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FEATS

PREREQUISITES
Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite.
A character can’t use a feat if he or she has lost a prerequisite.

TYPES OF FEATS
Some feats are general, meaning that no special rules govern them as a group. Others are item creation feats, which allow spellcasters to create magic items of all sorts. A metamagic feat lets a spellcaster prepare and cast a spell with greater effect, albeit as if the spell were a higher spell level than it actually is.

FIGHTER BONUS FEATS
Any feat designated as a fighter feat can be selected as a fighter’s bonus feat. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet any prerequisites.

ITEM CREATION FEATS
An item creation feat lets a spellcaster create a magic item of a certain type. Regardless of the type of items they involve, the various item creation feats all have certain features in common.
XP Cost: Experience that the spellcaster would normally keep is expended when making a magic item. The XP cost equals 1/25 of the cost of the item in gold pieces. A character cannot spend so much XP on an item that he or she loses a level. However, upon gaining enough XP to attain a new level, he or she can immediately expend XP on creating an item rather than keeping the XP to advance a level.
Raw Materials Cost: The cost of creating a magic item equals one-half the sale cost of the item.
Using an item creation feat also requires access to a laboratory or magical workshop, special tools, and so on. A character generally has access to what he or she needs unless unusual circumstances apply.
Time: The time to create a magic item depends on the feat and the cost of the item. The minimum time is one day.
Item Cost: Brew Potion, Craft Wand, and Scribe Scroll create items that directly reproduce spell effects, and the power of these items depends on their caster level—that is, a spell from such an item has the power it would have if cast by a spellcaster of that level. The price of these items (and thus the XP cost and the cost of the raw materials) also depends on the caster level. The caster level must be high enough that the spellcaster creating the item can cast the spell at that level. To find the final price in each case, multiply the caster level by the spell level, then multiply the result by a constant, as shown below:
Scrolls: Base price = spell level x caster level x 25 gp.
Potions: Base price = spell level x caster level x 50 gp.
Wands: Base price = spell level x caster level x 750 gp.
A 0-level spell is considered to have a spell level of 1/2 for the purpose of this calculation.
Extra Costs: Any potion, scroll, or wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. For potions and scrolls, the creator must expend the material component or pay the XP cost when creating the item.
For a wand, the creator must expend fifty copies of the material component or pay fifty times the XP cost.
Some magic items similarly incur extra costs in material components or XP, as noted in their descriptions.

METAMAGIC FEATS
As a spellcaster’s knowledge of magic grows, she can learn to cast spells in ways slightly different from the ways in which the spells were originally designed or learned. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, at least it is possible.  Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up.
Wizards and Divine Spellcasters: Wizards and divine spellcasters must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal).
Sorcerers and Bards: Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. But because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell’s normal casting time is 1 action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn’t the same as a 1-round casting time.)
For a spell with a longer casting time, it takes an extra full-round action to cast the spell.
Spontaneous Casting and Metamagic Feats: A cleric spontaneously casting a cure or inflict spell can cast a metamagic version of it instead. Extra time is also required in this case. Casting a 1-action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast.
Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast as a higher-level spell. Saving throw modifications are not changed unless stated otherwise in the feat description.
The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can’t use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.
Metamagic feats that eliminate components of a spell don’t eliminate the attack of opportunity provoked by casting a spell while threatened. However, casting a spell modified by Quicken Spell does not provoke an attack of opportunity.
Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can’t modify.

Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can’t apply the same metamagic feat more than once to a single spell.

Magic Items and Metamagic Spells: With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell’s higher spell level (after the application of the metamagic feat). A character doesn’t need the metamagic feat to activate an item storing a metamagic version of a spell.
Counterspelling Metamagic Spells: Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell.

FEAT DESCRIPTIONS
Here is the format for feat descriptions.

FEAT NAME [TYPE OF FEAT]
Prerequisites: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or a class level that a character must have in order to acquire this feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.
Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.
In general, having a feat twice is the same as having it once.
Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.
Special: Additional facts about the feat that may be helpful when you decide whether to acquire the feat.

ACROBATIC [GENERAL]
Benefit: You get a +2 bonus on all Jump checks and Tumble checks.

ADDITIONAL MAGIC ITEM SPACE [EPIC] 
Benefit: Choose one type of magic item that has a limit on the number a character can simultaneously wear and gain its benefit. The character 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. 

AGILE [GENERAL]
Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks.

ALERTNESS [GENERAL]
Benefit: You get a +2 bonus on all Perception checks.
Special: The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm’s reach. 

ANIMAL AFFINITY [GENERAL]
Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks.

ARMOR PROFICIENCY (HEAVY) [GENERAL]
Prerequisites: 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 (LIGHT) [GENERAL]
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, Pick Pocket, 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 (MEDIUM) [GENERAL]
Prerequisites: 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 Specialization [General, Fighter] (PH2 p75)
Prerequisites: Armor Proficiency (appropriate type), Base Attack Bonus +12
Benefit: Choose a type of Medium or Heavy Armor that you are proficient with. When wearing a Masterwork (including Magical) version of this armor, you gain Damage Reduction 2 / —. Does not apply when you loose your Dexterity bonus to AC. May be taken multiple times, each time with a different type of armor.
Special: A fighter may select this feat as one of his fighter bonus feats.

ATHLETIC [GENERAL]
Benefit: You get a +2 bonus on all Climb checks and Swim checks.

AUGMENTED ALCHEMY [EPIC] 
Prerequisites: Int 21, Craft(alchemy) 24 ranks. 
Benefit: Whenever creating an alchemical item or substance, the character 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.

Augment Healing [General] (CDiv p79)
Prerequisites: Heal: 4 ranks 
Benefit: Any Conjuration (healing) spell you cast that heals damage heals an additional +2 hp per level.

AUGMENT SUMMONING [GENERAL]
Prerequisites: 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.

BACKSTABBER [GENERAL] 
Prerequisites: Sneak Attack
Benefit: Sneak attack damage increased from d6 damage to d8 damage. This does not affect other prerequisites that require Xd6 sneak attack.

BANE OF ENEMIES [EPIC] 
Prerequisites: Survival 24 ranks, five or more favored enemies. 
Benefit: Any weapon the character wields against one of his or her 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. 

BLIND-FIGHT [GENERAL]
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.

BLINDING SPEED [EPIC] 
Prerequisites: Dex 25. 
Benefit: The character 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. 

Blistering Spell [Metamagic] (PH2 p91)
Benefit: May only be applied to a [fire] spell. A Blistering spell occupies a slot one level higher. It grants two benefits:
1. +2 hp Fire damage per Spell level.
2. Targets that fail their save receive a –2 penalty on attacks & skill checks until the start of the caster’s next round.

BREW POTION [ITEM CREATION]
Prerequisites: 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. 

BONUS DOMAIN [EPIC] 
Prerequisites: Wis 21, ability to cast 9th-level divine spells. 
Benefit: Choose an additional domain from the character’s deity’s domain list. The character now has access to that domain’s spells as normal for his or her 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.

