Feats

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.

Alertness
You get a +2 bonus on all Listen checks and Spot checks.

Animal Affinity
You get a +2 bonus on all Handle Animal checks and Ride checks.

Athletic
You get a +2 bonus on all Climb checks and Swim checks.

Augment Summoning
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.

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.

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 Expertise
Prerequisite
Int 13.
When you use the attack action 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.

Deceitful
You get a +2 bonus on all Disguise checks and Forgery checks.

Deflect Arrows
Prerequisites
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.

Diehard
Prerequisite
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, swift actions, or immediate 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.

Dodge
Prerequisite
Dex 13.
You gain a permanent +1 dodge bonus to Armor Class. 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.

Empower Spell [Metamagic]
All variable, numeric effects of an empowered spell are increased by one-half. An Empowered spell costs an additional 5 MANA.

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.

Enlarge Spell [Metamagic]
You can alter a spell with an area effect. By adding the Enlarge Spell metamagic effect, you increase the range the spell covers by double its current range.
Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges. An Enlarged spell costs an additional 5 MANA.

Extend Spell [Metamagic]
An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended requires 5 extra MANA to cast.

Great Fortitude
You get a +2 bonus on all Fortitude saving throws.

Heighten Spell [Metamagic]
A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.

Improved Bull Rush
Prerequisite
Str 13,
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.

Improved Critical
Prerequisite
Proficient with weapon, base attack bonus +8.
Choose one type of weapon. When using the weapon you selected, your threat range is doubled.

Improved Disarm
Prerequisites
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.

Improved Grapple
Prerequisites
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.

Improved Shield Bash
When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.

Improved Sunder
Prerequisites
Str 13, Power Attack.

Benefit
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.

Improved Trip [General]
Prerequisites
Int 13, Combat Expertise.

Benefit
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.

Improved Turning
You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.

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.

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.

Lightning Reflexes
You get a +2 bonus on all Reflex saving throws.

Magical Aptitude
You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.

Maximize Spell [Metamagic]
All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell’s actual level.

An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.

Mobility
Prerequisites
Dex 13, Dodge.

Benefit
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. 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.

Mounted Archery
Prerequisites
Ride 1 rank, Mounted Combat.

Benefit
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.

Mounted Combat [General]
Prerequisite
Ride 1 rank.

Benefit
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.)

Negotiator
You get a +2 bonus on all Diplomacy checks and Sense Motive checks.

Nimble Fingers
You get a +2 bonus on all Disable Device checks and Open Lock checks.

Persuasive
You get a +2 bonus on all Bluff checks and Intimidate checks.

Quick Draw
You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon as a move action.

Quicken Spell
Casting a quickened spell is an swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an attack of opportunity.

Rapid Reload
The time required for you to reload a crossbow is reduced to a free action. Reloading a crossbow still provokes an attack of opportunity.

Ride-By Attack
Prerequisites
Ride 1 rank, Mounted Combat.

Benefit
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.

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.

Scribe Scroll [Item Creation]
Prerequisite
Caster level 1st.

Benefit
You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.

Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

Self-Sufficient
You get a +2 bonus on all Heal checks and Survival checks.

Silent Spell
A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.

Skill Focus
Choose a skill. You get a +3 bonus on all checks involving that skill. You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Snatch Arrows
Prerequisites
Dex 15, Deflect Arrows, Improved Unarmed Strike.

Benefit
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.

Spell Focus [General]
Choose a school of magic.

Benefit
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Spell Penetration [General]
Benefit
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

Spirited Charge [General]
Prerequisites
Ride 1 rank, Mounted Combat, Ride-By Attack.

Benefit
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

Stealthy
You get a +2 bonus on all Hide checks and Move Silently checks.

Still Spell [Metamagic]
Benefit
A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell’s actual level.

Stunning Fist
Prerequisites
Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

Benefit
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 + ½ 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 creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus 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.

Toughness
You gain +3 hit points. A character may gain this feat multiple times. Its effects stack.

Trample [General]
Prerequisites
Ride 1 rank, Mounted Combat.

Benefit
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.

Weapon Finesse
With a secondary weapon, rapier, 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 [General]
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.

Prerequisites
Proficiency with selected weapon, base attack bonus +1.

Benefit
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Weapon Specialization [General]
Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.

Prerequisites
Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.

Benefit
You gain a +2 bonus on all damage rolls you make using the selected weapon.

Widen Spell [Metamagic]
Benefit
You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%.A widened spell uses up a spell slot three levels higher than the spell’s actual level.

Spells that do not have an area of one of these four sorts are not affected by this feat.

Craft Magic Arms And Armor [Item Creation]
Prerequisite
Caster level 5th.

Benefit
You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Craft Rod [Item Creation]
Prerequisite
Caster level 9th.

Benefit
You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.

Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.

Craft Staff [Item Creation]
Prerequisite
Caster level 12th.

Benefit
You can create any staff whose prerequisites you meet.

Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges.

Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff’s base price.

Craft Wand [Item Creation]
Prerequisite
Caster level 5th.

Benefit
You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level × the spell level × 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.

Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.

Craft Wondrous Item [Item Creation]
Prerequisite
Caster level 3rd.

Benefit
You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.

Forge Ring [Item Creation]
Prerequisite
Caster level 12th.

Benefit
You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.

You can also mend a broken ring if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to forge that ring in the first place.

Some magic rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.

Feats

Alfheim (underconstruction) Tian Urvogel7