Feats: These feat lists will never be complete, because people will always want more. But, for the feats people have asked for and have been approved, they are listed here, along with some feats confirmed acceptable from other sources. In addition, banned feats (those that are inappropriate to the setting or game) will be listed here as they come up. Feat Descriptors: General - These are the feats most often used. Anybody can take these as one of their advancement feats from levels (not classes). Metamagic - These feats modify spells a number of times per day. Generally used mostly by spellcasters, anybody can still use them by taking one as a general feat. Fighter - Fighter feats may be taken by fighters as fighter bonus feats. Expert - Expert feats may be taken by experts as expert bonus feats. Spellcaster - Spellcaster feats may be taken by spellcasters as spellcaster bonus feats. Note: If you qualify already for an Expert, Fighter, or Spellcaster feat and belong to that class, you may take that feat as a general advancement feat or as a class bonus feat. Changed Feats: Metamagic Feats are now instead based on uses/day. Each time you get a metamagic feat, it gives you 1-5 uses/day of that feat. The number of uses is dependent on the raises the feat gives to a spell level. A feat that gives a higher raise will be usable less times per day. Listed below are the most common metamagic feats and the number of uses/day. Empower Spell - 3 Enlarge Spell - 5 Energy Substitution - 5 Eschew Materials - Unlimited Extend Spell - 4 Heighten Spell - * Maximize Spell - 2 Quicken Spell - 1 Silent Spell - 4 Still Spell - 5 Widen Spell - 4 * The Heighten Spell feat gives five extra 'spell levels' to spread across the spells/day. These levels may be spread however the character chooses across their spells cast during that day. So, a character with the heighten spell feat may use it to heighten spells up to a total of 5 levels to prevent them from being blocked by spell immunities or to increase their DC. Spell Focus and Greater Spell Focus no longer apply to a type of school, but instead to a particular element. Elements include: Fire, Ice/Cold, Electricity/Thunder/Lightning, Holy/Light/Pearl, Darkness, Gravity, Space, Time, Sound, Water, Wind/Air, Earth, and Poison/Acid. Some spells will possess multiple elements (or all, in Ultima's case), and a very few will possess no element. In these cases, Spell Focus will not stack with itself, but it will give the bonus if you possess it for one of the elements. Combat Casting applies to concentration checks that occur whenever you take damage durring a focus attack or casting magic. Banned feats: Leadership Armor Proficiency (all) Shield Proficiency Natural Spell Scribe Scroll Craft Wand New Feats: Rage [General] [Fighter] Benefit: As the barbarian ability. Dash [General] [Expert] Benefit: While wearing light or no armor and carrying a light load, your base speed increases by 5 ft. Fleet of Foot [General] [Expert] Prerequisite: Dex 15+, Run Benefit: While running or taking a charge action, you may make one turn at 90 degrees or less. If you are charging, you must move 10 ft. after the turn to mantain the charge. You may not use this feat if you are in heavy or medium armor or carrying a heavy or medium load. Education [General] Benefit: All knowledge skills are considered class skills for you. Additionally, you gain a +2 bonus to two knowledge skills of your choice. Special: This feat may only be taken at level 1. Split Spell [Metamagic] Benefit: This feat has six 'charges' a day. This feat can be applied multiple times on a spell for greater effect. Split spell cannot affect spells that do not deal damage or heal hit points. Every charge of a split spell affects an extra area, with the radius of the spell's original nature at this same effectiveness. This extra area can be designated anywhere within your casting range. If a spell is split, it operates at 3/4ths effectiveness (dealing 3/4ths as much damage or healing 3/4ths as many hit points.) Overlaping radii do not deal their damage twice: only one of the radii take effect in a single location. This feat does NOT work with Comet. Friendly Fire [Metamagic] Benefit: Twice per day you may designate your spell a 'Friendly' spell. This will cause the spell to not damage allies in the radius, but still hit enemies. This feat does not work with: Oscillation. 