FEATS
General Feats | Fighter Bonus Feats | Item Creation Feats | Metamagic Feats | Birthright Feats | Feat Descriptions
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.
Any feat designated as a fighter feat can be selected as a fighters bonus feat. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet any prerequisites.
Fighter bonus feats include:
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]
    Prerequisite: 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.
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 Listen checks and Spot checks.
    Special: The master of a familiar gains the benefit of the Alertness feat 
    whenever the familiar is within arm's reach.
ANIMAL AFFINITY [GENERAL]
    Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks.
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, Sleight of Hand, and Tumble checks.
    Normal: A character who is wearing armor with which she is not proficient 
    applies its armor check penalty to attack rolls and to all skill checks that 
    involve moving, including Ride.
    Special: All characters except wizards, sorcerers, and monks automatically 
    have Armor Proficiency (light) as a bonus feat. They need not select it.
ARMOR PROFICIENCY (MEDIUM) [GENERAL]
    Prerequisite: Armor Proficiency (light).
    Benefit: See Armor Proficiency (light).
    Normal: See Armor Proficiency (light).
    Special: Fighters, barbarians, paladins, clerics, druids, and bards automatically 
    have Armor Proficiency (medium) as a bonus feat. They need not select it.
ARMOR PROFICIENCY (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.
ATHLETIC [GENERAL]
    Benefit: You get a +2 bonus on all Climb checks and Swim checks.
AUGMENT SUMMONING [GENERAL]
    Prerequisite: Spell Focus (conjuration).
    Benefit: Each creature you conjure with any summon spell gains a +4 enhancement 
    bonus to Strength and Constitution for the duration of the spell that summoned 
    it.
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.
BREW POTION [ITEM CREATION]
    Prerequisite: Caster level 3rd.
    Benefit: You can create a potion of any 3rd-level or lower spell that you 
    know and that targets one or more creatures. Brewing a potion takes one day. 
    When you create a potion, you set the caster level, which must be sufficient 
    to cast the spell in question and no higher than your own level. The base 
    price of a potion is its spell level x ?its caster level x ?50 gp. To brew 
    a potion, you must spend 1/25 of this base price in XP and use up raw materials 
    costing one half this base price.
    When you create a potion, you make any choices that you would normally make 
    when casting the spell. Whoever drinks the potion is the target of the spell.
    Any potion that stores a spell with a costly material component or an XP cost 
    also carries a commensurate cost. In addition to the costs derived from the 
    base price, you must expend the material component or pay the XP when creating 
    the potion.
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 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.
COMBAT EXPERTISE [GENERAL]
    Prerequisite: Int 13.
    Benefit: When you use the attack action or the full attack action in melee, 
    you can take a penalty of as much as -5 on your attack roll and add the same 
    number (+5 or less) as a dodge bonus to your Armor Class. This number may 
    not exceed your base attack bonus. The changes to attack rolls and Armor Class 
    last until your next action.
    Normal: A character without the Combat Expertise feat can fight defensively 
    while using the attack or full attack action to take a -4 penalty on attack 
    rolls and gain a +2 dodge bonus to Armor Class.
    Special: A fighter may select Combat Expertise as one of his fighter bonus 
    feats.
COMBAT 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]
    Prerequisite: Caster level 5th.
    Benefit: You can create any magic weapon, armor, or shield whose prerequisites 
    you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 
    1,000 gp in the price of its magical features. To enhance a weapon, suit of 
    armor, or shield, you must spend 1/25 of its features' total price in XP and 
    use up raw materials costing one-half of this total price.
    The weapon, armor, or shield to be enhanced must be a masterwork item that 
    you provide. Its cost is not included in the above cost.
    You can also mend a broken magic weapon, suit of armor, or shield if it is 
    one that you could make. Doing so costs half the XP, half the raw materials, 
    and half the time it would take to craft that item in the first place.
CRAFT ROD [ITEM CREATION]
    Prerequisite: Caster level 9th.
    Benefit: You can create any rod whose prerequisites you meet. Crafting a rod 
    takes one day for each 1,000 gp in its base price. To craft a rod, you must 
    spend 1/25 of its base price in XP and use up raw materials costing one-half 
    of its base price.
    Some rods incur extra costs in material components or XP, as noted in their 
    descriptions. These costs are in addition to those derived from the rod's 
    base price.
CRAFT STAFF [ITEM CREATION]
    Prerequisite: Caster level 12th.
    Benefit: You can create any staff whose prerequisites you meet.
    Crafting a staff takes one day for each 1,000 gp in its base price. To craft 
    a staff, you must spend 1/25 of its base price in XP and use up raw materials 
    costing one-half of its base price. A newly created staff has 50 charges.
    Some staffs incur extra costs in material components or XP, as noted in their 
    descriptions. These costs are in addition to those derived from the staff 
    's base price.
CRAFT WAND [ITEM CREATION]
    Prerequisite: Caster level 5th.
    Benefit: You can create a wand of any 4th-level or lower spell that you know. 
    Crafting a wand takes one day for each 1,000 gp in its base price. The base 
    price of a wand is its caster level x ?the spell level x 750 gp. To craft 
    a wand, you must spend 1/25 of this base price in XP and use up raw materials 
    costing one-half of this base price. A newly created wand has 50 charges.
    Any wand that stores a spell with a costly material component or an XP cost 
    also carries a commensurate cost. In addition to the cost derived from the 
    base price, you must expend fifty copies of the material component or pay 
    fifty times the XP cost.
CRAFT WONDROUS ITEM [ITEM CREATION]
    Prerequisite: Caster level 3rd.
    Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting 
    a wondrous item takes one day for each 1,000 gp in its price. To enchant a 
    wondrous item, you must spend 1/25 of the item's price in XP and use up raw 
    materials costing half of this price.
    You can also mend a broken wondrous item if it is one that you could make. 
    Doing so costs half the XP, half the raw materials, and half the time it would 
    take to craft that item in the first place.
    Some wondrous items incur extra costs in material components or XP, as noted 
