Index of Feats by Type - General

Name Prerequisites Benefit
Aberrant Dragonmark Dragonmarked race (human, dwarf, elf, gnome, halfling, half-elf, or half-orc).  
Aberration Banemagic    
Ability Enhancer Spell Focus (transmutation), transmuter level 1st.  
Ability Focus Special attack. Add +2 to the DC for all saving throws against the special attack on which the creature focuses. 
Abjurative Potency Spell Focus (abjuration), abjurer level 1st.  
Acrobatic   You get a +2 bonus on all Jump checks and Tumble checks. 
Agile   You get a +2 bonus on all Balance checks and Escape Artist checks. 
Agile Tyrant True beholder or beholderkin.  
Alertness   You get a +2 bonus on all Listen checks and Spot checks. 
Aligned Theurgy At least one alignment-based cleric domain (Chaos, Evil, Good, or Law), ability to cast arcane spells with the same alignment descriptor as your domain.  
Altered State    
Altitude Adaptation Base Fortitude save bonus +2.  
Ancestral Relic Any good alignment, character level 3rd.  
Animal Affinity   You get a +2 bonus on all Handle Animal checks and Ride checks. 
Antipsionic Magic Spellcraft 5 ranks. You get a get a +2 bonus on caster level checks made to overcome a psionic creature's power resistance. This bonus stacks with the bonus conferred by Spell Penetration and Greater Spell Penetration. Moreover, whenever a psionic creature attempts to dispel a spell you cast, it makes its manifester level check against a DC of 13 + its manifester level. The benefits of this feat apply only to power resistance. The bonus does not apply to spell resistance. This is an exception to the psionics-magic transparency rule. 
Appraise Magic Value Appraise 5 ranks, Knowledge (arcana) 5 ranks, Spellcraft 5 ranks.  
Aquatic Shot Point Blank Shot  
Aquatic Spellcasting    
Arcane Defense Spell Focus in the chosen school.  
Arcane Focus Item Craft Wondrous Item, any metamagic feat, arcane caster level 3rd.  
Arcane Mastery Ability to cast arcane spells or use spell like abilities (including in vocations).  
Arcane Preparation Ability to cast arcane spells without preparation.  
Arcane Shorthand    
Arcane Strike Ability to cast 3rd-level arcane spells, base attack bonus +4.  
Arctic Priest Access to Cold or Winter cleric domain.  
Armor Proficiency (Heavy) Armor Proficiency (light), Armor Proficiency (medium). See Armor Proficiency (light)
Armor Proficiency (Light)   When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. 
Armor Proficiency (Medium) Armor Proficiency (light). See Armor Proficiency (light)
Arterial Strike Sneak attack ability, base attack bonus +4.  
Ascetic Hunter Improved Unarmed Strike, favored enemy.  
Ascetic Knight Improved Unarmed Strike, ability to smite evil.  
Ascetic Mage Improved Unarmed Strike, ability to spontaneously cast 2nd level arcane spells.  
Ascetic Rogue Improved Unarmed Strike, sneak attack.  
Ascetic Stalker Ki power, ki strike (magic).  
Athletic   You get a +2 bonus on all Climb checks and Swim checks. 
Augment Summoning Spell Focus (conjuration). Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. 
Autonomous   You get a +2 bonus on all Autohypnosis checks and Knowledge (psionics) checks. 
Axiomatic Strike Ki strike (lawful), Stunning Fist.  
Bane of the Unclean True beholder or must have aberration as a favored enemy.  
Battle Caster Ability to ignore arcane spell failure chance from armor.  
Battlefield Inspiration Cha 13.  
Beckon the Frozen Augment Summoning, Spell Focus (conjuration).  
Betrayal of the Spirit Linked Ability to prepare and cast animate dead, required sacrifice.  
Blazing Berserker Ability to rage.  
Blessed By Tem-Et-Nu Patron deity Tem-Et-Nu, must have defeated a hippopotamus in single combat.  
Blind-Fight   In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half. 
Blindsight, 5-Ft. Radius Base attack bonus +4, Blind-Fight, Wisdom 19. 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 incorporeal beings. (Except for the decreased range, this feat is identical to the blindsight special ability.) 
Bloodsoaked Intimidate Snatch Trophy.  
Bolster Resistance Corpsecrafter  
Book Smart Int 15, Knowledge (any three) 6 ranks, ability to cast at least three arcane divination spells.  
Boost Spell Resistance Any evil alignment.  
Boost Spell-Like Ability    
Born Flyer Dex 13.  
Braced for Charge Base attack bonus +1.  
Brachiation Climb 4 ranks, Jump 4 ranks.  
Breathing Link Aquatic elf or water genasi, base Will save +2.  
Bronze Solaris Member Sorcerer level 1st.  
Brutal Throw    
Improved Buckler Defense Shield Proficiency.  
Improved Bull Rush Str 13, Power Attack. When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender. 
Chakram Ricochet Dex 13, base attack bonus +1, proficient with chakram.  
Chaotic Mind Chaotic alignment, Cha 15. Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bonus on skill checks or ability checks do not gain those bonuses against you. The benefit of this feat applies only to insight bonuses gained from psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule. 
Charmer Spell Focus (enchantment), enchanter level 1st.  
Chosen of Iborighu Patron deity must be Iborighu.  
Circle Kick Base attack bonus +3, Improved Unarmed Strike, Dex 15+.  
City Slicker    
Cleave Str 13, Power Attack. If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round. 
Clever Wrestling Small or Medium size, Improved Unarmed Strike.  
Cloak Dance Hide 10 ranks, Perform (dance) 2 ranks. You can take a move action to obscure your exact position. Until your next turn, you have concealment. Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment. 
Close-Quarters Fighting Base attack bonus +3.  
Closed Mind   You get a +2 bonus on all saving throws to resist powers. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule. 