2-handed Buckler Use [General] [Fighter] Prerequisite: Buckler Profeciency Benefit: You retain your buckler's shield bonuses to AC and DR while using a 2-handed weapon. Normal: If you attack with a 2-handed weapon, your buckler does not provide AC or DR durring that round. Improved Buckler Defense [General] [Fighter] [Expert] Prerequisite: Buckler profeciency Benefit: You retain your buckler's shield bonuses to AC and DR while attacking with an off-handed weapon. Improved Toughness [General] [Fighter] Prerequisite: Base fort save +2. Benefit: You gain +1 HP for every HD you have. If you gain HD later on, this gives the appropriate amount of HP. If you lose HD, this feat takes away 1 HP for every HD you lost. Clavat's Toughness [General] [Fighter] Prerequisite: Base fort save +5 Benefit: You gain +8 hit points. Special: You may gain this feat multiple times. Its effects stack. Dragon's Toughness [General] [Fighter] Prerequisite: Base fort save +10 Benefit: You gain +16 hit points. Special: You may gain this feat multiple times. Its effects stack. Runic [Expert] Prerequisites: Weapon Focus: any sword, BAB +3, Caster Level +3. Benefit: A number of times per day equal to your Charisma bonus + 1 (minimum 1) you may counter a spell being cast as a caster of your level casting Greater Dispel Magic. You may use the Ready to Counter spell action as long as you have at least one use of this ability left. A failed use of this ability causes the spell to redirect its target to you automatically. Improved Runic [Expert] Prerequisites: Runic, BAB +8, Caster Level +8, Benefit: You can reflect a spell back at its caster, or another, as if you were protected by the spell Reflect on a successful Runic attempt. Unlike Reflect, this can be used to block 'mass' spells that are not reflectable. Spells with a fixed target (such as Oscillation) or environmental effects cannot be reflected by this ability. Attempting to do so results in the spell still firing off. Greater Runic [Expert] Prerequisites: Runic, Improved Runic, BAB +10, Caster Level +10 Benefit: You may absorb a spell's power on a successful runic attempt. In leiu of reflecting the spell, you may instead absorb the spell, healing 2 hit points for every spell level it had. Combat Command Change [General] Prerequisites: Dexterity 13+ Benefit: Changing command slots no longer provokes attacks of opportunity. Cover [Fighter] Prerequisites: Fighter level 2+ Benefit: Before a battle, you may designate a 'charge'. If, for any reason, your charge would be attacked and you are within 5 ft., you may switch places with your charge and take the hit for them. This ability can be activated once per round per two fighter levels. Your charge may be changed at the beginning of your turn each round. Third Eye [Fighter] Prerequisites: Fighter level 4+ Benefit: As a free action on your turn, once per day per five character levels, you may activate this feat. For the next attack against you, you are not considered flat-footed and gain an insight bonus to AC equal to your character level. This ability gives no bonus if you are immobilized or otherwise rendered helpless. Wild Metamagic [Metamagic] [Spellcaster] Prerequisites: Spellcaster level 1+ Benefit: Three times per day per selection of this feat, you may declare to use this metamagic feat. The spell that you apply it to gains the benefit of a random metamagic feat, selected however the GM sees fit. Targets of the spell may be applied before or after this feat takes effect. Special: You may select this feat multiple times. Each time, you gain an additional three uses per day of this feat. Wild Magic [Metamagic] [Spellcaster] Prerequisites: Wild Metamagic feat, Spellcaster level 4+, Knowledge (Arcane) rank 1 Benefit: This metamagic feat is usable any number of times per day. The arcane nature of the spell is changed and results in a new, random form. Targets of the spell are determined before the spell is determined, although the mage may attempt to shape the spell after it is determined by making a successful Spellcraft check to determine the new spell. To change the targets of the spell, the caster may make a caster level check against 10 + spell level. If successful, the spellcaster has limited control over the targets of the spell, as determined by the GM. The element of the spell remains unchanged, however. So a spell casted from Fire magicite and affected by this feat to act as Blizzard would