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.
Feats in Terra Viejo may have two separate categories that are considered prerequisites for the feat. In addition to the standard prerequisite entry, there may also be a Region/Race prerequisite. Both prerequisites must be met in order to take the feat.
A character can’t use a feat if he or she has lost a prerequisite.

Types of Feats

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

Fighter Bonus Feats

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

Item Creation Feats

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

Metamagic Feats

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

Feat Descriptions

Here is the format for feat descriptions.

FEAT NAME [TYPE OF FEAT]
Region/Race: Geographic area or race required for the 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 geta +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.

AIM [GENERAL]
By taking time to aim, you can do additional damage with a ranged attack.
Prerequisites: Point Blank Shot, Precise Shot, Constitution 11+
Benefit: As a full round action, you can make one aimed shot with a ranged weapon at an opponent within 30 feet. If you hit, the aimed shot does an additional d6 in damage. This damage is not multiplied on critical hits. You can be distracted while making an aimed shot, and may have to make a Concentration check. If you fail, you still make a single ranged attack, but do not add an additional die of damage.
Special: A fighter may take this as one of his bonus feats.

ALCHEMY, GREATER [GENERAL]
You can take advantage of your knowledge of alchemy when making potions.
Region/Race: Britannia (Albion, Kingdom of Caledonia), Eastern Empire, Western Empire, Gallia, Iberia, The Levant, Polish Lithuanian Empire; Gnome, Gray Elf, High Elf
Prerequisite: Brew Potion, 5 or more ranks Craft (Alchemy), ability to cast arcane spells.
Benefit: If you succeed on a successful Craft (Alchemy) check when making a potion, the cost in materials of making the potion is cut in half. The XP cost remains the same. The DC for the check is the caster level required to make the potion +5. You can only check once when making the potion.

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.

ANIMAL ALLY, GREATER [GENERAL]
Your animal companion, familiar or mount becomes more powerful.
Prerequisite: An animal companion, familiar, or paladin’s special mount.
Benefit: You are treated as being two levels higher in the druid, sorcerer/wizard, or paladin classes for determining the properties of your animal companion, familiar or special mount
Special
: This feat applies to one kind of animal ally; it may be taken again to enhance the properties of another.

ARCANE APPRENTICE [BACKGROUND]
You have gained skills from your apprenticeship with a powerful Sorcerer or Wizard
Region/Race: Britannia, Eastern Empire, Finmark, Gallia, Iberia, The Levant, Western Empire; Gray Elf, Gnome, High Elf (see special)
Prerequisites: Mage-born or Sorcerous Bloodline; 1 rank Knowledge (Arcana)
Benefit: You gain two free ranks in Concentration and two in Spellcraft (maximum ranks still apply). You also know one additional 1st level spell and add one to your caster level for cantrips and 1st level spells.
Special: This feat may only be taken at first level. A non-human character may be able to take this feat if the game master has agreed to use the optional rule allowing a bonus background feat at first level.

ARCANE INSTRUCTION [MAGIC USE]
You have gained additional training in the manipulation of Arcane energy.
Region/Race: Britannia, Eastern Empire, Finmark, Gallia, Iberia, The Levant, Western Empire; Gnome, Gray Elf, High Elf.
Prerequisites: Ability to cast 4th level arcane spells
Benefits: Allows caster to cast arcane spells level 5-6 and provides a +2 Instruction bonus to Spellcraft checks.

ARCANE INSTRUCTION, ADVANCED [MAGIC USE]
You have gained advanced training in the manipulation of Arcane energy.
Region/Race: Britannia, Eastern Empire, Western Empire, Finmark, Gallia, Iberia, The Levant; Gnome, Gray Elf, High Elf.
Prerequisites: Ability to cast 8th level arcane spells
Benefits: You can cast arcane spells level 9. In addition you may select one Cantrip, which may be cast at will and does not count as one of your daily spells. Once selected this spell cannot be changed.

ARCANE INSTRUCTION, GREATER [MAGIC USE]
You have gained additional training in the manipulation of Arcane energy.
Region/Race: Britannia, Eastern Empire, Western Empire, Finmark, Gallia, Iberia, The Levant; Gnome, Gray Elf, High Elf.
Prerequisites: Ability to cast 6th level arcane spells
Benefits: You can cast arcane spells level 7-8 and gains a +1 Instruction bonus to saves versus arcane spells.

 ARMOR FOCUS [GENERAL]
Your penalties for wearing one category of armor are reduced
Prerequisite: Proficiency in the relevant armor.
Benefit: For all armor in one category-light, medium, heavy, or shields-the armor check penalty is reduced 1, the chance of arcane failure by 5%, and the maximum dexterity bonus is increased by 1.
Special: You may take this feat multiple times, each time with a different category of armor. A fighter may take this as one of his bonus feats.

ARMOR FOCUS, GREATER [GENERAL]
Your penalties for wearing one category of armor are reduced
Prerequisite: Proficiency in the relevant armor.
Benefit: For all armor in one category-medium or heavy- the armor check penalty is reduced 1, the chance of arcane failure by 5%, and the maximum dexterity bonus is increased by 1.
Special: The benefits of this feat stack with Armor Focus, however you may only take this feat with medium or heavy armor. You may take this feat multiple times, each time with a different category of armor. A fighter may take this as one of his bonus feats.

ARMOR PROFICIENCY (HEAVY) [GENERAL]
Prerequisites: Armor Proficiency (light), Armor Proficiency (medium).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Special: Fighters, paladins, and clerics automatically have Armor Proficiency (heavy) as a bonus feat. They need not select it.

ARMOR PROFICIENCY (LIGHT) [GENERAL]
Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, 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.

ARMORED RANGER [GENERAL]
You may use the ranger class combat abilities in medium or heavy armor
Prerequisite: Medium armor proficiency.
Benefit: You may use the ranger class “combat style” class abilities while wearing medium armor, or heavy armor if you are proficient in heavy armor.
Normal: The ranger class “combat style” class abilities can only normally be used by rangers in light armor.

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.

