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roleplay:feat_netbook [2015-06-16 16:01] (current)
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 +====== Netbook of Feats ======
  
 +<​html>​
 +<p>
 +<a name="​Introduction"></​a><​span style="​color:​black;​ font-size: 16pt"><​b>​Welcome!</​b></​span><​br><​br>​
 +Greetings, and thanks for taking the time to read the Netbook of Feats. ​ This project is the result of a lot of hard work by all our contributors,​ reviewers, editors, the Fantasy Netbook Community Council, and myself. ​ It represents thousands of hours of hard work and boundless creativity. ​ We sincerely hope that you enjoy it and find something here that enhances your game or simply entertains.<​br><​br>​
 +The Netbook of Feats is one of many Netbooks produced by the fine folks at the Fantasy Netbook Community Council. ​ Indeed the Netbook of feats is the one that started the organization in late 2000.  In the time since then it has changed a lot, and will continue to change. ​ The Fantasy Netbook Community Council is a fan based, volunteer organization committed to publishing fan works in a semi-professional format. ​ We work with authors to refine and improve their work, so that it meets or exceeds the standards set forth by professional game publishers.<​br><​br>​
 +The Netbook of Feats is published using Wizard of the Coast'​s Open Gaming License (OGL). ​ This legal document (found in the legal section of the NBOF) protects the work in this document so that it remains free for you to use in almost any way imaginable. ​ Basically the material in the NBOF that is designated as Open Gaming Content (OGC), which is almost everything in the NBOF, can be used in any publication,​ amateur or professional without any restrictions,​ except that you must credit the original author of the work.  To use our feats you needn'​t pay us, or ask permission, or sign any contracts, the only thing you must do is include the OGL in any document you use the material in, and you must abide by the rules of the OGL.<​br><​br>​
 +We hope that in time, the quality, and quantity of feats in this netbook become a kind of standard resource for d20 players. ​ We will continually refine and add to the NBOF so long as someone is willing to carry it forward. ​ Already we have more feats under the Netbook than have been published by any other single professional publisher. ​ If you like what your read here, please spread the word about us and share the Netbook with as many of your friends as possible. ​ And if you are feeling creative, please send us your own feats so that you can join our growing family of authors.<​br><​br>​
 +
 +Yours Truly,<​br>​
 +Sigfried Trent<​br>​
 +Netbook of Feats Team Leader<​br><​br>​
 +</​p><​br><​br><​br>​
 +<p>
 +<span style="​color:​black;​ font-size: 16pt"><​b>​Credits</​b></​span><​br><​br>​
 +
 +<​b>​Project Lead:</​b><​br>​
 +Sigfried Trent<​br><​br>​
 +
 +<​b>​Executive Administration Assistant:</​b><​br>​
 +Anne Trent<​br><​br>​
 +
 +<​b>​Editing Help From:</​b><​br>​
 +Devon Jones, Joshua Cottrill Jason Aults, David Anderson Jr., ChromWolf, Kevin Rockwell, John Lamping, Troy Lenze, Rob Biggar, Darren,​Reginald Blue,​Antoine Morice<​br><​br>​
 +
 +<​b>​Project Team/Review Board:</​b><​br>​
 +Carl Cramér, Sigfried Trent, Eric D. Harry, Peter Campbell<​br><​br>​
 +
 +<​b>​Special Thanks To:</​b><​br>​
 +Fred Wolke, Paul King<​br><​br>​
 +
 +<​b>​NBOF Alumni:</​b><​br>​
 +Bradley H. Bemis Jr., Fred Wolke, Mike Kletch, Alan Sullivan<​br><​br>​
 +
 +<​b>​Illustrations:</​b><​br>​
 +Darrell Langley<​br><​br>​
 +
 +<​b>​Border Art & Netbook Layout:</​b><​br>​
 +Anne Bernardo<​br><​br>​
 +
 +<​b>​Published Contributors:</​b><​br>​
 +
 +Agustín Martín, agusmb@netscape.net (26)<​br>​
 +Alan Sullivan, ​ (126)<​br>​
 +Albert Nakano, bertman4@excite.com (12)<​br>​
 +Anne Trent, oni-anne@home.com (4)<​br>​
 +B. Marcus Lindberg, marcus.lindberg@ausys.se (17)<​br>​
 +Bradley H. Bemis Jr., bradleyb@bigfoot.com (1)<​br>​
 +Brendan Quinn, bloodymediocrity@aol.com (2)<​br>​
 +Brian A. Smith, (brian-a-smith@home.com) (41)<​br>​
 +Carl Cramér, stephen_starfox@yahoo.se (9)<​br>​
 +Curtis Bennett, die_kluge@hotmail.com (19)<​br>​
 +Daniel Langdon, nigthfall@netexplora.com (24)<​br>​
 +Eric D. Harry, esjmh.oh@netzero.net (15)<​br>​
 +Ian Cheesman, firebirdanddragon@yahoo.com (70)<​br>​
 +John O. Lamping, lamping@stanfordalumni.org (118)<​br>​
 +Joshua Turton, calairedleaf@yahoo.com (97)<​br>​
 +Michael J. Kletch, mjkletch@yahoo.com (10)<​br>​
 +Paul W. King, pkingdnd@yahoo.com (68)<​br>​
 +Peter K. Campbell, p.Campbell@bigfoot.com (29)<​br>​
 +Rebecca Glenn, rebecca_glenn@udlp.com (11)<​br>​
 +Rick Coen, rick.coen@eds.com (71)<​br>​
 +Scott Metzger, YoYoDyne@webweaver.zzn.com (36)<​br>​
 +Sigfried Trent, SigTrent@home.com (3)<​br>​
 +System Reference Document, ​ (0)<​br>​
 +Sébastien Adhikari, sebadhikar@yahoo.com (34)<​br>​
 +Tyson Neumann, neumannt@health.missouri.edu (28)<​br>​
 +William Setzer, William_Setzer@ncsu.edu (42)<​br>​
 +</​p><​br><​br><​br>​
 +<p>
 +<span style="​color:​black;​ font-size: 16pt"><​b>​Table of Contents</​b></​span><​br><​br>​
 +<a href="#​Introduction"​ style="​color:​ black">​Introduction</​a><​br><​br>​
 +<span style="​color:​black;​ font-size: 16pt"><​b>​Feats</​b></​span><​br>​
 +
 +<div style="​margin-left:​ 30pt; margin-top: 0pt; margin-bottom:​ 0pt;">​
 + <a href="#​Index of Feats" style="​color:​ black">​Index of Feats</​a><​br>​
 + <a href="#​Combat Feats" style="​color:​ black">​Combat Feats</​a><​br>​
 + <a href="#​Magical Feats" style="​color:​ black">​Magical Feats</​a><​br>​
 + <a href="#​General Feats" style="​color:​ black">​General Feats</​a><​br>​
 + <a href="#​Special Feats" style="​color:​ black">​Special Feats</​a><​br>​
 + <a href="#​Psionic Feats" style="​color:​ black">​Psionic Feats</​a><​br>​
 + <a href="#​Ultra Special Feats" style="​color:​ black">​Ultra Special Feats</​a><​br><​br>​
 +</​div>​
 +<span style="​color:​black;​ font-size: 16pt"><​b>​Special Features</​b></​span><​br>​
 +
 +<div style="​margin-left:​ 30pt; margin-top: 0pt; margin-bottom:​ 0pt;">​
 + <a href="#​Feat Rules" style="​color:​ black">​Feat Rules</​a><​br>​
 + <a href="#​About the Netbook"​ style="​color:​ black">​About the Netbook</​a><​br><​br>​
 +</​div>​
 +
 +<span style="​color:​black;​ font-size: 16pt"><​b>​Legal Section</​b></​span><​br>​
 +
 +<div style="​margin-left:​ 30pt; margin-top: 0pt; margin-bottom:​ 0pt;">​
 + <a href="#​Legal Introduction"​ style="​color:​ black">​Introduction</​a><​br>​
 + <a href="#​Q and A" style="​color:​ black">​Q and A</​a><​br>​
 + <a href="#​Declaration of Open Gaming Content"​ style="​color:​ black">​Declaration of Open Gaming Content</​a><​br>​
 + <a href="#​Disclaimer"​ style="​color:​ black">​Disclaimers</​a><​br>​
 + <a href="#​OGL license"​ style="​color:​ black">​OGL license</​a><​br>​
 + <a href="#​D20 license"​ style="​color:​ black">​D20 license</​a><​br>​
 +</​div>​
 +</​p><​br><​br><​br><​p><​span style="​color:​black;​ font-size: 24pt"><​b>​Feats</​b></​span><​br>​
 +Feats are listed by chapter, then alphabetically. ​ New feats appear in red with an asterix, and feats from the SRD are marked as such.  You can jump to a feat by clicking on it and return to the list by using the back button.<​br><​br><​br><​span style="​color:​black;​ font-size: 16pt"><​b>​Combat Feats</​b></​span><​br><​br>​3.52 <a href="#​Accurate Attack"​ style="​color:​ black">​Accurate Attack</​a><​br>​
 +4.52 <a href="#​All-out Attack"​ style="​color:​ black">​All-out Attack</​a><​br>​
 +4.15 <a href="#​Alternate Attack"​ style="​color:​ black">​Alternate Attack</​a><​br>​
 +4.40 <a href="#​Ambidexterity"​ style="​color:​ black">​Ambidexterity</​a>​ (SRD)<​br>​
 +4.00 <a href="#​Anything Goes Combat"​ style="​color:​ black">​Anything Goes Combat</​a><​br>​
 +4.25 <a href="#​Anything Goes Long" style="​color:​ black">​Anything Goes Long</​a><​br>​
 +4.35 <a href="#​Armed Deflect Arrows"​ style="​color:​ black">​Armed Deflect Arrows</​a><​br>​
 +4.60 <a href="#​Armor Focus" style="​color:​ black">​Armor Focus</​a><​br>​
 +5.00 <a href="#​Armor Proficiency (heavy)"​ style="​color:​ black">​Armor Proficiency (heavy)</​a>​ (SRD)<​br>​
 +5.00 <a href="#​Armor Proficiency (light)"​ style="​color:​ black">​Armor Proficiency (light)</​a>​ (SRD)<​br>​
 +5.00 <a href="#​Armor Proficiency (medium)"​ style="​color:​ black">​Armor Proficiency (medium)</​a>​ (SRD)<​br>​
 +4.38 <a href="#​Attack Focus" style="​color:​ black">​Attack Focus</​a><​br>​
 +4.65 <a href="#​Blind-fight"​ style="​color:​ black">​Blind-fight</​a>​ (SRD)<​br>​
 +3.95 <a href="#​Body Combat"​ style="​color:​ black">​Body Combat</​a><​br>​
 +4.08 <a href="#​Bonded Weapon"​ style="​color:​ black">​Bonded Weapon</​a><​br>​
 +4.10 <a href="#​Bow Mastery"​ style="​color:​ black">​Bow Mastery</​a><​br>​
 +3.80 <a href="#​Called Shot" style="​color:​ black">​Called Shot</​a><​br>​
 +4.70 <a href="#​Cleave"​ style="​color:​ black">​Cleave</​a>​ (SRD)<​br>​
 +4.38 <a href="#​Cleave Asunder"​ style="​color:​ black">​Cleave Asunder</​a><​br>​
 +3.40 <a href="#​Clinch"​ style="​color:​ black">​Clinch</​a><​br>​
 +4.24 <a href="#​Close Order Combat"​ style="​color:​ black">​Close Order Combat</​a><​br>​
 +<span style="​color:​red">​4.65 <a href="#​Combat Archery"​ style="​color:​ red">​Combat Archery</​a>​ *</​span><​br>​
 +3.44 <a href="#​Combat Focus" style="​color:​ black">​Combat Focus</​a><​br>​
 +4.85 <a href="#​Combat Reflexes"​ style="​color:​ black">​Combat Reflexes</​a>​ (SRD)<​br>​
 +3.38 <a href="#​Combat Surge" style="​color:​ black">​Combat Surge</​a><​br>​
 +3.76 <a href="#​Combat Tactics"​ style="​color:​ black">​Combat Tactics</​a><​br>​
 +4.40 <a href="#​Concerted Attack"​ style="​color:​ black">​Concerted Attack</​a><​br>​
 +4.10 <a href="#​Counter Strike"​ style="​color:​ black">​Counter Strike</​a><​br>​
 +4.30 <a href="#​Create Opportunity"​ style="​color:​ black">​Create Opportunity</​a><​br>​
 +4.20 <a href="#​Defensive Study" style="​color:​ black">​Defensive Study</​a><​br>​
 +4.00 <a href="#​Deflect Arrows"​ style="​color:​ black">​Deflect Arrows</​a>​ (SRD)<​br>​
 +4.00 <a href="#​Deflect Attack"​ style="​color:​ black">​Deflect Attack</​a><​br>​
 +3.62 <a href="#​Deft Lunge" style="​color:​ black">​Deft Lunge</​a><​br>​
 +4.60 <a href="#​Dexterous Dodge" style="​color:​ black">​Dexterous Dodge</​a><​br>​
 +4.60 <a href="#​Dodge"​ style="​color:​ black">​Dodge</​a>​ (SRD)<​br>​
 +4.45 <a href="#​Double Weapon Fighting"​ style="​color:​ black">​Double Weapon Fighting</​a><​br>​
 +4.70 <a href="#​Ducking Shot" style="​color:​ black">​Ducking Shot</​a><​br>​
 +4.70 <a href="#​Exotic Weapon Proficiency"​ style="​color:​ black">​Exotic Weapon Proficiency</​a>​ (SRD)<​br>​
 +4.10 <a href="#​Expert Aim" style="​color:​ black">​Expert Aim</​a><​br>​
 +4.90 <a href="#​Expertise"​ style="​color:​ black">​Expertise</​a>​ (SRD)<​br>​
 +5.00 <a href="#​Far Shot" style="​color:​ black">​Far Shot</​a>​ (SRD)<​br>​
 +3.85 <a href="#​Fencing Stance"​ style="​color:​ black">​Fencing Stance</​a><​br>​
 +4.64 <a href="#​Flashy Attack"​ style="​color:​ black">​Flashy Attack</​a><​br>​
 +4.02 <a href="#​Flurry Of Blades"​ style="​color:​ black">​Flurry Of Blades</​a><​br>​
 +3.76 <a href="#​Fracture"​ style="​color:​ black">​Fracture</​a><​br>​
 +4.80 <a href="#​Great Cleave"​ style="​color:​ black">​Great Cleave</​a>​ (SRD)<​br>​
 +3.80 <a href="#​Great Sunder"​ style="​color:​ black">​Great Sunder</​a>​ (SRD)<​br>​
 +4.18 <a href="#​Greater Overrun"​ style="​color:​ black">​Greater Overrun</​a><​br>​
 +3.35 <a href="#​Greatweapon Quickness"​ style="​color:​ black">​Greatweapon Quickness</​a><​br>​
 +4.85 <a href="#​Improved Bull Rush" style="​color:​ black">​Improved Bull Rush</​a>​ (SRD)<​br>​
 +3.22 <a href="#​Improved Combat Focus" style="​color:​ black">​Improved Combat Focus</​a><​br>​
 +4.95 <a href="#​Improved Critical"​ style="​color:​ black">​Improved Critical</​a>​ (SRD)<​br>​
 +4.82 <a href="#​Improved Deflect Arrows"​ style="​color:​ black">​Improved Deflect Arrows</​a><​br>​
 +4.60 <a href="#​Improved Deflect Attack"​ style="​color:​ black">​Improved Deflect Attack</​a><​br>​
 +5.00 <a href="#​Improved Disarm"​ style="​color:​ black">​Improved Disarm</​a>​ (SRD)<​br>​
 +4.60 <a href="#​Improved Dodge" style="​color:​ black">​Improved Dodge</​a><​br>​
 +4.45 <a href="#​Improved Far Shot" style="​color:​ black">​Improved Far Shot</​a><​br>​
 +4.55 <a href="#​Improved Power Attack"​ style="​color:​ black">​Improved Power Attack</​a><​br>​
 +4.10 <a href="#​Improved Power Double Weapon"​ style="​color:​ black">​Improved Power Double Weapon</​a><​br>​
 +4.15 <a href="#​Improved Subdual"​ style="​color:​ black">​Improved Subdual</​a><​br>​
 +4.78 <a href="#​Improved Subdue"​ style="​color:​ black">​Improved Subdue</​a><​br>​
 +4.95 <a href="#​Improved Trip" style="​color:​ black">​Improved Trip</​a>​ (SRD)<​br>​
 +4.55 <a href="#​Improved Two-weapon Fighting"​ style="​color:​ black">​Improved Two-weapon Fighting</​a>​ (SRD)<​br>​
 +4.70 <a href="#​Improved Unarmed Strike"​ style="​color:​ black">​Improved Unarmed Strike</​a>​ (SRD)<​br>​
 +4.40 <a href="#​Improvised Weapons"​ style="​color:​ black">​Improvised Weapons</​a><​br>​
 +4.75 <a href="#​Lethal Fist" style="​color:​ black">​Lethal Fist</​a><​br>​
 +<span style="​color:​red">​3.76 <a href="#​Lightning Parry" style="​color:​ red">​Lightning Parry</​a>​ *</​span><​br>​
 +4.20 <a href="#​Main Gauche"​ style="​color:​ black">​Main Gauche</​a><​br>​
 +5.00 <a href="#​Martial Weapon Proficiency"​ style="​color:​ black">​Martial Weapon Proficiency</​a>​ (SRD)<​br>​
 +4.20 <a href="#​Missile Proof" style="​color:​ black">​Missile Proof</​a><​br>​
 +5.00 <a href="#​Mobility"​ style="​color:​ black">​Mobility</​a>​ (SRD)<​br>​
 +4.90 <a href="#​Mounted Archery"​ style="​color:​ black">​Mounted Archery</​a>​ (SRD)<​br>​
 +4.65 <a href="#​Mounted Combat"​ style="​color:​ black">​Mounted Combat</​a>​ (SRD)<​br>​
 +4.36 <a href="#​Mounted Dodge" style="​color:​ black">​Mounted Dodge</​a><​br>​
 +4.30 <a href="#​Mounted Overrun"​ style="​color:​ black">​Mounted Overrun</​a><​br>​
 +4.25 <a href="#​Near And Far" style="​color:​ black">​Near And Far</​a><​br>​
 +4.25 <a href="#​Opportunity Shot" style="​color:​ black">​Opportunity Shot</​a><​br>​
 +3.82 <a href="#​Piercing Shot" style="​color:​ black">​Piercing Shot</​a><​br>​
 +4.20 <a href="#​Pin Weapon"​ style="​color:​ black">​Pin Weapon</​a><​br>​
 +4.90 <a href="#​Point Blank Shot" style="​color:​ black">​Point Blank Shot</​a>​ (SRD)<​br>​
 +4.44 <a href="#​Pole Fighting"​ style="​color:​ black">​Pole Fighting</​a><​br>​
 +4.65 <a href="#​Power Attack"​ style="​color:​ black">​Power Attack</​a>​ (SRD)<​br>​
 +4.35 <a href="#​Power Double Weapon"​ style="​color:​ black">​Power Double Weapon</​a><​br>​
 +3.90 <a href="#​Power Finesse"​ style="​color:​ black">​Power Finesse</​a><​br>​
 +5.00 <a href="#​Precise Shot" style="​color:​ black">​Precise Shot</​a>​ (SRD)<​br>​
 +4.20 <a href="#​Pull Blow" style="​color:​ black">​Pull Blow</​a><​br>​
 +4.70 <a href="#​Quick Draw" style="​color:​ black">​Quick Draw</​a>​ (SRD)<​br>​
 +4.20 <a href="#​Quicksilver"​ style="​color:​ black">​Quicksilver</​a><​br>​
 +4.05 <a href="#​Ranged Shield Pin" style="​color:​ black">​Ranged Shield Pin</​a><​br>​
 +5.00 <a href="#​Rank Fighting"​ style="​color:​ black">​Rank Fighting</​a><​br>​
 +4.70 <a href="#​Rapid Shot" style="​color:​ black">​Rapid Shot</​a>​ (SRD)<​br>​
 +4.00 <a href="#​Rapid Thrust"​ style="​color:​ black">​Rapid Thrust</​a><​br>​
 +4.84 <a href="#​Reflex Set" style="​color:​ black">​Reflex Set</​a><​br>​
 +5.00 <a href="#​Ride-by Attack"​ style="​color:​ black">​Ride-by Attack</​a>​ (SRD)<​br>​
 +4.00 <a href="#​Riposte"​ style="​color:​ black">​Riposte</​a><​br>​
 +4.75 <a href="#​Sense Feint" style="​color:​ black">​Sense Feint</​a><​br>​
 +<span style="​color:​red">​4.28 <a href="#​Shield Cover" style="​color:​ red">​Shield Cover</​a>​ *</​span><​br>​
 +3.75 <a href="#​Shield Expertise"​ style="​color:​ black">​Shield Expertise</​a><​br>​
 +4.65 <a href="#​Shield Focus" style="​color:​ black">​Shield Focus</​a><​br>​
 +4.04 <a href="#​Shield Mastery"​ style="​color:​ black">​Shield Mastery</​a><​br>​
 +4.95 <a href="#​Shield Proficiency"​ style="​color:​ black">​Shield Proficiency</​a>​ (SRD)<​br>​
 +<span style="​color:​red">​4.48 <a href="#​Shield Skill" style="​color:​ red">​Shield Skill</​a>​ *</​span><​br>​
 +4.80 <a href="#​Shot On The Run" style="​color:​ black">​Shot On The Run</​a>​ (SRD)<​br>​
 +4.90 <a href="#​Simple Weapon Proficiency"​ style="​color:​ black">​Simple Weapon Proficiency</​a>​ (SRD)<​br>​
 +4.00 <a href="#​Skirmishing"​ style="​color:​ black">​Skirmishing</​a><​br>​
 +4.00 <a href="#​Spear And Shield"​ style="​color:​ black">​Spear And Shield</​a><​br>​
 +<span style="​color:​red">​3.85 <a href="#​Spinning Weapon Defense"​ style="​color:​ red">​Spinning Weapon Defense</​a>​ *</​span><​br>​
 +4.90 <a href="#​Spirited Charge"​ style="​color:​ black">​Spirited Charge</​a>​ (SRD)<​br>​
 +4.75 <a href="#​Spring Attack"​ style="​color:​ black">​Spring Attack</​a>​ (SRD)<​br>​
 +4.00 <a href="#​Stone Thrower"​ style="​color:​ black">​Stone Thrower</​a><​br>​
 +3.60 <a href="#​Stunning Fist" style="​color:​ black">​Stunning Fist</​a>​ (SRD)<​br>​
 +4.80 <a href="#​Stunning Fist" style="​color:​ black">​Stunning Fist</​a>​ (SRD)<​br>​
 +4.85 <a href="#​Sunder"​ style="​color:​ black">​Sunder</​a>​ (SRD)<​br>​
 +4.20 <a href="#​Team Fighting"​ style="​color:​ black">​Team Fighting</​a><​br>​
 +3.70 <a href="#​Threatened Reach" style="​color:​ black">​Threatened Reach</​a><​br>​
 +4.30 <a href="#​Throw And Charge"​ style="​color:​ black">​Throw And Charge</​a><​br>​
 +3.70 <a href="#​Tornado Attack"​ style="​color:​ black">​Tornado Attack</​a><​br>​
 +4.66 <a href="#​Touch Mastery"​ style="​color:​ black">​Touch Mastery</​a><​br>​
 +4.85 <a href="#​Trample"​ style="​color:​ black">​Trample</​a>​ (SRD)<​br>​
 +4.05 <a href="#​Tumbling Attack"​ style="​color:​ black">​Tumbling Attack</​a><​br>​
 +4.30 <a href="#​Twin Weapon Fighting"​ style="​color:​ black">​Twin Weapon Fighting</​a><​br>​
 +4.05 <a href="#​Two-handed Flurry"​ style="​color:​ black">​Two-handed Flurry</​a><​br>​
 +5.00 <a href="#​Two-weapon Fighting"​ style="​color:​ black">​Two-weapon Fighting</​a>​ (SRD)<​br>​
 +<span style="​color:​red">​4.05 <a href="#​Two-weapon Harmony"​ style="​color:​ red">​Two-weapon Harmony</​a>​ *</​span><​br>​
 +3.80 <a href="#​Ultimate Cleave"​ style="​color:​ black">​Ultimate Cleave</​a><​br>​
 +<span style="​color:​red">​4.24 <a href="#​Up And Down" style="​color:​ red">​Up And Down</​a>​ *</​span><​br>​
 +<span style="​color:​red">​2.96 <a href="#​Weapon And Shield Offensive Harmony"​ style="​color:​ red">​Weapon And Shield Offensive Harmony</​a>​ *</​span><​br>​
 +<span style="​color:​red">​3.62 <a href="#​Weapon Brace" style="​color:​ red">​Weapon Brace</​a>​ *</​span><​br>​
 +4.70 <a href="#​Weapon Finesse"​ style="​color:​ black">​Weapon Finesse</​a>​ (SRD)<​br>​
 +4.75 <a href="#​Weapon Focus" style="​color:​ black">​Weapon Focus</​a>​ (SRD)<​br>​
 +4.10 <a href="#​Weapon Juggle"​ style="​color:​ black">​Weapon Juggle</​a><​br>​
 +4.00 <a href="#​Weapon Mastery"​ style="​color:​ black">​Weapon Mastery</​a><​br>​
 +4.55 <a href="#​Weapon Tricks"​ style="​color:​ black">​Weapon Tricks</​a><​br>​
 +4.30 <a href="#​Wheeling Attack"​ style="​color:​ black">​Wheeling Attack</​a><​br>​
 +4.70 <a href="#​Whirlwind Attack"​ style="​color:​ black">​Whirlwind Attack</​a>​ (SRD)<​br>​
 +4.15 <a href="#​Whirlwind Defense"​ style="​color:​ black">​Whirlwind Defense</​a><​br>​
 +3.52 <a href="#​Whirlwind Strike"​ style="​color:​ black">​Whirlwind Strike</​a><​br>​
 +4.32 <a href="#​Wild Rider" style="​color:​ black">​Wild Rider</​a><​br>​
 +<span style="​color:​red">​4.68 <a href="#​Zone Of Deflection"​ style="​color:​ red">​Zone Of Deflection</​a>​ *</​span><​br>​
 +<​br><​span style="​color:​black;​ font-size: 16pt"><​b>​Magical Feats</​b></​span><​br><​br>​4.45 <a href="#​Aggressive Casting"​ style="​color:​ black">​Aggressive Casting</​a><​br>​
 +4.15 <a href="#​Arcane Spell" style="​color:​ black">​Arcane Spell</​a><​br>​
 +4.62 <a href="#​Arcane Understanding"​ style="​color:​ black">​Arcane Understanding</​a><​br>​
 +4.36 <a href="#​Area Control"​ style="​color:​ black">​Area Control</​a><​br>​
 +4.58 <a href="#​Armored Caster"​ style="​color:​ black">​Armored Caster</​a><​br>​
 +3.76 <a href="#​Bonus Spells Focus" style="​color:​ black">​Bonus Spells Focus</​a><​br>​
 +4.80 <a href="#​Brew Potion"​ style="​color:​ black">​Brew Potion</​a>​ (SRD)<​br>​
 +4.00 <a href="#​Cannibalistic Casting"​ style="​color:​ black">​Cannibalistic Casting</​a><​br>​
 +4.04 <a href="#​Cantrip"​ style="​color:​ black">​Cantrip</​a><​br>​
 +4.00 <a href="#​Cantrip Mastery"​ style="​color:​ black">​Cantrip Mastery</​a><​br>​
 +4.05 <a href="#​Channel Touch Spell" style="​color:​ black">​Channel Touch Spell</​a><​br>​
 +4.80 <a href="#​Combat Casting"​ style="​color:​ black">​Combat Casting</​a>​ (SRD)<​br>​
 +4.32 <a href="#​Concentration Spell" style="​color:​ black">​Concentration Spell</​a><​br>​
 +5.00 <a href="#​Controlled Burst" style="​color:​ black">​Controlled Burst</​a><​br>​
 +4.00 <a href="#​Craft Crystal Capacitor"​ style="​color:​ black">​Craft Crystal Capacitor</​a>​ (SRD)<​br>​
 +4.40 <a href="#​Craft Dorje" style="​color:​ black">​Craft Dorje</​a>​ (SRD)<​br>​
 +4.80 <a href="#​Craft Magic Arms And Armor" style="​color:​ black">​Craft Magic Arms And Armor</​a>​ (SRD)<​br>​
 +4.02 <a href="#​Craft Magic Tattoo"​ style="​color:​ black">​Craft Magic Tattoo</​a><​br>​
 +4.40 <a href="#​Craft Psionic Arms And Armor" style="​color:​ black">​Craft Psionic Arms And Armor</​a>​ (SRD)<​br>​
 +4.80 <a href="#​Craft Rod" style="​color:​ black">​Craft Rod</​a>​ (SRD)<​br>​
 +4.80 <a href="#​Craft Staff" style="​color:​ black">​Craft Staff</​a>​ (SRD)<​br>​
 +4.40 <a href="#​Craft Universal Item" style="​color:​ black">​Craft Universal Item</​a>​ (SRD)<​br>​
 +4.80 <a href="#​Craft Wand" style="​color:​ black">​Craft Wand</​a>​ (SRD)<​br>​
 +4.80 <a href="#​Craft Wondrous Item" style="​color:​ black">​Craft Wondrous Item</​a>​ (SRD)<​br>​
 +3.96 <a href="#​Create Wondrous Creature"​ style="​color:​ black">​Create Wondrous Creature</​a><​br>​
 +4.52 <a href="#​Destructive Force" style="​color:​ black">​Destructive Force</​a><​br>​
 +<span style="​color:​red">​4.80 <a href="#​Dispel Mastery"​ style="​color:​ red">​Dispel Mastery</​a>​ *</​span><​br>​
 +4.12 <a href="#​Divine Dominion"​ style="​color:​ black">​Divine Dominion</​a><​br>​
 +4.04 <a href="#​Divine Gift" style="​color:​ black">​Divine Gift</​a><​br>​
 +4.10 <a href="#​Draconic Bloodline"​ style="​color:​ black">​Draconic Bloodline</​a><​br>​
 +<span style="​color:​red">​4.34 <a href="#​Dual Energy Spell" style="​color:​ red">​Dual Energy Spell</​a>​ *</​span><​br>​
 +4.65 <a href="#​Empower Spell" style="​color:​ black">​Empower Spell</​a>​ (SRD)<​br>​
 +4.40 <a href="#​Encode Stone" style="​color:​ black">​Encode Stone</​a>​ (SRD)<​br>​
 +3.65 <a href="#​Enhanced Draconic Bloodline"​ style="​color:​ black">​Enhanced Draconic Bloodline</​a><​br>​
 +4.50 <a href="#​Enlarge Spell" style="​color:​ black">​Enlarge Spell</​a>​ (SRD)<​br>​
 +4.42 <a href="#​Expand Spell" style="​color:​ black">​Expand Spell</​a><​br>​
 +5.00 <a href="#​Expanded Domains"​ style="​color:​ black">​Expanded Domains</​a><​br>​
 +4.85 <a href="#​Extend Spell" style="​color:​ black">​Extend Spell</​a>​ (SRD)<​br>​
 +3.28 <a href="#​Extend Spell List" style="​color:​ black">​Extend Spell List</​a><​br>​
 +4.28 <a href="#​Fast Item Creation"​ style="​color:​ black">​Fast Item Creation</​a><​br>​
 +4.24 <a href="#​Fast Spell" style="​color:​ black">​Fast Spell</​a><​br>​
 +4.20 <a href="#​Fire To Ice" style="​color:​ black">​Fire To Ice</​a><​br>​
 +4.20 <a href="#​Force Spell" style="​color:​ black">​Force Spell</​a><​br>​
 +4.80 <a href="#​Forge Ring" style="​color:​ black">​Forge Ring</​a>​ (SRD)<​br>​
 +4.24 <a href="#​Giveaway Spell" style="​color:​ black">​Giveaway Spell</​a><​br>​
 +4.18 <a href="#​Greater Held Charge"​ style="​color:​ black">​Greater Held Charge</​a><​br>​
 +<span style="​color:​red">​4.44 <a href="#​Greater Signature Focus" style="​color:​ red">​Greater Signature Focus</​a>​ *</​span><​br>​
 +4.34 <a href="#​Greater Spell Toughness"​ style="​color:​ black">​Greater Spell Toughness</​a><​br>​
 +4.08 <a href="#​Hardened Spell" style="​color:​ black">​Hardened Spell</​a><​br>​
 +3.80 <a href="#​Heighten Power" style="​color:​ black">​Heighten Power</​a>​ (SRD)<​br>​
 +4.40 <a href="#​Heighten Spell" style="​color:​ black">​Heighten Spell</​a>​ (SRD)<​br>​
 +4.36 <a href="#​Hole In The Middle"​ style="​color:​ black">​Hole In The Middle</​a><​br>​
 +4.18 <a href="#​Impact Spell" style="​color:​ black">​Impact Spell</​a><​br>​
 +4.24 <a href="#​Improved Caster Level" style="​color:​ black">​Improved Caster Level</​a><​br>​
 +<span style="​color:​red">​4.12 <a href="#​Improved Extend Spell" style="​color:​ red">​Improved Extend Spell</​a>​ *</​span><​br>​
 +4.60 <a href="#​Improved Spells Per Day" style="​color:​ black">​Improved Spells Per Day</​a><​br>​
 +3.70 <a href="#​Inner Depths Of The Soul" style="​color:​ black">​Inner Depths Of The Soul</​a><​br>​
 +4.65 <a href="#​Intuitive Spell Knowledge"​ style="​color:​ black">​Intuitive Spell Knowledge</​a><​br>​
 +<span style="​color:​red">​3.30 <a href="#​Known Spells Focus" style="​color:​ red">​Known Spells Focus</​a>​ *</​span><​br>​
 +3.10 <a href="#​Learned Metamagic"​ style="​color:​ black">​Learned Metamagic</​a><​br>​
 +3.62 <a href="#​Magic Secret"​ style="​color:​ black">​Magic Secret</​a><​br>​
 +<span style="​color:​red">​4.30 <a href="#​Mass Effect Spell" style="​color:​ red">​Mass Effect Spell</​a>​ *</​span><​br>​
 +4.90 <a href="#​Maximize Spell" style="​color:​ black">​Maximize Spell</​a>​ (SRD)<​br>​
 +4.10 <a href="#​Metaffinity"​ style="​color:​ black">​Metaffinity</​a><​br>​
 +4.65 <a href="#​Metaspell"​ style="​color:​ black">​Metaspell</​a><​br>​
 +4.64 <a href="#​Mindless Effort"​ style="​color:​ black">​Mindless Effort</​a><​br>​
 +4.15 <a href="#​Minor Spell Mastery"​ style="​color:​ black">​Minor Spell Mastery</​a><​br>​
 +3.90 <a href="#​Opportunity Counterspell"​ style="​color:​ black">​Opportunity Counterspell</​a><​br>​
 +4.18 <a href="#​Powerless Spell" style="​color:​ black">​Powerless Spell</​a><​br>​
 +<span style="​color:​red">​4.50 <a href="#​Prismatic Energy Spell" style="​color:​ red">​Prismatic Energy Spell</​a>​ *</​span><​br>​
 +4.20 <a href="#​Quicken Spell" style="​color:​ black">​Quicken Spell</​a>​ (SRD)<​br>​
 +3.50 <a href="#​Recharge"​ style="​color:​ black">​Recharge</​a><​br>​
 +4.12 <a href="#​Research Genius"​ style="​color:​ black">​Research Genius</​a><​br>​
 +3.74 <a href="#​Research Trinity"​ style="​color:​ black">​Research Trinity</​a><​br>​
 +4.36 <a href="#​Restore Effort"​ style="​color:​ black">​Restore Effort</​a><​br>​
 +4.40 <a href="#​Ritual Spell" style="​color:​ black">​Ritual Spell</​a><​br>​
 +4.80 <a href="#​Scribe Scroll"​ style="​color:​ black">​Scribe Scroll</​a>​ (SRD)<​br>​
 +4.40 <a href="#​Scribe Tattoo"​ style="​color:​ black">​Scribe Tattoo</​a>​ (SRD)<​br>​
 +3.56 <a href="#​Self Item" style="​color:​ black">​Self Item</​a><​br>​
 +<span style="​color:​red">​4.76 <a href="#​Signature Focus" style="​color:​ red">​Signature Focus</​a>​ *</​span><​br>​
 +4.95 <a href="#​Silent Spell" style="​color:​ black">​Silent Spell</​a>​ (SRD)<​br>​
 +4.10 <a href="#​Slow Spell" style="​color:​ black">​Slow Spell</​a><​br>​
 +3.55 <a href="#​Spell Affinity"​ style="​color:​ black">​Spell Affinity</​a><​br>​
 +4.95 <a href="#​Spell Focus" style="​color:​ black">​Spell Focus</​a>​ (SRD)<​br>​
 +4.95 <a href="#​Spell Penetration"​ style="​color:​ black">​Spell Penetration</​a>​ (SRD)<​br>​
 +3.65 <a href="#​Spontaneous Metacasting"​ style="​color:​ black">​Spontaneous Metacasting</​a><​br>​
 +<span style="​color:​red">​4.10 <a href="#​Spontaneously Convert Spell" style="​color:​ red">​Spontaneously Convert Spell</​a>​ *</​span><​br>​
 +4.55 <a href="#​Stable Spell" style="​color:​ black">​Stable Spell</​a><​br>​
 +5.00 <a href="#​Still Spell" style="​color:​ black">​Still Spell</​a>​ (SRD)<​br>​
 +4.80 <a href="#​Stylize Spell" style="​color:​ black">​Stylize Spell</​a><​br>​
 +<span style="​color:​red">​4.30 <a href="#​Substitute Focus" style="​color:​ red">​Substitute Focus</​a>​ *</​span><​br>​
 +4.16 <a href="#​Subtle Spell" style="​color:​ black">​Subtle Spell</​a><​br>​
 +4.56 <a href="#​Summoning Concentration"​ style="​color:​ black">​Summoning Concentration</​a><​br>​
 +<span style="​color:​red">​4.48 <a href="#​Tactical Spellcasting"​ style="​color:​ red">​Tactical Spellcasting</​a>​ *</​span><​br>​
 +4.30 <a href="#​Tap Item" style="​color:​ black">​Tap Item</​a><​br>​
 +4.24 <a href="#​Touch To Ray" style="​color:​ black">​Touch To Ray</​a><​br>​
 +3.82 <a href="#​Transfer Spell" style="​color:​ black">​Transfer Spell</​a><​br>​
 +4.52 <a href="#​Transference"​ style="​color:​ black">​Transference</​a><​br>​
 +4.18 <a href="#​Trick Spell" style="​color:​ black">​Trick Spell</​a><​br>​
 +4.12 <a href="#​Ward"​ style="​color:​ black">​Ward</​a><​br>​
 +<​br><​span style="​color:​black;​ font-size: 16pt"><​b>​General Feats</​b></​span><​br><​br>​4.24 <a href="#​Aerobatics"​ style="​color:​ black">​Aerobatics</​a><​br>​
 +4.95 <a href="#​Alertness"​ style="​color:​ black">​Alertness</​a>​ (SRD)<​br>​
 +3.62 <a href="#​Ambitious Leader"​ style="​color:​ black">​Ambitious Leader</​a><​br>​
 +4.40 <a href="#​Apothecary"​ style="​color:​ black">​Apothecary</​a><​br>​
 +4.45 <a href="#​Armored Vigilance"​ style="​color:​ black">​Armored Vigilance</​a><​br>​
 +3.85 <a href="#​Attribute Training"​ style="​color:​ black">​Attribute Training</​a><​br>​
 +4.32 <a href="#​Battle Leader"​ style="​color:​ black">​Battle Leader</​a><​br>​
 +4.50 <a href="#​Beast Tongues"​ style="​color:​ black">​Beast Tongues</​a><​br>​
 +4.26 <a href="#​Bookworm"​ style="​color:​ black">​Bookworm</​a><​br>​
 +4.52 <a href="#​Camouflage"​ style="​color:​ black">​Camouflage</​a><​br>​
 +4.60 <a href="#​Campaigner"​ style="​color:​ black">​Campaigner</​a><​br>​
 +<span style="​color:​red">​4.25 <a href="#​Craftsman"​ style="​color:​ red">​Craftsman</​a>​ *</​span><​br>​
 +4.35 <a href="#​Cross-class Learning"​ style="​color:​ black">​Cross-class Learning</​a><​br>​
 +4.48 <a href="#​Cross-class Secrets"​ style="​color:​ black">​Cross-class Secrets</​a><​br>​
 +4.40 <a href="#​Destruction"​ style="​color:​ black">​Destruction</​a><​br>​
 +4.75 <a href="#​Detect Poison"​ style="​color:​ black">​Detect Poison</​a><​br>​
 +3.66 <a href="#​Determined Soul" style="​color:​ black">​Determined Soul</​a><​br>​
 +4.45 <a href="#​Disease Resistance"​ style="​color:​ black">​Disease Resistance</​a><​br>​
 +3.70 <a href="#​Double Step" style="​color:​ black">​Double Step</​a><​br>​
 +<span style="​color:​red">​4.18 <a href="#​Ectophysiology"​ style="​color:​ red">​Ectophysiology</​a>​ *</​span><​br>​
 +4.40 <a href="#​Endurance"​ style="​color:​ black">​Endurance</​a>​ (SRD)<​br>​
 +4.12 <a href="#​Expert Healing"​ style="​color:​ black">​Expert Healing</​a><​br>​
 +4.04 <a href="#​Fake Spell" style="​color:​ black">​Fake Spell</​a><​br>​
 +4.40 <a href="#​Fast Mover" style="​color:​ black">​Fast Mover</​a><​br>​
 +4.04 <a href="#​Favored Class" style="​color:​ black">​Favored Class</​a><​br>​
 +4.28 <a href="#​Fearsome Display"​ style="​color:​ black">​Fearsome Display</​a><​br>​
 +4.60 <a href="#​Flyby Attack"​ style="​color:​ black">​Flyby Attack</​a>​ (SRD)<​br>​
 +4.10 <a href="#​Fortune"​ style="​color:​ black">​Fortune</​a><​br>​
 +4.55 <a href="#​Gigantic Weapon"​ style="​color:​ black">​Gigantic Weapon</​a><​br>​
 +4.95 <a href="#​Great Fortitude"​ style="​color:​ black">​Great Fortitude</​a>​ (SRD)<​br>​
 +4.60 <a href="#​Greater Disease Resistance"​ style="​color:​ black">​Greater Disease Resistance</​a><​br>​
 +4.60 <a href="#​Greater Poison Resistance"​ style="​color:​ black">​Greater Poison Resistance</​a><​br>​
 +4.46 <a href="#​Hardy Brawler"​ style="​color:​ black">​Hardy Brawler</​a><​br>​
 +3.30 <a href="#​Heirloom"​ style="​color:​ black">​Heirloom</​a><​br>​
 +4.35 <a href="#​Herculean Effort"​ style="​color:​ black">​Herculean Effort</​a><​br>​
 +4.30 <a href="#​Heroic Evasion"​ style="​color:​ black">​Heroic Evasion</​a><​br>​
 +3.75 <a href="#​Hide Tracks"​ style="​color:​ black">​Hide Tracks</​a><​br>​
 +4.15 <a href="#​Improved Feint" style="​color:​ black">​Improved Feint</​a><​br>​
 +5.00 <a href="#​Improved Initiative"​ style="​color:​ black">​Improved Initiative</​a>​ (SRD)<​br>​
 +4.50 <a href="#​Improved Mounted Combat"​ style="​color:​ black">​Improved Mounted Combat</​a><​br>​
 +4.50 <a href="#​Improved Recovery"​ style="​color:​ black">​Improved Recovery</​a><​br>​
 +4.60 <a href="#​Improved Toughness"​ style="​color:​ black">​Improved Toughness</​a><​br>​
 +3.58 <a href="#​Inspiring Leader"​ style="​color:​ black">​Inspiring Leader</​a><​br>​
 +4.30 <a href="#​Instant Awakening"​ style="​color:​ black">​Instant Awakening</​a><​br>​
 +4.95 <a href="#​Iron Will" style="​color:​ black">​Iron Will</​a>​ (SRD)<​br>​
 +<span style="​color:​red">​4.48 <a href="#​Kick-up"​ style="​color:​ red">​Kick-up</​a>​ *</​span><​br>​
 +4.16 <a href="#​Knowledge Focus" style="​color:​ black">​Knowledge Focus</​a><​br>​
 +4.45 <a href="#​Leadership"​ style="​color:​ black">​Leadership</​a>​ (SRD)<​br>​
 +4.20 <a href="#​Learning Sacrifice"​ style="​color:​ black">​Learning Sacrifice</​a><​br>​
 +4.55 <a href="#​Legendary Toughness"​ style="​color:​ black">​Legendary Toughness</​a><​br>​
 +<span style="​color:​red">​4.25 <a href="#​Librarian"​ style="​color:​ red">​Librarian</​a>​ *</​span><​br>​
 +4.75 <a href="#​Light Sleeper"​ style="​color:​ black">​Light Sleeper</​a><​br>​
 +4.95 <a href="#​Lightning Reflexes"​ style="​color:​ black">​Lightning Reflexes</​a>​ (SRD)<​br>​
 +3.20 <a href="#​Manic Depressive"​ style="​color:​ black">​Manic Depressive</​a><​br>​
 +3.90 <a href="#​Metalinguist"​ style="​color:​ black">​Metalinguist</​a><​br>​
 +4.22 <a href="#​Mimicry"​ style="​color:​ black">​Mimicry</​a><​br>​
 +4.28 <a href="#​Mind'​s Eye" style="​color:​ black">​Mind'​s Eye</​a><​br>​
 +4.48 <a href="#​Natural Leader"​ style="​color:​ black">​Natural Leader</​a><​br>​
 +4.10 <a href="#​Necrophysiology"​ style="​color:​ black">​Necrophysiology</​a><​br>​
 +4.52 <a href="#​Night Owl" style="​color:​ black">​Night Owl</​a><​br>​
 +4.56 <a href="#​Pack Attack"​ style="​color:​ black">​Pack Attack</​a><​br>​
 +3.85 <a href="#​Pack Initiative"​ style="​color:​ black">​Pack Initiative</​a><​br>​
 +4.92 <a href="#​Pack Mule" style="​color:​ black">​Pack Mule</​a><​br>​
 +4.02 <a href="#​Pack Rat" style="​color:​ black">​Pack Rat</​a><​br>​
 +3.70 <a href="#​Pain Is My Friend"​ style="​color:​ black">​Pain Is My Friend</​a><​br>​
 +3.92 <a href="#​Pidgin"​ style="​color:​ black">​Pidgin</​a><​br>​
 +4.50 <a href="#​Poison Resistance"​ style="​color:​ black">​Poison Resistance</​a><​br>​
 +3.90 <a href="#​Poison Tolerance"​ style="​color:​ black">​Poison Tolerance</​a><​br>​
 +3.96 <a href="#​Poison Use" style="​color:​ black">​Poison Use</​a><​br>​
 +4.35 <a href="#​Power Resting"​ style="​color:​ black">​Power Resting</​a><​br>​
 +4.12 <a href="#​Powerful Voice" style="​color:​ black">​Powerful Voice</​a><​br>​
 +<span style="​color:​red">​4.25 <a href="#​Professional"​ style="​color:​ red">​Professional</​a>​ *</​span><​br>​
 +3.80 <a href="#​Prophetic Dreamer"​ style="​color:​ black">​Prophetic Dreamer</​a><​br>​
 +4.20 <a href="#​Rapid Metabolism"​ style="​color:​ black">​Rapid Metabolism</​a>​ (SRD)<​br>​
 +4.55 <a href="#​Run"​ style="​color:​ black">​Run</​a>​ (SRD)<​br>​
 +4.25 <a href="#​Sage"​ style="​color:​ black">​Sage</​a><​br>​
 +4.20 <a href="#​Sage Focus" style="​color:​ black">​Sage Focus</​a><​br>​
 +4.45 <a href="#​Seduction"​ style="​color:​ black">​Seduction</​a><​br>​
 +4.06 <a href="#​Sense Magic" style="​color:​ black">​Sense Magic</​a><​br>​