BULWARK OF DEFENSE [EPIC] 
Prerequisites: Con 25, defensive stance 3/day. 
Benefit: The character’s defensive stance bonuses increase to +4 Strength, +6 Constitution, +4 resistance bonus on all saves, and +6 dodge bonus to AC. 

CHAOTIC RAGE [EPIC] 
Prerequisites: Rage 5/day, chaotic alignment. 
Benefit: Any weapon the character wields 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. 

CLEAVE [GENERAL]
Prerequisites: Str 13, Power Attack.
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.

COMBAT ARCHERY [EPIC] 
Prerequisites: Dodge, Mobility, Point Blank Shot, Precise Shot.
Benefit: The character does 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. 
Special: A fighter may select this feat as one of his fighter bonus feats.

COMBAT CASTING [GENERAL]
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.

CRAFT CONSTRUCT [ITEM CREATION]
Prerequisites: 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 10,000 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.

COMBAT EXPERTISE [GENERAL]
Prerequisites: 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 REFLEXES [GENERAL]
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.

CRAFT MAGIC ARMS AND ARMOR [ITEM CREATION]
Prerequisites: 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 10,000 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 ROD [ITEM CREATION]
Prerequisites: Caster level 9th.
Benefit: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 10,000 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 STAFF [ITEM CREATION]
Prerequisites: Caster level 12th.
Benefit: You can create any staff whose prerequisites you meet.
Crafting a staff takes one day for each 10,000 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 WAND [ITEM CREATION]
Prerequisites: 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 10,000 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 WONDROUS ITEM [ITEM CREATION]
Prerequisites: Level 3rd.
Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 10,000 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.

DAMAGE REDUCTION [EPIC] 
Prerequisites: Con 25. 
Benefit: The character gains 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. 

Dash [General] (CWar p97) (Mini p25)
Benefit: You may increase your movement by 5’ as long as you are wearing no more than Light armor and are no more than Lightly Encumbered.

DECEITFUL [GENERAL]
Benefit: You get a +2 bonus on all Disguise checks and Forgery checks.

DEFLECT ARROWS [GENERAL]
Prerequisites: Dex 13, Improved Unarmed Strike.
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.

DEFT HANDS [GENERAL]
Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.

DIEHARD [GENERAL]
Prerequisites: 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.

DILIGENT [GENERAL]
Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks.

DIRE CHARGE [EPIC] 
Prerequisites: Improved Initiative. 
Benefit: If the character charges a foe during the first round of combat (or the surprise round, if the character is allowed to act in it), he or she 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. 
Special: A fighter may select this feat as one of his fighter bonus feats.

DISTANT SHOT [EPIC]
Prerequisites: Dex 25, Far Shot, Point Blank Shot, Perception 20 ranks. 
Benefit: The character may throw or fire a ranged weapon at any target within line of sight, with no penalty for range. 
Special: A fighter may select this feat as one of his fighter bonus feats.

DODGE [GENERAL]
Prerequisites: Dex 13.
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Special: A fighter may select Dodge as one of his fighter bonus feats.

Dwarven Armor Proficiency [General, Fighter] (RoS p138)
Prerequisites: Dwarf only, Armor Proficiency (heavy)
Benefit: You are proficient with Battle Plate, Interlocking Plate, Interlocking Scale, and Mountain Plate.
Special: A fighter may select this feat as one of his fighter bonus feats.

EFFICIENT ITEM CREATION [EPIC, ITEM CREATION] 
Prerequisites: Item creation feat to be selected, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks. 
Benefit: Select an item creation feat. Creating a magic item using that feat requires one day per 100000 gp of the item’s market price, with a minimum of one day. 
Normal: Without this feat, creating a magic item requires one day for each 10000 gp of the item’s market price.
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 item creation feat. 

EFFICIENT SCRIBE [GENERAL]
Prerequisites: Literacy, Knowledge (arcana) 4 Ranks or Knowledge (religion) 4 ranks.
Benefit: You are able to more efficiently scribe magical writings. The means that scrolls can have up to 12 spells on them. Moreover if you write you spells into a spellbook then rather than the normal 1 page per level a spell takes up they now only ever take up a single page and hence saves on costs of writing spells. In order to read a compressed spell not written in your code requires a Spellcraft check of DC20+Spell Level rather than the normal DC15+Spell Level.
Normal: Scrolls can have a maximum of 6 spells on them.

EMPOWER SPELL [METAMAGIC]
Benefit: All variable, numeric effects of an empowered spell are increased by one-half.
Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.

Empower Turning [General] (CDiv p81)
Prerequisites: Ability to Turn or Rebuke Undead
Benefit: Multiple your Turning Damage (after adding in your Cleric level & your Charisma modifier) by 1.5 to determine the number of Undead HD you effect.

ENDURANCE [GENERAL]
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.
Special: A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.

Energize Spell [Metamagic] (LM p26)
Prerequisites: Non-Evil Alignment, Must not have the ability to Rebuke Undead
Benefit: Effected spell does 150% damage to Undead, but 50% damage to all other targets. An Energized spell occupies a slot one level higher

Energy Admixture [Metamagic]
You can modify a spell that uses one type of energy to add an equal amount of another energy type.
Prerequisites: Energy Substitution.
Benefit: Choose one type of energy (acid, cold, electricity, or fire) that matches an energy type you have selected for substitution via the Energy Substitution feat. You can then modify any spell with an energy descriptor by adding an equal amount of the chosen type of energy to the spell's normal effects. The altered spell works normally in all respects except for the type and amount of damage dealt, with each type of energy counting separately toward the spell's damage cap. Thus, an acid fireball cast at 6th level deals 6d6 points of fire damage and 6d6 points of acid damage (rolled separately), while the same acid fireball cast at 10th level or higher deals 10d6 points of fire damage and 10d6 points of acid damage. Even opposed types of energy (such as fire and cold) can be combined using this feat. An energy admixed spell uses up a spell slot four levels higher than the spell's actual level. As well, the spell's descriptor changes to include both energy types present in the spell-for example, the acid fireball described above is an evocation [acid, fire] spell.
Special: You can gain this feat multiple times, choosing a different type of energy each time. The type of energy selected with this feat must match a type of energy you have also selected for substitution via the Energy Substitution feat (so you can select cold as your energy type with Energy Admixture if you have selected cold as your Energy Substitution energy type). You can use Energy Admixture to further alter a spell that has already been modified with Energy Substitution, and you can also admix your chosen energy type with a spell that already uses the same type, in effect doubling its normal damage dice.

ENERGY SUBSITUTION [METAMAGIC]
Prerequisites: Any other metamagic feat, Knowledge (arcana) 5 ranks.
Benefit: You choose one type of energy: acid, cold, electricity, fire, or sonic. When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to use your chosen type of energy instead. The altered spell uses a spell slot of the spell’s normal level.
The altered spell works normally in all respects except the type of damage dealt.
Special: You can gain this feat multiple times. Each time the feat applies to a different type of energy.

ENLARGE SPELL [METAMAGIC]
Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell’s actual level.
Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.

EPIC SKILL FOCUS [EPIC] 
Prerequisites: 20 ranks in the skill selected. 
Benefit: The character gains a +10 bonus on all skill checks with that skill. 
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 skill. 