still be considered fire for purposes of dispelling, counter spelling, and feats, but it would deal cold damage and have the same effects as its ice-based counterpart. Improved Wild Magic [Spellcaster] Prerequisites: Wild Magic, Wild Metamagic, Spellcaster level 8+ Benefit: Two times per day per selection of this feat, a spellcaster may automatically succeed at any single Wild Magic caster level check. Usage of this feat must be declared before the random spell is determined. Special: You may select this feat multiple times. Each extra time selecting it grants two extra uses of this feat. Greater Wild Magic [Metamagic] [Spellcaster] Prerequisites: Improved Wild Magic, Wild Magic, Wild Metamagic, Spellcaster level 12+ Benefit: One time per day per selection of this feat, the Spellcaster may conduct a Greater Wilding on a casted spell. This permits the caster to, for that spell and that spell alone, select what element the wilded spell is chosen from and the minimum or maximum spell level for the spell. The spell caster must be able to cast the maximum or minimum level of spell. In addition, the spellcaster may also determine targets for the spell after the spell has been selected. This feat may not be combined with any other metamagic feat except Still spell, Silent spell, and Eschew Materials. Example: Squenix is a level 12 caster and casts a level 5 spell using the feat Greater Wild Magic. She selects the school of Holy for her spell with a minimum level of 5. The GM determines the spell to be Holy. The player may now decide where to target the spell Holy. Special: You may select this feat multiple times. Each time gives one extra use of this ability. You may only use Spellcaster bonus feats to select it. Lesser Calling [Metamagic] [Spellcaster] Prerequisites: Spellcaster level 1+, Knowledge (Summons) rank 1 Benefit: Three times a day, you may conduct a Lesser Calling by applying this feat to one level 1-2 spell. A spell modified with this feat has its calling time immediately changed to one round: no metamagic feats can change this. The spell's effect takes place on the beginning of the Caller's next turn in the effect of summoning the embodiment of that spell. Depending on the spell, this cast will call forth a different creature. This creature will have the statistics equal to that of a normal creature of its kind, except as follows: The creature gains a deflection bonus to AC equal to the caster's casting modifier, has the same HP as the caster, and will obey the caller's commands. It will stay in play for a number of rounds equal to the caller's casting level. The creature will also, possibly, have special attacks or magic of its own. If you speak the same language as the creature, you can converse with it normally and command specific attacks at particular times. Commanding or controlling a creature in this fashion is a move-equivalent action. The creature called is completely dependent on the spell used to call it. Special: It is strongly suggested that the player tells the GM what they may be calling before the session starts, or lists the most common summons on their character sheet, so the calling doesn't slow down gameplay dramatically. Calling [Metamagic] [Spellcaster] Prerequisites: Lesser Calling, Spellcaster level 4+ Benefit: As Lesser calling, only applies to spell levels 4 or lower. Improved Calling [Metamagic] [Spellcaster] Prerequisites: Lesser Calling, Calling, Spellcaster level 8+ Benefit: As Lesser Calling, only applies to spell levels 6 or lower. May only be used twice a day. Greater Calling [Metamagic] [Spellcaster] Prerequisites: Lesser Calling, Calling, Improved Calling, Spellcaster level 12+ Benefit: As Lesser Calling, only applies to spell levels 8 or lower. May only be used twice a day. Supreme Calling [Metamagic] [Spellcaster] Prerequisites: Lesser Calling, Calling, Improved Calling,, Greater Calling, Spellcaster level 16+ Benefit: As Lesser Calling, only applies to spell levels 9 or lower. May only be used once a day. Blue Magic: Beginner [Expert] Prerequisites: Expert level 2+, Blue Magicite Benefit: 'If you suffer the full effects of an innate spell cast by a monster, and the level of the spell is anywhere from levels 1 to 6, you can capture part of its essence in a piece of equipped blue magicite, in the form of 7-level charges. These charges can be dismissed as a free action at any time, or cast as a normal magic