Cold Endurance Base Fortitude save bonus +2.  
Cold Focus    
Greater Cold Focus Cold Focus.  
Cold Spell Specialization Con 13, Snowcasting, Frozen Magic.  
Collegiate Wizard Int 13, wizard level 1st.  
Combat Casting   You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned. 
Combat Engineer Str 13, Int 13, Knowledge (architecture and engineering) 4 ranks, Improved Sunder, Power Attack.  
Combat Expertise Int 13. When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. 
Improved Combat Expertise Int 13, Combat Expertise, base attack bonus +6.  
Combat Intuition Sense Motive 4 ranks, base attack bonus +5.  
Combat Reflexes   You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. 
Combined Empathy Druid level 1st, ranger level 1st.  
Comforting Madness Devotion to the Cult of the Dragon Below  
Communicator    
Compelling Madness Devotion to the Cult of the Dragon Below  
Consecrate Spell-Like Ability Any good alignment.  
Cool Head Any two mental skill tricks.  
Corpsecrafter    
Corrupt Spell-Like Ability Any evil alignment.  
Improved Counterspell   When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell. 
Courteous Magocracy    
Craven Sneak attack class feature, cannot be immune to fear.  
Improved Critical Proficient with weapon, base attack bonus +8. When using the weapon you selected, your threat range is doubled. 
Curling Wave Strike Dex 13, Improved Trip.  
Customize Domain At least one domain, ability to cast 3rd-level divine spells.  
Danger Sense Improved Initiative.  
Daredevil Athlete    
Daring Outlaw Grace +1, sneak attack +2d6.  
Darkness Adaptation Raised in an artic environment.  
Darkstalker    
Dash    
Daunting Presence Cha 13, base attack bonus +1.  
Dderwydd Chymdeithas Initiate Ability to spontaneously cast summon nature's ally I.  
Deadly Chill Corpsecrafter.  
Deadly Concussion Str 13, Perform (percussion) 6 ranks, Improved Sunder, Power Attack  
Deadly Precision Dex 15, base attack bonus +5. You have deadly accuracy with your sneak attacks. You can reroll any result of 1 on your sneak attack's extra damage dice. You must keep the result of the reroll, even if it is another 1. 
Death Blow Improved Initiative, base attack bonus +2.  
Death Frenzy Aboleth, Diehard, Endurance.  
Deceitful   You get a +2 bonus on all Disguise checks and Forgery checks. 
Deceitful Appearances Sleight of Hand 5 ranks, base attack bonus +3.  
Deep Breather Con 16.  
Defensive Strike Dex 13, Int 13, Combat Expertise, Dodge.  
Defensive Throw Dex 13, Combat Reflexes, Dodge, Improved Trip, Improved Unarmed Strike.  
Deflect Arrows Dex 13, Improved Unarmed Strike. You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can't be deflected. 
Deft Hands   You get a +2 bonus on all Sleight of Hand checks and Use Rope checks. 
Deft Opportunist Dex 15, Combat Reflexes.  
Deft Strike Int 13, Combat Expertise, Spot 10 ranks, sneak attack.  
Destruction Retribution Corpsecrafter.  
Destructive Rage Rage or frenzy ability.  
Devoted Inquisitor Smite evil, sneak attack.  
Devoted Performer Bardic music, smite evil.  
Devoted Tracker Track, smite evil, wild empathy.  
Diehard Endurance. When reduced to between -1 and -9 hit points, you automatically become stable. You don't have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die. 
Diligent   You get a +2 bonus on all Appraise checks and Decipher Script checks. 
Dire Flail Smash Str 13, Improved Sunder, Power Attack, Weapon Focus (dire flail).  
Dirty Fighting Base attack bonus +2.  
Dirty Rat Tumble 4 ranks.  
Improved Disarm Int 13, Combat Expertise. You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent. 
Disintegration Finesse Dex 13, ability to cast disintegrate as a spell or use it as a spell-like or supernatural ability.  
Disjunction Ray Cha 19, Focused Antimagic, beholder with functional antimagic ability.  
Disturbing Spell Devotion to the Cult of the Dragon Below, ability to spontaneously cast spells.  
Dive for Cover Base Reflex save bonus +4.  
Diversified Casting A prohibited school.  
Improved Diversion Bluff 4 ranks.  
Divine Inspiration Bardic music ability, ability to turn undead.  
Dodge Dex 13. During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. 
Double Wand Wielder Craft Wand, Two-Weapon Fighting.  
Dragoncrafter Knowledge (arcana) 2 ranks.  
Druidic Theurgy Ability to cast 3rd-level druid spells, ability to cast spells from a different spell list.  
Dual Strike Improved Two-Weapon Fighting, Two-Weapon Fighting.  
Dual Strike (Coop) Base attack bonus +3, Combat Reflexes.  
Eagle Claw Attack Wis 13, Improved Sunder, Improved Unarmed Strike.  
Earth's Embrace Str 15, Improved Grapple or improved grab, Improved Unarmed Strike.  
Efficient Hunter Survival 1 rank, raised in a plains environment.  
Eldritch Claws Eldritch blast 2d6.  
Elemental Theurgy At least one elemental domain (Air, Earth, Fire, or Water), ability to cast arcane spells with the same elemental descriptor as your domain.  
Empower Spell-Like Ability Spell-like ability at caster level 6th or higher. Choose one of the creature's spell-like abilities, subject to the restrictions below. The creature can use that ability as an empowered spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day). When a creature uses an empowered spell-like ability, all variable, numeric effects of the spell-like ability are increased by one half. Saving throws and opposed rolls are not affected. Spell-like abilities without random variables are not affected. The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) -2. For a summary, see the table in the description of the Quicken Spell-Like Ability feat. 
Empower Turning Ability to turn or rebuke undead.  
Endurance   You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued. 
Enduring Ki Ki power.  