EPIC SPEED [EPIC] 
Prerequisites: Dex 21, Run. 
Benefit: The character’s speed increases by 30 feet. This benefit does not stack with increased speed granted by magic items or nonpermanent magical effects. 
Special: This feat only functions when the character is wearing medium armor, light armor, or no armor. 

EPIC SPELL FOCUS [EPIC] 
Prerequisites: Greater Spell Focus and Spell Focus in the school selected, ability to cast at least one 9th-level spell of the school to be chosen. 
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic the character selects to focus on. This stacks with the bonuses from Spell Focus and Greater Spell Focus. 
Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different school of magic. 

EPIC SPELL PENETRATION [EPIC] 
Prerequisites: Greater Spell Penetration, Spell Penetration. 
Benefit: The character gets a +2 bonus on caster level checks to beat a creature’s spell resistance. This stacks with the bonuses from Spell Penetration and Greater Spell Penetration. 
Special: A Wizard can selection this feat as one of their wizard bonus feats.

EPIC WEAPON FOCUS [GENERAL]
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.
 Prerequisites: Proficiency with selected weapon, Weapon Focus and Greater Weapon Focus with selected weapon, fighter level 16th.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see below).
Special: You can gain Epic Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter must have Epic Weapon Focus with a given weapon to gain the Epic Weapon Specialization feat for that weapon. 
A fighter may select Epic Weapon Focus as one of his fighter bonus feats.

EPIC WEAPON SPECIALIZATION [GENERAL]
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.
Prerequisites: Proficiency with selected weapon, Weapon Focus, Greater Weapon Focus Epic Weapon Focus all with selected weapon, Weapon Specialization and greater Weapon Specialization with selected weapon, fighter level 20th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from other Weapon Specialization feats (see below).
Special: You can gain Epic Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Epic Weapon Specialization as one of his fighter bonus feats.

ESCHEW MATERIALS [GENERAL]
Benefit: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.
 
Exceptional Artisan [Item Creation] (Eb p52)
Prerequisites: Any Item Creation feat
Benefit: Reduce the base time for crafting any magical item by 25%. This does not reduce the cost of materials.

Exotic Armor Proficiency [General, Fighter] (Und p25) (RoS p139)
Prerequisites: Armor Proficiency (appropriate type) 
Benefit: You are proficient with a specific type of Exotic Armor.
Special: A fighter may select this feat as one of his fighter bonus feats.

Exotic Shield Proficiency [General, Fighter] (RoS p139)
Prerequisites: Shield Proficiency, Base Attack Bonus +1 
Benefit: You are proficient with a specific type of Exotic Shield.
Special: A fighter may select this feat as one of his fighter bonus feats.

EXOTIC WEAPON PROFICIENCY [GENERAL]
Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.
Prerequisites: Base attack bonus +1 (plus Str 13 for bastard sword or dwarven waraxe).
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he or she is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword or the dwarven waraxe has an additional prerequisite of Str 13.
Special: A fighter may select this feat as one of his fighter bonus feats.

EXTEND SPELL [METAMAGIC]
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.

Extra Rage [General] (CWar p98)
Prerequisites: Rage or Frenzy class ability
Benefit: You receive 2 extra Rages or Frenzies per day. You may take this feat multiple times.

Extra Rings [Item Creation] (Eb p53)
Prerequisites: Forge Ring, Caster level 12th 
Benefit: You may benefit from up to two magical ring on each hand, to a total of 4 rings.

EXTRA TURNING [GENERAL]
Prerequisites: Ability to turn or rebuke creatures.
Benefit: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.
If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day.
Normal: Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier.
Special: You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.

Extraordinary Artisan [Item Creation] (Eb p53)
Prerequisites: Any Item Creation feat
Benefit: Reduce the cost of raw material for crafting any magical item by 25%. This does not reduce the time taken for the item to be created.

Extraordinary Spell Aim [General] (CAdv p109)
Prerequisites: Spellcraft: 15 ranks 
Benefit: With a Spellcraft check (DC 25 + spell level) you can shape an area spell so it does not affect one creature within its area. Casting a spell affected by this feat is a Full Round action, unless the spell’s casting time is greater, in which case the casting time in unchanged.

FAMILIAR SPELL [WIZARD]
Prerequisites: Int 25 (if the character’s spellcasting is controlled by Intelligence) or Cha 25 (if the character’s spellcasting is controlled by Charisma). 
Benefit: Choose one arcane spell the character knows of 8th level or lower. The character’s familiar can now use this spell once per day as a spell-like ability, at a caster level equal to the character’s caster level. A character cannot bestow a spell to his or her familiar if the spell normally has a material component cost of more than 1 gp or an XP cost. 
Special: A character can gain this feat multiple times. Each time the character takes the feat, he or she can give his or her familiar a different spell-like ability or another daily use of the same spell-like ability. 

FAR SHOT [GENERAL]
Prerequisites: Point Blank Shot.
Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled.
Special: A fighter may select Far Shot as one of his fighter bonus feats.

FAST HEALING [EPIC] 
Prerequisites: Con 25. 
Benefit: The character gains fast healing 3, or the character’s existing fast healing increases by 3. This feat does not stack with fast healing granted by magic items or nonpermanent magical effects. 
Special: This feat may be taken multiple times. Its effects stack. 

Flash Frost Spell [Metamagic] (PH2 p91)
Benefit: May only be applied to a [cold] spell. A Flash Frost spell occupies a spell slot one level higher. It has two effects:
1. +2 hp Cold damage per Spell level.
2. The area-of-effect is coated with frost for 1 round. Any creature moving through the area must make a Balance check or fall Prone (DC 20 if Running or Charging, otherwise DC 10).

FORGE RING [ITEM CREATION]
Prerequisites: Caster level 12th.
Benefit: You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 10,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.
You can also mend a broken ring 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 forge that ring in the first place.
Some magic rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.

FORTIFY SPELL [METAMAGIC]
Benefit: By increasing a spell’s level by +1, the spell receives a +2 bonus on the Caster check to
overcome Spell Resistance. This feat may be applied multiple times, each time increasing the spell’s level by +1 and granting an extra +2 on the roll to overcome Spell Resistance.
For example, a Fireball could be fortified to receive a +2 bonus to overcome Spell Resistance, but it would take up a 4th level slot (and still be a 3rd level spell for purposes of DC, Sphere of Invulnerability, etc.). The Fireball could also receive a +4 bonus, but it would then take up the slot of a 5th level spell.

Greater Heavy Armor Optimization [General, Fighter] (RoS p141)
Prerequisites: Armor Proficiency (heavy), Heavy Armor Optimization, Base Attack Bonus +8
Benefit: When wearing Heavy Armor, increase the AC by 1 and reduce the Armor Check penalty by 2. These benefits stack with those of Heavy Armor Optimization, for a total increase in AC of 2 and a total reduction of Armor Check penalty of 3.
Special: A fighter may select this feat as one of his fighter bonus feats.

