Feats
Virtual Feats
	If you effectively have a feat as a class feature or special ability, then you can use that virtual feat as a prerequisite for other feats. If you have, for example, some class feature or ability that says, "This is the same as Mobility," then you are considered to have the Mobility feat for the purposes of acquiring the Spring Attack feat. If you ever lose the virtual prerequisite, you also lose access to any feats you acquired through its existence.

Feats Descriptions
Ability Focus (Special)
	Choose one of your special attacks. This attack becomes more potent than normal.
	Prerequisite: Must possess a special attack ability with a save defense.
	Benefit: Add +2 to the Difficult Class for all saving throws against the special attack you select to focus on.
	Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new special attack.

Acrobatic (General)
You are exceptionally agile and flexible. 
	Prerequisite: Dex 15+.
	Benefit: You gain a +2 bonus on Jump and Tumble checks.

Airy Gallop (Special)
You can run wherever your rider wishes-whether there's ground beneath you or not!
	Prerequisite: Must have the Undead type
	Benefit: Mounts with the Airy Gallop feat have the ability to gallop over chasms, run "downhill" from a sheer cliff to the ground below, or even be convinced to gallop "uphill" into the air itself.
To achieve these unbelievable tasks, the mount's rider must make a successful Ride check (DC 15) at the beginning of the action, and every 10 minutes thereafter with a cumulative -2 circumstance penalty to each successive check. Mounts cannot stand still while performing an Airy Gallop; if forced to move slower than a run or stop, they immediately fall.

Alertness (General)
You have finely tuned senses.
	Benefit: You get a +2 bonus on all Listen checks and Spot checks.
	Special: The master of a familiar gains the Alertness feat whenever the familiar is within arm's reach.

Alluring (General)
Others have an inexplicable urge to believe your every word.
	Prerequisite: Persuasive, Trustworthy
	Benefit: You get a +2 bonus on Diplomacy checks and add +2 to the save DCs of all your mind-affecting, language-dependent spells.

Ambidexterity (General)
You are equally adept at using either hand
	Prerequisite: Dex 15+.
	Benefit: You ignore all penalties for using an off hand. You are neither left‑handed nor right‑handed.
	Normal: Without this feat, a character who uses his or her off hand suffers a ‑4 penalty to attack rolls, ability checks, and skill checks. For example, a right handed character wielding a weapon with her left hand suffers a ‑4 penalty to attack rolls with that weapon.
	Special: This feat helps offset the penalty for fighting with two weapons. 
	A ranger wearing light armor or no armor can fight with two weapons as if he had the feats Ambidexterity and Two‑Weapon Fighting.

Animal Control (General)
You can channel the power of nature to gain mastery over animal creatures.
	Prerequisites: Animal Defiance, ability to cast speak with animals and animal friendship.
	Benefit: You can rebuke or command animals as an evil cleric rebukes undead. To command an animal, you must be able to speak with it via a speak with animal effect, though you may issue your commands mentally if desired. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. You highest divine caster level is the level at which you rebuke animals.
	Special: Animals you command through this ability count against the HD limit of animal you can befriend through animal friendship.

Animal Defiance (General) 
You can channel the power of nature to drive off animals.
	Prerequisite: Ability to cast detect animal, or plants.
	Benefit: You can turn (but not destroy) animals as a good cleric turns undead. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you turn animals.

Arcane Defense (General)
Choose a school of magic, such as Illusion. You can resist spells from that school better than normal.
	Prerequisites: Spell Focus in the school chosen.
	Benefit: Add +2 to your saving throws against spells to the chosen school.
	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.

Arcane Preparation (General) 
You can prepare an arcane spell ahead of time as a wizard does.
	Prerequisite: You must be able to cast spells as a bard or sorcerer before you can take this feat.
	Benefit: Each day, you are able to prepare one or more spells as a wizard does. If you are a sorcerer or a bard, this means that you can prepare a spell with a metamagic feat ahead of time, instead of casting it as a full‑round action.
	The prepared spell remains in your mind and occupies one of your spell slots until you cast it or change it. A prepared spell uses a spell slot of the spell's normal level, modified by any other metamagic feats.

Arcane schooling (General)
In your homeland, all who show some skill at the Art may receive training as a wielder of magic. Many characters know something of the ways of the bard, the sorcerer, or the wizard.
	Benefit: Choose one arcane spellcasting class. This class is a favored class for you in addition to any other favored class you select. For example, a multi-classed human fighter/rogue could add levels of wizard without incurring any experience penalty for multi-classing in three classes.
	Special: You may only take this feat as a 1st-level character. 

Armor Proficiency (Heavy) (General)
You are proficient with heavy armor.
	Prerequisites: Armor Proficiency (light), Armor Proficiency (medium). 
	Benefit: See Armor Proficiency (light).
	Normal: See Armor Proficiency (light).
	Special: Fighters, paladins, and clerics have this feat for free.

Armor Proficiency (Light) (General)
You are proficient with light armor.
	Benefit: When you wear a type of armor with which you are proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
	Normal: A character who is wearing armor with which she is not proficient suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.
	Special: All classes except wizards, sorcerers, and monks have this feat for free.

Armor Proficiency (Medium) (General)
You are proficient with medium armor.
	Prerequisite: Armor Proficiency (light)
	Benefit: See Armor Proficiency (light).
	Normal: See Armor Proficiency (light).
	Special: Fighters, barbarians, paladins, rangers, clerics, druids, and bards have this feat for free. Wizards, sorcerers, rogues, and monks do not.

Arterial Strike (General)
Your sneak attacks target large blood vessels, leaving wounds that cause massive blood loss.
	Prerequisite: Base attack +4, sneak attack ability. 
	Benefit: If you hit with a sneak attack, you may choose to forgo +1d6 points of extra sneak attack damage to deliver a wound that won't stop bleeding. Each wound so inflicted does an additional 1 point of damage per round. Wounds from multiple arterial strikes result in cumulative blood loss-that is, two successful arterial strikes do an additional 2 points of damage per round. Blood loss whether from one such wound or several, stops when the victim receives one successful Heal check, any cure spell, or any other form of magical healing. Creatures not subject to sneak attacks are immune to this effect.

Artist (General)
You come from a culture in which the arts, philosophy, and music have a prominent place in society.
	Benefit: You gain a +2 bonus on all Perform checks and to one Craft skill that involves art (your choice) such as calligraphy, painting, sculpture, or weaving.

Athletic (General)
You're physically fit and adept at outdoor sports. 
	Benefit: You get a +2 bonus on Climb and Swim checks.

Attune Gem (Item Creation)
You can magically imbue gems to hold a spell until triggered.
	Prerequisite: Intelligence 13+, Craft (gemcutting) skill, arcane spellcaster level 3rd+.
	Benefit: You can store an arcane spell in a gem. You must have the spell available to cast (prepared if you must prepare spells; known otherwise) and must provide any material components or focuses the spell requires. If casting the spell would reduce your XP total, you pay the cost upon beginning the attunement in addition to the XP cost for making the attuned gem itself. Likewise, material components are consumed when you begin casting, but focuses are not. (A focus used in attuning a gem can be reused.) The caster level of the spell must be sufficient to cast the spell in question and no higher than your own caster level.
	A gem can only be attuned with a single spell. The gem must have a minimum value equal to 5O gp per level of the spell to be stored. The base price of an attuned gem (not including the gem's inherent value) is equal to 5O gp per spell level times the caster level. You must spend 1/25 of the base price in XP and use up raw materials costing half this base price. Attunement requires 1 hour plus the spell's normal casting time. The magic gem's market price equals its base price plus its inherent value as a gem.

Augment Construction (Psionic)
Your astral constructs are better than normal.
	Prerequisite: Manifester level 2nd+. 
	Benefit: Astral constructs you create with the astral construct powers gain +1 hit point per Hit Die and a +1 competence bonus on attack and damage rolls.

Augment Summoning (General)
Your summoned creatures are better than normal.
	Prerequisites: Spellcaster level 2nd+.
	Benefit: Creatures you conjure with any summoning spell gain +1 hit point per Hit Die and a +1 competence modifier on attack and damage rolls.

Avoid Critical Hit (General)
You sometimes avoid the most damaging blows.
	Prerequisite: Dex 13+, Dodge, Skill Focus (Tumble), base attack bonus +8 or higher, Tumble skill.
	Benefit: You can attempt to cancel any critical hit made against you. Note the modified attack roll that confirmed that a critical hit has been scored against you, and make a Tumble skill check. If your Tumble skill check result equals or exceeds the confirming roll (with modifications) then the critical hit is instead treated as a normal hit.

Back to the Wall (General)
You are at your best when your situation is at its worst. The minions of evil may overwhelm you, but the gods be damned if you don't take a few of them down with you.
	Prerequisite: Base attack bonus +2.
	Benefit: You gain a +2 bonus to attack rolls and Armor Class when you are at one quarter or less of your maximum hit points.

Blind‑Fight (General)
You know how to fight in melee without being able to see your foes.
	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 bonus to hit you in melee. That is, you don't lose your positive Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus. The invisible attacker's bonuses do still apply for ranged attacks, however.
	You suffer only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three quarters of normal, instead of one half.
	Normal: Regular attack roll modifiers for invisible attackers, trying to hit you apply, as does the speed reduction for darkness and poor visibility
	Special: The Blind‑Fight feat is of no use against a character who is the subject of a blink spell.

Blindsight (Wild)
Your senses are as keen as the bat's.
	Prerequisite: Ability to use wild shape to become a dire bat.
	Benefit: You gain the extraordinary ability blindsight, which operates regardless of your form. Like the dire bat, you emit high-frequency sounds, inaudible to most creatures, as a form of "sonar" that allows you to locate objects and creatures within 120 feet. Since this ability relies on hearing, any circumstance that deprives you of that sense also negates your blindsight. 

Blindsight, 5‑foot Radius (General)
You sense opponents in the darkness.
	Prerequisites: Base attack bonus +4, Blind‑Fight, Wisdom 19+.
	Benefit: Using senses such as acute hearing and sensitivity to vibrations, you detect the location of opponents who are no more than 5 feet away from you. Invisibility and darkness are irrelevant, though you cannot discern non-corporeal beings. Except for the decreased range, this feat is identical with the exceptional ability blindsight defined in the Monster Manual.

Blooded (General)
You know what it means to fight for your life, and the value of quick wits and quicker reactions when blades are bared and deadly spells chanted. Enemies find it difficult to catch you off guard.
	Benefit: You get a +2 bonus on Initiative and a +2 bonus on all Spot checks.

Bloodline of Fire (General)
You are descended from the efreet. The blood of these fire-spirits runs thick in your veins. 
	Benefit: You receive a +4 bonus on saving throws against fire effects. You also add +2 to the DC of saving throws for any sorcerer spells with the fire descriptor that you cast. This benefit stacks with the Spell Focus feat if the spell you cast is from your chosen school.
	Special: You may only take this feat as a 1st-level character.

Body Fuel (Psionic)
You can expand your power point total at the expense of your health.
	Prerequisite: Inner Strength, Talented.
	Benefit: You can "burn" ability points as power points on the basis of 1 power point per 2 ability score points burned. Burning ability points for power points is a free action: You could burn more than 2 ability score points to gain several power points per free action. Treat reduced ability scores as temporary ability damage.

Brachiation (General)
You move through trees like a monkey. 
	Prerequisites: Climb 6 ranks, jump 6 ranks, Str 13. 
	Benefit: You move through trees at your normal land speed by using your arms to swing from one branch to another. To allow brachiation, the area through which you are moving must be at least lightly wooded, with trees no farther apart than 15 feet. You may not use this ability while holding an item in either hand, or while wearing armor heavier than medium.

Breathing Link (Genasi)
You can allow a person adjacent to you to breath water.
	Prerequisites: Base Will save +2, Water Genasi. 
	Benefit: As a free action on your turn, you may select one creature within five feet of you and give that creature the ability to breathe water as easily as you do.  This ability renews automatically for that creature until you direct the ability to another creature or withdraw your power from it (a free action). The creature’s ability to breath water ends immediately if you are separated by more than five feet or you die, at which point the creature begins to drown if it is still underwater.  This ability does not hamper the creatures ability to breath air, nor does it change the creature’s ability to swim.
	Special: You may select this feat more than once.  Each time you take this feat, you may affect an additional creature with this ability. The affected creatures need only remain within five feet of you (Not each other).  If one creature exceeds the reach of this ability, it has no effect on any other creatures youa re helping.

Brew Potion (Item Creation)
You can create potions, which carry spells within themselves. 
	Prerequisite: Spellcaster level 3rd+. 
	Benefit: You can create a potion of any spell of 3rd level or lower that you know and that targets a creature or creatures. Brewing a potion takes 1 day. When you create a potion, you set the caster level. The caster level 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 multiplied by its caster level multiplied by 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing 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.

Bullheaded (General)
The stubbornness and determination of your kind is legendary. You are exceptionally headstrong and difficult to sway from your intended course.
	Benefit: You receive a +1 bonus on Will saves and a +2 bonus on Intimidate checks.

Casing Sense (General)
Your eyes are automatically drawn to the most expensive items in a room. This feat is especially useful when time is of the essence. 
	Benefit: When moving into a room, you can make an Appraise check (DC 15) as a free action. With a successful check, you notice the three most expensive items in the room and know their approximate values. If you don't roll a high enough score to precisely identify any rare or exotic items, the DM may rule that these items merely "catch your eye," but that you don't know their exact worth. Because this feat is used quickly and on the move, special equipment such as magnifying glasses and merchant scales confer no bonuses on the Appraise check.

Chain Link (Psionic)
You can upgrade all recognized power chains in your primary discipline.
	Prerequisite: Manifester level 3rd+. 
	Benefit: All power chains in your primary discipline have the Upgrade Power feat. Whenever you learn a power from your primary discipline, you can "forget" a power from any of the chains in that discipline. 

Chain Power (Metapsionic)
You can manifest powers that arc to other targets in addition to the primary target.
	Prerequisite: Any other metapsionic feat. 
	Benefit: You can chain any power that specifies a single target and has a range greater than touch. The chained power affects that target (the primary target) normally, and then arcs to a number of secondary targets equal to your manifester level. Each arc affects one secondary target. You choose the secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be affected more than once. You can affect fewer secondary targets than the maximum.
	If the chained power deals damage, the secondary targets each take half as many dice of damage as the primary target (rounded down) and can attempt Reflex saving throws for half of the secondary damage. For powers that do not deal points of damage, the save DCs against arcing effects are reduced by 4. For example, a 16th-level psion manifests a chained baleful teleport on a nearby githzerai and can specify up to ten secondary targets. The githzerai, as primary target, must make a Will save against DC 17, while those affected by the secondary arcs save against DC 13.
	A chained power costs a number of power points equal to its standard cost +6.

Chain Spell (Metamagic)
You can cast spells that arc to secondary targets.
	Benefit: Even though the spell chain lightning has come into popular use as a spell in its own right, its origins lie in the use of this feat and the spell lightning bolt. This feat allows the caster's spells to arc from target to target. Only spells with an area of "ray" or "cone" are affected by this feat (GM's discretion to allow other spells to be used as well). Spells with an area of "cone" become rays when cast with the chain spell feat.
	Provided that the caster succeeds at his ranged touch attack, the chained spell hits a primary target first. Once the spell hits the primary target, secondary rays then arc from the primary target to hit a number of secondary targets. The caster may generate a maximum number of secondary rays equal to his caster level. The caster makes a ranged touch attack as normal to strike each secondary target. The caster may choose which secondary targets he hits, but they must all be within 30 feet of the primary target. While more than one secondary bolt may be targeted at a secondary target, the target will only suffer the results of one secondary bolt no matter how many succeed in striking him. The caster may choose to affect fewer secondary targets than the feat allows.
	The primary target is affected by the spell as normal, but secondary targets half damage (or effect) from the spell. If the spell causes an effect other than damage, the secondary target receives +4 to any applicable save. For example, a chained disintegrate spell's secondary targets would receive +4 to their saving throw, and the characters would suffer only half damage from a failed save.
	A chained spell uses up a spell slot three levels higher than the spell's actual level.

Chariot Archery (General)
You are skilled at using ranged weapons from a chariot.
	Prerequisites: Chariot Combat, Handle animal skill.
	Benefit: The penalty you suffer when using a ranged weapon from the chariot is halved: ‑2 rather than ‑4 if your chariot is taking a double move, and ‑4 instead of ‑8 if your mounts are running.

Chariot Charge (General)
You are skilled at charging with you chariot.
	Prerequisite: Chariot Combat, Chariot Sideswipe, Handle Animal skill.
	Benefit: When aboard a chariot and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance or longspear).

Chariot Combat (General)
You are skilled in chariot combat.
	Prerequisites: Handle Animal skill
	Benefit: Once per round when either of your steeds is hit, you may make a Handle Animal check to negate the hit. The hit is negated if your Handle Animal check is greater than the attack roll (essentially, the Handle Animal check becomes the steed's Armor Class if it is higher than the steed's regular AC).
Chariot Combat (General)

Chariot Sideswipe (General)
You are skilled at using your chariot's scythe blades against foes.
	Prerequisite: Chariot Combat, Handle Animal skill.
	Benefit: With a charge action, you may maneuver your chariot close to a foe, attack, sideswipe with the chariot's scythes (assuming it has any), and move away again. You must continue the straight line of the charge with your movement, and your total movement in the round can not exceed double the chariot's speed. Neither you nor your steeds provoke an attack of opportunity from the opponent you are sideswiping.

Chariot Trample (General)
You are trained in using your chariot to knock down opponents.
	Prerequisite: Chariot Combat, Handle Animal skill. 
	Benefit: When you attempt to overrun an opponent with your chariot, the target may not choose to avoid you. If you knock down the target, your steeds each may make one hoof attack against the opponent, gaining the standard +4 bonus on attack rolls against prone targets. The wheels of the chariot do a further 2d6 points of damage automatically, but you must succeed in Handle Animal check (DC varies depending on the size of the opponent) or upend the chariot. 

Charlatan (General)
You're adept at fooling people. You know how to tell them just what they want to hear.
	Benefit: You get a +2 bonus on Bluff and Disguise check 

Chink in the Armor (General)
You are an expert at slipping a weapon between armor plates or into seams.
	Prerequisite: Expertise.
	Benefit: If you take a standard action to study an opponent, you can ignore half of his or her armor bon, (rounded down) during your next single attack. Only bonuses from actual armor (including natural armor) art halved, not those from shields, enhancement bonuses to armor, or magic items that provide an armor bonus.

Circle Kick (General)
You kick multiple opponents with the same attack action.
	Prerequisites: Base attack bonus +3, improved unarmed strike, Dex 15+.
	Benefit: A successful unarmed attack roll allows you to make a second attack roll against a different opponent that is within the area that you threaten. This feat requires the full attack action.

Cleave (General)
You can follow through with powerful blows.
	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, killing it, etc.), you get an immediate, extra melee, attack against another creature in the immediate vicinity. 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.

Clever Wrestling (General)
You have a better than normal chance to escape or wriggle free from a big creature's grapple or pin. 	Prerequisites: Improved Unarmed Strike, Small or Medium-size.
	Benefit: When your opponent is larger than Medium-size, you gain a circumstance bonus on your grapple check to escape a grapple or pin. The size of the bonus depends on your opponent's size, according to the following table.

	Opponent Is ...	Bonus
	Colossal		+8
	Gargantuan	+6
	Huge		+4
	Large		+2 

Clique Sisterhood
You are a member of an unusually close knit Amisan clique.
	Prerequisites:  Female Amisan citizen-Sister
	Benefit: A clique sister gains the ability to work very closely with another Citizen-sister that also has this clique.  If working together they gain a +1 circumstance bonus to attack and damage rolls and to reflex saves.  A clique sister gains a +1 bonus to her Leadership score.  She is also able to participate in Amisara circle magic.

Close‑Quarters Fighting (General)
You are skilled at fighting at close range and resisting grapple attacks.
	Prerequisite: Base attack bonus +3.
	Benefit: When an enemy attempts to grapple you, any damage you inflict with a successful attack of opportunity provoked by the grapple attempt is added to your ensuing grapple check to avoid being grappled. Further, you are entitled to make an attack of opportunity even if the attacking creature has the improved grab ability.
This feat does not provide you with additional attacks of opportunity in a round, so if you do not have an attack of opportunity available when your enemy attempts to grapple you, you do not get any benefit from Close‑Quarters Fighting.
	For example, a dire bear strikes you with a claw attack. If you don't have this feat, the dire bear's improved grab ability allows it to immediately attempt a grapple check, provoking no attack of opportunity from you. However, with Close Quarters Fighting, you are entitled to an attack of opportunity. If you hit and score 8 points of damage, you may add +8 (plus your attack bonus, Strength bonus, and size modifier) to your grapple check to resist the dire bear's grapple attempt.

Cold One (General)
You are cold and clammy to the touch. 
	Prerequisite: You must have lost at least one level to an energy drain attack.
	Benefit: Mindless undead (those without Intelligence scores) ignore you unless you attack them first. Intelligent undead must succeed at a Wisdom check at DC 13 to realize that you are not undead. Due to your slowed metabolism, if you are ever dying (reduced to-1 to-9 hit points), you lose hit points at the rate of only 1 point every two rounds. When recovering from damage via natural healing, you recover only 1/2 hit point per character level per day of rest (round down, with 1 hp/day as the minimum). This is an extraordinary quality. 

Combat Casting (General)
You are adept at casting spells in combat.
	Benefit: You get a +4 bonus to Concentration checks made to cast a spell while on the defensive.

Combat Manifestation (Psionic)
You are adept at manifesting powers in combat.
	Benefit: You get a +4 bonus on Concentration checks made to manifest a power while on the defensive.

Combat Reflexes (General)
You can respond quickly and repeatedly to opponents who let their defenses down.
	Benefit: When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity modifier. For example, a character with a Dexterity of 15 can make a total of three attacks of opportunity in a round- the one attack of opportunity any character is entitled to, plus two more attacks because of his +2 Dexterity bonus. If four goblins move through the character's threatened area, he can make attacks of opportunity against three of the four. You still only make one attack of opportunity per enemy.
	You may also make attacks of opportunity, while flat-footed.
	Normal: A character not capable of this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat‑footed.
	Special: A rogue with the Combat Reflexes feat still can only make one attack of opportunity in a round if he uses his opportunist ability to make that attack.

Conjure Mastery (Metamagic)
You learn how to get more powerful creatures when you cast summoning spells.
	Prerequisite: Spellcaster level 7th+, Cha 17+ 
	Benefit: Creatures you summon are above average physically. They have a +2 bonus to Strength, Constitution, and Dexterity.

Construct Familiar (Special)
Your familiar is a construct rather than a living being.
	Benefit: Rather than a living creature, your familiar is a magical construct, a mechanical creature animated by magic. The arcane spellcaster must still specify a specific animal to call as a familiar; the familiar that appears, however, is a construct version of that creature. Note that you cannot convert an existing non‑construct familiar to a construct familiar by taking this feat.

Continual Power (Metapsionic)
You can manifest a power that repeats its effect each round while you maintain concentration. 	Prerequisites: Any other metapsionic feat
	Benefit: You can use this feat on any power that specifies a single target, has a range greater than touch, and deals damage-powers that do not deal damage, or powers that deal damage only as a side effect (such as disintegrate) cannot be used with this feat. When you use this feat on a power, the damage dice of the power equals its standard value minus two dice. However, for every round you can maintain concentration, you manifest the power at your foe (or a new foe in range) again, without any additional power point cost. The power's saving throw and power resistance requirements, if any, are resolved normally each round. You can maintain concentration for a maximum number of rounds equal to your manifester level. If you break concentration, or are forced to break concentration, the power also ends.
	A continued power costs a number of power points equal to its standard cost + 4. 

Cooperative Spell (Metamagic)
You can cast spells to greater effect in conjunction with the same spell cast by another.
	Prerequisites: Any other metamagic feat.
	Benefit: You and another spellcaster with the Cooperative Spell feat can simultaneously cast the same spell (at the same time in the round). You must be adjacent to one another when casting cooperatively. Add +2 to the save DC against cooperatively cast spells and +1 to caster level checks to beat the target's spell resistance (if any). Use the base DC and level check of the better caster. A cooperative spell uses up a spell slot of the same level as the spell's actual level.
	Special: For each additional caster with this feat casting the same cooperative spell simultaneously, the spell's save DC and caster level check both increase by +1. When more than two spellcasters cooperatively cast a spell, each must be adjacent to at least two other casters.
	For example, four spellcasters (two wizards and two sorcerers) standing in a circle all possess Cooperative Spell. Three of them ready an action to cast fireball when the member with the lowest initiative takes her action, also casting fireball. The base DC of the Reflex save is equal to the highest individual save DC among the cooperative casters, as determined by their relevant ability scores or other feats (such as Spell Focus), special abilities, or items. In this case, one wizard has intelligence 18, which ties with a sorcerer's Charisma 18, so the base DC is 17 (10+3 for the spell's level +4 for the ability score modifier). The final save DC of the cooperatively cast fireball is 17+2+1+1 or 21. Whoever has the highest caster level determines the base caster level check, which gains a +4 modifier.

Cosmopolitan (General)
Your exposure to the thousand forking paths of the city has taught you things you ordinarily would never have uncovered.
	Benefit: Choose a nonexclusive skill you do not have as a class skill. You gain a +2 bonus on all checks with that skill, and that skill is always considered a class skill for you.
	Special: You may take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Courage (General)
You are particularly fearless in the face of danger.
	Benefit: You get a +4 bonus to all Fear saves. 

Courteous Magocracy (General)
You were raised in a land where mighty wizards order affairs. Where powerful spellcasters are common, cautious courtesy is the norm and everyone has an eye for magic goods.	 
	Benefit: You receive a +2 bonus on all Diplomacy and Spellcraft checks.

