three levels higher than the spell’s actual level.
Notes: The spell is cast normally and a Spellcraft roll can determine what was cast, how and when it will go off. As noted the delayed spell can be detected and dispelled while it is waiting to take effect, however it is not readily visible or detectable by normal senses. It is not technically invisible; it simply exists as a magic aura of the same shape of the spell effect until it takes effect. The delayed spell can be noticed with a DC40 Spot check, although this will only give the spotter an awareness of where the magic effect will be, not what it will do or look like when it goes off. Detect Magic will show the user what they would normally discover when observing the spell in effect with Detect Magic.
  DELAY SPELL Copyright 2001, Daniel Langdon
  Revised by the Netbook of Feats Review Board
  Balance: 3.77 (Purp 4.00, Pow 4.00, Port 3.67, Comp 3.00, Rule 4.17)


DESTRUCTIVE FORCE [Metamagic]
You can increase the damage limitations of certain spells.
Benefit: You can raise the damage cap of capped spells by two dice for each increase in the spell's level by one.
Example: The fireball spell has a damage cap of 10d6 (at 10th level). Using this feat, a 15th level caster could instead do 12d6 points of damage using a fourth level spell slot, 14d6 damage using a fifth level spell slot, or 15d6 (with a damage cap of 16d6) using a sixth level spell slot.
Notes: This feat can be used with any spell having a damage cap expressed in the spell's description. A damage cap can be identified by a statement similar to deals #d# points of damage per caster level (maximum #d#). It would have no effect on a spell like magic missile as in this case the cap is on the number of missiles produced, rather than the damage of each missile.
  DESTRUCTIVE FORCE Copyright 2001, Bradley H. Bemis Jr.
  Revised by the Netbook of Feats Review Board
  (Updated to 3.5 by NBOF)
  Balance: 4.52 (Purp 4.50, Pow 4.70, Port 4.50, Comp 4.70, Rule 4.20)


DETECT POISON [General]
You are a student of poisons and how they are used.
Benefit: You can use your Search skill to detect poison without casting the detect poison spell. This is an extraordinary ability that requires a full round action with a DC equal to the save DC of the poison and can only be done at a range of 5 feet.
  DETECT POISON Copyright 2001, Eric D. Harry
  Balance: 4.75 (Purp 4.75, Pow 4.75, Port 4.75, Comp 5.00, Rule 4.50)


DETERMINED SOUL [General]
Through your will alone, you can increase your resilience
Prerequisite: Iron Will
Benefit: Add your Wisdom bonus to your hit points.
  DETERMINED SOUL Copyright 2000, Bradley H. Bemis Jr.
  Revised by the Netbook of Feats Review Board
  Balance: 3.45 (Purp 2.75, Pow 3.50, Port 3.50, Comp 4.50, Rule 3.00)


DEVASTATING CRITICAL [Epic, Fighter]
You can kill your foes with your critical hits.
Prerequisite: Str 25, Cleave, Great Cleave, Improved Critical (chosen Weapon), Overwhelming Critical (chosen Weapon), Power Attack, Weapon Focus (chosen Weapon)
Benefit: Whenever you score a critical hit with the chosen weapon, the target must make a Fortitude save (DC 10 + 1/2 character level + your Strength modifier) or die instantly. (Creatures immune to critical hits can’t be affected by this feat.)
Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of weapon.
  DEVASTATING CRITICAL Copyright 2000, System Reference Document
  Balance: 4.25 (Purp 4.25, Pow 3.75, Port 4.25, Comp 4.25, Rule 4.75)


DEXTEROUS DODGE [General, Fighter]
You are skilled at dodging attacks.
Benefit: For the purpose of determining Armor Class, treat your Dexterity score as 2 points higher than its actual value. This feat can be taken several times, and stacks with itself.
Special: This feat grants virtual access to the Dodge feat, allowing you to take other feats for which Dodge is a prerequisite.
  DEXTEROUS DODGE Copyright 2001, Carl Cramér
  Comments: This feat was intended as a replacement for Dodge which some feel is to weak to be worth while. You generally wouldn't use both in the same game.
  Balance: 4.60 (Purp 4.50, Pow 4.50, Port 4.75, Comp 4.75, Rule 4.50)