GREAT CLEAVE [GENERAL]
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.
Benefit: This feat works like Cleave, except that there is no limit to the number of times you can use it per round.
Special: A fighter may select Great Cleave as one of his fighter bonus feats.

GREAT FORTITUDE [GENERAL]
Benefit: You get a +2 bonus on all Fortitude saving throws.

Greater Resiliency [General] (CWar p99)
Prerequisites: Damage Reduction as a class ability or Racial feature.
Benefit: Your Damage Reduction absorbs one extra hp. If you have more than one Damage Reduction, you must choose which one is effected when you take this feat.

GREATER SPELL FOCUS [GENERAL]
Choose a school of magic to which you already have applied the Spell Focus feat.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.
Special: A Wizard can selection this feat as one of their wizard bonus feats.

GREATER SPELL PENETRATION [GENERAL]
Prerequisites: Spell Penetration.
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration.
Special: A Wizard can selection this feat as one of their wizard bonus feats.

GREATER TWO-WEAPON FIGHTING [GENERAL]
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: You get a third attack with your off-hand weapon, albeit at a –10 penalty.
Special: A fighter may select Greater Two-Weapon Fighting as one of his fighter bonus feats.
An 11th-level ranger who has chosen the two-weapon combat style is treated as having Greater Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

GREATER WEAPON FOCUS [GENERAL]
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.
 Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see below).
Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialization feat for that weapon. 
A fighter may select Greater Weapon Focus as one of his fighter bonus feats.

GREATER WEAPON SPECIALIZATION [GENERAL]
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.
Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization (see below).
Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Greater Weapon Specialization as one of his fighter bonus feats.

Heavy Armor Optimization [General, Fighter] (RoS p141)
Prerequisites: Armor Proficiency (heavy), Base Attack Bonus +4
Benefit: When wearing Heavy Armor, increase the AC by 1 and reduce the Armor Check penalty by 1.
Special: A fighter may select this feat as one of his fighter bonus feats.

HEIGHTEN SPELL [METAMAGIC]
Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level. 

HOLY STRIKE [EPIC] 
Prerequisites: Smite evil class feature, any good alignment. 
Benefit: Any weapon the character wields is treated as a holy weapon (is good-aligned and deals an extra 2d6 points of damage against creatures of evil alignment).If the weapon already has an alignment, this feat has no effect on the weapon. 

IGNORE MATERIAL COMPONENTS [EPIC] 
Prerequisites: Eschew Materials, Spellcraft 25 ranks, ability to cast 9th-level arcane or divine spells. 
Benefit: The character may cast spells without any material components. This feat does not affect the need for a focus or divine focus. 

IMPROVED AURA OF COURAGE [EPIC] 
Prerequisites: Cha 25, aura of courage class ability. 
Benefit: The character’s aura of courage grants a +8 morale bonus on saving throws against fear effects.

IMPROVED BULL RUSH [GENERAL]
Prerequisites: Str 13, Power Attack.
Benefit: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.
Special: A fighter may select Improved Bull Rush as one of his fighter bonus feats.

IMPROVED COMBAT CASTING [EPIC] 
Prerequisites: Combat Casting, Concentration 25 ranks. 
Benefit: The character doesn’t incur attacks of opportunity for casting spells when threatened. 

IMPROVED COMBAT REFLEXES [EPIC] 
Prerequisites: Dex 21, Combat Reflexes. 
Benefit: There is no limit to the number of attacks of opportunity the character can make in one round. (the character still can’t make more than one attack of opportunity for a given opportunity.) 
Special: A fighter may select this feat as one of his fighter bonus feats.

IMPROVED COUNTERSPELL [GENERAL]
Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
Normal: Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.

IMPROVED CRITICAL [GENERAL]
Choose one type of weapon.
Prerequisites: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This effect doesn’t stack with any other effect that expands the threat range of a weapon.
A fighter may select Improved Critical as one of his fighter bonus feats.

IMPROVED DARKVISION [EPIC]
Prerequisites: Darkvision. 
Benefit: The range of the character’s darkvision doubles. This feat does not stack with darkvision granted by magic items or nonpermanent magical effects. 
Special: This feat may be taken multiple times. Its effects stack. Remember that two doublings equals a tripling, and so on.

IMPROVED DISARM [GENERAL]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.
Normal: See the normal disarm rules.
Special: A fighter may select Improved Disarm as one of his fighter bonus feats.
A monk may select Improved Disarm as a bonus feat at 6th level, even if she does not meet the prerequisites.

IMPROVED FAMILIAR [GENERAL]
This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.
Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).
Benefit: When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil).

Familiar 	Alignment 	Arcane Spellcaster Level	
Shocker lizard 	Neutral 	5th	
Stirge 	Neutral 	5th	
Formian worker 	Lawful neutral 	7th	
Imp 	Lawful evil 	7th	
Pseudodragon 	Neutral good 	7th	
Quasit 	Chaotic evil 	7th	

Improved familiars otherwise use the rules for regular familiars, with two exceptions: If the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

The list in the table above presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Nor is the master’s alignment the only possible categorization. For instance, improved familiars could be assigned by the master’s creature type or subtype, as shown below.

Familiar	Type/Subtype	Arcane Spellcaster Level	
Celestial hawk1	Good	3rd	
Fiendish Tiny viper snake2	Evil	3rd	
Air elemental, Small	Air	5th	
Earth elemental, Small	Earth	5th	
Fire elemental, Small	Fire	5th	
Shocker lizard	Electricity	5th	
Water elemental, Small	Water	5th	
Homunculus3	Undead	7th	
Ice mephit	Cold	7th	
1 Or other celestial animal from the standard familiar list.	
2 Or other fiendish animal from the standard familiar list.	
3 The master must first create the homunculus, substituting ichor or another part of the master’s body for blood if necessary.	

IMPROVED FEINT [GENERAL]
Prerequisites: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat as a move action.
Normal: Feinting in combat is a standard action.
A fighter may select Improved Feint as one of his fighter bonus feats.

Improved Flight [General] (CAdv p110)
Prerequisites: Ability to fly – included while shapechanged.
Benefit: Your maneuverability while flying improves one step (clumsy → poor → average → good → perfect).

IMPROVED GRAPPLE [GENERAL]
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.
Special: A fighter may select Improved Grapple as one of his fighter bonus feats.
A monk may select Improved Grapple as a bonus feat at 1st level, even if she does not meet the prerequisites.

IMPROVED KI STRIKE [EPIC] 
Prerequisites: Wis 21, Ki strike (adamantine). 
Benefit: The character’s unarmed strikes are treated as epic magic weapons for the purposes of damage reduction. 

IMPROVED INITIATIVE [GENERAL]
Benefit: You get a +4 bonus on initiative checks.
Special: A fighter may select Improved Initiative as one of his fighter bonus feats.

IMPROVED LOW-LIGHT VISION [EPIC] 
Prerequisites: Low-light vision. 
Benefit: The range of the character’s low-light vision doubles. This feat does not stack with low-light vision granted by magic items or nonpermanent magical effects. 
Special: This feat may be taken multiple times. Its effects stack. Remember that two doublings equals a tripling, and so on.