    in their descriptions. These costs are in addition to those derived from the 
    item's base price. You must pay such a cost to create an item or to mend a 
    broken one.
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]
    Prerequisite: Endurance.
    Benefit: When reduced to between -1 and -9 hit points, you automatically become 
    stable. You don't have to roll d% to see if you lose 1 hit point each round.
    When reduced to negative hit points, you may choose to act as if you were 
    disabled, rather than dying. You must make this decision as soon as you are 
    reduced to negative hit points (even if it isn't your turn). If you do not 
    choose to act as if you were disabled, you immediately fall unconscious.
    When using this feat, you can take either a single move or standard action 
    each turn, but not both, and you cannot take a full round action. You can 
    take a move action without further injuring yourself, but if you perform any 
    standard action (or any other action deemed as strenuous, including some free 
    actions, such as casting a quickened spell) you take 1 point of damage after 
    completing the act. If you reach -10 hit points, you immediately die.
    Normal: A character without this feat who is reduced to between -1 and -9 
    hit points is unconscious and dying.
DILIGENT [GENERAL]
    Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks.
DODGE [GENERAL]
    Prerequisite: 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.
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.
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.
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.
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.
EXOTIC WEAPON PROFICIENCY [GENERAL]
    Choose a type of exotic weapon. You understand how to use that type of exotic 
    weapon in combat.
    Prerequisite: 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.
    A fighter may select Exotic Weapon Proficiency 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 TURNING [GENERAL]
    Prerequisite: 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.
FAR SHOT [GENERAL]
    Prerequisite: 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.
FORGE RING [ITEM CREATION]
    Prerequisite: Caster level 12th.
    Benefit: You can create any ring whose prerequisites you meet. Crafting a 
    ring takes one day for each 1,000 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.
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 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.
GREATER SPELL PENETRATION [GENERAL]
    Prerequisite: 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.
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.
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. 
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 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.
    Prerequisite: 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 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 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 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 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]
    Prerequisite: 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 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.
    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.
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]
    Prerequisite: 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.
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.
LEADERSHIP [GENERAL]
    Prerequisite: 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.)
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.
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.
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.
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]
    Prerequisite: 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.
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.
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.
PERSUASIVE [GENERAL]
    Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks.
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.
POWER ATTACK [GENERAL]
    Prerequisite: 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.
PRECISE SHOT [GENERAL]
    Prerequisite: 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]
    Prerequisite: 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.
RAPID RELOAD [GENERAL]
    Choose a type of crossbow (hand, light, or heavy).
    Prerequisite: 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.
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.
RUN [GENERAL]
    Benefit: When running, you move five times your normal speed (if wearing medium, 
    light, or no armor and carrying no more than a medium load) or four times 
    your speed (if wearing heavy armor or carrying a 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 medium, light, 
    or no armor and carrying no more than a medium load) or three times your speed 
    (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity 
    bonus to AC.
SCRIBE SCROLL [ITEM CREATION]
    Prerequisite: Caster level 1st.
    Benefit: You can create a scroll of any spell that you know. Scribing a scroll 
    takes one day for each 1,000 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, 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.
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]
    Prerequisite: 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.
SPELL PENETRATION [GENERAL]
    Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made 
    to overcome a creature's spell resistance.
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.
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.
TOUGHNESS [GENERAL]
    Benefit: You gain +3 hit points.
    Special: A character may gain this feat multiple times. Its effects stack.
TOWER SHIELD PROFICIENCY [GENERAL]
    Prerequisite: 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.
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.
    Prerequisite: 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]
    Prerequisite: 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.
Birthright Feats
Arcane Sanctum [General]
    Your magical power is enhanced at a specific location.
    Prerequisites: Scion level 1, Arcane spell caster
    Benefits: Choose one distinct geographic location in a province in which you 
    hold a source holding. This sanctum can be an estate, an area of a forest, 
    a cave-system, or any other clearly defined area near a source of your local 
    arcane power. This area cannot exceed a radius of one mile x source holding 
    level. You add +1 to the DCs for all saving throws against spells you cast 
    on opponents in that location. Furthermore, if you are in the immediate presence 
    (close range) of the manifestation of the source of your local arcane power 
    (the source manifestation) during the casting, you may additionally add your 
    source holding rating in the province to the DC.
  