Craft Crystal Capacitor (Item Creation)
You can create psionic crystal capacitors that store power points.
	Prerequisite: Manifester level 9th+.
	Benefit: You can create a crystal capacitor that stores a number of power points equal to or less than your base power points for your highest manifester level. The nature of power point storage, at least in conjunction with this feat, allows a maximum of 17 power points to be stored in a single crystal capacitor. Moreover, a crystal capacitor's maximum is always an odd number. For instance, you'd never find a crystal capacitor with a maximum storage capacity of 6 power points (but you would find, those that store a maximum of 5 or 7), or one that stores more than 17. Note that during use, a crystal capacitor very often contains even numbers of power points, just not when fully charged.
	Crafting a crystal capacitor takes one day for each 1,000 gp in its base price. The base price of a crystal capacitor is equal to the highest‑level power it could manifest using all its stored power points, squared, and multiplied by 1,000 gp. For example, the highest‑level power a crystal capacitor that stores 5 power points could be used to manifest is a 3rd‑level power: 3 x 3 x 1,000 = 9,000 gp. To encode a crystal capacitor, you must spend 1/25 of this base price in XP and use up raw materials costing half this base price.

Craft Dorje (Item Creation)
You can create slender crystal wands called dorjes than can manifest powers when charges are expended.
	Prerequisite: Manifester level 5th+.
	Benefit: You can create a dorje of any psionic power 9th level or lower that you know, or can gain access to. Crafting a dorje takes one day for each 1,000 gp in its base price. The base price of dorje is its manifester level x the power level x 750 gp (treat 0‑level powers as one‑half level). To craft a dorje, you must spend 1/25 of this base price in XP and use up raw materials costing half of this base price.
	A newly created dorje has enough power points to manifest its primary power fifty times.
	Any dorje that stores powers with an XP cost also carries commensurate cost. In addition to the cost derived from the base cost, you must pay fifty times the XP cost.

Craft Drilbu (Item Creation)
You can create a drilbu, which is a long shaft of crystal that can manifest powers when charges are expended.
	Prerequisite: Manifester level 5th+
	Benefit: You can create a drilbu, which is an enhanced version of a dorje, of any psionic power of 9th-level and lower that you know (or can channel, if you're crystalsinger). The character needs a supply of raw materials, with the most obvious being the drilbu or pieces of the drilbu to be assembled. The crystalsinger must pay 1/25 of the base price in XP and use up raw materials costing half of the base price. To get the final price, the results can be modified by up to 20% based on the number and types of powers placed together in the same drilbu. Drilbus are always fully charged (fifty charges) when created. The base cost is as follows:

	Total levels of powers x 750 gp x manifester level = base cost

	If desired, a power can be placed into the drilbu at half the normal cost and power limitations, but activating that particular power costs 2 charges from the drilbu. For example, the crafter decides to add plane shift, a 7th-level power, to her drilbu, and she decides to halve the cost. The plane shift now requires 2 charges to activate, but only counts as 3.5 power levels (round down) for determining cost and power limitations. A single power can cost no more than 2 charges, and the manifester level for all powers must be the same.
	A drilbu is limited to 18 total power levels and can hold up to six powers; all powers must come from the same discipline.
	The crafter must know the powers to be placed into the drilbu or must have the channeling ability to use the power from another psion. If manifesting the power would reduce the crafter’s XP total, she pays the cost (times fifty) upon beginning the drilbu in addition to the XP cost for making the drilbu itself. This additional XP cost is paid by the psion manifesting the power if the power is a channeled one. The powers to be placed in the drilbu must be manifested each day while creating the drilbu. This does not incur the additional XP cost; it just requires the expenditure of the power points.
	Crafting a drilbu requires one day for each 1,000 gp value of the completed drilbu.

Craft Magic Arms And Armor (Item Creation)
You can create magic weapons, armor, and shields.
	Prerequisite: Spellcaster 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 1 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 half of this total price. See the Dungeon Master's Guide for descriptions of magic weapons, armor, and shields, the prerequisites associated with each one, and prices of their features.
	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 enchant that item in the first place.
	The weapon, armor, or shield to be enhanced must be a masterwork item that you must provide. (Its cost is not included in the above cost.)

Craft Magic Trap (Item Creation)
You can create magic traps, which have varied magical effects.
	Prerequisites: Spellcaster level 10th+, Craft (trapmaking) skill.
	Benefit: You can create a magic trap imbued with any spell or spell-like effect you have access to. Crafting a magic trap requires one day for each 1,000 gp of the trap's cost. Crafting a one-use magic trap costs 50 gp and 2 XP multiplied by the caster level. For example, a one-use fireball trap with a caster level of 5 would cost 250 gp and 10 XP to create. Crafting a multiple-use magic trap costs 500 gp and 20 XP multiplied by the caster level. For example, a charged or continuous fireball trap with a caster level of 5 would cost 2,500 gp and 100 XP to create.
	You can also repair a broken or inoperative magic trap 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 the trap in the first place.
	Some magic traps incur extra costs in material components or XP, as determined by the DM.

Craft Psionic Arms And Armor (Item Creation)
You can create psionic weapons, armor, and shields.
	Prerequisite: Manifester level 5th+.
	Benefit: You can create any psionic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its psionic features. To enhance a weapon, suit armor, or shield, you must spend 1/25 of its features total price in XP and use up raw materials costing half of this total price. 
	You can also mend a broken psionic weapon, suit 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 would take to empower that item in the first place.
	The weapon, armor, or shield to be enhanced must be masterwork item that you must provide. (Its cost is not included in the above cost.)

Craft Rod (Item Creation)
You can create magic rods, which have varied magical effects.
	Prerequisite: Spellcaster level 9th+.
	Benefit: You can create any rod whose prerequisites you meet. Crafting a rod takes 1 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 half of its base price. See the Dungeon Master's Guide for descriptions of rods, the prerequisites associated with each one, and their prices.
	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)
You can create magic staffs, which have multiple magical effects.
	Prerequisite: Spellcaster level 12th+.
	Benefit: You can create any staff whose prerequisites you meet. Crafting a staff takes 1 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 half of its base price. See the Dungeon Master's Guide for descriptions of staffs, the prerequisites associated with each one, and their prices. 
	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 Universal Item (Item Creation)
You can create miscellaneous psionic items, such as third eye or psychoactive skins.
	Prerequisite: Manifester level 3rd+.
	Benefit: You can create any miscellaneous psionic item whose prerequisites you meet. Crafting a miscellaneous psionic item takes one day for each 1,000 gp in its price. To empower a miscellaneous psionic item, the psionic character 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 universal item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to empower that item in the first place.
	Some universal items incur extra costs in materials, 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 mend a broken one.

Craft Wand (Item Creation)
You can create magic wands, which cast spells.
	Prerequisite: Spellcaster level 5th+.
	Benefit: You can create a wand of any spell of 4th level or lower that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. The base price of a wand is its caster level multiplied by the spell level multiplied by 750gp.  To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing 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 cost, you must expend fifty copies of the material component or pay fifty times the XP cost.

Craft Wondrous Item (Item Creation)
You can create miscellaneous magic items, such as crystal balls and flying carpets. 
	Prerequisite: Spellcaster level 3rd+.
	Benefit: You can create any miscellaneous magic item whose prerequisites you meet. Enchanting a miscellaneous magic item, takes 1 day for each 1,000 gp in its price. To enchant a miscellaneous magic item, the spellcaster must spend 1/25 of the items price in XP and use up raw materials costing half of this price. See the Dungeon Master's Guide for information on miscellaneous magic items.
	You can also mend a broken miscellaneous magic 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 enchant 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.

Create Infusion (Item Creation)
You store a divine spell within a specially prepared herb.
	Prerequisites: Wilderness Lore 4 ranks, spellcaster level 3rd.
	Benefit: You create an infusion of any divine spell available to you. Infusing an herb with a spell takes one day. When you create an infusion, you set the caster level, which must be sufficient to cast the spell in question but not higher than your own level. The base price of an infusion is its spell level times its caster level times 50 gp. To create an infusion, you must spend 1/25 of this base price in XP and use up raw materials costing one-half this base price.
	Any infusion 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 also expend the material component or pay the XP when creating the infusion.

Create Portal (Item Creation)
You have learned the ancient craft of creating a portal, a permanent magic device that that instantaneously transports those who know its secrets from one locale to another. 
	Prerequisite: Craft Wondrous Item.
	Benefit: You can create any portal whose prerequisites you meet. Crafting a portal takes one day for each 1,000 gp in its base price. To craft a portal, you must spend 1/25 of its base price in XP and use up raw materials costing half of this base price. 
	Some portals incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the portal's base price.

Creature Capacitor (Psionic)
You can store part of your daily unused power points per day.
	Prerequisites: Inner Strength
	Benefit: You can store additional power points in your own body, treating yourself in some ways as a crystal capacitor. Unlike a standard crystal capacitor, you can store a number of power points equal to your effective manifester level. All other rules for using a crystal capacitor apply.
	For instance, an 11th-level psion can store up to 11 power points, while a 4th-level psion could store only 4.

Dark Aspected Magic (General)
Your spells are much more powerful when cast at night or underground.
	Prerequisites: Character must have Am blood. The character cannot be of good alignment. This feat can only be taken as a first level character.
	Benefit: When you cast spells underground, or when the sun is not in the sky you add a +2 bonus to your level to determine your effective casting level. The save DCs of all spells you cast during this time are increased by +1.
	Special: Because you have such power in the darkness, you suffer a -2 penalty to your level when the sun is in the sky and you are above ground.  This penalty cannot reduce your caster level below 0. Likewise, during this time, the save DC’s of your spells are reduced by 1.

Dash (General)
You move faster than normal for your race.
	Benefit: If you are wearing light armor or no arms and are carrying a light load, your speed is 5 feet faster than it normally would be.

Daylight Adaptation (General) 
Through long exile from the shadowed homelands of your kind, you have learned to endure the painful sunlight of the surface world. 
	Benefit: If you are a type of creature that suffers circumstance penalties when exposed to bright light (such as a drow or duergar), you no longer suffer those penalties, whether the light comes from natural or magical sources of illumination.

Dead Man Walking (General)
After a brush with the horrors of the night, you accept that you are living on borrowed time. 
	Prerequisite: You must have survived an encounter that turned against you (failed a Horror save or been reduced to -1 hit points or lower). 
	Benefit: Upon making a successful Fear or Horror save, you receive a +2 bonus to all saving throws and skill checks for the duration of the encounter due to the icy calm with which you face mortal danger. The recognition that everyone dies sometime can be a source of strength.

Death Blow (General)
You waste no time in dealing with downed foes.
	Prerequisites: Base attack bonus +2, improved Initiative.
	Benefit: You can perform a coup de grace attack against a helpless defender as a standard action.
	Normal: Performing a coup de grace is a full round action.

Deep Impact (Psionic) 
You can strike your foe with a melee weapon as if making a touch attack.
	Prerequisite: Str 13+, Power Attack, Psionic Weapon, base attack bonus +3 or more.
	Benefit: If you pay 5 power points per strike, you can resolve your melee attack with a weapon as a touch attack for purposes of assessing your foe's Armor Class. You must decide whether or not to pay the cost prior to making the melee attack. Your weapon remains "charged" for a maximum number of rounds equal to your Strength modifier +1, or until you make your next attack, whichever occurs first. If your attack misses, the power point expenditure is wasted.

Deflect Arrows (General)
You can deflect incoming arrows, as well as crossbow bolts, spears, and other shot or thrown weapons. 
	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 make a Reflex saving throw against a DC of 20 (if the ranged weapon has a magical bonus to attack, the DC increases by that amount). If you succeed, you deflect the weapon. You must be aware of the attack and not flat‑footed. Attempting to deflect a ranged weapon doesn't count as an action. Exceptional ranged weapons, such as boulders hurled by giants or melf’s acid arrows, can't be deflected.
	Special: A monk receives this feat for free at 2nd level, even if she does not have the prerequisite Dexterity score.

Delay Power (Metapsionic)
You can manifest powers that trigger a set duration after manifestation.
	Benefit: A delayed power doesn't activate until 1 to 5 rounds after you finish manifesting it. You determine the delay when manifesting the power and it cannot be changed once set. The power activates just before your turn on the round you designate. Only area, personal, and touch powers may be affected by this feat. Any decisions you would make about the power (including attack rolls, designating targets, or determining or shaping an area) are decided when the power is manifested, while any effects resolved by those affected by the power (including saving throws) are decided when the power triggers. A delayed power may be negated normally during the delay, and can be detected normally in the area or on the target with powers that can detect psionic effects. A delayed power costs a number of power points equal to its standard cost + 6.

Delay Spell (Metamagic)
You can cast spells that take effect after a short delay of your choosing.
	Prerequisite: Any other metamagic feat.
	Benefit: A delayed spell doesn't activate until 1 to 5 rounds after you finish casting it. You determine the delay when casting the spell, and it cannot be changed once set. The spell activates just before your turn on the round you designate. Only area, personal, and touch spells may be affected by this feat.
	Any decisions you would make about the spell, including attack rolls, designating targets, or determining or shaping an area, are decided when the spell is cast. Any effects resolved by those affected by the spell, including saving throws, are decided when the spell triggers. If conditions change between casting and effect in such a fashion as to make the spell impossible‑for example, the target you designate leaves the spell's maximum range before it goes off‑the spell fails.
	A delayed spell may be dispelled normally during the delay, and can be detected normally in the area or on the target with spells such as detect magic. A delayed spell uses up a spell slot three levels higher than the spell's actual level.

Dervish Dance (General)
You are able to weave a wall of weapons play about you to strike at all opponents that approach you.
	Prerequisite: Combat Reflexes.
	Benefit: You forgo all normal attacks and movement in order to weave a wall of weapons play around yourself.  You gain an attack of opportunity against any opponents that attempt to attack you.
	Special: You have a number of attacks of opportunity equal to 1 plus your Dex bonus.  This is a full round action and no movement is allowed.

Destructive Rage (General)
You shatter barriers and objects when enraged. 
	Prerequisite: Ability to rage.
	Benefit: While you're raging, you gain a +8 bonus on any Strength checks you make to break open doors or break inanimate, immobile objects.

Dirty Fighting (General)
You know the brutal and effective fighting tactics of the streets and back alleys.
	Prerequisites: Base attack bonus +2.
	Benefit: Make a melee attack roll normally. If successful, you inflict an additional +1d4 points of damage. This feat requires the full attack action.

Disarm Mind (Psionic)
You can directly deplete your foe's power point total with psionic attacks.
	Prerequisite: Cha 13+, Mental Adversary.
	Benefit: You deplete a number of power points equal to your Charisma modifier x 4 from your opponent on any psionic attack that deals 1 or more ability damage, after accounting for your opponent's mental hardness. To use this   feat, you must pay power points equal to the cost of the psionic attack + 3. You decide whether or not to pay the extra cost after discovering the failure or success‑of your psionic attack to deal ability damage.

Discipline (General)
Your people are admired for their single-minded determination and clarity of purpose. You are difficult to distract by spell or blow. 
	Benefit: You gain a +1 bonus on Will saves and a +2 bonus on Concentration checks.

Disguise Spell (Metamagic)
You can cast spells without observers noticing. 
	Prerequisite: Bardic music ability, 12+ ranks in Perform 
	Benefit: You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into your performances so skillfully that others rarely catch you in the act. Like a silent, stilled spell, a disguised spell can't be identified through a Spellcraft check. Your performance is obvious to everyone in the vicinity, the fact that you are casting a spell isn't. Unless the spell visibly emanates from you or observers have some other means of determining its source, they don't know where the effect came from. A disguised spell uses up a spell slot one level higher than the spell's actual level.

Divine Cleansing (Divine)
You can channel energy to improve you and your allies' ability to resist poison and curses.
	Prerequisite: Ability to turn or rebuke undead, Cha 13+, Extra Turning.
	Benefit: Spend one of your turn/rebuke undead attempts to grant all allies within a 6o‑foot burst (including yourself) a +2 sacred bonus on Fortitude saving throws for a number of rounds equal to your Charisma modifier.

Divine Might (Divine)
You can channel energy to increase the damage you deal in combat.
	Prerequisite: Ability to turn or rebuke undead, Cha 13+, Str 13+, Power Attack.
	Benefit: Spend one of your turn/rebuke undead attempts to add your Charisma bonus to your weapon damage for a number of rounds equal to your Charisma bonus.

Divine Resistance (Divine)
You can channel energy to temporarily reduce damage you and your allies take from some sources.
	Prerequisite: Ability to turn or rebuke undead, Extra Turning, Divine Cleansing.
	Benefit: Spend one of your turn/rebuke undead attempts to imbue all allies within a 60‑foot burst (including yourself) with resistance fire, cold, and electricity resistance 5. This resistance does not stack with similar resistances, such as those granted by spells or special abilities. The protection lasts until the end of your next turn.

Divine Shield (Divine)
You can channel energy to make your shield more effective for either offense or defense.
	Prerequisites: Ability to turn or rebuke undead, Cha 13+, Str 13+, Power Attack, Improved Shield Bash.
	Benefit: Spend one of your turn/rebuke undead attempts to channel energy into your shield, granting it an enhancement bonus equal to your Charisma modifier. This enhancement bonus applies both to the shield's attacks and defense, and lasts for a number of rounds equal to your Charisma modifier.

Divine Vengeance (Divine)
You can channel energy to deal additional damage against undead in melee.
	Prerequisites: Ability to turn undead, Extra Turning.
	Benefit: Spend one of your turn undead attempts to add 2d6 points of sacred energy damage to all your successful melee attacks against undead until the end of your next action.

Divine Vigor (Divine)
You can channel energy to increase your speed and Constitution.
	Prerequisites: Ability to turn or rebuke undead, Cha 13+, Extra Turning.
	Benefit: Spend one of your turn/rebuke undead attempts to increase your base speed by 10 feet and gain a +2 enhancement bonus to your Constitution. These effects last a number of minutes equal to your Charisma modifier.

Dodge (General)
You are adept at dodging blows.
	Prerequisite: Dex 13+.
	Benefit: During your action you designate your opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus to dodge giants) stack with each other, unlike most other types of bonuses.

Dragon's Toughness (General) 
You are incredibly tough.
	Prerequisite: Base Fort save bonus +11. 
	Benefit: You gain +12 hit points.
	Special: You can gain this feat multiple times. This feat may be taken as a bonus feat by Fighters.

Dreamspeaking (General)
Sometimes dreams are important missives sent from above, or from within. You can interpret the dreams that you have, or that others have.
	Prerequisite: Wis 15+
	Benefit: When someone tells you about a dream, or when you consider your own, you can tell automatically whether it was a dream of importance, also known as a "sending" dream. If it was a sending dream, you can attempt a Wisdom check (DC 15) to interpret its meaning. If your Wisdom check succeeds, the GM should give you some clue as to the meaning of the dream. (For example, a character might dream of a threatening rider dressed in black, surrounded by ravens. On a successful Wisdom check, the player learns that the dream foretells an encounter with a foe named "raven." Later the party does indeed go up against a villain named Kevris Killraven.) Retries are not allowed.

Dual Strike (General)
Your combat teamwork makes you a more dangerous foe.
	Prerequisites: Base attack bonus +3, Combat Reflexes.
	Benefit: If you and an ally both have this feat and are flanking an opponent, you both get a +4 bonus on your attack roll.
	Normal: The standard flanking attack roll bonus is +2.

Dwarf's Toughness (General)
You are tougher than you were before. 
	Prerequisite: Base Fort save bonus +5. 
	Benefit: You gain +6 hit points.
	Special: You can gain this feat multiple times. This feat may be taken as a bonus feat by Fighters.

Eagle Claw Attack (General)
Your unarmed attacks shatter objects.
	Prerequisites: Base attack bonus +2, improved Unarmed Strike, Sunder, Dex 15+.
	Benefit: You can strike an opponent's weapon or shield with an unarmed strike.
	Special: Weapon hardness and hit point ratings are given in the Player's Handbook.

Education (General)
Some lands hold the pen in higher regard than the sword. In your youth you received the benefit of several years of more or less formal schooling.
	Benefit: All Knowledge skills are class skills for you. You get a +1 bonus on all skill checks with any two Knowledge skills of your choosing.
	Special: You may only take this feat as a 1st-level character. 

Elemental Bloodline (Genasi)
You have taken on some of the aspects of the type of element that infuses your body.
	Prerequisites: Base Fortitude save +5, Genasi (Air, Earth, Fire, Water) 
	Benefit: You gain a +4 saving throw bonus to saves against poison, sleep, paralysis, or stunning.  You also have a 25% chance to turn a critical hit or sneak attack into a normal hit (as if you were wearing light fortification armor).  If you are wearing fortification armor or a similar item, or you have an ability with a similar effect, use the one that has the larger percentage.

Empathy (General)
You are sensitive to the moods, attitudes, and feelings of others.
	Benefit: You get a +2 bonus to Innuendo checks and Sense Motive checks.

Empower Construction (Psionic)
You can manifest astral constructs with additional special abilities.
	Prerequisite: Augment Construction (2)
	Benefit: Astral constructs you create with the astral construct powers gain one additional special ability. The ability must be from a menu that the construct can legally choose from. This ability cannot be traded in for choices from lesser menus, as is normally the case.

Empowered Psicrystal (Psionic)
You can upgrade your psicrystal.
	Benefit: You can instill three additional abilities in your psicrystal. Your psicrystal gains these additional abilities as well as the base abilities of a psicrystal. 
	Special: You can gain this feat multiple times. Each time you take this feat, you can select three abilities that your psicrystal does not currently possess, and the psicrystal gains these abilities when the psion reaches the appropriate level. Abilities should be selected from appendix three: Empowered Psicrystals.

Empower Spell (Metamagic)
You can cast spells to greater effect.
	Benefit: All variable, numeric effects of an empowered spell are increased by one‑half. An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, etc., as appropriate. For example, an empowered magic missile deals one and one‑half times normal damage (roll 1d4+1 and multiply the result by 1.5 for each missile). Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected. Spells without random variables are not affected. An empowered spell uses up a spell slot two levels higher than the spell's actual level.

Empower Turning (Special)
You can turn or rebuke more undead with a single turning attempt.
	Prerequisites: Ability to turn or rebuke undead, Charisma 13+, Extra Turning.
	Benefit: You can turn or rebuke more undead than usual, but have a harder time affecting undead with a larger number of Hit Dice. If you take a ‑2 penalty on your turning check roll, you can add +2d6 to your turning damage roll.

Encode Stone (Item Creation)
You can create power stones, from which you or another psion can manifest the powers stored therein
	Prerequisite: Manifester level 1st+.
	Benefit: You can create a power stone of any power that you know. Encoding a power stone takes one day for each 1,000 gp in its base price. The base price of a power stone is the level of the stored psionic power x its manifester level x 25 gp (treat a 0‑level power as one‑half level). To encode a power stone, you must spend 1/25 of this base price in XP and use up raw materials costing half of this base price.
	Any power stone that stores a psionic power with an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must pay the XP when encoding the stone.

Endurance (General)
You are capable of amazing feats of stamina.
	Benefit: Whenever you make a check for performing a physical action that extends over a period of time (running, swimming, holding your breath, and so on), you get a +4 bonus to the check.

Energy Admixture (Metamagic)
You can modify a spell that uses one type of energy to mix in an equal amount of another type of energy.
	Prerequisite: Energy Substitution, one other metamagic feat, 5 ranks in Knowledge (arcana).
	Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with an energy designator to add an equal amount of the chosen type of energy. The altered spell works normally in all respects except the type of damage dealt (see sidebar). Thus, an acid fireball cast at 6th level deals 6d6 fire damage and 6d6 acid damage (roll each set of dice separately). The damage cap for a spell cast using this feat remains the same as the base spell but counts separately for each type of energy. So an acid fireball cast at l0th level or higher deals 10d6 fire damage and 10d6 acid damage.
	Even opposed types of energy, such as fire and cold, can be combined using this feat. An admixed spell uses up a spell slot four levels higher than the spell's actual level.
	Special: You can gain this feat multiple times, choosing a different type of energy each time. You can use Energy Admixture to further alter a spell that has already been modified with Energy Substitution. You can also use Energy Admixture to include your chosen energy type with a spell that already uses the same type, in effect doubling the damage dice.

Energy Substitution (Metamagic)
You can modify a spell that uses one type of energy to use another type of energy.
	Prerequisite: Any other metamagic feat, 5 ranks in Knowledge (arcana).
	Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with an energy designator to use the chosen type of energy instead. A substituted spell works normally in all respects except the type of damage dealt.
	A substituted spell uses a spell slot of the spell's normal level, modified by any other metamagic feats.
	Special: You can gain this feat multiple times, each time it applies to a different type of energy.

Engida Warrior Training (General)
You have been trained as a soldier in the armies of Engida.
	Prerequisite: You must be a native of the Engida region.
	Benefit: Your automatically gain proficiency in the exotic weapon: Khopesh sword.  You are familiar with the ranks and customs of the Engida army and are guaranteed employment as a soldier by the state if you wish to pursue such employment.

Enlarge Power (Metapsionic) 
You can manifest powers farther than normal.
	Benefit: An enlarged power has its range doubled. Powers whose ranges are not defined by distance do not have their ranges increased. Determine an enlarged power's area or effect as if you were two manifester levels higher than you actually are. An enlarged power costs a number of power points equal to its standard cost + 2.

Enlarge Spell (Metamagic)
You can cast spells farther than normal.
	Benefit: An enlarged spell has its range doubled. Spells whose ranges are not defined by distance do not have their ranges increased. A spell whose area or effect is determined by its range (such as bless or a cone spell) has the dimensions of its area or effect increased proportionally. An enlarged spell uses up a spell slot one level higher than the spell's actual level.