IMPROVED METAMAGIC [EPIC] 
Prerequisites: Four metamagic feats, Spellcraft 30 ranks. 
Benefit: The spell slot modifier of all the character’s metamagic feats is reduced by one level, to a minimum of +1. This feat has no effect on metamagic feats whose spell slot modifier is +1 or less. 
Special: A character can gain this feat multiple times. The effects stack, though a character can’t reduce any metamagic feat’s spell slot modifier to less than +1. 

IMPROVED OVERRUN [GENERAL]
Prerequisites: Str 13, Power Attack.
Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.
Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.
Special: A fighter may select Improved Overrun as one of his fighter bonus feats.

IMPROVED PRECISE SHOT [GENERAL]
Prerequisites: Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11.
Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.
Normal: See the normal rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.
Special: A fighter may select Improved Precise Shot as one of his fighter bonus feats.
An 11th-level ranger who has chosen the archery combat style is treated as having Improved Precise Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

IMPROVED SHIELD BASH [GENERAL]
Prerequisites: Shield Proficiency.
Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
Normal: Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his or her next turn.
Special: A fighter may select Improved Shield Bash as one of his fighter bonus feats.

IMPROVED SNEAK ATTACK [EPIC] 
Prerequisites: Sneak attack +8d6. 
Benefit: Add +1d6 to the character’s sneak attack damage. 
Special: This feat may be taken multiple times. Its effects stack. 

IMPROVED STUNNING FIST [EPIC] 
Prerequisites: Dex 19, Wis 19, Improved Unarmed Strike, Stunning Fist. 
Benefit: Add +2 to the DC of the character’s stunning attack. 
Special: This feat may be taken multiple times. Its effects stack. 

IMPROVED SUBDUAL [AGJP] 
Choose one type of weapon. 
Prerequisites: Dex 13, Int 13, proficiency with selected weapon, base attack bonus +1.
Benefit: You are well versed with using this weapon type to cause non-lethal damage and do not suffer the normal -4 penalty for doing so.
Special: This feat may be taken multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

IMPROVED SUNDER [GENERAL]
Prerequisites: Str 13, Power Attack.
Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity (see Sunder, page 158).
You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.
Normal: Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.
Special: A fighter may select Improved Sunder as one of his fighter bonus feats (see page 38).

IMPROVED TRIP [GENERAL]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. 
Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.
Special: At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites.
A fighter may select Improved Trip as one of his fighter bonus feats.

IMPROVED TURNING [GENERAL]
Prerequisites: Ability to turn or rebuke creatures.
Benefit: You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.

IMPROVED TWO-WEAPON FIGHTING [GENERAL]
Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Special: A fighter may select Improved Two-Weapon Fighting as one of his fighter bonus feats.
A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

IMPROVED UNARMED STRIKE [GENERAL]
Benefit: You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.
In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
Special: A monk automatically gains Improved Unarmed Strike as a bonus feat at 1st level. She need not select it. 
A fighter may select Improved Unarmed Strike as one of his fighter bonus feats.

INCREASE SPEED [GENERAL] 
Prerequisites: Run 
Benefit: +10 movement. Stacks with all other movement bonuses. 

Insightful Reflexes [General] (CAdv p110)
Benefit: Add your Intelligence modifier instead of your Dexterity modifier as a bonus to Reflex saves.

INSTANT RELOAD [EPIC]
Prerequisites: Quick Draw, Rapid Reload, Weapon Focus (crossbow type to be selected). 
Benefit: The character may fire the selected type of crossbow at his or her full normal attack rate. Reloading the crossbow does not provoke attacks of opportunity. 
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 crossbow. 
Special: A fighter may select this feat as one of his fighter bonus feats.

INSTANT STAND [GENERAL] 
Benefit: You do not provoke an attack of opportunity when standing from prone. Can only be performed in light armor and lightly loaded or less. Or while medium encumbered or less. The action is still a move action.

Instantaneous Rage [General] (CWar p102)
Prerequisites: Rage or Frenzy class ability
Benefit: You may enter a Rage or Frenzy on another creature’s turn in response to an attack that you are aware of. This feat applies if you are Flat-Footed.

INTENSIFY SPELL [METAMAGIC][EPIC] 
Prerequisites: Empower Spell, Maximize Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells. 
Benefit: All variable, numeric effects of an intensified spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified spell uses up a spell slot seven levels higher than the spell’s actual level. A character can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell. 

INVESTIGATOR [GENERAL]
Benefit: You get a +2 bonus on all Gather Information checks and Search checks.

IRON WILL [GENERAL]
Benefit: You get a +2 bonus on all Will saving throws.

KEEN STRIKE [EPIC] 
Prerequisites: Str 23, Wis 23, Improved Critical (unarmed strike), Improved Unarmed Strike, Stunning fist, ki strike (adamantine). 
Benefit: The character’s unarmed strike has a critical threat range of 18-20 and deals slashing damage (at the character’s option any attack can deal bludgeoning damage, but cannot then take advantage of the enhanced threat range). This ability doesn’t stack with other abilities that expand that character’s unarmed strike’s threat range. 

LEADERSHIP [GENERAL]
Prerequisites: Character level 6th.
Benefits: Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her. See the table below for what sort of cohort and how many followers the character can recruit.
Leadership Modifiers: Several factors can affect a character’s Leadership score, causing it to vary from the base score (character level + Cha modifier). A character’s reputation (from the point of view of the cohort or follower he is trying to attract) raises or lowers his Leadership score:

Leader’s Reputation 	Modifier	
Great renown 	+2	
Fairness and generosity 	+1	
Special power 	+1	
Failure 	–1	
Aloofness 	–1	
Cruelty 	–2	

Other modifiers may apply when the character tries to attract a cohort:
The Leader . . . 	Modifier	
Has a familiar, special mount, or animal companion 	–2	
Recruits a cohort of a different alignment	–1	
Caused the death of a cohort 	–2*	
* Cumulative per cohort killed.	

Followers have different priorities from cohorts. When the character tries to attract a new follower, use any of the following modifiers that apply.
The Leader . . . 	Modifier	
Has a stronghold, base of operations, guildhouse, or the like	+2	
Moves around a lot 	–1	
Caused the death of other followers 	–1.	