BERSERK [GENERAL]
You can go berserk while Raging.
Region/Race: Norseland; Dreadblood (Norseland)
Prerequisite: Ability to Rage
Benefit: If you spend at least one full round working yourself into a frenzy—which can include biting your shield, howling, violently shaking and so forth but not performing another action—before Raging, you will enter a Berserker Rage. While Raging you receive an additional +2 to Strength and Constitution. While in a Berserker Rage you must attack every round. If there are no enemies that can be attacked then an ally must be attacked or a Will save made vs. DC 15. If the save fails the Rage ends and normal penalties apply.

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:e 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.

BLOOD OF IRON [BACKGROUND]
You have a natural resistance to spells thanks to especially strong dwarven lineage.
Region/Race: Dwarf
Benefit: You gain a +1 bonus to all saving throws against spells and spell-like abilities. This bonus stacks with dwarves' natural resistance to spells and spell-like abilities.
Special: This feat may only be chosen at 1st level.

BONDING [GENERAL]
You can create a special bond with any other creature.
Region/Race: Elf or Half Elf
Benefit: Sacrifice 250 XP to forge a weak empathic link with another creature. Once per day, per bonded creature, you can make a Sense Motive check (DC 10) to know what the creature is feeling at any moment, no matter the distance. In addition, so long as you are within 1 mile of the bonded creature, you can, at will, see what it sees and hear what it hears per the spell Clairaudience/Clairvoyance.

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.

CHARIOTEERING [GENERAL]
You can fight from a chariot and drive one under difficult circumstances
Region/Race: Britannia (Caledonian Highlands, Hybernia), Eastern Empire, Levant; Gray Elf
Prerequisite: Dexterity 13+, Handle Animal 1 rank
Benefit: You can fight from a moving Chariot-as a passenger-and you can drive a Chariot under difficult circumstances and perform maneuvers with it using the Handle Animal skill. Extraordinary actions and the DC to succeed at them are shown on the table below.

Handle Animal Skill Check DC

Driving over rough terrain

10

Turn sharply at high speed

15

Jumping chariot over low obstacle

15

Driver fighting from moving chariot

15 (chariot may only move straight at current speed)

Spur chariot

15

Take control of a runaway chariot

15

Keep from overturning on a trample attack

15+damage inflicted

Rough terrain: Sparse forest, rocky ground, beach, brush, etc. A check must be made each round.
Sharp turn: Make a turn greater sharper then 45° (diagonal on a grid) when moving more then half the chariots normal speed.
Low obstacles: stumps, rocks, etc no more then three feet in height.
Spur: On a successful check you can add 10 feet to the movement rate of the chariot, but deal 1 point of damage to the chariot horses. You can use this ability every round, but each consecutive round of additional speed deals twice as much damage to the horses as the previous round (2 points, 4 points, 8 points, and so on).
Take control: If the chariot is out of control, because the driver was killed for example, you can attempt to take control to avoid a crash.
Trample: To trample a target requires moving into the space of the target, and the driver hitting against their AC. A check is required to keep the chariot from overturning on this maneuver.
Failure: A failed role when jumping low obstacles, trying to take control of the chariot, controlling the chariot while trampling or turning at high speeds means that the chariot has overturned, each occupant and the mounts must make Reflex saves, DC 15+1 for each 10 feet per round the chariot was moving, or take 1d10 damage.
Special: If you have five or more ranks in Ride, you receive a +2 bonus on Handle Animal checks involving chariot maneuvers. The Ride by Attack, Spirited Charge and Mounted Archery Feats may be used from a chariot. A fighter may take this as one of his bonus feats.
Normal: To fight from a chariot as a passenger requires a successful Dexterity check (DC10). Using the Handle Animal skill you can perform basic maneuvers with a chariot, those with DC 10, but not others.

CHOSEN [MAGIC USE]
Some choose to serve, others are chosen.
Prerequisites: Wisdom 11+ or Charisma 11+
Benefits: You can take the Cleric and Paladin class and get a +2 bonus to Knowledge (Religion) and Concentration checks. Allows for use of class supernatural abilities and the casting of spells level 0-4.

CLAN WARRIOR [BACKGROUND]
You are a skilled Celtic or Pict warrior.
Region/Race: Britannia (Hybernia and Caledonian Highlands); Dreadblood (Hybernia and Caledonian Highlands) or Wild Elf
Prerequisites: BAB 1+, Constitution 11+, Speak Language (Gaelic or Eldar).
Benefits: You gain 2 free ranks in Handle Animal (maximum ranks still apply), +1 to fortitude saves, and do +1 damage with any spear. Clan Warriors from the Caledonian Highlands may choose to do +1 damage with the claymore [bastard sword] instead of spears.
Special: Normally you may only take this feat at 1st level; however you may also take it after joining a Gaelic speaking clan and participating in at least two raids with them.

CLARITY [MAGIC USE]
Music loves you, and grants you power.
Prerequisites: Charisma 11+
Benefits: You can take the Bard class and receive a +2 to all Listen checks and Perform checks. Required for the use of class supernatural abilities and the casting of spells level 1-6.

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.

CLERICAL EDUCATION [BACKGROUND]
You have benefited from being educated by clergy.
Region/Race: Britannia, Eastern Empire, Gallia, Iberia, The Levant, Polish-Lithuanian Empire (Poland), Principalities of Rus, Western Empire; Hill Dwarf, Mountain Dwarf, Sundered Dwarf.
Prerequisite: Intelligence 11+
Benefit: You gain 1 rank in Knowledge (Religion), 1 rank in Read/Write Latin (Church), Greek (Byzantine), Arabic (Mesopotamian) or the One Tongue and 2 free ranks with any two of the following skills (4 ranks total): Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (Any) (Int), Read/Write, Speak Language, or Profession (Wis) (Maximum ranks still apply). You also receive a +1 on all Knowledge checks.
Special: This feat can only be chosen at 1st level. If you have both University and Clerical Education you receive a +2 on all Knowledge checks.

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.