 +3.54 <a href="#​Silver Spoon" style="​color:​ black">​Silver Spoon</​a><​br>​
 +4.10 <a href="#​Skill Focus" style="​color:​ black">​Skill Focus</​a>​ (SRD)<​br>​
 +3.88 <a href="#​Skill Knack" style="​color:​ black">​Skill Knack</​a><​br>​
 +4.48 <a href="#​Skill Mastery"​ style="​color:​ black">​Skill Mastery</​a><​br>​
 +<span style="​color:​red">​3.30 <a href="#​Skill Specialization"​ style="​color:​ red">​Skill Specialization</​a>​ *</​span><​br>​
 +<span style="​color:​red">​4.40 <a href="#​Skilled"​ style="​color:​ red">​Skilled</​a>​ *</​span><​br>​
 +3.87 <a href="#​Skilled Multiclass"​ style="​color:​ black">​Skilled Multiclass</​a><​br>​
 +3.96 <a href="#​Smooth Talker"​ style="​color:​ black">​Smooth Talker</​a><​br>​
 +4.47 <a href="#​Spell Defense"​ style="​color:​ black">​Spell Defense</​a><​br>​
 +4.30 <a href="#​Spell Toughness"​ style="​color:​ black">​Spell Toughness</​a><​br>​
 +4.00 <a href="#​Spirit Of Vengeance"​ style="​color:​ black">​Spirit Of Vengeance</​a><​br>​
 +4.28 <a href="#​Stand Against Spell" style="​color:​ black">​Stand Against Spell</​a><​br>​
 +3.75 <a href="#​Stipend"​ style="​color:​ black">​Stipend</​a><​br>​
 +<span style="​color:​red">​4.72 <a href="#​Stubborn Heart" style="​color:​ red">​Stubborn Heart</​a>​ *</​span><​br>​
 +3.30 <a href="#​Sudden Action"​ style="​color:​ black">​Sudden Action</​a><​br>​
 +4.52 <a href="#​Touch Of Grace" style="​color:​ black">​Touch Of Grace</​a><​br>​
 +4.30 <a href="#​Toughness"​ style="​color:​ black">​Toughness</​a>​ (SRD)<​br>​
 +4.35 <a href="#​Track"​ style="​color:​ black">​Track</​a>​ (SRD)<​br>​
 +4.40 <a href="#​Two-weapon Combination"​ style="​color:​ black">​Two-weapon Combination</​a><​br>​
 +<span style="​color:​red">​4.20 <a href="#​Uncanny Reaction"​ style="​color:​ red">​Uncanny Reaction</​a>​ *</​span><​br>​
 +3.98 <a href="#​Ventriloquism"​ style="​color:​ black">​Ventriloquism</​a><​br>​
 +4.42 <a href="#​Wondrous Pet" style="​color:​ black">​Wondrous Pet</​a><​br>​
 +<​br><​span style="​color:​black;​ font-size: 16pt"><​b>​Special Feats</​b></​span><​br><​br>​4.20 <a href="#​Backstab"​ style="​color:​ black">​Backstab</​a><​br>​
 +4.40 <a href="#​Big Familiar"​ style="​color:​ black">​Big Familiar</​a><​br>​
 +4.40 <a href="#​Cadaverous Familiar"​ style="​color:​ black">​Cadaverous Familiar</​a><​br>​
 +4.38 <a href="#​Channel Against Outsiders"​ style="​color:​ black">​Channel Against Outsiders</​a><​br>​
 +3.80 <a href="#​Cold-blooded Killer"​ style="​color:​ black">​Cold-blooded Killer</​a><​br>​
 +4.45 <a href="#​Combat Fury" style="​color:​ black">​Combat Fury</​a><​br>​
 +4.04 <a href="#​Combat Opportunist"​ style="​color:​ black">​Combat Opportunist</​a><​br>​
 +4.55 <a href="#​Divine Armor" style="​color:​ black">​Divine Armor</​a><​br>​
 +4.90 <a href="#​Divine Armor Of The Soul" style="​color:​ black">​Divine Armor Of The Soul</​a><​br>​
 +4.00 <a href="#​Divine Deathward"​ style="​color:​ black">​Divine Deathward</​a><​br>​
 +4.08 <a href="#​Divine Dispel"​ style="​color:​ black">​Divine Dispel</​a><​br>​
 +4.20 <a href="#​Divine Elemental Fury" style="​color:​ black">​Divine Elemental Fury</​a><​br>​
 +4.20 <a href="#​Divine Flame" style="​color:​ black">​Divine Flame</​a><​br>​
 +<span style="​color:​red">​4.56 <a href="#​Divine Force Of Personality"​ style="​color:​ red">​Divine Force Of Personality</​a>​ *</​span><​br>​
 +4.45 <a href="#​Divine Fury" style="​color:​ black">​Divine Fury</​a><​br>​
 +4.70 <a href="#​Divine Ghost Armor" style="​color:​ black">​Divine Ghost Armor</​a><​br>​
 +<span style="​color:​red">​3.82 <a href="#​Divine Healing / Wounding Touch" style="​color:​ red">​Divine Healing / Wounding Touch</​a>​ *</​span><​br>​
 +3.70 <a href="#​Divine Impact"​ style="​color:​ black">​Divine Impact</​a><​br>​
 +4.15 <a href="#​Divine Sight" style="​color:​ black">​Divine Sight</​a><​br>​
 +4.00 <a href="#​Divine Weapon"​ style="​color:​ black">​Divine Weapon</​a><​br>​
 +4.50 <a href="#​Divine Wrath" style="​color:​ black">​Divine Wrath</​a><​br>​
 +4.58 <a href="#​Domain Focus" style="​color:​ black">​Domain Focus</​a><​br>​
 +4.65 <a href="#​Domain Mastery"​ style="​color:​ black">​Domain Mastery</​a><​br>​
 +4.15 <a href="#​Elven Archery"​ style="​color:​ black">​Elven Archery</​a><​br>​
 +4.30 <a href="#​Elven Swordmastery"​ style="​color:​ black">​Elven Swordmastery</​a><​br>​
 +4.30 <a href="#​Enchanted Familiar"​ style="​color:​ black">​Enchanted Familiar</​a><​br>​
 +4.70 <a href="#​Enhanced Turning"​ style="​color:​ black">​Enhanced Turning</​a><​br>​
 +<span style="​color:​red">​4.78 <a href="#​Extra Animal Companions"​ style="​color:​ red">​Extra Animal Companions</​a>​ *</​span><​br>​
 +4.28 <a href="#​Extra Bardic Music" style="​color:​ black">​Extra Bardic Music</​a><​br>​
 +<span style="​color:​red">​4.05 <a href="#​Extra Familiar"​ style="​color:​ red">​Extra Familiar</​a>​ *</​span><​br>​
 +4.55 <a href="#​Extra Rage" style="​color:​ black">​Extra Rage</​a><​br>​
 +4.90 <a href="#​Extra Turning"​ style="​color:​ black">​Extra Turning</​a>​ (SRD)<​br>​
 +4.60 <a href="#​Extra Wild Shape" style="​color:​ black">​Extra Wild Shape</​a><​br>​
 +4.85 <a href="#​Familiar Concentration"​ style="​color:​ black">​Familiar Concentration</​a><​br>​
 +4.70 <a href="#​Familiar Development"​ style="​color:​ black">​Familiar Development</​a><​br>​
 +4.56 <a href="#​Familiar Feat" style="​color:​ black">​Familiar Feat</​a><​br>​
 +4.36 <a href="#​Familiar Feat Merge" style="​color:​ black">​Familiar Feat Merge</​a><​br>​
 +4.65 <a href="#​Familiar Focus" style="​color:​ black">​Familiar Focus</​a><​br>​
 +<span style="​color:​red">​4.70 <a href="#​Familiar Range Extension"​ style="​color:​ red">​Familiar Range Extension</​a>​ *</​span><​br>​
 +4.60 <a href="#​Fiery Rage" style="​color:​ black">​Fiery Rage</​a><​br>​
 +4.50 <a href="#​Foul Sneaking"​ style="​color:​ black">​Foul Sneaking</​a><​br>​
 +4.65 <a href="#​Ghost Touch" style="​color:​ black">​Ghost Touch</​a><​br>​
 +4.22 <a href="#​Greater Divine Dominion"​ style="​color:​ black">​Greater Divine Dominion</​a><​br>​
 +3.07 <a href="#​Greater Spell Mastery"​ style="​color:​ black">​Greater Spell Mastery</​a><​br>​
 +3.70 <a href="#​Greater Weapon Mastery"​ style="​color:​ black">​Greater Weapon Mastery</​a><​br>​
 +4.47 <a href="#​Healing Ki Touch" style="​color:​ black">​Healing Ki Touch</​a><​br>​
 +4.45 <a href="#​Heart Of Defiance"​ style="​color:​ black">​Heart Of Defiance</​a><​br>​
 +4.13 <a href="#​Heart Of Fury" style="​color:​ black">​Heart Of Fury</​a><​br>​
 +4.80 <a href="#​Heart Of Invulnerability"​ style="​color:​ black">​Heart Of Invulnerability</​a><​br>​
 +4.20 <a href="#​Improved Animal Friendship"​ style="​color:​ black">​Improved Animal Friendship</​a><​br>​
 +4.33 <a href="#​Improved Monk Ac Bonus" style="​color:​ black">​Improved Monk Ac Bonus</​a><​br>​
 +3.56 <a href="#​Improved Sneak Attack"​ style="​color:​ black">​Improved Sneak Attack</​a><​br>​
 +4.70 <a href="#​Inspire Cooperation"​ style="​color:​ black">​Inspire Cooperation</​a><​br>​
 +4.30 <a href="#​Ki Of The Masters"​ style="​color:​ black">​Ki Of The Masters</​a><​br>​
 +4.33 <a href="#​Ki Sense" style="​color:​ black">​Ki Sense</​a><​br>​
 +4.26 <a href="#​Linked Resistance"​ style="​color:​ black">​Linked Resistance</​a><​br>​
 +4.30 <a href="#​Monk Weapon Mastery"​ style="​color:​ black">​Monk Weapon Mastery</​a><​br>​
 +4.25 <a href="#​Natural Harmony"​ style="​color:​ black">​Natural Harmony</​a><​br>​
 +4.00 <a href="#​Penetrating Ki Strike"​ style="​color:​ black">​Penetrating Ki Strike</​a><​br>​
 +4.10 <a href="#​Penetrating Shot" style="​color:​ black">​Penetrating Shot</​a><​br>​
 +3.87 <a href="#​Profane Death Blow" style="​color:​ black">​Profane Death Blow</​a><​br>​
 +4.40 <a href="#​Profane Ghoul Strike"​ style="​color:​ black">​Profane Ghoul Strike</​a><​br>​
 +3.85 <a href="#​Profane Shadow Strike"​ style="​color:​ black">​Profane Shadow Strike</​a><​br>​
 +4.20 <a href="#​Profane Shadowspawn"​ style="​color:​ black">​Profane Shadowspawn</​a><​br>​
 +4.10 <a href="#​Profane Wight Strike"​ style="​color:​ black">​Profane Wight Strike</​a><​br>​
 +4.15 <a href="#​Profane Wightspawn"​ style="​color:​ black">​Profane Wightspawn</​a><​br>​
 +4.00 <a href="#​Profane Wraith Strike"​ style="​color:​ black">​Profane Wraith Strike</​a><​br>​
 +4.10 <a href="#​Profane Wraithspawn"​ style="​color:​ black">​Profane Wraithspawn</​a><​br>​
 +4.20 <a href="#​Shadowleap"​ style="​color:​ black">​Shadowleap</​a><​br>​
 +4.67 <a href="#​Shield Undead"​ style="​color:​ black">​Shield Undead</​a><​br>​
 +4.05 <a href="#​Spell Mastery"​ style="​color:​ black">​Spell Mastery</​a>​ (SRD)<​br>​
 +4.10 <a href="#​Stalwart Defender"​ style="​color:​ black">​Stalwart Defender</​a><​br>​
 +4.40 <a href="#​Strike Favored Enemy" style="​color:​ black">​Strike Favored Enemy</​a><​br>​
 +4.40 <a href="#​Terrifying Rage" style="​color:​ black">​Terrifying Rage</​a><​br>​
 +4.25 <a href="#​Undead Horde" style="​color:​ black">​Undead Horde</​a><​br>​
 +4.55 <a href="#​Undead Mastery"​ style="​color:​ black">​Undead Mastery</​a><​br>​
 +4.02 <a href="#​Vital Strike"​ style="​color:​ black">​Vital Strike</​a><​br>​
 +4.35 <a href="#​Way Of The Gargoyle"​ style="​color:​ black">​Way Of The Gargoyle</​a><​br>​
 +4.75 <a href="#​Weapon Specialization"​ style="​color:​ black">​Weapon Specialization</​a>​ (SRD)<​br>​
 +4.16 <a href="#​Wildcasting"​ style="​color:​ black">​Wildcasting</​a><​br>​
 +4.15 <a href="#​Zealous Smite" style="​color:​ black">​Zealous Smite</​a><​br>​
 +<​br><​span style="​color:​black;​ font-size: 16pt"><​b>​Psionic Feats</​b></​span><​br><​br>​2.20 <a href="#​Body Fuel" style="​color:​ black">​Body Fuel</​a>​ (SRD)<​br>​
 +4.05 <a href="#​Channel Psionic Touch" style="​color:​ black">​Channel Psionic Touch</​a><​br>​
 +3.80 <a href="#​Combat Manifestation"​ style="​color:​ black">​Combat Manifestation</​a>​ (SRD)<​br>​
 +4.25 <a href="#​Crystal Psiweapon"​ style="​color:​ black">​Crystal Psiweapon</​a><​br>​
 +3.80 <a href="#​Deep Impact"​ style="​color:​ black">​Deep Impact</​a>​ (SRD)<​br>​
 +4.20 <a href="#​Delay Power" style="​color:​ black">​Delay Power</​a>​ (SRD)<​br>​
 +3.60 <a href="#​Disarm Mind" style="​color:​ black">​Disarm Mind</​a>​ (SRD)<​br>​
 +4.45 <a href="#​Discover Psionic Combat Mode" style="​color:​ black">​Discover Psionic Combat Mode</​a><​br>​
 +4.65 <a href="#​Discover Psionic Power" style="​color:​ black">​Discover Psionic Power</​a><​br>​
 +3.60 <a href="#​Enlarge Power" style="​color:​ black">​Enlarge Power</​a>​ (SRD)<​br>​
 +4.40 <a href="#​Ever-ready Shield"​ style="​color:​ black">​Ever-ready Shield</​a><​br>​
 +4.60 <a href="#​Extend Power" style="​color:​ black">​Extend Power</​a>​ (SRD)<​br>​
 +3.80 <a href="#​Fell Shot" style="​color:​ black">​Fell Shot</​a>​ (SRD)<​br>​
 +3.95 <a href="#​Focused Psionic Power" style="​color:​ black">​Focused Psionic Power</​a><​br>​
 +4.60 <a href="#​Greater Power Penetration"​ style="​color:​ black">​Greater Power Penetration</​a>​ (SRD)<​br>​
 +3.85 <a href="#​Greater Psionic Attack Focus" style="​color:​ black">​Greater Psionic Attack Focus</​a><​br>​
 +4.60 <a href="#​Greater Psionic Focus" style="​color:​ black">​Greater Psionic Focus</​a>​ (SRD)<​br>​
 +4.20 <a href="#​Hide Power" style="​color:​ black">​Hide Power</​a>​ (SRD)<​br>​
 +4.10 <a href="#​Improved Crystal Psiweapon"​ style="​color:​ black">​Improved Crystal Psiweapon</​a><​br>​
 +4.20 <a href="#​Improved Inertial Armor" style="​color:​ black">​Improved Inertial Armor</​a><​br>​
 +4.20 <a href="#​Improved Psicrystal"​ style="​color:​ black">​Improved Psicrystal</​a>​ (SRD)<​br>​
 +4.45 <a href="#​Improved Psionic Buffer"​ style="​color:​ black">​Improved Psionic Buffer</​a><​br>​
 +4.80 <a href="#​Improved Psionic Dodge" style="​color:​ black">​Improved Psionic Dodge</​a><​br>​
 +4.15 <a href="#​Improved Psionic Fist" style="​color:​ black">​Improved Psionic Fist</​a><​br>​
 +4.20 <a href="#​Improved Psionic Metabolism"​ style="​color:​ black">​Improved Psionic Metabolism</​a><​br>​
 +3.90 <a href="#​Improved Psionic Shot" style="​color:​ black">​Improved Psionic Shot</​a><​br>​
 +4.10 <a href="#​Improved Psionic Weapon"​ style="​color:​ black">​Improved Psionic Weapon</​a><​br>​
 +3.95 <a href="#​Improved Rapid Metabolism"​ style="​color:​ black">​Improved Rapid Metabolism</​a><​br>​
 +4.00 <a href="#​Inertial Armor" style="​color:​ black">​Inertial Armor</​a>​ (SRD)<​br>​
 +4.60 <a href="#​Inner Strength"​ style="​color:​ black">​Inner Strength</​a>​ (SRD)<​br>​
 +4.05 <a href="#​Layered Psionic Defense"​ style="​color:​ black">​Layered Psionic Defense</​a><​br>​
 +4.20 <a href="#​Master Dorje" style="​color:​ black">​Master Dorje</​a>​ (SRD)<​br>​
 +4.40 <a href="#​Maximize Power" style="​color:​ black">​Maximize Power</​a>​ (SRD)<​br>​
 +3.45 <a href="#​Maximize Psionic Attack"​ style="​color:​ black">​Maximize Psionic Attack</​a><​br>​
 +4.20 <a href="#​Mental Adversary"​ style="​color:​ black">​Mental Adversary</​a>​ (SRD)<​br>​
 +4.00 <a href="#​Mental Leap" style="​color:​ black">​Mental Leap</​a>​ (SRD)<​br>​
 +4.80 <a href="#​Metacreative"​ style="​color:​ black">​Metacreative</​a>​ (SRD)<​br>​
 +4.05 <a href="#​Metaphysical Armoring"​ style="​color:​ black">​Metaphysical Armoring</​a><​br>​
 +4.30 <a href="#​Mind Leach" style="​color:​ black">​Mind Leach</​a><​br>​
 +3.60 <a href="#​Mind Trap" style="​color:​ black">​Mind Trap</​a>​ (SRD)<​br>​
 +4.10 <a href="#​Mirror Mind" style="​color:​ black">​Mirror Mind</​a><​br>​
 +4.25 <a href="#​Penetrating Psionic Fist" style="​color:​ black">​Penetrating Psionic Fist</​a><​br>​
 +4.25 <a href="#​Penetrating Psionic Shot" style="​color:​ black">​Penetrating Psionic Shot</​a><​br>​
 +4.25 <a href="#​Penetrating Psionic Weapon"​ style="​color:​ black">​Penetrating Psionic Weapon</​a><​br>​
 +3.20 <a href="#​Persistent Power" style="​color:​ black">​Persistent Power</​a>​ (SRD)<​br>​
 +4.40 <a href="#​Power Penetration"​ style="​color:​ black">​Power Penetration</​a>​ (SRD)<​br>​
 +3.65 <a href="#​Power Psicrystal"​ style="​color:​ black">​Power Psicrystal</​a><​br>​
 +5.00 <a href="#​Power Touch" style="​color:​ black">​Power Touch</​a>​ (SRD)<​br>​
 +3.85 <a href="#​Psionic Ability Drain" style="​color:​ black">​Psionic Ability Drain</​a><​br>​
 +3.95 <a href="#​Psionic Attack Focus" style="​color:​ black">​Psionic Attack Focus</​a><​br>​
 +4.20 <a href="#​Psionic Body" style="​color:​ black">​Psionic Body</​a>​ (SRD)<​br>​
 +4.80 <a href="#​Psionic Charge"​ style="​color:​ black">​Psionic Charge</​a>​ (SRD)<​br>​
 +3.20 <a href="#​Psionic Dodge" style="​color:​ black">​Psionic Dodge</​a>​ (SRD)<​br>​
 +4.00 <a href="#​Psionic Fist" style="​color:​ black">​Psionic Fist</​a>​ (SRD)<​br>​
 +4.80 <a href="#​Psionic Focus" style="​color:​ black">​Psionic Focus</​a>​ (SRD)<​br>​
 +4.30 <a href="#​Psionic Ghost Fist" style="​color:​ black">​Psionic Ghost Fist</​a><​br>​
 +4.30 <a href="#​Psionic Ghost Shot" style="​color:​ black">​Psionic Ghost Shot</​a><​br>​
 +4.30 <a href="#​Psionic Ghost Weapon"​ style="​color:​ black">​Psionic Ghost Weapon</​a><​br>​
 +4.10 <a href="#​Psionic Initiative"​ style="​color:​ black">​Psionic Initiative</​a><​br>​
 +4.40 <a href="#​Psionic Metabolism"​ style="​color:​ black">​Psionic Metabolism</​a>​ (SRD)<​br>​
 +4.10 <a href="#​Psionic Multifist"​ style="​color:​ black">​Psionic Multifist</​a><​br>​
 +4.05 <a href="#​Psionic Multishot"​ style="​color:​ black">​Psionic Multishot</​a><​br>​
 +4.05 <a href="#​Psionic Multiweapon"​ style="​color:​ black">​Psionic Multiweapon</​a><​br>​
 +4.38 <a href="#​Psionic Rejuvenation"​ style="​color:​ black">​Psionic Rejuvenation</​a><​br>​
 +4.00 <a href="#​Psionic Shot" style="​color:​ black">​Psionic Shot</​a>​ (SRD)<​br>​
 +4.00 <a href="#​Psionic Strike"​ style="​color:​ black">​Psionic Strike</​a><​br>​
 +4.00 <a href="#​Psionic Weapon"​ style="​color:​ black">​Psionic Weapon</​a>​ (SRD)<​br>​
 +4.00 <a href="#​Psychic Bastion"​ style="​color:​ black">​Psychic Bastion</​a>​ (SRD)<​br>​
 +4.20 <a href="#​Psychic Inquisitor"​ style="​color:​ black">​Psychic Inquisitor</​a>​ (SRD)<​br>​
 +4.25 <a href="#​Psychic Sense" style="​color:​ black">​Psychic Sense</​a><​br>​
 +4.20 <a href="#​Psychoanalyst"​ style="​color:​ black">​Psychoanalyst</​a>​ (SRD)<​br>​
 +4.80 <a href="#​Quicken Power" style="​color:​ black">​Quicken Power</​a>​ (SRD)<​br>​
 +4.30 <a href="#​Quicken Psionic Attack Mode" style="​color:​ black">​Quicken Psionic Attack Mode</​a><​br>​
 +3.95 <a href="#​Quiet Whisper Of The Mind" style="​color:​ black">​Quiet Whisper Of The Mind</​a><​br>​
 +3.20 <a href="#​Return Shot" style="​color:​ black">​Return Shot</​a>​ (SRD)<​br>​
 +4.25 <a href="#​Solidify Inertial Armor" style="​color:​ black">​Solidify Inertial Armor</​a><​br>​
 +4.60 <a href="#​Speed Of Thought"​ style="​color:​ black">​Speed Of Thought</​a>​ (SRD)<​br>​
 +4.80 <a href="#​Stand Still" style="​color:​ black">​Stand Still</​a>​ (SRD)<​br>​
 +3.90 <a href="#​Strengthen Inertial Armor" style="​color:​ black">​Strengthen Inertial Armor</​a><​br>​
 +4.00 <a href="#​Talented"​ style="​color:​ black">​Talented</​a>​ (SRD)<​br>​
 +4.35 <a href="#​Third Eye" style="​color:​ black">​Third Eye</​a><​br>​
 +5.00 <a href="#​Trigger Power" style="​color:​ black">​Trigger Power</​a>​ (SRD)<​br>​
 +4.10 <a href="#​Trigger Psionic Defense"​ style="​color:​ black">​Trigger Psionic Defense</​a><​br>​
 +3.95 <a href="#​True Power Of The Mind" style="​color:​ black">​True Power Of The Mind</​a><​br>​
 +4.00 <a href="#​Twin Power" style="​color:​ black">​Twin Power</​a>​ (SRD)<​br>​
 +4.00 <a href="#​Twin Psionic Attack"​ style="​color:​ black">​Twin Psionic Attack</​a><​br>​
 +3.80 <a href="#​Unavoidable Strike"​ style="​color:​ black">​Unavoidable Strike</​a>​ (SRD)<​br>​
 +4.00 <a href="#​Up The Walls" style="​color:​ black">​Up The Walls</​a>​ (SRD)<​br>​
 +4.25 <a href="#​Vampire Mind" style="​color:​ black">​Vampire Mind</​a><​br>​
 +4.25 <a href="#​Vigilant Psychic Defender"​ style="​color:​ black">​Vigilant Psychic Defender</​a><​br>​
 +<span style="​color:​red">​4.00 <a href="#​Wild Talent"​ style="​color:​ red">​Wild Talent</​a>​ *</​span><​br>​
 +<​br><​span style="​color:​black;​ font-size: 16pt"><​b>​Ultra-Special Feats</​b></​span><​br><​br>​4.20 <a href="#​Area Power Resistance"​ style="​color:​ black">​Area Power Resistance</​a><​br>​
 +4.20 <a href="#​Area Spell Resistance"​ style="​color:​ black">​Area Spell Resistance</​a><​br>​
 +4.45 <a href="#​Channeled Resistance"​ style="​color:​ black">​Channeled Resistance</​a><​br>​
 +4.40 <a href="#​Enlarge Breath Weapon"​ style="​color:​ black">​Enlarge Breath Weapon</​a><​br>​
 +4.75 <a href="#​Extra Primeval Ability"​ style="​color:​ black">​Extra Primeval Ability</​a><​br>​
 +4.70 <a href="#​Focused Primeval Ability"​ style="​color:​ black">​Focused Primeval Ability</​a><​br>​
 +4.60 <a href="#​Greater Focused Primeval Ability"​ style="​color:​ black">​Greater Focused Primeval Ability</​a><​br>​
 +4.45 <a href="#​Heighten Primeval Ability"​ style="​color:​ black">​Heighten Primeval Ability</​a><​br>​
 +4.25 <a href="#​Improved Multiweapon Fighting"​ style="​color:​ black">​Improved Multiweapon Fighting</​a><​br>​
 +4.75 <a href="#​Improved Resistance"​ style="​color:​ black">​Improved Resistance</​a><​br>​
 +3.80 <a href="#​Innate Metamagic"​ style="​color:​ black">​Innate Metamagic</​a><​br>​
 +5.00 <a href="#​Multiattack"​ style="​color:​ black">​Multiattack</​a>​ (SRD)<​br>​
 +4.90 <a href="#​Multidexterity"​ style="​color:​ black">​Multidexterity</​a>​ (SRD)<​br>​
 +4.20 <a href="#​Multihanded Weapon"​ style="​color:​ black">​Multihanded Weapon</​a><​br>​
 +4.90 <a href="#​Multiweapon Fighting"​ style="​color:​ black">​Multiweapon Fighting</​a>​ (SRD)<​br>​
 +4.70 <a href="#​Power Resistance: Clairsentience & Telepathy"​ style="​color:​ black">​Power Resistance: Clairsentience & Telepathy</​a><​br>​
 +4.25 <a href="#​Power Spell-like Abilities"​ style="​color:​ black">​Power Spell-like Abilities</​a><​br>​
 +4.45 <a href="#​Primeval Power" style="​color:​ black">​Primeval Power</​a><​br>​
 +4.45 <a href="#​Ranged Resistance"​ style="​color:​ black">​Ranged Resistance</​a><​br>​
 +4.15 <a href="#​Resistance Counterspell"​ style="​color:​ black">​Resistance Counterspell</​a><​br>​
 +4.10 <a href="#​Resistance Power Turning"​ style="​color:​ black">​Resistance Power Turning</​a><​br>​
 +4.10 <a href="#​Resistance Spell Turning"​ style="​color:​ black">​Resistance Spell Turning</​a><​br>​
 +4.20 <a href="#​Resistance:​ Illusion"​ style="​color:​ black">​Resistance:​ Illusion</​a><​br>​
 +4.70 <a href="#​Spell Resistance: Divination"​ style="​color:​ black">​Spell Resistance: Divination</​a><​br>​
 +4.80 <a href="#​Spirited Dive" style="​color:​ black">​Spirited Dive</​a><​br>​
 +4.10 <a href="#​Spontaneous Spell-like Casting"​ style="​color:​ black">​Spontaneous Spell-like Casting</​a><​br>​
 +4.60 <a href="#​Supernatural Resistance"​ style="​color:​ black">​Supernatural Resistance</​a><​br>​
 +4.75 <a href="#​Turn/​rebuke Resistance"​ style="​color:​ black">​Turn/​rebuke Resistance</​a><​br>​
 +</​p><​br>​
 +<br>
 +<br>
 +<a name="​Combat Feats"</​a><​p><​span style="​color:​black;​ font-size: 24pt"><​b>​Combat Feats</​b></​span><​br>​The feats in this chapter are General feats of the subtype Offensive and Defensive. ​ These are feats that would be appropriate as fighter bonus feats and are directly useful in melee and ranged combat.</​p><​br><​p>​
 +<a name="​Accurate Attack"></​a><​b>​ACCURATE ATTACK [General: Offense]</​b><​br>​
 +You can wield a single type of weapon with great deftness.<​br>​
 +<​b>​Prerequisite</​b>:​ Base attack bonus +3 or higher, Weapon Focus<​br>​
 +<​b>​Benefit</​b>:​ Select any one type of weapon that you have Weapon Focus for. With the selected weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. Since you need the second hand for balance, you may not use this feat while holding a shield.<​br>​
 +<​b>​Special</​b>:​ You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon. This feat gives virtual access to the Weapon Finesse feat; you can now learn feats for which Weapon Finesse is a prerequisite.<​br>​
 +<​b>​Notes</​b>:​ This is very much like the weapon finesse feat, but can be applied to a larger range of weapons. ​ The prerequisite keeps it out of low-level hands.<​br>​
 +&​nbsp;&​nbsp;​ACCURATE ATTACK Copyright 2000, Brendan Quinn<​br>​
 +&​nbsp;&​nbsp;​Revised by the Netbook of Feats Review Board<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.52 (Purp 3.50, Pow 3.70, Port 3.20, Comp 4.00, Rule 3.20)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​All-out Attack"></​a><​b>​ALL-OUT ATTACK [General: Offense]</​b><​br>​
 +You attack recklessly, throwing caution to the wind.<​br>​
 +<​b>​Benefit</​b>:​ You may take a -4 penalty to Armor Class to add +2 to all attack rolls this round. ​ The changes to Armor Class and attack bonus last until your first action next round.<​br>​
 +&​nbsp;&​nbsp;​ALL-OUT ATTACK Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.52 (Purp 4.60, Pow 4.00, Port 4.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Alternate Attack"></​a><​b>​ALTERNATE ATTACK [General: Offense]</​b><​br>​
 +You may alternate you attacks between two weapons.<​br>​
 +<​b>​Prerequisite</​b>:​ Base attack bonus +3 or higher<​br>​
 +<​b>​Benefit</​b>:​ If you are wielding two weapons, you may forego your extra attack (or attacks, if you have Improved Two-Weapon Fighting) with the off-hand weapon. ​ If you do so, you may split your normal attack freely between the two weapons. ​ Attacks with the weapon in your primary hand have no penalty, and attacks with the weapon your off hand suffer the normal -4 penalty for off-hand attacks unless you also have Ambidexterity. ​ This feat can be used if one '​weapon'​ is an unarmed strike.<​br>​
 +<​b>​Normal</​b>:​ If you wield two weapons, you get all of the penalties for Fighting with Two Weapons as described on pages 124-5 in Core Rulebook I.  The specific wording is "If you wield a second weapon in your off hand, you can get an extra attack per round with that weapon"​. ​ You must use you primary weapon for all attacks other than the one extra attack. ​ It does not specifically say that you only get that penalty if you use the extra attack. ​ "​Fighting in this way..."​ refers to wielding two weapons.<​br>​
 +<​b>​Notes</​b>:​ Some DMs may interpret this rule from Core Rulebook I in a different fashion, and allow this ability freely to all characters without the need to spend a feat.  This feat merely outlines that there are two possible interpretations and documents the version that would require additional explanation.<​br>​
 +&​nbsp;&​nbsp;​ALTERNATE ATTACK Copyright 2001, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.15 (Purp 4.00, Pow 3.75, Port 4.50, Comp 4.25, Rule 4.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Ambidexterity"></​a><​b>​AMBIDEXTERITY [General: Offense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Dex 15+<​br>​
 +<​b>​Benefit</​b>:​ The caracter ignores all penalties for using an off hand. The character is neither left-handed nor right-handed.<​br>​
 +<​b>​Normal</​b>:​ Without this feat, a character who uses his or her off hand suffers a -4 penalty to attack rolls, ability checks, and skill checks. For example, a right-handed character wielding a weapon with her left hand suffers a -4 penalty to attack rolls with that weapon.<​br>​
 +<​b>​Special</​b>:​ This feat helps offset the penalty for fighting with two weapons.<​br>​
 +&​nbsp;&​nbsp;​AMBIDEXTERITY Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.40 (Purp 4.25, Pow 4.25, Port 5.00, Comp 4.00, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Anything Goes Combat"></​a><​b>​ANYTHING GOES COMBAT [General: Offense]</​b><​br>​
 +In your hands almost anything is a dangerous weapon<​br>​
 +<​b>​Prerequisite</​b>:​ Int 13+, Dex 13+<​br>​
 +<​b>​Benefit</​b>:​ You are the master of the improvised weapon. You treat any 
 +  object, including weapons you are not proficient with, as a simple melee weapon ​
 +  using the stats listed in this feat instead of the stats usually used for that 
 +  object or weapon. You may still use weapons you have proficiency with using 
 +  the stats listed in the PHB. Determine the size of the object or weapon and 
 +  use the stats listed here. </p>
 +<table width="​350"​ border="​0"​ cellspacing="​0"​ cellpadding="​0">​
 +  <​tr> ​
 +    <​td><​b>​Size</​b></​td>​
 +    <td align="​center"> ​
 +      <​b>​Damage</​b>​
 +    </td>
 +    <td align="​center"> ​
 +      <​b>​Threat</​b> ​
 +    </td>
 +    <td align="​center"> ​
 +      <​b>​Crit</​b>​
 +    </td>
 +    <td align="​center"> ​
 +      <​b>​Reach</​b> ​
 +    </td>
 +  </tr>
 +  <​tr> ​
 +    <​td>​Tiny</​td>​
 +    <td align="​center"> ​
 +      1d2
 +    </td>
 +    <td align="​center"> ​
 +      20
 +    </td>
 +    <td align="​center"> ​
 +      X2
 +    </td>
 +    <td align="​center"> ​
 +      5
 +    </td>
 +  </tr>
 +  <​tr> ​
 +    <​td>​Small</​td>​
 +    <td align="​center"> ​
 +      1d4
 +    </td>
 +    <td align="​center"> ​
 +      20
 +    </td>
 +    <td align="​center"> ​
 +      X2
 +    </td>
 +    <td align="​center"> ​
 +      5
 +    </td>
 +  </tr>
 +  <​tr> ​
 +    <​td>​Medium</​td>​
 +    <td align="​center"> ​
 +      1d6
 +    </td>
 +    <td align="​center"> ​
 +      20
 +    </td>
 +    <td align="​center"> ​
 +      X2
 +    </td>
 +    <td align="​center"> ​
 +      5
 +    </td>
 +  </tr>
 +  <​tr> ​
 +    <​td>​Large</​td>​
 +    <td align="​center"> ​
 +      1d8
 +    </td>
 +    <td align="​center"> ​
 +      20
 +    </td>
 +    <td align="​center"> ​
 +      X2
 +    </td>
 +    <td align="​center"> ​
 +      5
 +    </td>
 +  </tr>
 +  <​tr> ​
 +    <​td>​Huge</​td>​
 +    <td align="​center"> ​
 +      1d10
 +    </td>
 +    <td align="​center"> ​
 +      20
 +    </td>
 +    <td align="​center"> ​
 +      X2
 +    </td>
 +    <td align="​center"> ​
 +      5
 +    </td>
 +  </tr>
 +</​table>​
 +<p>If the DM determines that there is no way the object in question could do regular ​
 +  damage it instead deals subdual damage. Additionally any object used as a weapon ​
 +  via this feat can deal subdual damage at your discretion without penalty.<​br>​
 +<​b>​Special</​b>:​ You may not take weapon feats applied to these weapons. ​ For instance you cannot take (weapon focus anything goes combat) or (weapon focus beer mug).<​br>​
 +<​b>​Notes</​b>:​ the Anime, Ranma one half and the antics of Jackie Chan inspired this feat.  It represents to find a way of using almost any object as a combat weapon by being creative and talented in the arts of mayhem.<​br>​
 +&​nbsp;&​nbsp;​ANYTHING GOES COMBAT Copyright 2001, Anne Trent, Sigfried Trent<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.00 (Purp 5.00, Pow 4.00, Port 3.00, Comp 4.00, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Anything Goes Long"></​a><​b>​ANYTHING GOES LONG [General: Offense]</​b><​br>​
 +You can throw nearly anything - ale tankards, rocks, bags of coins - and make it hurt.<​br>​
 +<​b>​Prerequisite</​b>:​ Base attack bonus +4 or higher, Dex 13+<​br>​
 +<​b>​Benefit</​b>:​ You may throw anything as a ranged weapon without suffering a non-proficiency penalty on your attack roll.  Any object you can put your hands on is treated as a simple weapon, with the accompanying bonuses. ​ Damage is based on weapon size, as listed below.</​p>​
 +<table width="​350"​ border="​0"​ cellspacing="​0"​ cellpadding="​0">​
 +  <​tr> ​
 +    <​td><​b>​Size</​b></​td>​
 +    <td align="​center"> ​
 +      <​b>​Damage</​b>​
 +    </td>
 +    <td align="​center"> ​
 +      <​b>​Threat</​b> ​
 +    </td>
 +    <td align="​center"> ​
 +      <​b>​Crit</​b>​
 +    </td>
 +    <td align="​center"> ​
 +      <​b>​Range</​b> ​
 +    </td>
 +  </tr>
 +  <​tr> ​
 +    <​td>​Tiny</​td>​
 +    <td align="​center"> ​
 +      1d2
 +    </td>
 +    <td align="​center"> ​
 +      20
 +    </td>
 +    <td align="​center"> ​
 +      X2
 +    </td>
 +    <td align="​center"> ​
 +      10
 +    </td>
 +  </tr>
 +  <​tr> ​
 +    <​td>​Small</​td>​
 +    <td align="​center"> ​
 +      1d4
 +    </td>
 +    <td align="​center"> ​
 +      20
 +    </td>
 +    <td align="​center"> ​
 +      X2
 +    </td>
 +    <td align="​center"> ​
 +      10
 +    </td>
 +  </tr>
 +  <​tr> ​
 +    <​td>​Medium</​td>​
 +    <td align="​center"> ​
 +      1d6
 +    </td>
 +    <td align="​center"> ​
 +      20
 +    </td>
 +    <td align="​center"> ​
 +      X2
 +    </td>
 +    <td align="​center"> ​
 +      10
 +    </td>
 +  </tr>
 +  <​tr> ​
 +    <​td>​Large</​td>​
 +    <td align="​center"> ​
 +      1d8
 +    </td>
 +    <td align="​center"> ​
 +      20
 +    </td>
 +    <td align="​center"> ​
 +      X2
 +    </td>
 +    <td align="​center"> ​
 +      10
 +    </td>
 +  </tr>
 +  <​tr> ​
 +    <​td>​Huge</​td>​
 +    <td align="​center"> ​
 +      1d10
 +    </td>
 +    <td align="​center"> ​
 +      20
 +    </td>
 +    <td align="​center"> ​
 +      X2
 +    </td>
 +    <td align="​center"> ​
 +      10
 +    </td>
 +  </tr>
 +</​table>​
 +<p>If the DM determines that there is no way the object in question could do regular damage ​ (i.e. you are throwing a feather pillow) it instead deals subdual damage.<​br>​
 +<​b>​Notes</​b>:​ This does not give you the ability to use any object in melee combat; for that, see the Anything Goes Combat Feat.<​br>​
 +&​nbsp;&​nbsp;​ANYTHING GOES LONG Copyright 2001, Joshua Turton<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.25 (Purp 4.25, Pow 4.00, Port 4.00, Comp 4.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Armed Deflect Arrows"></​a><​b>​ARMED DEFLECT ARROWS [General: Defense]</​b><​br>​
 +You can deflect arrows, including crossbow bolts, spears and other shot or thrown weapons with your chosen weapon.<​br>​
 +<​b>​Prerequisite</​b>:​ Weapon Focus, Dex 13+<​br>​
 +<​b>​Benefit</​b>:​ You gain the use of the Deflect Arrows feat, but can only use this ability when wielding a melee weapon that you have Weapon Focus with.<​br>​
 +<​b>​Notes</​b>:​ You can learn later feats for which Deflect Arrows is a prerequisites based on the '​virtual'​ feat learned with Armed Deflect Arrows, but you can then only use those feats when armed with a melee weapon that you have Weapon Focus with.<​br>​
 +&​nbsp;&​nbsp;​ARMED DEFLECT ARROWS Copyright 2001, Carl Cramér, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.35 (Purp 4.50, Pow 4.75, Port 4.25, Comp 4.00, Rule 4.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Armor Focus"></​a><​b>​ARMOR FOCUS [General: Defense]</​b><​br>​
 +You move around in a certain type of armor without effort.<​br>​
 +<​b>​Prerequisite</​b>:​ Proficient with armor, Base attack bonus +1 or higher<​br>​
 +<​b>​Benefit</​b>:​ When wearing a specified type of armor it inflicts 1 less skill penalty and the maximum Dex bonus is raised by one. This cannot reduce the penalties to sub zero levels.<​br>​
 +<​b>​Special</​b>:​ You can gain this feat multiple times. The effects does not stack. Each time you take the feat, it applies to a new type of armor.<​br>​
 +&​nbsp;&​nbsp;​ARMOR FOCUS Copyright 2001, B. Marcus Lindberg, Scott Metzger<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.60 (Purp 4.75, Pow 4.75, Port 4.50, Comp 4.50, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Armor Proficiency (heavy)"></​a><​b>​ARMOR PROFICIENCY (HEAVY) [General: Defense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Armor Proficiency (light), Armor Proficiency (medium)<​br>​
 +<​b>​Benefit</​b>:​ When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.<​br>​
 +<​b>​Normal</​b>:​ A character who is wearing armor with which she is not proficient suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.<​br>​
 +&​nbsp;&​nbsp;​ARMOR PROFICIENCY (HEAVY) Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Armor Proficiency (light)"></​a><​b>​ARMOR PROFICIENCY (LIGHT) [General: Defense]</​b><​br>​
 +<​b>​Benefit</​b>:​ When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.<​br>​
 +<​b>​Normal</​b>:​ A character who is wearing armor with which she is not proficient suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.<​br>​
 +&​nbsp;&​nbsp;​ARMOR PROFICIENCY (LIGHT) Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Armor Proficiency (medium)"></​a><​b>​ARMOR PROFICIENCY (MEDIUM) [General: Defense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Armor Proficiency (light)<​br>​
 +<​b>​Benefit</​b>:​ When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.<​br>​
 +<​b>​Normal</​b>:​ A character who is wearing armor with which she is not proficient suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.<​br>​
 +&​nbsp;&​nbsp;​ARMOR PROFICIENCY (MEDIUM) Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Attack Focus"></​a><​b>​ATTACK FOCUS [General: Offense]</​b><​br>​
 +You may sacrifice mobility and attacks to increase your ability to hit.<​br>​
 +<​b>​Prerequisite</​b>:​ Base attack bonus +6 or higher<​br>​
 +<​b>​Benefit</​b>:​ With a full attack, give up all your attacks but one for the round. ​ This single attack gets a +2 bonus, plus an additional +2 bonus for each attack you gave up.<​br>​
 +<​b>​Example</​b>:​ Alan, with a base attack bonus of +12, can normally make three attacks in a round, at +12, +7, and +2.  With Attack Focus, he can make a single attack at +18, a +6 bonus (+2 for the feat, +2 for each of the two attacks he gave up).<​br>​
 +&​nbsp;&​nbsp;​ATTACK FOCUS Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.38 (Purp 4.00, Pow 4.30, Port 4.60, Comp 5.00, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Blind-fight"></​a><​b>​BLIND-FIGHT [General: Offense]</​b><​br>​
 +<​b>​Benefit</​b>:​ In melee, every time a character misses because of concealment,​ the character can reroll the miss chance percentile roll one time to see if the character actually hit.
 +An invisible attacker gets no bonus to hit the character in melee. That is, the character doesn'​t lose a Dexterity bonus to Armor Class, and the attacker doesn'​t get the usual +2 bonus. The invisible attacker'​s bonuses do still apply for ranged attacks, however.