Enduring Life    
Enhanced Shadow Reality Spell Focus (illusion), illusionist level 1st.  
Enlarge Mucus Cloud Aboleth, Con 20.  
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. 
Evocation Resistance Spell Focus (evocation), evoker level 1st.  
Excised From the Web of Life Ability to prepare and cast Blight, required sacrifice.  
Exotic Weapon Proficiency Base attack bonus +1 (plus Str 13 for bastard sword or dwarven waraxe). You make attack rolls with the weapon normally. 
Expanded Ki Pool Ki power.  
Expert Swimmer Swim** 4 ranks, Endurance.  
Expert Tactician Dex 13, Combat Reflexes, base attack bonus +2.  
Extend Rage Rage or frenzy ability.  
Extra Domain Spell Wis 15, access to one domain spell.  
Extra Edge Warmage level 4th.  
Extra Invocation Ability to use lesser invocations.  
Extra Music Bardic music. You can use your bardic music four extra times per day. 
Extra Rage Rage or frenzy ability.  
Extra Slot Caster level 4th.  
Extra Smiting Smite ability, base attack bonus +4.  
Extra Spell Caster level 3rd.  
Extra Spell Secret Spell secret class ability, able to cast 2nd level spells.  
Extra Stunning Stunning Fist, base attack bonus +2.  
Extra Turning Ability to turn or rebuke creatures. Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal. If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day. 
Extraordinary Concentration Concentration 15 ranks.  
Extraordinary Spell Aim Spellcraft 15 ranks.  
Eyes in the Back of Your Head Base attack bonus +3, Wis 19. 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 or when you are the target of a rogue's sneak attack. 
Faith In the Frost Ability to turn or rebuke creatures, access to Cold or Winter cleric domain.  
Improved Familiar Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).

When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil).

Familiar Alignment Arcane Spellcaster Level Base Attack Bonus
Shocker lizard Neutral 5th +0
Stirge Neutral 5th +0
Formian worker Lawful neutral 7th +0
Imp Lawful evil 7th +0
Pseudodragon Neutral good 7th +0
Quasit Chaotic evil 7th +0
Complete Scoundrel:
Monstrous centipede, SmallNeutral 2nd+0
BadgerNeutral 3rd+0
Monstrous scorpion, SmallNeutral 3rd+0
Viper, MediumNeutral 3rd+0
Monstrous spider, SmallNeutral 4th+0
Vargouille (no kiss Su ability)Neutral Evil6th+0
Mephit, anyNeutral 7th+0
Complete Warrior:
KrensharNeutral 3rd+3
WorgNeutral Evil 3rd+3
Blink DogLawful Good 5th+5
Hell HoundLawful Evil 5th+5
HippogriffNeutral 7th+7
HowlerChaotic Evil 7th+7
Winter WolfNeutral Evil 7th+7
Player's Guide to Faerun:
DeathfangNeutral Evil 9th+0
Flying snakeNeutral 3rd+0
spitting crawler lizardNeutral 3rd+0
LynxNeutral 3rd+0
OsquipNeutral Evil 5th+0
TressymNeutral Good 5th+0

Improved familiars otherwise use the rules for regular familiars, with two exceptions: If the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate). The list in the table above presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Nor is the master's alignment the only possible categorization. For instance, improved familiars could be assigned by the master's creature type or subtype, as shown below.

Familiar Type/Subtype Arcane Spellcaster Level
Celestial hawk 1 Good 3rd
Fiendish Tiny viper snake 2 Evil 3rd
Air elemental, Small Air 5th
Earth elemental, Small Earth 5th
Fire elemental, Small Fire 5th
Shocker lizard Electricity 5th
Water elemental, Small Water 5th
Homunculus 3 Undead 7th
Ice mephit Cold 7th
Fire Bat (Monster Manual 2) Fire 15th
1 Or other celestial animal from the standard familiar list.
2 Or other fiendish animal from the standard familiar list.
3 The master must first create the homunculus, substituting ichor or another part of the master's body for blood if necessary.
 
Far Shot Point Blank Shot. When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled. 
Faster Healing Base Fortitude save bonus +5.  
Favored Dodge Dodge, favored enemy.  
Favored Power Attack Favored enemy ability, Power Attack, base attack bonus +4.  
Feign Weakness Base attack bonus +2, Improved Unarmed Strike.  
Improved Feint Int 13, Combat Expertise. You can make a Bluff check to feint in combat as a move action. 
Feral Animal Companion Animal companion class feature, evil* alignment.  
Fey Prescience Aquatic Fey Bloodline, ability to cast 5th-level arcane spells.  
Fists of Iron Improved Unarmed Strike, Stunning Fist, base attack bonus +2.  
Fleet of Foot Dex 15, Run. 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 when carrying a medium or heavy load. If you are charging, you must move in a straight line for 10 feet after the turn to maintain the charge. 
Flick of the Wrist Dex 17, Sleight of Hand 5 ranks, Quick Draw.  
Improved Flight Ability to fly (naturally, magically, or through shapechanging).  
Flyby Attack Fly speed. When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack
Improved Flyby Attack Fly speed, Dodge, Flyby Attack, Mobility. If the standard action taken by a creature during a round in which it uses Flyby Attack is a melee attack, the creature provokes no attacks of opportunity from moving out of squares threatened by its target. 
Flying Fish Leap Jump 8 ranks, Swim 4 ranks.  
Flying Kick    
Focused Antimagic Beholder with functional antimagic ability.  
Foe Specialist Sneak attack +1d6, base attack bonus +4.  
Force of Personality Cha 13.  
Force of Will Iron Will. Once per round, when targeted by a psionic effect that allows a Reflex save or a Fortitude save, you can instead make a Will saving throw to avoid the effect. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule. 
Freerunner Any two movement skill tricks.  