CONSECRATED SPELL [DIVINE]
Your spells are more effective when cast from holy ground
Prerequisite: Chosen
Benefit: You receive a +1 bonus to the DC of all divine spells and a +2 bonus to both damage and healing spells when you cast them from consecrated or hallowed ground or while under the effect of a sanctuary spell.

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.

DERVISH INITIATE [BACKGROUND]
You have been trained by a fighting order of Dervishes.
Region/Race: Levant
Prerequisite: Wisdom 11+, Knowledge (Religion) 2 or more ranks, follower of the Prophet, Speak Language (Arabic)
Benefit: You receive 2 free ranks in Knowledge (Arcana) (maximum ranks still apply), +1 to Will saves, and +1 to damage when using the scimitar.
Special: Normally you may only take this feat at 1st level; however you may be able to be join a Dervish order at a latter date as an initiate.

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.

DISPLAY OF PROWESS [GENERAL]
You are skilled at intimidating opponents.
Prerequisite: 3 or more ranks in Perform.
Benefit: You may use the intimidate skill to demoralize an opponent as a move action (see Intimidate).
Special: A fighter may take this as one of his bonus feats.
Normal: Without this feat, attempting to demoralize an opponent with Intimidate is a standard action.

DIVINE ARMOR [DIVINE]
Your faith protects you in combat against unholy foes.
Prerequisite: Chosen, ability to cast 1st level Paladin spells.
Benefit: You gain a +2 sacred bonus to you Armor class against evil outsiders, evil dragons and undead.

DIVINE INSTRUCTION [MAGIC USE]
You have gained additional training in the manipulation of Divine energy.
Prerequisites: Ability to cast 4th level divine spells
Benefits: Allows caster to cast divine spells level 5-6 and provides a +2 Instruction bonus to Knowledge (Religion) checks.

DIVINE INSTRUCTION, ADVANCED [MAGIC USE]
You have gained advanced training in the manipulation of Divine energy.
Prerequisites: Ability to cast 8th level divine spells
Benefits: Allows caster to cast divine spells level 9. The caster may select one Orison, which may be cast at will and does not count as one of the caster’s daily spells. Once selected this spell cannot be changed.

DIVINE INSTRUCTION, GREATER [MAGIC USE]
You have gained additional training in the manipulation of Divine energy
Prerequisites: Ability to cast 6th level divine spells
Benefits: Allows caster to cast divine spells level 7-8 and gains a +1 Instruction bonus to saves versus divine spells.

 DIVINE RECALL [DIVINE]
You can replenish spells quickly when praying on holy ground.
Prerequisite: Chosen, Consecrated Spell
Benefit: When you are on consecrated or hallowed ground or while under the effect of a sanctuary spell, you can replace expended divine spells quickly and at any time of day. A divine spell is received if you spend one complete round per level of the spell in uninterrupted prayer. While you are praying, you may not receive a Dexterity bonus to Armor Class, and must make a Concentration check (DC 15+damage taken) if successfully attacked or else your contemplation is disturbed. Only 0 to 4th level spells can be recalled with this feat (but see also Greater Divine Recall). The maximum number of spells you can replenish in one day using Divine Recall is equal to your caster level+ your wisdom modifier.

DIVINE RECALL, GREATER [DIVINE]
Prerequisite: Chosen, Consecrated Spell, Divine Instruction, Divine Recall
Benefit: As Divine Recall, but 5th-9th level spells can be recalled.

DIVINE SUSTENANCE [DIVINE]
You can sustain yourself in the wild through the power of your faith alone.
Prerequisites: Constitution 13+, 2 or more ranks in Survival, Chosen, Turn Undead
Benefit: The character can fuel his body with channeled energy, rendering it unnecessary for him to eat, drink or sleep for long periods of time. At the start of each day, the character must burn one of his turning attempts. He need not eat, drink, or sleep for 24 hours after that time. When he does this, he must make a Fortitude save (DC 10 + number of days using this ability) or suffer one point of temporary Constitution damage per day that he used this ability. This ability damage cannot be healed by magical means, and returns at a rate of one point per full night’s rest the character gets. If the character voluntarily ends his period of sustenance, he suffers two points of temporary Constitution damage as above.

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.

ELDER LORE [GENERAL]
You have accumulated wide ranging knowledge.
Prerequisite: 4 or more ranks in one or more Knowledge skills, 200 years or older.
Benefit: You may make Bardic Knowledge checks like a 1st level bard. You receive a +1 to the check each decade after the feat is taken.
Special: Bards do not need this feat to make Bardic Lore checks.

ELDAR BATTLE CASTER [GENERAL]
You can fight with bow, sword, and spell
Region/Race: Elf
Prerequisite: Light Armor Proficiency, Martial Weapons Proficiency, Knowledge (Arcana) 4+ ranks, Knowledge (Warfare) 4+ ranks, Concentration 4+ ranks, able to cast acid arrow.
Benefit: Your penalty for casting in armor is reduced 10%, you receive +1 to caster level for all arcane spells, and a +1 to hit with the long sword, short sword, and any bow (but not crossbows).

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.

EVIL EYE [GENERAL]
You can curse someone with a look.
Region/Race: Eastern Empire, Western Empire [Italia], Iberia, the Levant; the Lost.
Prerequisite: Ability to cast divine or arcane spells.
Benefit: You are more effective at using spells to curse others: the saving throw DC of bane and bestow curse when cast by you are increased by one. In addition, once per day, as a spell like ability (but without using a prepared spell), you can place a curse on someone you can see, giving them a -2 on all skill and ability checks and attack rolls for the next 24 hours. If the target is a legitimate source of envy-i.e. has something you are truly jealous of-the effect is permanent. The target is entitled to a will save; the DC is 10+your wisdom modifier. Remove curse can eliminate the affects of the evil eye.

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.

FANG AND CLAW [BACKGROUND]
You are dangerous unarmed
Region/Race: Dreadblood, Wild Elf
Benefit: Your base damage for an unarmed strike is d6. You can also choose whether this attack does lethal or non- lethal damage, and you are considered to be armed even when unarmed: 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.
Normal: Without this feat, your base damage for an unarmed strike is d3 and you are considered unarmed when attacking with an unarmed strike and you can deal only non- lethal damage with such an attack.
Special: This feat provides all the benefits of Improved Unarmed Strike, and can be used as a prerequisite for other feats for which Improved Unarmed Strike is a prerequisite. This feat can only be taken at 1st level.