 +The character suffers only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the character'​s speed to three-quarters of normal, instead of one-half.<​br>​
 +&​nbsp;&​nbsp;​BLIND-FIGHT Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.65 (Purp 5.00, Pow 5.00, Port 4.75, Comp 3.75, Rule 4.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Body Combat"></​a><​b>​BODY COMBAT [General: Offense]</​b><​br>​
 +You may add an unarmed attack to your attack routine.<​br>​
 +<​b>​Prerequisite</​b>:​ Improved Unarmed Strike, Dex 15+<​br>​
 +<​b>​Benefit</​b>:​ You gain the use of the Two-Weapon Fighting and Ambidexterity feats, but only when your off-hand weapon is an unarmed attack such as a kick, knee, elbow smash or head butt or an armored variant of an unarmed attack such as a gauntlet, steel boot, kneepad, elbow guard or helmet.<​br>​
 +<​b>​Special</​b>:​ You can learn later feats for which Ambidexterity or Two-Weapon fighting are prerequisites based on the '​virtual'​ feats learned with Body Combat, but you can then only use those feats when you fulfill the limitations of Body Combat.<​br>​
 +<​b>​Notes</​b>:​ Unarmed attacks are of a size code two less that the user, and so are always light weapons. With this feat, an armored boot, kneepad, elbow guard, helmeted head or similar object works like a gauntlet, with or without spikes, and they can all be used with this feat if you are proficient with them.<​br>​
 +&​nbsp;&​nbsp;​BODY COMBAT Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.95 (Purp 4.00, Pow 4.00, Port 4.00, Comp 3.75, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Bonded Weapon"></​a><​b>​BONDED WEAPON [General: Offense]</​b><​br>​
 +You have used a single weapon so much that you have formed an almost spiritual bond with that specific weapon.<​br>​
 +<​b>​Prerequisite</​b>:​ Base attack bonus +8 or higher, Improved Critical (with weapon), Proficient with Weapon, Weapon Focus (with weapon), Weapon Specialization (with weapon)<​br>​
 +<​b>​Benefit</​b>:​ Choose a single unique weapon. ​ For one month you train exclusively with that weapon, learning how to best wield that specific weapon most effectively. ​ During the training period, you may use no other weapons or you must repeat the process. ​ After the month of training, give the weapon a name to symbolize your intimate knowledge of the weapon. You gain an additional +2 to all attack rolls and +1 to damage with your  named weapon (this stacks with the weapon focus and weapon specialization bonuses). ​ You do not gain the bonuses or penalties of this feat when wielding a weapon of the same type, and suffer a -2 to all attack rolls with all other weapons.<​br>​
 +<​b>​Special</​b>:​ If ever your named weapon is destroyed or taken from your possession for more than a week, you must repeat the process of naming a weapon and continue to suffer the -2 to attack rolls with all weapons of a  different type. You may never have more than one bonded weapon.<​br>​
 +&​nbsp;&​nbsp;​BONDED WEAPON Copyright 2001, Tyson Neumann<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.08 (Purp 4.60, Pow 4.00, Port 4.20, Comp 3.60, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Bow Mastery"></​a><​b>​BOW MASTERY [General: Offense]</​b><​br>​
 +You are adept with either bows or crossbows.<​br>​
 +<​b>​Prerequisite</​b>:​ Weapon Focus (any bow or crossbow), Base attack bonus +3 or higher<​br>​
 +<​b>​Benefit</​b>:​ You can choose to apply this feat to either bows or crossbows, but not both (unless this feat is taken twice). ​ If you have previously taken Weapon Focus (any bow), you can apply the +1 attack bonus gained from this feat when wielding any bow that you are proficient in.  Similarly, if you have previously chosen Weapon Focus (any crossbow), you can apply the +1 attack bonus gained from this feat when wielding any crossbow that you are proficient in.<​br>​
 +<​b>​Special</​b>:​ This feat can be chosen twice but does not stack with itself. ​ The second time it is chosen you must apply its effects to either bows or crossbows, whichever wasn't chosen the first time this feat was taken.<​br>​
 +&​nbsp;&​nbsp;​BOW MASTERY Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.10 (Purp 3.50, Pow 4.50, Port 4.75, Comp 3.50, Rule 4.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Called Shot"></​a><​b>​CALLED SHOT [General: Offense]</​b><​br>​
 +You do more damage with pinpoint attacks.<​br>​
 +<​b>​Prerequisite</​b>:​ Dex 13+<​br>​
 +<​b>​Benefit</​b>:​ On your action, before making attack rolls for the round, you may choose to subtract a number from all attack rolls for the round and add the same number to all weapon damage rolls for dexterity-based attacks. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next action.<​br>​
 +<​b>​Special</​b>:​ Creatures lacking an anatomy and thus immune to critical hits, are immune to this extra damage. Called shot can be used with ranged weapons at ranges up to 30 feet.<​br>​
 +<​b>​Notes</​b>:​ Dexterity-based attacks are attacks that use the dexterity modifier rather than the strength modifier for attack rolls; missile weapons, thrown weapons and weapons used with the Weapon Finesse feat. Called shot cannot be used with ranged touch attacks.<​br>​
 +&​nbsp;&​nbsp;​CALLED SHOT Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.80 (Purp 3.50, Pow 4.00, Port 4.00, Comp 3.75, Rule 3.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Cleave"></​a><​b>​CLEAVE [General: Offense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Str 13+, Power Attack<​br>​
 +<​b>​Benefit</​b>:​ If the character deals a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), the character gets an immediate, extra melee attack against another creature in the immediate vicinity. The character 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. The character can use this ability once per round.<​br>​
 +&​nbsp;&​nbsp;​CLEAVE Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.70 (Purp 5.00, Pow 4.25, Port 4.75, Comp 4.50, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Cleave Asunder"></​a><​b>​CLEAVE ASUNDER [General: Offense]</​b><​br>​
 +Your Sunder attacks are usually more effective. ​ You are trained in following through when you break an opponent'​s weapon or shield<​br>​
 +<​b>​Prerequisite</​b>:​ Sunder, Cleave, Power Attack, Str 13+<​br>​
 +<​b>​Benefit</​b>:​ When attacking an opponent'​s weapon, shield or other held object, if the object is broken, you can immediately make another attack against the same opponent or another object he or she holds. ​ You can use this ability only once per round.<​br>​
 +&​nbsp;&​nbsp;​CLEAVE ASUNDER Copyright 2000, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;​Revised by the Netbook of Feats Review Board<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.38 (Purp 4.50, Pow 4.20, Port 4.50, Comp 4.20, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Clinch"></​a><​b>​CLINCH [General: Offense]</​b><​br>​
 +You have mastered the art of fighting at very close quarters.<​br>​
 +<​b>​Prerequisite</​b>:​ Base attack bonus +3 or higher, Dodge<​br>​
 +<​b>​Benefit</​b>:​ Move in under the guard of an opponent standing within five feet, as a move-equivalent action. He gets an attack of opportunity against you while you do this. You don't actually move anywhere, just step slightly closer to your opponent, but you do get the benefit of the Mobility feat (if you have it). After you have moved in close, you get a +4 cover bonus to AC, and a +4 circumstance bonus to attack rolls against the opponent you closed in on. If you and your opponent is ever more than 5 feet away from each other, you lose this bonus. You also lose the bonus if you move in on or attack someone else.<​br>​
 +<​b>​Special</​b>:​ To use this feat your weapon must be of a size class two categories smaller than your opponent'​s. So a tiny dagger works against a medium-sized longsword, but not against a small shortsword. A natural weapon or unarmed attack has a size code two sizes smaller than the creature using it .<br>
 +<​b>​Notes</​b>:​ Roman shortswordsmen used this against longspears under king Pyrrhus. It was just successful enough to coin the term '​pyrrhic victory'​.<​br>​
 +&​nbsp;&​nbsp;​CLINCH Copyright 2000, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.40 (Purp 3.75, Pow 3.75, Port 3.00, Comp 2.75, Rule 3.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Close Order Combat"></​a><​b>​CLOSE ORDER COMBAT [General: Offense]</​b><​br>​
 +You are trained to fight in a close-order unit.<​br>​
 +<​b>​Prerequisite</​b>:​ Base attack bonus +1 or higher<​br>​
 +<​b>​Benefit</​b>:​ You and a comrade that also knows this feat can fight together effectively. ​ If you take a 5 ft.  step into his space during your turn, he can step into your space immediately,​ so that you exchange spaces. ​ This allows both of you to make alternating attacks against the same opponent. ​ To use this, you must delay your actions so that you act on the same initiative count, and you must both be using the same type of light weapon.<​br>​
 +<​b>​Notes</​b>:​ This feat is used by elite close-order units to let both the front ranks attack, and thus get greater attacking power on a small space.<​br>​
 +&​nbsp;&​nbsp;​CLOSE ORDER COMBAT Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.24 (Purp 4.00, Pow 4.30, Port 4.30, Comp 4.30, Rule 4.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Combat Archery"></​a><​b>​COMBAT ARCHERY [General: Offense]</​b><​br>​
 +You are adept at firing ranged weapons in close quarters combat.<​br>​
 +<​b>​Prerequisite</​b>:​ Point Blank Shot<​br>​
 +<​b>​Benefit</​b>:​ You do not provoke attacks of opportunity,​ when attacking with a ranged weapon.<​br>​
 +<​b>​Normal</​b>:​ A character that attacks with a ranged weapon is subject to attacks of opportunity.<​br>​
 +&​nbsp;&​nbsp;​COMBAT ARCHERY Copyright 2002, Alan Sullivan<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.65 (Purp 4.75, Pow 4.50, Port 4.75, Comp 5.00, Rule 4.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Combat Focus"></​a><​b>​COMBAT FOCUS [General: Offense]</​b><​br>​
 +Paying little heed to distractions and other threats, you may focus your attacks on one opponent, leaving yourself open to others.<​br>​
 +<​b>​Prerequisite</​b>:​ Dodge, Improved Initiative, Base attack bonus +5 or higher<​br>​
 +<​b>​Benefit</​b>:​ On your action, before making attack rolls for a round, you may choose to focus your efforts against one opponent. ​ Against this opponent, you get a +2 bonus to attack and a +1 dodge bonus to Armor Class. ​ The +1 Armor Class bonus from Dodge must be applied to the same opponent for a total bonus of +2.  You have a -2 penalty to Armor Class against all other opponents.<​br>​
 +&​nbsp;&​nbsp;​COMBAT FOCUS Copyright 2000, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.44 (Purp 3.60, Pow 3.00, Port 3.30, Comp 3.30, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Combat Reflexes"></​a><​b>​COMBAT REFLEXES [General: Offense]</​b><​br>​
 +<​b>​Benefit</​b>:​ When foes leave themselves open, the character may make a number of additional attacks of opportunity equal to the character'​s Dexterity modifier. The character still may only make one attack of opportunity per enemy.
 +The character may also make attacks of opportunity while flat-footed.<​br>​
 +<​b>​Special</​b>:​ A rogue with the Combat Reflexes feat still can only make one attack of opportunity in a round if he uses his opportunist ability to make that attack.<​br>​
 +&​nbsp;&​nbsp;​COMBAT REFLEXES Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.85 (Purp 5.00, Pow 5.00, Port 5.00, Comp 4.75, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Combat Surge"></​a><​b>​COMBAT SURGE [General: Offense]</​b><​br>​
 +You can rush an action in combat at the cost of presenting opportunities to your opponents<​br>​
 +<​b>​Prerequisite</​b>:​ Improved Initiative, Base attack bonus +2 or higher<​br>​
 +<​b>​Benefit</​b>:​ On your action, before making attack rolls for a round, you may choose to take a -4 penalty to your armor class until your next action. ​ If you do so, you will gain +2 to your initiative for the remainder of this combat. ​ The bonus begins on the next round. If the character takes the Refocus action, all bonuses gained from prior uses of this feat are lost.<​br>​
 +<​b>​Normal</​b>:​ A character without this feat can only modify his or her initiative situation with the Refocus full round action.<​br>​
 +&​nbsp;&​nbsp;​COMBAT SURGE Copyright 2000, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.38 (Purp 2.60, Pow 4.00, Port 4.00, Comp 3.30, Rule 3.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Combat Tactics"></​a><​b>​COMBAT TACTICS [General: Offense]</​b><​br>​
 +You delay only a fraction of a second, losing an attack, but you increase your chance to penetrate your opponent'​s defenses with a precision strike.<​br>​
 +<​b>​Prerequisite</​b>:​ Int 13+, Base attack bonus +6 or higher<​br>​
 +<​b>​Benefit</​b>:​ When using the full attack action in melee, you may give up one attack from your attack sequence. ​ You cannot sacrifice your last attack for the round in this way.  You add the base attack bonus from the sacrificed attack to the attack roll for your next attack in the round. ​ Other attack bonuses from the sacrificed attack, such as bonuses from magic, feats or Strength, are not carried over.  Combat Tactics can only be employed once per round.
 +If using two weapons or a double weapon, you may give up any one attack from any source. ​ You may not combine Combat Tactics with Flurry of Blows or another feat or ability with a similar mechanic.<​br>​
 +<​b>​Example</​b>:​ A 13th level fighter has three attacks in a round with base attack bonuses of +13/​+8/​+3. ​ Against a particular opponent, the +13 bonus may be give a good chance to hit, but the +8 bonus for the second attack is just not enough and the attack at +3 is almost useless. ​ Combat Tactics is used, and the second attack is sacrificed. ​ The third attack now has a +11 bonus to hit; the +8 is carried from the second attack and added to the +3 that the third attack would normally have.<​br>​
 +&​nbsp;&​nbsp;​COMBAT TACTICS Copyright 2000, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.76 (Purp 3.60, Pow 4.00, Port 3.60, Comp 3.60, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Concerted Attack"></​a><​b>​CONCERTED ATTACK [General: Offense]</​b><​br>​
 +You are well trained in directing the efforts of others during a coordinated attack<​br>​
 +<​b>​Prerequisite</​b>:​ Base attack bonus +3 or higher, Knowledge (Combat)<​br>​
 +<​b>​Benefit</​b>:​ You can direct the efforts of your allies to gain an additional bonus to flanking efforts. ​ When you are leading a flanking effort against a single opponent, your allies involved in the melee gain a +4 flanking bonus on the attack roll.<​br>​
 +<​b>​Normal</​b>:​ Gain a +2 on your attack roll when flanking<​br>​
 +<​b>​Special</​b>:​ You must be able to effectively communicate with the other flanking members.<​br>​
 +<​b>​Notes</​b>:​ This feat is designed to let a leader coordinate a better attack front against an opponent. ​ By confusing the opponent and having the group work together under the direction of the leader, the flanking bonus increases.<​br>​
 +&​nbsp;&​nbsp;​CONCERTED ATTACK Copyright 2000, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.40 (Purp 4.80, Pow 4.20, Port 5.00, Comp 3.80, Rule 4.20)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Counter Strike"></​a><​b>​COUNTER STRIKE [General: Offense]</​b><​br>​
 +You are trained in taking advantage of openings in your opponent'​s defenses when you successfully use the Skilled Parry feat.<​br>​
 +<​b>​Prerequisite</​b>:​ Base attack bonus +5 or higher, Dex 15+, Dodge, Expertise, Combat Reflexes, Skilled Parry<​br>​
 +<​b>​Benefit</​b>:​ Whenever you have successfully avoided an attack through use of the Skilled Parry feat, you may make an attack of opportunity against the attacker provided you are not unarmed.<​br>​
 +<​b>​Special</​b>:​ You may make a Counter Strike provided you are not denied your Dexterity bonus to Armor Class and you still have an attack of opportunity available to use.  Counter Strike counts as an attack of opportunity and as such, the number of attacks of opportunity you have each round limits its usage.<​br>​
 +&​nbsp;&​nbsp;​COUNTER STRIKE Copyright 2001, Tyson Neumann, Agustín Martín<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.10 (Purp 4.50, Pow 4.00, Port 4.25, Comp 4.00, Rule 3.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Create Opportunity"></​a><​b>​CREATE OPPORTUNITY [General: Offense]</​b><​br>​
 +Just when you thought you were as slippery as slippery can be, here comes somebody just a little bit quicker.<​br>​
 +<​b>​Prerequisite</​b>:​ Dex 15+, Combat Reflexes, Base attack bonus +3 or higher<​br>​
 +<​b>​Benefit</​b>:​ In lieu of ALL your attacks of opportunity for one round, you may make a single attack of opportunity against a target who moves more than 5' and moves through your threatened area in a manner that does not normally provoke an attack of opportunity.<​br>​
 +<​b>​Normal</​b>:​ Tumbling successfully does not provoke an attack of opportunity. ​ Spring attack does not provoke an attack of opportunity from the attacker'​s target. ​ You get no attacks of opportunity against a target with at least 50% cover.<​br>​
 +<​b>​Notes</​b>:​ If you have made even a single attack of opportunity since your last action, you may not use this feat, since you can no longer give up ALL attacks of opportunity. ​ If the target has the feat Mobility, the mobility bonus to AC still applies.<​br>​
 +&​nbsp;&​nbsp;​CREATE OPPORTUNITY Copyright 2001, Brian A. Smith<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.30 (Purp 4.25, Pow 4.25, Port 4.75, Comp 4.25, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Defensive Study"></​a><​b>​DEFENSIVE STUDY [General: Offense]</​b><​br>​
 +Allows you to use your intelligence modifier instead of your dexterity modifier for armor class adjustments.<​br>​
 +<​b>​Prerequisite</​b>:​ 2 or more ranks of Sense Motive, Alertness<​br>​
 +<​b>​Benefit</​b>:​ Grants you the ability to substitute your intelligence modifier for your dexterity modifier when calculating armor class against a single opponent. ​ To gain this benefit, you must be able to assess your opponent completely for at least three rounds of combat. ​ During this period of study you are only able to take a partial action each round. ​ Through the study of attack patterns you understand the best ways to avoid the attack methods used by your opponent.<​br>​
 +&​nbsp;&​nbsp;​DEFENSIVE STUDY Copyright 2000, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.20 (Purp 4.00, Pow 3.80, Port 4.80, Comp 4.00, Rule 4.40)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Deflect Arrows"></​a><​b>​DEFLECT ARROWS [General: Defense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Dex 13+, Improved Unarmed Strike<​br>​
 +<​b>​Benefit</​b>:​ The character must have at least one hand free (holding nothing) to use this feat. Once per round when the character would normally be hit with a ranged weapon, the character may make a Reflex saving throw against a DC of 20 (if the ranged weapon has a magical bonus to attack, the DC increases by that amount). If the character succeeds, the character deflects the weapon. The character must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn'​t count as an action. Exceptional ranged weapons can't be deflected.<​br>​
 +&​nbsp;&​nbsp;​DEFLECT ARROWS Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.00 (Purp 4.00, Pow 4.00, Port 4.00, Comp 3.75, Rule 4.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Deflect Attack"></​a><​b>​DEFLECT ATTACK [General: Defense]</​b><​br>​
 +You can be more aggressive when Fighting Defensively.<​br>​
 +<​b>​Prerequisite</​b>:​ Str 13+, Int 13+, Power Attack, Sunder, Expertise<​br>​
 +<​b>​Benefit</​b>:​ When you are Fighting Defensively,​ your opponent provokes an Attack of Opportunity just before attacking you.  Since you are Fighting Defensively,​ your Attack of Opportunity has a -4 penalty to attack.
 +If the opponent attacks you with a weapon, your Attack of Opportunity can only be used as a Sunder attack against the weapon that is used to attack you.  If the opponent attacks you with an unarmed attack or a natural weapon, you attack the unarmed strike or natural weapon, effectively making an Attack of Opportunity against your opponent.
 +If your attack actually damages the opponent'​s weapon (or the opponent, in the case of an unarmed strike or natural weapon), subtract the damage dealt to the weapon or opponent from the damage you would sustain from their attack. ​ In this way, it is possible to negate the damage from an opponent'​s attack.<​br>​
 +<​b>​Special</​b>:​ If you are attacking unarmed and you wish to use Deflect Attack, the prerequisites increase to "Str 13+, Dex 15+, Int 13+, Power Attack, Sunder, Expertise, Improved Unarmed Strike, Eagle Claw Attack, base attack bonus +2"​. ​ This simply adds Eagle Claw Attack, necessary for unarmed Sunder attacks, and its prerequisites to this feat.<​br>​
 +&​nbsp;&​nbsp;​DEFLECT ATTACK Copyright 2001, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.00 (Purp 4.75, Pow 3.75, Port 4.25, Comp 3.00, Rule 4.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Deft Lunge"></​a><​b>​DEFT LUNGE [General: Offense]</​b><​br>​
 +You are trained to take advantage of openings in an opponent'​s defenses<​br>​
 +<​b>​Prerequisite</​b>:​ Expertise, Dex 13+<​br>​
 +<​b>​Benefit</​b>:​ When you use the attack action or full attack action in non-mounted melee combat, you may take as much as a -5 penalty to Armor Class to add the same number (up to +5) to a single attack roll in the same round. ​ This number may not exceed your base attack bonus. ​ Unless you also have the Mobility feat, this attack draws an Attack of Opportunity from the defender. ​ The changes to Armor Class last until your next action. ​ The bonus to your attack roll will stack with any other bonus.<​br>​
 +&​nbsp;&​nbsp;​DEFT LUNGE Copyright 2000, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.62 (Purp 3.30, Pow 3.60, Port 4.00, Comp 3.60, Rule 3.60)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Dexterous Dodge"></​a><​b>​DEXTEROUS DODGE [General: Defense]</​b><​br>​
 +You are skilled at dodging attacks.<​br>​
 +<​b>​Benefit</​b>:​ For the purpose of determining Armor Class, treat your Dexterity score as 2 points higher than its actual value. ​ This feat can be taken several times, and stacks with itself.<​br>​
 +<​b>​Special</​b>:​ This feat grants virtual access to the Dodge feat, allowing you to take other feats for which Dodge is a prerequisite.<​br>​
 +&​nbsp;&​nbsp;​DEXTEROUS DODGE Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Comments</​b>:​ This feat was intended as a replacement for Dodge which some feel is to weak to be worth while. ​ You generaly wouldn'​t use both in the same game.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.60 (Purp 4.50, Pow 4.50, Port 4.75, Comp 4.75, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Dodge"></​a><​b>​DODGE [General: Defense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Dex 13+<​br>​
 +<​b>​Benefit</​b>:​ During the character'​s action, the character designates an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. The character can select a new opponent on any action. Note: A condition that makes the character lose his or her Dexterity bonus to Armor Class (if any) also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.<​br>​
 +&​nbsp;&​nbsp;​DODGE Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.60 (Purp 5.00, Pow 4.25, Port 5.00, Comp 3.75, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Double Weapon Fighting"></​a><​b>​DOUBLE WEAPON FIGHTING [General: Offense]</​b><​br>​
 +You've learned to fight effectively with both ends of your double weapon.<​br>​
 +<​b>​Prerequisite</​b>:​ Proficient with weapon, Base attack bonus +1 or higher<​br>​
 +<​b>​Benefit</​b>:​ You fight with your chosen double weapon as though you had Two Weapon Fighting, Ambidexterity,​ and as though you were using two weapons with a light weapon in your off hand.<​br>​
 +<​b>​Normal</​b>:​ Use a double weapon as though you were using two weapons with a light weapon in your off hand.<​br>​
 +<​b>​Special</​b>:​ You may take this feat multiple times. ​ Each time, it applies to a different double weapon.<​br>​
 +<​b>​Notes</​b>:​ You can learn later feats for which Ambidexterity or Two-Weapon fighting are prerequisites based on the '​virtual'​ feats learned with Double Weapon Fighting, but you can then only use those feats with the specific weapon you have chosen.<​br>​
 +&​nbsp;&​nbsp;​DOUBLE WEAPON FIGHTING Copyright 2001, Eric D. Harry, Brian A. Smith<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.45 (Purp 4.25, Pow 4.50, Port 4.75, Comp 4.25, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Ducking Shot"></​a><​b>​DUCKING SHOT [General: Defense]</​b><​br>​
 +You are skilled at dodging while using your ranged weapon.<​br>​
 +<​b>​Prerequisite</​b>:​ Point Blank Shot, Dodge, Dex 13+<​br>​
 +<​b>​Benefit</​b>:​ You get a +4 dodge bonus to Armor Class against attacks of opportunities caused while making a ranged attack in an area threatened by your enemies.<​br>​
 +<​b>​Notes</​b>:​ A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.<​br>​
 +&​nbsp;&​nbsp;​DUCKING SHOT Copyright 2001, Albert Nakano<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.70 (Purp 4.50, Pow 4.75, Port 5.00, Comp 4.50, Rule 4.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Exotic Weapon Proficiency"></​a><​b>​EXOTIC WEAPON PROFICIENCY [General: Offense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Base attack bonus +1 or higher<​br>​
 +<​b>​Benefit</​b>:​ The character makes attack rolls with the weapon normally.<​br>​
 +<​b>​Normal</​b>:​ A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.<​br>​
 +<​b>​Special</​b>:​ The character can gain this feat multiple times. Each time The character takes the feat, it applies to a new weapon. Proficiency with the bastard sword or the dwarven waraxe has a prerequisite of Str 13+.<​br>​
 +&​nbsp;&​nbsp;​EXOTIC WEAPON PROFICIENCY Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.70 (Purp 4.50, Pow 4.75, Port 4.50, Comp 5.00, Rule 4.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Expert Aim"></​a><​b>​EXPERT AIM [General: Offense]</​b><​br>​
 +You may attack exacting precision, resulting in extra damage.<​br>​
 +<​b>​Prerequisite</​b>:​ Precise Shot, Base attack bonus +6 or higher<​br>​
 +<​b>​Benefit</​b>:​ If you take the Full Attack action when using a device missile weapon (e.g. bow, crossbow), you may choose to make a single attack with a range of 30 ft. or less using your Expert Aim.  While you normally apply your Dexterity bonus only to attack, in this case you also apply your Dexterity bonus to damage.
 +This feat is ineffective against creatures that are not subject to critical hits (e.g. constructs, elementals, oozes, plants and undead).<​br>​
 +<​b>​Normal</​b>:​ Your dexterity bonus applies only to your attack roll.<​br>​
 +&​nbsp;&​nbsp;​EXPERT AIM Copyright 2000, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.10 (Purp 4.00, Pow 4.00, Port 4.50, Comp 4.00, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Expertise"></​a><​b>​EXPERTISE [General: Defense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Int 13+<​br>​
 +<​b>​Benefit</​b>:​ When the character uses the attack action or full attack action in melee, the character can take a penalty of as much as -5 on the character'​s attack and add the same number (up to +5) to the character'​s Armor Class. This number may not exceed the character'​s base attack bonus. The changes to attack rolls and Armor Class last until the character'​s next action. The bonus to the character'​s Armor Class is a dodge bonus.<​br>​
 +<​b>​Normal</​b>:​ A character not capable of the Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attacks and gain a +2 dodge bonus to Armor Class.<​br>​
 +&​nbsp;&​nbsp;​EXPERTISE Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.90 (Purp 5.00, Pow 5.00, Port 5.00, Comp 4.50, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Far Shot"></​a><​b>​FAR SHOT [General: Offense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Point Blank Shot<​br>​
 +<​b>​Benefit</​b>:​ When the character uses a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When the character uses a thrown weapon, its range increment is doubled.<​br>​
 +&​nbsp;&​nbsp;​FAR SHOT Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Fencing Stance"></​a><​b>​FENCING STANCE [General: Defense]</​b><​br>​
 +You defend well with a single weapon light weapon.<​br>​
 +<​b>​Prerequisite</​b>:​ Weapon Finesse<​br>​
 +<​b>​Benefit</​b>:​ When employing a single weapon for which you have Weapon Finesse in one hand, and using the other hand for balance only, your defensive stance improves, granting you a +2 Dodge bonus to Armor Class.<​br>​
 +&​nbsp;&​nbsp;​FENCING STANCE Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.85 (Purp 3.75, Pow 3.25, Port 4.25, Comp 4.25, Rule 3.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Flashy Attack"></​a><​b>​FLASHY ATTACK [General: Offense]</​b><​br>​
 +You are able to use an impressive display of prowess to catch your opponents off guard<​br>​
 +<​b>​Prerequisite</​b>:​ Base attack bonus +6 or higher, Accurate Attack or Weapon Finesse with the weapon used<​br>​
 +<​b>​Benefit</​b>:​ As a full round action, you can add your charisma modifier (in addition to all other modifiers) to your attack roll.<​br>​
 +<​b>​Special</​b>:​ This feat can be taken multiple times, each time it applies to a new weapon. ​ Fighters may take this as a bonus feat.<​br>​
 +&​nbsp;&​nbsp;​FLASHY ATTACK Copyright 2000, Brendan Quinn<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.64 (Purp 4.20, Pow 4.80, Port 4.80, Comp 4.40, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Flurry Of Blades"></​a><​b>​FLURRY OF BLADES [General: Offense]</​b><​br>​
 +You can strike exceptionally fast with light weapons.<​br>​
 +<​b>​Prerequisite</​b>:​ Weapon Finesse, Weapon Focus (with weapon), Base attack bonus +3 or higher, Dex 13+<​br>​
 +<​b>​Benefit</​b>:​ Choose one weapon that you have Weapon Focus and Weapon Finesse for. When unencumbered,​ in light armor or less, and wielding this type of weapon, you may make one extra attack per round. ​ The attack is at your highest base attack bonus, but each attack (the extra one and all the normal ones) suffer a -2 penalty. ​ You must use the full attack action. ​ This feat does not stack with other feats/​abilities that grant extra attacks, such as Flurry of Blows, two weapon use, double weapons, or creatures that make multiple attacks. It does stack with the iterative attacks of a character with high base attack bonus.<​br>​
 +<​b>​Notes</​b>:​ This is a fencing technique, and fits well in a renaissance-style game.<​br>​
 +&​nbsp;&​nbsp;​FLURRY OF BLADES Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.02 (Purp 4.00, Pow 3.70, Port 4.20, Comp 4.20, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Fracture"></​a><​b>​FRACTURE [General: Offense]</​b><​br>​
 +You are skilled at exploiting weaknesses in objects.<​br>​
 +<​b>​Prerequisite</​b>:​ Sunder, Power Attack, Base attack bonus +2 or higher<​br>​
 +<​b>​Benefit</​b>:​ When attacking an object with hardness greater than or equal to that of your weapon, you gain +2 circumstance bonus to damage. ​ When you are attacking an object with hardness less than that of your weapon, you gain a +5 circumstance bonus to damage.<​br>​
 +&​nbsp;&​nbsp;​FRACTURE Copyright 2000, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.76 (Purp 3.00, Pow 3.60, Port 4.30, Comp 3.60, Rule 4.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Great Cleave"></​a><​b>​GREAT CLEAVE [General: Offense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Str 13+, Power Attack, Cleave, Base attack bonus +4 or higher<​br>​
 +<​b>​Benefit</​b>:​ As Cleave, except that the character has no limit to the number of times the character can use it per round.<​br>​
 +&​nbsp;&​nbsp;​GREAT CLEAVE Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.80 (Purp 5.00, Pow 4.25, Port 4.75, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Great Sunder"></​a><​b>​GREAT SUNDER [General: Offense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Str 13+, Power Attack, Sunder, Reserve power points 5+<​br>​
 +<​b>​Benefit</​b>:​ When you strike at an opponent'​s weapon, you ignore half of the weapon'​s total hardness (round down). "Total hardness"​ includes any magical or psionic enhancements possessed by the weapon that normally add to its hardness. However, to strike and do any damage to a magically or psionically enhanced weapon, you still need a weapon of equal or better enhancement.<​br>​
 +<​b>​Special</​b>:​ You can also sense the stress points in any hard construction,​ such as wooden doors or stone walls, and can ignore half of the object'​s total hardness (round down) when attacking that object.<​br>​
 +&​nbsp;&​nbsp;​GREAT SUNDER Copyright 2001, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.80 (Purp 4.00, Pow 4.00, Port 4.00, Comp 3.00, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Greater Overrun"></​a><​b>​GREATER OVERRUN [General: Offense]</​b><​br>​
 +It becomes easier to make overruns.<​br>​
 +<​b>​Benefit</​b>:​ On a charge, you can overrun more than one target. When not charging, you can make a single overrun. You can make overruns even if you have not moved 10 ft. You still trigger attacks of opportunity in the normal fashion.<​br>​
 +&​nbsp;&​nbsp;​GREATER OVERRUN Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.18 (Purp 4.60, Pow 4.00, Port 4.00, Comp 4.00, Rule 4.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Greatweapon Quickness"></​a><​b>​GREATWEAPON QUICKNESS [General: Offense]</​b><​br>​
 +Your mastery of this style reflects strengthened wrist muscles and honed reflexes, allowing blindingly fast strikes with the largest of weapons.<​br>​
 +<​b>​Prerequisite</​b>:​ Str 13+, Base attack bonus +4 or higher<​br>​
 +<​b>​Benefit</​b>:​ When you wield a two-handed weapon (a weapon whose size is larger than the wielder'​s size) with proficiency,​ you receive a +4 initiative adjustment. ​ This bonus only applies while you wield a two-handed weapon; if you perform some other action (switching to a non-two-handed weapon, drinking a potion, etc.), use your unmodified initiative.<​br>​
 +&​nbsp;&​nbsp;​GREATWEAPON QUICKNESS Copyright 2002, Rick Coen<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.35 (Purp 3.25, Pow 3.50, Port 3.50, Comp 3.00, Rule 3.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Improved Bull Rush"></​a><​b>​IMPROVED BULL RUSH [General: Offense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Str 13+, Power Attack<​br>​
 +<​b>​Benefit</​b>:​ When the character performs a bull rush, the character does not draw an attack of opportunity from the defender.<​br>​
 +&​nbsp;&​nbsp;​IMPROVED BULL RUSH Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.85 (Purp 4.75, Pow 4.75, Port 4.75, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Improved Combat Focus"></​a><​b>​IMPROVED COMBAT FOCUS [General: Offense]</​b><​br>​
 +You have practiced the arts of two-on-one combat, enhancing your Combat Focus.<​br>​
 +<​b>​Prerequisite</​b>:​ Combat Focus<​br>​
 +<​b>​Benefit</​b>:​ When using the Combat Focus feat, you may specify two opponents to focus against. ​ Against the second, you have neither bonuses nor penalties.<​br>​
 +&​nbsp;&​nbsp;​IMPROVED COMBAT FOCUS Copyright 2000, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.22 (Purp 2.60, Pow 2.60, Port 3.00, Comp 3.60, Rule 4.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Improved Critical"></​a><​b>​IMPROVED CRITICAL [General: Offense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Proficient with weapon, Base attack bonus +8 or higher<​br>​
 +<​b>​Benefit</​b>:​ When using the weapon the character selected, the character'​s threat range is doubled.<​br>​
 +<​b>​Special</​b>:​ The character can gain this feat multiple times. The effects do not stack. Each time the character takes the feat, it applies to a new weapon.<​br>​
 +<​b>​Notes</​b>:​ "​Keen"​ magic weapons also double their normal, nonmagical threat range. As with all doubled doublings, the result is triple.<​br>​
 +&​nbsp;&​nbsp;​IMPROVED CRITICAL Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.95 (Purp 5.00, Pow 4.75, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Improved Deflect Arrows"></​a><​b>​IMPROVED DEFLECT ARROWS [General: Defense]</​b><​br>​
 +You can deflect arrows several times in a round.<​br>​
 +<​b>​Prerequisite</​b>:​ Deflect Arrows, Dex 13+<​br>​
 +<​b>​Benefit</​b>:​ You may Deflect Arrows more than once each round. ​ Each attempt at deflection beyond the first counts as one of your attacks of opportunity for the round.<​br>​
 +&​nbsp;&​nbsp;​IMPROVED DEFLECT ARROWS Copyright 2001, Carl Cramér, Daniel Langdon<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.82 (Purp 4.70, Pow 4.70, Port 5.00, Comp 5.00, Rule 4.70)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Improved Deflect Attack"></​a><​b>​IMPROVED DEFLECT ATTACK [General: Defense]</​b><​br>​
 +You expertly block many incoming attacks.<​br>​
 +<​b>​Prerequisite</​b>:​ Str 13+, Int 13+, Power Attack, Sunder, Expertise, Combat Reflexes, Deflect Attack<​br>​
 +<​b>​Benefit</​b>:​ When using Deflect Attack, you ignore the -4 penalty to attack normally associated with Fighting Defensively. ​ This does not affect any other attacks you make while Fighting Defensively.<​br>​
 +&​nbsp;&​nbsp;​IMPROVED DEFLECT ATTACK Copyright 2001, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.60 (Purp 4.25, Pow 4.25, Port 4.75, Comp 5.00, Rule 4.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Improved Disarm"></​a><​b>​IMPROVED DISARM [General: Offense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Int 13+, Expertise<​br>​
 +<​b>​Benefit</​b>:​ The character does not suffer an attack of opportunity when the character attempts to disarm an opponent, nor does the opponent have a chance to disarm.<​br>​
 +&​nbsp;&​nbsp;​IMPROVED DISARM Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Improved Dodge"></​a><​b>​IMPROVED DODGE [General: Defense]</​b><​br>​
 +Your Dodge feat bonus applies against all attackers.<​br>​
 +<​b>​Prerequisite</​b>:​ Dex 13+, Dodge<​br>​
 +<​b>​Benefit</​b>:​ The dodge bonus to Armor Class that you receive from the Dodge feat now applies against all attacks, not only those of one specific opponent.<​br>​
 +<​b>​Notes</​b>:​ The Dodge feat was always a sore point with me, because stating who you applied the bonus against slowed down play.<​br>​
 +&​nbsp;&​nbsp;​IMPROVED DODGE Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.60 (Purp 4.75, Pow 4.00, Port 4.50, Comp 5.00, Rule 4.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Improved Far Shot"></​a><​b>​IMPROVED FAR SHOT [General: Offense]</​b><​br>​
 +You can attack with ranged weapons more accurately at long range.<​br>​
 +<​b>​Prerequisite</​b>:​ Point Blank Shot, Far Shot, Base attack bonus +2 or higher<​br>​
 +<​b>​Benefit</​b>:​ You gain a +2 bonus that only works to negate range-based penalties.<​br>​
 +<​b>​Notes</​b>:​ This feat is not very useful for player characters but would be very useful for NPCs in mass combat situations.<​br>​
 +&​nbsp;&​nbsp;​IMPROVED FAR SHOT Copyright 2001, Albert Nakano<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.45 (Purp 4.25, Pow 4.25, Port 5.00, Comp 4.25, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Improved Power Attack"></​a><​b>​IMPROVED POWER ATTACK [General: Offense]</​b><​br>​
 +You can control the amount of power you put behind each of your strikes.<​br>​
 +<​b>​Prerequisite</​b>:​ Str 15+, Power Attack, Base attack bonus +3 or higher<​br>​
 +<​b>​Benefit</​b>:​ You can select how much of your base attack bonus to use with Power Attack for each attack separately, instead of using a fixed amount for the whole round.<​br>​
 +&​nbsp;&​nbsp;​IMPROVED POWER ATTACK Copyright 2002, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.55 (Purp 5.00, Pow 3.75, Port 4.50, Comp 4.75, Rule 4.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Improved Power Double Weapon"></​a><​b>​IMPROVED POWER DOUBLE WEAPON [General: Offense]</​b><​br>​
 +You can inflict terrible blows with a double weapon.<​br>​
 +<​b>​Prerequisite</​b>:​ Double Weapon Fighting, Power Attack, Power Double Weapon, Base attack bonus +6 or higher<​br>​
 +<​b>​Benefit</​b>:​ When wielding a double weapon, you add one and one-half your Strength bonus to damage rolls with both your primary attack(s) and secondary attack(s).<​br>​
 +<​b>​Normal</​b>:​ Without this feat you add your full Strength bonus to damage rolls with your primary attacks and half your Strength bonus to damage rolls with your secondary attack.<​br>​
 +&​nbsp;&​nbsp;​IMPROVED POWER DOUBLE WEAPON Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.10 (Purp 4.00, Pow 4.00, Port 3.75, Comp 4.50, Rule 4.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Improved Subdual"></​a><​b>​IMPROVED SUBDUAL [General: Offense]</​b><​br>​
 +You really know how to subdue opponents.<​br>​
 +<​b>​Prerequisite</​b>:​ Proficient in a bludgeoning weapon<​br>​
 +<​b>​Benefit</​b>:​ When attacking with a bludgeoning weapon and attempting to do subdual damage you do not incur the usual penalties for attempting to do subdual damage. ​ Also, the weapon'​s threat range is doubled when dealing subdual damage.<​br>​
 +&​nbsp;&​nbsp;​IMPROVED SUBDUAL Copyright 2001, Scott Metzger<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.15 (Purp 4.00, Pow 3.75, Port 4.50, Comp 4.00, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Improved Subdue"></​a><​b>​IMPROVED SUBDUE [General: Offense]</​b><​br>​
 +You are skilled in making subdual attacks<​br>​
 +<​b>​Benefit</​b>:​ When using a weapon that does normal damage for a subdual attack, you are not subject to the normal -4 penalty to hit.<​br>​
 +<​b>​Normal</​b>:​ Characters striking to subdue with normal weapons do so at -4 to hit.<​br>​
 +&​nbsp;&​nbsp;​IMPROVED SUBDUE Copyright 2001, Rebecca Glenn<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.78 (Purp 4.30, Pow 5.00, Port 5.00, Comp 5.00, Rule 4.60)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Improved Trip"></​a><​b>​IMPROVED TRIP [General: Offense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Int 13+, Expertise<​br>​
 +<​b>​Benefit</​b>:​ If the character trips an opponent in melee combat, the character immediately gets a melee attack against that opponent as if the character hadn't used the character'​s attack for the trip attempt.<​br>​
 +&​nbsp;&​nbsp;​IMPROVED TRIP Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.95 (Purp 5.00, Pow 5.00, Port 5.00, Comp 4.75, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Improved Two-weapon Fighting"></​a><​b>​IMPROVED TWO-WEAPON FIGHTING [General: Offense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Two-Weapon Fighting, Ambidexterity,​ Base attack bonus +9 or higher<​br>​
 +<​b>​Benefit</​b>:​ In addition to the standard single extra attack the character gets with an off-hand weapon, the character gets a second attack with the off-hand weapon, albeit at a -5 penalty.<​br>​
 +<​b>​Normal</​b>:​ Without this feat, the character can only get a single extra attack with an off-hand weapon.<​br>​
 +<​b>​Special</​b>:​ A ranger who meets only the base attack bonus prerequisite can gain this feat, but can only use it when wearing light armor or no armor.<​br>​
 +&​nbsp;&​nbsp;​IMPROVED TWO-WEAPON FIGHTING Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.55 (Purp 4.50, Pow 4.25, Port 4.50, Comp 4.75, Rule 4.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Improved Unarmed Strike"></​a><​b>​IMPROVED UNARMED STRIKE [General: Offense]</​b><​br>​
 +<​b>​Benefit</​b>:​ The character is considered to be armed even when unarmed-that is, armed opponents do not get attacks of opportunity when the character attacks them while unarmed. However, the character still gets an opportunity attack against any opponent who makes an unarmed attack on the character.<​br>​
 +<​b>​Special</​b>:​ A monk fighting unarmed automatically gains the benefit of this feat.<​br>​
 +&​nbsp;&​nbsp;​IMPROVED UNARMED STRIKE Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.70 (Purp 4.50, Pow 4.50, Port 4.75, Comp 5.00, Rule 4.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Improvised Weapons"></​a><​b>​IMPROVISED WEAPONS [General: Offense]</​b><​br>​
 +Lower the non-proficiency penalty of weapons.<​br>​
 +<​b>​Prerequisite</​b>:​ Base attack bonus +2 or higher<​br>​
 +<​b>​Benefit</​b>:​ When you use a weapon that you are not proficient with, or an improvised weapon for which no proficiency is possible, you suffer only a -2 penalty to hit.<​br>​
 +<​b>​Normal</​b>:​ The normal penalty in this situation is -4.<​br>​
 +&​nbsp;&​nbsp;​IMPROVISED WEAPONS Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.40 (Purp 4.00, Pow 4.50, Port 4.75, Comp 4.25, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Lethal Fist"></​a><​b>​LETHAL FIST [General: Offense]</​b><​br>​
 +Your unarmed attacks cause lethal damage.<​br>​
 +<​b>​Prerequisite</​b>:​ Improved Unarmed Strike<​br>​
 +<​b>​Benefit</​b>:​ You can opt to do normal or subdual damage with unarmed and grappling attacks.<​br>​
 +<​b>​Special</​b>:​ Monks already have this as a class ability.<​br>​
 +&​nbsp;&​nbsp;​LETHAL FIST Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.75 (Purp 4.75, Pow 4.75, Port 4.75, Comp 5.00, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Lightning Parry"></​a><​b>​LIGHTNING PARRY [General: Defense]</​b><​br>​
 +You use your lightning-quick strikes for defense instead of attack.<​br>​
 +<​b>​Prerequisite</​b>:​ Base attack bonus +3 or higher<​br>​
 +<​b>​Benefit</​b>:​ For each attack that you give up, you get a +2 dodge bonus to Armor Class. You choose which attacks to use this way. The Dodge bonus applies until the beginning of your next round. The maximum dodge bonus you can get this way is +4.<​br>​
 +<​b>​Special</​b>:​ Abilities that lets you attack several opponents as one attack (such as Whirlwind Attack) only count as one attack for the purpose of this feat. You cannot use the extra attacks granted by Cleave or attacks of opportunity to improve your armor class.<​br>​
 +<​b>​Notes</​b>:​ If you have extra attacks for any reason, such as due to haste, a weapon of speed, or various other magics, feats or tactics, those can now be used for defense. You must be able to make those attacks as a part of whatever type of action you are performing for the round, and incur all penalties associated with the multiple attacks you are using, such as those outlined under Two-Weapon Fighting or Flurry of Blows.<​br>​
 +&​nbsp;&​nbsp;​LIGHTNING PARRY Copyright 2002, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.76 (Purp 4.30, Pow 3.60, Port 4.30, Comp 3.30, Rule 3.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Main Gauche"></​a><​b>​MAIN GAUCHE [General: Defense]</​b><​br>​
 +Defend with an off-hand weapon<​br>​
 +<​b>​Prerequisite</​b>:​ Two-Weapon Fighting<​br>​
 +<​b>​Benefit</​b>:​ If you are using a light off-hand weapon, or even holding a buckler, hat or rolled up cloak in your off hand, you can use your off-hand weapon to defend. It also works with a double weapon. You must make a full-round attack, and you are giving up all off-hand attacks for the round. This gives you a +4 bonus to Armor Class and a -2 penalty to attack.<​br>​
 +<​b>​Special</​b>:​ If you use a buckler this way, you do not get its normal armor bonus.<​br>​
 +<​b>​Notes</​b>:​ Main Gauche means simply 'left hand', but it is often applied to a left-hand parrying dagger and the fighting style that goes with it. The forerunner of modern fencing, it uses an off hand weapon to deflect attacks, but not to attack with. This feat represent the very earliest fencing styles, and is appropriate for an early renaissance campaign.<​br>​
 +&​nbsp;&​nbsp;​MAIN GAUCHE Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.20 (Purp 5.00, Pow 4.00, Port 4.00, Comp 4.00, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Martial Weapon Proficiency"></​a><​b>​MARTIAL WEAPON PROFICIENCY [General: Offense]</​b><​br>​
 +<​b>​Benefit</​b>:​ The character makes attack rolls with the weapon normally.<​br>​
 +<​b>​Normal</​b>:​ A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.
 +The character can gain this feat multiple times. Each time the character takes the feat, it applies to a new weapon.