Battle Caster [General]
    You are capable of casting battle spells in tactical combat. 
    Prerequisites: Capable of casting 3rd level spells, Warcraft skill
    Benefits: See Chapter Six: Armies and warfare for details on the use of battle 
    magic.
    Blood Focus [General]
    Your blood abilities are hard to resist.
    Prerequisite: Scion level 1
    Benefits: Add +2 to the Difficulty Class for all saving throws against your 
    blood abilities. You get a +2 bonus to your character level checks (1d20 + 
    character level) to beat a creature's spell resistance.
    Bloodline Prodigy [General]
    Choose one of your blood abilities. You are able to use it more often and 
    to greater effect than your peers.
    Prerequisite: Scion level 1
    Benefits: All variable, numeric effects of the blood ability are increased 
    by one-half. Additionally, if the ability has a limited number of uses over 
    a given time period, the ability can be used twice as often.
    Conqueror [General]
    Conquest is in your blood.
    Regions: Anuire, Vos
    Benefits: You gain a +1 bonus on all lead and Warcraft skill checks and a 
    +1 bonus on will saves.
    Cultural Arms Focus [General]
    You have been trained in the common weaponry of a standard and elite warrior 
    of a cultural region (see Table 1-1: Cultural warrior arms, armor, and feats). 
    Choose one culture.
    Region: Any
    Prerequisite: Base attack bonus +3 or higher, proficiency with the common 
    standard and elite weapons of your chosen culture.
    Benefit: You gain Weapon Focus with one of the common weapons of a standard 
    or elite warrior of the selected region. Whenever your base attack bonus increases, 
    you have the option of changing your Weapon Focus to a different common weapon 
    of your chosen culture.
    Normal: The weapon selected for Weapon Focus can never be changed.
    Special: You may select this feat more than once. Each time you take this 
    feat, it applies to a different culture.
    Cultural Arms Training [General]
    You've learned the common weapons of a cultural region. Choose one. (see Table 
    1-1: Cultural warrior arms, armor, and feats). Choose one culture.
    Region: Any
    Benefit: You are proficient with the standard common weapons and armor of 
    your region
    Normal: You must purchase martial weapon proficiency for each individual martial 
    weapon, simple weapon proficiency for all simple weapons or have that weapon 
    on your class' starting weapon proficiency list.
    Special: You may select this feat more than once. Each time you take this 
    feat, it applies to a different region.
    Cultural Elite Arms Training [General]
    You have been trained in the common weaponry of the standard elite warrior 
    of a cultural region (see Table 1-1: Cultural warrior arms, armor, and feats). 
    Choose one culture.
    Region: Any
    Prerequisite: Base attack bonus +1 or higher, Proficiency with the standard 
    common weapons of your chosen culture.
    Benefit: You are proficient with the elite arms and armor of the selected 
    culture. 
    Normal: You must purchase martial weapon proficiency for each individual martial 
    weapon, simple weapon proficiency for all simple weapons or have that weapon 
    on your class' starting weapon proficiency list.
    Special: You may select this feat more than once. Each time you take this 
    feat, it applies to a different culture.
    Cultural Rogue Training [General]
    You have been trained in the common skills of a rogue of a culture (see Table 
    1-3: Cultural rogue skills). Choose one culture.
    Region: Any
    Prerequisite: At least one rank in every skill in the cultural rogue skill 
    list for the selected cultural region
    Benefit: You gain +1 to the common rogue skills of the culture.
    Special: You may select this feat more than once. Each time you take this 
    feat, it applies to a different culture.
    Daily Blessing [Divine]
    You may channel energy to invoke the blessing of your patron deity of your 
    tribe.
    Prerequisites: Human, Ability to turn/rebuke undead, Cha 13+
    Benefit: A character with this feat may invoke the special blessing of the 
    patron deity of their culture to a devout worshiper of the deity's chosen 
    tribe. 
    This feat is only effective when taken by divine spellcasters that worship 
    the traditional tribal god of their people. A cleric can only invoke their 
    patron deity. For example, an Anuirean cleric of Haelyn can invoke the blessing 
    of Haelyn (the tribal god of the Anuirean culture). An Anuirean cleric of 
    Eloéle or a Khinasi cleric of Haelyn would gain no benefit from this 
    feat. 
    You may use this feat to invoke a blessing on any target that is a faithful 
    worshiper of the deity and of the appropriate culture. For example, an Anuirean 
    cleric of Haelyn could target himself, or any Anuirean that is a devout worshiper 
    of Haelyn. The cleric could not target an Anuirean worshiper of Ruornil or 
    a Khinasi worshiper of Haelyn.
    Each use of this feat requires one minute spent in prayer and the expenditure 
    of one of your daily turn/rebuke undead attempts. The blessing lasts until 
    the normal time of the day when you refresh your turn/rebuke undead attempts 
    (thus, each blessing has a maximum duration of 24 hours). The benefit of this 
    feat depends upon the deity invoked. This feat is a supernatural ability.
    Avani (Khinasi): Target gains a +2 sacred bonus on saves against arcane 
    spells cast by evil spellcasters.
    Belinik (Vos): Target gains a +1 bonus to all constitution based checks, 
    a +1 bonus on all Intimidate checks, and 1 temporary bonus hit point.
    Erik (Rjurik): Target receives a +2 sacred bonus to Wild Empathy, Hide 
    and Move Silently in wilderness settings.
    Haelyn (Anuirean): Target receives a morale bonus of +1 to saving throws 
    against fear, hold, and mind-affecting magic and a +1 sacred bonus to their 
    next attack roll.
    Nesirie (Masetian): Target receives a +1 sacred bonus to all skill 
    checks relating to healing or the sea (such as Heal, Profession (Sailor), 
    and Swim). Furthermore, you receive a +4 bonus on Con checks to avoid drowning 
    in water.
    Sera (Brecht): Target receives a +2 luck bonus to a single roll of 
    your choice or may instead impose a -2 luck penalty to a single roll made 
    by an opponent against you. The use of this luck (or unluck) must be declared 
    before rolling the die.
    Discipline [General]
    Your culture values discipline, endurance, and the fulfillment of duty, and 
    these goals are deeply instilled in you.
    Regions: Anuire, Dwarf
    Benefits: You gain a +1 bonus on all Fortitude and Will saves.
    Divine Sanctum [General]
    Your magical power is enhanced at a specific location.
    Prerequisites: Scion level 1, Divine spell caster
    Benefits: Choose one distinct geographic location in a province in which you 
    hold a temple holding. This sanctum can be an estate, an area of a forest, 
    a village, or any other clearly defined area near a source of your local divine 
    power. This area cannot exceed a radius of one mile x temple holding level. 
    You add +1 to the DCs for all saving throws against spells you cast on opponents 
    in that location. Furthermore, if you are in the immediate presence (close 
    range) of the center of your local religious power (generally an altar, shrine, 
    or statue) during the casting, you may additionally add your temple holding 
    rating in the province to the DC.
  