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.

FAVORED INSTRUMENT [GENERAL]
You may gain bonuses to spell effectiveness by using a favorite instrument.
Prerequisite: Clarity
Benefit: This feat allows a bard to choose a single, specific instrument, as his favored instrument. This is his one instrument, one that he has practiced with continuously, and he knows it so well it is practically a part of his body. As a consequence, all spells cast while using this instrument gain +2 to the save DC.
Should the instrument ever be stolen or destroyed, the bard suffers a -1 morale penalty on all attack rolls, weapon damage rolls, skill checks, and saving throws for the following week. After an additional month of training and practice, the bard may specify a new favored instrument.

FENCING [GENERAL]
You are skilled in the novel art of fencing
Region/Race: Western Empire, Gallia, Iberia, Britannia (Kingdom of Caledonia)
Prerequisite: Intelligence 11, Dodge, Base Attack +1
Benefit: When using a broad sword [long sword], rapier, saber [scimitar], or small sword in one hand with the other hand free or wielding a dagger, weapon breaker or stiletto when unhindered by armor or encumbrance (i.e. not subject to an armor check penalty), you receive a +1 to hit and damage, and a +1 dodge bonus to AC.

Special: A duelist with this feat can use Canny Dodge and Enhanced Mobility when lightly armored but unhindered by armor or encumbrance. A fighter may take this as one of his bonus feats.

FORESTER [BACKGROUND]
Your upbringing has given you a deep-rooted sense of the wilderness.
Region/Race: Human (any forested area); Dreadblood, Gnome, Half Elf, Elf, (any forested area)
Prerequisites: Constitution 11+, Wisdom 11+
Benefit: You receive, 2 free ranks Knowledge (Nature), 2 free ranks with Survival, (regular maximums still apply) and a + 2 to all climb, hide, listen, move silently, spot and survival checks in a temperate or cold forest and Knowledge (Nature) checks related to forests and their inhabitants.
Special: This feat may only be taken at 1st level.

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 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.

GYPSY [BACKGROUND]
You are one of the wandering Roma
Region/Race: Britannia, Eastern Empire, Gallia, Iberia, Levant, Magyars and Rumania, Western Empire, Polish-Lithuania, Principalities of Rus
Benefit: You receive Speak Language (Gypsy) as a bonus language, and two free ranks in two of the following skills: Bluff, Craft (blacksmith), Handle Animal, Knowledge (Arcana), Perform (any) Sleight of Hand or Use Magic Device (four ranks total, maximum ranks still apply). You also receive a +1 to Will saves vs. spells or spell like effects
Special: You may only take this feat at 1st level.

GYPSY MAGE [GENERAL]
Your Roma blood enhances your casting with certain spells
Region/Race: any human or half-elf.
Prerequisite: Gypsy; Clarity, Mage-born, or Sorcerous Bloodline
Benefit: You know, or have in your spellbook, one additional spell for each level of spells you can cast. These spells are listed below and are gained when you can cast spells of that level. These are in addition to the spells you would normally know, or can add to your spellbook when you gain a level.

Level

Sorcerer/Wizard

Bard

0

Detect Magic

Detect Magic

1st

Charm Person

Charm Person

2nd

Detect Thoughts

Detect Thoughts

3rd

Arcane Sight

Scrying

4th

Scrying

Dominate Person

5th

Dominate Person

True Seeing (as a 5th level Bard Spell)

6th

True Seeing

Scrying, Greater

7th

Scrying, Greater

 

8th

Discern Location

 

9th

Foresight

 

HAWKEYE [GENERAL]
Your sharp eyesight increases your “point blank” range with a ranged weapon.
Region/Race: Any human; Dreadblood, Elf, Gnome, Half Elf
Prerequisite: Pointblank Shot, 4 ranks Spot, Wisdom 13+
Benefits: You receive the benefits of Point Blank Shot--a +1 to attack and a +1 to damage when using a ranged weapon-- against opponents up to 60 feet away. If you have the Sneak Attack class ability, you can use a ranged weapon to Sneak Attack an opponent up to 60 feet away. If you have the Aim feat, you may also make an Aimed attack at opponents within 60 feet.
Special: A fighter may take this as one of his bonus feats.
Normal: You may only use Point Blank Shot, Sneak Attack or Aim at opponents within 30 feet.

HERBALISM, GREATER [GENERAL]
You can take advantage of your knowledge of herbalism when making potions.
Region/Race: Any region; Gnome, High Elf, Wild Elf
Prerequisite: Brew Potion, 5 or more ranks Profession (Herbalist), ability to cast divine spells
Benefit: If you succeed on a successful Profession (Herbalist) check when making a potion, the cost in materials of making the potion is cut in half. The XP cost remains the same. The DC for the check is the caster level required to make the potion +5. You can only check once when making the potion.

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.

HIGHBORN [BACKGROUND]
You have been born into a noble family.
Region/Race: Any Human; Gray Elf, High Elf; Hill Dwarf, Mountain Dwarf
Benefit: You receive 2 free ranks in two of the following skills (4 ranks total): Diplomacy, Intimidate, Knowledge (Nobility and Royalty), or Speak Language (maximum ranks still apply); and a +2 on your leadership score if you have the Leadership feat. You also receive 250 marks in addition to the starting wealth for your class.
Special: This feat can only be taken at 1st level.

HOPLITE [GENERAL]
You can use a spear in one hand that normally could only be used in two.
Region/Race: Eastern Empire
Prerequisite: BAB+1, Shield and Spear
Benefit: You may use a long spear as a one handed weapon
Special: A fighter may take this as one of his bonus feats.