 +A cleric whose deity'​s favored weapon is a martial weapon and who chooses War as one of his domains receives the Martial Weapon Proficiency feat related to that weapon for free, as well as the Weapon Focus feat related to that weapon.<​br>​
 +&​nbsp;&​nbsp;​MARTIAL WEAPON PROFICIENCY Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Missile Proof"></​a><​b>​MISSILE PROOF [General: Defense]</​b><​br>​
 +You may block projectiles easily with your shield.<​br>​
 +<​b>​Prerequisite</​b>:​ Combat Reflexes, Shield Proficiency<​br>​
 +<​b>​Benefit</​b>:​ You must be using a Buckler, Small Shield or Large Shield when using this feat.  Once per round when you or someone immediately behind you would normally be hit with a ranged weapon, you may make a Reflex saving throw against a DC of 20 (if the ranged weapon has a magical bonus to attack, the DC increases by that amount). ​ You add a Small or Large Shield'​s armor bonus, and enhancement bonus if applicable, to your Reflex roll for purposes of this feat.  If you succeed, you deflect the weapon. ​ You must be aware of the attack and not flat-footed. ​ You may block an incoming missile attack with your shield only once per round. This feat also allows the character to block magical projectile attacks (e.g. Melf's acid arrow, fire arrow), but the shield will sustain any damage from the spell that exceeds its hardness. Against special attacks with splash damage (e.g. acid, alchemist'​s fire, etc.), if the Reflex saving throw is successful, the shield takes the primary damage and you take only the splash damage.<​br>​
 +<​b>​Special</​b>:​ You may take this feat multiple times. ​ Its effects do not stack. ​ Each time you take this feat, you may block an additional missile attack with your shield. ​ You may not block more attacks in a round than 1 + your Dexterity bonus (minimum of one attack).<​br>​
 +&​nbsp;&​nbsp;​MISSILE PROOF Copyright 2000, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.20 (Purp 4.50, Pow 4.00, Port 4.75, Comp 3.50, Rule 4.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Mobility"></​a><​b>​MOBILITY [General: Defense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Dex 13+, Dodge<​br>​
 +<​b>​Benefit</​b>:​ The character gets a +4 dodge bonus to Armor Class against attacks of opportunity caused when the character moves out of or within a threatened area. Note: A condition that makes the character lose the Dexterity bonus to Armor Class (if any) also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most types of bonuses.<​br>​
 +&​nbsp;&​nbsp;​MOBILITY Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Mounted Archery"></​a><​b>​MOUNTED ARCHERY [General: Offense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Ride skill, Mounted Combat<​br>​
 +<​b>​Benefit</​b>:​ The penalty the character suffers when using a ranged weapon from horseback is halved: -2 instead of -4 if the character'​s mount is taking a double move, and -4 instead of -8 if the character'​s mount is running.<​br>​
 +&​nbsp;&​nbsp;​MOUNTED ARCHERY Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.90 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.75, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Mounted Combat"></​a><​b>​MOUNTED COMBAT [General: Defense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Ride skill<​br>​
 +<​b>​Benefit</​b>:​ Once per round when the character'​s mount is hit in combat, the character may make a Ride check to negate the hit. The hit is negated if the character'​s Ride check is greater than the attack roll (essentially,​ the Ride check becomes the mount'​s Armor Class if it's higher than the mount'​s regular AC).<​br>​
 +&​nbsp;&​nbsp;​MOUNTED COMBAT Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.65 (Purp 4.50, Pow 4.75, Port 4.50, Comp 4.75, Rule 4.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Mounted Dodge"></​a><​b>​MOUNTED DODGE [General: Defense]</​b><​br>​
 +You may avoid attacks to yourself or your mount.<​br>​
 +<​b>​Prerequisite</​b>:​ Wild Rider, Mounted Combat, Ride skill<​br>​
 +<​b>​Benefit</​b>:​ When mounted, you may use your Ride skill and Mounted Combat feat to evade attacks against yourself or against your mount. Either use counts against the limitation on how often Mounted Combat can be used.<​br>​
 +&​nbsp;&​nbsp;​MOUNTED DODGE Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.36 (Purp 5.00, Pow 3.60, Port 4.60, Comp 4.30, Rule 4.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Mounted Overrun"></​a><​b>​MOUNTED OVERRUN [General: Offense]</​b><​br>​
 +It becomes easier to make mounted overruns.<​br>​
 +<​b>​Prerequisite</​b>:​ Mounted Combat, Ride<​br>​
 +<​b>​Benefit</​b>:​ On a charge, your mount can overrun more than one target. When not charging, your mount can make a single overrun. Your mount can make overruns even if it has not moved 10 ft. You still trigger attacks of opportunity in the normal fashion.<​br>​
 +<​b>​Notes</​b>:​ This works very nicely with the Trample feat, making it possible to trample a series of opponents each round.<​br>​
 +&​nbsp;&​nbsp;​MOUNTED OVERRUN Copyright 2002, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.30 (Purp 4.60, Pow 4.00, Port 4.30, Comp 4.00, Rule 4.60)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Near And Far"></​a><​b>​NEAR AND FAR [General: Offense]</​b><​br>​
 +Your skill with long weapons is extraordinary.<​br>​
 +<​b>​Benefit</​b>:​ When using a weapon with reach, you may attack adjacent foes as well as those within the reach of your weapon.<​br>​
 +&​nbsp;&​nbsp;​NEAR AND FAR Copyright 2001, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.25 (Purp 4.50, Pow 4.00, Port 4.00, Comp 4.75, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Opportunity Shot"></​a><​b>​OPPORTUNITY SHOT [General: Offense]</​b><​br>​
 +You shoot so fast that you can make ranged attacks of opportunity at point-blank range.<​br>​
 +<​b>​Prerequisite</​b>:​ Base attack bonus +8 or higher, Dex 13+, Point-Blank Shot, Rapid Shot<​br>​
 +<​b>​Benefit</​b>:​ When armed with a ranged weapon that is ready for use, you have an effective reach of 30 ft. (up to the range of your weapon) and can make ranged attacks of opportunity in any area out to this range. You may not make ranged attacks of opportunity if you are standing in an area threatened by an opponent.<​br>​
 +<​b>​Normal</​b>:​ Ranged weapons normally can't make attacks of opportunity,​ and you have no threatened area when using them.<​br>​
 +<​b>​Special</​b>:​ If you use Rapid Shot in the same round as you use Opportunity Shot, the -2 attack penalty applies to Opportunity Shot as well.<​br>​
 +<​b>​Notes</​b>:​ You can't make an attack of opportunity against an opponent with 1/2 or more cover, such as behind another character.<​br>​
 +&​nbsp;&​nbsp;​OPPORTUNITY SHOT Copyright 2001, Carl Cramér, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.25 (Purp 4.75, Pow 4.00, Port 4.25, Comp 3.75, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Piercing Shot"></​a><​b>​PIERCING SHOT [General: Offense]</​b><​br>​
 +Your crossbow bolts pierce armor.<​br>​
 +<​b>​Prerequisite</​b>:​ Proficiency with any crossbow<​br>​
 +<​b>​Benefit</​b>:​ When you shoot a crossbow or firearm, any threat roll that also is a successful attack with the weapon always results in a Critical Hit.  This feat only applies to attacks at a range of up to 30 feet.<​br>​
 +<​b>​Normal</​b>:​ See Critical Hits, page 123 in the 3rd Edition Player’s Handbook.<​br>​
 +<​b>​Notes</​b>:​ This could be a house rule rather than a feat.<​br>​
 +&​nbsp;&​nbsp;​PIERCING SHOT Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.82 (Purp 4.60, Pow 3.00, Port 3.30, Comp 4.60, Rule 3.60)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Pin Weapon"></​a><​b>​PIN WEAPON [General: Offense]</​b><​br>​
 +This feat allows you to lock blades with an opponent, reducing his ability to react<​br>​
 +<​b>​Prerequisite</​b>:​ Base attack bonus +3 or higher<​br>​
 +<​b>​Benefit</​b>:​ As a full-attack action, you can strike an opponent'​s weapon to pin it. This works like a disarm but does not trigger an attack of opportunity. A successful pin causes both of you to be flat-footed as long as it is maintained.<​br>​
 +<​b>​Special</​b>:​ You must remain within 5' of one another to maintain the pin. Either of you can end the pin on your turn by moving away, letting go of his weapon, or as a standard action.<​br>​
 +<​b>​Example</​b>:​ Friar Tuck is rescuing some children from a castle dungeon when a guard blocks the way. Tuck pins his weapon, shouting for the children to run past. The guard cannot make any attacks of opportunity,​ as he is flat-footed.<​br>​
 +<​b>​Notes</​b>:​ You can only use Pin Weapon unarmed if you have the Improved Unarmed Combat feat.<​br>​
 +&​nbsp;&​nbsp;​PIN WEAPON Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.20 (Purp 4.50, Pow 4.50, Port 5.00, Comp 4.00, Rule 3.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Point Blank Shot"></​a><​b>​POINT BLANK SHOT [General: Offense]</​b><​br>​
 +<​b>​Benefit</​b>:​ The character gets a +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 30 feet.<​br>​
 +&​nbsp;&​nbsp;​POINT BLANK SHOT Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.90 (Purp 4.75, Pow 5.00, Port 5.00, Comp 4.75, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Pole Fighting"></​a><​b>​POLE FIGHTING [General: Offense]</​b><​br>​
 +When fighting with a pole arm you can use the butt to strike opponents<​br>​
 +<​b>​Prerequisite</​b>:​ Str 13+, Weapon proficiency with a pole arm<​br>​
 +<​b>​Benefit</​b>:​ When using a pole arm in two hands, you can use the butt end to make an additional attack. The butt end counts as a normal club for most purposes, but it keeps the pole-weapon'​s original size. For pole-arms without reach, this allows you to use them as double weapons. That is, you can fight as if using two weapons, but if you do, you incur all the normal penalties associated with fighting with two weapons, as if you were using a one-handed weapon and a light weapon. ​ For pole arms with reach, it means you can use the butt, without reach, and thus strike adjacent opponents. You are effectively using your butt end in two hands and get the improved damage bonus from strength that this allows.<​br>​
 +<​b>​Special</​b>:​ Pole arms include the halfspear, shortspear, trident, glaive, guisarme, halberd, longspear, ranseur and quarterstaff. The merits of this feat are intrinsic to the quarterstaff.<​br>​
 +&​nbsp;&​nbsp;​POLE FIGHTING Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.44 (Purp 4.60, Pow 4.60, Port 4.70, Comp 4.10, Rule 4.20)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Power Attack"></​a><​b>​POWER ATTACK [General: Offense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Str 13+<​br>​
 +<​b>​Benefit</​b>:​ On the character'​s action, before making attack rolls for a round, the character 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 the character'​s base attack bonus. The penalty on attacks and bonus on damage applies until the character'​s next action.<​br>​
 +&​nbsp;&​nbsp;​POWER ATTACK Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.65 (Purp 4.50, Pow 4.50, Port 4.75, Comp 4.75, Rule 4.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Power Double Weapon"></​a><​b>​POWER DOUBLE WEAPON [General: Offense]</​b><​br>​
 +You have learned to maximize the strength of your blows when wielding a double weapon.<​br>​
 +<​b>​Prerequisite</​b>:​ Double Weapon Fighting, Power Attack, Base attack bonus +3 or higher<​br>​
 +<​b>​Benefit</​b>:​ When wielding a double weapon, you add your full Strength bonus to damage rolls with all of your primary and secondary attacks.<​br>​
 +<​b>​Normal</​b>:​ Without this feat you add your full Strength bonus to damage rolls with your primary attack(s) and half your Strength bonus to damage rolls with your secondary attack(s).<​br>​
 +&​nbsp;&​nbsp;​POWER DOUBLE WEAPON Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.35 (Purp 4.25, Pow 4.50, Port 4.25, Comp 4.50, Rule 4.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Power Finesse"></​a><​b>​POWER FINESSE [General: Offense]</​b><​br>​
 +Allows you to take Weapon Finesse for any melee weapon.<​br>​
 +<​b>​Prerequisite</​b>:​ Proficient with weapon, Base attack bonus +1 or higher<​br>​
 +<​b>​Benefit</​b>:​ You can now learn the Weapon Finesse feat applied to any melee weapon, regardless of it's size. Power Finesse has no other effect in and of itself.<​br>​
 +<​b>​Notes</​b>:​ Even with this feat, the DM may not allow Weapon Finesse for certain clumsy weapons, such as the great club.<​br>​
 +&​nbsp;&​nbsp;​POWER FINESSE Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.90 (Purp 3.50, Pow 3.75, Port 3.75, Comp 4.25, Rule 4.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Precise Shot"></​a><​b>​PRECISE SHOT [General: Offense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Point Blank Shot<​br>​
 +<​b>​Benefit</​b>:​ The character can shoot or throw ranged weapons at an opponent engaged in melee without suffering the standard -4 penalty.<​br>​
 +&​nbsp;&​nbsp;​PRECISE SHOT Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Pull Blow"></​a><​b>​PULL BLOW [General: Offense]</​b><​br>​
 +You can choose to leave your victims alive when they would otherwise fall<​br>​
 +<​b>​Prerequisite</​b>:​ Expertise, Weapon Focus, Int 13+, Base attack bonus +3 or higher, Heal<​br>​
 +<​b>​Benefit</​b>:​ To use this feat you must be wielding a weapon for which you have weapon focus. ​ When you damage an opponent and the damage dealt would take them below zero hit points you may pull your blow and deal exactly enough damage to take them to -1, where they will be unconscious but stable (not taking bleeding damage). ​ You cannot use this feat on a critical strike.<​br>​
 +<​b>​Notes</​b>:​ Imagine a master swordsman that cuts with such precision that he wound exactly the amount they wish by cutting "just so"​. ​ I'm not sure that this is better than subdual damage except that you make your decision after the fact and creatures immune to subdual damage can effectively be subdued.<​br>​
 +&​nbsp;&​nbsp;​PULL BLOW Copyright 2001, Sigfried Trent<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.20 (Purp 4.00, Pow 4.50, Port 4.50, Comp 4.00, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Quick Draw"></​a><​b>​QUICK DRAW [General: Offense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Base attack bonus +1 or higher<​br>​
 +<​b>​Benefit</​b>:​ The character can draw a weapon as a free action instead of as a move-equivalent action.<​br>​
 +&​nbsp;&​nbsp;​QUICK DRAW Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.70 (Purp 5.00, Pow 3.75, Port 4.75, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Quicksilver"></​a><​b>​QUICKSILVER [General: Defense]</​b><​br>​
 +You are truly adept at dodging blows and avoiding damage in combat.<​br>​
 +<​b>​Prerequisite</​b>:​ Dex 13+, Dodge, Base attack bonus +3 or higher<​br>​
 +<​b>​Benefit</​b>:​ Increase the dodge bonus provided to your Armor Class by your Dodge feat to +2.  This supercedes (does not stack with) the Dodge feat. You can also apply this +2 bonus as a dodge bonus to Reflex saves against your chosen opponent. ​ Any condition that makes you loose your dexterity bonus to Armor Class also makes you loose any dodge bonuses to your Armor Class or Reflex saves.<​br>​
 +<​b>​Special</​b>:​ This feat stacks with the Improved Dodge feat (also in this netbook), allowing you to apply the +2 dodge bonus to AC and Reflex saves granted by the Quicksilver feat against all opponents.<​br>​
 +&​nbsp;&​nbsp;​QUICKSILVER Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.20 (Purp 4.00, Pow 4.00, Port 4.75, Comp 4.00, Rule 4.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Ranged Shield Pin"></​a><​b>​RANGED SHIELD PIN [General: Offense]</​b><​br>​
 +You have mastered the art of striking an opponent'​s shield to knock it out of line, rendering it useless for defense.<​br>​
 +<​b>​Prerequisite</​b>:​ Point-Blank Shot, Precise Shot, Base attack bonus +2 or higher<​br>​
 +<​b>​Benefit</​b>:​ When using a proficient ranged weapon to attack an opponent within 30 feet, you may choose to deal no damage with a successful hit.  Instead, you negate any benefits your target gains from his shield. ​ You can attempt this once per round against any shield-wielding opponent who is within one size category of you.  You must announce before you attack that you are making a Ranged Shield Pin.  The target may recover his shield'​s benefits as a free action on his next action.<​br>​
 +&​nbsp;&​nbsp;​RANGED SHIELD PIN Copyright 2002, Rick Coen<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.05 (Purp 4.00, Pow 4.00, Port 4.00, Comp 4.00, Rule 4.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Rank Fighting"></​a><​b>​RANK FIGHTING [General: Offense]</​b><​br>​
 +You are trained to strike past friends using reach weapons<​br>​
 +<​b>​Prerequisite</​b>:​ Weapon proficiency with a reach weapon<​br>​
 +<​b>​Benefit</​b>:​ You can ignore the normal 50% cover provided by a friend in between you and your opponent when striking with a reach weapon. You make such attacks with no penalty.<​br>​
 +<​b>​Normal</​b>:​ A friend in the way of a reach weapon attack provides 50% cover, and thus gives a +4 bonus to the target'​s AC. The intervening creature takes no damage if struck instead. See 'Cover and Reach Weapons'​ in the Player'​s Handbook, page 132.<​br>​
 +&​nbsp;&​nbsp;​RANK FIGHTING Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Rapid Shot"></​a><​b>​RAPID SHOT [General: Offense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Point Blank Shot, Dex 13+<​br>​
 +<​b>​Benefit</​b>:​ The character can get one extra attack per round with a ranged weapon. The attack is at the character'​s highest base attack bonus, but each attack (the extra one and the normal ones) suffers a -2 penalty. The character must use the full attack action to use this feat.<​br>​
 +&​nbsp;&​nbsp;​RAPID SHOT Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.70 (Purp 4.75, Pow 4.25, Port 4.75, Comp 4.75, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Rapid Thrust"></​a><​b>​RAPID THRUST [General: Offense]</​b><​br>​
 +When wielding a light weapon you can make a series of rapid thrusts.<​br>​
 +<​b>​Prerequisite</​b>:​ Weapon Finesse, Base attack bonus +4 or higher, Dex 13+<​br>​
 +<​b>​Benefit</​b>:​ When using a light weapon with which you have Finesse, you may make a single additional attack each round at your highest BAB, but you lose any Strength bonus to damage you might normal have gained. ​ Using this ability requires a full attack action, and you suffer a -2 penalty to all your attacks until your next action.<​br>​
 +<​b>​Example</​b>:​ Myllard the 6th level ranger jumps inside the ogre's greatsword swing, dagger in hand.  Instead of two attacks with his dagger (base attack bonus +6/+1), he opts to make a series of rapid thrusts. ​ He attacks three times with the light weapon, with base attack bonuses of +4/​-1/​-1. ​ He still receives his +3 bonus from his Weapon Finesse feat with the dagger (Dexterity 17), but loses the +1 damage bonus from his 12 Strength.<​br>​
 +&​nbsp;&​nbsp;​RAPID THRUST Copyright 2002, Rick Coen<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.00 (Purp 4.50, Pow 4.00, Port 4.00, Comp 3.75, Rule 3.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Reflex Set"></​a><​b>​REFLEX SET [General: Offense]</​b><​br>​
 +You have honed your reflexes to the point where it is second nature for you to set your weapon against a charging enemy<​br>​
 +<​b>​Prerequisite</​b>:​ Hold the Line, Combat Reflexes<​br>​
 +<​b>​Benefit</​b>:​ When you are charged while holding a weapon that can be set against a charge, you get to make an attack of opportunity before the charge attack is made, and you get the double damage usually associated with setting such a weapon against a charge on this attack of opportunity. This is not cumulative with the normal ready action used to set a weapon against a charge.<​br>​
 +<​b>​Special</​b>:​ Weapons capable of being set against a charge are noted '​a'​ on the weapons table, SRD. This feat supercedes Hold the Line (meaning you don't get two opportunity attacks).<​br>​
 +&​nbsp;&​nbsp;​REFLEX SET Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.84 (Purp 5.00, Pow 4.50, Port 5.00, Comp 4.70, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Ride-by Attack"></​a><​b>​RIDE-BY ATTACK [General: Offense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Ride skill, Mounted Combat<​br>​
 +<​b>​Benefit</​b>:​ When the character is mounted and uses the charge action, the character may move and attack as with a standard charge and then move again (continuing the straight line of the charge). The character'​s total movement for the round can't exceed double the character'​s mounted speed. The character does not provoke an attack of opportunity from the opponent that the character attacks.<​br>​
 +&​nbsp;&​nbsp;​RIDE-BY ATTACK Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Riposte"></​a><​b>​RIPOSTE [General: Offense]</​b><​br>​
 +After deflecting your opponents blow, you quicly attack while they are over extended.<​br>​
 +<​b>​Prerequisite</​b>:​ Weapon Finesse, Expertise, Base attack bonus +6 or higher<​br>​
 +<​b>​Benefit</​b>:​ When unencumbered,​ in light armor or less, and wielding a weapon that you have Finesse for, you may make an attack of opportunity against an opponent who tries to attack you in melee and misses.<​br>​
 +<​b>​Special</​b>:​ This does not work if you are denied your dexterity bonus to AC. You cannot use other feats that allow extra attacks (such as cleave) with a riposte.<​br>​
 +<​b>​Notes</​b>:​ This is a fencing technique, and fits well in a renaissance-style game.<​br>​
 +&​nbsp;&​nbsp;​RIPOSTE Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.00 (Purp 4.00, Pow 4.00, Port 4.00, Comp 4.00, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Sense Feint"></​a><​b>​SENSE FEINT [General: Defense]</​b><​br>​
 +Experience has taught you to spot a feint<​br>​
 +<​b>​Benefit</​b>:​ You can use your base attack bonus in place of your Sense Motive skill, but only for the purpose of defending yourself against feints.<​br>​
 +<​b>​Normal</​b>:​ Feinting uses the Bluff skill, and is opposed by Sense Motive.<​br>​
 +&​nbsp;&​nbsp;​SENSE FEINT Copyright 2002, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.75 (Purp 4.50, Pow 4.25, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Shield Cover"></​a><​b>​SHIELD COVER [General: Defense]</​b><​br>​
 +You can use your shield to prevent an opponent from making attacks of opportunity against you.<​br>​
 +<​b>​Prerequisite</​b>:​ Shield Proficiency,​ Dodge, Mobility, Dex 13+<​br>​
 +<​b>​Benefit</​b>:​ When using a large shield you can select one opponent as a free action once per round. Your movement in this round will not trigger any attacks of opportunity from that opponent.<​br>​
 +<​b>​Special</​b>:​ You can only use this ability against opponents against which you get to apply your Dexterity bonus to armor class.<​br>​
 +&​nbsp;&​nbsp;​SHIELD COVER Copyright 2002, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.28 (Purp 4.60, Pow 3.60, Port 4.30, Comp 4.30, Rule 4.60)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Shield Expertise"></​a><​b>​SHIELD EXPERTISE [General: Defense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Shield Focus<​br>​
 +<​b>​Benefit</​b>:​ Your shield’s armor bonus is increased by 1 when you wield it.<​br>​
 +&​nbsp;&​nbsp;​SHIELD EXPERTISE Copyright 2001, Scott Metzger<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.75 (Purp 3.50, Pow 3.75, Port 3.75, Comp 4.00, Rule 3.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Shield Focus"></​a><​b>​SHIELD FOCUS [General: Defense]</​b><​br>​
 +You wield in a certain type of shield without effort.<​br>​
 +<​b>​Prerequisite</​b>:​ Proficient with shield, Base attack bonus +1 or higher<​br>​
 +<​b>​Benefit</​b>:​ When wielding a specified type of shield it inflicts 1 less skill penalty and 5% less Arcane Spell Failure. This cannot reduce the penalties to sub zero levels.<​br>​
 +<​b>​Special</​b>:​ You can gain this feat multiple times. The effect does not stack. Each time you take the feat, it applies to a new type of shield.<​br>​
 +&​nbsp;&​nbsp;​SHIELD FOCUS Copyright 2001, B. Marcus Lindberg, Scott Metzger<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.65 (Purp 4.75, Pow 4.75, Port 4.75, Comp 4.50, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Shield Mastery"></​a><​b>​SHIELD MASTERY [General: Defense]</​b><​br>​
 +You are especially proficient in blocking attacks with your shield.<​br>​
 +<​b>​Prerequisite</​b>:​ Shield Proficiency,​ Base attack bonus +1 or higher<​br>​
 +<​b>​Benefit</​b>:​ When using a buckler, small shield or large shield, you may choose one opponent. ​ Against this opponent, you gain a +2 dodge bonus to AC.  If you are using a tower shield, your degree of cover is instead increased by one place. You may select a new opponent each round. ​ You may not use this feat if you are flanked.<​br>​
 +&​nbsp;&​nbsp;​SHIELD MASTERY Copyright 2000, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.04 (Purp 4.00, Pow 4.00, Port 4.30, Comp 3.60, Rule 4.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Shield Proficiency"></​a><​b>​SHIELD PROFICIENCY [General: Defense]</​b><​br>​
 +<​b>​Benefit</​b>:​ The character can use a shield and suffer only the standard penalties.<​br>​
 +<​b>​Normal</​b>:​ A character who is using a shield with which he or she is not proficient suffers the shield'​s armor check penalty on attack rolls and on all skill rolls that involve moving, including Ride.<​br>​
 +&​nbsp;&​nbsp;​SHIELD PROFICIENCY Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.95 (Purp 4.75, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Shield Skill"></​a><​b>​SHIELD SKILL [General: Defense]</​b><​br>​
 +You are particularly skilled at defending yourself with a shield.<​br>​
 +<​b>​Prerequisite</​b>:​ Proficient with shields, Base attack bonus +1 or higher<​br>​
 +<​b>​Benefit</​b>:​ When fighting defensively you gain a +4 dodge bonus to your AC (instead of +2) if you are equipped with a shield.  When using the Total Defense option, you gain a +6 dodge bonus to your AC (instead of +4) if you are equipped with a shield, and if the shield is larger than a buckler you also gain a +1 cover bonus on Reflex saves as if you had one-quarter cover.<​br>​
 +<​b>​Special</​b>:​ Shield Skill may be taken as a fighter bonus feat.<​br>​
 +&​nbsp;&​nbsp;​SHIELD SKILL Copyright 2001, Scott Metzger<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.48 (Purp 4.60, Pow 4.60, Port 4.80, Comp 4.00, Rule 4.40)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Shot On The Run"></​a><​b>​SHOT ON THE RUN [General: Offense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Point Blank Shot, Dex 13+, Dodge, Mobility<​br>​
 +<​b>​Benefit</​b>:​ When using the attack action with a ranged weapon, the character can move both before and after the attack, provided that the character'​s total distance moved is not greater than the character'​s speed.<​br>​
 +&​nbsp;&​nbsp;​SHOT ON THE RUN Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.80 (Purp 4.50, Pow 4.50, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Simple Weapon Proficiency"></​a><​b>​SIMPLE WEAPON PROFICIENCY [General: Offense]</​b><​br>​
 +<​b>​Benefit</​b>:​ The character makes attack rolls with simple weapons normally.<​br>​
 +<​b>​Normal</​b>:​ A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.<​br>​
 +&​nbsp;&​nbsp;​SIMPLE WEAPON PROFICIENCY Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.90 (Purp 4.50, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Skirmishing"></​a><​b>​SKIRMISHING [General: Defense]</​b><​br>​
 +You have mastered the art of skirmishing,​ ducking and weaving while returning accurate shots of your own.<​br>​
 +<​b>​Prerequisite</​b>:​ Point-Blank Shot, Dodge, Mobility, Shot on the Run, Dex 13+, Base attack bonus +4 or higher<​br>​
 +<​b>​Benefit</​b>:​ When you make a ranged attack or reload a missile weapon, and move at least 5 ft. while doing so, you get a +2 dodge bonus to Armor Class until the beginning of your next action.<​br>​
 +&​nbsp;&​nbsp;​SKIRMISHING Copyright 2001, Carl Cramér, Rick Coen<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.00 (Purp 3.75, Pow 3.75, Port 4.50, Comp 4.00, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Spear And Shield"></​a><​b>​SPEAR AND SHIELD [General: Defense]</​b><​br>​
 +You have trained in the use of a two-handed spear and shield together<​br>​
 +<​b>​Prerequisite</​b>:​ Shield Proficiency<​br>​
 +<​b>​Benefit</​b>:​ You can use a halfspear or shortspear two-handed together with a large shield, despite the fact that such weapons normally can't be used together.<​br>​
 +<​b>​Notes</​b>:​ This feat is right at home in ancient Greece, where Hypaspists used it. The shield is slung over the shoulder and maneuvered with the offhand that simultaneously holds the spear.<​br>​
 +&​nbsp;&​nbsp;​SPEAR AND SHIELD Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.00 (Purp 4.00, Pow 4.50, Port 3.50, Comp 4.00, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Spinning Weapon Defense"></​a><​b>​SPINNING WEAPON DEFENSE [General: Defense]</​b><​br>​
 +Your mastery of the double-weapon has developed into a dance-like fighting style that makes you difficult to flank successfully.<​br>​
 +<​b>​Prerequisite</​b>:​ Expertise, Dodge, 5 ranks of tubmling skill, Base attack bonus +4 or higher<​br>​
 +<​b>​Benefit</​b>:​ You gain a +1 dodge bonus to your AC when executing a full attack action with a proficient double weapon. ​ Additionally,​ if you fight defensively,​ you cannot be flanked by attackers less than 4 HD greater than your own.<​br>​
 +&​nbsp;&​nbsp;​SPINNING WEAPON DEFENSE Copyright 2002, Rick Coen<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.85 (Purp 4.50, Pow 3.75, Port 3.75, Comp 3.25, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Spirited Charge"></​a><​b>​SPIRITED CHARGE [General: Offense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Ride skill, Mounted Combat, Ride-By Attack<​br>​
 +<​b>​Benefit</​b>:​ When mounted and using the charge action, the character deals double damage with a melee weapon (or triple damage with a lance).<​br>​
 +&​nbsp;&​nbsp;​SPIRITED CHARGE Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.90 (Purp 5.00, Pow 4.50, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Spring Attack"></​a><​b>​SPRING ATTACK [General: Defense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Dex 13+, Dodge, Mobility, Base attack bonus +4 or higher<​br>​
 +<​b>​Benefit</​b>:​ When using the attack action with a melee weapon, the character can move both before and after the attack, provided that the character'​s total distance moved is not greater than the character'​s speed. Moving in this way does not provoke an attack of opportunity from the defender the character attacks. The character can't use this feat if the character is in heavy armor.<​br>​
 +&​nbsp;&​nbsp;​SPRING ATTACK Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.75 (Purp 4.75, Pow 4.75, Port 4.75, Comp 4.75, Rule 4.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Stone Thrower"></​a><​b>​STONE THROWER [General: Offense]</​b><​br>​
 +Just as a monk can slay with his fists your skill turns a common stone into a dangerous missile<​br>​
 +<​b>​Benefit</​b>:​ You treat normal stones between 1 and 5 pounds as a simple ranged weapon. ​ A typical stone deals 1d6 damage, has a threat range of 20/x2, and has a range increment of 20.  A poor stone has the same stats but deals only 1D4 damage. ​ You may find a typical stone in some outdoor environments (DM's discretion) as a full round action, or a poor stone as a move equivalent action. ​ You may take all the usual weapon feats using stone as a weapon of choice.<​br>​
 +<​b>​Normal</​b>:​ A stone is considered an improvised weapon and deals small amounts of subdual damage.<​br>​
 +<​b>​Notes</​b>:​ This feat is not just about throwing rocks fairly well, but treats throwing rocks as a martial proficiency like a monks use of his hands. ​ You have a throwing technique that you constantly practice and perfect like a baseball pitcher or the like.  Your skill makes up for the irregularity of the weapon itself.<​br>​
 +&​nbsp;&​nbsp;​STONE THROWER Copyright 2001, Sigfried Trent<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.00 (Purp 4.00, Pow 4.00, Port 4.00, Comp 4.00, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Stunning Fist"></​a><​b>​STUNNING FIST [General: Offense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Dex 13+, Improved Unarmed Strike, Wis 13+, Base attack bonus +8 or higher<​br>​
 +<​b>​Benefit</​b>:​ Declare that the character is using the feat before making an attack roll (thus, a missed attack roll ruins the attempt). It forces a foe damaged by the character'​s unarmed attack to make a Fortitude saving throw (DC 10 + one-half the character'​s level + Wis modifier), in addition to dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round (until just before the character'​s next action). A stunned character can't act and loses any Dexterity bonus to Armor Class. Attackers get a +2 bonus on attack rolls against a stunned opponent. The character may attempt a stunning attack once per day for every four levels attained, and no more than once per round.<​br>​
 +&​nbsp;&​nbsp;​STUNNING FIST Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.60 (Purp 2.75, Pow 4.00, Port 4.00, Comp 4.00, Rule 3.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Sunder"></​a><​b>​SUNDER [General: Offense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Str 13+, Power Attack<​br>​
 +<​b>​Benefit</​b>:​ When the character strikes at an opponent'​s weapon, the character does not provoke an attack of opportunity.<​br>​
 +&​nbsp;&​nbsp;​SUNDER Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.85 (Purp 4.75, Pow 4.50, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Team Fighting"></​a><​b>​TEAM FIGHTING [General: Offense]</​b><​br>​
 +You know how to fight as a pair, group, and in formation.<​br>​
 +<​b>​Prerequisite</​b>:​ Base attack bonus +1 or higher<​br>​
 +<​b>​Benefit</​b>:​ Two or more people can fight together as a team.  The team members block and parry blows for each other. ​ Team members also work together to open up opponent’s weaknesses. ​ Team members need to be within each others threatened area and every team member needs to have the feat. Each person having Team Fighting gets a +1 to hit bonus and a +1 Armor Class bonus. ​ Also, if two people have Team Fighting they can switch carried items as a free action. ​ This would allow one person to reload a Heavy Crossbow or Repeating Crossbow while the other fires, thus one character could fire the Heavy Crossbow every round while the other guy is loading.<​br>​
 +<​b>​Notes</​b>:​ This feat can be used to model the extra effectiveness of Swiss pike men, Monks fighting together, or Athenian bonded battle partners.<​br>​
 +&​nbsp;&​nbsp;​TEAM FIGHTING Copyright 2001, Scott Metzger<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.20 (Purp 4.50, Pow 4.25, Port 4.00, Comp 3.75, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Threatened Reach"></​a><​b>​THREATENED REACH [General: Offense]</​b><​br>​
 +Your mobility and footwork make you a deadly opponent in combat.<​br>​
 +<​b>​Prerequisite</​b>:​ Dex 13+, Dodge, Mobility, Spring Attack, Combat Reflexes, Base attack bonus +6 or higher<​br>​
 +<​b>​Benefit</​b>:​ Designate one opponent on your turn as a free action. ​ Against this opponent, you increase your threatened range by 5 feet, as long as you maintain a direct, unimpeded line of sight with your chosen opponent. ​ If this opponent provokes an attack of opportunity within this expanded range, you may take an immediate attack of opportunity against him.  You are free to select a new opponent once per round in initiative order on your turn.<​br>​
 +<​b>​Normal</​b>:​ Your threatened range is normally 5 feet unless larger than M-sized or armed with a reach weapon.<​br>​
 +<​b>​Special</​b>:​ You may only use this feat when unarmored or in medium or lighter armor.<​br>​
 +&​nbsp;&​nbsp;​THREATENED REACH Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.70 (Purp 3.50, Pow 4.25, Port 3.50, Comp 3.25, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Throw And Charge"></​a><​b>​THROW AND CHARGE [General: Offense]</​b><​br>​
 +You can hurl a thrown weapon while charging.<​br>​
 +<​b>​Prerequisite</​b>:​ Run, Quick Draw, Base attack bonus +1 or higher<​br>​
 +<​b>​Benefit</​b>:​ As a full round action, you can throw a missile weapon of your size or smaller, draw another weapon, and then make a partial charge. Both attacks are made at your highest base attack bonus with a +2 bonus to your attack for the charge.<​br>​
 +<​b>​Special</​b>:​ You cannot use this feat in heavy armor or with heavy encumbrance.<​br>​
 +&​nbsp;&​nbsp;​THROW AND CHARGE Copyright 2002, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.30 (Purp 4.60, Pow 4.00, Port 4.60, Comp 4.00, Rule 4.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Tornado Attack"></​a><​b>​TORNADO ATTACK [General: Offense]</​b><​br>​
 +You can combine your whirlwind attack with a 5-foot step, moving and striking in a whirlwind of deadly blows.<​br>​
 +<​b>​Prerequisite</​b>:​ Int 13+, Dex 13+, Dodge, Mobility, Spring Attack, Whirlwind Attack (& Expertise) or Whirlwind Strike, Base attack bonus +12 or higher<​br>​
 +<​b>​Benefit</​b>:​ You can take a 5-foot step while making your Whirlwind attack, allowing you to attack all opponents within range before and after your 5-foot movement. ​ This requires a full-attack action, you can only strike at an individual opponent within range once and you are still limited to one 5-foot step per round. ​ All restrictions and benefits to your 5-foot movement apply normally.<​br>​
 +&​nbsp;&​nbsp;​TORNADO ATTACK Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.70 (Purp 3.75, Pow 3.25, Port 3.50, Comp 4.00, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Touch Mastery"></​a><​b>​TOUCH MASTERY [General: Offense]</​b><​br>​
 +The attribute behind your powers makes your touch attacks strike true.<​br>​
 +<​b>​Prerequisite</​b>:​ Knowledge (combat), Base attack bonus +3 or higher<​br>​
 +<​b>​Benefit</​b>:​ When making a touch attack with a spell or psionic power, you use your associated spellcasting/​psionic attribute bonus rather than your Strength or Dexterity bonus on your attack roll.<​br>​
 +<​b>​Special</​b>:​ To gain this benefit, you must be able to assess your opponent completely for at least three rounds of combat. ​ During this period of study you are only able to take a partial action each round. ​ The effect lasts until the end of the encounter.<​br>​
 +&​nbsp;&​nbsp;​TOUCH MASTERY Copyright 2000, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;​Revised by the Netbook of Feats Review Board<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.66 (Purp 4.70, Pow 4.70, Port 4.50, Comp 4.70, Rule 4.70)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Trample"></​a><​b>​TRAMPLE [General: Offense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Ride skill, Mounted Combat<​br>​
 +<​b>​Benefit</​b>:​ When the character attempts to overrun an opponent while mounted, the target may not choose to avoid the character. If the character knocks down the target, the character'​s mount may make one hoof attack against the target, gaining the standard +4 bonus on attack rolls against prone targets.
 +<br>
 +&​nbsp;&​nbsp;​TRAMPLE Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.85 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.50, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Tumbling Attack"></​a><​b>​TUMBLING ATTACK [General: Offense]</​b><​br>​
 +Execute a startling series of attacks while you tumble through your enemy'​s midst.<​br>​
 +<​b>​Prerequisite</​b>:​ Dex 15+, Dodge, Int 13+, Expertise, Mobility, Spring Attack, Base attack bonus +6 or higher, Tumble Skill, Skill Focus (tumble)<​br>​
 +<​b>​Benefit</​b>:​ As a full attack action, you are able to tumble up to 20 feet, and, if you succeed at your tumble check (see Tumble skill, PHB), you suffer no attacks of opportunity and you may make your full number of attacks while you tumble. ​ However, you are able to attack no more than once from any single five foot square through which you move (including the squares in which you start and finish the tumble). ​ Even with this feat, the move is so difficult to execute that it adds +2 to the DC of your tumble check and all attacks suffer -2 penalty to hit.  If you fail your tumble check, you suffer attacks of opportunity normally and can make only a single attack.<​br>​
 +<​b>​Normal</​b>:​ You tumble as a move action and can make a single attack as a standard action.<​br>​
 +<​b>​Special</​b>:​ This feat cannot be used with ranged attacks or reach weapons. ​ If you are using two weapons or a double weapon, you still may only attack once from each square, so that the maximum number of attacks you can execute is 5.<​br>​
 +&​nbsp;&​nbsp;​TUMBLING ATTACK Copyright 2001, Brian A. Smith<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.05 (Purp 4.75, Pow 3.75, Port 4.00, Comp 3.25, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Twin Weapon Fighting"></​a><​b>​TWIN WEAPON FIGHTING [General: Offense]</​b><​br>​
 +You can wield a matching pair of weapons, one in each hand, with extraordinary ability.<​br>​
 +<​b>​Prerequisite</​b>:​ Ambidexterity,​ Two-Weapon Fighting, Base attack bonus +6 or higher<​br>​
 +<​b>​Benefit</​b>:​ Choose a one-handed weapon, based on your size.  When wielding one of the chosen weapons in each hand, you wield the weapon in your off-hand as if it were a light weapon.<​br>​
 +<​b>​Normal</​b>:​ With the Ambidexterity and Two-Weapon Fighting feats, you can normally wield a pair of one-handed weapons at a 4 attack penalty with your primary and secondary weapons. ​ This feat reduces the attack penalty to 2 with your primary and secondary weapons, the same penalties that you would have if you had a light weapon in your off-hand.<​br>​
 +&​nbsp;&​nbsp;​TWIN WEAPON FIGHTING Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.30 (Purp 3.75, Pow 4.25, Port 4.25, Comp 4.75, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Two-handed Flurry"></​a><​b>​TWO-HANDED FLURRY [General: Offense]</​b><​br>​
 +You are adept at wielding a one-handed weapon with two hands.<​br>​
 +<​b>​Prerequisite</​b>:​ Str 13+, Dex 15+, Expertise, Weapon Focus (in weapon), Base attack bonus +6 or higher<​br>​
 +<​b>​Benefit</​b>:​ Select a one-handed weapon that you have previously chosen Weapon Focus for.  When wielding this weapon with two hands, you may make one extra attack at your highest base attack bonus. ​ If this extra attack is taken, you suffer a -2 penalty to all of your attack rolls and can only add your normal Str bonus to damage rolls (rather than 1.5x your Str bonus for using a weapon with two hands) until your next action. ​ This feat requires the full attack action.<​br>​
 +<​b>​Special</​b>:​ You cannot use this feat when wielding a double weapon, light weapon or two-handed weapon (based on your size) and you cannot combine the extra attack gained from this feat with any other feat or ability that provides an extra attack except Cleave and Great Cleave.<​br>​
 +&​nbsp;&​nbsp;​TWO-HANDED FLURRY Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.05 (Purp 4.00, Pow 4.00, Port 4.00, Comp 3.75, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Two-weapon Fighting"></​a><​b>​TWO-WEAPON FIGHTING [General: Offense]</​b><​br>​
 +<​b>​Benefit</​b>:​ The character'​s penalties for fighting with two weapons are reduced by 2.<​br>​
 +&​nbsp;&​nbsp;​TWO-WEAPON FIGHTING Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Two-weapon Harmony"></​a><​b>​TWO-WEAPON HARMONY [General: Offense]</​b><​br>​
 +Your mastery of this style allows you to act with both weapons in harmony.<​br>​
 +<​b>​Prerequisite</​b>:​ Two-Weapon Fighting, Ambidexterity,​ Improved Two-Weapon Fighting, Base attack bonus +9 or higher, Dex 15+<​br>​
 +<​b>​Benefit</​b>:​ One per round, when making an Attack of Opportunity or a standard attack you may attack with your off hand weapon (with the normal penalties) in addition to the single attack you are normally allowed. ​ If making an Attack of Opportunity both attacks must be directed at the opponent who triggered the attack.<​br>​
 +<​b>​Normal</​b>:​ You may only make one attack at when using an AoO or standard attack action.<​br>​
 +&​nbsp;&​nbsp;​TWO-WEAPON HARMONY Copyright 2002, Rick Coen<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.05 (Purp 4.75, Pow 3.50, Port 3.75, Comp 4.50, Rule 3.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Ultimate Cleave"></​a><​b>​ULTIMATE CLEAVE [General: Offense]</​b><​br>​
 +You can transfer some of the damage you inflict on a powerful blow to your next cleave attack.<​br>​
 +<​b>​Prerequisite</​b>:​ Str 13+, Power Attack, Cleave, Base attack bonus +6 or higher<​br>​
 +<​b>​Benefit</​b>:​ Once per round when using your Cleave or Great Cleave feats, all damage inflicted beyond that needed to drop your opponent is gained as a damage bonus on your extra cleave attack. ​ This damage bonus only applies against the opponent targeted by your extra cleave attack and is lost if this attack misses.<​br>​
 +<​b>​Example</​b>:​ Bron, a 6th level dwarven fighter with Cleave, Great Cleave and Ultimate Cleave, is in combat with 3 goblins (each with 6 hit points). ​ Bron hits on his first attack, inflicts 12 points of damage and reduces the first goblin to -6 hit points, triggering a cleave attack. Since he has Ultimate Cleave, he disembowels the first goblin and gains a +5 damage bonus on his cleave attack (6-1 = 5).  He slays the second goblin with this attack, triggering another cleave attack, but does not gain an additional damage bonus because he's already used Ultimate Cleave that round.<​br>​
 +&​nbsp;&​nbsp;​ULTIMATE CLEAVE Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.80 (Purp 3.67, Pow 3.67, Port 4.00, Comp 3.67, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Up And Down"></​a><​b>​UP AND DOWN [General: Offense]</​b><​br>​
 +You exploit the mechanical leverage of your long weapons.<​br>​
 +<​b>​Prerequisite</​b>:​ Improved Trip, Near and Far<​br>​
 +<​b>​Benefit</​b>:​ When using a hafted weapon with reach, you gain a +2 circumstance bonus to all rolls when you make a trip attack.