Dwarven Artisan [General]
    You have studied dwarven smithing techniques and can forge items of superior 
    masterwork quality.
    Region: Dwarf
    Prerequisite: Craft 9 ranks 
    Benefit: Each time you take this feat, choose a craft skill in which you have 
    9 or more ranks. You can craft superior masterwork items using the chosen 
    skill. The masterwork component of such an item costs three times the regular 
    masterwork component. A superior masterwork item has the regular benefits 
    of a masterwork item, plus the following:
    Armor or shield: Adds a +1 enhancement bonus to AC. This enhancement bonus 
    doesn't stack with any enhancement bonus provided by magical armor or shields.
    Tool: You gain an additional +1 circumstance bonus when using the item to 
    perform related tasks.
    Weapon: Adds +1 enhancement bonus to damage. This enhancement bonus doesn't 
    stack with the enhancement bonus provided by a magical weapon.
    Special: You may gain this feat multiple times. Each time you take the feat, 
    it applies to a new craft skill. Dwarves do not generally share knowledge 
    of their smithing techniques with members of other races.
  
Elven Artisan [General]
    You are skilled in the art of making magic items.
    Region: Elf
    Prerequisite: Craft 9 ranks 
    Benefits: When determining your cost in XP and raw materials for creating 
    certain magical items, multiply the base price by 75%. The item to be enhanced 
    must be a masterwork item that you personally create using an appropriate 
    craft skill (jewelry, swordmaking, bowmaking, etc.) This feat does not apply 
    to the creation of scrolls, potions, or other magical items without a masterwork 
    component.
    Special: Elves do not generally share knowledge of their smithing techniques 
    with members of other races.
  