spell of your caster level. You need not have the casting prerequisites to cast the stored spell, but it uses your casting stat and caster level for its save DC and damage. Charges dissipate at a rate of one charge per ten days. Blue magicite can only store one spell at a time per piece of magicite, however, suffering multiple casts allows for more charges to be stored. Blue Magic: Intermediate [Expert] Prerequisites: Expert level 5+, Blue Magicite x2, Blue Magic: Beginner Benefit: As Blue Magic: Beginner, only you may also store the metamagic effects of the spell, if you so desire. In addition, the charges last for 15 days and when absorbing a spell, and you gain one extra charge of that spell. Blue Magic: Expert [Expert] Prerequisites: Expert level 11+, Blue Magicite x3, Blue Magic: Intermediate, Blue Magic: Beginner, Benefits: As Blue Magic: Intermediate, except that you can absorb spell levels 1-9, and reserve them in the form of 11-level charges. This feat supercedes (does not stack with) the charge-increasing properties of Blue Magic: Intermediate. In addition, you need not suffer the full effects of the spell. Merely succeeding on a save and suffering the partial effect is enough. Charges dissipate at a rate of a month per charge. Blue Magic: Master [Expert] Prerequisites: Expert level 14+, Blue Magicite x4, Blue Magic: Expert Benefits: As Blue Magic: Expert, only being in a 10 ft. radius of the caster is enough to absorb the essence. In addition, you gain one additional charge every time you absorb a spell. As well as that, charges no longer dissipate at a noticeable rate: They can be held (as long as the magicite is in your possession) for 1 year per charge. Cursing Glance [General] [Fighter] Prerequisites: Non-good, BAB +1 Benefit: You gain the ability to curse as a Hexblade of your class level. Additionally, you gain the ability Greater Hexblade's Curse at level 7 and Dire Hexblade's curse at level 18. Evasion [General] [Expert] Prerequisites: Base reflex save +3 Benefit: You gain the Evasion ability as granted to Rangers, only you may evade in medium, light, or no armor and carrying a medium or light load. Improved Evasion [General] [Expert] Prerequisites: Base reflex save +7 Benefit: You gain the Improved Evasion ability as granted to Monks. However, you may evade only in light or no armor and carrying a light load. Mettle [General] [Fighter] [Spellcaster] Prerequisites: Base Fortitude or Will save +3 Benefit: You gain the Mettle ability as granted to Hexblades (Evasion for Will and Fortitude save spells.) Improved Mettle [General] [Fighter] [Spellcaster] Prerequisites: Base Fortitude or Will save of +10 Benefit: You gain the ability Improved Mettle. If you fail a fortitude or will save on a spell that allows partial damage, you only take partial damage from that spell's effect. You still, however, suffer any other consequences (Such as freezing from Blizzard, or stun from thundaga). Familiar [General] [Spellcaster] Prerequisites: Ability to cast spells. Benefit: You gain a familiar summoned as a sorcerer of your caster level. Favored Enemy [General] [Fighter] [Expert] Prerequisites: Knowledge (skill for appropriate creature type) 4 ranks. Benefit: You gain the Favored Enemy ability as presented in the Ranger class. In addition, you may improve the bonus of one pre-existing favored enemy by 2. Special: You may select this feat more than once. Sneak Attack [General] [Expert] Prerequisites: Hide 4 ranks, Move Silently 4 ranks Benefit: As the rogue ability, only you deal +2d5 extra damage. Special: You may select this feat more than once. Its bonuses stack. Each time this feat is selected, both the prerequisites increase by 4 ranks. Smite Evil/Good/Law/Chaos/Creature Type [General] [Fighter] Prerequisites: Alignment of the opposing type if based on alignment, BAB +1 Benefit: As the paladin ability Smite Good, once per day, plus one additional time per five character levels. Special: You may select this feat more than once. Its effects do not stack. Each time you select this feat apply it to a new creature type or alignment. Combat Training [General] Benefit: Your BAB increases by 1. This cannot raise your total BAB above your HD. Special: You may select this feat more than once, and its effects do stack. This feat does not allow access to higher level focus attacks, but it can be applied to get feats that require a base attack bonus. Spellcasting