 +If you fail in your trip attempt with a hafted reach weapon, you choose whether your opponent may make a trip or a disarm attempt in return.<​br>​
 +<​b>​Normal</​b>:​ When you fail in a trip attempt, your opponent may attempt to trip you in return.<​br>​
 +&​nbsp;&​nbsp;​UP AND DOWN Copyright 2001, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.24 (Purp 4.00, Pow 4.30, Port 4.60, Comp 4.00, Rule 4.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Weapon And Shield Offensive Harmony"></​a><​b>​WEAPON AND SHIELD OFFENSIVE HARMONY [General: Offense]</​b><​br>​
 +You have mastered the art of using your shield as a weapon, to complement your blade.<​br>​
 +<​b>​Prerequisite</​b>:​ Str 13+, Power Attack, Improved Bull Rush, Base attack bonus +4 or higher<​br>​
 +<​b>​Benefit</​b>:​ When using a melee weapon and a shield with proficiency,​ you can employ the shield as a weapon as if you had the benefits of Ambidexterity and Two-Weapon Fighting. ​ Any successful attack with your shield inflicts +1 damage, or grants +2 bonus to your Strength check (i.e. during a Bull Rush).<​br>​
 +&​nbsp;&​nbsp;​WEAPON AND SHIELD OFFENSIVE HARMONY Copyright 2002, Rick Coen<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 2.96 (Purp 3.60, Pow 2.60, Port 3.00, Comp 2.60, Rule 3.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Weapon Brace"></​a><​b>​WEAPON BRACE [General: Defense]</​b><​br>​
 +By bracing your weapons together, you can resist a Sundering attack more effectively.<​br>​
 +<​b>​Prerequisite</​b>:​ Base attack bonus +2 or higher<​br>​
 +<​b>​Benefit</​b>:​ You brace your two weapons together to increase their resistance to a Sunder attack; add half (round down) the "​other"​ weapon'​s Hardness to the Hardness of the weapon being Sundered.  Half (round up) of any Sunder damage which exceeds this increased Hardness is applied to the targeted weapon’s HP; the remaining damage is applied to the bracing weapon’s HP.<​br>​
 +<​b>​Example</​b>:​   Rorwernrn brought her guisarme down in a mighty two-handed strike at the halfling'​s paired shortswords.  The halfling rogue quickly Braced her weapons against the blow, giving her shortsword a Hardness of 15 (10 for steel, +5 for braced steel weapon).  The guisarme strike inflicted 16 damage; without bracing, the halfling'​s shortsword would have been shattered!  Instead, though, only a small crack develops in the top blade (1 damage)...<​br>​
 +&​nbsp;&​nbsp;​WEAPON BRACE Copyright 2002, Rick Coen<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.62 (Purp 4.30, Pow 3.60, Port 3.60, Comp 2.60, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Weapon Finesse"></​a><​b>​WEAPON FINESSE [General: Offense]</​b><​br>​
 +Choose one light weapon. Alternatively,​ the character can choose a rapier, provided the character can use it in one hand, or a spiked chain, provided the character is at least Medium-size.<​br>​
 +<​b>​Prerequisite</​b>:​ Proficient with weapon, Base attack bonus +1 or higher<​br>​
 +<​b>​Benefit</​b>:​ With the selected weapon, the character may use a Dexterity modifier instead of a Strength modifier on attack rolls. Since the character needs the second hand for balance, apply the armor check penalty of any shield worn to attack rolls.<​br>​
 +<​b>​Special</​b>:​ The character can gain this feat multiple times. Each time the character takes the feat, it applies to a new weapon.<​br>​
 +&​nbsp;&​nbsp;​WEAPON FINESSE Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.70 (Purp 4.50, Pow 4.75, Port 4.50, Comp 4.75, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Weapon Focus"></​a><​b>​WEAPON FOCUS [General: Offense]</​b><​br>​
 +The character can choose "​unarmed strike"​ or "​grapple"​ for the character'​s weapon for purposes of this feat. The character can choose "​ray,"​ in which case the character is especially good with rays.<​br>​
 +<​b>​Prerequisite</​b>:​ Proficient with weapon, Base attack bonus +1 or higher<​br>​
 +<​b>​Benefit</​b>:​ The character adds +1 to all attack rolls the character makes using the selected weapon.<​br>​
 +<​b>​Special</​b>:​ The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new weapon.<​br>​
 +&​nbsp;&​nbsp;​WEAPON FOCUS Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.75 (Purp 4.75, Pow 4.25, Port 4.75, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Weapon Juggle"></​a><​b>​WEAPON JUGGLE [General: Offense]</​b><​br>​
 +You can change and pick up weapons as a free action.<​br>​
 +<​b>​Prerequisite</​b>:​ Dex 13+, Fast Draw, Perform (juggling)<​br>​
 +<​b>​Benefit</​b>:​ You can juggle weapons and similarly sized objects during combat. You can draw, sheathe, or shift them from hand to hand as a free action. You can even pick them up from the ground as a free action, as long as you can kick at them. You can do this at the start and end of your turn, but not on somebody else's turn or in the middle of an attack sequence. These actions never trigger attacks of opportunity.<​br>​
 +&​nbsp;&​nbsp;​WEAPON JUGGLE Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.10 (Purp 4.25, Pow 3.50, Port 4.25, Comp 4.25, Rule 4.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Weapon Mastery"></​a><​b>​WEAPON MASTERY [General: Offense]</​b><​br>​
 +You can wield your chosen weapon with exceptional skill.<​br>​
 +<​b>​Prerequisite</​b>:​ Weapon Focus (in weapon), Base attack bonus +6 or higher<​br>​
 +<​b>​Benefit</​b>:​ Choose one weapon that you have previously chosen Weapon Focus for.  When wielding this weapon, you gain a +2 bonus on attack rolls. ​ This bonus supercedes (does not stack with) the attack bonus provided by Weapon Focus.<​br>​
 +&​nbsp;&​nbsp;​WEAPON MASTERY Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.00 (Purp 2.50, Pow 4.00, Port 4.50, Comp 4.75, Rule 4.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Weapon Tricks"></​a><​b>​WEAPON TRICKS [General: Offense]</​b><​br>​
 +You can change the type of damage you do with melee weapons.<​br>​
 +<​b>​Benefit</​b>:​ Many types of melee weapons can conceivably do two different types of damage. Examples are swords (could do slashing or piercing), picks (could do bludgeoning or piercing) and single-edged or bludgeon-backed axes (could do slashing and bludgeoning). When wielding such a weapon, you can opt to do either of the two types of damage.<​br>​
 +<​b>​Notes</​b>:​ The DM is the final arbiter on what types of damage a weapon can do, based on the illustration,​ common sense and his knowledge on how these weapons are used in real life. If in doubt, go with your gut feeling.<​br>​
 +&​nbsp;&​nbsp;​WEAPON TRICKS Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.55 (Purp 4.50, Pow 4.50, Port 4.75, Comp 4.25, Rule 4.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Wheeling Attack"></​a><​b>​WHEELING ATTACK [General: Offense]</​b><​br>​
 +You can attack at any point along your mount'​s path.<​br>​
 +<​b>​Prerequisite</​b>:​ Mounted Combat, Ride skill.<​br>​
 +<​b>​Benefit</​b>:​ Your mount may make a double move and you can still make an attack at any point along your path of movement at no extra penalty. This move cannot be a charge. The target of your attack does not receive an attack of opportunity when you move through his threatened zone.<​br>​
 +<​b>​Notes</​b>:​ This represents the hit-and-run tactics of light cavalry.<​br>​
 +&​nbsp;&​nbsp;​WHEELING ATTACK Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.30 (Purp 5.00, Pow 3.60, Port 4.60, Comp 4.30, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Whirlwind Attack"></​a><​b>​WHIRLWIND ATTACK [General: Offense]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Int 13+, Expertise, Dex 13+, Dodge, Mobility, Base attack bonus +4 or higher, Spring Attack<​br>​
 +<​b>​Benefit</​b>:​ When the character performs the full attack action, he or she can give up all regular attacks and instead make one melee attack at the full base attack bonus against each opponent within 5 feet.<​br>​
 +&​nbsp;&​nbsp;​WHIRLWIND ATTACK Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.70 (Purp 4.75, Pow 4.50, Port 4.75, Comp 4.75, Rule 4.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Whirlwind Defense"></​a><​b>​WHIRLWIND DEFENSE [General: Defense]</​b><​br>​
 +You are adept at defending yourself against multiple opponents.<​br>​
 +<​b>​Prerequisite</​b>:​ Dex 13+, Dodge, Mobility, Spring Attack, Base attack bonus +4 or higher<​br>​
 +<​b>​Benefit</​b>:​ When flanked in melee combat, your opponents lose their flanking bonus to attack rolls and can only make sneak attacks against you if their character level is higher than yours.<​br>​
 +<​b>​Normal</​b>:​ Attackers in flanking position gain a +2 bonus on attack rolls and can make sneak attacks against you.<​br>​
 +&​nbsp;&​nbsp;​WHIRLWIND DEFENSE Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.15 (Purp 4.25, Pow 4.00, Port 4.50, Comp 4.00, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Whirlwind Strike"></​a><​b>​WHIRLWIND STRIKE [General: Offense]</​b><​br>​
 +You are able to attack nearby foes in a whirlwind of spinning kicks and strikes.<​br>​
 +<​b>​Prerequisite</​b>:​ Wis 13+, Dex 13+, Dodge, Mobility, Spring Attack, Improved Unarmed Strike, Base attack bonus +4 or higher<​br>​
 +<​b>​Benefit</​b>:​ When performing the full attack action, you give up all of your attacks and can instead make one unarmed attack against each opponent within 5 feet at your full base attack bonus.<​br>​
 +<​b>​Special</​b>:​ Monks may use this feat when unarmed or when armed with a kama, nunchaku or siangham.<​br>​
 +<​b>​Notes</​b>:​ This is a modified form of the standard Whirlwind Attack feat adjusted for use by Monks and characters adept in unarmed combat. ​ Characters cannot combine this feat with use of any weapon except as outlined above.<​br>​
 +&​nbsp;&​nbsp;​WHIRLWIND STRIKE Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.52 (Purp 2.60, Pow 3.80, Port 3.80, Comp 4.00, Rule 3.40)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Wild Rider"></​a><​b>​WILD RIDER [General: Offense]</​b><​br>​
 +You can ride anything, in any fashion<​br>​
 +<​b>​Prerequisite</​b>:​ Ride skill<​br>​
 +<​b>​Benefit</​b>:​ You suffer no penalty to your ride skill when riding bareback. Nor is your ride skill rank reduced when you ride different types of animals.<​br>​
 +<​b>​Normal</​b>:​ The normal penalty for riding bareback is -5. When your ride a mount other than the one your initially learned the ride skill for, your skill rank is reduced by two or five depending on how different they are.<​br>​
 +&​nbsp;&​nbsp;​WILD RIDER Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.32 (Purp 4.20, Pow 4.20, Port 4.00, Comp 4.70, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Zone Of Deflection"></​a><​b>​ZONE OF DEFLECTION [General: Defense]</​b><​br>​
 +You may deflect any missile that passes within 5 ft. of you.<​br>​
 +<​b>​Prerequisite</​b>:​ Dex 13+, Deflect Arrows<​br>​
 +<​b>​Benefit</​b>:​ Whenever a missile passes within your threatened area., you have the option of using your Deflect Arrows feat to try and intercept it, even if you are not the intended target. You may not otherwise exceed the limits of Deflect Arrows.<​br>​
 +&​nbsp;&​nbsp;​ZONE OF DEFLECTION Copyright 2002, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.68 (Purp 4.60, Pow 4.60, Port 5.00, Comp 4.60, Rule 4.60)<​br>​
 +</​p><​br>​
 +<a name="​Magical Feats"</​a><​p><​span style="​color:​black;​ font-size: 24pt"><​b>​Magical Feats</​b></​span><​br>​The feats in this chapter are metamagic, item creation, and general feats of the magical subtype. ​ All of them require spell casting or spell like abilities of some kind.  No division was made based on the type of magic involved since some are specific and others are not.</​p><​br><​p>​
 +<a name="​Aggressive Casting"></​a><​b>​AGGRESSIVE CASTING [General: Magical]</​b><​br>​
 +Changes defensive casting to be more aggressive.<​br>​
 +<​b>​Prerequisite</​b>:​ Concentration skill<​br>​
 +<​b>​Benefit</​b>:​ When you cast a spell using defensive casting and fail the concentration check, you may opt not to lose the spell but instead trigger an attack of opportunity just as if you had cast the spell in the ordinary fashion.<​br>​
 +<​b>​Notes</​b>:​ If you are hit by an attack of opportunity triggered because you failed the above concentration check, you must still make yet another concentration check or lose the spell because of the damage.<​br>​
 +&​nbsp;&​nbsp;​AGGRESSIVE CASTING Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.45 (Purp 4.50, Pow 4.50, Port 4.75, Comp 4.00, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Arcane Spell"></​a><​b>​ARCANE SPELL [Metamagic]</​b><​br>​
 +You can infuse your damaging arcane spells with arcane power.<​br>​
 +<​b>​Benefit</​b>:​ Half of the damage inflicted by an arcane spell modified by this feat is treated as raw magical energy, enabling it to affect incorporeal creatures and making it  resistant to protection from elements and similar magic. ​ The other half of the damage is treated normally per the spell. ​ Infusing an arcane spell with raw magical energy uses up a spell slot three levels higher than the spells actual level.<​br>​
 +&​nbsp;&​nbsp;​ARCANE SPELL Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.15 (Purp 4.00, Pow 3.75, Port 4.25, Comp 4.00, Rule 4.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Arcane Understanding"></​a><​b>​ARCANE UNDERSTANDING [General: Magical]</​b><​br>​
 +You increase the number of spells learned automatically with each new level.<​br>​
 +<​b>​Prerequisite</​b>:​ 5 or more ranks in Knowledge (Arcana), Int 3+<​br>​
 +<​b>​Benefit</​b>:​ After gaining this feat, you gain an additional spell each time you advance in levels. Thus, you get three free spells with each level advance instead of The normal two.
 +<br>
 +<​b>​Normal</​b>:​ At each level, the wizard gains two spells of any level that can be added to his or her spellbook.<​br>​
 +<​b>​Special</​b>:​ This feat can be taken several times, and stacks with itself.<​br>​
 +&​nbsp;&​nbsp;​ARCANE UNDERSTANDING Copyright 2000, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;​Revised by the Netbook of Feats Review Board<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.62 (Purp 4.50, Pow 4.50, Port 4.70, Comp 4.70, Rule 4.70)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Area Control"></​a><​b>​AREA CONTROL [Metamagic]</​b><​br>​
 +You can exactly control the spread of an area spell<​br>​
 +<​b>​Benefit</​b>:​ When you cast an area spell, you can select certain spaces under the area and declare that they are not to be affected. Creatures in this space avoid the spell'​s effect. An Area Control spell uses up a spell slot two level higher than the spell'​s actual level.<​br>​
 +&​nbsp;&​nbsp;​AREA CONTROL Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.36 (Purp 4.30, Pow 4.30, Port 4.60, Comp 4.30, Rule 4.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Armored Caster"></​a><​b>​ARMORED CASTER [General: Magical]</​b><​br>​
 +You can reduce your chance of arcane spell failure when wearing armor<​br>​
 +<​b>​Prerequisite</​b>:​ Armor Proficiency (in category of armor), Dex 13 +<br>
 +<​b>​Benefit</​b>:​ You can reduce your chance of arcane spell failure by 10%.<​br>​
 +<​b>​Special</​b>:​ You may take this feat multiple times, each time gaining an additional 10% reduction.<​br>​
 +&​nbsp;&​nbsp;​ARMORED CASTER Copyright 2001, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.58 (Purp 4.50, Pow 4.20, Port 4.20, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Bonus Spells Focus"></​a><​b>​BONUS SPELLS FOCUS [General: Magical]</​b><​br>​
 +Choose one spellcasting class. ​ You receive more bonus spells for that class.<​br>​
 +<​b>​Prerequisite</​b>:​ Spellcaster level 4th+<​br>​
 +<​b>​Benefit</​b>:​ You gain a +2 bonus to the appropriate ability score for the purposes of determining how many bonus spells you have available to you in the chosen class.<​br>​
 +<​b>​Special</​b>:​ You can gain this feat multiple times if you have multiple spellcasting classes. ​ Each time you take this feat, it applies to a different class.<​br>​
 +&​nbsp;&​nbsp;​BONUS SPELLS FOCUS Copyright 2001, William Setzer<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.76 (Purp 3.80, Pow 3.60, Port 3.60, Comp 4.00, Rule 3.80)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Brew Potion"></​a><​b>​BREW POTION [Item Creation]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Spellcaster level 3rd+<​br>​
 +<​b>​Benefit</​b>:​ The character can create a potion of any spell of 3rd level or lower that the character knows and that targets a creature or creatures. Brewing a potion takes 1 day. When the character creates a potion, the character sets the caster level. The caster level must be sufficient to cast the spell in question and no higher than the character'​s own level. The base price of a potion is its spell level multiplied by its caster level multiplied by 50 gp. To brew a potion, the character must spend 1/25 of this base price in XP and use up raw materials costing half this base price.
 +When the character creates a potion, the character makes any choices that the character would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
 +Any potion 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, the character must expend the material component or pay the XP when creating the potion.<​br>​
 +&​nbsp;&​nbsp;​BREW POTION Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Cannibalistic Casting"></​a><​b>​CANNIBALISTIC CASTING [General: Magical]</​b><​br>​
 +You can use your body to fuel magic once your spells have run out<​br>​
 +<​b>​Benefit</​b>:​ You can cast a spell by using a number of constitution points equal to the level of the spell rather than using a spell slot.  These lost points of constitution are considered temporary ability score damage against your constitution score and are treated as such for all purposes. ​ If the ability damage is in some way prevented the spell will fail.  This ability damage cannot be healed by magical means and must be regained by rest.  0-level spells count as one spell level for the purpose of this feat.<​br>​
 +<​b>​Special</​b>:​ Spellcasters that must prepare spells are limited to selecting spells previously prepared and cast that day.<​br>​
 +&​nbsp;&​nbsp;​CANNIBALISTIC CASTING Copyright 2001, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.00 (Purp 4.70, Pow 4.20, Port 4.20, Comp 3.50, Rule 3.40)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Cantrip"></​a><​b>​CANTRIP [General: Magical]</​b><​br>​
 +Allow anyone to use 0-level arcane spells<​br>​
 +<​b>​Prerequisite</​b>:​ Int 13+, Knowledge (Arcana)<​br>​
 +<​b>​Benefit</​b>:​ Grants any individual the ability to know/​understand up to their intelligence modifier'​s worth of cantrips (which they must locate/be trained in).  The character can use his selection of cantrips by preparing (as a wizard) and using one per day.  Anyone trying to cast a spell (even though it’s just 0-level) must meet all of the requirements and suffer all of the penalties associated with the use of arcane magics.<​br>​
 +<​b>​Special</​b>:​ This feat may be taken multiple times; however, no additional cantrips can ever be learned (past the individuals intelligence modifier). ​ Each additional time this feat is taken, the caster may prepare one additional cantrip per day.  The total maximum number of cantrips that can be cast in a single day (regardless of the number of times this feat is taken), is also limited to the casters intelligence modifier.<​br>​
 +&​nbsp;&​nbsp;​CANTRIP Copyright 2000, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.04 (Purp 4.50, Pow 4.50, Port 4.80, Comp 3.80, Rule 2.60)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Cantrip Mastery"></​a><​b>​CANTRIP MASTERY [General: Magical]</​b><​br>​
 +You have mastered cantrips in a way that allows you to use them more freely<​br>​
 +<​b>​Prerequisite</​b>:​ Caster level of 3 or greater, 5 or more ranks of Knowledge (arcana)<​br>​
 +<​b>​Benefit</​b>:​ Instead of picking and choosing cantrips (o-level spells) for the day, you can freely use any cantrip available to you (known or in your spellbooks) up to the total number of cantrips you can cast per day.<​br>​
 +&​nbsp;&​nbsp;​CANTRIP MASTERY Copyright 2001, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.00 (Purp 3.60, Pow 4.70, Port 4.00, Comp 4.70, Rule 3.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Channel Touch Spell"></​a><​b>​CHANNEL TOUCH SPELL [Metamagic]</​b><​br>​
 +You can cast a touch spell through your melee weapon<​br>​
 +<​b>​Benefit</​b>:​ You can cast any of your touch spells through a held melee weapon, allowing you to make a standard armed attack and inflict normal weapon damage plus the effect of your spell on a successful strike. ​ Casting the spell is still a standard action (unless you have the Quicken Spell feat) and you must wait until your next attack action in order to make your armed attack. ​ When resolving your attack, compare your attack roll against your target'​s normal AC and AC against touch attacks. ​ If your attack roll fails to beat the target'​s normal AC but beats his or her AC against touch attacks, the spell is discharged normally but the weapon inflicts no additional damage. ​ Casting a touch spell in this manner uses up a spell slot one level higher than level of the spell cast.
 +Once the spell is cast your melee weapon holds the charge of the spell exactly as if the spell had been cast in the normal manner. ​ You cannot pass a charged weapon to another character as doing so discharges your spell. ​ Likewise, the spell dissipates (without discharging) if the weapon is ever thrown or leaves your hand.<​br>​
 +<​b>​Normal</​b>:​ You can discharge a touch spell as either a touch attack (no armor, shield or natural armor bonus to AC) or a normal unarmed strike.<​br>​
 +&​nbsp;&​nbsp;​CHANNEL TOUCH SPELL Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.05 (Purp 4.25, Pow 4.00, Port 4.25, Comp 3.50, Rule 4.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Combat Casting"></​a><​b>​COMBAT CASTING [General: Magical]</​b><​br>​
 +<​b>​Benefit</​b>:​ The character gets a +4 bonus to Concentration checks made to cast a spell while on the defensive.<​br>​
 +&​nbsp;&​nbsp;​COMBAT CASTING Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.80 (Purp 4.75, Pow 4.75, Port 4.75, Comp 4.75, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Concentration Spell"></​a><​b>​CONCENTRATION SPELL [Metamagic]</​b><​br>​
 +You can extend the duration of your spells through concentration.<​br>​
 +<​b>​Benefit</​b>:​ You can maintain a spell with a duration longer than one round through concentration. ​ You must start concentrating right after casting the spell, and, for as long as you keep it up, need not count time off the spell'​s duration. ​ After you stop maintaining the spell, it's normal duration resumes and then terminates as usual. ​ You cannot use this feat to maintain a spell past ten times normal duration nor can you resume concentration. ​ A Concentration Spell uses up a spell slot one level higher than the spell'​s normal level.<​br>​
 +&​nbsp;&​nbsp;​CONCENTRATION SPELL Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.32 (Purp 4.70, Pow 4.20, Port 4.50, Comp 3.70, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Controlled Burst"></​a><​b>​CONTROLLED BURST [Metamagic]</​b><​br>​
 +You have greater control over burst spells<​br>​
 +<​b>​Benefit</​b>:​ When casting burst-based area of effect spells, you can reduce the affected area in increments of 5 ft.  You have total control over the radius, but not the direction. ​ A controlled burst spell takes up a spell slot one level higher.<​br>​
 +<​b>​Example</​b>:​ Using this feat, you can cast a small fireball into a square next to you without having it impact you or your comrades.<​br>​
 +&​nbsp;&​nbsp;​CONTROLLED BURST Copyright 2001, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Craft Crystal Capacitor"></​a><​b>​CRAFT CRYSTAL CAPACITOR [Item Creation]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Manifester level 9th+<​br>​
 +<​b>​Benefit</​b>:​ You can create a crystal capacitor that stores a number of power points equal to or less than your base power points for your highest manifester level. The nature of power point storage, at least in conjunction with this feat, allows a maximum of 17 power points to be stored in a single crystal capacitor. Moreover, a crystal capacitor'​s maximum is always an odd number. Note that during use, a crystal capacitor very often contains even numbers of power points, just not when fully charged.
 +Crafting a crystal capacitor takes one day for each 1,000 gp in its base price. The base price of a crystal capacitor is equal to the highest-level power it could manifest using all its stored power points, squared, multiplied by 1,000 gp.  To encode a crystal capacitor, you must spend 1/25 of this base price in XP and use up raw materials costing half this base price.<​br>​
 +&​nbsp;&​nbsp;​CRAFT CRYSTAL CAPACITOR Copyright 2001, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.00 (Purp 4.00, Pow 4.00, Port 4.00, Comp 4.00, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Craft Dorje"></​a><​b>​CRAFT DORJE [Item Creation]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Manifester level 5th+<​br>​
 +<​b>​Benefit</​b>:​ You can create a dorje of any psionic power of 4th level or lower that you know.
 +Crafting a dorje takes one day for each 1,000 gp in its base price. The base price of a dorje is its manifester level X the power level X 750 gp (treat 0-level powers as one-half level). To craft a dorje, you must spend 1/25 of this base price in XP and use up raw materials costing half of this base price.
 +A newly created dorje has enough power points to manifest its primary power fifty times.
 +Any dorje that stores powers with an XP cost also carries a commensurate cost. In addition to the cost derived from the base cost, you must pay fifty times the XP cost.<​br>​
 +&​nbsp;&​nbsp;​CRAFT DORJE Copyright 2001, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.40 (Purp 4.00, Pow 4.00, Port 5.00, Comp 4.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Craft Magic Arms And Armor"></​a><​b>​CRAFT MAGIC ARMS AND ARMOR [Item Creation]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Spellcaster level 5th+<​br>​
 +<​b>​Benefit</​b>:​ The character can create any magic weapon, armor, or shield whose prerequisites the character meets. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, the character must spend 1/25 of its features'​ total price in XP and use up raw materials costing half of this total price.
 +The character can also mend a broken magic weapon, suit of armor, or shield if it is one that the character could make. Doing so costs half the XP, half the raw materials, and half the time it would take to enchant that item in the first place.
 +The weapon, armor, or shield to be enhanced must be a masterwork item that the character must provide. (Its cost is not included in the above cost.)<​br>​
 +&​nbsp;&​nbsp;​CRAFT MAGIC ARMS AND ARMOR Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Craft Magic Tattoo"></​a><​b>​CRAFT MAGIC TATTOO [Item Creation]</​b><​br>​
 +You can create magical tattoos that duplicate the effects of a single spell.<​br>​
 +<​b>​Prerequisite</​b>:​ Spellcaster level 9+, 5 or more ranks in Craft (Artist)<​br>​
 +<​b>​Benefit</​b>:​ You can apply your magic and artistry together to create a magic tattoo. ​ The tattoo is created to emulate the effects of a single spell as if it were a spell like ability. ​ The base price for a tattoo of this nature is spell level x caster level x 400gp. ​ Crafting a magic tattoo takes one day for each 1,000gp of its base price. To craft a magic tattoo, you and the recipient must each spend 1/25th of its base price in XP.  The creator must also use up raw materials costing half of the base price.<​br>​
 +<​b>​Special</​b>:​ The power of the tattoo can only be used once each day.  The caster level is based on the lowest caster level needed to cast the spell. If two or more magic tattoos are attempted on the same body (regardless of size), the magics will disrupt each other (i.e. you may never have more than one magic tattoo). ​ A magic tattoo can be removed using a remove curse cast at one level higher than the spell level of the spell effect granted by the tattoo (using heighten spell or a similar method). ​ The act of casting remove curse only takes away the magic. ​ The tattoo itself remains until removed through mundane methods. ​ The tattoo is treated as a Miscellaneous Magic Item for all other intents and purposes.<​br>​
 +&​nbsp;&​nbsp;​CRAFT MAGIC TATTOO Copyright 2000, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.02 (Purp 4.00, Pow 3.80, Port 4.60, Comp 4.20, Rule 3.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Craft Psionic Arms And Armor"></​a><​b>​CRAFT PSIONIC ARMS AND ARMOR [Item Creation]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Manifester level 5th+<​br>​
 +<​b>​Benefit</​b>:​ You can create any psionic 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 psionic 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 half of this total price.
 +You can also mend a broken psionic 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 empower that item in the first place.
 +The weapon, armor, or shield to be enhanced must be a masterwork item that you must provide. (Its cost is not included in the above cost.)<​br>​
 +&​nbsp;&​nbsp;​CRAFT PSIONIC ARMS AND ARMOR Copyright 2001, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.40 (Purp 4.00, Pow 4.00, Port 5.00, Comp 4.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Craft Rod"></​a><​b>​CRAFT ROD [Item Creation]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Spellcaster level 9th+<​br>​
 +<​b>​Benefit</​b>:​ The character can create any rod whose prerequisites the character meets. Crafting a rod takes 1 day for each 1,000 gp in its base price. To craft a rod, the character must spend 1/25 of its base price in XP and use up raw materials costing 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.<​br>​
 +&​nbsp;&​nbsp;​CRAFT ROD Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Craft Staff"></​a><​b>​CRAFT STAFF [Item Creation]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Spellcaster level 12th+<​br>​
 +<​b>​Benefit</​b>:​ The character can create any staff whose prerequisites the character meets. Crafting a staff takes 1 day for each 1,000 gp in its base price. To craft a staff, the character must spend 1/25 of its base price in XP and use up raw materials costing 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.<​br>​
 +&​nbsp;&​nbsp;​CRAFT STAFF Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Craft Universal Item"></​a><​b>​CRAFT UNIVERSAL ITEM [Item Creation]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Manifester level 3rd+<​br>​
 +<​b>​Benefit</​b>:​ You can create any miscellaneous psionic item whose prerequisites you meet. Crafting a miscellaneous psionic item takes one day for each 1,000 gp in its price. To empower a miscellaneous psionic item, the psionic character 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 universal 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 empower that item in the first place.
 +Some universal items incur extra costs in materials 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 mend a broken one.<​br>​
 +&​nbsp;&​nbsp;​CRAFT UNIVERSAL ITEM Copyright 2001, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.40 (Purp 4.00, Pow 4.00, Port 5.00, Comp 4.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Craft Wand"></​a><​b>​CRAFT WAND [Item Creation]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Spellcaster level 5th+<​br>​
 +<​b>​Benefit</​b>:​ The character can create a wand of any spell of 4th level or lower that the character knows. Crafting a wand takes 1 day for each 1,000 gp in its base price. The base price of a wand is its caster level multiplied by the spell level multiplied by 750 gp. To craft a wand, the character must spend 1/25 of this base price in XP and use up raw materials costing 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 cost, the character must expend fifty copies of the material component or pay fifty times the XP cost.<​br>​
 +&​nbsp;&​nbsp;​CRAFT WAND Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Craft Wondrous Item"></​a><​b>​CRAFT WONDROUS ITEM [Item Creation]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Spellcaster level 3rd+<​br>​
 +<​b>​Benefit</​b>:​ The character can create any miscellaneous magic item whose prerequisites the character meet. Enchanting a miscellaneous magic item takes 1 day for each 1,000 gp in its price. To enchant a miscellaneous magic item, the spellcaster must spend 1/25 of the item's price in XP and use up raw materials costing half of this price.
 +The character can also mend a broken miscellaneous magic item if it is one that the character could make. Doing so costs half the XP, half the raw materials, and half the time it would take to enchant 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. The character must pay such a cost to create an item or to mend a broken one.<​br>​
 +&​nbsp;&​nbsp;​CRAFT WONDROUS ITEM Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Create Wondrous Creature"></​a><​b>​CREATE WONDROUS CREATURE [Item Creation]</​b><​br>​
 +You know how to create Aberrations,​ Beasts, Magical Beasts, Monstrous Humanoids, and Plants.<​br>​
 +<​b>​Prerequisite</​b>:​ Knowledge (Arcana) or Knowledge (Psionics), Knowledge (Nature), Spellcaster level 5th+ or Manifester level 5th+<​br>​
 +<​b>​Benefit</​b>:​ You can create any Aberration, Beast, Magical Beast, Monstrous Humanoid, or Plant whose prerequisites you meet.  The creature created is not necessarily under your control. ​ To create a creature you need access to a lab, similar to an alchemist'​s lab, of at least 500gp value. ​ The creation of a creature involves taking a similar creature or creature(s) and subjecting them to various spells and grafting techniques. ​ There is a chance that the experiment will be a failure. ​ To create a creature you must succeed both a Knowledge (Arcana) or Knowledge (Psionics) and a Knowledge (Nature) check (DC 20 + CR of attempted creature). ​ You may not 'take 10' on these rolls. ​ However, you get a +1 circumstance bonus for every attempt at a specific creature that you have previously made, whether successful or not.  If both Knowledge skill checks are failed the creature dies a horrible death. ​ If one Knowledge skill check fails and one Knowledge skill check succeeds the resulting creation is horribly deformed in some way and is hostile towards you.
 +The base price of a creature is the challenge rating squared times 1000gp (CR x CR x 1000gp). ​  ​Creating a creature takes 1 day for every 1,000 gp in its base price. ​ To create a creature, you must spend 1/25 of its base price in XP and use up raw materials costing half of its base price.
 +The minimum caster level for creating a creature is 2 x CR of the intended creature. ​ The appropriate spells must be used in order to add extraordinary (Ex), spell-like (Sp), and/or supernatural (Su) abilities.<​br>​
 +<​b>​Special</​b>:​ If a Charm Monster spell is cast every day of the creation process, a successfully created creature will be in permanent servitude to you.  If a Limited Wish is used in the creation process a successfully created creature will be in permanent servitude to you and will even follow a life goal, determined by you, after you have died.  If a Wish is used in the creation process a successfully created creature and its descendants will follow a life goal, determined by you, even after you have died.<​br>​
 +<​b>​Notes</​b>:​ Characters should be encouraged to create their own unique magical beasts and not just create another Owlbear, Tendriculos,​ Mimic, or Skum.  If the creature is a new creature the DM should determine the CR.<​br>​
 +&​nbsp;&​nbsp;​CREATE WONDROUS CREATURE Copyright 2001, Scott Metzger<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.96 (Purp 5.00, Pow 4.20, Port 4.00, Comp 3.00, Rule 3.60)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Destructive Force"></​a><​b>​DESTRUCTIVE FORCE [Metamagic]</​b><​br>​
 +You can increase the damage limitations of certain spells<​br>​
 +<​b>​Benefit</​b>:​ You can raise the damage cap of capped spells by two dice. A Destructive Force spell takes up a spell slot one level higher than normal.<​br>​
 +<​b>​Example</​b>:​ The fireball spell has a damage cap of 10d6 (at 10th level). Using this feat, a 15th level caster could instead do 12d6 points of damage using a fourth level spell slot, 14d6 damage using a fifth level spell slot, or 15d6 (with a damage cap of 16d6) using a sixth level spell slot.<​br>​
 +<​b>​Notes</​b>:​ This feat can be used with any spell having a damage cap expressed in the spells description. ​ A damage cap can be identified by a statement similar to “deals xdx points of x damage per caster level (maximum xdx)”.<​br>​
 +&​nbsp;&​nbsp;​DESTRUCTIVE FORCE Copyright 2001, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;​Revised by the Netbook of Feats Review Board<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.52 (Purp 4.50, Pow 4.70, Port 4.50, Comp 4.70, Rule 4.20)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Dispel Mastery"></​a><​b>​DISPEL MASTERY [General: Magical]</​b><​br>​
 +You are an expert at dispelling spells.<​br>​
 +<​b>​Benefit</​b>:​ You get a +3 bonus on dispel checks, and the maximum bonus for all your dispel checks is also increased by +3.<​br>​
 +<​b>​Notes</​b>:​ In addition to dispel magic and greater dispelling, this feat could also be of use when casting break enchantment or quench.<​br>​
 +&​nbsp;&​nbsp;​DISPEL MASTERY Copyright 2001, Sébastien Adhikari<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.80 (Purp 4.75, Pow 4.75, Port 5.00, Comp 4.50, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Divine Dominion"></​a><​b>​DIVINE DOMINION [Special: Magical]</​b><​br>​
 +Add one additional domain to your divine casting repertoire<​br>​
 +<​b>​Prerequisite</​b>:​ 6 or more ranks in Knowledge (religion)<​br>​
 +<​b>​Benefit</​b>:​ Select a third domain from your deities domain list.  All spells within the new domain list are considered domain spells for you.<​br>​
 +<​b>​Special</​b>:​ You do not gain the domain powers granted, you only gain the ability to use the domain spells listed as domain spells for your character. ​ This feat is only usable by clerics and can only be taken once.<​br>​
 +<​b>​Notes</​b>:​ This feat was designed to give a cleric access to another domain from their deities domain list without giving them all of the extra abilities. ​ All it means is that they can use the new domains domain list when selecting domain spell. ​ This might seem underpowered at first, but when combined with Greater Divine Dominion, this feat is quite usefull.<​br>​
 +&​nbsp;&​nbsp;​DIVINE DOMINION Copyright 2001, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.12 (Purp 4.20, Pow 4.70, Port 4.00, Comp 4.00, Rule 3.70)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Divine Gift"></​a><​b>​DIVINE GIFT [General: Magical]</​b><​br>​
 +Allow anyone to use 0-level divine spells<​br>​
 +<​b>​Prerequisite</​b>:​ Wis 13+, Knowledge (Religion)<​br>​
 +<​b>​Benefit</​b>:​ Grants any individual the ability to know/​understand up to their wisdom modifier'​s worth of orisons (0-level divine spells chosen from the character’s deity). ​ The character can use his selection of orisons by preparing and using one per day.  Anyone trying to cast a spell (even though its just 0-level) must meet all of the requirements and suffer all of the penalties associated with the use of divine magics.<​br>​
 +<​b>​Special</​b>:​ This feat may be taken multiple times; however, no additional orisons can ever be learned (past the individuals wisdom modifier). ​ Each additional time this feat is taken, the caster may prepare one additional orison per day.  The total maximum number of orisons that can be cast in a single day (regardless of the number of times this feat is taken), is also limited to the caster’s wisdom modifier.<​br>​
 +<​b>​Notes</​b>:​ It’s about usefulness and learning a small bit of magic through your beliefs that can be useful in your daily life, it’s not about becoming a cleric.<​br>​
 +&​nbsp;&​nbsp;​DIVINE GIFT Copyright 2000, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.04 (Purp 4.50, Pow 4.50, Port 4.80, Comp 3.80, Rule 2.60)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Draconic Bloodline"></​a><​b>​DRACONIC BLOODLINE [General: Magical, Trait]</​b><​br>​
 +The blood of Dragons truly runs through your veins.<​br>​
 +<​b>​Benefit</​b>:​ You have a remarkable affinity for Arcane spell magic: add +1 to the Difficulty Class for all saving throws against your Arcane spells. ​ You may also treat the Sorcerer class as a favored class in addition to any other favored class that you gain by race.<​br>​
 +<​b>​Special</​b>:​ You can only take this feat at 1st level and this feat stacks with the Spell Focus and Greater Spell Focus feats. ​ Though you have Draconic ancestry you still gain the regular bonuses and penalties of a typical member of your race.  You are also vulnerable to attacks that target your unique Draconic heritage (like dragonbane weapons) even though you are only distantly related to Dragonkind.<​br>​
 +&​nbsp;&​nbsp;​DRACONIC BLOODLINE Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.10 (Purp 4.25, Pow 4.25, Port 3.50, Comp 4.00, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Dual Energy Spell"></​a><​b>​DUAL ENERGY SPELL [Metamagic]</​b><​br>​
 +You can interchange two types of energy for one another.<​br>​
 +<​b>​Benefit</​b>:​ When you learn this feat, select two spell energy designators from the list Acid, Cold, Electricity,​ Fire, or Sonic. With this feat, a spell of one of the two types you selected can have its type changed from one to the other. Any damage the spell causes of its usual energy type is now changed into the new element type. Effects other than elemental damage will not change. A Dual Element Spell uses up a spell slot of its normal level.<​br>​
 +<​b>​Example</​b>:​ Davoud is a wizard who learns this feat for fire and acid. He can opt to prepare his melf's acid arrow spell normally, or he can apply this feat to it, and change the designator from Acid to Fire. The spell damage will now ignore acid resistance and be subject to fire resistance. It will still cause (fire) damage over three rounds. Likewise, he can prepare a fireball as either a fire or an acid spell.<​br>​
 +&​nbsp;&​nbsp;​DUAL ENERGY SPELL Copyright 2002, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.34 (Purp 4.30, Pow 4.60, Port 4.60, Comp 3.60, Rule 4.60)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Empower Spell"></​a><​b>​EMPOWER SPELL [Metamagic]</​b><​br>​
 +<​b>​Benefit</​b>:​ All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, etc., as appropriate. Saving throws and opposed rolls (such as the one the character makes when the character casts dispel magic) are not affected. Spells without random variables are not affected. An empowered spell uses up a spell slot two levels higher than the spell'​s actual level.<​br>​
 +&​nbsp;&​nbsp;​EMPOWER SPELL Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.65 (Purp 4.75, Pow 4.75, Port 4.75, Comp 4.25, Rule 4.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Encode Stone"></​a><​b>​ENCODE STONE [Item Creation]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Manifester level 1st+<​br>​
 +<​b>​Benefit</​b>:​ You can create a power stone of any power that you know. Encoding a power stone takes one day for each 1,000 gp in its base price. The base price of a power stone is the level of the stored psionic power x its manifester level x 25 gp (treat a 0-level power as one-half level). To encode a power stone, you must spend 1/25 of this base price in XP and use up raw materials costing half of this base price.
 +Any power stone that stores a psionic power with an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must pay the XP when encoding the stone.<​br>​
 +&​nbsp;&​nbsp;​ENCODE STONE Copyright 2001, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.40 (Purp 4.00, Pow 4.00, Port 5.00, Comp 4.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Enhanced Draconic Bloodline"></​a><​b>​ENHANCED DRACONIC BLOODLINE [Special: Magical]</​b><​br>​
 +You have mastered your unique heritage, gaining an extraordinary affinity for spell magic.<​br>​
 +<​b>​Prerequisite</​b>:​ Draconic Bloodline, Ability to cast Arcane spells without preparation (like a Bard or Sorcerer)<​br>​
 +<​b>​Benefit</​b>:​ If a Bard or Sorcerer, you gain bonus spells based on your Charisma attribute (per Table 1-1, page 8 of the 3rd Edition Player’s Handbook). ​ These spells are added to your number of spells known; this feat does not increase the number of spells that you can cast per day.<​br>​
 +<​b>​Normal</​b>:​ Bards and Sorcerers are normally fixed in their number of spells known per level.<​br>​
 +<​b>​Special</​b>:​ The bonus spells provided by this feat cannot be combined with the bonus spells provided by any other feat (based on ability score) other than Cantrip.<​br>​
 +&​nbsp;&​nbsp;​ENHANCED DRACONIC BLOODLINE Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.65 (Purp 3.75, Pow 3.50, Port 3.50, Comp 4.25, Rule 3.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Enlarge Spell"></​a><​b>​ENLARGE SPELL [Metamagic]</​b><​br>​
 +<​b>​Benefit</​b>:​ An enlarged spell has its range doubled. Spells whose ranges are not defined by distance do not have their ranges increased. A spell whose area or effect is determined by its range has the dimensions of its area or effect increased proportionally. An enlarged spell uses up a spell slot one level higher than the spell'​s actual level.<​br>​
 +&​nbsp;&​nbsp;​ENLARGE SPELL Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.50 (Purp 5.00, Pow 4.25, Port 4.75, Comp 4.25, Rule 4.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Expand Spell"></​a><​b>​EXPAND SPELL [Metamagic]</​b><​br>​
 +You can cast spells with a larger area of effect<​br>​
 +<​b>​Benefit</​b>:​ An Expanded spell has its area of effect increased by + 5 ft to all dimensions. This feat does not affect spells without an area of effect stated in spatial terms. Areas of effect of "​personal"​ or "​touch"​ or no AREA listed are not affected. If the spell specifies numbers of targets, that number is not affected (see Empower Spell in Core Rulebook I). An Expanded spell takes up a spell slot two levels higher than the spell'​s actual level.<​br>​
 +<​b>​Example</​b>:​ Burning Hands (1st level) affects anyone in a semicircle burst of flames 10-ft-long, starting at the caster. Expanded Burning Hands (3rd level) affects anyone in a semicircle burst of flames 15-feet-long,​ starting at the caster.<​br>​
 +&​nbsp;&​nbsp;​EXPAND SPELL Copyright 2001, Rebecca Glenn<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.42 (Purp 4.60, Pow 4.00, Port 4.60, Comp 4.30, Rule 4.60)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Expanded Domains"></​a><​b>​EXPANDED DOMAINS [General: Magical]</​b><​br>​
 +You can memorize domain-specific spells as if they were general cleric spells.<​br>​
 +<​b>​Prerequisite</​b>:​ Ability to cast clerical spells and domain spells<​br>​
 +<​b>​Benefit</​b>:​ You can prepare domain spells from all of your chosen domains in your clerical spell slots. You may still only prepare domain spells in your domain spell slots.<​br>​
 +<​b>​Notes</​b>:​ If you wish, you can still substitute domain spells memorized in regular spell slots for cure wounds spells.<​br>​
 +&​nbsp;&​nbsp;​EXPANDED DOMAINS Copyright 2001, Carl Cramér, Curtis Bennett<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Extend Spell"></​a><​b>​EXTEND SPELL [Metamagic]</​b><​br>​
 +<​b>​Benefit</​b>:​ An extended spell lasts twice as long as normal. Spells with a concentration,​ instantaneous,​ or permanent duration are not affected by this feat. An extended spell uses up a spell slot one level higher than the spell'​s actual level.<​br>​
 +&​nbsp;&​nbsp;​EXTEND SPELL Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.85 (Purp 5.00, Pow 4.50, Port 5.00, Comp 4.75, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Extend Spell List"></​a><​b>​EXTEND SPELL LIST [General: Magical]</​b><​br>​
 +You gain the use of the spells of one domain.<​br>​
 +<​b>​Benefit</​b>:​ With this feat, you get to add the spells of one clerical domain to your spell list, regardless of your class. ​ You cast these spells as if they were normal spells of your spellcaster class. ​ The new spells become arcane spells if you have an arcane spellcaster class but in this case you must still learn the spells in the normal manner; this feat only adds them to your spell list.  If the domain power of the domain you picked is a spell-like ability, you get this spell added to your spell lists, as well.  Examples include animal friendship of the animal domain and freedom of movement of the travel domain.<​br>​
 +<​b>​Special</​b>:​ A wizard must always research these spells from scratch, using the standard game rules. ​ As a divine spellcaster,​ you cannot learn domains inappropriate for the powers you serve.<​br>​
 +<​b>​Notes</​b>:​ These spells have nothing to do with gods or domains, really; the domains are merely used as reasonable groups of spells that a themed spellcaster might learn. ​ Use this feat with caution: it fits in open-ended campaigns, where characters are allowed to step outside the usual class limitations. ​ It lets sorcerers and wizards learn healing spells and divine spellcasters to learn offensive spells like burning hands.<​br>​
 +&​nbsp;&​nbsp;​EXTEND SPELL LIST Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.28 (Purp 3.60, Pow 3.00, Port 2.80, Comp 3.80, Rule 3.20)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Fast Item Creation"></​a><​b>​FAST ITEM CREATION [Item Creation]</​b><​br>​
 +Spellcasters can create items faster<​br>​
 +<​b>​Prerequisite</​b>:​ Ability to cast fourth level spells<​br>​
 +<​b>​Benefit</​b>:​ You increase the daily rate at which you create magical items by 1000 gp.<​br>​
 +<​b>​Normal</​b>:​ All spellcasters normally create items at the rate of 1000 gp per day.<​br>​
 +<​b>​Special</​b>:​ This feat can be taken several times, and stacks with itself. Each time it is chosen, add 1000 gp to the value of magical items the character can create in a day. Thus, items take half the usual time with one feat's worth of Fast Item Creation, one-third the usual time with two, and so on.<​br>​
 +&​nbsp;&​nbsp;​FAST ITEM CREATION Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.28 (Purp 4.60, Pow 4.30, Port 4.60, Comp 4.30, Rule 3.60)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Fast Spell"></​a><​b>​FAST SPELL [Metamagic]</​b><​br>​
 +Cuts the casting time of your spells.<​br>​
 +<​b>​Benefit</​b>:​ Fast Spell reduces the casting time of a spell which takes 1 full round to a standard action, and halves the casting time for spells that take longer than a full round to cast.  Fast spell has no effect on spells with a casting time shorter than a full round. ​ A Fast Spell uses up a spell slot one level higher than the spell'​s actual level.<​br>​
 +<​b>​Notes</​b>:​ For a spontaneous spellcaster such as a sorcerer or bard, the metamagic rule still cuts in and changes the standard action into a full-round action.<​br>​
 +&​nbsp;&​nbsp;​FAST SPELL Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.24 (Purp 4.00, Pow 4.50, Port 4.20, Comp 4.00, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Fire To Ice"></​a><​b>​FIRE TO ICE [Metamagic]</​b><​br>​
 +You are able to transform fire spells into cold spells.<​br>​
 +<​b>​Prerequisite</​b>:​ Ability to cast Arcane or Divine spells with a fire based component<​br>​
 +<​b>​Benefit</​b>:​ You may prepare and/or cast any fire-based spell as a cold spell with similar range, area of effect and damage. ​ Casting a spell in this manner uses up a spell slot of the same level as the original spell<​br>​
 +<​b>​Special</​b>:​ It is blasphemous for a Divine spellcaster that follows a deity with access to the Fire domain to select this feat.<​br>​
 +&​nbsp;&​nbsp;​FIRE TO ICE Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;​Revised by the Netbook of Feats Review Board<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.20 (Purp 4.20, Pow 3.60, Port 4.30, Comp 4.60, Rule 4.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Force Spell"></​a><​b>​FORCE SPELL [Metamagic]</​b><​br>​
 +You can infuse your damaging arcane spells with force.<​br>​
 +<​b>​Benefit</​b>:​ Half of the damage inflicted by an arcane spell modified by this feat has the force descriptor, enabling it to affect incorporeal creatures and making it resistant to protection from elements and similar magic. ​ The other half of the damage is treated normally per the spell. ​ A force spell uses up a spell slot two levels higher than the spells actual level.<​br>​
 +&​nbsp;&​nbsp;​FORCE SPELL Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.20 (Purp 4.00, Pow 4.67, Port 4.33, Comp 4.00, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Forge Ring"></​a><​b>​FORGE RING [Item Creation]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Spellcaster level 12th+<​br>​
 +<​b>​Benefit</​b>:​ The character can create any ring whose prerequisites the character meets. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, the character must spend 1/25 of its base price in XP and use up raw materials costing half of its base price.
 +The character can also mend a broken ring if it is a ring that the character could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that ring in the first place.
 +Some magic rings incur extra costs in material components or XP as noted in their descriptions.<​br>​
 +&​nbsp;&​nbsp;​FORGE RING Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Giveaway Spell"></​a><​b>​GIVEAWAY SPELL [Metamagic]</​b><​br>​
 +You give away control over a spell.<​br>​
 +<​b>​Benefit</​b>:​ You transfer the control over a spell to another willing creature that you touch at the time of casting. ​ This changes the beneficiary of spells like charm person or transfers the control of a spell like levitate or flaming sphere. ​ Read you in the spell description as the beneficiary of the giveaway spell. ​ This does not work on spells with a Personal range. You may still select yourself as the beneficiary,​ in which case this feat has no effect beyond increasing the level of spell slot.<​br>​
 +<​b>​Special</​b>:​ In all other ways, the spell functions as normal; save DC and level-dependent functions are based on your abilities. ​ You still make all the decisions inherent in casting the spell, such as what the (initial) target is, but if the effect can be moved (for example flaming sphere), the creature in control decides how.  You must still be the once concentrating to maintain a concentration spell, but the beneficiary can opt to end a dismissable {duration notation "​(D)"​} or concentration spell at his whim. A Giveaway Spell uses up a spell slot one level higher than the spell'​s actual level.<​br>​
 +&​nbsp;&​nbsp;​GIVEAWAY SPELL Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.24 (Purp 4.20, Pow 4.20, Port 4.60, Comp 4.00, Rule 4.20)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Greater Held Charge"></​a><​b>​GREATER HELD CHARGE [Metamagic]</​b><​br>​
 +You have mastered your body’s ability to hold a magical charge<​br>​
 +<​b>​Benefit</​b>:​ You can hold a charged touch spell and still cast a spell. ​ The charge may not be released in the same round as the new spell has been cast, but you do maintain the charge. ​ The number of times this feat can be used while a specific spell is charged is equal to the caster’s constitution modifier. ​ Once you have cast that many additional spells, if you cast another, the charged spell dissipates as normal. ​ Spells cast using this feat take up a spell slot one level higher.<​br>​
 +<​b>​Normal</​b>:​ If you are holding a spell charge for a touch attack and cast another spell, the spell charge for the touch spell dissipates.<​br>​
 +<​b>​Notes</​b>:​ Casting another touch spell will override this feat.  You are only considered “armed” when you attempt to use the touch attack itself, otherwise, you will draw an attack of opportunity as normal. ​ If you fail a concentration check while maintaining this charge, the charge will fail normally.<​br>​
 +&​nbsp;&​nbsp;​GREATER HELD CHARGE Copyright 2000, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.18 (Purp 4.40, Pow 4.50, Port 4.20, Comp 3.60, Rule 4.20)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Greater Signature Focus"></​a><​b>​GREATER SIGNATURE FOCUS [Metamagic]</​b><​br>​
 +Your Signature Focus will grant your spells additional power.<​br>​
 +<​b>​Prerequisite</​b>:​ Eschew Materials, Heighten Spell, Signature Focus, Spell Penetration<​br>​
 +<​b>​Benefit</​b>:​ When you prepare and cast a spell with Greater Signature Focus, the power of that spell is greatly increased. ​ You must forcefully present your Signature Focus item when casting the spell. ​ This replaces any somatic component that the spell would normally require. ​ A Greater Signature Focus spell will have its save DC increased by +1, and will have a +1 bonus to caster level checks for penetrating spell resistance.