Freezing the Lifeblood    
Frostfell Prodigy Con 13, Snowcasting, Frozen Magic, Cold Focus.  
Frozen Berserker Ability to rage.  
Frozen Magic Con 13, Snowcasting.  
Frozen Wild Shape Base Fortitude save bonus +6, wild shape ability.  
Fury of Stone Ability to rage or frenzy, raised in an underground environment.  
Ghost Scarred Knowledge (religion) 8 ranks.  
Gift of Xoriat Devotion to the Cult of the Dragon Below.  
Girded Soul Spell Focus (necromancy), necromancer level 1st.  
Goad Cha 13, base attack bonus +1.  
Graft Flesh Heal 10 ranks.  
Improved Grapple Dex 13, Improved Unarmed Strike. You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple. 
Grappling Blast Improved Grapple, eldritch blast 3d6.  
Great Captain Profession (sailor) 7 ranks, Knowledge (geography) 7 ranks, Leadership  
Great Cleave Str 13, Cleave, Power Attack, base attack bonus +4. This feat works like Cleave, except that there is no limit to the number of times you can use it per round. 
Great Fortitude   You get a +2 bonus on all Fortitude saving throws. 
Green Ear Perform (any) 10 ranks, bardic music.  
Guardian Spirit Watchful spirit class ability.  
Haft Strike Two-Weapon Fighting.  
Hamstring Sneak attack ability, base attack bonus +4.  
Hardened Flesh Corpsecrafter.  
Heads Up Spell-like abilities or ability to cast arcane or divine spells.  
Hear the Unseen Listen 5 ranks, Blind-Fight.  
Heavy Teleport Spell Focus (conjuration), conjurer level 1st.  
Heighten Spell-Like Ability Spell-like ability at caster level 6th or higher.  
Heighten Turning Cha 13, Extra Turning.  
Hidden Thoughts Spell Focus (divination), diviner level 1st.  
High Society Diplomacy 4 ranks.  
Hold the Line Combat Reflexes, base attack bonus +2. You may make an attack of opportunity against a charging opponent who enters an area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved. 
Holy Mount Ability to gain a paladin special mount, any other divine spell-casting class level 1st.  
Hostile Mind Cha 15. Whenever you are subject to a power from the telepathy discipline (regardless of whether the power is harmful or beneficial to you), the manifester must make a Will saving throw against a DC of 10 + 1/2 your character level + your Charisma bonus or take 2d6 points of damage. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule. 
Hover Fly speed. When flying, the creature can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed, regardless of its maneuverability. If a creature begins its turn hovering, it can hover in place for the turn and take a full-round action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so. If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature). Those caught in the cloud must succeed on a Concentration check (DC 10 + 1/2 creature's HD) to cast a spell. 
Hymnist Bardic music ability, ability to cast divine spells.  
Ice Harmonics Bardic music ability, Perform (sing) 6 ranks.  
Icy Calling Con 13, Snowcasting.  
Improve Disguise Cha 13, Disguise 7 ranks, Sense Motive 5 ranks.  
Improved Cold Endurance Base Fortitude save bonus +6, Cold Endurance.  
Improved Fiendish Servant Fiendish servant class feature.  
Improved Frosty Touch Uldra.  
Improved Initiative   You get a +4 bonus on initiative checks. 
Innate Spell Quicken Spell, Silent Spell, Still Spell.  
Inside Connection    
Insightful    
Insightful Reflexes    
Instantaneous Rage Rage or frenzy ability.  
Intimidate the Enemy Intimidate 3 ranks, favored enemy.  
Intimidating Rage    
Investigator   You get a +2 bonus on all Gather Information checks and Search checks. 
Iron Will   You get a +2 bonus on all Will saving throws. 
Jack of all Trades You must be at least 6th level. You can use any skill untrained, even those that normally require training. 
Karmic Strike Dex 13, Combat Expertise, Dodge.  
Khyber's Fury Devotion to the Cult of the Dragon Below, ability to rage or frenzy.  
Kiai Shout Cha 13, base attack bonus +1.  
Greater Kiai Shout Cha 13, Kiai Shout, base attack bonus +9.  
Knock-Down Base attack bonus +2, Improved Trip, Str 15. 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. 
Landwalker Aquatic elf.  
Lasting Life Endurance, Enduring Life.  
Leadership Character level 6th. Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her. See the table below for what sort of cohort and how many followers the character can recruit.
Leadership Modifiers: Several factors can affect a character's Leadership score, causing it to vary from the base score (character level + Cha modifier). A character's reputation (from the point of view of the cohort or follower he is trying to attract) raises or lowers his Leadership score:
Leader's Reputation
Modifier
Great renown
+2
Fairness and generosity
+1
Special power
+1
Failure
-1
Aloofness
-1
Cruelty
-2
Other modifiers may apply when the character tries to attract a cohort:
The Leader . . .
Modifier
Has a familiar, special mount, or animal companion
-2
Recruits a cohort of a different alignment
-1
Caused the death of a cohort
-2*
* Cumulative per cohort killed.
Followers have different priorities from cohorts. When the character tries to attract a new follower, use any of the following modifiers that apply.
The Leader . . .
Modifier
Has a stronghold, base of operations, guildhouse, or the like
+2
Moves around a lot
-1
Caused the death of other followers
-1.