DEXTEROUS FORTITUDE [Epic, Stealth]
You can use reflex when fortitude would normally apply.
Prerequisite: Dex 25, Slippery mind class feature
Benefit: Once per round, when targeted by an effect that requires a Fortitude saving throw, you may make a Reflex save instead to avoid the effect (evasion is not applicable).
  DEXTEROUS FORTITUDE Copyright 2000, System Reference Document
  Balance: 3.95 (Purp 4.00, Pow 3.50, Port 4.00, Comp 4.50, Rule 3.75)


DEXTEROUS WILL [Epic, Stealth]
You can use reflex when will would normally apply.
Prerequisite: Dex 25, Slippery mind class feature
Benefit: Once per round, when targeted by an effect that requires a Will saving throw, you may make a Reflex save instead to avoid the effect (evasion is not applicable).
  DEXTEROUS WILL Copyright 2000, System Reference Document
  Balance: 4.00 (Purp 4.00, Pow 3.50, Port 4.00, Comp 4.50, Rule 4.00)


DIEHARD [General]
You can keep going until your final breath.
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.
  DIEHARD Copyright 2000, System Reference Document
  Balance: 4.40 (Purp 4.00, Pow 4.00, Port 4.75, Comp 4.25, Rule 5.00)


DILIGENT [General]
You are good at studying things.
Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks.
  DILIGENT Copyright 2000, System Reference Document
  Balance: 4.95 (Purp 4.75, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)


DIMINUTIVE WILD SHAPE [Epic, Wild]
You can change shape into diminutive animals.
Prerequisite: Ability to wild shape into a Huge animal
Benefit: You can use wild shape to take the shape of a Diminutive animal.
Normal: Without this feat, a character cannot wild shape into an animal of smaller than Tiny size.
  DIMINUTIVE WILD SHAPE Copyright 2000, System Reference Document
  Balance: 4.50 (Purp 4.25, Pow 4.25, Port 4.25, Comp 4.75, Rule 5.00)


DIRE CHARGE [Epic, Fighter]
You charge into combat with incredible ferocity.
Prerequisite: Improved Initiative
Benefit: If you charge a foe during the first round of combat (or the surprise round, if the you are allowed to act in it), you can make a full attack against the opponent charged.
Normal: Without this feat, a character may only make a single attack as part of a charge.
  DIRE CHARGE Copyright 2000, System Reference Document
  Balance: 4.50 (Purp 4.50, Pow 4.25, Port 4.25, Comp 4.75, Rule 4.75)


DISARM AND DENY [General, Fighter]
You can steal a weapon from your opponent.
Prerequisite: Int 13, Combat Expertise, Improved Disarm
Benefit: When you succeed at an armed disarm attempt and have a free hand, you can catch your opponent’s weapon after they drop it as a free action. If you do not wish to catch the weapon, or if you do not have a free hand, you may knock the weapon up to 20’ instead of your opponent’s square. You may choose the square the weapon lands in, but there must be an unobstructed straight path to that square and the square must not be occupied.
Normal: You can snatch an opponent’s weapon using disarm but only if you performed the disarm attempt unarmed. A successful armed disarm drops the opponent’s weapon in their current space.
  DISARM AND DENY Copyright 2005, Sigfried Trent
  Balance: 3.20 (Purp 3.60, Pow 3.20, Port 3.00, Comp 3.20, Rule 3.00)


DISCOVER PSIONIC POWER [Psionic]
Through introspection, meditation and training you are able to learn additional psionic powers.
Benefit: You discover one additional psionic power of any level that you can manifest.
Special: You can choose this feat multiple times but may only learn one additional psionic power per power level.
  DISCOVER PSIONIC POWER Copyright 2001, Eric D. Harry
  Balance: 4.65 (Purp 4.50, Pow 4.75, Port 4.50, Comp 4.75, Rule 4.75)