 +If you lose your Signature Focus item, if it is broken or destroyed, or if the value is not sufficient compared to your caster level, a new focus may be crafted. ​ You must have the new focus in your possession for one continuous week before it can be used in this fashion. ​ If you do not have your Signature Focus in hand, you cannot cast spells prepared with this feat.
 +A Greater Signature Focus spell takes up a spell slot of the spell’s normal level, modified by any other metamagic feats.<​br>​
 +&​nbsp;&​nbsp;​GREATER SIGNATURE FOCUS Copyright 2001, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.44 (Purp 5.00, Pow 4.00, Port 4.60, Comp 4.30, Rule 4.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Greater Spell Toughness"></​a><​b>​GREATER SPELL TOUGHNESS [General: Magical]</​b><​br>​
 +You are incredibly resistant to spells cast from a chosen school.<​br>​
 +<​b>​Prerequisite</​b>:​ Spell Toughness, Will save +6<​br>​
 +<​b>​Benefit</​b>:​ Add +4 to your saving throws against spells and spell-like effects from a chosen school of magic that you have previously chosen Spell Toughness for.  This bonus supercedes (does not stack with) the bonus provided by Spell Toughness.<​br>​
 +<​b>​Special</​b>:​ You can choose this feat multiple times but its effects do not stack. ​ Each time it is chosen, it must be applied to a different school of magic that meets the above prerequisites.<​br>​
 +&​nbsp;&​nbsp;​GREATER SPELL TOUGHNESS Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.34 (Purp 3.60, Pow 4.60, Port 4.30, Comp 4.60, Rule 4.60)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Hardened Spell"></​a><​b>​HARDENED SPELL [Metamagic]</​b><​br>​
 +When you cast a spell from a school for which you have selected the Spell Focus feat, you may make that spell more difficult for opposing spellcasters to counterspell or disrupt.<​br>​
 +<​b>​Prerequisite</​b>:​ Spell Focus (in school)<​br>​
 +<​b>​Benefit</​b>:​ If the same spell or a reverse effect spell is used as a counterspell to your Hardened Spell, the counterspell is ineffective. ​ If Dispel Magic or a similar spell or effect is used as a counterspell,​ the DC for the dispel check is increased by +4.  If you are forced to make any Concentration checks while casting the Hardened Spell, your rolls for those checks gain a +2 bonus.<​br>​
 +<​b>​Special</​b>:​ You may take this feat multiple times. ​ Each time that you take his feat, you get an additional +2 bonus to the DC of the dispel check and an additional +2 bonus to your Concentration checks when and as appropriate.<​br>​
 +&​nbsp;&​nbsp;​HARDENED SPELL Copyright 2000, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.08 (Purp 3.60, Pow 4.30, Port 4.60, Comp 3.60, Rule 4.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Heighten Power"></​a><​b>​HEIGHTEN POWER [Metamagic]</​b><​br>​
 +<​b>​Benefit</​b>:​ A heightened power has a higher psionic power level than normal (up to 9th level). Unlike other metapsionic feats, Heighten Power actually increases the effective level of the power that it modifies. All effects dependent on power level are calculated according to the heightened level. The heightened power costs as many power points as a power of its effective level.<​br>​
 +&​nbsp;&​nbsp;​HEIGHTEN POWER Copyright 2001, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.80 (Purp 3.00, Pow 3.00, Port 5.00, Comp 4.00, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Heighten Spell"></​a><​b>​HEIGHTEN SPELL [Metamagic]</​b><​br>​
 +<​b>​Benefit</​b>:​ A heightened spell has a higher spell level than normal (up to 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 minor 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.<​br>​
 +&​nbsp;&​nbsp;​HEIGHTEN SPELL Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.40 (Purp 4.25, Pow 4.00, Port 4.75, Comp 4.50, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Hole In The Middle"></​a><​b>​HOLE IN THE MIDDLE [Metamagic]</​b><​br>​
 +You can create a hole in an area spell to avoid being affected<​br>​
 +<​b>​Benefit</​b>:​ When you cast an area spell in such a way that you are in the area affected, you can create a hole in the area around yourself to avoid being affected by your own spell. Anyone who occupies your square (for example grappling you or being small enough to fit between your feet or on your shoulder) is also unaffected. A Hole in the Middle spell uses up a spell slot one level higher than the spell'​s actual level.<​br>​
 +&​nbsp;&​nbsp;​HOLE IN THE MIDDLE Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.36 (Purp 4.30, Pow 3.60, Port 5.00, Comp 4.60, Rule 4.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Impact Spell"></​a><​b>​IMPACT SPELL [General: Magical]</​b><​br>​
 +Your damage-causing spells get extra benefit from the Heighten Spell feat.<​br>​
 +<​b>​Prerequisite</​b>:​ Arcane spellcaster,​ Heighten Spell<​br>​
 +<​b>​Benefit</​b>:​ If you prepare a damage causing spell with a higher than normal ​
 +  level using the Heighten Spell metamagic feat, the maximum number of damage ​
 +  dice may be increased. If the spell causes damage to one creature, or must be 
 +  split among multiple creatures (e.g. Magic Missile), the revised maximum dice 
 +  allowed is given in the second column (Single). If the spell causes damage to 
 +  any creatures that fall within its area of effect (e.g. Fireball), refer to 
 +  the third column (Multiple) for the revised maximum dice allowed. </p>
 +<table border="​0"​ width="​300"​ cellpadding="​3"​ cellspacing="​0">​
 +  <​tr> ​
 +    <td rowspan="​2"​ valign="​bottom"><​b>​New Level</​b></​td>​
 +    <td colspan="​2"​ align="​center"><​div style="​border-bottom-style:​ solid; border-bottom-width : thin;"><​b>​Max # of Damage Dice for</​b><​br></​div>​
 +    </td>
 +  </tr>
 +  <​tr> ​
 +    <td align="​center"><​b>​a Single Creature Affected</​b></​td>​
 +    <td align="​center"><​b>​Multiple Creatures Affected</​b></​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​2nd</​td>​
 +    <td align="​center">​10</​td>​
 +    <td align="​center">​5</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​3rd</​td>​
 +    <td align="​center">​10</​td>​
 +    <td align="​center">​10</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​4th</​td>​
 +    <td align="​center">​15</​td>​
 +    <td align="​center">​10</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​5th</​td>​
 +    <td align="​center">​15</​td>​
 +    <td align="​center">​15</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​6th</​td>​
 +    <td align="​center">​20</​td>​
 +    <td align="​center">​15</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​7th</​td>​
 +    <td align="​center">​20</​td>​
 +    <td align="​center">​20</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​8th</​td>​
 +    <td align="​center">​25</​td>​
 +    <td align="​center">​20</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​9th</​td>​
 +    <td align="​center">​25</​td>​
 +    <td align="​center">​25</​td>​
 +  </tr>
 +</​table><​p><​br>​
 +<​b>​Notes</​b>:​ Looking at the spell lists, few divine spells are flashy, damage causing spells. ​ In addition, these spells were alignment related. ​ For this reason, this feat did not seem appropriate or have the right flavor for divine spellcasters. ​ If deities could grant more damage against infidels with a particular spell, they already would. ​ This is the reason for their omission. ​ GMs may, of course, opt to allow this feat for clerics or all divine spellcasters.<​br>​
 +&​nbsp;&​nbsp;​IMPACT SPELL Copyright 2000, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.18 (Purp 4.30, Pow 4.30, Port 4.00, Comp 4.00, Rule 4.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Improved Caster Level"></​a><​b>​IMPROVED CASTER LEVEL [General: Magical]</​b><​br>​
 +You can compensate for a lack of focus in your magical development<​br>​
 +<​b>​Prerequisite</​b>:​ Multiclass spellcaster<​br>​
 +<​b>​Benefit</​b>:​ Your caster level in one spellcasting class is increased by one, but no higher than your character level.<​br>​
 +<​b>​Special</​b>:​ This feat can be learned several times and stacks with itself.<​br>​
 +<​b>​Example</​b>:​ Yushu is a fifth level sorcerer. She advances in character level to six, and decides to advance as a rogue. She also acquires a new feat, and picks this one. Her caster level as a sorcerer is now sixth, so her fireball has range of 640' and does six dice of damage, but the number of spells she can cast and learn are still those of a fifth level sorcerer.<​br>​
 +<​b>​Notes</​b>:​ This means that a multiclass spellcaster can increase the power of his spells up to his character level. It does not allow you to learn, prepare, or cast more spells. Your caster level as a Paladin or Ranger (or any other class whose caster level is half the class level) cannot be improved past half your character level. ​ This is intended to make multiclassing more attractive for sorcerers and wizards whose spell effects are very much dependent on their caster level. ​ Note that this feat can also be applied to divine spellcasting classes.<​br>​
 +&​nbsp;&​nbsp;​IMPROVED CASTER LEVEL Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.24 (Purp 4.60, Pow 4.30, Port 3.90, Comp 4.30, Rule 4.10)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Improved Extend Spell"></​a><​b>​IMPROVED EXTEND SPELL [Metamagic]</​b><​br>​
 +You can greatly increase the duration of your spells.<​br>​
 +<​b>​Prerequisite</​b>:​ Extend Spell<​br>​
 +<​b>​Benefit</​b>:​ A spell with a duration of one minute or more can have its duration increased to 1 minute/​level. A spell with a duration of ten minutes or more can have its duration increased to 10 minutes/​level. A spell with a duration of one hour or more can have its duration increased to 1 hour/level. Either way, it now uses a spell slot two levels higher than normal.<​br>​
 +<​b>​Notes</​b>:​ Many variable-duration spells will qualify for use with this feat at caster level 6 or 10, because that’s when they get sufficient duration (1 minute, 10 minutes or 1 hour).<​br>​
 +&​nbsp;&​nbsp;​IMPROVED EXTEND SPELL Copyright 2002, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.12 (Purp 4.00, Pow 4.00, Port 4.30, Comp 4.00, Rule 4.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Improved Spells Per Day"></​a><​b>​IMPROVED SPELLS PER DAY [General: Magical]</​b><​br>​
 +You are able to prepare or cast more spells per day.<​br>​
 +<​b>​Benefit</​b>:​ You can prepare or cast one additional spell per day of one chosen spell level that you can already cast.  Once chosen, the level of the additional spell is set and cannot be changed.<​br>​
 +<​b>​Special</​b>:​ You can choose this feat multiple times but may only prepare or cast one additional spell per day of each spell level that you can cast.<​br>​
 +&​nbsp;&​nbsp;​IMPROVED SPELLS PER DAY Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.60 (Purp 4.75, Pow 4.25, Port 4.75, Comp 4.75, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Inner Depths Of The Soul"></​a><​b>​INNER DEPTHS OF THE SOUL [General: Magical]</​b><​br>​
 +You have tapped an inner reserve of power, and your XP costs are reduced.<​br>​
 +<​b>​Prerequisite</​b>:​ Int 13+, Cha 13+, Int 13+<​br>​
 +<​b>​Benefit</​b>:​ Any time you cast a spell with an XP cost, manifest a power with an XP cost or create a magic item, the XP cost is reduced by 10%.  Fractional XP costs are rounded up.<​br>​
 +<​b>​Special</​b>:​ A character may gain this feat multiple times. ​ Each time you take this feat beyond the first, the ability score requirements each increase by 2 and the XP cost discount is increased by 5%.<​br>​
 +<​b>​Example</​b>:​ At 6th level Garmand took Inner Depths of the Soul as his feat.  He met the prerequisites of 13 or higher in Intelligence,​ Wisdom and Charisma. ​ The XP cost discount is 10%.  At 9th level, he wishes to take the feat again. ​ He must meet the increased prerequisites of 15 or higher in Intelligence,​ Wisdom and Charisma. ​ If he does, then the feat will grant a total discount of 15% to XP costs.<​br>​
 +&​nbsp;&​nbsp;​INNER DEPTHS OF THE SOUL Copyright 2001, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.70 (Purp 4.00, Pow 3.75, Port 3.50, Comp 3.50, Rule 3.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Intuitive Spell Knowledge"></​a><​b>​INTUITIVE SPELL KNOWLEDGE [General: Magical]</​b><​br>​
 +You are able to learn more spells.<​br>​
 +<​b>​Prerequisite</​b>:​ Ability to cast 1st level Arcane spells without preparation (like a Bard or Sorcerer)<​br>​
 +<​b>​Benefit</​b>:​ You can learn one additional spell of any level that you can cast.<​br>​
 +<​b>​Special</​b>:​ You can choose this feat multiple times but may only learn one additional spell per spell level.<​br>​
 +&​nbsp;&​nbsp;​INTUITIVE SPELL KNOWLEDGE Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.65 (Purp 4.75, Pow 4.75, Port 4.75, Comp 4.50, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Known Spells Focus"></​a><​b>​KNOWN SPELLS FOCUS [General: Magical]</​b><​br>​
 +Choose one spontaneously spellcasting class.  You can learn more spells than normal for that class.<​br>​
 +<​b>​Prerequisite</​b>:​ Spontaneous spellcaster level 8th+<​br>​
 +<​b>​Benefit</​b>:​ You may apply your bonus spells for the chosen class (eg. Charisma bonus in spells for Sorcerers and Bards) to your list of spells known for that class.<​br>​
 +<​b>​Normal</​b>:​   A spontaneous spellcasting class without this feat may only apply her bonus spells towards that number of spells she is allowed to cast.<​br>​
 +<​b>​Special</​b>:​ You can gain this feat multiple times if you have multiple spontaneous spellcasting classes.  Each time you take this feat, it applies to a different class.  This feat will not stack with any other feat that would allow the same class to learn additional spells.<​br>​
 +&​nbsp;&​nbsp;​KNOWN SPELLS FOCUS Copyright 2001, William Setzer<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.30 (Purp 3.75, Pow 2.75, Port 3.00, Comp 3.75, Rule 3.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Learned Metamagic"></​a><​b>​LEARNED METAMAGIC [Metamagic]</​b><​br>​
 +Through hard work, study and dedication, you have learned to combine your arcane knowledge with your innate spellcasting ability, enabling you to prepare certain metamagic spells.<​br>​
 +<​b>​Prerequisite</​b>:​ Ability to cast Arcane spells without preparation (like a Bard or Sorcerer), Int 13+, Spellcraft 8+, Knowledge (arcana) 8+, Metamagic feat<​br>​
 +<​b>​Benefit</​b>:​ You can prepare metamagically-enhanced versions of spells that you know exactly like a Wizard. ​ Prepared metamagic spells take up a spellcasting slot of the appropriate level (against a Bard or Sorcerer’s spells per day) until cast, per the base spell and metamagic feat used to augment it.  This spell slot cannot be used to cast another spell without wasting the prepared metamagic spell. ​  Only spells known by the Bard or Sorcerer can be prepared in this fashion, and preparing a metamagic spell takes a minimum amount of time equal to 15 minutes plus the enhanced levels of the spells prepared. ​ A prepared metamagic spell is cast exactly as if the spell were cast by a Wizard, per the normal casting time of the base spell, and once cast the metamagic spell cannot be recast without being prepared again.<​br>​
 +<​b>​Normal</​b>:​ Bards and Sorcerers do not normally prepare spells<​br>​
 +<​b>​Special</​b>:​ This feat does not provide knowledge of any other metamagic feat.<​br>​
 +&​nbsp;&​nbsp;​LEARNED METAMAGIC Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.10 (Purp 3.00, Pow 3.50, Port 3.25, Comp 2.75, Rule 3.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Magic Secret"></​a><​b>​MAGIC SECRET [General: Magical]</​b><​br>​
 +Your magic is tied to a secret<​br>​
 +<​b>​Benefit</​b>:​ Because all your magic is tied to a secret, those not knowing this secret find it harder to unravel your spells. The difficulty of any dispel check against your spells is 15 + your caster level instead of the normal 10 + caster level. But the drawback is that anyone who knows your magical secret will automatically succeed in any dispel check against your magic.<​br>​
 +<​b>​Special</​b>:​ The effects of the spells are not changed in any way. The feat affects all your spells from the moment you learn it; you cannot avoid using it<​br>​
 +<​b>​Notes</​b>:​ A magical secret can be most anything, but it must be something that is possible to figure out. A secret name, your birthday, the name of your mentor or patron, the fact that you are of a strange race or parentage, your sex (or lack thereof), the true color of your hair; all are possible spell secrets. Anyone researching your background or making their knowledge skill roll about you will learn you have this feat, but not what your exact secret is.<​br>​
 +&​nbsp;&​nbsp;​MAGIC SECRET Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.62 (Purp 4.60, Pow 3.60, Port 3.30, Comp 3.60, Rule 3.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Mass Effect Spell"></​a><​b>​MASS EFFECT SPELL [Metamagic]</​b><​br>​
 +Your spells can affect several targets<​br>​
 +<​b>​Benefit</​b>:​ A spell that normally affects a single target now affects one target per level, no two of which can be more than 30 ft. apart. A mass effect spell uses up a spell slot three levels higher than the spell’s actual level.<​br>​
 +<​b>​Special</​b>:​ Range is not changed in any way, except that touch spells can be cast on a chain of creatures all touching one another. This feat does not work on spells with a “personal” range.<​br>​
 +&​nbsp;&​nbsp;​MASS EFFECT SPELL Copyright 2002, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.30 (Purp 4.60, Pow 4.00, Port 4.30, Comp 4.30, Rule 4.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Maximize Spell"></​a><​b>​MAXIMIZE SPELL [Metamagic]</​b><​br>​
 +<​b>​Benefit</​b>:​ All variable, numeric effects of a maximized spell are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. Spells without random variables are not affected. 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.<​br>​
 +&​nbsp;&​nbsp;​MAXIMIZE SPELL Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.90 (Purp 4.75, Pow 5.00, Port 4.75, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Metaffinity"></​a><​b>​METAFFINITY [Metamagic]</​b><​br>​
 +You are adept at casting metamagic Arcane spells without prior preparation.<​br>​
 +<​b>​Prerequisite</​b>:​ Ability to cast Arcane spells without preparation (like a Bard or Sorcerer), At least one other metamagic feat<​br>​
 +<​b>​Benefit</​b>:​ Despite the fact that you do not prepare spells, you are able to cast any spell augmented by any other metamagic feat that you know without increasing the spell’s casting time. Spells quickly cast through use of this feat use up a spell slot one level higher than the spell’s metamagically enhanced level.<​br>​
 +<​b>​Normal</​b>:​ Sorcerers, Bards and other Arcane spellcasters that do not prepare spells normally take more time to cast a metamagic spell than a normal one.  If a spell’s normal casting time is 1-action, a Sorcerer or Bard can cast a metamagically-enhanced version of the spell as a full-round action. ​ With the Metaffinity feat, you are able to cast the same metamagically-enhanced spell in 1-action.<​br>​
 +<​b>​Special</​b>:​ This feat can be combined with the Quicken Spell feat, a feat not normally useful to Sorcerers and Bards.<​br>​
 +<​b>​Example</​b>:​ Aerryk, a 17th level Sorcerer, has the Metaffinity,​ Quicken Spell and Maximize Spell feats. ​ He can cast a maximized Lightning Bolt spell as a full- round action by using up a 6th level spell slot or use his Metaffinity feat to cast a maximized Lightning Bolt in 1-action by using up a 7th level spell slot.  He could also use his Metaffinity feat to cast a quickened Lightning Bolt as a free action by using up an 8th level spell slot, but would not be able to maximize the spell.<​br>​
 +&​nbsp;&​nbsp;​METAFFINITY Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.10 (Purp 4.50, Pow 4.00, Port 3.75, Comp 4.25, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Metaspell"></​a><​b>​METASPELL [Metamagic]</​b><​br>​
 +You can learn metamagically-enhanced spells instead of standard spells.<​br>​
 +<​b>​Prerequisite</​b>:​ Ability to cast Arcane spells without preparation (like a Bard or Sorcerer)<​br>​
 +<​b>​Benefit</​b>:​ When you gain new spells, you have the option of learning a metamagically-enhanced spell in place of another spell of the appropriate level. ​ This spell takes up a spell-slot appropriate for the normal level of the spell, modified by the metamagic feat used to augment the spell. ​ You do not need to know the base spell nor the metamagic feat used to modify the spell in order to use this feat.  Once a metamagically-enhanced spell is learned in this manner, you cannot cast the spell without its metamagic enhancement,​ though you can augment the spell in standard fashion with additional metamagic feats. ​ A metamagic spell learned in this fashion is cast as if the spellcaster were a Wizard, without increasing the time needed to cast the spell.<​br>​
 +<​b>​Example</​b>:​ A Sorcerer normally gains a 5th level spell on attaining 10th level. ​ Instead of learning a standard 5th level spell, a Sorcerer with the Metaspell feat could learn an Empowered Fireball spell (3rd level spell +2 spell levels for the Empower feat).<​br>​
 +<​b>​Notes</​b>:​ This may be appropriate as a house rule for many campaigns without requiring purchase as a feat.<​br>​
 +&​nbsp;&​nbsp;​METASPELL Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.65 (Purp 5.00, Pow 5.00, Port 4.50, Comp 4.25, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Mindless Effort"></​a><​b>​MINDLESS EFFORT [Metamagic]</​b><​br>​
 +You can continue to maintain a concentration spell for a limited time without concentrating on it<​br>​
 +<​b>​Prerequisite</​b>:​ 10 or more ranks in Concentration<​br>​
 +<​b>​Benefit</​b>:​ A concentration based spell cast using this feat can continue to function without concentration for a period of rounds equal to your primary ability modifier. ​ If there is already a modifier to the duration of the spell once concentration has ceased, you may add your modifier to that duration. ​ This spell takes up a spell slot one level higher.<​br>​
 +&​nbsp;&​nbsp;​MINDLESS EFFORT Copyright 2000, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.64 (Purp 4.80, Pow 4.60, Port 4.80, Comp 4.40, Rule 4.60)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Minor Spell Mastery"></​a><​b>​MINOR SPELL MASTERY [General: Magical]</​b><​br>​
 +You have become so familiar with a 0-level spell that it becomes second nature to you.<​br>​
 +<​b>​Prerequisite</​b>:​ Spellcasting level 3+ (divine or arcane)<​br>​
 +<​b>​Benefit</​b>:​ You must permanently sacrifice one 0-level spell slot. In exchange, you can cast one 0-level spell of your choice as a spell-like ability a number of times per day equal to your governing ability modifier.<​br>​
 +<​b>​Special</​b>:​ You may take this feat multiple times, each time with a different 0-level spell.<​br>​
 +<​b>​Example</​b>:​ A 9th level Bard with 19 Charisma decides to take this feat. He picks detect magic spell to master. ​ Normally, he can cast three 0-level spells per day. Now, he can only prepare and cast two 0-level spells. However, he can cast detect magic 4 times per day as a spell-like ability.<​br>​
 +&​nbsp;&​nbsp;​MINOR SPELL MASTERY Copyright 2001, Albert Nakano<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.15 (Purp 4.25, Pow 4.25, Port 4.00, Comp 4.00, Rule 4.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Opportunity Counterspell"></​a><​b>​OPPORTUNITY COUNTERSPELL [General: Magical]</​b><​br>​
 +You can cast counterspells in lieu of making an opportunity attack<​br>​
 +<​b>​Prerequisite</​b>:​ Quicken Spell, Spellcraft<​br>​
 +<​b>​Benefit</​b>:​ You get one free ready action each round that you can only use for counterspelling. If you use this ready action, you do not get any attacks of opportunity for the round, but your initiative does not change as it does from a normal ready action.<​br>​
 +<​b>​Special</​b>:​ You cannot use this feat to cast extra spells for effect; it only allows counterspelling of an opponent'​s spells.<​br>​
 +<​b>​Notes</​b>:​ Your casting of the counterspell may trigger an opportunity attack in the normal fashion. You cannot use this feat to cast extra spells for effect; it only allows counterspelling of an opponent'​s spells.<​br>​
 +&​nbsp;&​nbsp;​OPPORTUNITY COUNTERSPELL Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.90 (Purp 4.00, Pow 3.00, Port 4.00, Comp 4.50, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Powerless Spell"></​a><​b>​POWERLESS SPELL [Metamagic]</​b><​br>​
 +You can prepare or cast a spell for use as a counterspell<​br>​
 +<​b>​Benefit</​b>:​ You can cast a spell in such a way that it has no effect beyond a simple light show, an obviously powerless version of the real thing with an instantaneous duration and no lasting effect. A Fireball would only be a billowing cloud of hot air, a lightning bolt would become an obviously powerless, but still impressive, display of static. This allows you to show people that you have a powerful spell without expending a high-level spell slot, but the main use is in counterspelling. As it is the spell itself and not the effect that causes counterspelling,​ such a spell would have very little effect on the real world, but could still be used to counterspell. By giving up the entire spell effect, you make the spell easier to prepare and cast, so that a spell takes up a spell slot two levels lower, but never lower than level zero.<​br>​
 +<​b>​Special</​b>:​ Spells whose effects are to negate or counterspell magic still lose their effect. So a powerless dispel magic can only be used to counterspell another dispel magic spell; it cannot be used as an attempt to counterspell any other spell (as that is the effect of a dispel magic spell, lost through the Powerless Spell feat). Nor can a powerless darkness spell be used to counter a light spell, for the same reason.<​br>​
 +&​nbsp;&​nbsp;​POWERLESS SPELL Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.18 (Purp 5.00, Pow 3.30, Port 4.30, Comp 4.00, Rule 4.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Prismatic Energy Spell"></​a><​b>​PRISMATIC ENERGY SPELL [Metamagic]</​b><​br>​
 +You can change spells of one element type into any other element type.<​br>​
 +<​b>​Prerequisite</​b>:​ Any one other metamagic feat, 8 ranks in Knowledge (arcana).<​br>​
 +<​b>​Benefit</​b>:​ When you learn this feat, select one energy type (acid, cold, electricity,​ fire, or sonic). Any spell causing damage of this type can be changed into doing damage of any of the other types instead. Spell effects other than elemental damage will not change A prismatic energy spell uses a spell slot of the spell’s normal level, modified by any other metamagic feats.<​br>​
 +<​b>​Example</​b>:​ Atzlaca is a 6th level wizard who knows learns this feat with a focus in acid. She can opt to prepare her melf's acid arrow spell normally, or she can apply this feat as she prepares her spell, and change the damage type from acid to any of the other types of energy. The spell will now ignore acid resistance, but be subject to resistance against its new energy type instead. It will still cause damage over two rounds.<​br>​
 +&​nbsp;&​nbsp;​PRISMATIC ENERGY SPELL Copyright 2002, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.50 (Purp 4.60, Pow 5.00, Port 4.60, Comp 3.30, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Quicken Spell"></​a><​b>​QUICKEN SPELL [Metamagic]</​b><​br>​
 +<​b>​Benefit</​b>:​ Casting a quickened spell is a free action. The character can perform another action, even casting another spell, in the same round as the character casts a quickened spell. The character may only cast one quickened spell per round. A spell whose casting time is more than 1 full round cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell'​s actual level.<​br>​
 +&​nbsp;&​nbsp;​QUICKEN SPELL Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.20 (Purp 4.50, Pow 4.50, Port 4.50, Comp 4.50, Rule 3.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Recharge"></​a><​b>​RECHARGE [Item Creation]</​b><​br>​
 +You can recharge your magical items rather than create new ones<​br>​
 +<​b>​Prerequisite</​b>:​ Item creation feat for the item in question<​br>​
 +<​b>​Benefit</​b>:​ You may spend 3/4 of the required time, experience, and money recharging an item.  You may fully recharge the item or you may recharge the item on a charge-by-charge basis. ​ To recharge a magical device, your recharging cost is 75% of the original item (for each element of creation). ​ To determine the cost for a specific number of charges (if you don’t want to fully recharge a device for whatever reason), take the recharging costs and divide them by the maximum number of charges the device can carry. ​ This is your recharge cost per charge.<​br>​
 +<​b>​Special</​b>:​ This feat can only be used with items that have charges. ​ They can only be recharged to the maximum number of charges allowed at the time it was originally created. ​ This uses the optional rule that charged items can be recharged.<​br>​
 +<​b>​Example</​b>:​ Nimrod, the creator, designs a new wand that can make cheese. ​ This wand uses a number of charges based on the kind of cheese made.  Nimrod is a 9th level wizard with a 17 Intelligence (I use the alternate charges rule presented under Item Creation). ​ His new wand is created with the ability to hold a maximum of 36 charges (level 9 x Intelligence bonus of +3) for a total of 9 x 4.  Nimrod has been using his wand of cheese quite frequently (he's a were-mouse) and only has 6 charges left.  Since creating his wand, he is now 10th level and also received a boost to his intelligence (now 18).... these have no impact on the wand, because it was created to hold 36 charges... that’s all it will ever hold unless Nimrod goes through the initial creation process again (which I might discount slightly). ​ Lets say this wand cost him 5,000gp and 800xp. ​ The recharge cost for this wand is 3,750gp and 600xp. ​ Now lets say that Nimrod doesn’t have the XP to spend, but really wants to recharge the wand.  He is willing to settle for a smaller recharge, but can only spare 100xps. ​ Now we need to determine the cost per charge. ​ Our recharge cost is 3,750gp and 600xp, so we need to divide those by 36 (the maximum number of charges). ​ The result is 104gp and 17xp for each charge. ​ We said Nimrod had 100xp to spare, so he could add 5 charges (now he has 11 available). ​ The cost of these 5 charges is 520gp and 85xp.  Last I heard, Nimrod was working on a wand of wine to go with his cheese.<​br>​
 +&​nbsp;&​nbsp;​RECHARGE Copyright 2000, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.50 (Purp 4.00, Pow 3.50, Port 3.80, Comp 3.40, Rule 2.80)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Research Genius"></​a><​b>​RESEARCH GENIUS [General: Magical]</​b><​br>​
 +Allows a spellcaster to create new spells quickly<​br>​
 +<​b>​Prerequisite</​b>:​ Int 12+, Spellcaster level 5+<​br>​
 +<​b>​Benefit</​b>:​ You may reduce the time required for spell research by 25%.<​br>​
 +<​b>​Notes</​b>:​ This is based on the variant spell research rules presented in the DMG.  This feat would impact the time, money, material, etc used, so it is more powerful than it appears to be on the surface, but at 25% it is fair and balanced. ​ For games with significant downtime, this would not be as much of a problem.<​br>​
 +&​nbsp;&​nbsp;​RESEARCH GENIUS Copyright 2000, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.12 (Purp 4.20, Pow 4.00, Port 3.80, Comp 4.60, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Research Trinity"></​a><​b>​RESEARCH TRINITY [General: Magical]</​b><​br>​
 +You can greatly reduce one element required for creating new spells by increasing the other elements.<​br>​
 +<​b>​Benefit</​b>:​ When creating a new spell you may greatly reduce one of the requirements (Time, Cost, or Resources), but must double the other two.  Time can be reduced to one day/spell level by doubling the cost of the research (2,​000gp/​spell level) and the size of the library needed (resources);​ or, you could reduce the cost to 100gp/level of the spell by doubling the time required (2 weeks/spell level) and the size of the library needed (resources);​ or, you could decrease the resources required (to just your brains and your spellbooks) by doubling both the time (2 weeks/level of the spell) and the cost (2,​000gp/​level of the spell). When using this feat for research, the DC for determining success (a Spellcraft check) increases to 15 + the spells level.<​br>​
 +<​b>​Normal</​b>:​ There are three primary elements required for the successful creation of a new spell: ​ Time (one week for each level of the spell), Cost (1,000gp for each level of the spell), and Resources (a well stocked library and a place to test ideas). ​ At the end of the research period, a Spellcraft check against DC 10 + the new spell’s level is required to determine success.<​br>​
 +<​b>​Notes</​b>:​ This feat has a very real use, and has to be watched for game balance. The library requirement is nebulous, as it is in the original rule, so this feat adds new levels of uncertainty to the DM’s task of evaluating a library.<​br>​
 +&​nbsp;&​nbsp;​RESEARCH TRINITY Copyright 2001, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.74 (Purp 4.10, Pow 3.50, Port 3.50, Comp 3.30, Rule 4.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Restore Effort"></​a><​b>​RESTORE EFFORT [General: Magical]</​b><​br>​
 +A spell that has been cast using the Mindless Effort feat may be resumed<​br>​
 +<​b>​Prerequisite</​b>:​ Mindless Effort<​br>​
 +<​b>​Benefit</​b>:​ You may resume concentration of a spell that was cast using the Mindless Effort metamagic feat.  You must resume the spell before it expires or the duration ends.<​br>​
 +<​b>​Special</​b>:​ Spells cast using this feat are still limited by the normal duration of the spell cast.<​br>​
 +&​nbsp;&​nbsp;​RESTORE EFFORT Copyright 2000, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.36 (Purp 4.40, Pow 4.40, Port 4.80, Comp 4.00, Rule 4.20)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Ritual Spell"></​a><​b>​RITUAL SPELL [Metamagic]</​b><​br>​
 +Cast a spell as a six-hour ritual.<​br>​
 +<​b>​Benefit</​b>:​ A spell with a normal casting time of ten minutes or less can be cast as a ritual with a casting time of six hours. The ritual also requires a number of (unskilled) helpers equal to the spell level and must be conducted in a suitable place appropriate to the spell, such as a temple or wizard'​s sanctum. The benefit is that the spell takes up a spell slot one level lower than normal.<​br>​
 +<​b>​Special</​b>:​ If you have an appropriate sacrifice, perform the ritual at the right time in the right place, have an artifact or item of power or the ritual fits in the story, the DM may reduce the required spell slot even further. Recommended for evil NPCs, whose terrible rituals the PCs must stop.<​br>​
 +<​b>​Notes</​b>:​ This is particularly useful to divine spellcasters,​ who know high-level spells but normally just can't cast them. Many cleric spells do very well as rituals. Wizards can learn spells of a level they cannot normally cast, but must scribe it using the standard rules, not take it for free when they go up in level. Sorcerers and bards can never learn spells that they cannot normally cast, and thus find this feat almost useless.<​br>​
 +&​nbsp;&​nbsp;​RITUAL SPELL Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.40 (Purp 4.75, Pow 4.25, Port 4.00, Comp 4.25, Rule 4.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Scribe Scroll"></​a><​b>​SCRIBE SCROLL [Item Creation]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Spellcaster level 1st+<​br>​
 +<​b>​Benefit</​b>:​ The character can create a scroll of any spell that the character knows. Scribing a scroll takes 1 day for each 1,000 gp in its base price. The base price of a scroll is its spell level multiplied by its caster level multiplied by 25 gp. To scribe a scroll, the character must spend 1/25 of this base price in XP and use up raw materials costing 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, the character must expend the material component or pay the XP when scribing the scroll.<​br>​
 +&​nbsp;&​nbsp;​SCRIBE SCROLL Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Scribe Tattoo"></​a><​b>​SCRIBE TATTOO [Item Creation]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Manifester level 3rd+<​br>​
 +<​b>​Benefit</​b>:​ You can create a psionic tattoo of any psionic power of 3rd level or lower that you know and that targets a creature or creatures (see Special, below). Scribing a psionic tattoo takes one day. When you create a psionic tattoo, you set the manifester level. The manifester level must be sufficient to manifest the power in question and no higher than your own level. The base price of a psionic tattoo is its power level x its manifester level x 50 gp (inscribing a 0-level power costs 25 gp). To scribe a tattoo, you must spend 1/25 of this base price in XP and use up raw materials (special inks, masterwork needles, and so on) costing half of this base price.
 +When you create a psionic tattoo, you make any choices that you would normally make when manifesting the power. When its wearer physically activates the tattoo, the wearer is the target of the power.
 +Any psionic tattoo that stores a power with an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must pay the XP when creating the tattoo.<​br>​
 +<​b>​Special</​b>:​ All Psychometabolism powers are an exception to the target criteria, and may be scribed into a tattoo despite the fact that they are personal powers.<​br>​
 +&​nbsp;&​nbsp;​SCRIBE TATTOO Copyright 2001, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.40 (Purp 4.00, Pow 4.00, Port 5.00, Comp 4.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Self Item"></​a><​b>​SELF ITEM [Item Creation]</​b><​br>​
 +You may create items with powers linked to you.<​br>​
 +<​b>​Prerequisite</​b>:​ One or more of the following: Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Forge Ring<​br>​
 +<​b>​Benefit</​b>:​ A magic item created with one of the prerequisite feats can be made as a Self Item.  In this case, the XP cost for the item is reduced by 25% (round down), but the item will work only for its creator. ​ If somebody other than the item’s creator attempts use it, the item is completely inert. ​ If the item is ever destroyed, the creator will lose XP equal to full, normal XP cost to make the item; this can cause the creator to lose a level of experience. ​ Charged items cannot be made using this feat.<​br>​
 +&​nbsp;&​nbsp;​SELF ITEM Copyright 2000, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.56 (Purp 3.30, Pow 3.60, Port 4.00, Comp 3.60, Rule 3.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Signature Focus"></​a><​b>​SIGNATURE FOCUS [Metamagic]</​b><​br>​
 +You may replace many costly material components with a special focus item.<​br>​
 +<​b>​Prerequisite</​b>:​ Eschew Materials<​br>​
 +<​b>​Benefit</​b>:​ You may craft (or have made for you) a special item that you declare as your Signature Focus. ​ You must have the Signature Focus item in your possession for one continuous week before it can be used for this feat.  If you do not have your Signature Focus in hand, you cannot prepare, or cast spells that have been prepared with this feat.  If you lose your Signature Focus item, if it is broken or destroyed, or if you wish to have a more costly Signature Focus, a new focus may be crafted. ​ You may have only one Signature Focus Item at a time.
 +A Signature Focus must be a non-magical item.  The item used must have a value of at least 100gp, and it must be distinctive in appearance. ​ You may use your Signature Focus as a spell focus, replacing any material components for spells prepared with this feat.  The maximum value of material component that you can ignore is half the value of the focus, but no more than 25gp per caster level.
 +A Signature Focus spell takes up a spell slot of the spell’s normal level, modified by any other metamagic feats.<​br>​
 +&​nbsp;&​nbsp;​SIGNATURE FOCUS Copyright 2001, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.76 (Purp 5.00, Pow 5.00, Port 4.60, Comp 4.60, Rule 4.60)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Silent Spell"></​a><​b>​SILENT SPELL [Metamagic]</​b><​br>​
 +<​b>​Benefit</​b>:​ 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.<​br>​
 +<​b>​Special</​b>:​ Bard spells cannot be enhanced by this metamagic feat.<​br>​
 +&​nbsp;&​nbsp;​SILENT SPELL Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.95 (Purp 5.00, Pow 5.00, Port 5.00, Comp 4.75, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Slow Spell"></​a><​b>​SLOW SPELL [Metamagic]</​b><​br>​
 +You can cast spells more slowly to gain power.<​br>​
 +<​b>​Prerequisite</​b>:​ Any one metamagical feat<​br>​
 +<​b>​Benefit</​b>:​ Any spell with a casting time of a normal action or less now has a casting time of a full round. The benefit is that the spell takes up a spell slot one level lower than normal. A spell can never become less than it's original level through this feat, but the level modification for this feat can be used to offset the level increase from other metamagical feats.<​br>​
 +<​b>​Notes</​b>:​ A sorcerer or bard can use this feat, turning a full-action metmagical spell casting into a full round casting time spell (not the same thing).<​br>​
 +&​nbsp;&​nbsp;​SLOW SPELL Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.10 (Purp 4.00, Pow 4.00, Port 4.00, Comp 4.00, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Spell Affinity"></​a><​b>​SPELL AFFINITY [General: Magical]</​b><​br>​
 +Through research, study, introspection or inspiration,​ a Bard or Sorcerer is able to learn more spells.<​br>​
 +<​b>​Prerequisite</​b>:​ Int13+, Ability to cast 1st level Arcane spells without preparation<​br>​
 +<​b>​Benefit</​b>:​ If a Bard or Sorcerer, you gain bonus spells based on your Intelligence attribute in the same fassion as you gain bonus spells for a high charisma. ​ These spells are added to your number of spells known; this feat does not increase the number of spells that you can cast per day.<​br>​
 +<​b>​Special</​b>:​ The bonus spells provided by this feat cannot be combined with the bonus spells provided by any other feat (based on ability score) except Cantrip.<​br>​
 +&​nbsp;&​nbsp;​SPELL AFFINITY Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.55 (Purp 4.00, Pow 3.00, Port 3.25, Comp 4.25, Rule 3.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Spell Focus"></​a><​b>​SPELL FOCUS [General: Magical]</​b><​br>​
 +Choose a school of magic, such as Illusion. ​ Your spells of that school are more potent than normal.<​br>​
 +<​b>​Benefit</​b>:​ Add +2 to the Difficulty Class for all saving throws against spells from the school of magic the character selects to focus on.<​br>​
 +<​b>​Special</​b>:​ The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new school of magic.<​br>​
 +&​nbsp;&​nbsp;​SPELL FOCUS Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.95 (Purp 5.00, Pow 5.00, Port 5.00, Comp 4.75, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Spell Penetration"></​a><​b>​SPELL PENETRATION [General: Magical]</​b><​br>​
 +<​b>​Benefit</​b>:​ The character gets a +2 bonus to caster level checks (1d20+caster level) to beat a creature'​s spell resistance.<​br>​
 +&​nbsp;&​nbsp;​SPELL PENETRATION Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.95 (Purp 4.75, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Spontaneous Metacasting"></​a><​b>​SPONTANEOUS METACASTING [General: Magical]</​b><​br>​
 +You have an affinity for spontaneously casting cure or inflict spells enhanced by your metamagic feats.<​br>​
 +<​b>​Prerequisite</​b>:​ Ability to spontaneously cast cure or inflict spells, Metamagic feat used to augment your spell<​br>​
 +<​b>​Benefit</​b>:​ You can spontaneously cast a metamagically enhanced cure spell (or inflict spell as appropriate) in 1-action.<​br>​
 +<​b>​Normal</​b>:​ Trading in divine energy to spontaneously cast a 1-action metamagic spell normally requires a full-round action, while spontaneously casting a metamagic spell with a longer casting time requires one extra full-round action to cast.<​br>​
 +&​nbsp;&​nbsp;​SPONTANEOUS METACASTING Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.65 (Purp 3.25, Pow 4.00, Port 3.50, Comp 3.50, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Spontaneously Convert Spell"></​a><​b>​SPONTANEOUSLY CONVERT SPELL [General: Magical]</​b><​br>​
 +You can "​lose"​ a prepared spell to spontaneously cast a particular spell.<​br>​
 +<​b>​Prerequisite</​b>:​ Ability to prepare a spell without referring to a spell book<​br>​
 +<​b>​Benefit</​b>:​ When you take this feat, you choose a spell that you can prepare without referring to a spell book.  Typically, this means a divine spell, or a spell for which you have Spell Mastery.  You can spontaneously cast that spell, or metamagic versions of it, in the same way good clerics can spontaneously cast healing spells.  That is, you can "​lose"​ any prepared spell of equal or higher level to cast the chosen spell, even though you haven'​t prepared it ahead of time.<​br>​
 +<​b>​Normal</​b>:​ You must prepare the spell ahead of time to cast it.<​br>​
 +<​b>​Special</​b>:​ You can gain this feat multiple times.  Each time allows you to choose another spell that you can spontaneously cast.<​br>​
 +<​b>​Example</​b>:​ Marvin, the fifth level mage, has Spell Mastery for Fireball, and takes Convert Spell for the Fireball spell.  Then, when he sees a horde of Orcs coming down the hallway, and has only a Suggestion spell prepared, he can lose Suggestion to Fireball the Orcs.<​br>​
 +&​nbsp;&​nbsp;​SPONTANEOUSLY CONVERT SPELL Copyright 2001, John O. Lamping<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.10 (Purp 5.00, Pow 3.30, Port 4.60, Comp 3.60, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Stable Spell"></​a><​b>​STABLE SPELL [Metamagic]</​b><​br>​
 +You need not concentrate to maintain spells.<​br>​
 +<​b>​Benefit</​b>:​ A stable spell does not need concentration. Any (C) note in the duration field is replaced with a (D) note instead, which allows you to end the spell at will. A Stable Spell uses up a spell slot two levels higher than the spell'​s actual level.<​br>​
 +<​b>​Special</​b>:​ If you want to control aspects of the spell, such as controlling the movement of an illusion, you must still concentrate while in control. If you don't concentrate,​ the spell effect will still remain, without changing in any way.<​br>​
 +&​nbsp;&​nbsp;​STABLE SPELL Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.55 (Purp 4.50, Pow 4.25, Port 4.25, Comp 5.00, Rule 4.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Still Spell"></​a><​b>​STILL SPELL [Metamagic]</​b><​br>​
 +<​b>​Benefit</​b>:​ A still spell can be cast with no somatic components. Spells without somatic components are not affected. A still spell uses up a spell slot one level higher than the spell'​s actual level.<​br>​
 +&​nbsp;&​nbsp;​STILL SPELL Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Stylize Spell"></​a><​b>​STYLIZE SPELL [Metamagic]</​b><​br>​
 +You can add illusionary elements to your spells that make them more spectacular,​ but not more powerful.<​br>​
 +<​b>​Prerequisite</​b>:​ Access to the illusion school (or a lack of prohibition against using it)<​br>​
 +<​b>​Benefit</​b>:​ You can subtly change the appearance, sound, taste and smell of spells you cast.  The changes to the spell must not have any appreciable game effect outside of making the caster seem impressive. ​ For instance, making a wall of fire appear as something that isn't hot and dangerous would be out of the question, but having it whisper your name would be acceptable. ​ The effects of this spell should never make something dangerous seem less so or something safe seem dangerous. ​ It should never change the apparent area of effect of the spell, disguise the spell in any way, or simulate the appearance of another spell. ​ The perticulars can be changed at the whim of the caster and could be different each time they cast the spell.<​br>​
 +<​b>​Notes</​b>:​ The DM should be careful not to allow the caster to gain a practical benefit from this feat aside from personal reactions of spectators.<​br>​
 +&​nbsp;&​nbsp;​STYLIZE SPELL Copyright 2001, Sigfried Trent<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.80 (Purp 5.00, Pow 5.00, Port 4.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Substitute Focus"></​a><​b>​SUBSTITUTE FOCUS [Item Creation]</​b><​br>​
 +You may prepare a special focus to substitute for a material component.<​br>​
 +<​b>​Benefit</​b>: ​
 +  To create a Substitute Focus, choose a spell with a material component.  The market price of a Substitute Focus is ten times the normal cost for that material component, or 10gp if that item does not normally have a cost associated with it.  Materials to construct the item cost one half the market value, including the actual component that you must supply. ​ The creator must expend XP equal to 1/25th the market price to create the Focus. It takes one day per 1000gp of the market value to craft the Focus.  The minimum cost and time to create a Substitute Focus are 5gp, 1 XP and one day.
 +  When complete, the substitute focus will not be consumed when used to cast the specific spell for which the focus was created. When using the Substitute Focus, you treat the spell as if that material (M) component was exchanged for a Focus (F) component.  If you cast another spell that uses the same material component, and you use the Substitute Focus in this way, it will be consumed normally. ​ A Substitute Focus is keyed to only a single spell.