Leadership Score
Cohort Level
-- Number of Followers by Level --
1st
2nd
3rd
4th
5th
6th
1 or lower
-
-
-
-
-
-
-
2
1st
-
-
-
-
-
-
3
2nd
-
-
-
-
-
-
4
3rd
-
-
-
-
-
-
5
3rd
-
-
-
-
-
-
6
4th
-
-
-
-
-
-
7
5th
-
-
-
-
-
-
8
5th
-
-
-
-
-
-
9
6th
-
-
-
-
-
-
10
7th
5
-
-
-
-
-
11
7th
6
-
-
-
-
-
12
8th
8
-
-
-
-
-
13
9th
10
1
-
-
-
-
14
10th
15
1
-
-
-
-
15
10th
20
2
1
-
-
-
16
11th
25
2
1
-
-
-
17
12th
30
3
1
1
-
-
18
12th
35
3
1
1
-
-
19
13th
40
4
2
1
1
-
20
14th
50
5
3
2
1
-
21
15th
60
6
3
2
1
1
22
15th
75
7
4
2
2
1
23
16th
90
9
5
3
2
1
24
17th
110
11
6
3
2
1
25 or higher
17th
135
13
7
4
2
2
Leadership Score: A character's base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but the character must still be 6th level or higher in order to gain the Leadership feat. Outside factors can affect a character's Leadership score, as detailed above. Cohort Level: The character can attract a cohort of up to this level. Regardless of a character's Leadership score, he can only recruit a cohort who is two or more levels lower than himself. The cohort should be equipped with gear appropriate for its level. A character can try to attract a cohort of a particular race, class, and alignment. The cohort's alignment may not be opposed to the leader's alignment on either the law-vs-chaos or good-vs-evil axis, and the leader takes a Leadership penalty if he recruits a cohort of an alignment different from his own. Cohorts earn XP as follows: The cohort does not count as a party member when determining the party's XP. Divide the cohort's level by the level of the PC with whom he or she is associated (the character with the Leadership feat who attracted the cohort). Multiply this result by the total XP awarded to the PC and add that number of experience points to the cohort's total. If a cohort gains enough XP to bring it to a level one lower than the associated PC's character level, the cohort does not gain the new level-its new XP total is 1 less than the amount needed attain the next level. Number of Followers by Level: The character can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they're generally low-level NPCs. Because they're generally five or more levels behind the character they follow, they're rarely effective in combat. Followers don't earn experience and thus don't gain levels. However, when a character with Leadership attains a new level, the player consults the table above to determine if she has acquired more followers, some of which may be higher level than the existing followers. (You don't consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.) 
Leap Attack Jump 8 ranks, Power Attack.  
Lightning Fists Monk level 4th+, Dex 15+.  
Lightning Reflexes   You get a +2 bonus on all Reflex saving throws. 
Lingering Song Bardic music.  
Long Strike Base attack bonus +2.  
Mage Slayer Spellcraft 2 ranks, base attack bonus +3.  
Magical Aptitude   You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. 
Magical Artisan Any item creation feat.  
Malign Spell Focus Any evil alignment.  
Mantis Leap Monk level 7th+, 5 ranks in Jump*.  
Manyshot Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6 As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special). For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four). Damage reduction and other resistances apply separately against each arrow fired. 
Greater Manyshot Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6. When you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separate targets or the same target. Your precision-based damage applies to each arrow fired, and, if you score a critical hit with more than one of the arrows, each critical hit deals critical damage. 
Mark of Hleid Your patron deity must be Hleid.  
Martial Stalker Proficiency with all martial weapons, ki power.  
Martial Weapon Proficiency   You make attack rolls with the selected weapon normally. 
Master Spellthief Ability to cast 2nd-level arcane spells, steal spell.  
Maximize Spell-Like Ability Spell-like ability at caster level 6th or higher.  
Memory Eater Aboleth, Cha 21.  
Mental Resistance Base Will save bonus +2. Against psionic attacks that do not employ an energy type to deal damage you gain damage reduction 3/-. In addition, when you are hit with ability damage (but not ability drain or ability burn damage) from a psionic attack, you take 3 points less than you would normally take. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule. 
Metaray True beholder or beholderkin, at least one metamagic feat.  
Mind Over Body Con 13. You heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus. 
Mindsight Telepathy special quality.  
Mobile Spellcasting Concentration 8 ranks.  
Mobility Dex 13, Dodge. You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses. 
Monkey Grip Base attack bonus +1.  
Monstrous Animal Companion Ability to gain an animal companion, Savage Empathy.  
Mortalbane    
Mortifying Attack Death attack class feature.  
Mother Cyst Caster level 1st, Knowledge (religion) 2 ranks.  
Mountaineer    
Mounted Archery Ride 1 rank, Mounted Combat. The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running. 
Improved Mounted Archery Ride 1 rank, Mounted Archery, Mounted Combat.  
Mounted Casting Ride 1 rank, Mounted Combat.  
Mounted Combat Ride 1 rank. Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll. (Essentially, the Ride check result becomes the mount's Armor Class if it's higher than the mount's regular AC.) 
Multiattack Three or more natural attacks. The creature's secondary attacks with natural weapons take only a -2 penalty. 
Improved Multiattack Three or more natural weapons, Multiattack The creature's secondary attacks with natural weapons have no penalty. They still add only one-half the creature's Strength bonus, if any, to damage dealt. 
Multiweapon Fighting Dex 13, three or more hands. Penalties for fighting with multiple weapons are reduced by 2 with the primary hand and reduced by 6 with off hands. 
Greater Multiweapon Fighting Dex 19, three or more arms, Improved Multiweapon Fighting, Multiweapon Fighting, base attack bonus +15. The creature may make up to three extra attacks with each extra offhand weapon it wields, albeit at a -10 penalty on the third attack with each weapon. 
Improved Multiweapon Fighting Dex 15, three or more arms, Multiweapon Fighting, base attack bonus +9. In addition to the single extra attack a creature gets with each extra weapon from Multiweapon Fighting, it gets a second attack with each extra weapon, albeit at a -5 penalty. 
Music of the Outer Spheres Perform (any) 11 ranks, bard level 9th.  
Mutilator Base attack bonus +4, any evil alignment.  
Improved Natural Armor Natural armor, Con 13. The creature's natural armor bonus increases by 1. 