Elven Voice [Racial]
    You have trained your naturally melodious voice to perfection and can hold 
    members of other races spellbound.
    Prerequisite: Elf, Perform (Singing) 1 rank, Cha 13+
    Benefits: You receive a +2 to all Diplomacy and Perform (Singing) checks. 
    You receive a +2 to the Difficulty Class for all saving throws against enchantment 
    [charm] spells that you cast.
  
Forestdweller [General]
    You are at home in the great forests of Cerilia.
    Regions: Elf, Rjurik
    Benefits: You receive a +2 bonus on the survival and profession (herbalist) 
    skills in forest terrain. Further, you receive a +1 bonus on listen and spot 
    skill checks in forest terrain.
  
Great Leader [General]
    You are a great leader.
    Prerequisites: Lead 9 ranks
    Benefits: You gain a +2 bonus on all Lead checks, and on domain-level actions 
    that gain a bonus from the Lead skill. These include Agitate, Coronation, 
    Investiture, and Create, Contest, and Rule Law Holdings. You gain a +2 bonus 
    to your leadership score.
    Hardiness [General]
    You are of a hardier breed than most.
    Prerequisites: Con 13+
    Regions: Dwarf, Rjurik, Vos
    Benefits: The character gains a number of additional hit points equal to his 
    Constitution bonus. Each time he selects one of the following feats, he gains 
    1 bonus hit point: Endurance, Great Fortitude, Toughness or Discipline.
  