Enspell Familiar (Special)
You can cast spells on your familiar over a distance.
	Benefit: You are always considered to be in contact your familiar for the purpose of casting shared spells. Thus any spell you cast on yourself also affects your familiar, as long as it is within 1 mile of you.
	Normal: The familiar must be within 5 feet of the caster at the time such a spell is cast.

Eschew Materials (Metamagic) 
You can cast spells without material components.
	Prerequisites: Any other metamagic feat.
	Benefit: An eschewed spell can be cast with no material components. Spells without material components or whose material components cost more than 1 gp are not affected by this feat. An eschewed spell uses up a spell slot of the spell's normal level, modified by any other metamagic feats.

Etch Object Rune (Item Creation)
You can etch magical runes onto the surfaces of inanimate objects.
	Prerequisite: Spellcaster level 5th+
	Benefit: You can create an etched object rune of any spell that you know. Etching an object rune takes one day for each 1,000 gp in its base price. The base price of an etched object rune is its spell level multiplied by its caster level multiplied by 30 gp. To etch a rune, you must spend 1/25 of this base price in XP and use up raw materials costing 1/2 this base price.
	Any etched object rune 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 spell's material component or pay the XP when etching the rune.
Any object with a solid surface can bear an etched rune. Normally, a Small object (or smaller) can have only one object rune, while a Medium-sized object can have two, a Large object can have four, a Huge object eight, and so on. The etching does not harm the object in any way, and once the rune is used, the object returns to normal.
	Once an object rune is etched, it can be used like a scroll, as described in the rules for casting spells from scrolls.

Ethereal Empathy (General)
You have the psychic ability to sense the emotions imbued within ethereal resonance. 
	Prerequisite: Wis 13+.
	Benefit: You can sense the emotional content of ethereal resonance within a 30-foot radius with a successful Wisdom check. DC is determined by the rank of the resonance.

	Rank:	1	2	3	4	5 
	DC: 	20 	15 	10 	5 	0 

	Sensing resonance is a partial action and can be retried each round. If you achieve an extraordinary success, you can see into the Near Ethereal for one round- a visual flash of the resonating scene. However, you can see only resonance, not ethereal creatures. Some ethereal scenes may require Horror saves.

Exotic Weapon Proficiency (General)
Choose a type of exotic weapon such as dire flail or shuriken. You understand how to use that type of exotic weapon in combat.
	Prerequisite: Base attack bonus +1 or higher.
	Benefit: You make attack rolls with the weapon normally.
	Normal: A character who uses a weapon without being proficient with it suffers a ‑4 penalty on attack rolls.
	Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon. Proficiency with the bastard sword or the dwarven war axe has a prerequisite of Str 13+.

Expert Tactician (General) 
Your tactical skills work to your advantage.
	Prerequisites: Dex 13+, base attack bonus +2, Combat Reflexes.
	Benefit: You can make one extra melee attack (on anything that be can done as a melee attack or a melee touch attack, including attempts to disarm, trip, or make a grab to start a grapple) against one foe who is within melee reach and denied a Dexterity bonus against melee attacks for any reason. You take your extra attack when it's your turn, either before or after your regular action. If several foes are within melee reach and denied Dexterity bonuses against your attacks, you can use this feat against only one of them.

Expertise (General)
You are trained at using your combat‑skill for defense as well as offense.
	Prerequisite: Int 13+.
	Benefit: When you use the attack action or full attack action in melee, you can take a penalty of as much as ‑5 on your attack and add the same number (up to +5) 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. The bonus to your Armor Class is a dodge bonus.
	Normal: A character not capable of the Expertise feat can fight defensively while using the attack or full attack action to take a ‑4 penalty on attacks and gain a +2 dodge bonus to Armor Class.

Extended Rage (General)
Your rage lasts longer than it normally would. 
	Prerequisite: Ability to rage.
	Benefit: Each of your rages lasts an additional 5 rounds beyond its normal duration.
	Special: You can take this feat multiple times, and the additional rounds stack.

Extend Power (Metapsionic) 
You can manifest powers that last longer than normal.
	Benefit: An extended power lasts twice as long as normal. Powers with a concentration, instantaneous, or permanent duration are not extended. An extended power costs a number of power points equal to its standard cost + 2.

Extend Spell (Metamagic)
You can cast spells that last longer than normal.
	Benefit: An extended spell lasts twice as long as normal. Spells with a concentration, instantaneous, or permanent duration are not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.

Extra Familiar (Special)
You have an additional familiar.
	Benefit: By taking this feat you get an additional animal familiar of a type described in the Player's Handbook (or this article, with the DM's permission). This familiar can be the same type of animal as your first, or a different type. Existing familiar feats apply to the new familiar. So if you have the Construct Familiar feat, for example, the new familiar you call can be a construct. The sorcerer or wizard gains all the benefits of both familiars, but identical bonuses from multiple familiars don't stack. For example, a wizard with both an owl and a cat familiar receives only a +z bonus to Move Silently checks, not a +4 bonus.
	Special: A character can gain this feat multiple times. Each time you take the feat, you can call another familiar.

Extra Favored Enemy (General) 
You select an additional favored enemy.
	Prerequisites: Base attack bonus +5, at least one favored enemy.
	Benefit: You add an extra favored enemy to your list beyond your normal allotment. Initially, you gain the standard +1 bonus on damage and the usual skill checks against this new favored enemy. When you advance beyond the level at which you gained Extra Favored Enemy, this bonus increases in the same way other favored enemy bonuses do. For example, suppose you select goblinoids as your first favored enemy when you are a 1st-level ranger and magical beasts as your second when you reach 5th level. Then you take Extra Favored Enemy as your feat at 6th level and select aberrations. At this point, you have a +2 bonus against goblinoids and a +1 bonus against both magical beasts and aberrations. When you reach l0th level, your bonuses rise to +3 against goblinoids and +2 against magical beasts and aberrations.

Extra Music (General)
You can use your bardic music more often than you otherwise could.
	Prerequisite: Bardic music ability.
	Benefit: You can use your bardic music four extra times per day.
	Normal: Bards without the Extra Music feat can use bardic music once per day per level.
	Special: A character may gain this feat multiple times. 

Extra Power (Psionic)
You can learn one more power.
	Prerequisite: Manifester level 3rd+. 
	Benefit: You learn one additional power at any level up to one level lower than the highest level power you can manifest. Thus, a 4th-level psion gains a new o-level or 1stlevel power, expanding his repertoire. A 4th-level psychic warrior can learn an extra 0-level power. You learn extra powers from your class power list.
	Special: You can gain this feat multiple times. Each time, you learn a new power at any level up to one less than the highest level power you can manifest.

Extra Rage (General)
You rage more frequently than you normally could. 
	Prerequisite: Ability to rage.
	Benefit: You rage two more times per day than you otherwise could.
	Special: You can take this feat multiple times, gaining two additional rages per day each time.

Extra Smiting (Special) 
You can make more smite attacks.
	Prerequisites: Class level 4+, smite ability.
	Benefit: When you take this feat, you gain one additional attempt to smite per day. Use whatever smite ability you have (for example, that of a paladin, a holy liberator, or a cleric with the Destruction domain). You can take this feat multiple times.

Extra Slot (General) 
You can cast an extra spell.
	Prerequisites: Spellcaster level 4th+.
	Benefit: You gain one extra spell slot in your daily allotment. This extra slot can be at any level up to one level lower than the highest‑level spell you can cast. For example, a 4th level sorcerer gains either an extra 0‑level or 1st‑level slot, allowing him to cast any known spell of the chosen level one more time each day. A 4th‑level wizard can prepare any extra 0‑level or 1st‑level spell she knows. Once selected, the extra spell slot never migrates up or down in level.
	Special: You can gain this feat multiple times. Each time, you gain an extra spell slot at any level up to one level lower than the highest‑level spell you can cast.

Extra Spell (General) 
You can learn one more spell.
	Prerequisites: Spellcaster level 3rd+.
	Benefit: You learn one additional spell at any level up to one level lower than the highest‑level spell you can cast. Thus, a 4th‑level sorcerer gains a new 0‑level or 1st level spell, expanding his repertoire. A 4th‑level wizard can likewise learn an extra 0‑level or 1st‑level spell, but since wizards learn spells far more easily than sorcerers, this feat is of less use to her.
	Special: You can gain this feat multiple times. Each time, you learn a new spell at any level up to one lower than the highest‑level spell you can cast.

Extra Stunning Attacks (General)
You gain extra stunning attacks when fighting unarmed.
	Prerequisites: Base attack bonus +2, Stunning Fist.
	Benefit: You gain the ability to make three extra stunning attacks per day. You may take this feat multiple times.

Extra Turning (Special)
Extra Turning is available only to clerics and paladins. It is described in the Cleric and Paladin sections.

Extra Wild Shape (Wild)
You use wild shape more frequently than you normally could.
	Prerequisite: Ability to use wild shape.
	Benefit: You use your wild shape ability two more times per day than you otherwise could. If you are able to use wild shape to become an elemental, you also gain one additional elemental wild shape use per day.
	Special: You can take this feat multiple times, gaining two additional wild shapes of your usual type and one additional elemental wild shape (if you have this capability) each time.

Eyes in the Back of Your Head (General)
Your superior battle sense helps minimize the threat of flanking attacks.
	Prerequisites: Base attack bonus +3, Wis 19+.
	Benefit: Attackers do not gain the usual +2 attack bonus when flanking you. This feat grants no effect whenever you are attacked without benefit of your Dexterity modifier to AC, such as when you are flat‑footed.
	Normal: When you are flanked, the flanking opponents receive a +2 attack roll bonus against you.

Eye for Detail (General)
You notice the subtlest details of items and objects you observe closely.
	Benefit: You get a +2 bonus to Appraise checks and Search checks.

Far Shot (General)
You can get greater distance out of a ranged weapon.
	Prerequisite: Point Blank Shot. 
	Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one‑half (multiply by 1.5). When you use a thrown weapon, its range increment is doubled.

Faster Healing (General)
You recover faster than others do. 
	Prerequisite: Base Fort save bonus +5.
	Benefit: You recover lost hit points and ability score points faster than you normally would.

	Hit Points Recovered
		With Faster	With Long		With Long
	Activity	Healing	Term Care	Normal	Term Care
	Strenuous	1	2	0	0
	Light	1.5	3	1	2
	Bed Rest	2	4	1.5	3

	Ability Score Points Point Recovered
		With Faster	With Long		With Long
	Activity	Healing	Term Care	Normal	Term Care
	Strenuous	2	3	0	0
	Light	2	3	1	2
	Bed Rest	2	3	2	4

Fast Talker (General)
You have exceptional verbal skills and can more easily influence others through your powers of persuasion.
	Prerequisite: Cha 15+.
	Benefit: You gain a +2 bonus on Bluff checks and Diplomacy checks.

Fast Wild Shape (Wild)
You assume your wild shape faster and more easily than you otherwise could.
	Prerequisites: Ability to use wild shape to become a dire animal, Dex 13.
	Benefit: You gain the ability to use wild shape as a move-equivalent action.
	Normal: A druid uses wild shape as a standard action. 

Favored Critical (General)
You know how to hit your favored enemies where it hurts.
	Prerequisites: Base attack bonus +5, at least one favored enemy.
	Benefit: Select one of your favored enemies that is normally subject to critical hits. Whenever you attack this type of creature, the threat range of whatever weapon you are using is doubled. For example, a longsword usually threatens a critical hit on a die roll of 19 or 20 (two numbers). In the hands of a character with Favored Critical using it against a favored enemy, its threat range becomes 17 through 20 (four numbers). If it is also a keen longsword, its threat range becomes 15 through 20 (six numbers: 2 for being a longsword, 2 for being doubled as a keen weapon, and 2 for being doubled again by Favored Critical).
	Special: You can take this feat multiple times. Each time you do, it applies to a new favored enemy. The effects of this feat do not stack with those of improved Critical.

Feign Weakness (General)
You capitalize on your foe's perceptions of your unarmed status.
	Prerequisites: Base attack bonus +2, Improved Unarmed Strike.
	Benefit: If you make a successful Bluff check against your opponent's Sense Motive check, you lure the foe into attempting an attack of opportunity because he thinks you are unarmed. But you are armed, and you make your attack against your drawn out foe who is caught flat‑footed, before he takes his attack of opportunity.
	You also may attempt this feat with a Tiny or Small weapon with which you are proficient by attempting to hide it until the last second, but you incur a ‑2 or‑6 penalty on your Bluff check, respectively. You can use this feat with a disguised weapon, such as a war fan, at no penalty on the Bluff check.

Fell Shot (Psionic)
You can strike your foe with a ranged weapon as if making a touch attack.
	Prerequisite: Dex 13+, Point Blank Shot, Psionic Shot, base attack bonus +3 or more.
	Benefit: If you pay 5 power points per shot, you can resolve your ranged attack as a touch attack for purposes of assessing your foe's Armor Class. You must decide whether or not to pay the cost prior to making the ranged attack. Your bullet, bolt, or arrow remains "charged" for a maximum number of rounds equal to your Dexterity modifier + 1, or until you make your next attack, whichever occurs first. If your attack misses, the power point expenditure is wasted.

Fists of Iron (General)
You have learned the secrets of imbuing your unarmed attacks with extra force.
	Prerequisites: Base attack bonus +2, Improved Unarmed Strike.
	Benefit: Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). You deal an extra 1d4 points of damage when you make a successful unarmed attack. You may use this feat a number of times per day equal to 3 + your Wisdom modifier.

Fleet of Foot (General)
You run so nimbly that you can turn corners without losing momentum.
	Prerequisites: Dex 15+, Run.
	Benefit: When running or charging, you can make a single direction change of 90 degrees or less. You can't use this feat while wearing medium or heavy armor, or if you're carrying a load heavier than light.
	Normal: Without this feat you can run or charge only in a straight line.

Flick of the Wrist (General)
With a single motion, you can draw a light weapon and make a devastating attack.
	Prerequisite: Dex 17+, Quick Draw.
	Benefit: If you draw a light weapon and make a melee attack with it in the same round, you catch your opponent flat-footed (for the purpose of this attack only). This feat works only once per combat.

Flyby Attack (General)
The creature can attack on the wing.
	Prerequisites: fly speed
	Benefit: When flying, the creature can take a move action (including a dive) and another partial action at any point during the move.  The creature cannot take a second move action during a round when it makes a flyby attack.
	Normal: Without this feat, the creature’s takes a partial action either before or after its move.

Focused Blow (General)
You can focus all your energy into a single attack to inflict maximum damage.
	Prerequisite: Base attack bonus +4, Weapon Focus.
	Benefit: The character focuses all his concentration on a single attack made at -4 on the attack roll.  If the attack hits it inflicts maximum damage on the opponent.  Critical hits are still possible and are calculated at maximum damage as well.  This feat does not increase the critical threat range of critical damage of the weapon used.
	Special: The feat is a full-round action and no movement is possible save for a 5 foot step.

Foe Hunter (General).
In lands threatened by evil nonhumans, many warriors learn ways to fight effectively against these creatures. You have served as a member of a militia or military unit devoted to protecting your home from the fierce raiders who trouble the area.
	Benefit: Your homeland dictates the type of foe you have trained against. When fighting monsters of that race, you gain a +1 competence bonus on damage rolls with melee attacks and on ranged attacks at ranges of up to 30 feet, and you act as if you had the Improved Critical feat for the weapon you are using. This benefit does not stack with the Improved Critical feat.
	Special: You may take this feat multiple times. Its effects do not stack. Each time you take the feat you must qualify for learning regional feats in a land that hunts a different creature from that specified by the regional feat or feats you already have. 
	This feat may be purchased as extra feats by fighters.

Forester (General)
Great forests stretch for hundreds of miles across the face of Xune. You are knowledgeable about the secrets of the forest and wise in its ways.
	Benefit: You receive a +2 bonus on all Heal checks and a +2 bonus on all Wilderness Lore checks.

Forge Ring (Item Creation)
You can create magic rings, which have varied magical effects. 
	Prerequisite: Spellcaster level 12th+.
	Benefit: You can create any ring whose prerequisites you meet. Crafting a ring takes 1 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 half of its base price. See the Dungeon Master's Guide for descriptions of rings, the prerequisites associated with each one, and their prices.
	You can also mend a broken ring if it is a ring that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that ring in the first place.
	Some magic rings incur extra costs in material components or XP as noted in their descriptions. For example, a ring of three wishes costs 15,000 XP in addition to costs derived from its base price (as much XP as it costs to cast wish three times). You must pay such a cost to create a ring or to mend a broken one.

Fortify Power (Metapsionic)
You can manifest powers to greater effect.
	Benefit: All variable, numeric effects of a fortified power are increased by one-quarter (minimum of 1). A fortified power deals an extra twenty-five percent damage, cures twenty-five percent as many hit points, affects twenty-five percent more targets, and so on, as appropriate. For example, a fortified lesser concussion deals twenty-five percent more damage (roll 1d6 and multiply the result by 1.25, with a minimum extra damage of 1). Saving throws and opposed rolls (such as the one you make when you manifest negate psionics) are not affected. Powers without random variables are not affected. A fortified power costs a number of power points equal to its standard cost + 2.
	Special: You can apply Fortify Power to the same power multiple times. Each time you apply it, the power is fortified another twenty-five percent, and it costs 7 more power points. For instance, a lesser concussion fortified 3 times deals 1d6 x 1.75 damage for a cost of 7 power points. You can't break the power point limit of the manifester level minus one when using Fortify Power multiple times on the same power. Thus, an 8th-level manifester could have used the power as described in the above example, while a 7th-level caster could not, though he could use Fortify Power twice on lesser concussion so that it deals 1d6 x 1.5 damage, for a cost of 5 power points.

Ghostsight (General)
You can see creatures in the Near Ethereal. Since ghosts make up the majority of creatures in the Near Ethereal, folklore views this as the ability to see the dead.
	Prerequisite: You must have had a brush with death (been reduced to -1 hit points or lower, or slain and then brought back to life).
	Benefit: You can see creatures that are ethereal as if they were normally visible. Unlike the see invisible spell, this capacity does not reveal illusions or allow you to see invisible or astral creatures. Your ability to see ethereal creatures is limited only by your own visual range. You are vulnerable to gaze attacks from ethereal creatures. You have no special ability to hear or physically affect ethereal creatures. This is a supernatural ability.
	Special: You are strangely attuned to the Ethereal Plane. Ethereal creatures can see you unusually clearly and must succeed at a Spot check at DC 15 to realize that you are not actually in the Near Ethereal as well. These creatures may even be drawn to you out of curiosity, desperation, or malice.

Giant's Toughness (General) 
You are amazingly tough.
	Prerequisite: Base Fort save bonus +8. 
	Benefit: You gain +9 hit points.
	Special: You can gain this feat multiple times. This feat may be taken as a bonus feat by Fighters.

Grasshopper Strike (General)
You confuse your foes by leaping around in combat, seemingly never touching the ground or standing still.
	Prerequisites:  Dex 13+, Dodge, Mobility, base attack bonus +4 or higher, spring attack, 5 ranks in Tumble and Jump, a halfling teacher.  
	Benefit:  You can take ten on Jump and Tumble checks, even in the heat of combat, allowing you to jump as a part of your move without having to make a roll.

Great Cleave (General)
You can wield a melee weapon with such power that you can strike multiple times when you fell your foes.
	Prerequisites: Str 13+, Power Attack, Cleave, base attack bonus +4 or higher.
	Benefit: As Cleave, except that you have no limit to the number of times you can use it per round.

Greater Multi-Weapon Fighting (General)
A creature with three or more hands can fight with a weapon in each hand.  The creature can make up to three attacks per round with each extra weapon.
	Prerequisites: Dex 19, Three or more hands, Improved Multi-Weapon Fighting, Multi-Weapon Fighting, Multidexterity, base attack bonus +15. 
	Benefit: You get a third attack with your off-hand weapon, albeit with a -5 attack penalty on the second attack with each weapon and at a -10 penalty with the third attack with each weapon.
	Special: This feat replaces the Greater Two-weapon fighting feat for creatures with more than two arms.

Greater Resiliency (General)
Your extraordinary resilience to damage increases. 
	Prerequisite: Damage reduction as a class feature or innate ability.
	Benefit: Your damage reduction increases by +1/-. If it would normally rise thereafter with level, it does so at its previous rate. For example, a 15th-level barbarian has damage reduction 2/-. By taking this feat, he raises it to 3/-. Thereafter, it continues to rise by +1/- at the designated intervals: to 4/- at 17th level, and to 5/- at 20th level. You may not take this feat more than once.

Greater Two-Weapon Fighting (General)
You are a master at fighting two-handed.
	Prerequisites: Improved Two-Weapon Fighting, Two Weapon Fighting, Ambidexterity, base attack bonus +15. 
	Benefit: You get a third attack with your off-hand weapon, albeit at a -10 penalty.
	Special: This feat may be taken as a bonus feat by Fighters.

Great Fortitude (General)
You are tougher than normal.
	Benefit: You get a +2 bonus to all Fortitude saving throws.

Great Sunder (Psionic) 
You can sense the stress points on others' weapons.
	Prerequisite: Str 13+, Power Attack, Sunder, reserve power points 5+.
	Benefit: When you strike at an opponent's weapon, you ignore half of the weapon's total hardness (round down). "Total hardness" includes any magical or psionic enhancements possessed by the weapon that normally add to its hardness. However, to strike and do any damage to a magically or psionically enhanced weapon, you still need a weapon of equal or better enhancement.
	Special: You can also sense the stress points in any hard construction, such as wooden doors or stone walls, and can ignore half of the object's total hardness (round down) when attacking that object.

Greater Power Penetration (Psionic)
Your powers are especially potent at breaking through power resistance.
	Prerequisite: Power Penetration.
	Benefit: You get a +4 bonus on manifester level checks (1d20 + manifester level) to beat a creature's power resistance. This bonus overlaps (does not stack with) the bonus from Power Penetration.

Greater Psionic Combat Buffer (Psionic)
You become more efficient at psionic combat.
	Prerequisite: Psionic Combat Buffer
	Benefit: You have developed a psionic combat power point buffer that allows you to activate psionic attack and defense modes at 1/3 the normal cost. You may choose to designate a maximum of half of your total power points per day as buffer points for use in psionic combat only (subject to available power points -- you cannot spend what you do not have). You can do this at any time, but charging the buffer is a full-round action. If in combat while charging the buffer, you are considered flat-footed for that round of psionic combat. You can use power points stored in the buffer only for psionic defense and attack modes, and they have a duration of 1 hour per manifester level. Half of any unused points are returned to the character at the end of the duration; the remaining half dissipates harmlessly. The buffer may be dismissed at any time and is treated as though it had reached its duration.

Greater Psionic Focus (Psionic)
Your powers within your primary discipline have even greater potency.
	Prerequisite: Psionic Focus.
	Benefit: Add +4 to the DC for all saving throws against powers from within your discipline if you've already taken the Psionic Focus feat for the selected discipline. This bonus overlaps (does not stack with) the bonus from Psionic Focus.
	Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new discipline, but a psion must choose her primary discipline the first time she takes this feat.

Greater Spell Focus (General) 
Choose a school of magic to which you already have applied the Spell Focus feat. Your magic spells of that school are now even more potent than before.
	Prerequisite: Spell Focus.
	Benefit: Add +4 to the DC for all saving throws against spells from the school of magic you select to focus on. This supersedes (does not stack with) the bonus from Spell Focus.
	Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Greater Spell Penetration (General)
Your spells are especially potent, defeating spell resistance more readily than normal.
	Prerequisite: Spell Penetration.
	Benefit: You get a +4 modifier on caster level checks to beat a creature's spell resistance. This supersedes (does not stack with) the bonus from Spell Penetration.

Green Ear (General)
Your bardic music and virtuoso performance affect plants and plant creatures.
	Prerequisite: Bardic music ability, 10+ ranks in Perform. 
	Benefit: You can alter any of your mind-affecting bardic music or virtuoso performance effects so that they influence plants and plant creatures in addition to any other creatures they would normally affect.
	Normal: Plants are normally immune to all mind influencing effects.

Hammer Fist (General)
You are trained in an unarmed fighting style that emphasizes a two hand strike.
	Prerequisites:  Str 13+, Improved Unarmed Strike, Dwarven Teacher. 
	Benefit:  You add one and half times your strength bonus to your damage when you hit with an unarmed strike.  This extra damage does not apply if you make a flurry of blows attack or if you are holding anything in either hand. You must use both hands to make the unarmed attack.

Hamstring (General)
You can wound an opponents' legs, hampering his or her movement.
	Prerequisite: Base attack +4, sneak attack ability. 
	Benefit: If you hit with a sneak attack, you may choose to forgo +2d6 of your sneak attack damage to reduce your opponent's land speed by half. Other forms of movement (fly, burrow, and so forth) aren't affected. The speed reduction ends when the target receives healing (a successful Heal check, any cure spell, or other magical healing) or after 24 hours, whichever comes first. A hamstring attack does not slow creatures that are immune to sneak attack damage or those that have either no legs at all or more than four legs. It takes two successful hamstring attacks to affect a quadruped.

Haunted (General)
The spirit of a friend, ally, or loved one has returned from the grave to watch over you as a geist. 
	Prerequisite: For the obvious reason, someone close to you must have died.
	Benefit: Your guardian spirit normally remains in the Near Ethereal. Those who can see ethereal creatures may spot the geist lurking near you, but it is otherwise invisible and intangible. The geist acts as a second pair of eyes and ears when it manifests, allowing you a second roll on Search, Spot, and Listen checks. The geist can also inform you of events that take place in your presence while you are asleep or unconscious, or it can simply offer companionship.
	Special: The geist communicates through phantasms; it cannot affect physical objects. You can ask the geist to manifest whenever you are alone. The geist immediately vanishes if another intelligent, living creature enters the scene. You can summon the geist as often as you want, but each time it manifests, it inflicts 1 point of temporary Charisma damage as it unconsciously draws strength from your will to live.