Improved Natural Attack Natural weapon, base attack bonus +4. Choose one of the creature's natural attack forms. The damage for this natural weapon increases by one step, as if the creature's size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8. 
Natural Bond Animal companion.  
Natural Bully Intimidate 6 ranks.  
Natural Spell Wis 13, wild shape ability. You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape. 
Necromantic Might Necromantic Presence  
Necromantic Presence    
Necropolis Born    
Necropotent Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 4th.  
Negotiator   You get a +2 bonus on all Diplomacy checks and Sense Motive checks. 
Night Haunt    
Nimble Bones Corpsecrafter.  
Nimble Fingers   You get a +2 bonus on all Disable Device checks and Open Lock checks. 
No Threat To Me Base attack bonus +7, Point Blank Shot, favored enemy.  
Noble Born    
Node Defense Node Spellcasting, caster level 1st.  
Node Sensitive    
Node Spellcasting Caster level 1st.  
Node Store Node Spellcasting, caster level 1st.  
Obscure Lore Bardic knowledge or lore class feature.  
Obtain Familiar Knowledge (arcana) 4 ranks, arcane caster level 3rd.  
Off-Hand Parry Base attack bonus +3, Ambidexterity, Dex 13+, Two-Weapon Fighting, proficiency with weapon.  
Old Salt Profession (sailor) 5 ranks.  
Open Minded   You immediately gain an extra 5 skill points. You spend these skill points as normal. If you spend them on a cross-class skills they count as 1/2 ranks. You cannot exceed the normal maximum ranks for your level in any skill. 
Improved Overrun Str 13, Power Attack. When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent. 
Oversized Two-Weapon Fighting Str 13, Two-Weapon Fighting.  
Pain Touch Wis 15, Stunning Fist, base attack bonus +2.  
Persuasive   You get a +2 bonus on all Bluff checks and Intimidate checks. 
Phalanx Fighting Proficiency with a heavy shield, base attack bonus +1.  
Pierce Magical Concealment Con 13, Blind-Fight, Mage Slayer.  
Pierce Magical Protection Con 13, Mage Slayer.  
Pin Shield Two-Weapon Fighting, base attack bonus +4.  
Plant Control Plant Defiance, ability to cast speak with plants. You can rebuke or command plant creatures 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 it may do so mentally if desired. This ability is usable a total number of times per day equal to 3 + your Charisma modifier. You use your highest caster level to determine the level at which you rebuke plants. 
Plant Defiance Ability to cast detect animals or plants. You can turn (but not destroy) plant creatures as a good cleric turns undead. When determining the result of a turning attempt, treat all destruction results as normal turning. Treat immobile plant creatures as creatures unable to flee. This ability is usable a total number of times per day equal to 3 + your Charisma modifier. You use your highest caster level to determine the level at which you turns plants. 
Point Blank Shot   You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. 
Poison Expert Craft (poisonmaking) 4 ranks, poison use.  
Poison Immunity    
Poison Master Poison Expert, Craft (poisonmaking) 8 ranks, poison use.  
Pole Balance    
Pole Fighter Proficiency with the selected weapon, Weapon Focus with the selected weapon, flurry of blows class feature.  
Potent Enchantment Spell Focus (enchantment), enchanter level 1st.  
Power Attack Str 13. On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. 
Power Critical Weapon focus (chosen weapon), base attack bonus +4 When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat. 
Power Lunge Base attack bonus +3, Power Attack.  
Power Throw Str 13, Brutal Throw, Power Attack.  
Powerful Bite Aboleth, Str 28, Weapon Focus (bite).  
Practiced Spellcaster Spellcraft 4 ranks.  
Precise Shot Point Blank Shot. You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. 
Improved Precise Shot Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11. Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen. 
Precocious Apprentice Spellcasting ability (Int or Cha) 15, arcane caster level 1st.  
Pressure Point Strike Dex 13, Wis 13, Knowledge (arcana) 5 ranks, Improved Unarmed Strike, Stunning Fist, base attack bonus +8, ki strike (magic).  
Primeval Wild Shape Wild shape ability.  
Primitive Caster    
Prone Attack Dex 15, Lightning Reflexes, base attack bonus +2  
Psionic Affinity   You get a +2 bonus on all Psicraft checks and Use Psionic Device checks. 
Psionic Hole Con 15. When a foe strikes you in melee combat, the foe immediately loses its psionic focus, if any. Also, if you are the target of a power, the manifester of the power must spend an additional number of power points equal to your Wisdom bonus, or the power fails (all the power points spent on the power are still lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power. 
Psithief Manifester level 1st, steal spell.  
Purify Spell-Like Ability Any good alignment.  
Quick Draw Base attack bonus +1. You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). 
Quick Reconnoiter Listen 5 ranks, Spot 5 ranks.  
Quick Recovery    
Quicken Spell-Like Ability Spell-like ability at caster level 10th or higher. Choose one of the creature's spell-like abilities, subject to the restrictions described below. The creature can use that ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day). Using a quickened spell-like ability is a free action that does not provoke an attack of opportunity. The creature can perform another action-including the use of another spell-like ability-in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round. The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) -4. For a summary, see the table below. In addition, a spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened. 
Quickslime Aboleth, Ability Focus (slime).  
Ranged Disarm Dex 15, Point Blank Shot, Precise Shot, base attack bonus +5.  
Ranged Pin Dex 15, Point Blank Shot, Precise Shot, base attack bonus +5.  
Ranged Spell Specialization Weapon Focus (ranged spell), caster level 4th.  
Ranged Sunder Str 13, Point Blank Shot, Precise Shot, base attack bonus +5.  
Rapid Metabolism Con 13. You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hit points + double your Constitution bonus. 
Rapid Reload Weapon Proficiency (crossbow type chosen). The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity. If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow. 
Rapid Shot Dex 13, Point Blank Shot. You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat. 