HURL WEAPON [GENERAL]
You can throw an axe or warhamer without penalty.
Region/Race: Norseland; Dwarf
Prerequisite: Strength 13+, Weapon Focus (Battleaxe, Great axe or Warhammer)
Benefit: You can throw a battle axe, great axe or warhammer without penalty, as long as you have weapon focus with the weapon. The weapon has a range increment of 10 feet. To throw a one handed or light weapon is a standard action, to throw a two handed weapon is a full round action. As with other thrown weapons, damage is the weapon’s damage rating + the character’s Strength bonus.
Special: A fighter may take this as one of his bonus feats.
Normal: Without this feat, you have a -4 to attack when throwing a melee weapon not made to be thrown, and critical hit damage is reduced.

HURL SHIELD [GENERAL]
You can use a light shield as a ranged weapon.
Region/Race: Britannia (Caledonian Highlands, Hybernia), Eastern Empire (Achaea), Finmark, Levant, Norseland; Dwarf
Prerequisite: Dexterity 13+, Base Attack Bonus +1, Shield Proficiency
Benefit: You can use a light shield as a thrown weapon without penalty. The shield is thrown disk-like, and may be skipped off the ground as part of the attack. The range increment is 10 feet. Throwing a shield, including one being carried or used, is a standard action. As with other thrown weapons, damage is the weapon’s damage rating + the character’s Strength bonus. This stunt may only be performed with a round shield, and, of course, once it is used the attacker is without a shield.
Normal: Without this feat, you have a -4 to attack when throwing a shield.
Special: You may be able to knockdown opponents when you score a critical with a thrown shield; see under Knockdown. A fighter may take this as one of his bonus feats.

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 Viper2

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.

KNOCKDOWN [GENERAL]
You can knock opponents down in combat.
Region/Race: Any Human; Dreadblood, Hill Dwarf, Mountain Dwarf.
Prerequisites: Power Attack, Strength 13+
Benefit: If you hit an opponent on a role of 18-20, they must make strength check or be knock downed and considered prone (this is equivalent to being tripped). The DC depends on your opponent’s size relative to your weapon (weapon size is described in Equipment):

Weapon is two sizes smaller: Cannot knockdown
Weapon is one size smaller: DC 10+your strength modifier.
Weapon is the same: DC 15+your strength modifier.
Weapon is one size greater: DC 20+your strength modifier.
Weapon is two or more sizes greater: DC 25+your strength modifier.

You cannot knock someone down with a ranged weapon, with one exception: if you have Hurl Shield then you can knockdown someone with a thrown shield,. Consider the shield to be the same size as you to determine the DC. You can also use this skill to knock someone off of a mount, however if they have Mounted Combat they may make a Ride check instead of a Strength check to avoid being knocked down.
Special: A fighter may take this as one of his bonus feats.

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

Causes 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

21

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.)

LEGIONNAIRE [BACKGROUND]
You have fought in the legions of the Roman Republic
Region/Race: Roman Republic
Prerequisites: Con 13+, BAB 1+, Endurance
Benefits: You gain exotic weapon proficiency with the pilum and do +1 damage with the gladius [short sword].
Special: You may only take this feat at 1st level.

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

LIONHEARTED [GENERAL]
You possess an incredible level of bravery and determination.
Prerequisite: Iron Will
Benefit: You gain a +1 bonus to Will saves and a +4 bonus to Will saves against fear effects.

LOGIC [GENERAL]
You can apply your well trained mind to a range of situations
Region/Race: Eastern Empire, Gallia (Paris only), the Levant (major city only), Western Empire (major city only), Gray Elf
Prerequisite: Intelligence 13+
Benefit: Once per day you can add your Int Modifier to one skill check, attack role, turning check or saving throw in addition to the standard ability modifier for that check (which can also be Intelligence).

Special: Of you have the Reason domain, you may do this two times per day.

 

MAGE-BORN [MAGIC USE]
Arcane bloodlines run through your spirit, you have a deeper understanding of the arcane.
Prerequisites: Intelligence 10+

Benefits: You can take the Wizard class and gain a +2 bonus to Spellcraft and Knowledge (Arcane) checks. Allows for use of class supernatural abilities and the casting of spells level 0-4.

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.

MINSTREL BORN [BACKGROUND]
You have benefited from growing up in a family of performers.
Region/Race: Any Human; Gnome
Prerequisite: Charisma 13+
Benefit: You receive two free ranks in three of the following skills: Balance, Perform (any), and Tumble (six free ranks total, maximum ranks still apply), and a +1 on all Perform checks.
Special: You may only take this skill at 1st level. A character with Clarity and Minstrel Born receives a +3 on all Perform checks.

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.

MOONLIGHT MAGE [GENERAL]
You prepare spells more effectively in moonlight.
Region or Race: Any Human (Pagan), Elf
Prerequisite: Nature Touched or Chosen; reverence of a lunar deity (such as Artemis), Gnome cleric of the Order of the Falcon, or Elven Priest.
Benefit: When you prepare spells under Moonlight, the DC for all prepared spells increase by +1. If you prepare spells under the light of the full moon, their DC improves by +2.

MOUNTAIN BORN [BACKGROUND]
You where raised in mountainous regions and are well suited in traveling in them.
Region/Race: Britannia (Caledonian Highlands), Eastern Empire (Achaea, Byzantium), Gallia (Burgundy), Iberia (Navarre), Levant (Ottoman Empire, Persia), Norseland (Norge, Sverge), Western Empire (Bavaria and Ostmark, Bohemia and Moravia, Free Cantons, Lombardy); Dreadblood, Gnome, Hill Dwarf, Mountain Dwarf.
Benefit: You receive two free rank in Climb and two free ranks in Survival (four free ranks total, maximum ranks still apply) and a +2 to all Climb, Hide, Listen, Move Silently, Spot and Survival checks in a hilly or mountainous area and to Knowledge (Nature) checks related to highland flora and fauna. In addition, your movement rate in “Mountains” is improved to “Hills” and “Hills” is improved to “Rough”.
Special: You may only take this feat at 1st level

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 LINGUIST [BACKGROUND]
You have a talent for language.
Prerequisite: Intelligence 13+
Benefit: You receive twice as many bonus languages—to be used for Speak Language or Read/Write—from your Intelligence as normal. At 2nd level and each level thereafter you receive an additional bonus language. You can also identify the dialect being used of any language you know, always understand heavy or archaic dialects, and receive a +2 to any Bluff, Forgery, or Sense Motive checks involving dialects.
Special: You may only take this feat at 1st level.