Healing Flames (Genasi)
You can draw energy from open flames to heal yourself.
	Prerequisites: Base Will save +3, Fire Genasi. 
	Benefit: When you use your control flame spell-like ability, you may instead touch the flame and heal yourself a number of hit points of damage depending on the size of the fire. Doing so uses your control flame ability for the day. Touching the flame causes you no harm when you use this ability, but of you enter the flame, are otherwise exposed to more than just its edge, or remain touching it for more than 1 round, you take damage from the fire.

	Fire
	Size	Example	HP
	Fine	Tindertwig	1
	Diminutive	Torch	1d3
	Tiny	Small Campfire	1d6
	Small	Large Campfire	2d6
	Medium Size	Forge	3d6
	Large	Bonfire	4d6
	Huge	Burning Shack or Tree	5d6
	Gargantuan	Burning Tavern	6d6
	Colossal	Burning Inn	7d6

Heighten Power (Metapsionic)
You can manifest a power as if it were higher level than it actually is.
	Benefit: A heightened power has a higher psionic power level than normal (up to 9th level). Unlike other metapsionic feats, Heighten Power actually increases the effective level of the power that it modifies. All effects dependent on power level (such as saving throw DCs and ability to penetrate a minor dead Psionics zone or a minor globe of invulnerability) are calculated according to the heightened level. The heightened power costs as many power points as a power of its effective level.

Heighten Spell (Metamagic)
You can cast a spell as if it were higher level than it actually is.
	Benefit: A heightened spell has a higher spell level than normal (up to 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 minor 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. For example, a cleric could prepare hold person as a 4th‑level spell (instead of a 2nd‑level spell), and it would in all ways be treated as a 4th level spell.

Heighten Turning (Special)
You can affect more powerful undead with your turning or rebuking attempts.
	Prerequisites: Cha 13+, Extra Turning.
	Benefit: When you turn or rebuke undead, you may choose a number no higher than your cleric level. Add that number to your turning check, while subtracting it from your turning damage roll.
	If you're not a cleric, you may choose a number no higher than your effective cleric level (for instance, a paladin could choose a number up to two less than his paladin level). If a prestige class increases your effective turning level, use your effective turning level.

Hide Power (Metapsionic) 
You can manifest powers without a telltale display.
	Benefit: A psionic power can be manifested without one associated display characteristic chosen by you when you take the feat: auditory, material, mental, olfactory, or visual. The hidden power costs a number of power points equal to the standard cost + 2.
	Special: You can take this feat multiple times, each time choosing a different display characteristic to hide while manifesting a given power.

Hide Spell (Metamagic)
You can cast evocation spells that are invisible and inaudible.
	Benefit: This feat cloaks audible and visual manifestations of evocations. The senses of touch, taste and smell are unaffected. For instance, the bead that ignites a hidden fireball will be invisible, and the explosion it generates will not be seen or heard. The feat could also hide the sight and sound of a wall of fire, although anyone who approached it would feel the heat. Only the manifestation of the spell is hidden, not it’s casting components or its effects. A party of adventurers might feel the caravan they are guarding suddenly explode, and they would certainly hear people screaming as they burned, but the adventurers would not see or hear the hidden fireball that caused the carnage. Use of this feat eliminates any Reflex save bonus gained from Dexterity unless the victim possess uncanny dodge (see rogue special ability). This feat applies only to spells from the Evocation school of magic.
	A hidden spell uses up a spell slot two levels higher than the spell's actual level.

Hold the Line (General)
You are trained in defensive techniques against charging opponents.
	Prerequisites: Base attack bonus +2, Combat Reflexes.
	Benefit: You may make an attack of opportunity against an opponent who charges you when he enters an area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved.

Horse Nomad (General)
You have been raised in a culture that relies upon riding and shooting for survival.
	Benefit: You get Martial Weapon Proficiency (composite shortbow) and a +2 bonus on all Ride checks.
	Special: This feat may be purchased as extra feats by fighters.

Jack of All Trades (General)
You've picked up a smattering of even the most obscure skills.
	Prerequisite: Character level 8th+.
	Benefit: You can use any skill untrained, even those that normally require training and those that are exclusive to classes you don't have. You cannot, however, gain ranks in a skill unless you are allowed to select it.

Improved Bull Rush (General) 
You know how to push opponents back.
	Prerequisites: Str 13+, Power Attack.
	Benefit: When you perform a bull rush you do not draw an attack of opportunity from the defender.

Improved Counterspell (General)
You understand the nuances of magic to such an extent that you can counter your opponents' spells with great efficiency.
	Benefit: When counter spelling, instead of using the exact spell you are trying to counter, you may use a spell of the same school that is one or more levels higher than the target spell.

Improved Critical (General)
	Choose one type of weapon, such as longsword or great axe. With that weapon, you know how to hit where it hurts.
	Prerequisites: Proficient with weapon, base attack bonus +8 or higher.
	Benefit: When using the weapon you selected, your threat range is doubled. For example, a longsword usually threatens a critical on a 19 or 20 (two numbers).  If a character using a longsword has Improved Critical (longsword), the threat range becomes 17 through 20 (four numbers).
	Note: "Keen" magic weapons also double their normal, non-magical threat range. As with all doubled doublings, the result is triple. A magic, longsword with a doubled threat range in the hands of a character with Improved Critical (longsword) would have a threat range of 15 through 20 (six numbers: 2 for being a  longsword, +2 for being doubled once and +2 for being doubled a second time).
	Special: You can gain this feat multiple times. The effects do not stack. Each time you take the feat it applies to a new weapon.

Improved Dirty Fighting (General)
You are a master of the brutal and effective fighting tactics of the backstreets and back alleys.
	Prerequisites: Base attack bonus +6, Dirty Fighting
	Benefit: When you perform the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus.  If successful your attack deals extra damage as follows:

	Base Attack	Extra Damage
	+5 to +9		+2d4
	+10 to +14	+3d4
	+15 to +19	+4d4
	+20 or more	+5d4

Improved Disarm (General) 
You know how to disarm opponents in melee combat.
	Prerequisites: Int 13+, Expertise.
	Benefit: You do not suffer an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you.
	Normal: See the normal disarm rules.

Improved Dodge (General)
You are exceptionally adept at dodging blows.
	Prerequisite: Dex 13+, Dodge
	Benefit: During your action you designate your opponent and receive an additional +1 dodge bonus (for a total of +2 from Dodge and this feat) to Armor Class against attacks from that opponent. You can select a new opponent on any action. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus to dodge giants) stack with each other, unlike most other types of bonuses.

Improved Encumbrance (General)
You can carry more than your Strength would normally allow.
	Prerequisite: Con 13+.
	Benefit: Your encumbrance and carrying capacity is determined as though your Strength was 4 points higher than it is. For example, if your strength is 7, this feat would allow you to carry up to 38 lb. as a light load (as though your Strength were 11).

Improved Familiar (General) 
As long as you are able to acquire a new familiar, you may choose your new familiar from a nonstandard list.
	Prerequisite: 5th level and Ability to acquire a new familiar compatible alignment.
	Benefit: When choosing a familiar, the additional creatures are also available to you. You may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil).
	The improved familiar is magically linked to its master like a normal familiar. The familiar uses the basic statistics for a creature of its kind, as given in the Monster Manual.
	Hit Dice: Treat as the master's level (for effects related to Hit Dice). Use the familiar's normal total if it is higher.
	Hit Points: One‑half the master's total or the familiar' normal total, whichever is higher.
	Attacks: Use the master's base attack bonus or the familiar's, whichever is better. Use the familiar's Dexterity or Strength modifier, whichever is greater, to get the familiar's melee attack bonus with unarmed attacks. Damage equals that of a normal creature of that kind.
	Special Attacks: The familiar has all the special attacks of its kind.
	Special Qualities: The familiar has all the special qualities of its kind.
	Saving Throws: The familiar uses the master's base save bonuses if they are better than the familiar's.
	Skills: Use the normal skills for a creature of its kind.
	Familiar Special Abilities: Use the Player's Handbook to determine additional abilities as you would for a normal familiar.

Improved Flight (General)
You gain greater maneuverability when flying than you would normally have.
	Prerequisite: Ability to fly (naturally, magically, or through shapechanging).
	Benefit: Your maneuverability while flying improves by one grade. For example, if your normal maneuverability is poor, it becomes average.

Improved Grapple (General) 
You are skilled in martial arts that emphasize holds and throws. 
	Prerequisite: Improved Unarmed Strike.
	Benefit: If you hit with an unarmed strike, you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. You can deal normal damage while grappling, rather than subdual damage, without suffering a penalty on your grapple check.
	Normal: Characters without this feat make a melee touch attack to grab their opponent and provoke an attack of opportunity when doing so. They also suffer a -4 penalty on their grapple checks when trying to inflict normal damage in a grapple.

Improved Initiative (General)
You can react more quickly than normal in a fight.
	Benefit: You get a +4 bonus on initiative checks.

Improved Knockout Attack (General)
You can use a melee weapon, such as a sword, to make a sneak attack that inflicts subdual damage with no penalty. 
	Prerequisites: Knockout Attack, ability to sneak attack.
	Benefit: You can make a sneak attack that inflicts subdual damage using any melee weapon without suffering the usual -4 penalty. 

Improved Levitation (Genasi)
You have learned to use part of your levitate spell-like ability at a time, allowing multiple uses with a shorter duration.
	Prerequisites: Naturally able to levitate as a spell-like ability. 
	Benefit: You may use your levitate ability in 10 minute increments instead of all at once.  The number of times per day that you may now use this ability at this shorter duration is equal to your caster level.
	If you could levitate more than once per day, multiply your caster level by the number of times per to get the total number of shorter uses of levitate that you have.

Improved Low Blow (General) 
You are especially good at using the Low Blow feat. 
	Prerequisite: Dodge, Mobility, Low Blow, base attack bonus +4 or higher 
	Benefit: Using the Low Blow feat does not provoke an attack of opportunity when you move into an opponent's square to perform the attack.

Improved Overrun (General)
You are trained in knocking over opponents that are smaller than you.
	Prerequisites: Expertise, Improved Bull Rush, Improved Trip, Str 13+, Power Attack.
	Benefit: When you attempt to overrun an opponent who is at least one size category smaller than you, the target cannot avoid you. If you knock down your opponent, you immediately get an attack of opportunity against that opponent, gaining the standard +4 bonus on attack rolls against prone targets.  
	Normal: The target of your overrun attack chooses to avoid or block you.

Improved Multi‑Weapon Fighting (General)
A creature with three or more hands can fight with a weapon in each hand. The creature can make up to two attacks per round with each extra weapon.
	Prerequisites: Dex 15, three or more hands, Multi‑Weapon Fighting, Multidexterity, base attack bonus +9 or higher.
	Benefit: In addition to the standard single extra attack you get with each extra weapon, you get a second attack with eah extra weapon, albeit at a ‑5 penalty.
	Normal: Without this feat, you can only get a single extra attack with any extra weapons.
	Special: This feat replaces the Improved Two Weapon fighting feat for creatures with more than two hands.

Improved Psicrystal (Psionic) 
You can upgrade your psicrystal.
	Benefit: You can implant another personality fragment in your psicrystal. You gain the benefits listed for both psicrystal types. Your psicrystal's personality adjusts and becomes a blend between all implanted personality fragments.
	Special: You can gain this feat multiple times. Each time, you implant a new personality fragment in your psicrystal, from which you derive the noted benefits.

Improved Ranged Sneak Attack (General)
You can make a ranged sneak attack on a target more than 30 feet away.
	Prerequisites: Point Blank Shot, Far Shot, ability to sneak attack.
	Benefit: When you use a projectile weapon, such as a bow, to make a sneak attack, the maximum allowable range is increased from 30 feet to 45 feet. When you use a thrown weapon, the maximum range for a sneak attack is increased to 60 feet.

Improved Shield Bash (General)
You can push opponents back by bashing them with your shield.
	Prerequisites: Power Attack.
	Benefit: Any shield bash you make with a small or large shield also affects your opponent as if you had performed a bull rush. You don't actually move into your opponent's square or incur attacks of opportunity for the bash. You also can't move your opponent back more than 5 feet, nor can you move along with the defender. You can't use this feat with a buckler.

Improved Sneak Attack (General)
You can make exceptionally precise and lethal sneak attacks.
	Prerequisites: Base attack bonus +2 or higher, ability to sneak attack.
	Benefit: Your bonus damage for sneak attacks is 1d8 at 1st level and an additional 1d8 every two levels thereafter. This extra damage is not multiplied if you score a critical hit with a sneak attack.
	Normal: Rogues without this feat receive 1d6 bonus damage for sneak attacks at 1st level and an additional 1d6 every two levels thereafter. 
	Special: Thugs can take this feat to improve their backstab ability. However, in this case, the feat increases the thug's backstab damage die from d4 to d6.

Improved Sunder (General)
You are adept at placing your attacks precisely where you want them to land.
	Prerequisites: Base attack bonus +2, Sunder.
	Benefit: When you strike an opponent's weapon, you inflict double damage.

Improved Swimming (General) 
You swim faster than you normally could. 
	Prerequisite: Swim 6 ranks.
	Benefit: You swim at one-half of your land speed as a move-equivalent action or at three-quarters of your land speed as a full-round action.
	Normal: You swim at one-quarter of your land speed as a move-equivalent action or at one-half of your land speed as a full-round action.

Improved Trip (General)
You are trained not only in tripping opponents but in following through with an attack.
	Prerequisites: Int 13+, Expertise.
	Benefit: 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. For example, at 11th level, Tordek gets three attacks at base attack bonuses of +11, +6, and +1. In the current round, he attempts to trip his opponent. His first attempt fails (using up his first attack). His second attempt succeeds, and he immediately makes a melee attack against his opponent with a base attack of +6. Finally, he takes his last attack at +1.
	Normal: See the normal Trip rules.
	Special: At 6th level, a monk gains the Improved Trip feat even if she does not have the Expertise feat.

Improved Two‑Weapon Fighting (General)
You are an expert in fighting two‑handed.
	Prerequisites: Two‑Weapon Fighting, Ambidexterity, base attack bonus +9 or higher.
	Benefit: In addition to the standard single extra attack you get with an off‑hand weapon, you get a second attack with the off‑hand weapon, albeit at a ‑5 penalty.
	Normal: Without this feat, you can only get a single extra attack with an off‑hand weapon.
	Special: A ranger who meets only the base attack bonus prerequisite can gain this feat, but can only use it when wearing light armor or no armor.

Improved Unarmed Strike (General)
You are skilled at fighting while unarmed.
	Benefit: You are considered to be armed even when unarmed- that is, armed opponents do not get attacks of opportunity when you attack them while unarmed. However, you still get an opportunity attack against any opponent who makes an unarmed attack on you.
	Special: A monk fighting unarmed automatically gains the benefit of this feat.

Improvise Thieves' Tools (General)
You are able to fashion impromptu thieves' tools out of whatever is at hand or can be scrounged from your surroundings.
	Benefit: You are extremely resourceful. Even without formal thieves' tools, you do not suffer the -2 circumstance penalty to your Disable Device and Open Lock skill checks.
	Normal: A rogue suffers a -2 circumstance penalty when attempting a Disable Device or Open Lock check without a set of thieves' tools, even if a simple tool is used.

Improvised Trip Attack
You can trip foes with thrown weapons. 
	Prerequisites: Base attack bonus +3 or better, Improvised Weapon Proficiency or the brawler's improvised weapon ability.
	Benefit: When using a weapon or improvised weapon, you can attempt to trip foes at range by throwing the weapon at the foe. When you attempt to do so, make a ranged touch attack with the weapon. If you hit, you and your foe make an opposed Strength check, following the normal rules for trip attempts. Your size does not count toward your Strength check.
	The size of the weapon used might give you a bonus or a penalty. If the weapon is of a weapon size category equal to the creature size category of the foe you wish to trip, you suffer no penalty and gain no bonus. For each size category smaller the weapon is, you suffer a -4 penalty. For each size category larger the weapon is, you gain a +4 bonus. For instance, throwing a short sword (Small) at a halfling would give you no bonus or penalty. Throwing the same weapon at a human would cause you to suffer a -4 penalty, and throwing it at an ogre would cause you to suffer a -8 penalty.
	
Improvised Weapon Proficiency
You are skilled at using any object as a weapon.
	Benefit: You do not suffer the standard -4 non-proficiency penalty for using an improvised weapon; instead you suffer a -2 non-proficiency penalty.

Inertial Armor (Psionic)
Your mind instinctively generates a field of protective energy.
	Prerequisite: Reserve power points 1+.
	Benefit: While you retain 1 or more power points, your mind automatically generates a tangible field of force that provides a +4 armor bonus to AC. Unlike mundane armor, Inertial Armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can't bypass it the way they do normal armor. Your inertial armor can be invisible or appear as a colored glow, at your option. The armor bonus provided by inertial Armor does not stack with the armor bonus provided by a shield or regular armor.

Innate Spell (General)
You have mastered a spell so thoroughly you can now cast it as a spell‑like ability.
	Prerequisites: Quicken Spell, Silent Spell, Still Spell.
	Benefit: Choose a spell you can cast. You can now cast this spell at will as a spell‑like ability, once per round, without needing to prepare it. One spell slot eight levels higher than the innate spell is permanently used to power it. If the innate spell has an XP component, you pay the XP cost each time you use the spell‑like ability. If the innate spell has a focus, you must have the focus to use the spell‑like ability. If the innate spell has a costly material component (see the spell description) you use an item worth 50 times that cost to use as a focus for the spell‑like ability.
	Since an innate spell is a spell‑like ability and not an actual spell, a cleric cannot convert it to a cure or an inflict spell. Divine spellcasters who become unable to cast divine spells cannot use divine innate spells.
	Special: You can choose this feat more than once, selecting another spell each time. You have to pay the costs in spell slots, focuses, and material components for each innate spell you acquire.

Inner Fortitude (Psionic)
You can trade the ability to manifest a power for increased power points.
	Prerequisite: Inner Strength.
	Benefit: Upon gaining this feat, you may choose one unassigned power and trade it in for power points. The power points gained equal the cost to manifest a power of the chosen level. For example, upon reaching 12th level, the psion takes Inner Fortitude and chooses to trade in her unassigned 5th-level power. This gives her 9 additional power points per day.
	Special: You can gain this feat multiple times, each time choosing a new unassigned power to trade in for power points. You can choose to trade in only a power that has not been assigned to a power yet. You may not trade in an unassigned power that should be assigned to your primary discipline. 
	You can choose to defer selecting a power when you take this feat and instead choose a power to trade in upon gaining a level in the future. However, upon reaching 20th-level, a psion must discover powers for all unassigned power slots or use the feat to trade them in for power points. You must maintain a power reserve of 1 point per deferred Inner Fortitude feat until any unassigned powers have been selected.
	For example a 10th-level psion has taken Inner Fortitude at levels 1, 3, 6, and 9 and has deferred them. This requires a power reserve of 4 points per day. Upon reaching 11th level, the psion cashes in all 4 deferred feats, trading in a 5th-, two 4th-, and a 3rd-level unassigned power for 28 additional power points per day. Note that the psion would have had to not assign the 4th- or 3rd-level power she gained at 9th-level. 

Inner Strength (Psionic) 
You have more power points than normal.
	Benefit: You gain +1 power points.
	Special: A character may gain this feat multiple times each time gaining a number of power points equal to the previous Inner Strength gain + 1. For instance, Mavarkit the psychic warrior takes the feat three times, the first time receiving 1 extra power point, the second time receiving 2 extra power points, the third time 3 extra, for a total of 6 extra power points.

Inscribe Magical Tattoo (Item Creation) 
You can infuse mundane tattoos with powerful magic, allowing the wearer of the tattoo to cast spells and access magical effects.
	Prerequisite: Spellcaster level 3rd+, Craft (tattoo) skill
	Benefit: You can inscribe any magical tattoo whose prerequisites you meet. Inscribing a magical tattoo takes one day for each 1,000 gp in the base price of the tattoo, and requires a Craft (tattoo) rating equal to 3 + the highest spell level of the spells that are a prerequisites for the tattoo. To inscribe a tattoo, you must spend 1/25 of its features' base price in XP and use up raw materials (tattoo inks) costing half of this base price. See below for descriptions of magical tattoos, the prerequisites associated with each one, and their prices.

Inscribe Rune (Item Creation) 
You can create magic runes that hold spells until triggered.
	Prerequisite: Intelligence 13+, appropriate Craft skill, divine spellcaster level 3rd+.
	Benefit: You can cast any divine spell you have prepared as a rune. The caster must have prepared the spell to be scribed and must provide any material components or focuses the spell requires. If casting the spell would reduce the caster's XP total, he pays the cost upon beginning the rune in addition to the XP cost for making the rune itself. Likewise, material components are consumed when he begins writing, but focuses are not. 
	A single object of Medium-size or smaller can hold only one rune. Larger objects can hold one rune per 25 square feet (an area 5 feet square) of surface area. Runes cannot be placed on creatures. The rune has a base price of the spell level x caster level x 100 gp (a 0level spell counts as 1/2 level). You must spend 1/25 of its base price in XP and use up raw materials costing half this base price. A rune's market value equals its base price.

Instantaneous Rage (General) 
You activate your rage instantly.
	Prerequisite: Ability to rage.
	Benefit: Your rage begins at any time you wish, even when it's not your turn or when you're surprised. You can activate your rage in response to another's action after learning the result but before it takes effect. Thus, you can gain the benefits of rage in time to prevent or ameliorate an undesirable event. For example, you can gain the additional hit points that rage grants just before a blow that would otherwise cause you to fall unconscious, or better your chances of making a successful saving throw against an incoming spell.
	Normal: You enter a rage only during your turn. 

Iron Will (General)
You have a stronger will than normal.
	Benefit: You get a +2 bonus to all Will saving throws.

Item Image (Metamagic)
You can bond yourself or someone else with a magic item by use of a tattoo.
	Prerequisite: Spellcaster level 7th+, Int 17+ 
	Benefit: You inscribe a tattoo onto your flesh or the flesh of another, in the presence of a magic item that weighs no more than the tattooed character can carry. This process takes eight hours and costs 1/10 the market value of the magic item in gold pieces. Once the tattoo is finished, the character can magically store the item within the image, and can call it forth again as a free action. While stored, the item remains in unchanging stasis, magically shrunk down so small that it cannot be felt. The Item Image tattoo is permanent; there is no limit to the number of times a character can call forth and re-store the magic item.
	The tattooed image is often inscribed on the character's hand or arm, its design flowing seamlessly from the flesh to the item being held. For instance, the image to store a +2 trident might resemble waves flowing down the character's arm in lines that mirror the curves of the weapon's shaft. Often the tattoo changes when the item comes out of its magical storage; in the previous example, the trident might appear beneath the waves while it is stored, disappearing from the image as it is called forth.
	Further, the character with the keyed image enjoys one of the following benefits while using that specific item (chosen at the time the image is inscribed):

	+1 damage if the item is a weapon (stacks with all other bonuses)
	+2 saving throw DC, if the item requires opponents to make a save
	+2 caster level
	Item inflicts 1d6 points of fire damage upon anyone who attempts to use it, other than the tattooed character 

Intimidating Rage (General)
Your rage engenders fear in your opponents. 
	Prerequisites: Ability to rage.
	Benefit: While you are raging, you designate a single foe within 30 feet of you who must make a Will save (DC = 10 + one-half your character level + your Charisma modifier) or become shaken for as long as you continue to rage and the target can see you. (A shaken creature suffers a -2 morale penalty on attack rolls, saves, and checks.) A target who makes the save remains immune to the intimidating effect of your rage for one day. Creatures immune to fear and those with no visual senses are immune to this effect.

Jaded (General)
Like an experienced investigator you have been hardened against the horrors of the world by cruel experience.
	Benefit: You gain a +4 bonus to all Horror saves. 

Keen Vision (General)
Your eyes are so sharp you notice even the smallest details.
	Benefit: You get a +2 bonus on all Search checks and Spot checks.

Knock‑Down (General)
Your mighty blows can knock foes off their feet.
	Prerequisites: Base attack bonus +2, improved Trip, Str 15+.
	Benefit: Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip attack as a free action against the same target.

Knockout Attack (General) 
You can use a melee weapon to make a sneak attack that inflicts subdual damage. 
	Prerequisite: Ability to sneak attack. 
	Benefit: Normally, a rogue cannot use a melee weapon to inflict subdual damage with a sneak attack, not even by taking the usual -4 penalty. With this feat, you can use any sort of melee weapon to inflict subdual damage with a sneak attack, but the normal -4 penalty applies.

Lace Spell: Elemental Energies (Metamagic)  
You can add more damage to the spells you cast by lacing them with elemental energy.
	Prerequisite: Spellcaster level 5th+; Int 17+ 
	Benefit: You can give an extra power to a single-target spell when you cast it by adding elemental energy. In addition to its normal effect, any spell with a single target also inflicts +1d6 points of damage to that target if the spell takes effect (assuming the target fails his saving throw, if any). The damage is a type of your choosing: fire, electricity, cold, acid, or sonic. Spells with different effects based on the success or failure of a saving throw (such as disintegrate or slay living) inflict the additional damage either way.