Training [General] Benefit: Your Caster Level increases by 1. This cannot raise your total caster level above your HD. Special: You may select this feat more than once, and its effects do stack. This feat does not allow access to higher level spells: it only increases the power of the spells that you do cast and permits higher-level feats. Turn Undead [General] [Spellcaster] [Fighter] Prerequisites: Ability to cast level 2 spells. Benefit: As the cleric ability. Wild Empathy [General] [Fighter] [Expert] [Spellcaster] Prerequisites: Handle Animal 4 ranks Benefit: As the ranger ability, except it may affect any creature with an intellegence of 1 or 2. Character level as ranger level. Lore [General] [Expert] Prerequisites: Knowledge (History) 4 ranks Benefit: As the bard ability Bardic Lore. Character level as bard level. Uncanny Dodge [General] [Fighter] [Expert] Benefit: As the barbarian abilities Uncanny Dodge and Improved Uncanny Dodge. Treat class level as Barbarian Level. Greater Combat Casting [General] [Spellcaster] Prerequisites: Combat Casting. Benefit: If hit by an attack that would normally automatically make you break concentration, you can attempt to make a concentration check anyways at a -4 penalty. If you succeed, you still keep your spell. Called Familiar [Spellcaster] Prerequisites: Calling, Extend Spell, Familiar, Spellcaster level 1+ Benefit: Instead of using a normal animal for a familiar, you may use a summon attempt for a familiar. This ability permanently uses a summon of the appropriate slot. The summoned creature is treated like a normal familiar, gaining natural DR and abilities like a familiar. It retains its own int or the int level calculated on the chart, whichever is higher. It uses your AC table and BAB table for its statistics, as well as using your caster level for casting and your saves or its own, whichever is higher. Your familiar must be smaller than you in terms of size. You may only use a call up to 1/3rd your highest spell level for this ability (minimum level 1). Poison Usage [General] [Expert] Benefit: You may apply poisons without any chance of injuring yourself. Empower Focus Attack [Fighter] Prerequisites: 5 different focus attacks, Fighter level 4+. Benefit: Twice per day, you may empower a focus attack, causing it to deal 1.5x damage, affect 1.5x the radius, and so on. When this feat is used, you may not focus for 1d4+1 rounds after the focus attack is used. Extend Focus Attack [General] [Fighter] Prerequisites: 3 different focus attacks Benefit: The range on all focus attacks you posess is increased by 1.5x. This bonus stacks with Far Shot, giving a total increase of 2x. This feat only applies to ranged focus attacks, and does not affect the size or radius of any focus attack. Double Focus Attack [Fighter] Prerequisites: 8 different focus attacks, extend focus attack, empower focus attack, fighter level 8+. Benefit: You may execute two focus attacks simultaneously. These focus attacks must be directed at the same target and either both be melee or both be ranged, and must be at least one level below your highest level focus attack. Basically, you do a combo with yourself. Still, some focus attacks do not combine well, or at all, using this feat. This feat may be used twice per day, and you may not focus attack for 1d4+4 rounds after using it. Sword Magic: Basic [Expert] Prerequisites: Chain 2/day, Caster Level 4+, BAB 4+ Benefit: Using magicite, you may enchant your weapon(s) with the spell for a longer duration than one round. This ability uses one use of Chain, but causes the spell's element to activate whenever you focus attack or simply attack normally and hit. Sword Magic deals 1d6+1/2caster level damage of the appropriate type. This damage is not multiplied on a crit. This enchantment lasts for 1 minute per level plus casting stat. This effect can be extended with the Extend Spell metamagic feat. A sword may not be enchanted with more than one of these effects at a time. Sword Magic: Intermediate [Expert] Prerequisites: Chain 3/day, Sword Magic: Basic, Caster Level 7+, BAB 7+ Benefit: Same as Sword Magic: Basic, only the enchantments deal 2d6+caster level damage of the appropriate type. Upon a critical, a 'burst' takes effect and an additional 1d10 damage is dealt to the target of the appropriate type for every multiplier above x1. For example, x2 would deal 1d10 extra damage, x3 would deal 