DISEASE RESISTANCE [General]
You are naturally resistant to disease.
Benefit: You gain a +4 bonus on all Fortitude saves against disease.
  DISEASE RESISTANCE Copyright 2001, Eric D. Harry
  Balance: 4.45 (Purp 4.50, Pow 4.50, Port 4.25, Comp 4.50, Rule 4.50)


DISGUISE SPELL [Metamagic, Song]
You can disguise your spells in a performance.
Prerequisite: Bardic music class feature, Perform 12 ranks
Benefit: You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into its music and performances so that others rarely catch you in the act of casting a spell. Like a silent, stilled spell, a disguised spell can’t be identified through Spellcraft. Your performance is obvious to everyone in the vicinity, but the fact that you are casting a spell isn’t. Unless the spell visibly emanates from you or observers have some other means of determining its source, they don’t know where the effect came from. A disguised spell uses up a spell slot one level higher than the spell’s actual level.
  DISGUISE SPELL Copyright 2000, System Reference Document
  Balance: 4.05 (Purp 4.25, Pow 4.00, Port 4.00, Comp 4.25, Rule 3.75)


DISPEL MASTERY [Magical]
You are an expert at dispelling spells.
Benefit: You get a +3 bonus on dispel checks, and the maximum bonus for all your dispel checks is also increased by +3.
Notes: In addition to dispel magic and greater dispelling, this feat could also be of use when casting break enchantment or quench.
  DISPEL MASTERY Copyright 2001, Sébastien Adhikari
  Balance: 4.80 (Purp 4.75, Pow 4.75, Port 5.00, Comp 4.50, Rule 5.00)


DISRUPTING ATTACK [General]
You are exceptionally good at distracting creatures.
Prerequisite: Base attack bonus +2
Benefit: Any creature that needs to make a Concentration check as a result of your action or attack does so with a -5 penalty.
  DISRUPTING ATTACK Copyright 2005, Sigfried Trent
  Balance: 3.80 (Purp 3.33, Pow 3.33, Port 4.00, Comp 4.00, Rule 4.33)


DISTANCE KI STRIKE [Martial Style]
You are able to focus your ki in order to strike an opponent at a distance.
Prerequisite: Ki Strike (lawful) class ability, Stunning Fist
Benefit: As a full round action that counts as one of your stunning fist uses per day, you can make a ranged touch attack at your highest unarmed attack bonus against any opponent within 30 ft. A successful attack roll inflicts force damage equal to your base unarmed strike damage, modified by your Wis bonus. Your strength bonus does not add to your attack or damage roll. This can be combined with all other special monk unarmed attacks normally except quivering palm. Distance Ki Strike is a supernatural ability and a failed ranged touch attack counts against the total number of times that you can use this ability per day.
  DISTANCE KI STRIKE Copyright 2001, Eric D. Harry
  Revised by the Netbook of Feats Review Board
  (Updated to 3.5 by NBOF)
  Balance: 3.50 (Purp 4.50, Pow 3.00, Port 3.50, Comp 3.00, Rule 3.50)


DISTANT SHOT [Epic, Fighter]
You can ignore range penalties.
Prerequisite: Dex 25, Far Shot, Point Blank Shot, Spot 20 ranks
Benefit: You may throw or fire a ranged weapon at any target within line of sight, with no penalty for range.
  DISTANT SHOT Copyright 2000, System Reference Document
  Balance: 4.45 (Purp 4.50, Pow 4.00, Port 4.25, Comp 4.75, Rule 4.75)


DIVINE ARMOR [Divine]
You can channel energy to enhance your body or armor.
Prerequisite: Ability to turn or rebuke undead, Cha 13, Divine Might, Extra Turning
Benefit: By spending one of your turn or rebuke undead attempts, your armor or body gains a sacred (if you channel positive energy) or profane (if you channel negative energy) bonus to Armor Class equal to your charisma bonus for a number of rounds equal to your charisma bonus. When active, your armor or body glows with divine light (or a profane aura) in a radius of 5 feet. The bonus provided by Divine Armor is fully effective against incorporeal creatures.
  DIVINE ARMOR Copyright 2001, Eric D. Harry
  Balance: 4.55 (Purp 4.75, Pow 4.75, Port 4.75, Comp 4.00, Rule 4.50)