Lace Spell: Enemy Bane (Metamagic)
You can add more damage to the spells you cast when you cast them upon a chosen enemy.
	Prerequisite: Spellcaster level 5th+, Int 17+ 
	Benefit: You give an extra power to a damaging spell when you cast it on a specific type of creature (you must choose the type of creature when you select this feat). Any spell that causes damage inflicts +20% more against creatures of this type. Some people claim to hear an intense cackling when a bane spell strikes its intended target.
	Special: You can take this feat multiple times, for a number of bane creature types. Choose a creature type from this list:

	Aberrations 	Animals	Beasts	Constructs
	Dragons	Elementals	Fey	Giants
	Humanoid (choose subtype)	Magical beasts	Monstrous humanoid	Oozes
	Outsiders, chaotic	Outsiders, evil	Outsiders, good	Outsiders, lawful 
	Plants	Shapechangers 	Undead	Vermin

Lace Spell: Holy/Unholy (Metamagic)  
By lacing them with energy, you can add potency to the spells you cast against good or evil targets. 
	Prerequisite: Spellcaster level 5th+, Int 17+ 
	Benefit: You give extra power to a spell that you cast against either an evil or a good opponent. You must choose whether to make your spells holy or unholy at the time you select this feat, and afterward you can never take this feat again. Spells laced with holy or unholy energy are changed in these ways:

	Holy. Changes the spell's descriptor to [good] and adds +2 to the save DC if the target or creatures within the area are of evil alignment.
	Unholy. Changes the spell's descriptor to [evil] and adds +2 to the save DC if the target or creatures within the area are of good alignment.

Lace Spell: Lawful/Chaotic (Metamagic)
By lacing them with energy, you can add potency to the spells you cast against lawful or chaotic targets. 
	Prerequisite: Spellcaster level 5th+, Int 17+ 
	Benefit: You give extra power to a spell that you cast against either a chaotic or a lawful opponent. You must choose whether to make your spells lawful or chaotic at the time you select this feat, and afterward you can never take this feat again. Spells laced with lawful or chaotic energy are changed in these ways:

	Lawful. Changes the spell's descriptor to [lawful] and adds +2 to the save DC if the target or creatures within the area are of chaotic alignment.
	Chaotic. Changes the spell's descriptor to [chaotic] and adds +2 to the save DC if the target or creatures within the area are of lawful alignment.

Large and In Charge (General)
You can prevent opponents from closing inside your reach.
	Prerequisites: Reach (large size or larger), Str 17+.
	Benefit: When you make a successful attack of opportunity against an opponent who is moving inside your threatened area, you can force the opponent back to the square he was in before he provoked the attack.  After you hit with your attack of opportunity make an opposed strength check against your opponent.  You gain a +4 bonus for each size category larger than you opponent you are, and an additional +1 bonus for every 5 of damage you dealt with your attack of opportunity.  If you win the opposed check, you opponent is pushed back 5 feet into the square he just left.

Leadership (General)
You are the sort of person others want to follow, and you have done some work attempting to recruit cohorts and followers.
	Prerequisites: The character must be at least 6th level.
	Benefits: Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her. See the Leadership appendix below for what sort of cohort and how many followers the character can recruit.

Lightning Fists (Special)
Your skill and agility allow you to attempt a series of blindingly fast blows.
	Prerequisites: Monk level 4th+, Dex 15+.
	Benefit: You can make two extra attacks in a round. All attacks made this round suffer a ‑5 attack penalty. This feat requires the full attack action.

Lightning Reflexes (General)
You have faster than normal reflexes.
	Benefit: You get a +2 bonus to all Reflex saving throws.

Lingering Breath (General)
Thanks to expanded lung capacity, your breath weapon lasts longer than most creatures.
	Prerequisite: Breath weapon.
	Benefit: Each use of your breath weapon lingers until the creature's next turn, and those entering or staying within the area of effect on the second round may take damage (see below). Those using Lingering Breath must decide before breathing that they are using the feat, otherwise the breath weapon acts as normal. Damage done in the second round is reduced by half. For example, a great red wyrm can normally breathe a cone of fire every 1d4+1 rounds doing 24d10 damage. A great red wyrm with the Lingering Breath feat can breath a cone of fire every 1d4+1 rounds that lasts 2 rounds, doing 24d10 damage the first round and 12d10 damage the second round.
	Normal: Each use of a breath weapon normally lasts one round.

Lingering Song (General)
Your bardic music stays with the listeners long after the last note has died away.
	Prerequisite: Bardic music ability.
	Benefit: If you use bardic music to inspire competence, inspire courage, or inspire greatness, the effects last twice as long as they otherwise would.
	Normal: Inspire courage and inspire greatness last as long as the bard sings, plus an additional 5 rounds thereafter. Inspire confidence lasts 2 minutes.

Low Blow (General) 
You can get underfoot and attack creatures larger than you. 
	Prerequisites: Dodge, Mobility, base attack bonus +4 or higher
	Benefit: As a full‑round action, you can enter an area occupied by an opponent who is at least one size category larger than you. You can then make a single melee attack at your highest attack modifier against this creature, who is considered flat‑footed against the attack. After your attack, you return to the 5‑foot square from which you entered the opponent's 5‑foot square. Using this feat provokes attacks of opportunity normally.

Luck Of Heroes (General)
Your land is known for producing heroes. Through pluck, determination, and resilience, your people survive when no one expects them to come through.
	Benefit: You receive a +1 luck bonus on all saving throws. 

Lunatic (General)
Your mind and body are tied to the cycles of the moon, making you more energetic and excitable as the moon waxes. This effect may be the result of subtle madness or a diluted supernatural heritage, such as Gypsy blood.
	Prerequisite: Chaotic alignment.
	Benefit: You have a +1 bonus to all attack rolls, Fortitude and Reflex saves, and Charisma modified skill checks whenever the moon is gibbous (more than half full). This bonus rises to +2 during the three-night period of the full moon. During the three-night period of the new moon, you suffer a -2 penalty to these rolls instead. The modifiers are reversed for Will saves: +2 during the new moon, -1 during the gibbous moon, and -2 during the full moon. This is an extraordinary quality.

Magical Artisan (General)
You have mastered the method of creating a certain kind of magic item. 
	Prerequisite: Any item creation feat.
	Benefit: Each time you take this feat, choose one item creation feat you know. When determining your cost in XP and raw materials for creating items with this feat, multiply the base price by 75%.
	Special: You may gain this feat multiple times. Each time you take the feat, it applies to a new item creation feat.

Magical Talent (General)
The mystical and eldritch secrets are clear to you. 
	Benefit: You gain a +2 bonus to Knowledge (arcana) and Spellcraft.

Magical Training (General)
You have had training in basic magical skills.
	Prerequisite: Intelligence 10+. 
	Benefit: You may cast the 0-level arcane spells dancing lights, daze, and mage hand once per day each. You have an arcane spell failure chance if you wear armor. You are treated as a wizard of your arcane spellcaster level (minimum 1st level) for determining the range at which these spells can be cast.
	Special: You may only take this feat as a 1st-level character. 

Mantis Leap (Special)
You deliver a powerful attack after making a jump.
	Prerequisites: Monk level 7th+, 5 ranks in jump.
	Benefit: Designate an opponent who is within the maximum distance you can reach with a successful jump check. Make a normal jump check; if your check is successful, you can make a normal charge attack against the opponent you designated as part of the same action. If your charge attack is successful, you inflict normal damage, plus your Strength modifier multiplied by 2.

Manufacture Magic Poison (Item Creation)  
You can create magic poisons, which have magical effects in addition to their traditional deadly nature. See the Core Rulebook II for rules on poisons.
	Prerequisite: Spellcaster level 5th+
	Benefit: You can create any magic poison whose prerequisites you meet. Enchanting a magic poison takes one week for each 1,000 gp of its price. To enchant a magic poison, the spellcaster must spend 1/25 of the item's price in XP and use up raw materials costing half its price.

Martial Weapon Proficiency (General)
Choose a type of martial weapon, such as longbow. You understand how to use that type of martial weapon in combat.  Use this feat to expand the list of weapons you are proficient with beyond the basic list in the class description.
	Benefit: You make attack rolls with the weapon normally. 
	Normal: A character who uses a weapon without being proficient with it suffers a ‑4 penalty on attack rolls.
	Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons.
	You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon.
	A cleric whose deity's favored weapon is a martial weapon and who chooses War as one of his domains, receives the Martial Weapon Proficiency feat related to that weapon for free, as well as, the Weapon Focus feat related to that weapon.
	A sorcerer or wizard who casts the spell tenser's transformation on herself gains proficiency with all martial weapons for the duration of the spell.

Master Discipline (Psionic) 
You can learn one additional power from your primary discipline. 
	Prerequisite: Extra Power, Manifester level 3rd+. 
	Benefit: You learn one additional power at any level up to the highest-level power you can manifest. For example, a 10th-level psion character can learn a new power from 0 level to 5th level. 
	Special: You can gain this feat multiple times. Each time you gain the feat, you learn a new power at any level up to the highest-level power you can manifest. 

Master Dorje (Metapsionic) 
You can manifest a dorje's power with power points.
	Benefit: You can manifest a power stored in a dorje without expending a charge. Instead, you pay for the imbedded power from your own power point reserve by spending a number of power points equal to its standard cost +2. When all the charges of a dorje are exhausted, the dorje becomes inert; thus, this feat no longer affects that individual dorje.

Maximize Power (Metapsionic) 
You can manifest powers to maximum effect.
	Benefit: All variable, numeric effects of a maximized power are maximized. A maximized power deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, and so on, as appropriate. For example, a maximized whitefire deals 20 points of damage. Saving throws and opposed rolls (such as the one you make when you manifest negate psionics) are not affected. Powers without random variables are not affected. The maximized power costs a number of power points equal to its standard cost + 6.

Maximize Spell (Metamagic)
You can cast spells to maximum effect.
	Benefit: All variable, numeric effects of a maximized, spell are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. For example, a maximized fireball deals 6 points of damage per caster level (up to 60 points of damage). Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected. Spells without random variables are not affected. 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.

Mechanical Aptitude (General)
You have a natural affinity for working with mechanical devices and gadgets. 
	Prerequisite: Dex 15+.
	Benefit: You get a +2 bonus on all Disable Device and Open Lock checks.

Mental Adversary (Psionic) 
You can make exceptionally strong psionic attacks.
	Prerequisite: Cha 13+.
	Benefit: You deal +1 ability damage on a successful psionic attack when you pay the cost of the psionic attack +3 power points. You decide whether or not to pay the extra cost after determining the failure or success of your psionic attack to breach the defender's Will save.
	Special: You can gain this feat multiple times, each time gaining the potential to deal bonus damage equal to the previous damage bonus + 1, but at a cost equal to the previous cost plus 8 power points. You decide what increment of bonus damage to deal within the range granted by gaining this feat multiple times. For instance, if Ialdabode took Mental Adversary twice, he could deal +2 ability damage if he pays 11 power points, or deal +1 ability damage for a cost of 3 power points.

Mental Leap (Psionic)
You can make amazing jumps.
	Prerequisite: Str 13+, 6 ranks of the jump skill, reserve power points 3+.
	Benefit: You jump twice as far or as high as is indicated on your jump check. Your maximum jump (a function of your height) is twice normal, and extra distance jumped (above and beyond the normal distance rolled) is not counted against your total allowed movement in the round.
	Special: You can take this feat multiple times. Each time increases your jump multiple by one and increases your prerequisite of reserve power points by +8. For instance, if Mavarkith takes Mental Leap three times, she can jump four times the distance indicated on her jump check if her reserve power points are 19+, three times the distance if her reserve power points are 11+, or twice the distance if her reserve power points are 3+.

Mercantile Background (General)
Powerful trading and craft guilds control the wealth and commerce the world. You come from a family that excels at a particular trade and knows well the value of any kind of trade good or commodity.
	Benefit: You gain a +2 bonus on all Appraise checks and a +2 bonus on skill checks in the Craft or Profession skill of your choice. 

Metacreative (Psionic) 
You supplement your craft with psionic inspiration.
	Prerequisite: Any item creation feat.
	Benefit: Each time you take this feat, choose one item creation feat you know. When determining your cost in XP and raw materials for creating items with this feat, multiply the base price by 75%.
	Special: You may gain this feat multiple times. Each time you take the feat, it applies to a new item creation feat.

Militia (General)
You served in a local militia, training with weapons suitable for use on the battlefield.
	Benefit: You get Martial Weapon Proficiency (longbow) and Martial Weapon Proficiency (longspear). 

Mind Blind (Psionic)
Your mind becomes partially closed off to psionic combat.
	Prerequisite: Psychic Bastion.
	Benefit: You permanently gain a mental hardness of 3. This mental hardness stacks with mental hardness provided by Psychic Bastion and psionic defense modes. However, your partially closed-off mind also inhibits your use of psionic attack modes-all your psionic attack modes are assessed a -3 ability damage penalty (minimum damage 1).

Mind Over Body	(General)
The arcane spellcasters of some lands have learned to overcome the frailties of the body with the unyielding power of the mind. 
	Benefit: At 1st level, you may use your Intelligence modifier instead of your Constitution modifier to determine bonus hit points. You gain +1 hit point every time you learn a metamagic feat.
	Special: You may only take this feat as a 1st-level character. 

Mind Trap (Psionic) 
You can punish psionic attackers.
	Prerequisite: Psychic Bastion.
	Benefit: You deplete a number of power points equal to 10 + your Charisma modifier from your attacking opponent on any psionic attack that deals 1 or more ability damage to you. Against freely manifested attack modes, Mind trap deals back ability score damage equal in type and amount +2 to that dealt you, against which your opponent may not raise defense modes. To do so, you must pay power points equal to the cost of the psionic defense + 3. You decide whether or not to pay the extra cost after discovering the failure or success of your opponent's psionic attack to deal ability damage.

Mirror Sight (Metamagic)
You can look through a mirror and see an image that is reflected in another specific mirror, or see a specific individual reflected in any other mirror.
	Prerequisites: Spellcaster level 1+, Cha 19+ 
	Benefit: You can, once per day, use a mirror for a special sort of scrying. Looking into a mirror, you can see through it to view a reflection in another mirror. You can choose to see one of three types of reflection:

	The current reflection in another mirror you are familiar with.
	The reflection of a person you know well, assuming that person is near a mirror.
	The reflection of a place you know well, assuming the location is being reflected in a mirror.

	You receive only visual information through this feat. However, you can choose to transmit information both ways - so that a person reflected in the remote mirror can view whatever appears in the mirror you are using. Contact lasts I d4 rounds, plus a number of rounds equal to your Charisma bonus.
	For example, Aliya knows that her friend Serai keeps a mirror in his living room over the mantel. She can look through her own hand-held mirror and see into Serai's living room. But Serai's not there. The next day, Aliya can attempt to find Serai by looking into her mirror. If, at that moment, Serai is near any mirror at all, she can see him. Otherwise, she sees nothing but her own reflection.
	Mirror Sight works with mirrors only; it is not effective when attempting to scry with other reflective surfaces such as a still pool or a polished metal shield.

Mobility (General) 
You are skilled at dodging past opponents and avoiding blows.
	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. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus to dodge giants) stack with each other, unlike most types of bonuses.

Monkey Grip (General)
You use a wider variety of sizes of weapons.
	Prerequisites: Base attack bonus +3, Weapon Focus with the appropriate weapon, Str 13+
	Benefit: You can use one melee weapon that is one size larger than you in one hand.  For example a halfling with the Monkey Grip feat can use a longsword in one hand. You suffer a –2 penalty on your attack roll when using this feat.  This feat can be taken multiple times, each time with a different weapon.
	Normal: Only weapons of your size or smaller can normally be wielded with one hand.

Mounted Archery (General) 
You are skilled at using ranged weapons from horseback.
	Prerequisite: Ride skill, Mounted Combat. 
	Benefit: The penalty you suffer when using a ranged weapon from horseback is halved: ‑2 instead of ‑4 if your mount is taking a double move, and ‑4 instead of ‑8 if your mount is running. 

Mounted Combat (General) 
You are skilled in mounted combat.
	Prerequisite: Ride skill.
	Benefit: Once per round when your mount is hit in combat, you may make a Ride check to negate the hit. The hit is negated if your Ride check is greater than the attack roll (essentially, the Ride check becomes the mount's Armor Class if it's higher than the mount's Regular AC).

Multiattack (General)
You are adept at using all your natural weapons at once. 
	Prerequisite: Access to a form that has three or more natural weapons, either naturally or through shapechanging.
	Benefit: Your secondary attacks with natural weapons suffer only a -2 penalty.
	Normal: Without this feat, your secondary natural attacks suffer a -5 penalty.

Multicultural (General)
You blend in well with members of another race. 
	Prerequisite: Speak Language (your chosen race). 
	Benefit: Choose any one humanoid race other than your own. Whenever you meet members of that race, they are likely to treat you as one of their own. You gain a +4 bonus on Charisma checks made to alter the attitude of your chosen race.

Multidexterity (General)
You are skilled at utilizing all your hands in combat. 
	Prerequisites: Dex 15, access to a form with three or more arms.
	Benefit: You ignore all penalties for using your off hands. (A creature has one primary hand, and all the others are off hands; for example, a four-armed creature has one primary hand and three off hands.)
	Normal: Without this feat, a creature suffers a -4 penalty on attack rolls, ability checks, and skill checks made with an off hand.
	Special: This feat is the same as the Ambidexterity feat for creatures with three or more arms. This feat may be taken as a bonus feat by Fighters.

Multiple Dodge (General)
You are adept at dodging blows.
	Prerequisite: Dex 13+, Wis 14+, Improved Dodge.
	Benefit: You receive a +1 dodge bonus to Armor Class against attacks from as many opponents as your wisdom modifier. You specify these opponents on your action and can select new opponents on any action. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus to dodge giants) stack with each other, unlike most other types of bonuses.
	Special: The Improved Dodge bonus can still only be applied to a single opponent.

Multitasking (General)
You can perform different tasks with different limbs.
	Prerequisites: Multiattack feat, Dex 15+, Int 13+, Improved Two weapon Fighting, Two Weapon fighting.
	Benefit: If you have four or more arms, you can use each pair of arms to perform a different partial action.  Thus you could attack with one or two arms while using a magic item, reloading a crossbow, or even casting a spell with two other arms.

Multi-weapon Fighting (General)
A creature with three or more hands can fight with a weapon in each hand.  The creature can make one extra attack in each round with each extra weapon.
	Prerequisites: Three or more hands
	Benefit: The penalty for fighting with more than one weapon is reduced by 2.
	Normal: Without this feat, the creature suffers a -6 penalty to attacks made with its primary hand and a -10 penalty to attacks made with its off hands.
	Special: This feat replaces the two-weapon fighting feat for creatures with more than two arms.  Multidexterity further reduces the penalties for off hand attacks.

Natural Spell (Wild)
You cast spells while in a wild shape. 
	Prerequisite: Ability to use wild shape, Wis 13. 
	Benefit: You complete the verbal and somatic components of spells while in a wild shape. For example, while in the form of a hawk, you could substitute screeches and gestures with your talons for the normal verbal and somatic components of a spell. You can use any material components or focuses that you can hold with an appendage of your current form, but you cannot make use of any such items that are melded within that form. This feat does not permit the use of magic items while in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.

Nobody's Fool (General) 
You naturally think of things in the most efficient way possible and tend to react to situations more gracefully and rapidly than most people. 
	Prerequisites: Wisdom 13+ 
	Benefit: You gain a +2 bonus all Sense Motive checks and Gather Information checks.

Obscure Lore (General)
You are a treasure trove of little-known information. 
	Prerequisite: Bardic knowledge ability.
	Benefit: You gain a +3 bonus on checks using your bardic knowledge ability.

Off-Hand Parry (General)
You use your off-hand weapon to defend against melee attacks.
	Prerequisites: Ambidexterity, Dex 13, Two-Weapon Fighting, base attack bonus +3, proficiency with weapon 
	Benefit: When fighting with two weapons and using the full attack option, you can on your action decide to attack normally or to sacrifice all your off-hand attack, for that round in exchange for a +2 dodge bonus to your AC. If you take this option, you also suffer penalties or, your attacks as if you were fighting with two weapons. If you are also using a buckler, its AC bonus stacks with the dodge bonus. You can use only bladed or hafted weapons of a size category smaller than your own with this feat.
	Special: This feat may be taken as a bonus feat by Fighters.

Open Mind (General)
An adaptable mind keeps your sanity resilient. 
	Benefit: You enjoy a +4 bonus to all Madness saves. 

Overpower (Metapsionic)
You can manifest a power at twice its normal effect.
	Prerequisite: Fortify Power.
	Benefit: All variable, numeric effects of an overpowered power are doubled. An overpowered power deals twice as much damage, cures twice as many hit points, affects twice as many targets, and so on, as appropriate. For example an overpowered lesser concussion deals twice the amount of damage (roll 1d6 and multiply the result by 2). Saving throws and opposed rolls (such as the one you make when you manifest negate psionics) are not affected. Powers without random variables are not affected. An overpowered power costs a number of power points equal to its standard cost + 6.
	Special: You can apply overpower to the same power multiple times. You can't break the power point limit of the manifester level minus one when using overpower. For instance, a lesser concussion overpowered twice deals 1d6 times 3 damage for a cost of 13 power points. Thus, a 14th-level manifester could have used the power as described in the example above, but a 13th-level manifester could not.
You can simultaneously apply overpower in conjunction with fortify power. You can’t break the power point limit of the manifester level minus one when using these feats in conjunction with each other. For instance, a lesser concussion overpowered once and fortified twice deals 1d6 times 2.5 damage for a cost of 10 power points. Thus an 11th-level manifester could have used the power as described in the example above, but a 10th-level manifester could not. 

Pain Touch (General)
You cause intense pain in an opponent with a successful stunning attack.
	Prerequisites: Base attack bonus +2, Stunning Fist, Wis 19+.
	Benefit: Victims of a successful stunning attack are subject to such debilitating pain that they are nauseated for 1 round. Creatures that are immune to stunning attacks are also immune to this feat, as are any creatures that are more than one size category larger than the feat user.

Pebble Underfoot (General)
You have learned a special combat technique useful for bringing down creatures much larger than you.
	Prerequisites:  Int 13+, Expertise, Improved Trip, access to an Ancient Gnome Manual.  
	Benefit:  When fighting a creature at least two size categories larger than you, you gain a +4 bonus on opposed checks when you try to trip your opponent.  If you fail to trip the creature, it cannot immediately attempt to trip you.

Perfect Memory (General) 
You can instantly commit anything you see to memory.
	Prerequisite: Int 14+.
	Benefit: If you view a letter or a map for a few seconds you can reproduce it perfectly from memory. You can memorize a number of pages equal to your Intelligence modifier x3. Memorizing additional pages will cause those memorized earlier to be lost. You cannot memorize spells from tomes or scrolls with this feat. 

Persistent Power (Metapsionic) 
You make one of your powers last all day.
	Prerequisite: Extend Power.
	Benefit: A persistent power has a duration of 24 hours. The persistent power must have a personal range or a fixed range; you can't use this feat on a power with a variable range, or on a power with an instantaneous duration. Note that you must concentrate on some powers to use their effects (for example, detect psionics and detect thoughts); concentration on such a power is a standard action that does not provoke an attack of opportunity. A persistent power costs a number of power points equal to its standard cost + 8.

Persistent Spell (Metamagic) 
You make one of your spells last all day.
	Prerequisite: Extend Spell.
	Benefit: A persistent spell has a duration of 24 hours. The persistent spell must have a personal or a fixed range (for example, comprehend languages or detect magic). Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effect is discharged. You need not concentrate on spells such as detect magic and detect thoughts to be aware of the mere presence or absence of the thing detected, but you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. A persistent spell uses up a spell slot four levels higher than the spell's actual level.

Persuasive (General)
You could sell a tindertwig hat to a troll.
	Benefit: You gain a +2 bonus on all Bluff and Intimidate checks.

Pin Shield (General)
You know how to get inside your opponent's guard by pinning his shield out of the way.
	Prerequisites: Base attack bonus +4, Two Weapon Fighting.
	Benefit: This feat can only be used against an opponent who is using a shield and who is within one size category of you. Make an off‑hand attack against an opponent's shield using the normal rules for striking a weapon. If your attack roll is successful, you momentarily pin your opponent's shield with your off‑hand weapon, and you may make an immediate attack of opportunity against your opponent with your primary weapon at your full attack bonus. Your foe gains no AC benefit from her shield for this attack. You cannot use this feat if you are fighting with only one weapon.

Plant Control (General)
You channel the power of nature to gain mastery over plant creatures.
	Prerequisites: Plant Defiance, ability to cast speak with plants.
	Benefit: You rebuke or command plants as an evil cleric rebukes undead. To command a plant, you must be able to speak with it via a speak with plants effect, though you may issue your commands mentally if desired. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you rebuke plants.

Plant Defiance (General)
You channel the power of nature to drive off plant creatures.
	Prerequisite: Ability to cast detect animals or plants. 
	Benefit: You turn (but not destroy) plants as a good cleric turns undead. Treat immobile plant creatures as creatures unable to flee. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you turn plants.

Point Blank Shot (General) 
You are skilled at making well placed shots with ranged weapons at close range.
	Benefit: You get a +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Poison Immunity (General)
You have trained your body to resist the effects of poisons.
	Prerequisite: Con 12+, 5 ranks in Knowledge (poison).
	Benefit: You have spent many years ingesting small doses of poison to develop a powerful immunity. You receive a +4 fortitude bonus to resist the effects of all mundane (non-magical and non-supernatural) poisons.

Power Attack (General) 
You can make exceptionally powerful melee attacks.
	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 action.

Power Critical (General)
Choose one weapon, such as a longsword or a greataxe. With that weapon, you know how to hit where it hurts. 
	Prerequisites: Improved Critical with weapon, base attack bonus +12, proficiency with weapon.
	Benefit: Once per day, you can declare a single melee attack with your chosen kind of weapon to be an automatic threat before you make the attack roll. If the attack is successful, you roll to confirm the critical, regardless of whether the actual attack roll was a threat.
	Special: You can take this feat multiple times. Each time you do, it applies to a new kind of weapon. You may use this ability only once per day per kind of weapon to which it applies. This feat may be taken as a bonus feat by Fighters.