2d10 extra damage, and x4 3d10. The ability's durration extends to 2 minutes per level plus casting stat. Sword Magic: Expert [Expert] Prerequisites: Chain 4/day, Sword Magic: Standard, Sword Magic: Basic, Caster Level 13+, BAB 13+ Benefit: As Sword Magic: Standard, except the enchantment deals 3d6+1.5x caster level damage, and the burst is increased to 1d20 damage. Durration extends to 3 minutes per level plus casting stat. Extra Chain [Expert] Prerequisites: Chain 1/day Benefit: You may chain an additional 2 times/day. Special: You may gain this feat more than once. Its effects stack. Weapon Finesse [General] [Fighter] [Expert Prerequisite: Dex 15+ Benefit: Same as presented in the 3.5 SRD. Special: The prerequisite of +1 BAB was changed to 15+ dex, to better represent the feel I am looking for. Improved Metamagic [General] [Spellcaster] Prerequisite: At least five metamagic feats. Benefit: You gain one extra use per day in all metamagic feats you posess, except Calling feats and Wild magic feats. Increased Calling [Spellcaster] Prerequisite: All calling feats except for called familiar. Benefit: You gain one extra use per day of any one Calling feat of your choice. Increased Wild Magic [Spellcaster] Prerequisite: All wild magic feats. Benefit: You gain one extra use per day of any one wild magic feat of your choice. Extra Command Slot [General] Benefit: You gain an extra command slot. Special: You may gain this feat multiple times. Its effects stack. Persistant Calling [Metamagic] [Spellcaster] Prerequisite: Basic Calling, Extend Spell, Knowledge (Summons) 1 rank Benefit: Twice per day, you may make a persistant call. This call lasts for 10 minutes/level, instead of the standard 1 round/level. While called, you may not call another creature. Using this feat extends the casting time of the spell to one minute. You may dismiss the summon at any time as a standard action. Double Chain [Expert] Prerequisite: Chain 3/day, 4 or more focus attacks, Quicken Spell Benefit: You may chain two spells onto one focus attack. This ability uses one use of the chain ability and causes chains to not be available for 1d4 rounds afterwards. Jack of All Trades [General] [Expert] Prerequisite: 7 or more ranks in at least 10 different skills, 3 of which must be trained only, Character level 8+, Skill Focus in 2 or more skills. Benefit: You may make an untrained skill check as if you were trained in that skill. Additionally, you gain a +1 bonus to all skill checks. Also, all skills are considered class skills for you. Draw Cast [Expert] Prerequisite: Any 'Draw' focus attack, Blue Magic, Caster level 2+ Benefit: After any draw focus attack, you may use the charge of blue magic you drew instantly. This does not cause the spell to go to the magicite and, thus, doesn't require an open blue magicite to absorb the spell. Energy Substitution [Metamagic] Prerequisite: Any one metamagic feat. Benefit: You may use this feat five times per day. When you select this feat, you select an element type. Whenever you cast a spell and use this feat, the spell's element changes to that particular element, dealing damage and being resisted as such. The spell's effects remain unchanged, despite being a different element. Special: You may select this feat multiple times. Its effects do not stack. Every time you select this feat, you pick a new element for it to permit mixing with. X-Cast [Expert] Prerequisite: Caster Level 12+, Quicken Spell, Energy Substitution, Split Spell, Friendly Fire, 1 other metamagic feat. Benefit: On your turn, you may cast four spells at half your caster level in rapid succession. Since these spells are at half your caster level, you may not be able to cast all the spells in your repitoire. Mimic: Attack [Expert] Prerequisite: Perform (Act) 5 ranks Benefit: You may copy an attack of any ally, duplicating the basic attack in all forms. Your weapon and strength still determine damage, but you use the copied-person's base attack bonus and more favorable number of attacks. If the ally used two weapons to attack, you must do so as well. You do not mimic any feats used in the attack: if one is used, you do not gain knowledge of it and copy to the best of your abilities. The attack copied is *always* the one most previously used by your allies. Mimic: Focus Attack [Expert] Prerequisites: Perform (Act) 12 ranks, Perform (Weapon Drill) 5 ranks, Mimic: Attack Benefit: You