 +Simple Substitute Foci, such as gems, medallions or simple geometric objects, can be attached to or set in larger items, such as jewelry or bracers, without disrupting their function. ​ Complex Substitute Foci, such a sculptures, objects with multiple parts or objects made from non-rigid materials, such as clay, cannot be anchored in this way.<​br>​
 +&​nbsp;&​nbsp;​SUBSTITUTE FOCUS Copyright 2002, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.30 (Purp 4.60, Pow 5.00, Port 4.30, Comp 3.30, Rule 4.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Subtle Spell"></​a><​b>​SUBTLE SPELL [Metamagic]</​b><​br>​
 +You know how to disguise the use of material, verbal, and somatic components; thus making your spell casting difficult to recognize.<​br>​
 +<​b>​Prerequisite</​b>:​ Spellcraft<​br>​
 +<​b>​Benefit</​b>:​ When you cast a subtle spell those who could observe you must make a Spot check opposed by your Spellcraft check to identify that you are casting a spell. ​ A subtle spell uses up a spell slot one level higher than the spell'​s actual level.<​br>​
 +<​b>​Normal</​b>:​ Without this feat spell casting is automatically recognized as spell casting.<​br>​
 +<​b>​Notes</​b>:​ Casting a subtle spell still draws an attack of opportunity. ​ If the person taking the attack of opportunity fails the opposed Spot check they still get the attack of opportunity but do not know why you let your guard down.<​br>​
 +&​nbsp;&​nbsp;​SUBTLE SPELL Copyright 2001, Scott Metzger<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.16 (Purp 4.60, Pow 4.00, Port 4.20, Comp 4.00, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Summoning Concentration"></​a><​b>​SUMMONING CONCENTRATION [General: Magical]</​b><​br>​
 +Concentrate to maintain your summoned creatures.<​br>​
 +<​b>​Benefit</​b>:​ You can maintain the duration of a summon spell (such as summon monster or summon nature'​s ally) through concentration. ​ As long as you concentrate on the spell, do not count time off it's duration. ​ After you stop concentrating,​ the normal duration resumes and then terminates as normal. ​ You cannot resume concentration.<​br>​
 +&​nbsp;&​nbsp;​SUMMONING CONCENTRATION Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.56 (Purp 5.00, Pow 3.70, Port 4.70, Comp 4.70, Rule 4.70)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Tactical Spellcasting"></​a><​b>​TACTICAL SPELLCASTING [General: Magical]</​b><​br>​
 +Your quick and decisive maneuvers do not disrupt your spellcasting.<​br>​
 +<​b>​Prerequisite</​b>:​ Dex 13+, Dodge, Mobility<​br>​
 +<​b>​Benefit</​b>:​ When casting a spell, you may move both before and after your spell is cast, provided that your total distance moved is not greater than your speed. ​ Casting a spell in this fashion is equivalent to casting with vigorous motion; you must make a Concentration check with DC 10 plus spell level or the spell is lost.  When casting a spell in this fashion, you may not also cast defensively.<​br>​
 +&​nbsp;&​nbsp;​TACTICAL SPELLCASTING Copyright 2002, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.48 (Purp 4.60, Pow 4.60, Port 4.30, Comp 4.60, Rule 4.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Tap Item"></​a><​b>​TAP ITEM [Item Creation]</​b><​br>​
 +You may draw upon the power of other magic items to create new items<​br>​
 +<​b>​Prerequisite</​b>:​ One or more of the following: Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Forge Ring<​br>​
 +<​b>​Benefit</​b>:​ When creating a new magic item using one of the prerequisite feats, you may draw up to half of the XP cost from another, existing item of the same type.  The item from which the energy is taken is destroyed in the process. ​ The item tapped cannot be cursed, and this feat has no effect on minor or major artifacts. ​ The amount of XP that can be drawn from any item is equal to half of the XP that would be necessary to create that item.  If an item has charges, its original XP value is reduced by the fraction of charges used.<​br>​
 +&​nbsp;&​nbsp;​TAP ITEM Copyright 2000, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.30 (Purp 4.60, Pow 4.00, Port 4.30, Comp 4.00, Rule 4.60)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Touch To Ray"></​a><​b>​TOUCH TO RAY [Metamagic]</​b><​br>​
 +You can cast touch spells as ranged touch attacks<​br>​
 +<​b>​Benefit</​b>:​ Any touch spell can be prepared and/or cast as a ranged touch attack with a range of close (25 ft. + 5 ft. for every 2 full caster levels). ​ A touch spell prepared or cast in this manner uses up a spell slot two levels higher than the spell'​s actual level.<​br>​
 +&​nbsp;&​nbsp;​TOUCH TO RAY Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.24 (Purp 4.30, Pow 4.00, Port 4.30, Comp 4.30, Rule 4.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Transfer Spell"></​a><​b>​TRANSFER SPELL [Metamagic]</​b><​br>​
 +You can cast personal effect spells on others as touch spells<​br>​
 +<​b>​Benefit</​b>:​ A Transferred spell has a range of Touch and is treated as a touch attack. In this way you can cast a spell with a range of Personal and use it on another person. This feat has no effect on spells with a range other than Personal. The target of the spell must accept the spell voluntarily. A Transferred spell takes up a spell slot one level higher than the spell'​s actual level.<​br>​
 +<​b>​Example</​b>:​ Divine Favor (1st level) allows the caster to call upon the strength and wisdom of a deity for luck bonuses to his own hit and damage rolls. Transferred Divine Favor (2nd level) allows the caster to call upon the strength and wisdom of a deity for luck bonuses to hit and damage rolls and bestow them upon a touched target (probably of the same faith).<​br>​
 +&​nbsp;&​nbsp;​TRANSFER SPELL Copyright 2001, Rebecca Glenn<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.82 (Purp 4.30, Pow 3.60, Port 3.60, Comp 3.60, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Transference"></​a><​b>​TRANSFERENCE [Item Creation]</​b><​br>​
 +Allows a spellcaster to draw from the life force of another while using item creation feats<​br>​
 +<​b>​Prerequisite</​b>:​ Any item creation feat<​br>​
 +<​b>​Benefit</​b>:​ While touching another creature, use their XPs to fuel an item creation feat instead of your own.<​br>​
 +<​b>​Special</​b>:​ The creature touched must be a willing subject with an intelligence of 3 or greater. ​ Any magic used to control the creature will cause the effort to fail.<​br>​
 +<​b>​Notes</​b>:​ Under no circumstances can another creature ever be forced (even through a wish spell) to succumb to the effects of this feat.  It MUST be a voluntary action.<​br>​
 +&​nbsp;&​nbsp;​TRANSFERENCE Copyright 2000, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.52 (Purp 4.60, Pow 4.40, Port 4.20, Comp 4.80, Rule 4.60)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Trick Spell"></​a><​b>​TRICK SPELL [Metamagic]</​b><​br>​
 +Opposing spellcasters cannot identify your spells.<​br>​
 +<​b>​Prerequisite</​b>:​ Spell Focus<​br>​
 +<​b>​Benefit</​b>:​ The DC for others to identify the name or school of a Trick Spell is increased by +4.  Trick Spells cannot be counterspelled normally. ​ Dispel Magic can be used per its description to counterspell a spell prepared as a Trick Spell.
 +A spellcaster must have Spell Focus in the school of the spell that he or she wishes to prepare as a Trick Spell. ​ A Trick Spell uses up a spell slot one level higher than the spell’s actual level.<​br>​
 +&​nbsp;&​nbsp;​TRICK SPELL Copyright 2000, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.18 (Purp 4.30, Pow 4.00, Port 4.30, Comp 4.00, Rule 4.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Ward"></​a><​b>​WARD [Item Creation]</​b><​br>​
 +Stores a spell in an object so that it triggers like a trap.<​br>​
 +<​b>​Benefit</​b>:​ You create a magical trap, following the rules in Core rulebook II.  The cost of a first level trap created by a first level caster is 50 gp for one-use trap, 150 gp for a trap that recharges, but only works once a day, and 500 for a trap that operates repeatedly or continually. ​ As usual, multiply these costs by the spell level and caster level for more powerful traps. ​  As with most item creation feats, the XP cost is 1/25 of the base cost, creation takes one day of work for every 1,000 gp base price, and the cost in materials is half the base price of the enchantment. ​ You cannot use this feat to duplicate other item creation feats, and it can only be used on non-portable items.
 +<br>
 +<​b>​Special</​b>:​ You must define the triggering circumstance and how the spell is to be cast when creating the ward.  The ward can only react to simple events within 5' per caster level in a programmed fashion. ​ It cannot react to how and why an action is done.  A ward with a continual detect spell (such as detect evil) can be used as a trigger for a second ward.  Common trigger events include 'after five days', 'when the door opens' or 'when a creature of size small or larger moves across'​. ​ You can have up to three triggers. ​ You can set the ward to ignore certain species or specific creatures, give it a password, or provide other means of bypassing it safely.<​br>​
 +<​b>​Notes</​b>:​ The ward is imbued in an object, and destroying that object destroys the ward.  To counter this, a common trigger is 'if the ward is destroyed'​. ​ Spellcasters usually pick sturdy objects, like statues or wall carvings, to hold wards. ​ The DM must watch out for '​traps'​ that repeatedly cast beneficial spells like cure light wounds. ​ An altar could indeed be enchanted so that it repeatedly heals those praying at it, but it would typically only heal each petitioner once per day.  It can not distinguish the faithful, but it can distinguish people by clothing or other gear (such as holy symbols) or by a prayer they recite.<​br>​
 +&​nbsp;&​nbsp;​WARD Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Comments</​b>:​ Alternately you could use the create wonderous item feat to create traps in a similar fashion.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.12 (Purp 4.50, Pow 4.00, Port 4.50, Comp 3.20, Rule 4.40)<​br>​
 +</​p><​br>​
 +<a name="​General Feats"</​a><​p><​span style="​color:​black;​ font-size: 24pt"><​b>​General Feats</​b></​span><​br>​The feats in this chapter are General feats without a subtype. ​ General feats can be almost anything but are commonly related to skills or non-combat game mechanics.</​p><​br><​p>​
 +<a name="​Aerobatics"></​a><​b>​AEROBATICS [General]</​b><​br>​
 +You are at home in the air. You understand the properties of wind resistance and aerodynamics and how to optimize your situation in the air.<​br>​
 +<​b>​Benefit</​b>:​ You improve your maneuverability class by one step when using any ability to fly. This includes flying mounts if you have the ability to guide them (i.e., Ride). You also increase your base flying speed by +5.<​br>​
 +&​nbsp;&​nbsp;​AEROBATICS Copyright 2001, Rebecca Glenn<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.24 (Purp 4.00, Pow 4.30, Port 4.00, Comp 4.60, Rule 4.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Alertness"></​a><​b>​ALERTNESS [General]</​b><​br>​
 +<​b>​Benefit</​b>:​ The character gets a +2 bonus on all Listen checks and Spot checks.<​br>​
 +<​b>​Special</​b>:​ The master of a familiar gains the Alertness feat whenever the familiar is within arm's reach.<​br>​
 +&​nbsp;&​nbsp;​ALERTNESS Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.95 (Purp 4.75, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Ambitious Leader"></​a><​b>​AMBITIOUS LEADER [General]</​b><​br>​
 +You have focused on leader a small band or a large body of troops.<​br>​
 +<​b>​Prerequisite</​b>:​ Cha 13+, Leadership<​br>​
 +<​b>​Benefit</​b>:​ When a character selects this feat, he or she selects either the cohort option or the follower option. ​ Any followers or cohorts gained through this feat are cumulative with those gained for Leadership, this feat, or other feats that grant followers or cohorts.
 +If the player selects the cohort option, the character gains two cohorts. ​ One has a maximum level as determined by the character’s Leadership score. ​ The second cohort has a maximum level two experience levels lower.
 +If the player selects the follower option, he or she gains 1.5 times the number of followers specified by his or her Leadership score.<​br>​
 +<​b>​Special</​b>:​ A character may gain this feat multiple times, and the effects are cumulative.<​br>​
 +&​nbsp;&​nbsp;​AMBITIOUS LEADER Copyright 2000, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.62 (Purp 3.30, Pow 4.30, Port 3.60, Comp 3.30, Rule 3.60)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Apothecary"></​a><​b>​APOTHECARY [General]</​b><​br>​
 +You have extensive knowledge of poisons and how to distill and manufacture them.<​br>​
 +<​b>​Benefit</​b>:​ You can create any poison following the craft rules using your Alchemy or Profession (herbalist) skills, with a DC equal to the save DC of the poison, except that each skill check represents one day's (rather than one week'​s) work.  Many poisons require more expensive or rare components, as decided by your DM.<​br>​
 +<​b>​Special</​b>:​ You must have an Alchemist'​s lab in order to create a poison.<​br>​
 +<​b>​Notes</​b>:​ Depending on your campaign, poison creation may be treated as a house rule based on your Alchemy or Profession (herbalist) skill, rather than a feat.  Alternatively,​ enterprising DMs could create a Craft (poison) skill that accomplishes the same effect.<​br>​
 +&​nbsp;&​nbsp;​APOTHECARY Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.40 (Purp 4.50, Pow 4.50, Port 4.50, Comp 4.00, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Armored Vigilance"></​a><​b>​ARMORED VIGILANCE [General]</​b><​br>​
 +You can hastily don and remove armor.<​br>​
 +<​b>​Prerequisite</​b>:​ Proficient in armor donned or removed<​br>​
 +<​b>​Benefit</​b>:​ You can don, don hastily and remove armor in half the standard time.<​br>​
 +&​nbsp;&​nbsp;​ARMORED VIGILANCE Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.45 (Purp 4.25, Pow 4.00, Port 5.00, Comp 4.50, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Attribute Training"></​a><​b>​ATTRIBUTE TRAINING [General]</​b><​br>​
 +You increase your personal potential.<​br>​
 +<​b>​Benefit</​b>:​ You gain 1 point in the chosen attribute.<​br>​
 +<​b>​Special</​b>:​ This training requires a minimum of 1 month in addition to any normal time requirements. This feat may be chosen more than once, and stacks with itself.<​br>​
 +&​nbsp;&​nbsp;​ATTRIBUTE TRAINING Copyright 2002, Rick Coen<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.85 (Purp 4.00, Pow 4.00, Port 3.75, Comp 4.50, Rule 3.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Battle Leader"></​a><​b>​BATTLE LEADER [General]</​b><​br>​
 +Your banner or standard inspires your followers and cohorts in battle<​br>​
 +<​b>​Prerequisite</​b>:​ Cha 13+<​br>​
 +<​b>​Benefit</​b>:​ For this feat to have an effect, you must have a banner or standard that is recognizable to your followers and cohorts, and you must use this standard to urge, inspire or rally your troops.
 +All cohorts and followers that can directly see you or your banner gain a +1 morale bonus to attack and on saving throws versus all fear effects.
 +If either you or your banner falls, all followers and cohorts instead get a -2 penalty to attack and on saving throws versus all fear effects until you are restored, the standard is raised again or one minute elapses.<​br>​
 +&​nbsp;&​nbsp;​BATTLE LEADER Copyright 2000, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.32 (Purp 5.00, Pow 4.30, Port 4.30, Comp 4.00, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Beast Tongues"></​a><​b>​BEAST TONGUES [General]</​b><​br>​
 +You can speak despite your form.<​br>​
 +<​b>​Benefit</​b>:​ As long as you can produce sound, this feat allows you to speak, even if your form would not ordinarily allow it.  This is applicable to monsters that normally lack speech or if you are polymorphed into such a shape. ​ You can now speak any language you know and cast spells with verbal components in any form.  You can even sing and use bardic music in any form.<​br>​
 +&​nbsp;&​nbsp;​BEAST TONGUES Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.50 (Purp 4.75, Pow 4.25, Port 4.50, Comp 4.75, Rule 4.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Bookworm"></​a><​b>​BOOKWORM [General]</​b><​br>​
 +You seem to have a knack for locating information needed when performing research<​br>​
 +<​b>​Benefit</​b>:​ Gain a +2 modifier to any research based activities conducted in a library or laboratory.<​br>​
 +<​b>​Special</​b>:​ This feat stacks with all skill and research enhancements applicable<​br>​
 +&​nbsp;&​nbsp;​BOOKWORM Copyright 2001, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.26 (Purp 3.50, Pow 4.20, Port 4.20, Comp 4.70, Rule 4.70)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Camouflage"></​a><​b>​CAMOUFLAGE [General]</​b><​br>​
 +You have mastered the art of concealing objects and other creatures.<​br>​
 +<​b>​Prerequisite</​b>:​ Hide skill<​br>​
 +<​b>​Benefit</​b>:​ You can apply your Hide skill to objects or even other creatures as a standard action. ​ Often this requires arranging scenery to provide superior concealment. ​ All normal Hide modifiers, including size, apply. ​ A creature hidden in this manner cannot move about without breaking concealment.
 +You can hide objects and weapons on a creature: use the size of the weapon to determine the hide modifiers. ​ A pat-down search allows the use of the Search skill with a +10 circumstance bonus.<​br>​
 +<​b>​Notes</​b>:​ Your DM may allow anyone to use the Hide skill for this, without requiring a feat.<​br>​
 +&​nbsp;&​nbsp;​CAMOUFLAGE Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.52 (Purp 4.50, Pow 4.20, Port 4.70, Comp 4.50, Rule 4.70)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Campaigner"></​a><​b>​CAMPAIGNER [General]</​b><​br>​
 +You can sleep in heavy armor and other unpleasant conditions without suffering from fatigue<​br>​
 +<​b>​Benefit</​b>:​ You can sleep in any kind of armor for any amount of time without suffering fatigue penalties or discomfort. ​ Other conditions such as sleeping on a hard surface, or with bed bugs, which are uncomfortable but not dangerous will likewise not prevent you from a good nights sleep.<​br>​
 +<​b>​Notes</​b>:​ Players seem to like doing this so why not have a feat for it.  It could work for the rugged soldier or a ranger sleeping in the rain.<​br>​
 +&​nbsp;&​nbsp;​CAMPAIGNER Copyright 2001, Sigfried Trent<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.60 (Purp 5.00, Pow 4.00, Port 4.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Craftsman"></​a><​b>​CRAFTSMAN [General]</​b><​br>​
 +You have a greater understanding on how to create things<​br>​
 +<​b>​Prerequisite</​b>:​ 5 ranks in any 2 Craft skills<​br>​
 +<​b>​Benefit</​b>:​ You gain a +2 bonus to all Craft skills<​br>​
 +&​nbsp;&​nbsp;​CRAFTSMAN Copyright 2002, Paul W. King<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.25 (Purp 4.25, Pow 4.00, Port 4.25, Comp 4.50, Rule 4.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Cross-class Learning"></​a><​b>​CROSS-CLASS LEARNING [General]</​b><​br>​
 +You can learn a cross-class skill as if it were a class skill<​br>​
 +<​b>​Benefit</​b>:​ Pick any two skills that are not exclusive to any class. ​ The selected skills become class skills for all your classes from this point on.<​br>​
 +<​b>​Special</​b>:​ This feat may be taken multiple times, but does not stack with itself. Choose two new skills to become class skills each time it is taken.<​br>​
 +&​nbsp;&​nbsp;​CROSS-CLASS LEARNING Copyright 2000, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;​Revised by the Netbook of Feats Review Board<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.35 (Purp 4.75, Pow 4.00, Port 4.50, Comp 4.75, Rule 3.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Cross-class Secrets"></​a><​b>​CROSS-CLASS SECRETS [General]</​b><​br>​
 +You can learn a prohibited skill.<​br>​
 +<​b>​Benefit</​b>:​ Pick any one exclusive skill. ​ You can now learn this skill as a cross-class skill.<​br>​
 +<​b>​Special</​b>:​ This feat can be picked several times. ​ It does not stack. ​ Each time, it applies to a new skill.<​br>​
 +<​b>​Notes</​b>:​ If you wish to learn the formerly prohibited skill as a class skill, you can pick this feat, and the Cross-Class Learning feat (from the netbook of feats) applicable to the same skill.<​br>​
 +&​nbsp;&​nbsp;​CROSS-CLASS SECRETS Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;​Revised by the Netbook of Feats Review Board<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.48 (Purp 4.80, Pow 3.80, Port 4.40, Comp 4.60, Rule 4.80)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Destruction"></​a><​b>​DESTRUCTION [General]</​b><​br>​
 +You are good at demolishing objects and constructs.<​br>​
 +<​b>​Prerequisite</​b>:​ 4 ranks of Profession (siege engineer)<​br>​
 +<​b>​Benefit</​b>:​ You can score critical hits against objects and constructs.<​br>​
 +<​b>​Special</​b>:​ This also allows you to use abilities and attacks that only work against creatures subject to critical hits, such as Coup de Grace, Sneak Attack and the ranger'​s Favored Enemy damage bonus, against objects and constructs.<​br>​
 +<​b>​Notes</​b>:​ Objects and constructs always succeed at Fortitude saves against a Coup de Grace.<​br>​
 +&​nbsp;&​nbsp;​DESTRUCTION Copyright 2002, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.40 (Purp 4.75, Pow 4.00, Port 4.25, Comp 5.00, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Detect Poison"></​a><​b>​DETECT POISON [General]</​b><​br>​
 +You are a student of poisons and how they are used.<​br>​
 +<​b>​Benefit</​b>:​ You can use your Search skill to detect poison without casting the detect poison spell. ​ This is an extraordinary ability that requires a full round action with a DC equal to the save DC of the poison and can only be done at a range of 5 feet.<​br>​
 +&​nbsp;&​nbsp;​DETECT POISON Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.75 (Purp 4.75, Pow 4.75, Port 4.75, Comp 5.00, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Determined Soul"></​a><​b>​DETERMINED SOUL [General]</​b><​br>​
 +Through your will alone, you can increase the amount of damage taken before dying<​br>​
 +<​b>​Prerequisite</​b>:​ Iron Will<​br>​
 +<​b>​Benefit</​b>:​ Add your Wisdom bonus to your hit points.<​br>​
 +<​b>​Example</​b>:​ You have an 18 Wis (+4 bonus). ​ You become disabled at –4, unconscious (and dying) from –5 to –13, and are dead at –14.<​br>​
 +&​nbsp;&​nbsp;​DETERMINED SOUL Copyright 2000, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;​Revised by the Netbook of Feats Review Board<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.66 (Purp 3.50, Pow 2.80, Port 4.50, Comp 4.50, Rule 3.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Disease Resistance"></​a><​b>​DISEASE RESISTANCE [General]</​b><​br>​
 +You are naturally resistant to disease.<​br>​
 +<​b>​Benefit</​b>:​ You gain a +4 bonus on all Fortitude saves against disease.<​br>​
 +&​nbsp;&​nbsp;​DISEASE RESISTANCE Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.45 (Purp 4.50, Pow 4.50, Port 4.25, Comp 4.50, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Double Step"></​a><​b>​DOUBLE STEP [General]</​b><​br>​
 +You can safely step further in combat.<​br>​
 +<​b>​Prerequisite</​b>:​ Dodge, Mobility, Dex 15+, 6 ranks of Tumble skill, 12 ranks of Jump skill<​br>​
 +<​b>​Benefit</​b>:​ When in light or no armor and encumbrance,​ you can do a 10 ft.  step instead of the usual 5 ft.  step and still do a full action and not provoke attacks of opportunity.<​br>​
 +&​nbsp;&​nbsp;​DOUBLE STEP Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.70 (Purp 4.00, Pow 3.30, Port 3.60, Comp 4.60, Rule 3.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Ectophysiology"></​a><​b>​ECTOPHYSIOLOGY [General]</​b><​br>​
 +You can score critical hits against incorporeal undead.<​br>​
 +<​b>​Prerequisite</​b>:​ Necrophysiology,​ 8 ranks of Knowledge (undead) skill<​br>​
 +<​b>​Benefit</​b>:​ You can score critical hits against incorporeal undead.<​br>​
 +<​b>​Special</​b>:​ This also allows you to use abilities and actions that only work against creatures subject to critical hits, such as Coup de Grace, Sneak Attack and the ranger’s Favored Enemy damage bonus, against incorporeal undead.<​br>​
 +<​b>​Notes</​b>:​ You still need a magical weapon to even hit an incorporeal creature, and still suffer a 50% miss chance unless you have a ghost touch weapon. Undead always succeed at Fortitude saves against a Coup de Grace. DMs who don’t use the Knowledge (undead) skill can substitute Knowledge (religion) for the prerequisite.<​br>​
 +&​nbsp;&​nbsp;​ECTOPHYSIOLOGY Copyright 2002, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.18 (Purp 4.30, Pow 4.00, Port 4.00, Comp 4.60, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Endurance"></​a><​b>​ENDURANCE [General]</​b><​br>​
 +<​b>​Benefit</​b>:​ Whenever the character makes a check for performing a physical action that extends over a period of time (running, swimming, holding the character'​s breath, and so on), the character gets a +4 bonus to the check.<​br>​
 +&​nbsp;&​nbsp;​ENDURANCE Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.40 (Purp 4.00, Pow 3.25, Port 5.00, Comp 4.75, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Expert Healing"></​a><​b>​EXPERT HEALING [General]</​b><​br>​
 +You have a great knowledge of healing<​br>​
 +<​b>​Prerequisite</​b>:​ 5 or more ranks of Heal<​br>​
 +<​b>​Benefit</​b>:​ When attempting to heal a comrade after battle, you can attempt a heal check against a DC equal to the number of points of damage sustained during the encounter. ​ A successful check allows you to heal 1d4 hit points of damage.<​br>​
 +<​b>​Special</​b>:​ This feat can only be used once after each encounter where damage was suffered. ​ The maximum amount of healing is always limited to damage sustained from fresh wounds only (not wounds from a previous encounter).<​br>​
 +&​nbsp;&​nbsp;​EXPERT HEALING Copyright 2001, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.12 (Purp 4.30, Pow 4.30, Port 4.60, Comp 3.10, Rule 4.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Fake Spell"></​a><​b>​FAKE SPELL [General]</​b><​br>​
 +You can mimic the casting of spells<​br>​
 +<​b>​Prerequisite</​b>:​ Spellcraft<​br>​
 +<​b>​Benefit</​b>:​ You say the words and make the gestures, but you just don’t have the power needed to make the spell actually happen… ​ it just looks like you do. You must have seen the spell you want to fake being cast several times in order to fake it. Anyone can see through your trickery with an opposed Spellcraft check.<​br>​
 +<​b>​Special</​b>:​ Somebody who has readied an action to counterspell and who fails to see through your trickery will think you are about to cast the spell being faked.<​br>​
 +<​b>​Notes</​b>:​ If the spell effect would have been unnoticeable (such as most divination spells) or you can fake the effects of the spell (perhaps through illusion, alchemical pyrotechnics or a willing accomplice),​ people watching you will believe the spell was real. Bluff, Perform, Alchemy and several other skills may be helpful in achieving this, but faking the spell effects themselves is outside the scope of this feat.  There are a lot of complex issues that must be resolved by the DM, but once you get past that hurdle, this is a great feat for spellcasters… ​ especially spellcasters that counterspell or those who like to draw out spellcasters that counterspell.<​br>​
 +&​nbsp;&​nbsp;​FAKE SPELL Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.04 (Purp 4.80, Pow 4.10, Port 3.70, Comp 3.70, Rule 3.90)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Fast Mover"></​a><​b>​FAST MOVER [General]</​b><​br>​
 +You can move faster than normal<​br>​
 +<​b>​Prerequisite</​b>:​ Dex 15+, Run<​br>​
 +<​b>​Benefit</​b>:​ Add +5 to your base movement rate when wearing light armor or less.<​br>​
 +<​b>​Special</​b>:​ This feat can stack with other movement bonuses (such as the barbarian and monks abilities). ​ This feat can be taken multiple times.<​br>​
 +&​nbsp;&​nbsp;​FAST MOVER Copyright 2001, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.40 (Purp 4.00, Pow 4.50, Port 5.00, Comp 4.50, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Favored Class"></​a><​b>​FAVORED CLASS [General]</​b><​br>​
 +You can select one class not normally associated with your race and consider it a favored class<​br>​
 +<​b>​Prerequisite</​b>:​ Multiclass character<​br>​
 +<​b>​Benefit</​b>:​ When becoming a multi-class character you can select a class that is not normally favored by your race without suffering an experience reward penalty.<​br>​
 +<​b>​Normal</​b>:​ You suffer an experience reward penalty for multi-classing outside of your favored class list.<​br>​
 +<​b>​Special</​b>:​ This feat can only be taken one time.  The choice of the non-racially favored class must be explained in the characters history or role-played within the group so that this feat makes sense for the character.<​br>​
 +&​nbsp;&​nbsp;​FAVORED CLASS Copyright 2001, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.04 (Purp 4.10, Pow 2.80, Port 4.20, Comp 5.00, Rule 4.10)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Fearsome Display"></​a><​b>​FEARSOME DISPLAY [General]</​b><​br>​
 +You can use your impressive display of prowess to intimidate your opponents<​br>​
 +<​b>​Prerequisite</​b>:​ Weapon Finnese<​br>​
 +<​b>​Benefit</​b>:​ By spending a full-round action doing an impressive display with a weapon for which you have Weapon Finesse, you can use your base attack bonus plus Charisma bonus in lieu of your Intimidation skill. This can only be used to impress, scare and face people down; you cannot use this to interrogate prisoners or with any subtlety.<​br>​
 +<​b>​Special</​b>:​ This ability is ineffective against those who can't comprehend your skill.<​br>​
 +<​b>​Notes</​b>:​ This feat allows you to flash your weapon about and truly intimidate your opponent.<​br>​
 +&​nbsp;&​nbsp;​FEARSOME DISPLAY Copyright 2000, Brendan Quinn<​br>​
 +&​nbsp;&​nbsp;​Revised by the Netbook of Feats Review Board<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.28 (Purp 4.50, Pow 4.70, Port 4.00, Comp 4.20, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Flyby Attack"></​a><​b>​FLYBY ATTACK [General]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Fly speed<​br>​
 +<​b>​Benefit</​b>:​ When flying, the creature can take a move action (including a dive) and another partial action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.<​br>​
 +<​b>​Normal</​b>:​ Without this feat, the creature takes a partial action either before or after its move.<​br>​
 +&​nbsp;&​nbsp;​FLYBY ATTACK Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.60 (Purp 4.75, Pow 5.00, Port 4.00, Comp 4.75, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Fortune"></​a><​b>​FORTUNE [General]</​b><​br>​
 +You have unusually good luck<​br>​
 +<​b>​Benefit</​b>:​ You gain the power of good fortune, which is usable once per day.  This extraordinary ability allows you to reroll one roll that you have just made.  You must take the result of the reroll, even if it’s worse than the original roll.<​br>​
 +&​nbsp;&​nbsp;​FORTUNE Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.10 (Purp 4.25, Pow 3.75, Port 4.25, Comp 4.50, Rule 3.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Gigantic Weapon"></​a><​b>​GIGANTIC WEAPON [General]</​b><​br>​
 +You are proficient at wielding extremely large weapons.<​br>​
 +<​b>​Prerequisite</​b>:​ Str 15+, Base attack bonus +3 or higher<​br>​
 +<​b>​Benefit</​b>:​ You can wield a weapon two sizes larger than you with two hands, suffering a -2 penalty on all attack rolls when doing so.<​br>​
 +<​b>​Normal</​b>:​ You normally can only wield a weapon one size large than you with two hands.<​br>​
 +&​nbsp;&​nbsp;​GIGANTIC WEAPON Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.55 (Purp 4.50, Pow 4.50, Port 4.25, Comp 4.50, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Great Fortitude"></​a><​b>​GREAT FORTITUDE [General]</​b><​br>​
 +<​b>​Benefit</​b>:​ The character gets a +2 bonus to all Fortitude saving throws.<​br>​
 +&​nbsp;&​nbsp;​GREAT FORTITUDE Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.95 (Purp 5.00, Pow 4.75, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Greater Disease Resistance"></​a><​b>​GREATER DISEASE RESISTANCE [General]</​b><​br>​
 +You are even more resistant to disease.<​br>​
 +<​b>​Prerequisite</​b>:​ Disease Resistance<​br>​
 +<​b>​Benefit</​b>:​ You reduce the initial and repeated ability damage inflicted by any disease by one.<​br>​
 +&​nbsp;&​nbsp;​GREATER DISEASE RESISTANCE Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.60 (Purp 4.25, Pow 4.50, Port 4.75, Comp 4.75, Rule 4.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Greater Poison Resistance"></​a><​b>​GREATER POISON RESISTANCE [General]</​b><​br>​
 +You are even more resistant to poison.<​br>​
 +<​b>​Prerequisite</​b>:​ Poison Resistance<​br>​
 +<​b>​Benefit</​b>:​ You reduce the initial and secondary hit point and ability damage inflicted by poison by one.<​br>​
 +&​nbsp;&​nbsp;​GREATER POISON RESISTANCE Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.60 (Purp 4.25, Pow 4.50, Port 4.75, Comp 4.75, Rule 4.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Hardy Brawler"></​a><​b>​HARDY BRAWLER [General]</​b><​br>​
 +You really know how to take a punch<​br>​
 +<​b>​Prerequisite</​b>:​ Toughness<​br>​
 +<​b>​Benefit</​b>:​ You gain a subdual-based damage reduction equal to your constitution modifier. ​ This only applies to subdual damage.<​br>​
 +<​b>​Special</​b>:​ This feat cannot be used against magical weapons or attacks.<​br>​
 +<​b>​Example</​b>:​ If you have a constitution modifier of +3, you can subtract the first three points of subdual damage from each subdual attack. ​ If a punch only did 2 points of subdual damage, you would take no damage from the strike. ​ If a punch did 5 points of subdual damage, you would only suffer 2 of those 5 points.<​br>​
 +&​nbsp;&​nbsp;​HARDY BRAWLER Copyright 2001, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.46 (Purp 3.60, Pow 4.20, Port 5.00, Comp 5.00, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Heirloom"></​a><​b>​HEIRLOOM [General: Trait]</​b><​br>​
 +You have inherited a family heirloom of great value with which to begin your career. ​ Your family expects you to guard this heirloom above all other things, of course, and eventually hand it down to your own child...<​br>​
 +<​b>​Benefit</​b>:​ You begin the game with a single magic or exotic item worth roughly 2000gp. ​ It is up to the GM to assign this item.  (As an option, the character may start with a collection of items worth roughly 2000gp, such as potions and scrolls, or one-use Wondrous Items.)<​br>​
 +<​b>​Special</​b>:​ You can only take this feat at character creation.<​br>​
 +&​nbsp;&​nbsp;​HEIRLOOM Copyright 2002, Rick Coen<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.30 (Purp 3.50, Pow 3.25, Port 3.25, Comp 3.50, Rule 3.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Herculean Effort"></​a><​b>​HERCULEAN EFFORT [General]</​b><​br>​
 +You can temporarily perform great acts of strength.<​br>​
 +<​b>​Benefit</​b>:​ You can add +4 to your Strength attribute for purposes of lifting and carrying weight and for figuring your Strength bonus on ability checks for a number of rounds equal to 3 plus your Constitution modifier. ​ After this time you are fatigued (-2 to Strength, ​ -2 to Dexterity, can’t run or charge) for the rest of the encounter. ​ Your increased strength does not affect attack or damage rolls, combat maneuvers like Grapple, Bull Rush and Trip, and does not increase your strength bonus on skill checks.<​br>​
 +&​nbsp;&​nbsp;​HERCULEAN EFFORT Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.35 (Purp 4.25, Pow 4.75, Port 4.50, Comp 3.75, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Heroic Evasion"></​a><​b>​HEROIC EVASION [General]</​b><​br>​
 +When you focus on an effort you may get flashes of insight about the immediate future allowing you to avoid disastrous mistakes.<​br>​
 +<​b>​Prerequisite</​b>:​ Great Fortitude, Iron Will, Lightning Reflexes<​br>​
 +<​b>​Benefit</​b>:​ You may reroll a check or save you just made and apply a insight bonus equal to your charisma modifier. You may do this once per day. You must take the result of the reroll, even if it's worse than the original roll.<​br>​
 +&​nbsp;&​nbsp;​HEROIC EVASION Copyright 2001, B. Marcus Lindberg<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.30 (Purp 4.25, Pow 4.00, Port 4.50, Comp 4.25, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Hide Tracks"></​a><​b>​HIDE TRACKS [General]</​b><​br>​
 +You can conceal signs of passage.<​br>​
 +<​b>​Prerequisite</​b>:​ Track<​br>​
 +<​b>​Benefit</​b>:​ You can conceal the tracks you and your companions make while moving. Add your skill bonus in wilderness lore to the difficulty of following your tracks. You can move at full speed while hiding tracks; if you move at half speed, you impose the additional +5 DC modifier on tracking rolls noted in the Track description,​ PHB.<​br>​
 +<​b>​Normal</​b>:​ Anyone can use the wilderness lore skill to remove the traces at a campsite or the search skill to hide clues at a location.<​br>​
 +&​nbsp;&​nbsp;​HIDE TRACKS Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.75 (Purp 3.50, Pow 3.50, Port 4.00, Comp 4.00, Rule 3.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Improved Feint"></​a><​b>​IMPROVED FEINT [General]</​b><​br>​
 +You can feint readily in melee.<​br>​
 +<​b>​Prerequisite</​b>:​ Bluff skill<​br>​
 +<​b>​Benefit</​b>:​ You can now feint in combat as a movement-equivalent action rather than a standard action. You still use the bluff skill to feint and the target must be in your threatened zone. If you use this option, you must expose yourself in order to make such a quick feint, trigger attacks of opportunity if your bluff roll fails.<​br>​
 +<​b>​Notes</​b>:​ This is mainly a benefit to rogues, who can sneak attack a target that has been feinted. The risk of an opportunity attack makes this about as dangerous as tumbling.<​br>​
 +&​nbsp;&​nbsp;​IMPROVED FEINT Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.15 (Purp 4.50, Pow 4.00, Port 4.50, Comp 3.75, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Improved Initiative"></​a><​b>​IMPROVED INITIATIVE [General]</​b><​br>​
 +<​b>​Benefit</​b>:​ The character gets a +4 bonus on initiative checks.<​br>​
 +&​nbsp;&​nbsp;​IMPROVED INITIATIVE Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Improved Mounted Combat"></​a><​b>​IMPROVED MOUNTED COMBAT [General]</​b><​br>​
 +You may evade more than one attack to your mount in a round.<​br>​
 +<​b>​Prerequisite</​b>:​ Mounted Combat, Ride skill<​br>​
 +<​b>​Benefit</​b>:​ You may use your Ride skill and Mounted Combat feat to evade one additional attack each round.<​br>​
 +<​b>​Special</​b>:​ this feat can be taken several times, and stacks with itself.<​br>​
 +&​nbsp;&​nbsp;​IMPROVED MOUNTED COMBAT Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.50 (Purp 4.50, Pow 4.25, Port 4.75, Comp 4.50, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Improved Recovery"></​a><​b>​IMPROVED RECOVERY [General]</​b><​br>​
 +You heal regardless of your level of activity.<​br>​
 +<​b>​Prerequisite</​b>:​ Con13+<​br>​
 +<​b>​Benefit</​b>:​ Even if you have been active or in combat the day before, and even if you miss sleep entirely, you still recover hit points and temporary attribute damage each morning.<​br>​
 +<​b>​Notes</​b>:​ This can be a house rule applicable to everyone instead of a feat.<​br>​
 +&​nbsp;&​nbsp;​IMPROVED RECOVERY Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.50 (Purp 4.25, Pow 3.75, Port 5.00, Comp 5.00, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Improved Toughness"></​a><​b>​IMPROVED TOUGHNESS [General]</​b><​br>​
 +You are tougher than normal.<​br>​
 +<​b>​Prerequisite</​b>:​ Toughness, Base attack bonus +3 or higher<​br>​
 +<​b>​Benefit</​b>:​ You gain +4 hit points, for a total feat bonus of +7 hit points. ​
 +  The following table sums up the requirements and bonuses of various levels of 
 +  Toughness and Improved Toughness you can take up to level 20.</​p>​
 +<table width="​400"​ border="​0"​ cellspacing="​0"​ cellpadding="​0">​
 +  <​tr> ​
 +    <​td><​b>​Feat</​b></​td>​
 +    <td align="​center">​ <​b>​BAB </b> </td>
 +    <td align="​center">​ <​b>​Bonus </b> </td>
 +    <td align="​center">​ <​b>​Total </b> </td>
 +  </tr>
 +  <​tr> ​
 +    <​td>​Toughness</​td>​
 +    <td align="​center"> ​
 +      -
 +    </td>
 +    <td align="​center"> ​
 +      +3
 +    </td>
 +    <td align="​center"> ​
 +      +3
 +    </td>
 +  </tr>
 +  <​tr> ​
 +    <​td>​Improved Toughness </td>
 +    <td align="​center"> ​
 +      +3
 +    </td>
 +    <td align="​center"> ​
 +      +4
 +    </td>
 +    <td align="​center"> ​
 +      +7
 +    </td>
 +  </tr>
 +  <​tr> ​
 +    <​td>​Improved Toughness x2</​td>​
 +    <td align="​center"> ​
 +      +6
 +    </td>
 +    <td align="​center"> ​
 +      +5
 +    </td>
 +    <td align="​center"> ​
 +      +12
 +    </td>
 +  </tr>
 +  <​tr> ​
 +    <​td>​Improved Toughness x3</​td>​
 +    <td align="​center"> ​
 +      +9
 +    </td>
 +    <td align="​center"> ​
 +      +6
 +    </td>
 +    <td align="​center"> ​
 +      +18
 +    </td>
 +  </tr>
 +  <​tr> ​
 +    <​td>​Improved Toughness x4</​td>​
 +    <td align="​center"> ​
 +      +12
 +    </td>
 +    <td align="​center"> ​
 +      +7
 +    </td>
 +    <td align="​center"> ​
 +      +25
 +    </td>
 +  </tr>
 +  <​tr> ​
 +    <​td>​Improved Toughness x5</​td>​
 +    <td align="​center"> ​
 +      +15
 +    </td>
 +    <td align="​center"> ​
 +      +8
 +    </td>
 +    <td align="​center"> ​
 +      +33
 +    </td>
 +  </tr>
 +  <​tr> ​
 +    <​td>​Improved Toughness x6</​td>​
 +    <td align="​center"> ​
 +      +18
 +    </td>
 +    <td align="​center"> ​
 +      +9
 +    </td>
 +    <td align="​center"> ​
 +      +42
 +    </td>
 +  </tr>
 +</​table><​p><​br>​
 +<​b>​Special</​b>:​ This feat allows you to gain a greater benefit compared to Toughness, but with a base attack bonus requirement. ​ It can be taken any number of times and stacks with itself and the hit point bonus provided by the Toughness feat.  Each time that it is taken after the first, increase the prerequisite base attack bonus for selecting the feat by +3 and increase the hit points provided by the feat by +1.<​br>​
 +<​b>​Notes</​b>: ​
 +<br>
 +&​nbsp;&​nbsp;​IMPROVED TOUGHNESS Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.60 (Purp 4.60, Pow 4.40, Port 4.80, Comp 4.60, Rule 4.60)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Inspiring Leader"></​a><​b>​INSPIRING LEADER [General]</​b><​br>​
 +You work to inspire your followers and cohorts and raise their morale.<​br>​
 +<​b>​Prerequisite</​b>:​ Cha 13+, Leadership<​br>​
 +<​b>​Benefit</​b>:​ Your cohorts gain a +1 morale bonus to attack and damage and a +2 morale bonus to saving throws versus all fear effects and mind-affecting spells and abilities while you are personally directing their efforts. ​ This bonus will last for up to one minute without additional orders being given. All cohorts and followers within thirty feet gain a +1 morale bonus to attack and on saving throws versus all fear effects. ​ These bonuses remain in effect for up to one minute if you are dropped in combat.<​br>​
 +&​nbsp;&​nbsp;​INSPIRING LEADER Copyright 2000, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.58 (Purp 4.30, Pow 3.00, Port 3.30, Comp 3.30, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Instant Awakening"></​a><​b>​INSTANT AWAKENING [General]</​b><​br>​
 +You can instantly awaken from sleep at the slightest sign of danger.<​br>​
 +<​b>​Benefit</​b>:​ When subject to surprise or a coup de grace attack while asleep, you may make an immediate Reflex save (DC 15) to awaken and defend yourself normally. ​ On a successful save you are not considered helpless or surprised; roll for initiative and resolve the attack in normal fashion.<​br>​
 +<​b>​Normal</​b>:​ A sleeping opponent is helpless (+4 circumstance bonus to strike, treat Dexterity as 0 and apply the -5 modifier to Armor Class) and subject to a coup de grace attack. ​
 +<br>
 +&​nbsp;&​nbsp;​INSTANT AWAKENING Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.30 (Purp 4.25, Pow 4.25, Port 4.50, Comp 4.00, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Iron Will"></​a><​b>​IRON WILL [General]</​b><​br>​
 +<​b>​Benefit</​b>:​ The character gets a +2 bonus to all Will saving throws.<​br>​
 +&​nbsp;&​nbsp;​IRON WILL Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.95 (Purp 5.00, Pow 4.75, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Kick-up"></​a><​b>​KICK-UP [General]</​b><​br>​
 +You have learned how to get up from being prone very quickly.<​br>​
 +<​b>​Prerequisite</​b>:​ Dex 13+<​br>​
 +<​b>​Benefit</​b>:​ Standing up from a prone position is a free action. ​ You also gain a +2 bonus on any Dexterity or Strength check made to resist a Trip attempt..<​br>​
 +<​b>​Normal</​b>:​ Standing is normally a move-equivalent action.<​br>​
 +&​nbsp;&​nbsp;​KICK-UP Copyright 2002, Ian Cheesman<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.48 (Purp 4.60, Pow 4.60, Port 4.20, Comp 4.40, Rule 4.60)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Knowledge Focus"></​a><​b>​KNOWLEDGE FOCUS [General]</​b><​br>​
 +You just seem to remember a bit more small detail about a given topic than the next fellow.<​br>​
 +<​b>​Prerequisite</​b>:​ Int 13+<​br>​
 +<​b>​Benefit</​b>:​ You gain a +1 bonus to any 3 Knowledge skills of your choice, and those Knowledge skills become Class Skills for all your classes.<​br>​
 +&​nbsp;&​nbsp;​KNOWLEDGE FOCUS Copyright 2002, Rick Coen<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.16 (Purp 3.80, Pow 4.00, Port 4.40, Comp 4.20, Rule 4.40)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Leadership"></​a><​b>​LEADERSHIP [General]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ The character must be at least 6th level<​br>​
 +<​b>​Benefit</​b>:​ Having this feat enables the character to attract loyal companions ​
 +  and devoted followers, subordinates who assist her. See <​i>​Table:​ Leadership</​i> ​
 +  for what sort of cohort and how many followers the character can recruit.</​p>​
 +<​p><​b>​Table:​ Leadership</​b></​p>​
 +<table width="​500"​ border="​0"​ cellspacing="​0"​ cellpadding="​0">​
 +  <​tr> ​
 +    <td rowspan="​3"​ width="​100"><​b>​Leadership Score</​b></​td>​
 +    <td rowspan="​3"​ width="​75"​ align="​center"><​b>​Cohort Level</​b></​td>​
 +    <td colspan="​6"​ align="​center"><​div style="​border-bottom-style:​ solid; border-bottom-width:​ thin;"><​b>​Number of Followers by Level</​b><​br></​div>​
 +    </td>
 +  </tr>
 +  <​tr> ​
 +    <​td></​td>​
 +    <​td></​td>​
 +    <​td></​td>​
 +    <​td></​td>​
 +    <​td></​td>​
 +    <​td></​td>​
 +  </tr>
 +  <​tr> ​
 +    <td align="​center"><​b>​1st</​b></​td>​
 +    <td align="​center"><​b>​2nd</​b></​td>​
 +    <td align="​center"><​b>​3rd</​b></​td>​
 +    <td align="​center"><​b>​4th</​b></​td>​
 +    <td align="​center"><​b>​5th</​b></​td>​
 +    <td align="​center"><​b>​6th</​b></​td>​
 +  </tr>
 +  <​tr> ​
 +    <td>1 or less</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​2</​td>​
 +    <td align="​center">​1st</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +</tr>
 +  <​tr> ​
 +    <​td>​3</​td>​
 +    <td align="​center">​2nd</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +  </tr>
 +  <​tr> ​
 +    <td height="​18">​4</​td>​
 +    <td align="​center"​ height="​18">​3rd</​td>​
 +    <td align="​center"​ height="​18">​-</​td>​
 +    <td align="​center"​ height="​18">​-</​td>​
 +    <td align="​center"​ height="​18">​-</​td>​
 +    <td align="​center"​ height="​18">​-</​td>​
 +    <td align="​center"​ height="​18">​-</​td>​
 +    <td align="​center"​ height="​18">​-</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​5</​td>​
 +    <td align="​center">​3th</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​6</​td>​