Power Lunge (General)
Your ferocious attack may catch an opponent unprepared.
	Prerequisites: Base attack bonus +3, Power Attack.
	Benefit: A successful attack roll during a charge allows you to inflict double your normal Strength modifier in addition to the attack's damage. You provoke an attack of opportunity from the opponent you charged.

Power Penetration (Psionic)
Your powers are especially potent, breaking through power resistance more readily than normal.
	Benefit: You get a +2 bonus on manifester level checks (1d20 + manifester level) to beat a creature's power resistance.

Power Specialization (Psionic)
You deal more damage with ray powers.
	Prerequisites: Weapon Focus (ray), Manifester level 4th+.
	Benefit: Your damage-dealing powers that require a ranged touch attack gain a +2 damage modifier. For instance, finger of fire is considered a ray power. The damage bonus only applies if the target is within 30 feet, because only at that range can you strike precisely enough to hit more effectively.

Power Touch (Psionic) 
You can make power enhanced attacks of opportunity.
	Prerequisite: Str 13+, Psionic Fist.
	Benefit: You can make attacks of opportunity using any power you know with a range of touch, if you have at least one hand free. The Power Touch attack of opportunity does not preclude the normal manifestation of a psionic power during the same round. The power used in conjunction with this feat costs a number of power points equal to its standard cost + 2.
	Normal: Attacks of opportunity do not involve casting spells or manifesting powers.
	Special: Possession of the Quicken Power feat reduces the extra cost of Power Touch to 0 power points (you still must pay the standard cost for the power used in the attack of opportunity).

Precise Shot (General) 
You are skilled at timing and aiming ranged attacks.
	Prerequisite: Point Blank Shot.
	Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without suffering the standard –4 penalty.

Predict Outcome (General)
Sometimes you can learn the outcome of a situation before it happens. 
	Prerequisite: Cha 13+, Wis 13+. 
	Benefit: Once per day, you can cast augury as a sorcerer of a level equal to your character level. This is a spell-like ability.

Predict Path (General)
You gain an intuitive feel for how a creature will behave.
	Prerequisite: Wis 13+.
	Benefit: Once per day, you can pick a creature you can see and for the remainder of the day, you gain a +2 insight bonus to all Sense Motive checks to gain information about that creature, all Wilderness Lore or Search checks to track that creature, and all Spot checks to see the creature when it is hiding. 

Prone Attack (General)
You attack from a prone position without penalty.
	Prerequisites: Base attack bonus +2, Dex 15+, Lightning Reflexes.
	Benefit: You can make an attack from the prone position and suffer no penalty to your attack roll. If your attack roll is successful, you may regain your feet immediately as a free action.

Proportionate Wild Shape (Wild)
You use wild shape to become animals of your own size, even if your wild shape ability would normally exclude that size category.
	Prerequisites: Ability to use wild shape, natural form neither Small or Medium-size.
	Benefit: You use your wild shape ability to take the form of an animal whose normal size category matches your own. For example, a cloud giant druid (size Huge) with this feat could use wild shape to become a Huge shark or a giant squid.
	Normal: The size of the animal form you can assume through wild shape is limited by the parameters of the ability, regardless of your original size.

Psionic Body (Psionic) 
Your mind reinforces your body
	Benefit: At 1st level, you may use your key ability modifier determined by your primary discipline, if a psion, instead of your Constitution modifier to determine bonus hit points. At higher levels, your bonus hit points are determined by your Constitution, as normal. However, you now gain +1 hit point every time you learn a metapsionic feat.
	Special: You may only take this feat as a 1st‑level character.

Psionic Charge (Psionic)
You can charge in a crooked line.
	Prerequisite: Wis 13+, Speed of Thought, reserve power points 3+.
	Benefit: When taking a charge action in combat, you can make a number of turns, each of not more than 90 degrees, equal to your Dexterity modifier. The action still counts as a charge.

Psionic Defense (Psionic)
Choose a psionic discipline, such as Telepathy. You can resist powers from that school better than normal. 
	Benefit: Add +2 to your saving throws against powers of a chosen discipline. 
	Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new psionic discipline.

Psionic Dodge (Psionic)
You are proficient at dodging blows.
	Prerequisite: Dex 13+, Dodge, reserve power points 5+.
	Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. This can be the same opponent designated for the standard Dodge feat, or a separate opponent. If the same opponent is chosen for both Dodge and Psionic Dodge, the bonuses stack. You can select a new opponent on any action. 
	Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) does not make you lose the dodge bonus from the Psionic Dodge feat. Also, dodge bonuses (such as this one, the one from the Dodge feat, the one granted from the Mobility feat, and a dwarf's racial bonus to dodge giants) stack with one another, unlike most other types of bonuses.

Psionic Energy Admixture (Metapsionic)
You can modify a power that uses one type of energy to mix in an equal amount of another type of energy. 
	Prerequisites: Psionic Energy Substitution (one other), one other metapsionic feat, 5 ranks in Knowledge (psionics).
	Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic for which you already have selected for the Psionic Energy Substitution feat. You can modify a power with an energy designator to add an equal amount of the chosen type of energy. The altered power works normally in all respects except for the type of damage dealt. For instance, a sonic admixtured firefall would deal 5d4 points of sonic damage and 5d4 points of fire damage.
	Even opposed types of energy, such as fire and cold, can be combined using this feat. An admixed power costs a number of power points equal to its standard cost +8. 
	Special: You can gain this feat multiple times, choosing a different type of energy each time. You can use Psionic Energy Admixture to further alter a power that has already been modified with Psionic Energy Substitution. You can also use Psionic Energy Admixture to include your chosen energy type with a power that already uses the same type, in effect doubling the damage dice.

Psionic Energy Substitution (Metapsionic)
You can modify a power that uses one type of energy to use another type of energy.
	Prerequisites: Any other metapsionic feat, 5 ranks in Knowledge (psionics). 
	Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a power with an energy designator to use the chosen type of energy instead. A substituted power works normally in all respects except the type of damage dealt.
	A substituted power costs a number of power points equal to its standard cost (there is no extra cost), modified by any other metapsionic feats. Special: You can gain this feat multiple times, each time it applies to a different type of energy.

Psionic Fist (Psionic)
You can charge your unarmed strikes with additional damage potential.
	Prerequisite: Str 13+.
	Benefit: Your unarmed strikes deal +1d4 points of bludgeoning damage when you pay the cost of 1 power point. You must decide whether or not to pay the cost prior to making the melee attack. Your hand or foot remains "charged" for a maximum number of rounds equal to your Strength modifier + 1, or until you make your next attack, whichever occurs first. If your attack misses, the power point expenditure is wasted.

Psionic Focus (Psionic)
Your powers within your primary discipline are more potent than normal.
	Benefit: Add +2 to the DC for all saving throws against powers from the selected discipline.
	Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new discipline, but a psion must choose his primary discipline the first time he takes this feat.

Psionic Metabolism (Psionic) 
Your wounds heal especially rapidly. 
	Prerequisite: Con 13+, Rapid Metabolism. 
	Benefit: You convert 1 point of normal damage to 1 point of subdual damage per hour, if you pay the cost of 1 power point per hour. If you are unconscious or dying, Psionic Metabolism does not work.

Psionic Shot (Psionic)
You can charge your ranged attacks with additional damage potential.
	Prerequisite: Dex 13+, Point Blank Shot.
	Benefit: Your ranged shots deal +1d4 points of piercing damage when you pay the cost of 1 power point. You must decide whether or not to pay the cost prior to making the ranged attack. Your arrow, bolt, or bullet remains "charged" for a maximum number of rounds equal to your Strength modifier + 1, or until you make your next attack, whichever occurs first. If your attack misses, the power point expenditure is wasted.

Psionic Weapon (Psionic)
You can charge your melee weapon with additional damage potential.
	Prerequisite: Str 13+, Power Attack.
	Benefit: Your melee weapon deals +1d4 points of damage (slashing, piercing, or bludgeoning, as appropriate to the weapon) when you pay the cost of 1 power point. You must decide whether or not to pay the cost prior to making the melee attack. Your weapon remains "charged" for a maximum number of rounds equal to your Strength modifier +1 or until you make your next attack, whichever occurs first. If your attack misses, the power point expenditure is waste

Psychic Assault (Psionic)
You can increase your chance of success in psionic combat.
	Benefit: You may add up to half of your manifester level as a modifier to the defender's Will save DC for psionic combat when you pay the cost of +3, plus +2 power points per +1 DC modifier. You must pay this cost prior to determining the failure or success of the psionic attack. For example, a 13th-level psion selects mind thrust in psionic combat and adds half his manifester level (+6) to the Will save DC. He pays 15 power points to use this feat.

Psychic Bastion (Psionic)
You can raise a fortified defense against psionic attack
	Benefit: You gain +1 mental hardness against a foe's successful psionic attack when you pay the cost of 3 power points. You decide whether or not to pay the cost after determining the failure or success of the psionic attack to breach your Will save.
	Special: You can gain this feat multiple times, each time gaining bonus mental hardness equal to the previous bonus + 1, but you must pay a cost equal to the previous cost +8. You decide what mental hardness increment to use within the range granted by gaining this feat multiple times.

Psychic Inquisitor (Psionic) 
You know when others lie.
	Prerequisite: Cha 13+, Psychoanalyst.
	Benefit: When a living humanoid lies directly to you, you perceive it. You detect a maximum number of lies per conversation equal to your Charisma modifier. A conversation with an individual, once concluded, may not be renewed with Psychic Inquisitor active for a period of 8 hours. You decide when, or if, to begin using this feat during a conversation.

Psychoanalyst (Psionic)
Your knowledge of the mind gives you influence with others.
	Prerequisite: Cha 13+.
	Benefit: You get a +2 bonus on all Diplomacy, Bluff, and intimidate checks against living humanoids with an Intelligence score of 4 or higher. You get the same +2 bonus on Charisma checks used to influence or interact with living humanoids having an intelligence score of 4 or higher.

Pyro (General)
You're good at lighting objects and opponents on fire. 
	Benefit: If you set something or someone on fire by any means (alchemist's fire, for example), the flames do an extra 1 point of damage per die, and the Reflex save DC to extinguish the flames increases by +5.
	Normal: Fire generally does 1d6 points of damage. A successful Reflex save (DC 15) extinguishes it.

Quick Draw (General)
You can draw weapons with startling speed.
	Prerequisite: Base attack bonus +1 or higher.
	Benefit: You can draw a weapon as a free action instead of as a move‑equivalent action.

Quicker Than the Eye (General)
Your hands can move so quickly that observers don't see what you've done.
	Prerequisite: Dexterity 19+.
	Benefit: While under direct observation, you can make a Bluff check as a move-equivalent action, opposed by the Spot checks of any observers. If you succeed, you misdirection makes them look elsewhere while you take a partial action. If your partial action is an attack against someone who failed the opposed check, that opponent is denied a Dexterity bonus to AC.

Quicken Power (Metapsionic) 
You can manifest a power with a moment's thought.
	Benefit: Manifesting a quickened power is a free action. You can perform another action, even manifest another power, in the same round as you manifest a quickened power. You may only manifest one quickened power per round. A power whose time to manifest is more than 1 full round cannot be quickened. The quickened power costs a number of power points equal to its standard cost + 8.
	Special: Possession of the Power Touch feat allows the use of that feat and one quickened power in the same round.

Quicken Spell (Metamagic)
You can cast a spell with a moment's thought. 
	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 only cast one quickened spell per round.  A spell whose casting time is more than 1 full round cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level.

Quicken Turning (Special)
You can turn or rebuke undead with a moment's thought.
	Prerequisites: Ability to turn or rebuke undead, Charisma 13+, Extra Turning.
	Benefit: You can turn or rebuke undead as a free action, but with a ‑4 penalty on both your turning check and turning damage roll. You may still only make one turning attempt per round.
	You may use this feat only when you actually attempt to turn or rebuke undead. You may not use it when you power a divine feat.

Quickstrike (General)
You can make a rapid, additional attack as a follow up to a successful sneak attack. 
	Prerequisites: Base attack bonus +2 or higher, ability to sneak attack.
	Benefit: If you deal damage to a creature with a sneak attack, you get an immediate extra melee attack against that same creature. The extra attack is at the same bonus and with the same weapon as the sneak attack. The damage bonus for the sneak attack does not apply to the extra attack. You can use this ability once per round.

Rapid Metabolism (Psionic) 
Your wounds heal rapidly.
	Prerequisite: Con 13+, Manifester level 1+
	Benefit: You naturally heal a number of hit points per day of rest equal to the standard healing rate + your Constitution modifier.

Rapid Reload (General) 
You reload a crossbow more quickly than normal.
	Prerequisites: Base attack bonus +2, proficiency with the crossbow used.
	Benefit: You can reload a hand crossbow or light crossbow as a free action that provokes an attack of opportunity. You may reload a heavy crossbow as a move‑equivalent action that provokes an attack of opportunity. You can use this feat once per round.
	Normal: Loading a hand or light crossbow is a move‑equivalent action, and loading a heavy crossbow is a full‑round action.

Rapid Shot (General)
You can use ranged weapons with exceptional speed.
	Prerequisites: Point Blank Shot, Dex 13+.
	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 (the extra one and the normal ones) suffers a –2 penalty.  You must use the full attack action to use this feat.

Rapid Swimming (Genasi)
You are one with the water.
	Prerequisites: Base Fortitude save +2, Water Genasi. 
	Benefit: Your swim speed increases to 50 feet.
	Normal: A water genasi normally has a swim speed of 30 feet.

Reach Power (Metapsionic)
	Prerequisite: Enlarge Power.
	Benefit: You can manifest a power that normally has a range of "touch" at any distance up to 25 feet. The power effectively becomes a ray, so you must succeed at a ranged touch attack to bestow the power upon a recipient.
	A reach power costs a number of power points equal to its standard cost +2.

Reach Spell (Metamagic)
You can cast touch spells without touching the spell recipient.
	Benefit: You may cast a spell that normally has a range of "touch" at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed at a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell's actual level.

Reactive Counterspell (General) 
You can react quickly to counterspells cast by opponents. 
	Prerequisites: Improved Counterspell, Improved Initiative.
	Benefit: Once per round, you can counterspell an opponent's spell even if you have not readied an action to do so. This counterspell action takes the place of your regular action for the round. You can't use this feat when flatfooted.
	Normal: Without this feat, you must ready an action each round you wish to use a counterspell.

Redhead (General)
According to the folklore of some cultures, people born with red hair have been marked by the fey. 
	Prerequisite: Wis 11+.
	Benefit: Choose one 1st-level or two 0-level druid spells. The spell (or orisons) must be chosen when the feat is taken and cannot be changed later. You can cast this spell (or each orison) once a day, as a druid equal to your character level. Like a druid, you must select a time of day when you regain the spell, but you do not need to spend time preparing it. This is a spell-like ability.
	Special: You may take this feat only at the beginning of the game. You don't need to take this feat to have red hair, but you do need to be born a redhead to take this feat.

Reincarnated (General)
You have vague, dreamlike memories of a former life. You even possess skills you've never knowingly learned.
	Benefit: Choose a non-restricted skill you do not have as a class skill. That skill is always considered a class skill for you. Your spirit was reborn because it is emotionally linked to a creature that has lingered in this world. If you ever encounter your "soul mate," it will instinctually recognize you, and you gain a +2 bonus to all Charisma-based skill checks when interacting with it.
	Special: You may take this feat only at the beginning of the game.

Remain Conscious (General)
You have a tenacity of will that supports you even when things look bleak.
	Prerequisites: Base attack bonus +2, Endurance, Iron Will, Toughness.
	Benefit: When your hit points are reduced to 0, you may take one partial action on your turn every round until you reach ‑10 hit points.

Repeat Power (Metapsionic)
You can manifest a power that repeats the following round.
	Prerequisite: Any other metapsionic feat. 
	Benefit: A repeated power is automatically manifested again at the beginning of your next turn. No matter where you are, the second power originates from the same location and affects the same area as the original power. You cannot use this feat on powers with a touch range. If the original power designates a target, the repeated power affects the same target if it is within 30 feet of its original position; otherwise the second power fails.
	A repeated power costs a number of power points equal to its standard cost +6.

Repeat Spell (Metamagic) 
You can cast a spell that repeats the following round.
	Prerequisites: Any other metamagic feat.
	Benefit: A repeated spell is automatically cast again at the beginning of your next turn in the round. No matter where you are, the second spell originates from the same location and affects the same area as the original spell. You cannot use this feat on spells with a touch range. If the original spell designates a target, the repeated spell affects the same target if it is within 30 feet of its original position; otherwise the second spell fails. A repeated spell uses up a spell slot three levels higher than the spell's actual level.

Requiem (General)
Your bardic music affects undead creatures. 
	Prerequisite: Bardic music ability, 12+ ranks in Perform 
	Benefit: You can extend your mind-affecting bardic music and virtuoso performance effects so that they influence even the undead. All bardic music effects on undead creatures have only half the duration they normally would against the living.
	Normal: Undead are usually immune to mind influencing effects.

Resculpt Mind (Psionic)
You gain a metapsionic feat instead of a psionic combat mode.
	Prerequisites: Psion only, manifester level 3rd+ 
	Benefit: Instead of gaining a new psionic combat mode when you go up a level, you instead choose any metapsionic feat, gaining it as a bonus feat. You now choose to gain a metapsionic feat or a psionic combat mode at each level you normally qualify for a new psionic combat mode (3rd, 5th, 7th, 9th, and 11th).
	You still have the option of gaining four of the five the psionic combat modes you gave up for bonus metapsionic feats, at levels 13th, 15th, 17th, and 19th, respectively. You may not give up psionic combat modes for bonus metapsionic feats at these higher levels.

Resistance to Energy (General)
You channel the power of nature to resist a particular energy type (fire, cold, electricity, acid, or sonic). 	Prerequisites: Base Fort save bonus +8.
	Benefit: Choose an energy form. You gain resistance 5 against that type of energy. For example, if you choose fire, you ignore the first 5 points of fire damage you take each round, regardless of whether that damage stems from a mundane or a magical source.
	Special: You can take this feat multiple times. If you choose the same energy form two or more times, the effects stack. This resistance does not stack with that provided by any spell or magic item.

Resist Disease (General)
You have developed a natural resistance to diseases. 
	Benefit: You gain a +4 bonus on Fortitude saves against disease.

Resist Poison (General)
You have built up an immunity to the effects of poisons by exposing yourself to controlled doses of them. 	Benefit: You gain a +4 bonus on Fortitude saves against poison.

Return Shot (Psionic)
You can return incoming arrows, as well as crossbow bolts, spears, and other shot or thrown weapons.
	Prerequisite: Dex 13+, Point Blank Shot, Psionic Shot, reserve power points 5+.
	Benefit: You need not have a free hand (holding nothing) to use this feat, but you must relinquish a two‑handed hold on a single item or drop a shield as a free action. Once per round when you would normally be hit with a ranged weapon, you may make a Reflex save (DC 20; if the ranged weapon has an enhancement bonus to attack, the DC increases by that amount). If you succeed, you snatch the ranged weapon. You must be aware of the attack and not flatfooted, and you cannot already have acted in the round. You may only use this feat once in any given round.
	Snatching a ranged weapon or ammunition (such as an arrow, bolt, or sling bullet) counts as a free action. If you successfully retrieve a bolt, arrow, or sling bullet, you can load and fire it back at your foe if you hold the appropriate weapon. A bow requires a move‑equivalent action, a crossbow requires a standard action, and a thrown weapon such as a spear or knife is a free action to throw back. If you are not holding a ranged weapon suitable to the snatched ammunition in your off hand, you cannot return the attack. You make the return attack at a bonus equal to half your foe's ranged attack bonus (round down) + your full ranged attack bonus. Exceptional ranged weapons, such as boulders hurled by giants or Melf's acid arrow, can't be snatched.
	Special: If you also have the Deflect Arrows feat, you make return attacks at a bonus equal to your foe's full ranged attack bonus + your full attack bonus.

Ride By Attack (General)
You are skilled at fast attack from horseback.
	Prerequisites: Ride skill, Mounted Combat.
	Benefit: When you are mounted and use the charge action, you may move and attack as 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 do not provoke an attack of opportunity from the opponent that you attack.

Run (General) 
You are fleet of foot.
	Benefit: When running, you move five times your normal speed instead of four times the speed. If you make a running jump (see the jump skill description), increase the distance or height you clear by one‑fourth, but not past the maximum.

Sacred Spell (Metamagic) 
Your damaging spells are imbued with divine power.
	Benefit: Half of the damage dealt by a sacred spell results directly from divine power, and is therefore not subject to being reduced by protection from elements or similar magic. The other half of the damage dealt by the spell is as normal for the spell. A sacred spell uses up a spell slot two levels higher than the spell's actual level. Only divine spells can be cast as sacred spells.

Saddleback (General)
Your people are as comfortable riding as walking.
	Benefit: You receive a +3 bonus on all Ride checks.
	Special: This feat may be purchased as extra feats by fighters.

Sanctum Spell (Metamagic) 
Your spells have a home ground advantage.
	Prerequisites: Any other metamagic feat.
	Benefit: A sanctum spell has an effective spell level one level higher than normal if cast in your sanctum (see Special, below) but if not cast in the sanctum, it has an effective spell level one level lower than normal.  All effects dependent on spell level (such as save DCs or the ability to penetrate a minor globe of invulnerability) are calculated according to the adjusted level. A sanctum spell uses a spell slot of the spell's normal level, modified by any other metamagic feats.
	Special: Your sanctum is an area you have previously designated within a 10‑foot/level radius from the center. This area can be a particular site, building, or structure. A sanctum can be designated within a larger structure, but its special advantages cut off beyond the maximum area. The designated area must be a site where you have spent a cumulative period of at least three months. Once designated, it takes seven days for the site to become a sanctum. If you designate a new area to be your sanctum, the benefits of the old one immediately fade. You may have only a single sanctum at one time.

Scent (Wild)
Your olfactory senses are as sharp as the wolf's. 
	Prerequisites: Ability to use wild shape to become a wolf, Wis 11.
	Benefit: You gain the scent extraordinary ability (air breather's type), which operates regardless of your form. 

Scribe Scroll (Item Creation)
You can create scrolls, from which you or another spellcaster can cast the scribed spells. See the Dungeon Master’s Guide for rules on scrolls.
	Prerequisite: Spellcaster level 1st+ 
	Benefit: You can create a scroll of any spell that you 	know. Scribing a scroll takes 1 day for each 1,000 gp in its base price. The base price of a scroll is its spell level multiplied by its caster level multiplied by 25gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing 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.

Scribe Tattoo (Item Creation)
You can create psionic tattoos, also called psionic circuits, which store psionic powers within their designs.
	Prerequisite: Manifester level 3rd+.
	Benefit: You can create a psionic tattoo of any psionic power of 3rd level or lower that you know and that targets a creature or creatures (see Special, below). Scribing a psionic tattoo takes one day. When you create a psionic tattoo, you set the manifester level. The manifester level must be sufficient to manifest the power in question and no higher than your own level. The base price of a psionic tattoo is its power level x its manifester level x 50 gp (inscribing a 0‑level power costs 25 gp). To scribe a tattoo, you must spend 1/25 of this base price in XP and use up raw materials (special inks, masterwork needles, and so on) costing half of this base price.
	When you create a psionic tattoo, you make any choices that you would normally make when manifesting the power. When its wearer physically activates the tattoo, the wearer is the target of the power.
	Any psionic tattoo that stores a power with an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must pay the XP when creating the tattoo.
	Special: All Psychometabolism powers are an exception to the target criteria, and may be scribed into a tattoo despite the fact that they are personal powers.

Sculpt Power (Metapsionic)
You can alter the shape of a powers area.
	Prerequisite: Any other metapsionic feat. 
	Benefit: You can modify an area power by changing the area's shape. The new area must be chosen from the following list: cylinder (1ofoot radius, 30 feet high), 40-foot cone, four 1ofoot cubes, or a ball (20-foot-radius spread). The sculpted power works normally in all respects except for its shape. For example, a firefall power whose area is changed to a cone deals the same amount of damage, but the firefall affects a 40-foot cone burst.
	A sculpted power costs a number of power points equal to its standard cost +2.

Sculpt Spell (Metamagic) 
You can alter the shape of a spell's area.
	Prerequisite: Any other metamagic feat.
	Benefit: You can modify an area spell by changing the area's shape. The new area must be chosen from the following list: cylinder (10‑foot radius, 30 feet high), 40‑foot cone, four 10‑foot cubes, or a ball (20 foot radius spread). The sculpted spell works normally in all respects except for its shape. For example, a lightning bolt spell whose area is changed to a ball deals the same amount of damage, but the lightning ball affects a 20‑foot‑radius spread.
	A sculpted spell uses a spell slot one level higher than the spell's actual level.

Sequester Power (Psionic)
You get additional power points per day for every power you sequester.
	Prerequisites: Inner Strength, manifester level 3rd+ 
	Benefit: After each day's period of rest and concentration required to recharge your power points, you can also choose to sequester one or more powers you know. When you sequester a power, you lose the use of it for the day. At the same time, you gain a bonus to your power point total for the day equal to the power point cost of the power(s) you sequestered. Sequestered powers automatically return at the beginning of the following day, at which time you can choose to sequester the same, different, or no powers.
	You cannot choose to sequester a power if it is the only power of your discipline that you know for a given level. You cannot choose to sequester so many powers that your new power point total would exceed your normal power point total by more than 50 percent.