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.

NATURE TOUCHED [MAGIC USE]
Gaia’s heart beats within you.
Prerequisites: Wisdom 10+, Constitution 10+
Benefits: You can take the Druid class and you get a +2 bonus to Knowledge (Nature) and Profession (Herbalist) checks. This feat is also required for Rangers wishing to cast spells. This feat also allows the Adept NPC class to cast spells. Allows for use of class supernatural abilities and the casting of spells level 0-4.

NATURE'S DIPLOMAT [GENERAL]
You can use Wild Empathy to influence a wider range of creatures
Prerequisite: Charisma 13+, 4 ranks Diplomacy, 4 ranks Knowledge (Nature), Nature Touched, Wild Empathy
Benefit: You can use Wild Empathy to influence Magical Beasts, including those with an Intelligence greater then 2, at no penalty, and can influence Fey at a -4 penalty.

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

NIMBLE DEFENSE [GENERAL]
You can dodge attacks more effectively by forgoing medium or heavy armor.
Prerequisite: Dexterity 13+, BAB 1+, Dodge
Benefit: You receive a +2 dodge bonus to AC when not wearing medium or heavy armor, using a shield, or carrying a heavy load.
Special: Anything that leads you to loose a dexterity bonus to armor, like being flat-footed, also leads you to loose a dodge bonus to AC. A fighter may take this as one of his bonus feats.

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

NOMAD [BACKGROUND]
Being raised a nomad has enhanced your skills.
Region/Race: The Levant, Scythia; Dreadblood (the Levant, Scythia).
Benefit: You receive 2 free ranks with Handle Animal and 2 free ranks with Ride, (four ranks total, maximum ranks still apply), and a +2 to Appraise checks involving camels, horses and livestock as well as to Handle Animal, Ride, Survival and Spot checks in the desert, plains or steppe and to Knowledge (Nature) checks related to the flora and fauna of those lands.
Special: This feat can only be taken at 1st level.

PAUPER [BACKGROUND]
You have learned something from growing up on the streets.
Race/Region: Human (any major city); Dreadblood, Lost Dwarf.
Prerequisite: Dexterity 13+
Benefit: You receive 2 free ranks with two of the following skills (four ranks total, maximum ranks still apply): Hide, Gather Information, Listen, Move Silently, Sense Motive or Sleight of Hand. You also receive a +2 on all Gather Information, Profession (Beggar) and Sense Motive checks when dealing with the residents of a large town or city.
Special: A Human or Dreadblood that takes this feat begins with 15 marks in starting wealth and equipment, no more. A lost dwarf’s starting wealth is unchanged (see race description above). You may only take this skill at 1st level.

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.

PORT SAVVY [GENERAL]
You know all the ins and outs of life in the seedy ports of call that sailors use as stopover points in their journeys.
Benefit: You get a +4 bonus on all Gather Information checks when used in a seaside port city.

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.

RANKED ATTACK [GENERAL]
You can attack around allies more effectively when using a reach weapon.
Region/Race: Eastern Empire, Western Empire; Hill Dwarf, Mountain Dwarf, Sundered Dwarf.
Prerequisite: Weapon Focus with a reach weapon, base attack 1+
Benefit: You can use a reach weapon you have weapon focus with to attack through a space (or spaces) containing an ally. You attack at a -2 penalty if your ally or allies is your size or larger, if your allies are smaller, you take no penalty. You can also threaten a space with a reached weapon you have weapon focus with, even if an ally is in the way.
Special: A fighter may take this as one of his bonus feats.
Normal: An ally in between you and a target normally provides cover and (in the process) may prevent attacks of opportunity.

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.

REMEDY [GENERAL]
You can make herbal remedies to accelerate long term healing
Prerequisite: 4 ranks Healing, 4 ranks Profession (Herbalist), Wisdom 13+
Benefit: If you make both a Heal and Profession (herbalist) check while administering long term care, your patient heals an additional 2 points of damage per level per day (see Healing).

RETALIATORY STRIKE [GENERAL]
Your swift reflexes allow you to make one retaliatory strike with a light weapon
Prerequisite: Proficiency with weapon, +1 base attack bonus, Weapon Finesse
Benefit: When using a light weapon, if you are struck in melee and are neither flat footed nor flanked, you may launch one free strike per round as a retaliatory strike, at your full attack bonus and with half your strength modifier added to your damage.
Special: A fighter may take this as one of his bonus feats.

READ THE RUNES [GENERAL]
You can use Runecraft to gain additional insight about the future or past.

Region/Race: Norseland; Dwarf
Prerequisite: Wisdom 11, Runecraft 4 ranks.
Benefit: On a successful Runecraft check (DC 20), you receive either a +2 to your next Bardic Knowledge or Lore check, or to their caster level for the next divination spell you cast, unless the spell is augury or divination. In that case, after a successful Runecraft check, you receive a +10% bonus to the augury check (maximum of 90% still applies). Reading the runes takes 10 minutes. The Runecraft check itself should be made when the spell is cast or the Bardic Knowledge or Loree check made.
Special: If desired, the full reading of the runes can be simulated, as described under the Rune Magic section.

 

RUNECAST [GENERAL]

You can “cast” a rune

Region/Race: Norseland; Dwarf.

Prerequisite: Wisdom 11, Runecraft 1+ ranks.

Benefit: You know and can cast a particular rune, as described in the Rune Magic section of the Magic Chapter. To learn a rune, pick one, and make a Runecraft check (DC 20). If you succeed, you know that particular rune. If you fail, pick another and try again until you make the check. You cannot take 10 or 20 on this check, and at least one day must pass after failing the learn check before it can be attempted again.  Once learned, you can cast the rune once per day.