Improved Rapid Shot Manyshot, Point Blank Shot, Rapid Shot.  
Rapid Stunning Combat Reflexes, Stunning Fist, base attack bonus +6.  
Rapid Swimming Natural swim speed, base Fortitude save +2.  
Razing Strike Sneak attack, caster level 5th.  
Reach Bite Aboleth, Str 28, Powerful Bite, Weapon Focus (bite).  
Reactive Counterspell Improved Counterspell, Improved Initiative.  
Reckless Offense Base attack bonus +1. When you use the attack action or full attack action in melee, you can take a penalty of -4 to your Armor Class and add a +2 bonus on your melee attack roll. The bonus on attack rolls and penalty to Armor Class last until the beginning of your next turn. 
Reckless Wand Wielder Use Magic Device 1 rank, Craft Wand.  
Recognized Elder Leadership, membership in a tribe, old age.  
Requiem Bardic music class feature, Perform (any) 8 ranks.  
Greater Resiliency    
Resounding Blow Str 13, Power Attack, Intimidate 7 ranks.  
Resourceful Buyer    
Retribution Power Attack.  
Ride-by Attack Ride 1 rank, Mounted Combat. When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack. 
Roundabout Kick Str 15, Improved Unarmed Strike, Power Attack.  
Run   When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC. 
Sahuagin Flip Swim speed, Dex 13, Dodge.  
Sailor's Balance Profession (sailor) 4 ranks.  
Savage Empathy Wild empathy ability.  
Savage Mobility Dex 13, wild shape ability.  
Savvy Rogue Rogue level 10th.  
Scourge of the Seas Cha 15, Intimidate 5 ranks.  
Sea Legs    
Second Wind    
Self-Sufficient   You get a +2 bonus on all Heal checks and Survival checks. 
Shadow Weave Magic Wis 15 or patron deity Shar.  
Shadowform Familiar Krinth, summon familiar class feature.  
Sharp-Shooting Point Blank Shot, Precise Shot, base attack bonus +3. Your targets only receive a +2 bonus to Armor class due to cover. This feat has no effect against foes with no cover or total cover. 
Improved Shield Bash Shield Proficiency. When you perform a shield bash, you may still apply the shield's shield bonus to your AC. 
Shield Charge Improved Shield Bash, base attack bonus +3.  
Shield Proficiency   You can use a shield and take only the standard penalties. 
Shield Slam Improved Shield Bash, Shield Charge, base attack bonus +6.  
Ship's Mage Profession (sailor) 2 ranks, Spellcraft 4 ranks.  
Shorten Grip    
Shot on the Run Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4. 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. 
Sidestep Dex 15, Tumble 8 ranks, Dodge, Mobility.  
Sidestep Charge Dex 13, Dodge. You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat. 
Signature Spell Spell Mastery.  
Simple Weapon Proficiency   You make attack rolls with simple weapons normally. 
Skill Focus   You get a +3 bonus on all checks involving that skill. 
Skilled Telekinetic Ability to use telekinesis as a supernatural ability.  
Improved Skirmish Skirmish +2d6/+1 AC.  
Smatterings Int 13.  
Smite Fiery Foe Smite ability.  
Snatch Size Huge or larger. The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature's mouth is not allowed a Reflex save against the creature's breath weapon, if it has one. The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 x 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater. 
Snatch Arrows Dex 15, Deflect Arrows, Improved Unarmed Strike. When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat. 
Snatch Trophy    
Snowcasting Con 13.  
Snowflake Wardance Bardic music ability, Perform (dance) 6 ranks.  
Snowrunner Woodland stride ability.  
Soul of the North    
Spell Focus   Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. 
Spell Focus (Good) Any good alignment.  
Greater Spell Focus   Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus
Spell Girding    
Spell Hand    
Spell Penetration   You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. 
Greater Spell Penetration Spell Penetration. You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration
Spell Specialization Weapon Focus (ray or energy missile spells), spellcaster level 4th+.  
Spell Thematics Arcane spellcaster level 1st.  
Spellcasting Prodigy    
Spellfire Wielder    
Spinning Defense Combat Expertise, Deflect Arrows.  
Spirited Charge Ride 1 rank, Mounted Combat, Ride-by Attack. When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance). 
Spit Poison Base attack bonus +3, Ability Focus (poison), Dex 17, poison special attack delivered by bite.  
Spring Attack Dex 13, Dodge, Mobility, base attack bonus +4. When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor. You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack
Staggering Strike Base attack bonus +6, sneak attack.  
Stand Still Str 13. When a foe's movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round. Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one). 
Stealthy   You get a +2 bonus on all Hide checks and Move Silently checks. 
Steam Magic Spellcraft 4 ranks.  
Stitched Flesh Familiar Ability to acquire a new familiar, ability to cast three or more necromancy spells.  
Storm Magic    
Strong Stomach    
Stunning Fist Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8. You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can't act, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. 
Subduing Strike    
Subsonics Perform (any) 10 ranks, bardic music.  
Sugliin Mastery Base attack bonus +5, Exotic Weapon Proficiency (sugliin).  
Improved Sunder Str 13, Power Attack. When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character. 
Sunken Song Bardic music class feature, Perform (sing) 4 ranks.  
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. 
Sure Hand Any two manipulation skill tricks.  
Swarmfighting Small size, Dex 13, base attack bonus +1.  
Sweet Talker Any two interaction skill tricks.  
Swift Ambusher Skirmish +1d6/+1 AC, sneak attack +1d6.  
Swift Hunter Favored enemy, skirmish +1d6/+1 AC.  
Swim-by Attack Swim speed.  
Improved Swimming Swim 6 ranks.  
Tactical Advantage Base attack bonus +5, favored enemy.  
Tactile Trapsmith    
Tenacious Shadow Magic Shadow Weave Magic.  
Theurgic Bond Ability to gain a familiar, ability to gain an animal companion.  