Highlander [General]
    You come from the highlands of Rjurik.
    Regions: Rjurik
    Benefits: You gain a +2 bonus on survival checks in forest, highland and hills. 
    You gain a +1 bonus on fortitude saves.
  
Improved Shadow Guide [Racial]
    You can lead others into the shadow world.
    Prerequisites: Shadow Guide
    Benefit: You may bring other creatures with you when Shadow Walking. You may 
    lead a number of army units (see Chapter Six: Armies and warfare) equal to 
    your wisdom modifier into the shadow world. This feat is a supernatural ability.
    Inscribe War Tattoo [Item Creation]
    You are skilled in the art of creating special Vos war tattoos.
    Region: Vos.
    Prerequisites: Wis 13+, Craft (tattoo) 1 rank, Capable of casting 2nd level 
    divine spells.
    Benefits: You can create the effects of any miscellaneous magic item whose 
    prerequisites you meet as a permanent tattoo. The costs associated with this 
    feat are identical to the costs associated with creating a wondrous item that 
    does not take up a limited space. Inscribing a tattoo takes 1 day for each 
    1,000 gp of its market price. To enchant a tattoo, the spellcaster must spend 
    1/25 of the item's market price in XP and use up raw materials costing half 
    the market price. The XP cost for a War Tattoo may be paid by the character 
    receiving the tattoo instead of the caster. See the Dungeon Master's Guide 
    for information determining the base cost of magical items.
    Use of this feat requires that the caster inscribe a masterwork tattoo on 
    the target. The base price of a masterwork tattoo is negligible (20gp) but 
    the DC for a magical tattoo capable of taking an enchantment is 15 + 1 per 
    1,000 gp of the magical item's price. If the check fails, the XP are not lost, 
    but 50% of the raw materials are wasted.
    Example use: A cleric of Kriesha uses this feat to inscribe a protective tattoo 
    upon a warrior charged with a sacred task. She wishes the tattoo to provide 
    a +1 natural armor bonus to the warrior. The cost of a non-limit slot magical 
    item that provides such a bonus is 1 (the bonus squared) x 2,000gp x 2 (no 
    space limitation) = 4,000gp. If the priestess meets all of the requirements 
    for item's creation, it will cost the priestess or the warrior 160 XP, raw 
    materials worth 2,000gp in materials, and requires a successful craft (tattoo) 
    against DC 19.
  
Leadership [General] [Modified]
    In addition to the benefits listed in the Dungeon Masters Guide, BIRTHRIGHT 
    characters may use this feat to attract military units as cohorts. A military 
    cohort counts against the total cohort level to which the character is normally 
    entitled. In order to attract a military cohort, a character must have a base 
    attack bonus of +6 or higher. If a military cohort is selected, the character 
    may muster an army consisting of units whose total muster value in GB does 
    not exceed their cohort level (see the Dungeon Master's Guide).
    There is no GB cost attached to recruiting a military cohort, but it does 
    require a dedicated domain action to muster each unit. Thus, it would take 
    three months of dedicated effort for a character to apply their leadership 
    to muster a military cohort consisting of three units. The character can only 
    muster units that could normally be raised in a particular province (see Chapter 
    Six: Armies and Warfare). Once mustered, the military cohort will remain standing 
    until destroyed or disbanded. Even the most able of leaders must provide food 
    and shelter for their men. However, the men of a military cohort follow primarily 
    out of personal loyalty and thus maintenance costs for the units of a military 
    cohort are reduced by 50%.
    The total GB muster value of the units in a military cohort may never exceed 
    the cohort level appropriate for your leadership score. If a unit in a military 
    cohort is destroyed, the value of the destroyed unit counts against the military 
    cohort for a full year. After a year passes, the leader may "re-spend" 
    the muster value associated with the destroyed unit. The muster value associated 
    with healthy units that are voluntarily disbanded are available again immediately.
    Massive losses and/or impressive military victories may modify the character's 
    leadership score.
  