Special: You can gain this feat multiple times. Each time you take the feat, you can try to learn a new rune (including one you failed to learn in the past), and increase the number times per day you cast runes by one. For example, if you have taken this feat twice, you can know two different runes, and cast runes a total of two times per day, i.e. cast one rune twice, the other rune twice, or each rune once.

A runecrafter or runecarver can cast runes without this feat. A runecrafter or runecarver with this feat knows one additional rune, and can cast one additional rune per day.

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.

SEA TRADER [GENERAL]
You are an exceptional trader and sailor
Region/Race: Eastern Empire (Byzantium), Norseland, Western Empire (Italia, Mark League City)
Benefit: You know the ins and outs of sea travel and trading in ports. You receive a +1 bonus to Appraise, Bluff, and Profession (Sailor) checks. You also increase by 10% the daily movement of any ship you pilot and gain Germanish (Mark Cant), Romansh (Lombard) or Greek (Byzantine) as a bonus language.

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

SHIELD AND SPEAR [GENERAL]
You can fight with a spear and a shield
Prerequisite: BAB 1+, Shield Proficiency, Spear Proficiency.
Benefit: You may use a spear as a one handed weapon at no penalty.

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.

SIGNATURE SKILL [GENERAL]
You are skilled at an esoteric or otherwise unknown skill to your class.
Benefit: Choose any one skill. It is considered a class skill, no matter your class. In addition, you gain 2 free rank in this skill when this feat is chosen (maximum ranks still apply).
Special: You can gain this feat multiple times. Its effects do not stack, each time you take this feat it applies to a new skill.

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.

SKILLED APPRENTICE [BACKGROUND]
You have benefited from a long and difficult apprenticeship
Region/Race: Any Human; Dwarf, Gnome
Prerequisite: Constitution 11+
Benefit: You gain four ranks in any one Craft or Profession skill - maximum ranks still apply. If you chose a craft, you also receive a +2 on all Craft checks, if a profession a +2 on all Profession checks
Special: This feat can only be taken at 1st level.

SKILLED SCRIBE [GENERAL]
You can take advantage of your arcane knowledge when making scrolls.
Region: Eastern Empire, the Levant; Gnome, Gray Elf, High Elf.
Prerequisite: Scribe Scroll, ability to cast arcane or divine spells, 5 or more ranks Knowledge (Arcana), ability to Read/Write Latin or Greek, and an ancient or rare language such as Egyptian.
Benefit: If you succeed on a successful Knowledge (Arcana) check when making a scroll, the cost in materials of making the scroll is cut in half. The XP cost remains the same. The DC for the check is the caster level required to make the scroll +5. You can only check once when making the scroll.

SMITE TRUE EVIL [DIVINE]
You can deliver a powerful blow against the truly evil.
Prerequisite: Chosen, ability to Smite Evil, Wisdom 11+
Benefit: Once per day, when using Smite Evil against evil outsiders, evil dragons and undead, you may add your wisdom bonus (if any) to the attack and damage role, in addition to the normal bonuses for smiting evil.

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.

SORCEROUS BLOODLINE [MAGIC USE]
There are those born capable of wielding arcane magic simply through force of character. The sources of these abilities are varied but can always be traced back to a uniquely powerful ancestor. When choosing the Sorcerous Bloodline feat a subcategory must also be chosen. This subcategory represents the source of the unique bloodline.
Prerequisite: Charisma 10+
Benefit: You can take the Sorcerer class. Allows for use of class supernatural abilities and the casting of spells level 0-4.

  • Dragonblood
    Somewhere in the distant past one of your ancestors took a shapechanged dragon as a lover and ever since your family has shown touches of its power.
    Benefit: You gain a +2 bonus to Intimidate and Spellcraft checks.
  • Feyblood
    The magical creatures of the mists occasionally grow fond of mortals; sometimes this fondness becomes apparent in the chosen ones bloodline.
    Benefit: You gain a +2 bonus to Hide and Knowledge (Nature) checks.
  • Fiendish Taint
    Your bloodline bears a faint touch of evil. One of your ancestors made a pact with fiendish forces and from time to time hints of this pact resurface.
    Benefit: You gain a +2 bonus to Bluff and Knowledge (Arcana) checks.
  • Celestial Ancestry
    The blood of angels flows through your veins.
    Benefit: You gain a +2 bonus to Sense Motive and Knowledge (Religion) checks.
  • Elemental Ancestry
    Your lineage bears an ancestral bond with an elemental being. Now your bloodline bears an inkling of that beings power. This bloodline is influenced by one of the four elements, and one must be selected.
    Benefit: You gain a +2 bonus to Craft (Alchemy) checks

Water: +2 bonus to Swim checks
Air: +2 bonus to Jump checks
Earth: +2 bonus to Climb checks
Fire: +2 bonus to any Craft checks involving fire, including weapon and armor smithing

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.

SQUIRE [BACKGROUND]
You have gained skills from serving as a page and squire in a noble household.
Region/Race: Britannia (Albion, Cymru, Kingdom of Caledonia), Gallia, Iberia, Western Empire.
Prerequisite: Constitution 11+, Proficient with the Lance and Longsword.
Benefit: You gain two ranks in Ride, two ranks in Knowledge (Nobility and Royalty) (four ranks total, maximum ranks still apply) and do +1 damage with a lance used from horse back. You also receive a long sword, lance and saddle in addition to your normal starting wealth
Special: This feat can only be taken at 1st level.

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.

THEURGY [General]

Your spellcasting is enhanced.

Prerequisite: Spellcraft 5 ranks; at least one Magic Use feat; levels in two different classes

Benefit: Your caster level in each spellcasting class you have is equal to your character level. You also receive a bonus spell for one spellcasting class of your choice. The bonus spell is similar to a bonus from a high ability score and is for the highest spell level you can cast with that class, up to 4th level.  (When you gain a new level of spells, the bonus spell can be used for that new spell level instead of a lower level, up to 4th level).

THICK HIDE [BACKGROUND]
Your thick skin gives you natural armor
Region/Race: Dreadblood, Mountain Dwarf
Benefit: You have natural armor of 1.
Special: Natural Armor stacks with worn Armor. This may only be taken when the character is 1st level.