Shadow (General)
Shadow is to Track what Urban Lore is to Wilderness Lore. It is the ability to follow someone through the twisting alleys of a city, ideally without the subject knowing he is being followed. It allows you to find someone and keep him in sight as he goes about his business.
	A character with this feat can make an Urban Lore check when following some quarry. If the check is successful, the character may follow the subject at a distance up to 60 feet. An additional check must be made each hour to keep the quarry in sight.
	The DC of the Urban Lore check depends on the surrounding conditions and population density. If you have 5 or more ranks in the Gather Information skill, you gain a +2 synergy bonus on Urban Lore checks. If you fail an Urban Lore check by more than 10 while shadowing a subject, he knows he is being followed and will take action as appropriate.
	If you fail an Urban Lore check, you can retry after 10 minutes.

Population Density	DC
Abandoned area (a ruined or deserted section of a city)	5
Lightly populated area (upper-class neighborhoods, parks)	10
Normal population density (most middle-class and commercial districts)	15
Crowded (a slum or refugee camp)	20
Very crowded (a mass celebration or street festival)	25

General Conditions	DC Modifier
Very clean	+5
Average	+0 
Cluttered	-5 

Other Modifiers	DC Modifier 
Every three subjects in the group being shadowed	-1
Each hour of shadowing	+2
Subject is of a different race than most of the inhabitants	-2 to -5 
	Poor visibility*
	Overcast or moonless night	+6
	Moonlight	+3
	Fog or precipitation	+3 
Shadowed individual hides trail (and moves at half speed)	+5 
Size of creature or creatures being tracked**
	Fine	+8
	Diminutive	+4
	Tiny  	+2
	Small	+1
	Medium-size	+0
	Large	-1
	Huge	-2 
	Gargantuan	-4
	Colossal	-8 
	For a group of mixed sizes, apply only the modifier for the largest size category.

Sharp‑Shooting (General)
Your skill with ranged weapons lets you score hits others would miss due to an opponent's cover.
	Prerequisites: Base attack bonus +3, Point Blank Shot, Precise Shot.
	Benefit: You gain a +2 bonus to your ranged attack rolls against targets with some degree of cover. This feat has no effect against foes with no cover or total cover.

Shield Charge (General)
You deal extra damage if you use your shield as a weapon when charging.
	Prerequisites: Power Attack, Improved Shield Bash.
	Benefits: When you attack with your shield as part of a charge action, you inflict double normal damage.

Shield Expert (General)
You use a shield as an off‑hand weapon while retaining its armor bonus.
	Prerequisite: Base attack bonus +3, shield proficiency.
	Benefit: You may make an off‑hand attack with your shield while retaining the shield's AC bonus for that round.
	Normal: Using a shield as a weapon prevents you from gaining its AC bonus for the round.

Shield Proficiency (General)
You are proficient with shields
	Benefit: You can use a shield and suffer only the standard penalties.
	Normal: A character who is using a shield with which he or she is not proficient suffers the shield's armor check penalty on attack rolls and on all skill rolls that involve moving, including Ride.
	Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers have this feat for free. Monks, rogues, sorcerers, and wizards do not.

Shot On The Run (General)
You are highly trained in skirmish ranged weapon tactics. 
	Prerequisites: Point Blank Shot, Dex 13+, Dodge, Mobility.
	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.

Signature Skill (General)
A skill outside your normal area of expertise comes naturally to you.
	Benefit: One of your cross-class skills is now considered a class 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.

Signature Spell (General)
You are so familiar with a mastered spell that you can convert other prepared spells into that spell.
	Prerequisite: Spell Mastery.
	Benefit: Each time you take this feat, choose a spell you have mastered with Spell Mastery. You may now convert prepared arcane spells of that spell's level or higher into that signature spell, just as a good cleric spontaneously casts prepared spells as cure spells.
	Special: You may gain this feat multiple times. Each time you take the feat, it applies to a new mastered spell.

Silent Spell (Metamagic)
You can cast spells silently.
	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.

Silver Palm (General)
Your culture is based on haggling and the art of the deal.
	Benefit: You get a +2 bonus on all Appraise and Bluff checks.

Simple Weapon Proficiency (General)
You understand how to use all types of simple weapons in combat.
	Benefit: You make attack rolls with simple weapons normally.
	Normal: A character who uses a weapon with out being proficient with it suffers a ‑4 penalty on attack rolls.
	Special: All characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons. A wizard who casts the spell tenser's transformation on herself gains proficiency with all simple weapons for the duration of the spell.

Skill Focus (General)
Choose a skill, such as Move Silently. You have a special knack with that skill.
	Benefit: You get a +2 bonus on all skill checks with 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.

Smooth Talk (General)
Your people are accustomed to dealing with strangers and foreigners without needing to draw weapons to make their point.
	Benefit: You gain a +2 bonus on all Diplomacy and Sense Motive checks.

Snake Blood (General)
The taint of the serpent runs in your veins. No outward signs give away your heritage, but you are something more-or less-than entirely human.
	Benefit: You get a +2 bonus on Fortitude saving throws against poison and a +1 bonus on all Reflex saving throws.
	Special: You may only take this feat as a 1st-level character. 

Snatch (General)
You can grapple more easily with your claws or bite. 
	Prerequisite: Access to a form with either claws or bite as natural weapons.
	Benefit: If you hit with a claw or bite attack, you automatically attempt to start a grapple as a free action without provoking an attack of opportunity. If you get a hold with a claw on a creature four or more size categories smaller than yourself, you squeeze each round for automatic claw damage. If you get a hold with your bite on a creature three or more size categories smaller than yourself, you automatically deal bite damage each round, or if you do not move and take no other action in combat, you deal double bite damage to the snatched creature.
	As a free action, you can drop a creature you have snatched, or you can use a standard action to fling it aside. A flung creature travels 10 feet (and takes 1d6 points of damage) for each size category greater than Small that you are. If you fling a creature while you are flying, it suffers either flinging or falling damage, whichever is greater.

Snatch Arrows (General)
You are adept at grabbing incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons.
	Prerequisites: Base attack bonus +3, Deflect Arrows, Dex 15+, Improved Unarmed Strike.
	Benefit: You must have at least one hand free (holding nothing) to use this feat. When using the Deflect Arrows feat, you may catch the weapon instead of just deflecting it. Thrown weapons such as spears or axes can be thrown back at the original attacker as an immediate free action or kept. Projectile weapons such as arrows or bolts can be fired back normally on your next turn or later, if you possess the proper kind of bow or crossbow.

Snatch Weapon (General)
You can disarm an opponent, then pluck the weapon from midair.
	Prerequisite: Improved Disarm.
	Benefit: If you succeed in disarming an opponent and you have a free hand, you can grab the weapon yourself instead of letting it fall. If you can wield that weapon in one hand, you can immediately make a single attack with it, though you suffer the usual penalties for a second attack with an off-hand weapon.
	Normal: After a successful disarm attempt, the weapon winds up at the defenders' feet, unless you attempted the disarm attack while unarmed.

Speaking Wild Shape (Wild)
While in wild shape, you can communicate with animals or elementals of the same kind as your current form. 
	Prerequisites: Ability to use wild shape, Int 13. 
	Benefit: While in a wild shape, you operate as if you were under a continuous speak with animals effect with respect to animals of the same kind. For example, if you use wild shape to take the form of a wolf, you can communicate with wolves as long as you are in that form. You speak in growls, squawks, chitters, or whatever other sounds such an animal would typically use to communicate with others of its kind. If you are able to use wild shape to become an elemental, you can also communicate with elementals of the same kind as yourself, using their language. This feat does not enable mental communication.

Speed of Thought (Psionic) 
You move faster.
	Prerequisite: Wis 13+, reserve power points 1+.
	Benefit: Your base speed is equal to your normal speed + 10.
	Special: You can take this feat multiple times. Each time increases your base speed by 10 feet and increases your prerequisite of reserve power points by 4. For instance, if Mavarkith takes Speed of Thought three times, her speed is equal to her normal speed + 30 if her reserve power points are 9 or more, her normal speed + 20 if her reserve power points are 5 or more, or her normal speed + 10 if her reserve power points are 1 or more.

Spellcasting Prodigy (General)
You have an exceptional gift for magic.
	Benefit: For the purpose of determining bonus spells and the saving throw DCs of spells you cast, treat your primary spellcasting ability score (Charisma for bards and sorcerers, Wisdom for divine spellcasters, Intelligence for wizards) as 2 points higher than its actual value. If you have more than one spellcasting class, the bonus applies to only one of those classes.
	Special: You may only take this feat as a 1st-level character. If you take this feat more than once (for example, if you are a human or another type of creature that gets more than one feat at 1st level), it applies to a different spellcasting class each time. You can take this feat even if you don't have any spellcasting classes yet.

Spell Focus (General)
Choose a school of magic, such as illusion. Your spells of that 	school are more potent than normal.
	Benefit: Add +2 to the Difficulty Class for all saving throws against spells from the school of magic you select to focus on.
	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 Girding (General)
Your spells are particularly hardy, resisting dispel checks more readily than normal.
	Benefit: Any dispel checks against your spells are made with a -2 penalty.

Spell Mastery (Special)
Spell Mastery is available only to wizards. It is described in the wizard section.

Spell Penetration (General)
Your spells are especially potent, breaking through spell resistance more readily than normal.
	Benefit: You get a +2 bonus to caster level checks (1d20+caster level) to beat a creature's spell resistance.

Spell Specialization (General)
You deal more damage with ray or energy missile spells.
	Prerequisites: Weapon Focus (ray or energy missile spells), spellcaster level 4th+.
	Benefit: Your damage‑dealing spells that make a ranged touch attack gain a +2 damage modifier. The damage bonus only applies if the target is within 30 feet, because only at that range can you strike precisely enough to hit more effectively.
	Special: You can gain this feat twice: once for ray spells and once for energy missile spells. Its effects do not stack.

Spell Thematics (General)
Your spells have a distinct visual or auditory effect in their manifestation.  
	Prerequisite: Must be able to cast at least one illusion spell.
	Benefit: Choose a theme for your spellcasting, such as "ice" or "fire" or "screaming skulls." All spells you cast have this theme in the manifestation of their effects, although this does not actually change the spell in any way. You cannot use this feat to make your spell manifestations invisible, and it never causes your spells to deal more damage because of the visual change. (You may still cast spells without this thematic manifestation if you so choose.)
	For example, if your theme is "fire," then your magic missile spell might appear to produce bolts of fire, although the bolts still are a force effect and cause normal damage, not fire damage. If your theme is "screaming skulls," your fireball might manifest as a small screaming skull that impacts the target and explodes into a fiery ball that momentarily resembles a 20-foot-radius burning skull, although it causes damage exactly like a standard fireball (and doesn't cause any sonic damage, despite the screaming of the skull).
	Add +5 to the DC of any Spellcraft check made to identify a spell cast in this manner.

Spirited Charge (General)
You are trained at making a devastating mounted charge.
	Prerequisites: Ride skill, 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).

Split Psionic Ray (Metapsionic)
You can affect two targets with a single ray.
	Prerequisites: Any other metapsionic feat. 
	Benefit: You can split powers that specify a single target and require a ranged touch attack. Only powers that deal damage can be affected by this feat. The split ray affects any two targets that are both within the power's range and within 30 feet of each other. Each target takes', half as much damage as normally indicated (round down). If desired, you can have both rays attack the same target.
	A split ray costs a number of power points equal to its standard cost (there is no extra cost), modified by any other metapsionic feats.

Split Ray (Metamagic) 
You can affect two targets with a single ray.
	Prerequisites: Any other metamagic feat.
	Benefit: You can split spells that specify a single target and make a ranged touch attack. Only spells that deal damage can be affected by this feat. The split ray affects any two targets that are both within the spell's range and within 30 feet of each other. Each target takes half much damage as normally indicated (round down). If desired, you can have both rays attack the same target. A split ray uses up a spell slot of the spell's normal level, modified by any other metamagic feats.

Spook Animals (Special)
Living animals are greatly disturbed by your chilling presence. 
	Prerequisite: Must have the Undead type
	Benefit: When an animal or its rider is the subject of a charge or attack by a mount with this feat, it must make a Will save (DC 10 + 1/2 mount's HD + mount's Charisma modifier). If the saving throw fails, the animal suffers a -2 morale penalty on attack rolls, damage rolls, and saving throws as long as the mount is within 30 ft.

Spring Attack (General)
You are trained in fast melee attacks and fancy footwork.
	Prerequisites: Dex 13+, Dodge, Mobility, base attack bonus +4 or higher.
	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. You can’t use this feat if you are in heavy armor.

Staggering Blow (General)
When you hit a stunned opponent with an unarmed strike, you can stagger him.
	Prerequisites:  Dex 13+, Improved Unarmed Strike, Wis 13+, base attack bonus +8 or higher, Stunning Fist, Str 15+ or stunning attack, base attack bonus +4 or higher; Half-orc teacher. 
	Benefit:  If you make a successful unarmed strike against a stunned opponent, your opponent must make a successful Fortitude save against the same DC as that of you stunning attack.  If he fails this saving throw, he is staggered.  Staggered characters can only take partial actions each round.  Your foe remains staggered for a number of rounds equal to half your monk class level.

Stand Still (Psionic) 
You can prevent foes from fleeing or closing.
	Prerequisite: Str 13+, reserve power points 1+.
	Benefit: When a foe's movement would otherwise grant you an attack of opportunity, you may give up that attack and instead attack your foe prior to your foe's actual movement. This is akin to a readied action, but Stand Still doesn't affect your initiative count or actual readied actions, if any. The foe must succeed at a Fortitude save against a DC equal to 10 + the damage you deal, or be unable to move into or out of the area you threaten‑essentially, this ends the movement of a foe who is closing, and prevents any movement of a foe who is fleeing (if you are normally allowed an attack of opportunity against the fleeing foe). Since you use the Stand Still feat in place of your attack of opportunity, you may only do so a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one).
	Normal: Attacks of opportunity occur after a foe has already moved within the area you threaten; thus, you are unable to affect their movement with an attack.

Stealth (General)
You have a natural talent for lurking and avoiding observation.
	Benefit: You get a +2 bonus to all Hide checks and Move Silently checks.

Still Spell (Metamagic)
You can cast spells without gestures.
	Benefit: A still spell can be cast with no somatic components. Spells without somatic components are not affected. A still spell uses up a spell slot one level higher than the spell’s actual level.

Stone Colossus (Genasi)
You can focus a part of your power to increase the toughness of your skin.
	Prerequisites: Base Fortitude save +3, Earth Genasi. 
	Benefit: When you use the attack action or full attack action in melee, you can take a penalty of as much as -5 on your attack and add the same number (up to +5) to your armor class as a natural armor bonus.  This number may not exceed your base attack bonus. The changes to attack rolls and armor class last until your next action.

Stone Slide (Genasi)
You have attuned yourself to stone to such an extent that you can merge with it for a short time.
	Prerequisites: Base Fortitude save +4, Earth Genasi. 
	Benefit: Instead of using your spell-like ability to pass without trace, you may instead meld into stone as per the spell cast by a 5th level druid.  Doing so uses your ability to pass without trace for the day.

Street Smart (General)
You have learned how to keep informed, ask questions, and interact with the underworld without raising suspicion.
	Benefit: You get a +2 bonus on all Bluff and Gather Information checks.

Strong Soul (General)
The souls of your people are hard to separate from their bodies. 
	Benefit: You get a +1 bonus on all Fortitude and Will saves and an additional +1 bonus on saving throws against energy draining and death effects.

Stunning Fist (General)
You know how to strike opponents in vulnerable areas.
	Prerequisites: Dex 13+, improved Unarmed Strike, Wis 13+ base attack bonus +8 or higher.
	Benefit: Declare that you are using the feat before you make your attack roll (thus, a missed attack roll ruins the attempt). It forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + one‑half your level + Wis modifier), in addition to dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round (until just before your next action). A stunned character can’t act and loses any Dexterity bonus to Armor Class. Attackers get a +2 bonus on attack rolls against a stunned opponent. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round.

Subdual Substitution (Metamagic)
You can modify a spell that uses energy to deal damage to deal subdual damage instead.
	Prerequisite: Any other metamagic feat, 5 ranks in Knowledge (arcana)
	Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with the chosen designator to inflict subdual damage instead of energy damage. The subdual spell works normally in all respects except the type of damage dealt. For example, a subdual fireball spell works in the usual way, but the subdual fireball deals subdual damage instead of fire damage.
	A subdual spell uses a spell slot of the spell's normal level, modified by any other metamagic feats.

Subsonics (General)
Your music can affect even those who do not consciously hear it.
	Prerequisite: Bardic music ability, 10+ ranks in Perform 
	Benefit: You can play so softly that opponents do notice it, yet your allies still gain all the usual benefits your bardic music. Similarly, you can affect opponents within range with your music, and unless they can see performing or have some other means of discovering they cannot determine the source of the effect.

Sun Aspected Magic (General)
Your spells are much more powerful when cast under the light of the sun.
	Prerequisites: Character must have Am blood. This feat can only be taken as a first level character.
	Benefit: When you cast spells under the light of the sun you add a +2 bonus to your level to determine your effective casting level. The save DCs of all spells you cast during this time are increased by +1.
	Special: Because you depend on the sun for your power, you suffer a -2 penalty to your level when the sun is not in the sky, or when you are underground.  This penalty cannot reduce your caster level below 0. Likewise, during this time, the save DC’s of your spells are reduced by 1.

Sunder (General)
You are skilled at attacking others’ weapons.
	Prerequisites: Str 13+, Power Attack.
	Benefit: When you strike at an opponent's weapon, you do not provoke an attack of opportunity.

Superior Expertise (General)
The character has mastered the art of defense in Combat.
	Prerequisites: Int 13+, Expertise, Base attack bonus +6.
	Benefit: When the character uses the Expertise feat to improve his Armor Class, the number he subtracts from his attack and adds to his AC can be any number that does not exceeds his base attack bonus.  This feat eliminates the +5 maximum for the Expertise feat.

Supernatural Blow (General)
Choose one favored enemy that is immune to critical hits. You know how to place blows against this opponent for best effect.
	Prerequisites: Base attack bonus +7, favored enemy immune to critical hits.
	Benefit: Whenever your attack roll against this favored enemy would otherwise be a critical hit, you inflict +1d6 points of extra damage per damage die that your weapon would do on a critical hit. In addition, your favored enemy damage bonus applies to this creature type normally.
	Normal: Creatures that are immune to critical hits are also immune to the favored enemy damage bonus. 

Survivor (General)
Your people thrive in regions that others find uninhabitable, and excel at uncovering the secrets of the wilderness and surviving to tell the tale.
	Benefit: You get a +1 bonus on Fortitude saves and a +2 bonus on all Wilderness Lore checks.

Swarmfighting (General) 
You and allies with this feat can coordinate melee attacks against a single target and are adept at fighting side by side in close quarters. 
	Prerequisites: Size Small, Dex 13+, base attack bonus +1 or higher 
	Benefit: You can occupy the same 5‑foot square in combat with any other allied, Small creature that also possesses the Swarmfighting feat.
	When you attack a Medium‑size or larger creature with a melee attack, and at least one other ally with the Swarmfighting feat threatens the target, you gain a +1 morale bonus to the attack roll. This bonus increases by +1 for each additional ally beyond the first with the Swarmfighting feat that threatens the same target. The total morale bonus imparted to your attack roll cannot exceed your Dexterity bonus.

Tail Attack (General)
You have learned how to use your tail as an offensive weapon in melee combat.
	Prerequisite: Lizard-folk, Dex 13+ 
	Benefits: When using the full-attack option, you can use your tail to make an extra melee attack at your highest base attack bonus, but this attack and all others made during the round suffer a -2 penalty. Alternately, the lizard-folk character may choose to make a single melee tail attack at her highest base attack.
	A lizard-folk's tail has a reach of 5 feet and deals 1d4 plus 1 ½ times the lizard-folk's Str bonus points of damage. Tail attacks are considered unarmed attacks. A lizard-folk who fails a trip attempt made with the tail is not susceptible to the usual retributive trip attempt.

Talented (Psionic) 
You can manifest more 0‑level powers for free.
	Prerequisite: Inner Strength.
	Benefit: You can manifest three more 0‑level powers for free per day than normal.

Tattoo Focus (Special)
You bear powerful magic tattoos. 
	Prerequisite: Specialized in a school of magic.
	Benefit: Add +1 to the DC for all saving throws against spells from your specialized school. You get a +1 bonus on caster level checks (1d20 + caster level) to beat a creature's spell resistance when casting spells from that school.

Throw Anything (General)
In your hands, any weapon becomes a deadly ranged weapon.
	Prerequisites: Base attack bonus +2, Dex 15+.
	Benefit: You can throw any weapon you can use, regardless of whether it is intended to be used as a ranged weapon. The range increment of weapons used in conjunction with this feat is 10 feet.

Thug (General)
Your people know how to get the jump on the competition and push other people around. While others debate, you act.
	Benefit: You get a +2 bonus on Initiative checks, and a +2 bonus on Intimidate checks.

Token Familiar (Special)
Your familiar can assume an innocuous, inanimate form.
	Benefit: Your familiar can, on command, assume a small, inanimate form, much like a figurine of wondrous power. The form can be any Diminutive, stone, hand‑held object, typically a statuette of the familiar. In this form, the familiar does not require food or care, and it is easy to hide, but its powers are unavailable to you while in its statue form. The familiar in its statuette form still has a mind, but it cannot use any of its senses, special attacks, or special qualities. If its inanimate form is broken or destroyed, the familiar is slain. It can return to its normal form upon command.  This Feat only applies to familiars gained after the Feat is taken.

Toughness (General)
You are tougher than normal.
	Benefits: You gain +3 hit points
	Special: A character may gain this feat multiple times.

Track (General)
You can follow the trails of creatures and characters across most types of terrain.
	Benefit: To find tracks or to follow them for one mile requires a Wilderness Lore check. You must make another wilderness Lore check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge.
	You move at half your normal speed (or at your normal speed with a ‑5 penalty on the check). The DC depends on, the surface and the prevailing conditions:

Surface		DC	Surface		DC
Very soft	5	Firm		15
Soft		10	Hard		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 show, in which the 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, very dirty or dusty floors). The creature might leave some traces (broken branches, tufts of hair) but leaves only occasional or partial footprints.
	Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or indoor floors. Most streambeds fall into this category, since any footprints left behind are obscured or washed away.  The creature leaves only traces (scuff marks, displaced pebbles).

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

	If you fail a Wilderness Lore check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
	Normal: A character without this feat can use the Search skill to find tracks, but can only follow tracks if the DC is 10 or less.
	Special: A ranger receives Track as a bonus feat.
	This feat does not allow you to find or follow the tracks of a subject of a pass without trace spell.

Trade-Off (Psionic) 
You can trade in powers from your primary discipline for additional powers. 
	Prerequisite: Manifester level 3rd+. 
	Benefit: When you gain a power from your primary discipline, you can trade it in for up to three powers of a lower level. New powers must be from your primary discipline. The total levels of the powers you choose cannot exceed the level of the power you traded in. Any 0-level powers count as 1st level for purposes of this feat. For example, at 18th-level a psion could trade in the 9th-level power he or she receives from his or her primary discipline for a 5th-level power, a 3rd-level power and a 1st-level power.

Trample (General)
You are trained in using your mount to knock down opponents.
	Prerequisites: Ride skill, Mounted Combat.
	Benefit: When you attempt to overrun an opponent while mounted, the target may not choose to avoid you. If you knock down the target, your mount may make one hoof attack against him or her, gaining the standard +4 bonus on attack rolls against prone targets.

Transcend Limits (Psionic)
You can boost your powers beyond their normal limits with metapsionic feats.
	Prerequisites: Manifester level 3rd+
	Benefit: When altering a power with metapsionic feats, you can spend a number of power points equal to your manifester level plus 1.
	Normal: When using metapsionic feats on a power, you can normally only spend a number of power points equal to your manifester level minus one.
	Special: You can gain this feat multiple times. Each time it increases by 2 the number of power points you can spend on a power altered by metapsionic feats.

Treetopper (General)
Your people are at home in the trees and high places, daring falls that paralyze most other folk in abject terror.
	Benefit: You get a +2 bonus on all Climb checks. You do not lose your Dexterity bonus to Armor Class or give your attacker a +2 bonus when you are attacked while climbing.

Trigger Power (Psionic)
You choose one power that you can attempt to manifest for free.
	Prerequisite: Inner Strength, Talented, reserve power points (see below).
	Benefit: Choose any 0‑, 1st‑, 2nd‑, or 3rd‑level power you know. From now on you can attempt to trigger that power without paying its cost. To trigger a power, you must first satisfy the requirement of a power point reserve equal to or greater than what it would normally cost you to manifest the power. Then, make an ability check appropriate for the power's discipline (for instance, you would make a Charisma check for charm person). If you meet or exceed the ability check DC (see below), the power is manifested normally with no power point cost. If you fail the check, you are forced to pay its cost, but the power is still manifested normally. You can't use Trigger Power in conjunction with psionic attack or defense modes.
	DCs for the ability check are determined by level: 0‑level, 11; 1st level, 13; 2nd level, I5; and 3rd level, 17.
	Special: You can take this feat multiple times, each time using it for a new triggered power.

Trustworthy (General)
Others feel comfortable telling you their secrets. 
	Benefit: You gain a +2 bonus on all Diplomacy Gather Information checks.

Twin Power (Metapsionic)
You can manifest a power simultaneously with another power just like it.
	Benefit: Manifesting a power altered by this feat causes the power to take effect twice on the target, as if you were simultaneously manifesting the same power two times on the same location or target. Any variables in the power (such as targets, shaping an area, and so on) apply to both of the resulting powers. The target suffers all the effects of both powers individually and receives a saving throw for each. In some cases, failure of both of the target's saving throws results in redundant effects, such as a twinned charm person (see Combining Magical Effects in Chapter I of the Player's Handbook, reading "psionic" for "magic" although any ally of the target would have to succeed at two negate attempts in order to free the target from the character).
	A twinned power costs a number of power points equal to its standard cost + 8.

