Index of Feats by Sources - FnP

System Reference Document

Name Prerequisites Benefit
Divine Might Str 13, turn or rebuke undead ability, Power Attack. As a free action, spend one of your turn or rebuke undead attempts to add your Charisma bonus to your weapon damage for 1 full round. 
Divine Vengeance Ability to turn undead, Extra Turning. You can 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. This is a supernatural ability. 
Empower Turning Ability to turn or rebuke undead.  
Eschew Materials   You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal. 
Heighten Turning Cha 13, Extra Turning.  
Jack of all Trades You must be at least 6th level. You can use any skill untrained, even those that normally require training. 
Quicken Manifestation Ability to manifest from the Ethereal Plane to the Material Plane.  
Reach Spell   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. 
Sacred Spell   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 energy or similar magic. The other half of the damage dealt by the spell is as normal. 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. 
Superior Expertise Int 13, Combat Expertise, base attack bonus +6. When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your attack and add to your AC can be any number that does not exceed your base attack bonus. This feat eliminates the +5 maximum for the Combat Expertise feat.