copy a focus attack to the best of your abilities. You use the original attacker's BAB, but you use your own weapon's attack abilities and your own feats as normally. If the attacker uses a feat that you do not have, you cannot copy the use of the feat but try to follow the focus attack to the best of your abilities. You always mimic the most *recent* focus attack made by allies. Mimic: Magic [Expert] Prerequisites: Perform (Act) 12 ranks, Perform (Oratory) 5 ranks Benefit: You copy a spell cast by another character. It follows the same guidelines as attacks and focus attacks, except you use your own caster level, and you may not apply any metamagic feats that they applied to the spell unless you already have said feats, in which case you must apply them. Like with attacks, you copy the most *recent* spell cast by your allies. Mimic: All [Expert] Prerequisites: Perform (Act) 15 ranks, Perform (Oratory) 8 ranks, Perform (Weapon Drill) 8 ranks, Mimic: Attack, Mimic: Focus Attack, Mimic: Magic Benefit: You can copy any technique, even those granted by special metamagic, special abilities, and any other number of innate talents. You assume the original's weapon's damage, if desired, but your original ability scores still are used for the calculations. If so desired, you may copy an entire chain, combination attack, or fusion. However, doing so uses *all* chain uses per day you have, and leaves you fatigued for the rest of the encounter. If you do not have any chain uses, you may not mimic a chain, combination attack, or fusion. Hide in Plain Sight [General] [Fighter] [Expert] Prerequisites: Hide 18 ranks, Move Silently 18 ranks Benefit: You gain the Hide in Plain Sight ability as rangers, except it may be used anywhere. Absolute Ambidexterity [General] [Fighter] [Expert] Prerequsities: Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fightning, Two-Weapon Defense, Weapon Finesse, Dex 21+, BAB 13+ Benefit: You no longer take a -2 penalty for fighting with a weapon in each hand. Therefore, fighting with two 1-handed weapons results in a -2 penalty to-hit, fighting with two light weapons or a 1-handed weapon in the on-hand and a light weapon in the off-hand results in no penalty to attack rolls. Improved Two-Weapon Defense [General] [Fighter] Prerequisites: Two-Weapon Fighting, Two-Weapon Defense, Dex 17+, BAB 6+ Benefit: The +1 shield AC bonus from two-weapon defense improves to +2. Greater Two-Weapon Defense [General] [Fighter] Prerequisites: Two-Weapon Fighting, Improved Two-Weapon Defense, Two-Weapon Defense, Dex 19+, BAB 11+ Benefit: The +2 shield AC bonus from improved two-weapon defense improves to +3. Miasma Resistance [General] Prerequisites: Iron Will, Great Fortitude, Endurance, Diehard, Character level 6+ Benefit: You treat miasma areas as one level lower than normal. This cannot reduce an area's miasma level below 2 for effects of miasma poisoning. Augment Healing [General] Prerequisites: Heal 10 ranks Benefit: Add +2 points per spell level to the amount of damage healed by any 'Holy' element spell. Example: Jose, a level 1 spellcaster, casts Cure on Jason, healing 1d6+1 damage. If Jose had this feat, he'd heal 1d6+3 points of damage. Now, Jose is more experienced. He's level 10, and casts Curaga on Jason. Without this feat, it would cure 5d12+10 damage. With this feat, it would cure 5d12+20 damage, 5d12 from the spell, +10 from level, +(2 times 5), or 10, for the feat. Augment Damage [General] Prerequisites: Spellcraft 10 ranks, Knowledge (Arcane) 10 ranks Benefit: Add +2 points of damage per spell level to the amount of damage delt by any spell of any of two elements. The elements must be chosen when you take this feat and cannot be changed. Example: Jason, a level 1 Spellcaster, casts Fire, dealing 1d6+1 points of damage. With this feat associated with fire spells, Fire would deal 1d6+3 damage. Now, Jason has gone adventuring and is now more experienced. He casts Firaga at level 10. Without this feat, he would deal 5d10+10 damage. With this feat, he deals 5d10+20 damage, 5d10 from the spell, +10 from level, and +10 from this feat. Improved Rapid Shot [General] [Fighter] Prerequisites: Manyshot, Point Blank Shot, Rapid Shot, Dex 19+ Benefit: When you use the Rapidshot feat, you may ignore the -2 penalty to all attack rolls. Skill Knowledge [General] Benefit: Select any two skills that are not already class skills. These are now class skills.