Twin Spell (Metamagic)
You can cast a spell simultaneously with another spell similar to it.
	Prerequisite: Any other metamagic feat.
	Benefit: Casting a spell altered by this feat causes the spell to take effect twice on the target, as if you were simultaneously casting the same spell two times on the same location or target. Any variables in the spell (such as targets, shaping an area, and so on) apply to both of the resulting spells. The target suffers all the effects of both spells individually and receives a saving throw for each (if applicable).
	In some cases, failure of both of the target's saving throws results in redundant effects, such as a twinned charm person, although any ally of the target would have to succeed at two dispel attempts in order to free the target from the charm. As with other metamagic feats, twinning a spell does not affect its vulnerability to counter spelling (for example, using an untwinned form of the spell doesn't negate only half of the twinned spell).
A twinned spell uses up a spell slot four levels higher than the spell's actual level.

Twin Sword Style (General) 
You have mastered a style of defense that others find frustrating. 
	Prerequisite: Two-Weapon Fighting.
	Benefit: When fighting with two swords (dagger, longsword, rapier, scimitar, or short sword, in any combination), you can designate a melee opponent during your action and receive a +2 armor bonus to your Armor Class against attacks from that opponent. This armor bonus stacks with the armor bonus from armor and shield. You can select a new melee opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose this bonus.
	The benefits of this feat apply only if you are proficient with the weapons you are using.
	Special: This feat may be purchased as extra feats by fighters.

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.
	Benefit: Your penalties for fighting with two weapons are, reduced by 2.
	Normal: See Attacking with Two Weapons in the combat section.
	Special: The Ambidexterity feat reduces the attack penalty for the second weapon by 4.
	A ranger wearing light armor or no armor can fight with two weapons as if he had the feats Ambidexterity and Two‑Weapon Fighting.

Unavoidable Strike (Psionic)
You can make an unarmed strike against your foe as if delivering a touch attack.
	Prerequisite: Str 13+, Psionic Fist, base attack bonus +3 or more.
	Benefit: If you pay 5 power points per unarmed attack you can resolve your unarmed attack as a touch attack for purposes of assessing your foe's Armor Class. You must decide whether or not to pay the cost prior to making the unarmed melee attack. Your hand or fist remains "charged for a maximum number of rounds equal to your Strength modifier + 1 or until your next attack, whichever occur first. If your attack misses, the power point expenditure wasted.

Unbalancing Blow
You are skilled at unbalancing your foes. 
	Prerequisites: 5 ranks in Balance, Wis 13+.
	Benefit: You may make a Dexterity check instead of a Strength check when attempting to trip foes.

Undead Familiar (Special)
Your familiar is an undead creature.
	Benefit: Rather than a living creature, your familiar is an undead version of a normal animal. See page 6 in the Monster Manual for undead special qualities. Note that you cannot convert an existing non‑undead familiar to an undead familiar by taking this feat, although if your familiar is slain and you have this feat, you can reanimate your dead familiar with a raise dead spell. Undead familiars tend to be associated with characters of evil alignment, particularly necromancers. 
	Undead familiars can be turned or rebuked. Use the familiar's effective Hit Dice for the purposes of turning or rebuking. A familiar fleeing or cowering as the result of a successful turn can't obey commands from the master (any more than it could while fear struck or paralyzed). Raising a destroyed undead familiar brings it back as a living creature.

Unorthodox Flurry (Special)
You are trained in a monastic tradition that uses non-traditional weapons.
	Prerequisites:  Monk level 6+, elven teacher.  
	Benefit:  Choose one light weapon. You become proficient with that weapon and can use it as a special monk weapon. You can use your unarmed base attack when striking with it, including your more favorable number of attacks per round.  You can also make a flurry of blows attack with this weapon. (You cannot choose a light exotic weapon unless you already have proficiency with that weapon.)
	Normal:  Without this feat, Monks can only gain this benefit with specific weapons:  the kama, siangham, or nunchaku.

Up The Walls (Psionic) 
You can run on walls for brief distances.
	Prerequisite: Wis 13+, Speed of Thought, Psionic Charge, reserve power points 5+.
	Benefit: You can take part of one of your move actions o a wall if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking damage as appropriate for your height above the floor. Treat the wall a normal floor for the purposes of measuring your movement. Passing the boundary between horizontal and vertical is equivalent to 5 feet of movement along a normal floor Opponents on the floor still get attacks of opportunity a you move up the wall within areas they threaten.
	For instance, Mavarkith the psychic warrior has a speed of 40 feet (due to her Speed of Thought feat). She begins her action standing next to the wall. She runs up a wall with a 45‑degree angle ("diagonally") for 15 feet, which also put her 15 feet farther along the hall. At this point, Mavarkit runs 15 feet straight down the wall, ending her move on a 5 foot‑square immediately next to the wall, and takes the attack normally against an opponent there, which potentially sets up flanking for her comrades. If the wall had ledges within 30 feet, Mavarkith could have ended her move on it instead of heading back down the wall.
	Special: You can take other move actions in conjunction with moving on a wall. For instance, the Spring Attack feat allows you to make your attack from the wall against a foe standing on the floor who is within the area you threaten however, if you are somehow prevented from completing your move, you fall. Likewise, you could tumble along the wall to avoid attacks of opportunity.

Upgrade Power (Psionic)
You can upgrade your powers 
	Prerequisite: Any other psionic or metapsionic feat.
	Benefit: Choose one power chain from which you have learned a psionic power. When you learn a higher-level power on that chain, you can "forget" one or more lower-level powers you know on the chain, substituting new, different powers of the same lower level instead. If you "forget" a lower-level power and that is the only power you know from your discipline at that level, you must substitute another power from your discipline at that level. You can choose not to "forget" a lower-level power you know, even if learning a higher-level power on a chain for which you have chosen this feat. Recognized power chains are described in the Recognized Power Chains -other power chains may be possible (or the recognized power chains may be altered), at your DM's discretion. 
	Special: You can gain this feat multiple times. Each time, it applies to a new power chain.
	Known Power chains:
Clairsentient 1: Inkling- Augury- Divination- Precognition
Clairsentient 2: Destiny Dissonance- Recall Pain- Recall Agony- Recall Death
Clairsentient 3: Expanded Vision- Ubiquitous Vision
Clairsentient 4: Anchored Navigation- Improved Anchored Navigation
Clairsentient 5: Combat Precognition- Shield of Prudence
Clairsentient 6: Emulate Power- Greater Emulation- Improved Emulate Power
Metacreative 1: Finger of Fire- Firefall- Burning Ray- White Fire- Flaming Shroud
Metacreative 2: Trinket- Minor Creation- Sudden Minor Creation- Fabricate- Major Creation- Improved 
		Fabricate- True Creation- Genesis
Metacreative 3: Lesser Metaphysical Weapon- Metaphysical Weapon
Metacreative 4:  Ectoplasmic Cocoon- Mass Cocoon
Metacreative 5:  Astral Construct I- Astral Construct II- Astral Construct III- Astral Construct IV- Astral 
		Construct V- Astral Construct VI- Astral Construct VII- Astral Construct VIII- Astral 
		Construct IX
Psychokinetic 1: Far hand OR Far Punch- Control Object- Control Body- Telekinesis- Clairtangency- 
		Improved Telekinesis- Improved Clairtangency OR Telekinetic Sphere- True Telekinesis
Psychokinetic 2: Biocurrent- Greater Biocurrent
Psychokinetic 3: Create Sound- Control Sound
Psychokinetic 4: Invisibility- Amplified Invisibility
Psychokinetic 5: My Light- Control Light
Psychokinetic 6: Lesser Concussion- Concussion- Greater Concussion- Mass Concussion- True 
		Concussion- Detonation
Psychokinetic 7: Matter Agitation- Matter Rearrangement- Disintegrate- Matter Manipulation- 
		Dissolution
Psychometabolic 1: Verve- Vigor- Improved Vigor
Psychometabolic 2: Lesser Natural Armor- Natural Armor
Psychometabolic 3: Biofeedback- Improved Biofeedback- Psychofeedback
Psychometabolic 4: Bite of the Wolf- Claws of the Bear- Bite of the Tiger OR Claws of the Vampire
Psychometabolic 5: Lesser Body Adjustment- Body Adjustment- Rejuvenation- True Metabolism
Psychometabolic 6: Hammer- Painful Touch- Dissolving Touch
Psychometabolic 7: Energy Barrier- Energy Conversion
Psychometabolic 8: Oak Body- Iron Body
Psychometabolic 9: Polymorph Self- Metamorphosis- Shapechange
Psychoportive 1: Glide- Fly- Improved Fly
Psychoportive 2: Dimension Slide- Dimension Door- Teleport- Teleport w/out Error
Psychoportive 3: Baleful Teleport- Divert Teleport
Psychoportive 4: Plane Shift- Dream Travel- Astral Projection OR Probability Travel
Psychoportive 5: Time Hop- Temporal Acceleration- Temporal Velocity OR Time Regression
Psychoportive 6: Dismissal- Banishment
Psychoportive 7: Ethereal Jaunt- Etherealness- Improved Etherealness
Telepathic 1: Missive- Telempathic Projection- Empathy- Detect Thoughts- Mind Probe
Telepathic 2: Charm Person- Charm Monster- Attraction- Subversion- Suggestion- Lesser Domination- 
		Domination- Greater Domination- Mass Suggestion- True Domination- Monster 
		Domination OR Thrall
Telepathic 3: Lesser Mindlink- Mindlink- Forced Mindlink- Confidante
Telepathic 4: Sense Link- Intrusive Sense Link- False Sensory Input- Tailor Memory- Mind Seed

Voice of Wrath (General)
The unseen forces of vengeance heed your commands.
	Benefit: You gain a +4 bonus to all curse checks. 

Wakefulness (General)
You need less sleep than others of your race to function.
	Benefit: You need only half the amount of sleep per night normal for your species to get a good night's rest. You can recover from fatigue after 4 hours of complete rest. You can move from exhausted to fatigued after half an hour of complete rest.
	Normal: Most creatures need 8 hours of sleep per night. A character can recover from fatigue after 8 hours of complete rest. An exhausted character becomes fatigued after 1 hour of complete rest.

Weapon Finesse (General)
You are especially skilled at using a certain weapon, one that can benefit as much from Dexterity as from Strength. Choose one light weapon. Alternatively, you can choose a rapier, provided you can use it in one hand, or a spiked chain, provided you're at least Medium‑size.
	Prerequisite: Proficient with weapon, base attack bonus +1 or higher.
	Benefit: With the selected weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. Since you need your second hand for balance, if you carry a shield, apply. The shield's armor check penalty to your attack rolls.
	Special: You can gain this feat multiple times.  Each time you take the feat, it applies to a new weapon.

Weapon Focus (General)
Choose one type of weapon, such as great axe. You are especially, good at using this weapon. You can choose "unarmed strike" or; "grapple" for your weapon for purposes of this feat. If you are a spellcaster, you can choose "ray," in which case you are especially good with rays, such as the one produced by the ray of frost spell.
	Prerequisites: Proficient with weapon, base attack bonus +1 or higher.
	Benefit: You add +1 to 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 weapon.
	A fighter must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.
	A fighter that has a weapon focus with a bow may upgrade the weapon focus to a more powerful bow when his attack bonus increases.  Thus a Weapon Focus (Short Bow) can be upgraded to a Weapon Focus (Long Bow) as the Fighter improves in level.

Weapon Specialization (Special)
Weapon Specialization is available only to fighters of 4th or higher level.

Whirling Weapon (General)
You are able to cause increased damage by whirling and spinning your weapon for a round.
	Prerequisite: Weapon Focus.
	Benefit: By taking a full round action you can choose to take any weapon with which you have the weapon focus feat and begin spinning a whirling it in a powerful series of moves designed to maximize its damage.  You strike at the end of the full round but inflict a critical hit and cause additional damage according to the weapon’s capabilities. You must still score a hit to inflict this damage.
	Special: While employing this maneuver you may not make any movement (except for a 5 foot step) or additional attacks and your initiative is reduced to 1.

Whirlwind Attack (General)
You can strike nearby opponents in an amazing, spinning attack.
	Prerequisites: Int 13+, Expertise, Dex 13+, Dodge, Mobility, base attack bonus +4 or higher, Spring Attack.
	Benefit: When you perform 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 5 feet.

Widen Power (Metapsionic)
You can increase the area of your powers.
	Prerequisite: Any other metapsionic feat. 
	Benefit: You can alter a burst, emanation, or spread power to increase its area. Powers that do not have an area of one of these three sorts are not affected by this feat. Any numeric measurements of the power's area increase by one-half. For example, a widened whitefire power (which normally produces a 20- foot-radius spread) now fills a 3o-foot-radius spread. A widened power costs a number of power points equal to its standard cost +6.

Widen Spell (Metamagic) 
You can increase the area of your spells.
	Benefit: You can alter a burst, emanation, or spread spell to increase its area. Spells that do not have an area one of these three sorts are not affected by this feat. Any numeric measurements of the spell's area increase by one‑half.  For example, a widened fireball spell (which normally produces a 20‑foot‑radius spread) now fills a 30 foot‑radius spread. A widened spell uses up a spell slot three levels higher than the spell's actual level.

Wingover (General)
You change direction quickly once per round while airborne.
	Prerequisite: Ability to fly.
	Benefit: This feat allows you to turn at an angle of up to 180 degrees in addition to any other turns you are normally allowed, regardless of your maneuverability. You cannot gain altitude during the round you execute a wingover, but you can dive. 

Zen Archery (General)
Your intuition guides your hand when you use a ranged weapon.
	Prerequisites: Base attack bonus +3, Wis 13+.
	Benefit: The character can use her Wisdom modifier instead of her Dexterity Modifier when making a ranged attack at a target within 30 feet.

Appendix One:  Two Person Chariots
	While most armies favor mounted knights in the cavalry role, some still favor the two‑person chariot. Two heavy warhorses pull a small, two‑wheeled platform on which two soldiers stand. The chariot is made of wood and iron and provides one‑quarter cover to its occupants.
	The chariot has a speed of 50 feet if being pulled by two horses, but a speed of only 40 feet if being pulled by only one. It cannot turn more than 90 degrees in a single round. If it takes a double move, it can only turn 45 degrees. If a chariot turns, it must travel at least 30 feet before it turns again, or 40 feet if it is turning in the opposite direction.
	Driving the chariot uses most of the same rules as riding a horse and engaging in mounted combat, except Handle Animal is the relevant skill.

	Handle Animal Task					DC
	Fighting with one hand while driving with the other		5
	Cutting a wounded/unconscious horse free of its harness	15
	Avoiding a collision					Varies
	Making a sideswipe attack					20

	Collisions: Chariots are vulnerable to terrain obstacles such as fallen logs, deep mud, or the bodies of the fallen. If a chariot runs over such an obstacle, the driver must make a Handle Animal check to swerve away. (The DM sets the DC depending on the severity of the obstacle.) If the driver fails, the chariot upends and passengers and horses take 1d6 points of damage if the chariot was moving at a speed of 40 feet or less, 2d6 if it was moving faster.
	Sideswipe Attack: Chariots often have scythe-like blades attached to their wheels. If the driver maneuvers the chariot's side directly adjacent to an opponent's square, the blades make a free attack if the driver succeeds at a Handle Animal check (DC 20). Treat the sideswipe as a melee attack with a scythe that has +1 attack and damage bonus for every 10 feet the chariot moved that round before it reached the target square. For example, if the chariot moved 40 feet and made a sideswipe, the blade would attack at +4 and do 2d4+4 damage.
	The passenger is generally equipped with a composite shortbow and a longspear, while the driver wields a half-spear (driving the chariot with one hand and fighting with the other).
	Ranged attacks from a moving chariot suffer the same penalties as ranged attacks from horseback. It is possible to fire a longbow from a chariot, however.
	If you are using a grid, the chariot is 5 feet wide and 10 feet long. A typical two‑person chariot costs 300 gp +100 gp for scythes attached to the chariot's sides. It weighs 300 lb. and can carry a further 800 lb., including the riders and their equipment. It requires at least light warhorses to pull it.
	If one of the mounts dies in combat, the chariot driver must immediately make a Handle Animal check (DC 15) to cut the animal free. If the chariot driver fails, the body of the horse is treated as an obstacle, requiring a Handle Animal check (DC 15) to avoid upending the chariot. This check must be made every round until the horse is cut free.

Chariot Collision DCs
	Of course, a million things exist that you can drive your chariots over, into, and through. Here are some typical DCs for the Handle Animal checks required to avoid upending your chariot:

Item struck or run over		DC
Light underbrush			10
Log				10
Muddy ground			10
Small pedestrian			10
Medium‑size pedestrian		15
Large pedestrian (including horse)	20
Wooden fence			20
Heavy underbrush		20
Hedgerow			25
Another chariot, side or rear	25
Another chariot, head‑on		30

Appendix Two:  Leadership and Cohorts
Leadership Table
Leadership	Cohort	Number of Followers by Level 
Score	Level	1st 	2nd 	3rd 	4th 	5th  	6th
1 or less	-	-	-	-	-	-	-
	2	1st	-	-	-	-	-	-
	3	2nd	-	-	-	-	-	-
	4	3rd	-	-	-	-	-	-
	5	3rd	-	-	-	-	-	-
	6	4th	-	-	-	-	-	-
	7	5th	-	-	-	-	-	-
	8	5th	-	-	-	-	-	-
	9	6th	-	-	-	-	-	-
	10	7th	5	-	-	-	-	-
	11	7th	6	-	-	-	-	-
	12	8th	8	-	-	-	-	-
	13	9th	10	1	-	-	-	-
	14	10th	15	1	-	-	-	-
	15	10th	20	2	1	-	-	-
	16	11th	25	2	1	-	-	-
	17	12th	30	3	1	1	-	-
	18	12th	35	3	1	1	-	-
	19	13th	40	4	2	1	1	-
	20	14th	50	5	3	2	1	-
	21	15th	60	6	3	2	1	1
	22	15th	75	7	4	2	2	1
	23	16th	90	9	5	3	2	1
	24	17th	110	11	6	3	2	1
	25+	17th	135	13	7	4	2	2

	Leadership Score: A character's Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, the Leadership table allows for very low Leadership scores, but the character must still be 6th level or higher in order to gain the Leadership feat and thus attract a cohort. Outside factors can affect a character's Leadership score, as detailed in Leadership Modifiers.
	Cohort Level: The character can attract a cohort of up to this level. Regardless of the character's Leadership score, he can't recruit a cohort of his level or higher. A 6th‑level paladin with a +3 Charisma bonus, for example, can still only recruit a cohort of 5th level or lower.
	Number of Followers by Level: The character can lead up to the indicated number of characters of each level. For example, a character with a Leadership score of 14 can lead up to fifteen 1st level followers and one 2nd level follower.

Leadership Modifiers
General Leadership Modifiers
The Leader Has a Reputation of	Leadership Modifier
Great prestige	+2
Fairness and generosity	+1
Special power	+1
Failure	-1
Aloofness	-1
Cruelty	-2
	
Cohort‑Only Leadership Modifiers 	
The Leader	Leadership Modifier
Has a familiar/paladin's warhorse/animal companion	-2
Recruits a cohort of a different alignment	-1
Caused the death of a cohort	-2*
*Cumulative per cohort killed.	
	
Follower‑Only Leadership Modifiers	
The Leader	Leadership Modifier
Has a stronghold, base of operations, guild house, and so on	+2
Moves around a lot	-1
Caused the death of other followers	-1

Example Special Cohorts
Creature	Alignment	Level Equivalent
Werebear	Lawful good	9th	
Pegasus	Chaotic good	6th	
Unicorn1	Chaotic good	8th	
Dire wolf	Neutral	6th	
Owlbear	Neutral	6th	
Griffon	Neutral	9th	
Dragonne2	Neutral	10th	
Hell hound	Lawful evil	6th	
Displacer beast	Lawful evil	7th	
Imp	Lawful evil	7th	
Young green dragon3	Lawful evil	9th	
Erinyes (devil)	Lawful evil	15th	
Quasit	Chaotic evil	8th	
Ettin	Chaotic evil	8th	
	1 Leader must be a human, elven, or half‑elven maiden.
	2 The leader is immune to the dragonne's roar.
	3 The dragon ages but does not gain XP.

Appendix Three:  Empowered Psicrystals
Empowered Psicrystal Special Abilities
Psion	Psicrystal
Level	Intelligence	Special
2	6	Lesser Self-Propulsion
4	7	Lesser Channel Power
6	8	Hardened Crystal
8	9	Power Storing
9	10	Greater Self-Propulsion
10	10	Energized Crystal
12	11	Discipline Focus
14	12	Psionatrix Essence
16	13	Phasing

Lesser Self-Propulsion: If the psion pays the cost of 1 power point, his or her psicrystal forms spidery, ectoplasmic legs for one hour. The legs grant the psicrystal a speed of 20 feet. The psicrystal can climb walls and ceilings with its legs like a spider at a speed of 10 feet. The legs fade to nothingness when their duration expires, or if the psicrystal takes 1 or more points of damage that penetrate its hardness, whichever comes first.

Lesser Channel Power: The psion can manifest touch powers through the psicrystal to a distance of up to one mile. The psicrystal is treated as the power’s originator. Powers manifested this way cost 1 additional power point. When channeling a touch power through his or her psicrystal, the psion manifests the power by paying its cost. The psion is still subject to attacks of opportunity and other hazards of manifesting a power, if applicable.

Hardened Crystal: If the psion pays the cost of 1 power point, his or her psicrystal decreases its size by 25 percent and becomes warm to the touch for a day. The psicrystal's hardness increases by a number equal to the Intelligence of the psicrystal.

Power Storing: The psion can store a single, targeted psionic power of up to 3rd level in the psicrystal. (The power must have a manifestation time of 1 action.) The psion can have the psicrystal activate the power as a free action. (This ability is a special exception to the general rule that manifesting a power from an item takes as long as manifesting the power normally.) Once the power has been manifested, the psicrystal is empty, and the psion can imbed any other targeted psionic power of up to 3rd level. The psion must maintain at least 1 power point in reserve until the power is manifested. If he or she doesn't, the psicrystal loses the power.

Greater Self-Propulsion: If the psion pays the cost of 3 power points, his or her psicrystal becomes encased in a tiny shell of ectoplasm (3-inch diameter), and it forms a whiplike tail (6 inches long) and the psion's choice of one of the following for a day: spidery legs, batlike wings, or fishlike fins. The legs grant the psicrystal a speed of 30 feet. The psicrystal can climb walls and ceilings with its legs like a spider at a speed of 20 feet. The wings grant the psicrystal the ability to fly at a speed of 30 feet (perfect). The fishlike fins grant the psicrystal the ability to swim at a speed of 20 feet. The whiplike tail grants the psicrystal the ability to grasp fine objects and aids in its movement. The psicrystal cannot attack with its ectoplasmic appendages. Additionally, the ectoplasmic shell body grants the psicrystal a +5 armor bonus to AC. The ectoplasm fades to nothingness when the duration expires, or when the psicrystal takes 1 or more points of damage that penetrate its hardness, whichever occurs first.

Energized Crystal: The psicrystal gains the ability to store power points as a crystal capacitor. The number of power points that it can store equals the Intelligence of the psicrystal rounded down to the nearest odd number. For example, a psicrystal with an Intelligence of 12 could store 11 power points. 

Discipline Focus: When the psicrystal is within 5 feet of the psion, any powers manifested that are of the psion's primary discipline cost 1 less power point to manifest. Powers manifested this way have a minimum of 1 power point.

Psionatrix Essence: If the psion pays the cost of 3 power points, the psicrystal acts as a psionatrix appropriate to the psion's primary discipline for a day. The psion benefits from these effects only when within 5 feet of the psicrystal. 

Phasing: If the psion pays the cost of 3 power points, the psicrystal can move through wooden, plaster, or stone walls, but not through other materials, for a day. The psicrystal can pass through a total of 60 feet, though it can break this distance up into several smaller passages or one long one, as desired. (For example, the psicrystal could pass through a 10-foot-thick wall, then a 20-foot-thick wall, and then a 30-foot-thick wall.) A psicrystal that exceeds this daily allotment midway through a wall is ejected from the material at the point of entry. (For example, if the psicrystal has already passed through 50 feet of material, then attempts to pass through a 20-foot thick barrier, it would be ejected once it reaches 10 feet.)

Basic Psicrystals
Fine Construct
Hit Dice: Special (20 hp)
Initiative: Special (Int)
Speed: Special
AC: 13 (-5 Dex, +8 size); hardness 8
Attacks: --
Damage: --
Face/Reach: Special
Special Attacks: Special
Special Qualities: Regenerate 2d4 hp per day, Personality
Saves: Special
Abilities: Str 1, Dex 0, Con --, Int (see Psicrystal Special Abilities), Wis (as psion), Cha (as psion)
Skills: Special
Feats: --

	Hit Dice: Treat as the psion's character level (for effects related to Hit Dice).
	Initiative: Use Intelligence to determine initiative.
	Speed: A psicrystal has no base speed; however, when its self-propulsion ability has been activated, it has a speed as described by the ability. 
	AC: The base AC for a psicrystal is 13 (base 10, -5 Dex, +8 size). When the self-propulsion ability of a psicrystal is activated, the Intelligence score of the psicrystal replaces Dexterity when determining AC only. 
	Face/Reach: A psicrystal that has had self-propulsion activated has a face/reach of ½ ft x ½ ft/ 0. 
	Special Attacks: While a psicrystal does not possess any innate ability to attack, it can activate a power stored in it by the power storing ability.
	Saving Throws: The psicrystal uses the psion's base saving throw bonuses.
	Skills: Use the psion's skill values.