 +    <td align="​center">​4th</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​7</​td>​
 +    <td align="​center">​5th</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +  </tr>
 +  <​tr> ​
 +    <td height="​20">​8</​td>​
 +    <td align="​center"​ height="​20">​5th</​td>​
 +    <td align="​center"​ height="​20">​-</​td>​
 +    <td align="​center"​ height="​20">​-</​td>​
 +    <td align="​center"​ height="​20">​-</​td>​
 +    <td align="​center"​ height="​20">​-</​td>​
 +    <td align="​center"​ height="​20">​-</​td>​
 +    <td align="​center"​ height="​20">​-</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​9</​td>​
 +    <td align="​center">​6th</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​10</​td>​
 +    <td align="​center">​7th</​td>​
 +    <td align="​center">​5</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​11</​td>​
 +    <td align="​center">​7th</​td>​
 +    <td align="​center">​6</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​12</​td>​
 +    <td align="​center">​8th</​td>​
 +    <td align="​center">​8</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​13</​td>​
 +    <td align="​center">​9th</​td>​
 +    <td align="​center">​10</​td>​
 +    <td align="​center">​1</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​14</​td>​
 +    <td align="​center">​10th</​td>​
 +    <td align="​center">​15</​td>​
 +    <td align="​center">​1</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​15</​td>​
 +    <td align="​center">​10th</​td>​
 +    <td align="​center">​20</​td>​
 +    <td align="​center">​2</​td>​
 +    <td align="​center">​1</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +  </tr>
 +  <tr>
 +    <​td>​16</​td>​
 +    <td align="​center">​11th</​td>​
 +    <td align="​center">​25</​td>​
 +    <td align="​center">​2</​td>​
 +    <td align="​center">​1</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​17</​td>​
 +    <td align="​center">​12th</​td>​
 +    <td align="​center">​30</​td>​
 +    <td align="​center">​3</​td>​
 +    <td align="​center">​1</​td>​
 +    <td align="​center">​1</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​18</​td>​
 +    <td align="​center">​12th</​td>​
 +    <td align="​center">​35</​td>​
 +    <td align="​center">​3</​td>​
 +    <td align="​center">​1</​td>​
 +    <td align="​center">​1</​td>​
 +    <td align="​center">​-</​td>​
 +    <td align="​center">​-</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​19</​td>​
 +    <td align="​center">​13th</​td>​
 +    <td align="​center">​40</​td>​
 +    <td align="​center">​4</​td>​
 +    <td align="​center">​2</​td>​
 +    <td align="​center">​1</​td>​
 +    <td align="​center">​1</​td>​
 +    <td align="​center">​-</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​20</​td>​
 +    <td align="​center">​14th</​td>​
 +    <td align="​center">​50</​td>​
 +    <td align="​center">​5</​td>​
 +    <td align="​center">​3</​td>​
 +    <td align="​center">​2</​td>​
 +    <td align="​center">​1</​td>​
 +    <td align="​center">​-</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​21</​td>​
 +    <td align="​center">​15th</​td>​
 +    <td align="​center">​60</​td>​
 +    <td align="​center">​6</​td>​
 +    <td align="​center">​3</​td>​
 +    <td align="​center">​2</​td>​
 +    <td align="​center">​1</​td>​
 +    <td align="​center">​1</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​22</​td>​
 +    <td align="​center">​15th</​td>​
 +    <td align="​center">​75</​td>​
 +    <td align="​center">​7</​td>​
 +    <td align="​center">​4</​td>​
 +    <td align="​center">​2</​td>​
 +    <td align="​center">​2</​td>​
 +    <td align="​center">​1</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​23</​td>​
 +    <td align="​center">​16th</​td>​
 +    <td align="​center">​90</​td>​
 +    <td align="​center">​9</​td>​
 +    <td align="​center">​5</​td>​
 +    <td align="​center">​3</​td>​
 +    <td align="​center">​2</​td>​
 +    <td align="​center">​1</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​24</​td>​
 +    <td align="​center">​17th</​td>​
 +    <td align="​center">​110</​td>​
 +    <td align="​center">​11</​td>​
 +    <td align="​center">​6</​td>​
 +    <td align="​center">​3</​td>​
 +    <td align="​center">​2</​td>​
 +    <td align="​center">​1</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​25+</​td>​
 +    <td align="​center">​17th</​td>​
 +    <td align="​center">​135</​td>​
 +    <td align="​center">​13</​td>​
 +    <td align="​center">​7</​td>​
 +    <td align="​center">​4</​td>​
 +    <td align="​center">​2</​td>​
 +    <td align="​center">​2</​td>​
 +  </tr>
 +</​table>​
 +<​p><​b>​Leadership Score</​b>:​ A character'​s Leadership score equals his level plus 
 +  any Charisma modifier. In order to take into account negative Charisma modifiers, ​
 +  <i> Table: Leadership</​i>​ allows for very low Leadership scores, but the character ​
 +  must still be 6th level or higher in order to gain the Leadership feat and thus 
 +  attract a cohort. Outside factors can affect a character'​s Leadership score, ​
 +  as detailed in <​i>​Table:​ Leadership Modifiers</​i>​. <br>
 +  <​b>​Cohort Level</​b>:​ The character can attract a cohort of up to this level. ​
 +  Regardless of the character'​s Leadership score, he can't recruit a cohort of 
 +  his level or higher.<​br>​
 +  <​b>​Number of Followers by Level</​b>:​ The character can lead up to the indicated ​
 +  number of characters of each level. </p>
 +<​p><​b>​Table:​ Leadership Modifiers</​b></​p>​
 +<table width="​500"​ border="​0"​ cellspacing="​0"​ cellpadding="​0">​
 +  <​tr> ​
 +    <td colspan="​2"><​i><​b>​General Leadership Modifiers</​b></​i></​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td><​b>​The Leader Has a Reputation of</​b></​td>​
 +    <td align="​center"><​b>​Leadership Modifier</​b></​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​Great prestige</​td>​
 +    <td align="​center">​+2</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​Fairness and generosity </td>
 +    <td align="​center">​+1</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​Special power</​td>​
 +    <td align="​center">​+1</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​Failure</​td>​
 +    <td align="​center">​-1</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​Aloofness</​td>​
 +    <td align="​center">​-1</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​Cruelty</​td>​
 +    <td align="​center">​-2</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>&​nbsp;</​td>​
 +    <td align="​center">&​nbsp;</​td>​
 +  </tr>
 +  <​tr> ​
 +    <td colspan="​2"><​b><​i>​Cohort-Only Leadership Modifiers</​i></​b></​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td><​b>​The Leader</​b></​td>​
 +    <td align="​center"><​b>​Leadership Modifier</​b></​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​Has a familiar/​paladin'​s warhorse/​animal companion</​td>​
 +    <td align="​center">​-2</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​Recruits a cohort of a different alighment</​td>​
 +    <td align="​center">​-1</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​Caused the death of a cohort</​td>​
 +    <td align="​center">​-2*</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>&​nbsp;&​nbsp;&​nbsp;&​nbsp;​*Cumulative per cohort killed.</​td>​
 +    <td align="​center">&​nbsp;</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>&​nbsp;</​td>​
 +    <td align="​center">&​nbsp;</​td>​
 +  </tr>
 +  <​tr> ​
 +    <td colspan="​2"><​b><​i>​Follower-Only Leadership Modifiers</​i></​b></​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td><​b>​The Leader</​b></​td>​
 +    <td align="​center"><​b>​Leadership Modifier</​b></​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​Has a stronghold, base of operations, guildhouse, and so on</​td>​
 +    <td align="​center">​+2</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​Moves around a lot</​td>​
 +    <td align="​center">​-1</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​Caused the death of a follower</​td>​
 +    <td align="​center">​-1</​td>​
 +  </tr>
 +</​table>​
 +<​p><​b>​Special Cohorts</​b>:​ With the DM's permission, a leader may seek out a special ​
 +  cohort who is not a member of the standard PC races (the common races). <br>
 +  <​b>​Followers</​b>:​ A leader attracts followers whose alignments are within one 
 +  step of his own. These characters have gear appropriate to NPCs of their level. ​
 +  As the leader'​s Leadership rises, he can attract more followers. If his Leadership ​
 +  goes down, followers may desert. <br>
 +  <​b>​Replacing Cohorts and Followers</​b>:​ If a leader loses a cohort or followers, ​
 +  he can generally replace them, according to his current Leadership score. It 
 +  takes time (1d4 months) to recruit replacements. If the leader is to blame for 
 +  the deaths of the cohort or followers, it takes extra time to replace them, 
 +  up to a full year. Note that the leader also picks up a reputation of failure, ​
 +  which decreases his Leadership score.<​br>​
 +&​nbsp;&​nbsp;​LEADERSHIP Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Comments</​b>:​ Although admittedly not listed in the SRD (yet), it has been acknowledged by Skip Williams that the Leadership feat can be taken multiple times, and that it gives you both followers and a cohort, not one or the other.  ​
 +<br>
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.45 (Purp 4.75, Pow 4.50, Port 4.75, Comp 3.50, Rule 4.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Learning Sacrifice"></​a><​b>​LEARNING SACRIFICE [General]</​b><​br>​
 +Allows you to sacrifice a feat to gain a bonus number of skill points<​br>​
 +<​b>​Benefit</​b>:​ Rather than learning a feat, you may add an additional number of skill points to you character’s skill point pool.  The number of skill points gained is equal to your intelligence modifier.<​br>​
 +<​b>​Special</​b>:​ You are still restricted in the number of skill points you can have in any one skill (based on level). ​ This feat may be taken multiple times. ​ The number of points gained is based on intelligence at the time the Skill Learning feat is taken. ​ Changes to intelligence after the fact do not impact the number of skill points gained.<​br>​
 +&​nbsp;&​nbsp;​LEARNING SACRIFICE Copyright 2000, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.20 (Purp 3.60, Pow 4.20, Port 4.40, Comp 4.40, Rule 4.40)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Legendary Toughness"></​a><​b>​LEGENDARY TOUGHNESS [General]</​b><​br>​
 +You have the extraordinary ability to negate small amounts of damage.<​br>​
 +<​b>​Prerequisite</​b>:​ Con 13+, Great Fortitude, Toughness, Base attack bonus +12 or higher<​br>​
 +<​b>​Benefit</​b>:​ You gain damage reduction 1/-, allowing you to negate the first point of damage that you suffer every time that you take hit point damage. ​ This can reduce the amount of damage that you suffer to 0 but never below 0.<​br>​
 +<​b>​Special</​b>:​ This feat can only be taken once and stacks with all other feats and abilities that provide damage reduction.<​br>​
 +&​nbsp;&​nbsp;​LEGENDARY TOUGHNESS Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.55 (Purp 4.75, Pow 4.75, Port 4.50, Comp 4.50, Rule 4.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Librarian"></​a><​b>​LIBRARIAN [General]</​b><​br>​
 +You have a better ability to remember information.<​br>​
 +<​b>​Prerequisite</​b>:​ 5 ranks in any 2 Knowledge skills<​br>​
 +<​b>​Benefit</​b>:​ You gain a +2 bonus to all Knowledge skills<​br>​
 +&​nbsp;&​nbsp;​LIBRARIAN Copyright 2002, Paul W. King<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.25 (Purp 4.25, Pow 4.00, Port 4.25, Comp 4.50, Rule 4.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Light Sleeper"></​a><​b>​LIGHT SLEEPER [General]</​b><​br>​
 +You wake up easily.<​br>​
 +<​b>​Benefit</​b>:​ You can make listen rolls even while asleep. On a successful roll, you wake up. You also fall asleep easily, so you still get your rest even if you wake up several times per night.<​br>​
 +&​nbsp;&​nbsp;​LIGHT SLEEPER Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.75 (Purp 4.75, Pow 4.75, Port 5.00, Comp 4.75, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Lightning Reflexes"></​a><​b>​LIGHTNING REFLEXES [General]</​b><​br>​
 +<​b>​Benefit</​b>:​ The character gets a +2 bonus to all Reflex saving throws.<​br>​
 +&​nbsp;&​nbsp;​LIGHTNING REFLEXES Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.95 (Purp 5.00, Pow 4.75, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Manic Depressive"></​a><​b>​MANIC DEPRESSIVE [General]</​b><​br>​
 +You suffer violent mood swings<​br>​
 +<​b>​Benefit</​b>:​ Each morning you must make a percentage roll to determine whether you are manic or depressed. ​ If you roll above 50% you are manic and gain a +2 morale bonus to all saves and charisma for the rest of the day.  If you roll below 50% you suffer a –2 penalty to all saves and charisma for the rest of the day.<​br>​
 +<​b>​Notes</​b>:​ I know this simple mechanic doesn‘t handle the complexity of the condition and to properly play it the player should role-play the personality change the character undergoes. ​ I don‘t think it‘s a great feat, and it is outside the scope of a typical feat, but it could be interesting to play.  This feat should either be taken at character creation or in response to some traumatic life event.<​br>​
 +&​nbsp;&​nbsp;​MANIC DEPRESSIVE Copyright 2001, Sigfried Trent<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.20 (Purp 3.00, Pow 3.00, Port 3.00, Comp 4.00, Rule 3.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Metalinguist"></​a><​b>​METALINGUIST [General]</​b><​br>​
 +You have an intuitive understanding of the basics of communication,​ and easily pick up the finer points of any language.<​br>​
 +<​b>​Prerequisite</​b>:​ 1 rank Sense Motive or 1 rank Innuendo<​br>​
 +<​b>​Benefit</​b>:​ If you do not share a language with another person/​creature,​ you may, over the course of a minute, convey an abstract thought, idea or question that you could otherwise express with a full round of speech. ​ If the other party also takes the time to communicate at the same pace, you can understand in return. Of course, there is always some risk of mistranslation... ​ Additionally,​ you learn languages at an increased rate, treating Speak Languages as a class skill for all classes.<​br>​
 +<​b>​Special</​b>:​ If this feat is chosen during character creation, the character begins play with 2 additional languages.<​br>​
 +&​nbsp;&​nbsp;​METALINGUIST Copyright 2002, Rick Coen<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.90 (Purp 3.75, Pow 4.50, Port 3.75, Comp 4.00, Rule 3.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Mimicry"></​a><​b>​MIMICRY [General]</​b><​br>​
 +You can replicate almost any natural sound you have ever heard<​br>​
 +<​b>​Prerequisite</​b>:​ Perform (mimic)<​br>​
 +<​b>​Benefit</​b>:​ As a standard action, you can imitate almost any sound (footsteps, a door opening or closing, or two people fighting). You cannot simulate anything louder than a shout or duplicate the sound of any magical effect like a banshee'​s wail. Use the perform skill opposed by the audience'​s listen skill to be convincing.<​br>​
 +<​b>​Normal</​b>:​ Any performer capable of mimicking can imitate voices and common animal sounds. Imitating speech patterns and mannerisms is covered under the disguise skill.<​br>​
 +<​b>​Special</​b>:​ You cannot make the sounds appear to come from somewhere else without additional abilities beside this feat.<​br>​
 +&​nbsp;&​nbsp;​MIMICRY Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.22 (Purp 3.80, Pow 4.60, Port 4.30, Comp 4.30, Rule 4.10)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Mind'​s Eye"></​a><​b>​MIND'​S EYE [General]</​b><​br>​
 +Gain an additional resistance to illusions and enchantments<​br>​
 +<​b>​Prerequisite</​b>:​ Iron Will<​br>​
 +<​b>​Benefit</​b>:​ Gain an additional ​ +2 to will saves against the effects of illusions and enchantments.<​br>​
 +<​b>​Special</​b>:​ This additional modifier stacks with Iron Will.<​br>​
 +&​nbsp;&​nbsp;​MIND'​S EYE Copyright 2001, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.28 (Purp 3.20, Pow 4.50, Port 4.70, Comp 4.50, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Natural Leader"></​a><​b>​NATURAL LEADER [General]</​b><​br>​
 +You are adept at leading organized efforts<​br>​
 +<​b>​Benefit</​b>:​ When organizing a cooperative effort, each helper can add the leader’s Charisma bonus to their individual check rolls.<​br>​
 +<​b>​Example</​b>:​ A group of 3 heroes is attempting to move a heavy boulder. ​ This requires a strength check against DC 10 for the two helpers. ​ If they make it, the leader gains a +2 circumstance bonus. The leader must then make his strength check. ​ Using this feat, the leader can generate a morale based check bonus for the helpers and add his charisma modifier to their check rolls.<​br>​
 +&​nbsp;&​nbsp;​NATURAL LEADER Copyright 2000, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.48 (Purp 5.00, Pow 4.00, Port 5.00, Comp 4.00, Rule 4.40)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Necrophysiology"></​a><​b>​NECROPHYSIOLOGY [General]</​b><​br>​
 +You can score critical hits against corporeal undead.<​br>​
 +<​b>​Prerequisite</​b>:​ 4 ranks of Knowledge (undead)<​br>​
 +<​b>​Benefit</​b>:​ You can score critical hits against corporeal undead creatures.<​br>​
 +<​b>​Special</​b>:​ This also allows you to use abilities and actions that only work against creatures subject to critical hits, such as Coup de Grace, Sneak Attack and the ranger'​s Favored Enemy damage bonus, against corporeal undead.<​br>​
 +<​b>​Notes</​b>:​ Undead always succeed at Fortitude saves against a Coup de Grace. DMs who don't use the Knowledge (undead) skill can substitute Knowledge (religion) for the prerequisite.<​br>​
 +&​nbsp;&​nbsp;​NECROPHYSIOLOGY Copyright 2002, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.10 (Purp 4.25, Pow 3.75, Port 4.00, Comp 4.75, Rule 3.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Night Owl"></​a><​b>​NIGHT OWL [General: Trait]</​b><​br>​
 +A benefit to any adventurer, you only need a minimal amount of sleep to stay active and alert.<​br>​
 +<​b>​Benefit</​b>:​ You only need half the usual amount of sleep or trance (based on your race) to awaken fully refreshed and recovered from fatigue penalties.<​br>​
 +<​b>​Normal</​b>:​ Without this feat you require 8 hours of sleep (4 hours of trance if an elf) to awaken refreshed.<​br>​
 +<​b>​Special</​b>:​ Like elven spellcasters,​ you still need 8 hours of restful calm in order to prepare spells even if you have a lesser sleep or trance requirement to stay refreshed.<​br>​
 +&​nbsp;&​nbsp;​NIGHT OWL Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.52 (Purp 4.40, Pow 4.40, Port 4.80, Comp 4.60, Rule 4.40)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Pack Attack"></​a><​b>​PACK ATTACK [General]</​b><​br>​
 +You are trained to coordinate with others to bring down powerful enemies<​br>​
 +<​b>​Benefit</​b>:​ If an ally (with or without this feat) is flanking your opponent, you are considered to be flanking that opponent also, and get all the normal benefits of flanking.<​br>​
 +<​b>​Normal</​b>:​ You must be one of the attackers that cause the target to become flanked to receive a flanking bonus.<​br>​
 +&​nbsp;&​nbsp;​PACK ATTACK Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.56 (Purp 5.00, Pow 4.30, Port 4.60, Comp 4.30, Rule 4.60)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Pack Initiative"></​a><​b>​PACK INITIATIVE [General]</​b><​br>​
 +You can coordinate your initiative with pack mates.<​br>​
 +<​b>​Prerequisite</​b>:​ Pack Attack<​br>​
 +<​b>​Benefit</​b>:​ If you and an ally both have this feat, you may change your initiative order to act on the same initiative count as your ally.  This free action must be taken after initiative checks are rolled, but before regular rounds begin. It lasts for the entire combat, or until you ready or delay your action, just as if you had initially rolled this initiative roll.<​br>​
 +<​b>​Special</​b>:​ You still cannot act on an initiative count higher than your normal maximum initiative count (20 + initiative bonus).<​br>​
 +&​nbsp;&​nbsp;​PACK INITIATIVE Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.85 (Purp 4.50, Pow 3.25, Port 3.75, Comp 3.75, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Pack Mule"></​a><​b>​PACK MULE [General]</​b><​br>​
 +Folks can now carry just a wee bit more by knowing how to balance a pack.<​br>​
 +<​b>​Benefit</​b>:​ You can carry weight (encumbrance) as if your Strength were two points higher.<​br>​
 +&​nbsp;&​nbsp;​PACK MULE Copyright 2000, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.92 (Purp 5.00, Pow 4.60, Port 5.00, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Pack Rat"></​a><​b>​PACK RAT [General]</​b><​br>​
 +You tend to find things you don’t remember having<​br>​
 +<​b>​Benefit</​b>:​ There is a slim chance that you may have any small (2 lbs or less) non-magical,​ standard item on your person or in your pack.  The chance to find such an item is an intelligence check against a DC of 15 + the GP cost of the item (all items are considered to cost at least one GP for the purpose of this feat). ​ This feat can only be attempted once for any item sought until after you have returned to a town area for supplies.<​br>​
 +<​b>​Example</​b>:​ You have just located an ancient carving on a cave wall that yields secrets in a writing you do not understand. ​ Someone has the great idea to do a rubbing of the wall.  Bonzo the wizard pulls out a piece of parchment, but no one has anything to rub over it with.  You flip through the pockets of your cloak and find an old dried up husk of charcoal.<​br>​
 +<​b>​Notes</​b>:​ This feat cannot be used to find extra money, or saleable items. ​ You can only find one of any item in this fashion (until you have a chance to restock in town). ​ It is simply your tendency to absent-mindedly stick small things here and there without paying attention. ​ DMs should further limit this selection down to just those items (of 2lbs or less) considered common in the SRD.  Watch players who try to abuse this and limit them even further.<​br>​
 +&​nbsp;&​nbsp;​PACK RAT Copyright 2001, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.02 (Purp 4.20, Pow 4.00, Port 4.00, Comp 3.70, Rule 4.20)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Pain Is My Friend"></​a><​b>​PAIN IS MY FRIEND [General]</​b><​br>​
 +You like to hurt yourself before entering combat<​br>​
 +<​b>​Benefit</​b>:​ As a full round action you deal 4 points of damage to yourself, for a number of rounds equal to 3 plus your constitution modifier you gain a +2 rage bonus to strength and a +2 fear bonus to intimidation checks.<​br>​
 +<​b>​Notes</​b>:​ This is kind of barbarian rage, although it could represent an inner focus and determination as apposed to an uncontrolled frenzy, or even a sick dementia.<​br>​
 +&​nbsp;&​nbsp;​PAIN IS MY FRIEND Copyright 2001, Sigfried Trent<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.70 (Purp 3.00, Pow 4.00, Port 3.50, Comp 4.00, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Pidgin"></​a><​b>​PIDGIN [General]</​b><​br>​
 +You can hold simple conversations in any language.<​br>​
 +<​b>​Benefit</​b>:​ You can make yourself understood by almost anyone. ​ This lets you communicate basic things, like a need for supplies and to barter, even if you have no language in common with those you are speaking to.  You may use no more than two words in a sentence and two syllables in each word when roleplaying the speaking of pidgin.<​br>​
 +<​b>​Notes</​b>:​ You can only communicate with creatures who can speak some language. ​ A purely telepathic creature, or one communicating through scents but not words, is unintelligible to you.<​br>​
 +&​nbsp;&​nbsp;​PIDGIN Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.92 (Purp 3.70, Pow 3.50, Port 4.20, Comp 4.50, Rule 3.70)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Poison Resistance"></​a><​b>​POISON RESISTANCE [General]</​b><​br>​
 +You have a broad-band resistance to poison.<​br>​
 +<​b>​Benefit</​b>:​ You receive a +4 bonus to all Fortitude saves against poison.<​br>​
 +&​nbsp;&​nbsp;​POISON RESISTANCE Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.50 (Purp 4.25, Pow 4.75, Port 4.50, Comp 4.50, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Poison Tolerance"></​a><​b>​POISON TOLERANCE [General]</​b><​br>​
 +You have worked up a tolerance to certain poisons<​br>​
 +<​b>​Prerequisite</​b>:​ Poison Use, Con 13+<​br>​
 +<​b>​Benefit</​b>:​ You are able to train your body to ignore the effects of certain (specific) poisons. You must have access to the poison so you can gradually work up an immunity by subjecting yourself to increasingly larger doses. It takes at least a full dose of the poison and one month’s time (during which you can still do other things) to work up the immunity.<​br>​
 +<​b>​Special</​b>:​ You can only maintain a number of immunities equal to your Constitution bonus at any one time. The immunity will fade in a month if you do not use another dose to keep it up.<​br>​
 +&​nbsp;&​nbsp;​POISON TOLERANCE Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.90 (Purp 3.70, Pow 4.40, Port 3.80, Comp 3.80, Rule 3.80)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Poison Use"></​a><​b>​POISON USE [General]</​b><​br>​
 +Learn to use poisons effectively<​br>​
 +<​b>​Prerequisite</​b>:​ Alchemy<​br>​
 +<​b>​Benefit</​b>:​ You can use poisons with no danger to yourself.<​br>​
 +<​b>​Notes</​b>:​ This feat only applies to the % chance that you may poison yourself while using poisons. ​ It does NOT provide immunity (see the Poison Tolerance feat for that added ability).<​br>​
 +&​nbsp;&​nbsp;​POISON USE Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.96 (Purp 3.40, Pow 4.40, Port 4.10, Comp 4.80, Rule 3.10)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Power Resting"></​a><​b>​POWER RESTING [General]</​b><​br>​
 +You are more in touch with the Universe when resting, requiring less time to clear your mind in preparation for learning arcane spells or regaining power points.<​br>​
 +<​b>​Benefit</​b>:​ You require only 4 hours of rest prior to preparing to relearn arcane spells and/or regain power points.<​br>​
 +<​b>​Normal</​b>:​ You require 8 hours of rest prior to preparing to relearn arcane spells and/or regain power points.<​br>​
 +<​b>​Special</​b>:​ This feat does not allow you to gain any more spells or power points per day than normal, nor does it reduce the resting time you require to avoid or recover from fatigue. ​ It does allow you to relearn arcane spells and/or regain power points even if you are fatigued.<​br>​
 +&​nbsp;&​nbsp;​POWER RESTING Copyright 2001, Peter K. Campbell<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.35 (Purp 4.50, Pow 4.00, Port 4.50, Comp 4.75, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Powerful Voice"></​a><​b>​POWERFUL VOICE [General]</​b><​br>​
 +You can project your voice so that you may be heard at great distances.<​br>​
 +<​b>​Benefit</​b>:​ When projecting your voice, all opposed Listen rolls are made with a +10 circumstance bonus.<​br>​
 +<​b>​Notes</​b>:​ This duplicates the effect of being heard as well from 100' as a normal person is from 0', and is intended to be applicable in any situation where a Listen roll is appropriate,​ such as yelling to others in battle, a bardic effect upon those that can hear it, etc.<​br>​
 +&​nbsp;&​nbsp;​POWERFUL VOICE Copyright 2001, William Setzer<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.12 (Purp 3.80, Pow 3.80, Port 4.40, Comp 4.20, Rule 4.40)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Professional"></​a><​b>​PROFESSIONAL [General]</​b><​br>​
 +You can earn a living performing services better than others.<​br>​
 +<​b>​Prerequisite</​b>:​ 5 ranks in any 2 Profession skills<​br>​
 +<​b>​Benefit</​b>:​ You gain a +2 bonus to all Profession skills<​br>​
 +&​nbsp;&​nbsp;​PROFESSIONAL Copyright 2002, Paul W. King<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.25 (Purp 4.25, Pow 4.00, Port 4.25, Comp 4.50, Rule 4.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Prophetic Dreamer"></​a><​b>​PROPHETIC DREAMER [General]</​b><​br>​
 +Your dreams sometimes echo the future<​br>​
 +<​b>​Prerequisite</​b>:​ DM’s permission<​br>​
 +<​b>​Benefit</​b>:​ Once per session, your GM should inform you of a dream you have had that portents an event that may be in your future. ​ Ideally this dream could warn you of a possible danger, or guide you to a good decision. ​ The dream need not come true, but should be a possible or likely scenario in the characters future. ​ Sometimes the dreams are literal and sometimes symbolic, (at the DM’s discretion).<​br>​
 +<​b>​Notes</​b>:​ This feat isn’t for everyone. ​ It should benefit the character but only as much as the DM wants it to.  This could be a trait or the GM could decide some mystical event allows the character to start having these dreams.<​br>​
 +&​nbsp;&​nbsp;​PROPHETIC DREAMER Copyright 2001, Sigfried Trent<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.80 (Purp 5.00, Pow 4.00, Port 3.00, Comp 4.00, Rule 3.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Rapid Metabolism"></​a><​b>​RAPID METABOLISM [General]</​b><​br>​
 +<​b>​Prerequisite</​b>:​ Con 13+<​br>​
 +<​b>​Benefit</​b>:​ You naturally heal a number of hit points per day of rest equal to the standard healing rate + your Constitution modifier.<​br>​
 +&​nbsp;&​nbsp;​RAPID METABOLISM Copyright 2001, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.20 (Purp 4.00, Pow 3.00, Port 5.00, Comp 4.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Run"></​a><​b>​RUN [General]</​b><​br>​
 +<​b>​Benefit</​b>:​ When running, the character moves five times normal speed instead of four times normal speed. If the character makes a running jump, increase the distance or height cleared by one-fourth, but not past the maximum.<​br>​
 +&​nbsp;&​nbsp;​RUN Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.55 (Purp 4.00, Pow 4.00, Port 4.75, Comp 5.00, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Sage"></​a><​b>​SAGE [General]</​b><​br>​
 +You have a better ability to remember information.<​br>​
 +<​b>​Prerequisite</​b>:​ 5 ranks in any 2 Knowledge skills<​br>​
 +<​b>​Benefit</​b>:​ You gain a +2 bonus to all Knowledge skills<​br>​
 +&​nbsp;&​nbsp;​SAGE Copyright 2002, Paul W. King<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.25 (Purp 4.25, Pow 4.00, Port 4.25, Comp 4.50, Rule 4.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Sage Focus"></​a><​b>​SAGE FOCUS [General]</​b><​br>​
 +You have delved deeper into the mysteries of a favored topic.<​br>​
 +<​b>​Prerequisite</​b>:​ Int 15+, 5 or more ranks in a single Knowledge skill<​br>​
 +<​b>​Benefit</​b>:​ You gain a +3 bonus to skill checks in a single knowledge skill in which he has 5 or more ranks.<​br>​
 +<​b>​Special</​b>:​ This Feat may be taken more than once, but applies to a new skill each time.<​br>​
 +&​nbsp;&​nbsp;​SAGE FOCUS Copyright 2002, Rick Coen<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.20 (Purp 3.80, Pow 3.80, Port 4.60, Comp 4.40, Rule 4.40)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Seduction"></​a><​b>​SEDUCTION [General]</​b><​br>​
 +You are good at using your sexual charms.<​br>​
 +<​b>​Benefit</​b>:​ Sex sells, and friends can be won by seduction. ​ You get a +4 bonus to Bluff and Diplomacy attempts against people who find your race and gender sexually attractive. ​ After you use this feat, some people might seek to be intimate with you.  They will resent a blunt rejection, worsening their attitude one step.<​br>​
 +<​b>​Notes</​b>:​ Using this feat a lot might give you some notoriety.<​br>​
 +&​nbsp;&​nbsp;​SEDUCTION Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.45 (Purp 4.50, Pow 4.00, Port 4.50, Comp 4.75, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Sense Magic"></​a><​b>​SENSE MAGIC [General]</​b><​br>​
 +You have a highly developed sensitivity to magic<​br>​
 +<​b>​Prerequisite</​b>:​ Spellcraft<​br>​
 +<​b>​Benefit</​b>:​ You can sense whether an object you are handling or a creature you are touching is magical or under the effects of a spell… the very air might be magical in some places. As a full-round action, you can tell whether if an item is magical with a Spellcraft check (DC 20). A success informs you if there is magic present; a failure indicates that it is not.<​br>​
 +<​b>​Special</​b>:​ You cannot retry, take 10, or take 20 when using this feat.<​br>​
 +&​nbsp;&​nbsp;​SENSE MAGIC Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.06 (Purp 3.80, Pow 4.00, Port 4.10, Comp 4.30, Rule 4.10)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Silver Spoon"></​a><​b>​SILVER SPOON [General: Trait]</​b><​br>​
 +You were born into some privilege and your character starts out with a monetary advantage<​br>​
 +<​b>​Benefit</​b>:​ When creating your character you start with double the maximum starting gold for your class.<​br>​
 +<​b>​Special</​b>:​ This feat may only be taken at first level.<​br>​
 +<​b>​Notes</​b>:​ This can be a big advantage for a low-level warrior type character, but it quickly evaporates as the game progresses.<​br>​
 +&​nbsp;&​nbsp;​SILVER SPOON Copyright 2001, Sigfried Trent<​br>​
 +&​nbsp;&​nbsp;​Revised by the Netbook of Feats Review Board<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.54 (Purp 3.50, Pow 3.20, Port 3.50, Comp 4.50, Rule 3.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Skill Focus"></​a><​b>​SKILL FOCUS [General]</​b><​br>​
 +<​b>​Benefit</​b>:​ The character gets a +2 bonus on all skill checks with that skill.<​br>​
 +<​b>​Special</​b>:​ The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new skill.<​br>​
 +&​nbsp;&​nbsp;​SKILL FOCUS Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Comments</​b>:​ In order to balance Skill Focus against the numerous Alertness clones that provide a +2 bonus to two related skills, we recommend increasing the skill bonus provided by Skill Focus to +3.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.10 (Purp 4.00, Pow 3.00, Port 4.00, Comp 4.75, Rule 4.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Skill Knack"></​a><​b>​SKILL KNACK [General: Trait]</​b><​br>​
 +You have some special quality that enhances one of your skills<​br>​
 +<​b>​Benefit</​b>:​ Choose a skill, such as ride. You have a special knack with that skill. You must have some special ability, such as long limbs for climbers; long fingers for pick pockets, lightning calculator for profession (bookkeeper) or being double-jointed for escape artist. You get a +3 bonus with the skill in question.<​br>​
 +<​b>​Special</​b>:​ You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different skill. The bonus does stack with the bonuses provided by skill learning feats, so you can take several feats to be ultra-specialized in a skill. Anyone can use a sense motive check to get a hunch about you (PHB). ​ If the result is at least a 10, they are able to tell which skill you have a Skill Knack for from your appearance.<​br>​
 +<​b>​Notes</​b>:​ Because you must be somehow extra qualified for the skill in question, your character description should make allowance for such an aptitude. This means you can only pick Skill Knack when creating your character or be the result of some extraordinary event in the characters career, such as being '​gifted'​ with donkey ears from a curse for a Skill Knack to the listen skill or getting bowlegged from countless hours in the saddle.<​br>​
 +&​nbsp;&​nbsp;​SKILL KNACK Copyright 2001, Carl Cramér<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.88 (Purp 3.50, Pow 4.30, Port 4.00, Comp 4.00, Rule 3.60)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Skill Mastery"></​a><​b>​SKILL MASTERY [General]</​b><​br>​
 +Choose a skill that you have a special mastery over<​br>​
 +<​b>​Prerequisite</​b>:​ 5 or more ranks in one or more skills<​br>​
 +<​b>​Benefit</​b>:​ You get a +4 bonus on all skill checks with that skill<​br>​
 +<​b>​Special</​b>:​ You can gain this feat multiple times. ​ Its effects do not stack with Skill Focus or itself. ​ Each time you take this feat, it applies to a new skill.<​br>​
 +&​nbsp;&​nbsp;​SKILL MASTERY Copyright 2000, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;​Revised by the Netbook of Feats Review Board<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.48 (Purp 3.40, Pow 4.60, Port 4.80, Comp 4.80, Rule 4.80)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Skill Specialization"></​a><​b>​SKILL SPECIALIZATION [General]</​b><​br>​
 +Choose a skill, such as Move Silently.  You have a natural talent with that skill.<​br>​
 +<​b>​Prerequisite</​b>:​ Key Ability 13+ for skill chosen<​br>​
 +<​b>​Benefit</​b>:​ The maximum rank allowed in the chosen skill is increased by two for class skills or one for cross-class skills (ie. the maximum rank is increased to level plus five for class skills or level plus two and a half for cross-class). ​ You must still purchase those ranks normally.<​br>​
 +<​b>​Special</​b>:​ You can gain this feat multiple times.  Its effects do not stack.  Each time you take this feat, it applies to a new skill.<​br>​
 +&​nbsp;&​nbsp;​SKILL SPECIALIZATION Copyright 2001, William Setzer<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.30 (Purp 3.75, Pow 3.25, Port 3.25, Comp 3.50, Rule 2.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Skilled"></​a><​b>​SKILLED [General]</​b><​br>​
 +You are more skilled than normal.<​br>​
 +<​b>​Benefit</​b>:​ You gain an additional 4 skill points.<​br>​
 +<​b>​Special</​b>:​ A character may gain this feat multiple times.<​br>​
 +&​nbsp;&​nbsp;​SKILLED Copyright 2002, Alan Sullivan<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.40 (Purp 4.25, Pow 4.50, Port 4.75, Comp 4.75, Rule 3.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Skilled Multiclass"></​a><​b>​SKILLED MULTICLASS [General]</​b><​br>​
 +You treat the class skills of all of your classes as class skills when you gain a new level.<​br>​
 +<​b>​Prerequisite</​b>:​ Multiclassed character<​br>​
 +<​b>​Benefit</​b>:​ Regardless of which class you advance when you gain a new level, you can treat the class skills of all of your classes as class skills when buying new skills.<​br>​
 +<​b>​Normal</​b>:​ When a multiclassed character advances in level, only the class skills of the class increased in level are treated as class skills for purposes of buying new skills. ​ All other skills, including the class skills of the multiclassed character'​s other classes, are treated as cross-class skills.<​br>​
 +&​nbsp;&​nbsp;​SKILLED MULTICLASS Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.87 (Purp 4.00, Pow 3.67, Port 3.67, Comp 4.33, Rule 3.67)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Smooth Talker"></​a><​b>​SMOOTH TALKER [General: Trait]</​b><​br>​
 +You have a natural talent for the con, able to convince "​marks"​ from all walks of life.<​br>​
 +<​b>​Prerequisite</​b>:​ Cha 13+<​br>​
 +<​b>​Benefit</​b>:​ You receive a +1 on Bluff and Diplomacy checks. ​ Additionally,​ you receive a +1 on Sense Motive checks.<​br>​
 +&​nbsp;&​nbsp;​SMOOTH TALKER Copyright 2002, Rick Coen<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.96 (Purp 3.20, Pow 3.80, Port 4.20, Comp 4.60, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Spell Defense"></​a><​b>​SPELL DEFENSE [General]</​b><​br>​
 +You have learned to shield yourself from magic, dodge spells at the last second or use some sort of folk ritual to protect yourself from magical attack.<​br>​
 +<​b>​Prerequisite</​b>:​ 5 ranks in Knowledge (arcana)<​br>​
 +<​b>​Benefit</​b>:​ When using the Total Defense action, you can forgo the +4 dodge bonus normally granted to your AC in order to gain a +4 circumstance bonus on your saving throws against spells, supernatural abilities and spell like effects.<​br>​
 +&​nbsp;&​nbsp;​SPELL DEFENSE Copyright 2001, Eric D. Harry<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.47 (Purp 4.00, Pow 4.33, Port 4.67, Comp 4.67, Rule 4.67)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Spell Toughness"></​a><​b>​SPELL TOUGHNESS [General]</​b><​br>​
 +Choose a school of magic, such as Evocation; you are better able to resist hostile effects from this school<​br>​
 +<​b>​Prerequisite</​b>:​ Base Will save bonus +4 or higher<​br>​
 +<​b>​Benefit</​b>:​ Against spells from the chosen school, you get a +2 bonus to all saving throws.<​br>​
 +<​b>​Special</​b>:​ You can take this feat multiple times. ​ Its effects do not stack. ​ Each time you take the feat, it applies to a new school of magic.<​br>​
 +&​nbsp;&​nbsp;​SPELL TOUGHNESS Copyright 2000, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.30 (Purp 4.00, Pow 4.30, Port 4.30, Comp 4.30, Rule 4.60)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Spirit Of Vengeance"></​a><​b>​SPIRIT OF VENGEANCE [General]</​b><​br>​
 +You exact vengeance from your enemies in blood<​br>​
 +<​b>​Benefit</​b>:​ Whenever an opponent wounds you in combat (deals damage to you), your next melee attack against that foe gets a +1 morale bonus to hit and damage. ​ Once you receive this bonus to an attack, the foe must wound you again for you to gain the bonus again. ​ If a foe wounds you multiple times before you attack them, you only gain the bonus once, and to a single attack.<​br>​
 +<​b>​Notes</​b>:​ One of many attack bonus feats, it has more flavor than others, but requires a little book keeping from the player.<​br>​
 +&​nbsp;&​nbsp;​SPIRIT OF VENGEANCE Copyright 2001, Sigfried Trent<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.00 (Purp 3.00, Pow 5.00, Port 4.00, Comp 4.00, Rule 4.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Stand Against Spell"></​a><​b>​STAND AGAINST SPELL [General]</​b><​br>​
 +Gain an additional fortitude resistance against spells<​br>​
 +<​b>​Prerequisite</​b>:​ Great Fortitude<​br>​
 +<​b>​Benefit</​b>:​ Gain an additional +2 to fortitude saves.<​br>​
 +<​b>​Special</​b>:​ This feat stacks with Great Fortitude.<​br>​
 +&​nbsp;&​nbsp;​STAND AGAINST SPELL Copyright 2001, Bradley H. Bemis Jr.<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.28 (Purp 3.20, Pow 4.50, Port 4.70, Comp 4.50, Rule 4.50)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Stipend"></​a><​b>​STIPEND [General: Trait]</​b><​br>​
 +You come for a wealthy background.<​br>​
 +<​b>​Benefit</​b>:​ When you select this feat at character creation, roll 2d10 and multiply by 10.  When you get your starting funds, and at each game month thereafter, you receive a number of gold pieces equal to this number. ​ This money must be picked up someplace; at your estates, a bank, from an academy, from a patron, or whatever. It will accumulate if not collected.<​br>​
 +<​b>​Special</​b>:​ This feat is only available at character creation.<​br>​
 +&​nbsp;&​nbsp;​STIPEND Copyright 2001, Rick Coen<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.75 (Purp 4.00, Pow 3.75, Port 4.00, Comp 3.75, Rule 3.25)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Stubborn Heart"></​a><​b>​STUBBORN HEART [General]</​b><​br>​
 +You just refuse to die.  Your reserves of willpower keep you alive long after others would have died.<​br>​
 +<​b>​Prerequisite</​b>:​ Con 17+, Iron Will<​br>​
 +<​b>​Benefit</​b>:​ You don’t die until you reach –15 hit points.<​br>​
 +&​nbsp;&​nbsp;​STUBBORN HEART Copyright 2002, Ian Cheesman<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.72 (Purp 4.60, Pow 4.40, Port 4.80, Comp 4.80, Rule 5.00)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Sudden Action"></​a><​b>​SUDDEN ACTION [General]</​b><​br>​
 +You may make a quick and decisive attack at the start of combat.<​br>​
 +<​b>​Prerequisite</​b>:​ Improved Initiative, Mobility, Quick Draw, Combat Reflexes<​br>​
 +<​b>​Benefit</​b>:​ If a combat begins with a surprise round and you are not surprised, you may draw your weapon (a free action) and take a partial action before initiative is rolled. ​ This partial action may only be used to attack a surprised opponent, but a 5-foot step is allowed before or after the attack.
 +You may also make draw your weapon and make a surprise attack in a non-combat situation with the use of this feat; the target of the attack is considered surprised.<​br>​
 +&​nbsp;&​nbsp;​SUDDEN ACTION Copyright 2000, Michael J. Kletch<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 3.30 (Purp 3.00, Pow 3.60, Port 3.30, Comp 3.30, Rule 3.30)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Touch Of Grace"></​a><​b>​TOUCH OF GRACE [General]</​b><​br>​
 +Fate is looking out for you.<​br>​
 +<​b>​Prerequisite</​b>:​ Cha 15+<​br>​
 +<​b>​Benefit</​b>:​ You get a +1 bonus on all saving throws.<​br>​
 +<​b>​Special</​b>:​ This feat can be taken several times, but only once at any level, and the benefits stack. For each time after the first, increase the Charisma prerequisite by 2.<​br>​
 +&​nbsp;&​nbsp;​TOUCH OF GRACE Copyright 2001, Paul W. King<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.52 (Purp 4.40, Pow 4.40, Port 4.40, Comp 4.60, Rule 4.80)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Toughness"></​a><​b>​TOUGHNESS [General]</​b><​br>​
 +<​b>​Benefit</​b>:​ The character gains +3 hit points.<​br>​
 +<​b>​Special</​b>:​ A character may gain this feat multiple times.<​br>​
 +&​nbsp;&​nbsp;​TOUGHNESS Copyright 2000, System Reference Document<​br>​
 +&​nbsp;&​nbsp;<​b>​Balance</​b>:​ 4.30 (Purp 4.00, Pow 3.25, Port 4.50, Comp 5.00, Rule 4.75)<​br>​
 +</​p><​br>​
 +<p>
 +<a name="​Track"></​a><​b>​TRACK [General]</​b><​br>​
 +<​b>​Benefit</​b>:​ To find tracks or to follow them for one mile requires a Wilderness Lore check. The character must make another Wilderness Lore check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge.
 +The character moves at half normal speed (or at normal speed with a -5 penalty on the check). The DC depends on the surface and the prevailing conditions:</​p>​
 +<table width="​300"​ border="​0"​ cellspacing="​0"​ cellpadding="​0">​
 +  <​tr> ​
 +    <​td><​b>​Surface</​b></​td>​
 +    <​td><​b>​DC</​b></​td>​
 +    <td width="​50">&​nbsp;</​td>​
 +    <​td><​b>​Surface</​b></​td>​
 +    <​td><​b>​DC</​b></​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​Very Soft</​td>​
 +    <​td>​5</​td>​
 +    <​td>&​nbsp;</​td>​
 +    <​td>​Firm</​td>​
 +    <​td>​15</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​Soft</​td>​
 +    <​td>​10</​td>​
 +    <​td>&​nbsp;</​td>​
 +    <​td>​Hard</​td>​
 +    <​td>​20</​td>​
 +  </tr>
 +</​table>​
 +<p> <​b>​Very Soft Ground</​b>:​ Any surface (fresh snow, thick dust, wet mud) that 
 +  holds deep, clear impressions of footprints. <br>
 +  <​b>​Soft Ground</​b>:​ Any surface soft enough to yield to pressure, but firmer ​
 +  than wet mud or fresh snow, in which the creature leaves frequent but shallow ​
 +  footprints. <br>
 +  <​b>​Firm Ground</​b>:​ Most normal outdoor surfaces (such as lawns, fields, woods, ​
 +  and the like) or exceptionally soft or dirty indoor surfaces (thick rugs, very 
 +  dirty or dusty floors). The creature might leave some traces (broken branches, ​
 +  tufts of hair) but leaves only occasional or partial footprints. <br>
 +  <​b>​Hard Ground</​b>:​ Any surface that doesn'​t hold footprints at all, such as 
 +  bare rock or indoor floors. Most streambeds fall into this category, since any 
 +  footprints left behind are obscured or washed away. The creature leaves only 
 +  traces (scuff marks, displaced pebbles). </p>
 +<table width="​500"​ border="​0"​ cellspacing="​0"​ cellpadding="​0">​
 +  <​tr> ​
 +    <​td><​b>​Condition Modifier</​b></​td>​
 +    <td align="​center"><​b>​DC</​b></​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>​Every three creatures in the group being tracked</​td>​
 +    <td align="​center">​-1</​td>​
 +  </tr>
 +  <​tr> ​
 +    <td colspan="​2">​Size of creature or creatures being tracked: *</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>&​nbsp;&​nbsp;&​nbsp;&​nbsp;​Fine</​td>​
 +    <td align="​center">​+8</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>&​nbsp;&​nbsp;&​nbsp;&​nbsp;​Diminutive</​td>​
 +    <td align="​center">​+4</​td>​
 +  </tr>
 +  <​tr> ​
 +    <​td>&