Leadership Score	Cohort Level	—— Number of Followers by Level ——	
		1st	2nd	3rd	4th	5th	6th	
1 or lower	—	—	—	—	—	—	—	
2	1st	—	—	—	—	—	—	
3	2nd	—	—	—	—	—	—	
4	3rd	—	—	—	—	—	—	
5	3rd	—	—	—	—	—	—	
6	4th	—	—	—	—	—	—	
7	5th	—	—	—	—	—	—	
8	5th	—	—	—	—	—	—	
9	6th	—	—	—	—	—	—	
10	7th	5	—	—	—	—	—	
11	7th	6	—	—	—	—	—	
12	8th	8	—	—	—	—	—	
13	9th	10	1	—	—	—	—	
14	10th	15	1	—	—	—	—	
15	10th	20	2	1	—	—	—	
16	11th	25	2	1	—	—	—	
17	12th	30	3	1	1	—	—	
18	12th	35	3	1	1	—	—	
19	13th	40	4	2	1	1	—	
20	14th	50	5	3	2	1	—	
21	15th	60	6	3	2	1	1	
22	15th	75	7	4	2	2	1	
23	16th	90	9	5	3	2	1	
24	17th	110	11	6	3	2	1	
25 or higher	17th	135	13	7	4	2	2	

Leadership Score: A character’s base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but the character must still be 6th level or higher in order to gain the Leadership feat. Outside factors can affect a character’s Leadership score, as detailed above.
Cohort Level: The character can attract a cohort of up to this level. Regardless of a character’s Leadership score, he can only recruit a cohort who is two or more levels lower than himself. The cohort should be equipped with gear appropriate for its level. A character can try to attract a cohort of a particular race, class, and alignment. The cohort’s alignment may not be opposed to the leader’s alignment on either the law-vs-chaos or good-vs-evil axis, and the leader takes a Leadership penalty if he recruits a cohort of an alignment different from his own.
Cohorts earn XP as follows:
The cohort does not count as a party member when determining the party’s XP.
Divide the cohort’s level by the level of the PC with whom he or she is associated (the character with the Leadership feat who attracted the cohort).
Multiply this result by the total XP awarded to the PC and add that number of experience points to the cohort’s total.
If a cohort gains enough XP to bring it to a level one lower than the associated PC’s character level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed attain the next level. 

Number of Followers by Level: The character can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they’re generally low-level NPCs. Because they’re generally five or more levels behind the character they follow, they’re rarely effective in combat.
Followers don’t earn experience and thus don’t gain levels. However, when a character with Leadership attains a new level, the player consults the table above to determine if she has acquired more followers, some of which may be higher level than the existing followers. (You don’t consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.)

Legendary Artisan [Item Creation] (Eb p56)
Prerequisites: Any Item Creation feat
Benefit: Reduce the cost of XP for crafting any magical item by 25%.

LEGENDARY CLIMBER [EPIC]
Prerequisites: Dex 21, Balance 12 ranks, Climb 24 ranks. 
Benefit: The character can ignore any check penalties applied for accelerated climbing or rapid climbing. 
Normal: Without this feat, a character takes a –5 penalty on Climb checks when attempting to cover his or her full speed in climbing distance in a round, or a –20 penalty when attempting to cover twice his or her speed in climbing distance in a round.

LEGENDARY LEAPER [EPIC] 
Prerequisites: Jump 24 ranks. 
Benefit: The character need only move 5 feet in a straight line to make a running jump.
Normal: Without this feat, a character must move at least 20 feet in a straight line before attempting a running jump. 

LEGENDARY RIDER [EPIC]
Prerequisites: Ride 24 ranks. 
Benefit: The character doesn’t take a penalty on Ride checks when riding a mount without a saddle (bareback).  The character never needs to make a Ride check to control a mount in combat (and even controlling a mount not trained for combat doesn’t require an action). 
Normal: Without this feat, a character takes a –5 penalty on Ride checks without a saddle, and must make a Ride check to control a mount in combat (and controlling a mount not trained for combat requires a move action). 
Special: A fighter may select this feat as one of his fighter bonus feats.

LEGENDARY TRACKER [EPIC] 
Prerequisites: Wis 25, Track, Knowledge (nature) 30 ranks, Survival 30 ranks. 
Benefit: The character can track creatures across water, under-water, or through the air. This adds the surfaces of water, underwater, and air to the list of surfaces found under the Track feat: 
Surface	DC 	
Water	60 	
Underwater	80 	
Air	120 	

LEGENDARY WRESTLER [EPIC] 
Prerequisites: Str 21, Dex 21, Improved Unarmed Strike, Escape Artist 15 ranks. 
Benefit: The character gains a +10 bonus on all grapple checks. 
Special: A fighter may select this feat as one of his fighter bonus feats.

LIGHTNING REFLEXES [GENERAL]
Benefit: You get a +2 bonus on all Reflex saving throws.

MAGICAL APTITUDE [GENERAL]
Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.

MAGICAL BEAST COMPANION [WILD][EPIC] 
Prerequisites: Knowledge (nature) 24 ranks, wild shape 6/day. 
Benefit: The following magical beasts are added to the lists of animal companions from which you can select.
1st Level (no adjustment) 
Stirge
Darkmantle

4th Level (-3)
Hippogriff
Shocker lizard

7th Level (-6)
Cockatrice
Ankheg
Griffon
Owlbear
Sea cat*

10th Level (-9)
Basilisk
Digerster
Girallon
Spider eater

13th Level (-12)
Bulette
Chimera
Remorhaz

16th Level (-15)
Gorgon
Gray render

Special: Creatures marked with an asterisk are available only in an aquatic environment.

MANYSHOT [GENERAL]
Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6
Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see Special).
For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three arrows and –8 for four).
Damage reduction and other resistances apply separately against each arrow fired.
Special: Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.
A fighter may select Manyshot as one of his fighter bonus feats.
A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

MARTIAL WEAPON PROFICIENCY [GENERAL]
Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
Benefit: You make attack rolls with the selected weapon normally.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat.
You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon. 
A cleric who chooses the War domain automatically gains the Martial Weapon Proficiency feat related to his deity’s favored weapon as a bonus feat, if the weapon is a martial one. He need not select it.

Master of Pole Arms [GENERAL]
Prerequisites: Martial Weapons/Proficient with pole arm 
Benefit: You can attack with a reach weapon such as a pole arm within the "hollow ring" spaces with no penalty to attack and damage.
Normal: Attacks made in this "hollow ring" are made at -4 on attack and damage.
Special: A fighter may select this feat as one of his fighter bonus feats.

MASTER STAFF [EPIC] 
Prerequisites: Craft Staff, Spellcraft 15 ranks. 
Benefit: When the character activates a staff, he or she can substitute a spell slot instead of using a charge. The spell slot must be one the character ahs not used for the day, though the character may lose a prepared spell to emulate a wand charge (the character may not lose prepared spells from his or her school of specialty, if any). The spell slot lost must be equal to or higher in level than the specific spell stored in the staff, including any level-increasing metamagic enhancements. A character cannot emulate a charge for a staff function that does not match a specific spell.
Special: A Wizard can selection this feat as one of their wizard bonus feats.

MASTER WAND [EPIC] 
Prerequisites: Craft Wand, Spellcraft 15 ranks. 
Benefit: When the character activates a wand, he or she can substitute a spell slot instead of using a charge. The spell slot must be one the character has not used for the day, though he or she may lose a prepared spell to emulate a wand charge (the character may not lose prepared spells from his or her school of specialty, if any). The spell slot lost must be equal to or higher in level than the spell stored in the wand, including any level-increasing metamagic enhancements. 
Special: A Wizard can selection this feat as one of their wizard bonus feats.

MAXIMIZE SPELL [METAMAGIC]
Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell’s actual level.
An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.