DIVINE ARMOR OF THE SOUL [Divine]
You can channel energy to defend yourself against life draining attacks.
Prerequisite: Ability to turn or rebuke undead, Cha 13, Divine Ghost Armor, Extra Turning
Benefit: By spending one of your turn or rebuke undead attempts, you become immune to the ability draining and level draining attacks of the undead for a number of rounds equal to your charisma bonus.
  DIVINE ARMOR OF THE SOUL Copyright 2001, Eric D. Harry
  Balance: 4.90 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.75, Rule 5.00)


DIVINE AWE [Divine]
You can channel energy to shake the resolve of those attacking you.
Prerequisite: Ability to turn or rebuke undead, Cha 13, Extra Turning
Benefit: By spending one of your turn or rebuke undead attempts and taking a standard action, you surround yourself with an aura of awe. This effect lasts for 1 round plus one round per charisma bonus. Anyone attacking you in melee combat must make a will save DC (10 + half your turning level) or be shaken for one round. This is considered a fear effect.
Example: Thomas the 6th level Cleric activates Divine Awe. His charisma is 16 so for the next 4 rounds he is cloaked in an aura of awe. Later that round he is attacked by a troll with a club. The troll must make a Will save DC 13. It fails and is shaken (-2 attack, saves, skills and ability checks) until its next action. The troll continues to make its attack but it suffers a -2 on its attack roll due to the shaken status effect.
  DIVINE AWE Copyright 2007, Sigfried Trent
  Balance: 3.73 (Purp 4.00, Pow 4.33, Port 3.33, Comp 3.33, Rule 3.67)


DIVINE BOON [Special]
You can use one of your granted powers one more time than normal each day.
Prerequisite: A domain with a granted power that has a limited number of uses per day
Benefit: Choose one of your granted powers usable a limited number of times per day. You can now use that granted power once more each day.
Special: This feat can be taken multiple times and the effects stack.
  DIVINE BOON Copyright 2002, Jerry M. Chaney II
  Balance: 4.30 (Purp 4.33, Pow 3.67, Port 4.67, Comp 4.50, Rule 4.33)


DIVINE BURST [Divine]
When you channel to cure or inflict wounds, it affects everyone in an area.
Prerequisite: Ability to turn/rebuke undead, Extra Turning, Divine Touch
Benefit: When using Divine Touch or Divine Ray, the target and every creature within 10’ of the chosen target is affected. This ability uses 3 of your daily turn/rebuke attempts but remains a standard action.
  DIVINE BURST Copyright 2005, Carl Cramér, Sigfried Trent
  Balance: 3.60 (Purp 3.33, Pow 3.50, Port 3.67, Comp 3.67, Rule 3.83)


DIVINE DEATHWARD [Divine]
You may channel energy to protect yourself from ability or level draining attacks.
Prerequisite: Ability to turn or rebuke undead, Cha 13, Extra Turning, Divine Might
Benefit: By spending one of your turn or rebuke undead attempts you can negate one negative-energy based ability or level draining attack. Unlike other Divine feats, you can use Divine Deathward like a reaction (similar to a saving throw) without spending an action to channel the energy for the feat.
  DIVINE DEATHWARD Copyright 2001, Eric D. Harry
  Balance: 4.00 (Purp 4.50, Pow 4.25, Port 4.00, Comp 4.00, Rule 3.25)