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

Survial DC

Very soft ground

5

Soft ground

10

Firm ground

15

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

Survial DC Modifier

Every three creatures in the group being tracked

-1

Size of creature or creatures being tracked1

 

   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 Visiblity2

 

   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 modfier from this category

Retry: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.

TROLLBLOOD [BACKGROUND]
Troll blood flows in your veins, giving you the power to heal much faster than normal.
Prerequisite: Dreadblood, Constitution 15+
Benefit: You heal much faster than normal. For each day of rest you gain 2 hit points per character level. For each day of complete bed rest you gain 3 hit points per character level.
Special: This feat can only be taken at 1st level.

 TRUE SHAPE [GENERAL]
You gain the special qualities of animals you transform into
Prerequisite: Nature Touched , Wild Shape
Benefit: You can take special qualities, like low light vision and scent, of the animal form that you take when Wild Shaping
Normal: When using Wild Shape, or Polymorphed, you gain the physical qualities, but not the special qualities, of the assumed form.

TURN/REBUKE OUTSIDER [GENERAL]
You may turn or rebuke Outsiders.
Prerequisite: Ability to turn or rebuke undead, Wisdom 15 +
Benefit: You may turn or rebuke Outsiders as though they were undead with +4 turn resistance. Doing so is still considered a turn attempt for the day.

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.

TWO WEAPON MASTERY [GENERAL]
You take no penalties for using a one handed weapon in your offhand.
Prerequisite: Dex 15+, BAB 8+, Two Weapon Fighting, Improved Two Weapon Fighting Benefit: Treat a one handed weapon in your offhand as a light weapon.
Normal: If you have the Two Weapon Fighting you have a -4 to hit with both weapons when attacking with a one handed weapon in each hand; attacking with a one handed weapon and a light weapon you have a -2 to hit with each.
Special: A fighter may take this as one of his bonus feats.

UNINHIBITED RAGE [GENERAL]
You can rage longer and more often when not wearing armor.
Region/Race: Britannia (Caledonian Highlands, Hybernia), Levant (Arabia and Barbary Coast), Norseland; Dreadblood, Wild Elf.
Prerequisite: Ability to Rage, Base Attack 1+, Dex 11+
Benefit: If not wearing armor (you may still use a shield) and not carrying a medium or heavy load, you can enter one additional Rage per day, Rage for up to five rounds longer then normal, and do not receive a penalty to AC when raging.
Note: Celtic barbarians and certain wild elves have been known to rage wearing nothing at all except a wooden shield and maybe some paint.

UNIVERSITY [BACKGROUND]
You have benefited from attending Cambridge, Oxford, the Sorbonne or another university.
Region/Race: Britannia (Albion, Kingdom of Caledonia), Gallia, Iberia, Jagiellon Empire (Krakow), Western Empire.
Prerequisite: Intelligence 13+, Speak Language (Literate)
Benefit: You gain 4 ranks that can be applied to one or two Knowledge skills, (Maximum ranks still apply), receive a +1 on all Knowledge checks, and can use any Knowledge skill untrained. You also gain Speak Language (Latin) as a bonus language.
Special: This feat can only be chosen at 1st level. If you have both University and Clerical Education you receive a +2 on all Knowledge checks.

VETERAN [BACKGROUND]
You have tasted the bitterness of battle.
Prerequisite: Strength 11+, Constitution 11+, BAB 1+
Benefit: You receive +2 to Initiative and 2 free ranks in Knowledge (Warfare) (maximum skill ranks still apply). You also have 2 additional hit points.
Special: Normally this feat can only be chosen at 1st level, however it can be taken by higher level characters that have participated in two or more large scale battles (100 or more fighting on each side).

 VIKING [BACKGROUND]
You are a skilled Norse raider.
Region/Race: Norseland; Dreadblood (Norseland)
Benefit: You receive two free ranks in Profession (Sailor), two free ranks in Intimidate (four ranks total, maximum skill ranks still apply) and a +1 to all Strength based checks.
Special: Normally this feat can only be chosen at 1st level; however it can be taken by higher level characters that have participated in two or more Viking raids.

WEALTH [BACKGROUND]
You come from a wealthy background.
Region/Race: Levant (Major City), Western Empire (Major City), Dwarf (except Lost), Gray Elf, High Elf

Note: A human from any region who also takes the Highborn feat may take this feat.
Benefit: You begin play with 500 marks or shillings in addition to the starting wealth for your character class. In the future, at a point agreed with by the game master, you come into your inheritance of 100 marks or shillings per character level.
Special: This feat can only be chosen at 1st level.

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.

WEAPON VERSUS ARMOR [GENERAL]
You can exploit the advantage that certain weapons have versus armored opponents.
Prerequisite: Base Attack +1
Benefit: When using the listed weapons you receive a +1 to hit against opponents wearing light armor and a +2 to hit against opponents wearing medium or heavy armor. You must be proficient in the weapon to receive the bonus. You receive the bonus with ranged weapons only in their first range increment. You receive no bonus versus opponents who are carrying a shield, have natural armor or magical defenses, etc. but are not wearing light, medium or heavy armor.
Qualified Weapons: Bardiche, Crossbow (heavy), Crossbow (light), Flail (great), Flail (light), Flail (heavy), Halberd (great), Halberd, Hammer (Gnome hooked), Hammer (light), Longbow (Britannic), Mace (heavy), Mace (light), Maul, Morning Star, Morningstar (great), Pick (heavy), Pick (light), Pick (great), Sling (bullet), Sword (bastard), Waraxe (Dwarven), Warsling
Special: A fighter may take this as one of his 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.

WRESTLER [GENERAL]
You know how to grapple opponents exceptionally well.
Prerequisite: +1 base attack bonus, Weapon Focus (Grapple)
Benefit: You receive a +3 bonus on all grapple checks, and score + 1 damage on a hold. In addition, when you score a critical hit, your opponent must make a Fort save (DC 10+ your level + your Strength modifier) or one of his limbs is crippled (as per the rogue’s crippling strike class ability).
Special: A fighter may take this as one of his bonus feats.