MIGHTY RAGE [EPIC] 
Prerequisites: Str 21, Con 21, greater rage class feature, rage 5/day. 
Benefit: When the character rages, he or she gains a +8 bonus to Strength and Constitution and a +4 morale bonus on Will saves. (These bonuses replace the normal rage bonuses.) 

MOBILITY [GENERAL]
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Special: A fighter may select Mobility as one of his fighter bonus feats.

MOUNTED ARCHERY [GENERAL]
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running.
Special: A fighter may select Mounted Archery as one of his fighter bonus feats.

MOUNTED COMBAT [GENERAL]
Prerequisites: Ride 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.)
Special: A fighter may select Mounted Combat as one of his fighter bonus feats.

MULTISPELL [EPIC] 
Prerequisites: Quicken Spell, ability to cast 9th-level arcane or divine spells. 
Benefit: The character may cast one additional quickened spell in a round. 
Special: A character can gain this feat multiple times. Its effects stack.

NATURAL SPELL [GENERAL]
Prerequisites: Wis 13, wild shape ability.
Benefit: You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.

NATURAL AFFINITY [GENERAL]
Benefit: Choose two skills and get a +2 on each of them. Natural Affinity does not stack with itself. It can be taken multiple times but each time two new skills must be selected.

Necropotent [General, Fighter] (LM p29)
Prerequisites: Fighter 4th, Weapon Focus with the chosen weapon, Weapon Specialization
with the chosen weapon
Benefit: You gain a +4 bonus on all damage rolls you make using the chosen weapon against Undead.
Special: A fighter may select this feat as one of his fighter bonus feats.

NEGOTIATOR [GENERAL]
Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks.

NIMBLE FINGERS [GENERAL]
Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks.

PACK MULE [GENERAL] 
Benefit: You are skilled in balancing your loads and can carry more gear as if you have +4 strength. This does not apply to lifting objects or any other strength skill.

PENETRATE DAMAGE REDUCTION [EPIC] 
Select a special material, such as adamantine. 
Benefit: The character melee weapons (including natural weapons) are treated as being crafted from the chosen special material for the purposes of bypassing the damage reduction of any creature the character strikes. None of the other special properties of special materials are gained by the character’s melee weapons.
Special: A character can gain this feat multiple times.  Each time the feat is selected the character selects a different special material.  The character’s melee attacks are treated as being crafted of all chosen materials for the purposes of bypassing damage reduction.

PERFECT HEALTH [EPIC] 
Prerequisites: Con 25, Great Fortitude. 
Benefit: The character is immune to all nonmagical diseases, as well as to all poisons whose Fortitude save DC is 25 or less. 

PERFECT TWO-WEAPON FIGHTING [EPIC] 
Prerequisites: Dex 25, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting. 
Benefit: The character can make as many attacks with his or her off-hand weapon as with his or her primary weapon, using the same base attack bonus. The character still takes the normal penalties for fighting with two weapons. 
Normal: Without this feat, a character can only get a single attack with an off-hand weapon (or two attacks with an off-hand weapon if he or she has Improved Two-Weapon Fighting, or three attacks with an off-hand weapon if he or she has Greater Two-Weapon Fighting).
Special: A fighter may select this feat as one of his fighter bonus feats.

PERSUASIVE [GENERAL]
Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks.

Persistent Spell [metamagic]
You can make a spell last all day.
Prerequisites: Extend Spell.
Benefit: Spells with a fixed or personal range can have their duration increased to 24 hours. Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You don't need to maintain concentration on persistent detect spells (such as detect magic or detect thoughts) for you to be aware of the mere presence or absence of the subject detected, but gaining additional information requires concentration as normal. A persistent spell uses up a spell slot six levels higher than the spell's actual level.

POINT BLANK SHOT [GENERAL]
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Special: A fighter may select Point Blank Shot as one of his fighter bonus feats.

POLYGLOT [EPIC] 
Prerequisites: Int 25, Speak Language (five languages). 
Benefit: The character can speak all languages. If the character is literate, he or she can also read and write all languages (not including magical script). 

POWER ATTACK [GENERAL]
Prerequisites: Str 13.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
A fighter may select Power Attack as one of his fighter bonus feats.

Power Critical [General, Fighter] (CWar p103)
Prerequisites: Weapon Focus, Base Attack Bonus +4 
Benefit: Gain a +4 bonus to confirm a threatened critical with your chosen weapon.
Special: A fighter may select this feat as one of his fighter bonus feats.

PRACTICED SPELLCASTER
Prerequisites: Spellcraft 4 ranks
Benefit: When determining caster level for one of your spellcasting classes, you can add a bonus of up to +4. The amount of the bonus depends on the number of non-spellcasting class levels you have; you can add +1 for each non-spellcasting class level up to the limit of +4.

PRECISE SHOT [GENERAL]
Prerequisites: Point Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Special: A fighter may select Precise Shot as one of his fighter bonus feats.

QUICK DRAW [GENERAL]
Prerequisites: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.
Special: A fighter may select Quick Draw as one of his fighter bonus feats.

QUICKEN SPELL [METAMAGIC]
Benefit: Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an attack of opportunity.
Special: This feat can’t be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action.

Quicken Turning [Divine] (CDiv p84) (LM p20)
Prerequisites: Ability to Turn or Rebuke Undead
Benefit: You may make a Turn or Rebuke Undead attempt as Free Action. You may only make an attempt once per round.

RAPID RELOAD [GENERAL]
Choose a type of crossbow (hand, light, or heavy).
Prerequisites: Weapon Proficiency (crossbow type chosen).
Benefit: The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.
If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.
Normal: A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow. 
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow.
A fighter may select Rapid Reload as one of his fighter bonus feats.

RAPID SHOT [GENERAL]
Prerequisites: Dex 13, Point Blank Shot.
Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action to use this feat.
Special: A fighter may select Rapid Shot as one of his fighter bonus feats.
A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

Reach Spell [Metamagic]
Benefit: You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed at a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell’s actual level.

RIDE-BY ATTACK [GENERAL]
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
Special: A fighter may select Ride-By Attack as one of his fighter bonus feats.

RIGHTEOUS STRIKE [EPIC] 
Prerequisites: Wis 19, Improved Unarmed Strike, Stunning Fist, any lawful alignment. 
Benefit: The character’s unarmed strike is treated as an axiomatic weapon (it is lawfully aligned and deals an extra 2d6 points of damage against creatures of chaotic alignment). This ability doesn’t stack with similar abilities. 

RUINOUS RAGE [EPIC] 
Prerequisites: Str 25, Improved Sunder, Power Attack, rage 5/day. 
Benefit: While in a rage, the character ignores the hardness of any object he or she strikes. Also, double the character’s Strength bonus for the purposes of any Strength check made to break an object with sudden force rather than by dealing normal damage (including bursting bindings, such as ropes or manacles). 

RUN [GENERAL]
Benefit: When running, you move five times your normal speed (if wearing light or no armor and carrying no more than a light load) or four times your speed (if wearing medium or heavy armor or carrying a medium or heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.
Normal: You move four times your speed while running (if wearing light or no armor and carrying no more than a light load) or three times your speed (if wearing medium or heavy armor or carrying a medium or heavy load), and you lose your Dexterity bonus to AC.

