General Feats: 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. Augment Healing [General] Prerequisites: Spellcraft 10 ranks, Heal 10 ranks, Spell Focus (Holy) 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, Spell Focus (Any) 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. 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. Combat Command Change [General] Prerequisites: Dexterity 13+ Benefit: Changing command slots no longer provokes attacks of opportunity. 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. 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. Dash [General] [Expert] Benefit: While wearing light or no armor and carrying a light load, your base speed increases by 5 ft. Deadly Accuracy [General] [Fighter] [Expert] Prerequisites: 15+ Dex, Weapon Finesse, BAB +1 Benefit: The character may substitute his dexterity for strength when wielding a finessable weapon for damage. This feat does not work when the character attacks a creature that is immune to critical hits, and when wielding 2-handed weapons this feat only givex 1x the dex mod, not 1.5x the dex mod, to damage. Off-hand weapons retain a 1x dex mod to damage, however, not the normal .5x dex mod. 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. 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. 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. 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. Extra Command Slot [General] Benefit: You gain an extra command slot. Special: You may gain this feat multiple times. Its effects stack. 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. 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. 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. 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. 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. 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 Evasion [General] [Expert] Prerequisites: Base reflex save +7, Evasion 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. 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. Improved Mettle [General] [Fighter] [Spellcaster] Prerequisites: Base Fortitude or Will save of +10, Mettle 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). 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. 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. 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. 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. Lore [General] [Expert] Prerequisites: Knowledge (History) 4 ranks Benefit: As the bard ability Bardic Lore. Character level as bard level. 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.) 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. Poison Usage [General] [Expert] Benefit: You may apply poisons without any chance of injuring yourself. Rage [General] [Fighter] Benefit: As the barbarian ability Rage. Skill Knowledge [General] Benefit: Select two skills that are not class skills. These skills are now class skills. 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. Spellcasting Training [General] Benefit: Your Caster Level increases by 2. 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. Teamwork Master [General] Prerequisites: Concentration 6 ranks Benefit: You gain a +4 bonus on concentration checks made to Fusion, Chain, or Combine focus attacks, spells, and abilities. Two-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. Uncanny Dodge [General] [Fighter] [Expert] Benefit: As the barbarian abilities Uncanny Dodge and Improved Uncanny Dodge. Treat class level as Barbarian Level. Weapon Finesse [General] [Fighter] 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. 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.