Master Administrator [General]
    You are a master of administration.
    Prerequisites: Administrate 9 ranks
    Benefits: You gain a +2 bonus to Administrate checks, and a +2 bonus to Create, 
    Contest, and Rule Province domain actions. The DC for reducing domain maintenance 
    is DC 10 + 1/2 domain maintenance.
    Normal: The DC for reducing seasonal maintenance by 25% is DC 10 + domain 
    maintenance.
    Master Diplomat [General]
    You are a master of diplomacy.
    Regions: Anuire, Brechtür, Khinasi
    Prerequisites: Diplomacy 9 ranks
    Benefits: You gain a +2 bonus to Diplomacy skill checks, and to all Diplomacy-based 
    domain actions. These include Diplomacy, Create Trade Route, Contest Trade 
    Route, and Create, Contest, and Rule Temple Holdings.
    Master Merchant [General]
    You are a master of trade and merchandise.
    Regions: Brechtür, Khinasi
    Prerequisites: Profession (Merchant) 9 ranks
    Benefits: You receive a +2 bonus on Appraise and Diplomacy checks, and on 
    domain-level actions related to trade and finance.
  
Master of the Arcane [General]
    You're known for your vast knowledge of matters arcane.
    Prerequisites: Knowledge (arcana) 9 ranks
    Benefits: You gain a +2 bonus to Knowledge (Arcana) and Spellcraft checks, 
    and a +2 bonus to the Create Ley Line domain action. In addition the maximum 
    number of arcane Realm Spells you can know is increased by 2.
    Normal: The maximum number of arcane Realm Spells that you can know is equal 
    to your ranks in Knowledge (arcana).
  
Military Genius [General]
    You are renowned for your innovative army management.
    Prerequisite: Int 13+
    Benefits: You receive a +2 bonus on all Warcraft checks and domain-level actions 
    that receive a potential bonus from Warcraft. You receive an additional +2 
    bonus on checks involving tactical movement.
  
Northerner [General]
    You are accustomed to the cold winters of the north.
    Regions: Rjurik, Vos
    Benefits: You gain a +1 bonus on all Fortitude saves and an additional +4 
    bonus on all Fortitude saves to resist subdual damage from cold and exposure. 
    You only get fatigued by nonlethal damage from exposure to cold weather if 
    that nonlethal damage equals at least one quarter of your current hit points.
    Normal: A character without this feat is fatigued if they receive any amount 
    of subdual damage from cold weather effects.
  
Plainsrider [General]
    You come from the wide-open plains of Khinasi.
    Region: Khinasi
    Prerequisite: Ride 1 rank
    Benefits: You gain a +2 bonus on all Wild Empathy, Handle Animal, Heal, and 
    Ride checks related to horses.
    Regent Focus [General]
    You are particularly skilled with one aspect of domain interaction. 
    Benefit: Select one domain-level action. You gain a +4 bonus with one domain 
    action check made for that action per domain round.
    Special: You may select this feat more than once. Each time you take this 
    feat, it applies to a new domain-level action.
Seafarer [General]
    You are a seasoned sailor.
    Regions: Brecht, Khinasi
    Prerequisite: Profession (sailor) 1 rank
    Benefits: You gain a +2 bonus on all Profession (sailor) checks. You gain 
    a +2 bonus on Balance, Climb, and Tumble checks while aboard a ship.
  
Shadow Guide [Racial]
    You can lead others into the shadow world.
    Prerequisites: Shadow Walker
    Benefit: You may bring other creatures with you when Shadow Walking. You may 
    bring additional travelers equal to your character level plus your wisdom 
    modifier. This feat is a supernatural ability.
  
Shadow Magic [General]
    You can draw upon the power of the shadow world for your spells.
    Prerequisite: Spellcaster level 1+
    Benefits: Add +1 to the Difficulty Class for all saving throws against all 
    Illusion and Necromantic spells you cast. Add an additional +2 to the Difficulty 
    Class for all saving throws against Illusion (Shadow) spells you cast. Subtract 
    1 from the Difficulty Class for all saving throws against spells that are 
    not Illusion or Necromantic.
  