DIVINE DISPEL [Divine]
You can negate magic through turning.
Prerequisite: Turn or Rebuke Undead ability, Extra Turning
Benefit: You can dispel or counter a magic spell by making a turning check as if turning an undead creature of the opposing spellcaster's level. You can only dispel spells with the 'evil' descriptor (if you turn undead) or the 'good' descriptor (if you rebuke undead). A spell that is dispelled as it is being cast has no effect whatsoever; otherwise, it ends as if its duration had run out. This power cannot affect spells immune to dispel magic. Each attempt to use Divine Dispel uses up one of your turn or rebuke attempts for the day, whether the attempt is successful or not.
Notes: If your religion is strongly opposed to law or chaos, your DM may allow you to channel energy against spells with the lawful or chaotic descriptor instead, and other types of Divine Dispel are certainly possible for certain religions.
  DIVINE DISPEL Copyright 2001, Carl Cramér
  Revised by the Netbook of Feats Review Board
  Balance: 4.08 (Purp 4.20, Pow 4.00, Port 4.20, Comp 4.00, Rule 4.00)


DIVINE DOMINION [Special, Magical]
Add one additional domain to your divine casting repertoire
Prerequisite: Knowledge (Religion) 6 ranks, Any domain
Benefit: Select an additional domain from your deity's domain list. All spells within the new domain list are considered domain spells for you. You do not gain the domain powers granted; you only gain the ability to use the domain spells listed as domain spells for your character.
Special: This feat can be taken several times for different domains, although deities have a limited number of domains available to their worshippers.
  DIVINE DOMINION Copyright 2001, Bradley H. Bemis Jr.
  Revised by the Netbook of Feats Review Board
  Balance: 3.40 (Purp 3.50, Pow 3.00, Port 3.50, Comp 4.00, Rule 3.00)


DIVINE ELEMENTAL FURY [Special]
You can channel energy to deal additional damage against specific elemental creatures in melee combat.
Prerequisite: Ability to turn or destroy elemental creature, One of the Air, Earth, Fire or Water domains
Benefit: Spend one of your turn/destroy elemental attempts to add 2d6 points of elemental damage to all of your successful melee attacks against one type of elemental creature until the end of your next action. The type of elemental creature affected depends on your domain (Air domain inflicts extra damage against earth creatures, Earth domain against air creatures, Fire domain against water creatures and Water domain against fire creatures).
  DIVINE ELEMENTAL FURY Copyright 2001, Eric D. Harry
  Revised by the Netbook of Feats Review Board
  Balance: 4.20 (Purp 3.75, Pow 4.50, Port 4.00, Comp 4.25, Rule 4.50)


DIVINE FLAME [Divine]
You can channel energy to sheath your weapon with sacred or profane flame.
Prerequisite: Cha 13, Ability to turn or rebuke undead
Benefit: By spending one of your turn or rebuke undead attempts, you can sheath your weapon with sacred or profane flame for a number of rounds equal to your Charisma bonus. If you channel positive energy, your weapon is sheathed in white flames that inflict +1d6 points of sacred damage against evil opponent. If you channel negative energy, you weapon is sheathed in black flames that inflict +1d6 points of profane damage against good opponents instead. These flames do not give off heat or ignite flammable objects, though sacred flames give off light equal to a torch. The sacred or profane damage inflicted by Divine Flame is unaffected by protection from elements and similar spells and abilities.
  DIVINE FLAME Copyright 2001, Eric D. Harry
  Revised by the Netbook of Feats Review Board
  Balance: 4.20 (Purp 4.00, Pow 4.25, Port 4.25, Comp 4.00, Rule 4.50)


DIVINE FORCE OF PERSONALITY [Divine]
Your psyche and devotion is a shield against harm.
Prerequisite: Divine Grace or Dark Blessing class ability, Extra Turning
Benefit: Spend one of you turn or rebuke undead attempts to double your Charisma bonus, but only as applied to saving throws through the Divine Grace or Dark Blessing class abilities. This modifier lasts for a number of rounds equal to your normal Charisma modifier.
  DIVINE FORCE OF PERSONALITY Copyright 2000, Michael J. Kletch
  Revised by the Netbook of Feats Review Board
  Balance: 4.56 (Purp 4.00, Pow 4.60, Port 4.60, Comp 4.60, Rule 5.00)