SCRIBE SCROLL [ITEM CREATION]
Prerequisites: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 10,000 gp in its base price. The base price of a scroll is its spell level x its caster level x 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
Any scroll 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 scribing the scroll.

SELF-SUFFICIENT [GENERAL]
Benefit: You get a +2 bonus on all Heal checks and Survival checks.

SHIELD PROFICIENCY [GENERAL]
Benefit: You can use a shield and take only the standard penalties.
Normal: When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.
Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers automatically have Shield Proficiency as a bonus feat. They need not select it.

SHOT ON THE RUN [GENERAL]
Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4.
Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
Special: A fighter may select Shot on the Run as one of his fighter bonus feats.

SILENT SPELL [METAMAGIC]
Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.
Special: Bard spells cannot be enhanced by this metamagic feat.

SIMPLE WEAPON PROFICIENCY [GENERAL]
Benefit: You make attack rolls with simple weapons normally.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: All characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons. They need not select this feat.

SKILL FOCUS [GENERAL]
Choose a skill.
Benefit: You get a +3 bonus on all checks involving that skill.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

SNATCH ARROWS [GENERAL]
Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.
Benefit: When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use.
You must have at least one hand free (holding nothing) to use this feat.
Special: A fighter may select Snatch Arrows as one of his fighter bonus feats.

SNEAK ATTACK OF OPPORTUNITY [EPIC] 
Prerequisites: Sneak attack +8d6, opportunist class feature. 
Benefit: Any attack of opportunity the character makes is considered a sneak attack. 

SPECTRAL STRIKE [EPIC] 
Prerequisites: Wis 19, ability to turn or rebuke undead. 
Benefit: The character’s attacks deal damage normally against incorporeal creatures. 
Normal: Without this feat, even attacks that can damage an incorporeal creature have a 50% chance to deal no damage.

SPELL FOCUS [GENERAL]
Choose a school of magic.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

SPELL MASTERY [SPECIAL]
Prerequisites: Wizard level 1st.
Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook.
Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.
Special: A Wizard can selection this feat as one of their wizard bonus feats.

SPELL OPPORTUNITY [EPIC] 
Prerequisites: Combat Casting, Combat Reflexes, Quicken Spell, Spellcraft 25 ranks. 
Benefit: Whenever the character is allowed an attack of opportunity, he or she may cast (and attack with) a touch spell as the character’s attack of opportunity. This incurs attacks of opportunity just as if the character had cast the spell normally. 
Normal: Without this feat, a character can only make a melee attack as an attack of opportunity. 
Special: A Wizard can selection this feat as one of their wizard bonus feats.

SPELL PENETRATION [GENERAL]
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Special: A Wizard can selection this feat as one of their wizard bonus feats.

SPIRITED CHARGE [GENERAL]
Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack.
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
Special: A fighter may select Spirited Charge as one of his fighter bonus feats.

SPRING ATTACK [GENERAL]
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.
You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.
Special: A fighter may select Spring Attack as one of his fighter bonus feats.

Steady Concentration [General] (RoS p144)
Prerequisites: Concentration: 8 ranks
Benefit: You can always ‘Take 10’ on Concentration checks.

STEALTHY [GENERAL]
Benefit: You get a +2 bonus on all Hide checks and Move Silently checks.

STILL SPELL [METAMAGIC]
Benefit: A stilled spell can be cast with no somatic components.
Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell’s actual level.

STUNNING FIST [GENERAL]
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk.
A fighter may select Stunning Fist as one of his fighter bonus feats.

SUPERIOR INITIATIVE [EPIC] 
Prerequisites: Improved Initiative. 
Benefit: The character gets a +4 bonus on initiative checks. 

TENACIOUS MAGIC [EPIC] 
Prerequisites: Spellcraft 15 ranks. 
Benefit: Choose one spell the character knows or spell-like ability the character possesses. Whenever the chosen form of magic would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds. The magic still ends when its duration expires, but the suppressed rounds do not count against its duration. The character can dismiss his or her own spell or spell-like ability (if dismissible) or dispel his or her own tenacious magic normally. 
Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different spell or spell-like ability. 

TOUGHNESS [GENERAL]
Benefit: You gain +10 hit points.
Special: A character may gain this feat multiple times. Its effects stack.

TOWER SHIELD PROFICIENCY [GENERAL]
Prerequisites: Shield Proficiency.
Benefit: You can use a tower shield and suffer only the standard penalties.
Normal: A character who is using a shield with which he or she is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.
Special: Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it.

TRACK [GENERAL]
Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.
You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:

Surface	Survival DC 	Surface Survival 	DC	
Very soft ground 	5 	Firm ground 	15	
Soft ground 	10 	Hard ground 	20	

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.
Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). 
Several modifiers may apply to the Survival check, as given on the table below.

Condition 	Survival DC Modifier	
Every three creatures in the group being tracked 	–1	
Size of creature or creatures being tracked:1		
Fine 	+8	
Diminutive 	+4	
Tiny 	+2	
Small 	+1	
Medium 	+0	
Large 	–1	
Huge 	–2	
Gargantuan 	–4	
Colossal 	–8	
Every 24 hours since the trail was made 	+1	
Every hour of rain since the trail was made 	+1	
Fresh snow cover since the trail was made 	+10	
Poor visibility:2		
Overcast or moonless night 	+6	
Moonlight 	+3	
Fog or precipitation 	+3	
Tracked party hides trail (and moves at half speed) 	+5	
1 For a group of mixed sizes, apply only the modifier for the largest size category.	
2 Apply only the largest modifier from this category.	

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.
Special: A ranger automatically has Track as a bonus feat. He need not select it.
This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.

TRAMPLE [GENERAL]
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.
Special: A fighter may select Trample as one of his fighter bonus feats.

TRAP SENSE [EPIC] 
Prerequisites: Search 25 ranks, Spot Perception 25 ranks, trapfinding class ability. 
Benefit: If the character passes within 5 feet of a trap, he or she is entitled to a Perception check to notice it as if the character was actively looking for it. 

TWO-WEAPON DEFENSE [GENERAL]
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
Special: A fighter may select Two-Weapon Defense as one of his fighter bonus feats.

TWO-WEAPON FIGHTING [GENERAL]
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
Prerequisites: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor.
A fighter may select Two-Weapon Fighting as one of his fighter bonus feats.

WEAPON FINESSE [GENERAL]
Prerequisites: Base attack bonus +1.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: A fighter may select Weapon Finesse as one of his fighter bonus feats.
Natural weapons are always considered light weapons.

WEAPON FOCUS [GENERAL]
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.
 Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.

WEAPON SPECIALIZATION [GENERAL]
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.
 Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Specialization as one of his fighter bonus feats.

WHIRLWIND ATTACK [GENERAL]
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Special: A fighter may select Whirlwind Attack as one of his fighter bonus feats.

WIDEN SPELL [METAMAGIC]
Benefit: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%.A widened spell uses up a spell slot three levels higher than the spell’s actual level.
Spells that do not have an area of one of these four sorts are not affected by this feat.