Shadow Walker [Racial]
    You may attempt to step into the Shadow World at will.
    Prerequisite: Halfling, Wis 13+
    Benefits: All Halflings have a natural connection to the Shadow World that 
    was once their home. You have learned to draw upon this connection to lower 
    the barrier dividing the two worlds and to cross between them. You can use 
    this ability a number of times per day equal to your character level. See 
    the Shadow World section in Chapters Three and Four for the details on nature 
    and dangers of the Shadow World. This feat is a supernatural ability.
    Check: To use this feat, you must be in an area of heavy shadow. It takes 
    a full round of concentration to attempt passage. You must succeed in a Wisdom 
    check to draw yourself into the Shadow World. The Difficulty Class of this 
    check depends upon the closeness of the Shadow World. 
    Base Conditions DC
    Midday 20
    Near Dawn/Dusk 15
    Deep Night 10
Modifiers DC
    Civilized area +5
    Abandoned/Forsaken area -5
    Summer +5
    Winter -5
You make this check again in order to return. The Difficulty Check for returning 
    is based upon the conditions in the real world at the point of reentry.
    Retry: If an attempt to use this feat fails, you cannot succeed with this 
    feat until conditions improve (for instance, if the sun sets, or if you move 
    from a civilized to an abandoned area) or until 24 hours pass.
    Special: After crossing over, you may move freely through the Shadow World. 
    Rivers, walls, fortifications, or other obstacles that bar one's progress 
    may or may not exist in the Shadow World at all (and vice versa), allowing 
    a Shadow Walker to use such passage to travel more rapidly than those forces 
    to travel in one world alone. 
    For the purposes of this feat, brief periods of time in the shadow world can 
    be assumed to have equivalent passage of time in the waking world. However, 
    it is easy to lose track of time, for the Shadow World is always cloaked in 
    the darkest of winter nights. The risks of entering the shadow world are many, 
    and this feat should be used with exceptional care. The Shadow World is fraught 
    with danger, particularly at locations and times where the Shadow World is 
    particularly close (i.e., the very same places where it is easiest to cross 
    over).
  
Spellsong Mastery [Metamagic, Racial]
    You are a master in the art of the ancient Sidhelien spellsong.
    Prerequisites: Elven Voice, Still Spell
    Benefits: You may cast any arcane spell that can be cast as a still spell 
    without using somatic components by increasing the verbal components. Thus, 
    spellsongs are not subject to arcane spell failure. Spells cast using spellsong 
    are cast at their normal spell level but take more time to cast. If the spell's 
    normal casting time is 1 action, casting the spell as a spellsong requires 
    1 full round casting time. For spells with a longer casting time, it takes 
    an extra full-round action to cast the spell. Non-spontaneous casters must 
    prepare a spell as a spell song version in order to cast it in this manner. 
    At the time of casting though the caster may change his mind and instead cast 
    the spell as a normal version. That is it has somatic components but doesn't 
    have a longer casting time. Spontaneous spellcasters follow the normal rules 
    for casting meta-magic versions of their spells. Spells cast in this manner 
    may not be cast as quickened spells.
  
Spymaster [General]
    You are a master of gaining and using knowledge concerning policies and actions 
    around you.
    Prerequisites: Gather Information 9 ranks
    Benefits: You gain a +2 bonus to Gather Information and Knowledge (Regional) 
    skill checks, a +2 bonus to Espionage domain actions and a +2 to domain initiative 
    rolls.
  
Wilderness Savant [General]
    You are a master of the wilderness. Your knowledge of flora, fauna, rock and 
    stream puts many druids to shame.
    Prerequisites: Knowledge (Nature) 9 ranks
    Benefits: You gain a +2 bonus to Knowledge (Nature) and Survival checks, and 
    a +2 bonus to Create, Contest, and Rule Source Holdings.