DIVINE FURY [Divine]
You can channel positive energy to ignore the damage reduction of undead opponents.
Prerequisite: Ability to turn undead, Cha 13, Extra Turning, Divine Vengeance
Benefit: By spending one of your turn undead attempts, you can ignore the damage reduction of all undead opponents for a number of rounds equal to your charisma modifier.
  DIVINE FURY Copyright 2001, Eric D. Harry
  Balance: 4.45 (Purp 4.75, Pow 4.00, Port 4.50, Comp 4.75, Rule 4.25)


DIVINE GHOST ARMOR [Divine]
You can channel energy to enhance your armor against incorporeal attacks.
Prerequisite: Ability to turn or rebuke undead, Cha 13, Extra Turning
Benefit: This feat can only be used when wearing armor. By spending one turn or rebuke undead attempt, your armor gains the ghost touch special ability. This allows you to apply your armor bonus against incorporeal attacks. The duration of the ghost touch protection is limited to a number of rounds equal to your charisma bonus.
  DIVINE GHOST ARMOR Copyright 2001, Eric D. Harry
  Balance: 4.70 (Purp 4.75, Pow 5.00, Port 4.75, Comp 4.50, Rule 4.50)


DIVINE GHOST WEAPON [Special, Divine]
You can channel energy into your weapon, allowing it to effectively strike incorporeal creatures.
Prerequisite: Ability to turn or rebuke undead, Cha 13, Divine Might
Benefit: By spending one of your turn or rebuke undead attempts, your weapon can be used to attack incorporeal opponents as if it had the ghost touch power, negating an incorporeal creatures ability to ignore 50% of successful attacks from a corporeal source. Though you do not gain a bonus on attack or damage rolls with this feat, you can also negate the damage reduction of incorporeal or undead opponents as if wielding a +1 magic weapon. The bonuses provided by this feat last for a number of rounds equal to your Charisma bonus.
  DIVINE GHOST WEAPON Copyright 2001, Eric D. Harry
  Balance: 4.25 (Purp 4.50, Pow 4.25, Port 4.25, Comp 4.00, Rule 4.25)


DIVINE GIFT [Magical]
Allows you to use 0-level divine spells.
Prerequisite: Wis 13, Knowledge (Religion) 1 rank
Benefit: Grants you the ability to understand up to your wisdom modifier's worth of clerical orisons (0-level divine cleric spells). Regardless of the number of orisons learned only one may be cast per day, and you must rest and memorise their cantrip as a cleric normally does. You must also choose a deity to worship, and if you act against the deity's wishes or philosophy you may have your request for orisons denied, just as a normal cleric.
Special: This feat may be taken multiple times; however, no additional orisons can ever be learned (past the individual's wisdom modifier). Each additional time this feat is taken, the caster may prepare one additional orison per day. The total maximum number of orisons that can be cast in a single day (regardless of the number of times this feat is taken), is also limited to the caster’s wisdom modifier.
  DIVINE GIFT Copyright 2000, Bradley H. Bemis Jr.
  Revised by the Netbook of Feats Review Board
  Balance: 4.04 (Purp 4.50, Pow 4.50, Port 4.80, Comp 3.80, Rule 2.60)


DIVINE IMPACT [Divine]
You can channel energy to strike your foe with a melee weapon as if making a touch attack.
Prerequisite: Cha 13, Str 13, Ability to turn or rebuke undead, Divine Might, Power Attack, Base attack bonus +3
Benefit: As a free action expend one of your turning attempts. You can then resolve your attack with a melee weapon as a touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend one of your turning attempts.
Notes: This is a modification of the Deep Impact psionic feat for use as a divine feat.
  DIVINE IMPACT Copyright 2001, Eric D. Harry, Michael J. Kletch
  Revised by the Netbook of Feats Review Board
  (Updated to 3.5 by NBOF)
  Balance: 3.70 (Purp 4.00, Pow 3.25, Port 3.75, Comp 3.75, Rule 3.75)


DIVINE MIGHT [Divine]
You channel your faith into extra damage.
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