Theurgic Creationist Any item creation feat, able to cast spells from two different spell lists.  
Theurgic Empathy Bardic music ability, druid level 1st or ranger level 1st.  
Theurgic Mount Ability to gain a paladin special mount, ability to cast arcane spells.  
Theurgic Specialist Specialist wizard level 3rd, any other spellcasting class level 1st.  
Thicken Mucus Aboleth, Con 22, Enlarge Mucus Cloud.  
Thrall Bred Humanoid, Con 13.  
Throw Anything Dex 15, proficiency with weapon, base attack bonus +2.  
Tomb-Born Fortitude Nongood alignment, Tomb-Tainted Soul.  
Tomb-Born Resilience Nongood alignment, Tomb Tainted Soul.  
Tomb-Born Vitality Nongood alignment, Tomb-Tainted Soul.  
Tomb-Tainted Soul Nongood alignment.  
Toothed Blow Str 13, Improved Unarmed Strike.  
Touch of Benevolence Any evil alignment.  
Touch of Madness Devotion to the Cult of the Dragon Below, ability to cast a spell, manifest a psionic power, or use a spell-like ability that confuses its target.  
Touch Spell Specialization Weapon Focus (touch spell), caster level 4th.  
Toughness   You gain +3 hit points. 
Improved Toughness Base Fortitude save bonus +2.  
Tower Shield Proficiency Shield Proficiency. You can use a tower shield and suffer only the standard penalties. 
Toxic Mucus Aboleth, Con 22, Enlarge Mucus Cloud, Thicken Mucus.  
Track   To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:
Surface
Survival DC
Surface Survival
DC
Very soft ground
5
Firm ground
15
Soft ground
10
Hard ground
20
Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Several modifiers may apply to the Survival check, as given on the table below.
Condition
Survival DC Modifier
Every three creatures in the group being tracked
-1
Size of creature or creatures being tracked:1
Fine
+8
Diminutive
+4
Tiny
+2
Small
+1
Medium
+0
Large
-1
Huge
-2
Gargantuan
-4
Colossal
-8
Every 24 hours since the trail was made
+1
Every hour of rain since the trail was made
+1
Fresh snow cover since the trail was made
+10
Poor visibility:2
Overcast or moonless night
+6
Moonlight
+3
Fog or precipitation
+3
Tracked party hides trail (and moves at half speed)
+5
1 For a group of mixed sizes, apply only the modifier for the largest size category.
2 Apply only the largest modifier from this category.
If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. 
Trample Ride 1 rank, Mounted Combat. When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets. 
Improved Trip Int 13, Combat Expertise. You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt. 
Trophy Hunter Favored enemy ability.  
True Believer Must choose a single deity to worship. Must be within one step of that god's alignment.  
Tunnel Rat Escape Artist 4 ranks.  
Quicken Turning Ability to turn or rebuke undead.  
Improved Turning Ability to turn or rebuke creatures. You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability. 
Two-Weapon Defense Dex 15, Two-Weapon Fighting. When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2. 
Greater Two-Weapon Defense Dex 19, Improved Two-Weapon Defense, Two-Weapon Defense, Two-Weapon Fighting, base attack bonus +11.  
Improved Two-Weapon Defense Dex 17, Two-Weapon Defense, Two-Weapon Fighting, base attack bonus +6.  
Two-Weapon Fighting Dex 15. Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. 
Greater Two-Weapon Fighting Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11. You get a third attack with your off-hand weapon, albeit at a -10 penalty. 
Improved Two-Weapon Fighting Dex 17, Two-Weapon Fighting, base attack bonus +6. In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. 
Improved Unarmed Strike   You are considered to be armed even when unarmed -that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. 
Undead Leadership Character level 6th, nongood alignment, Knowledge (religion) 1 rank.  
Undertone of Heresy Bardic music, Perform 4 ranks.  
Unquenchable Flame of Life    
Urban Stealth Knowledge (local) 2 ranks.  
Urban Tracking    
Vampire Hunter Knowledge (religion) 6 ranks.  
Vault Str 13+, Jump 4 ranks.  
Venerable Elder Leadership, Recognized Elder, Wise Elder, membership in a tribe, venerable age.  
Verminous Graft Ability to prepare and cast contagion, required sacrifice.  
Versatile Performer Perform (any) 5 ranks.  
Via Negativa Ability to rebuke undead.  
Violate Spell-Like Ability    
Wandstrike Use Magic Device 4 ranks.  
Water Adaptation Aquatic half-elf.  
Weakening Touch Wis 17, Improved Unarmed Strike, Stunning Fist, base attack bonus +2.  
Improved Weapon Familiarity Base attack bonus +1.  
Weapon Finesse Base attack bonus +1. With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. 
Weapon Focus Proficiency with selected weapon, base attack bonus +1. You gain a +1 bonus on all attack rolls you make using the selected weapon. 
Greater Weapon Focus Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th. You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see below). 
Weapon Specialization Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th. You gain a +2 bonus on all damage rolls you make using the selected weapon. 
Greater Weapon Specialization Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th. You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization (see below). 
Wedded To The Light Good alignment, ability to summon a familiar.  
Whirlwind Attack Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4. When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. 
Wild Talent   Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat. 
Windsinger Bardic music class feature, Perform (sing or wind instruments) 5 ranks.  
Wingover Fly speed. A flying creature with this feat can change direction quickly once each round as a free action. This feat allows it to turn up to 180 degrees regardless of its maneuverability, in addition to any other turns it is normally allowed. A creature cannot gain altitude during a round when it executes a wingover, but it can dive. The change of direction consumes 10 feet of flying movement. 
Winter's Champion Paladin level 1st.  
Winter's Mount Special mount ability.  
Wise Elder Leadership, Recognized Elder, membership in a tribe, old age.  
Zen Archery Wis 13, base attack bonus +1.