OTHER FEATS:

Assassin

DeathAttack
Hide 16
SneakAttack
Must be Evil

If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). 

While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin's class level (Character level/5) + the assassin's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. 

If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds

If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

PoisonUse
GreatFortitude
Must be Evil

Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade

Barbarian

FastMovement

A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn.

Rage
Cannot be Lawful

A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 (+2 bonus) to Strength, a +4 (+2 bonus) to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) 

While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. 

A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).

A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 12th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 32th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.

Black Guard Feats

AuraOfDespair General

You have a powerful (evil) religious presence about you that causes enemies within 10 feet of you to suffer a -2 morale penalty on all saving throws. Granting this penalty is a a supernatural ability.

Prerequisites: Level 9, Cha 13+, Religion 4+, DarkBlessing, any Evil alignment.

Special: If the character's alignment changes the character loses this feat.

DarkBlessing
Cha 13
Religion 4
Must be Evil

A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.

DetectGood
SpellPower 2
DarkBlessing
Must be Evil

At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

SmiteGood
Level 6
DarkBlessing
Must be Evil

Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack.
He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If a blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.

FiendishServant
Level 15
DarkBlessing
Must be Evil

The blackguard can call a fiendish bat, cat, dire rat, horse, pony, raven, or toad to serve him. The blackguard's servant further gains HD and special abilities based on the blackguard's character level (see the table below).
A blackguard may have only one fiendish servant at a time.
Should the blackguard's servant die, he may call for another one after a year and a day. The new fiendish servant has all the accumulated abilities due a servant of the blackguard's current level.

Character Level Bonus HD Natural Armor Adj. Str Adj. Int Special
20th or lower +2 +1 +1 6 Empathic link, improved evasion, share saving throws, share spells
21th–30th +4 +3 +2 7 Speak with blackguard
31th–40th +6 +5 +3 8 Blood bond
41th +8 +7 +4 9 Spell resistance
Character Level: The character level of the blackguard.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the servant's base attack and base save bonuses, as normal.
Natural Armor Adj.: This is an improvement to the servant's existing natural armor bonus.
Str Adj.: Add this figure to the servant's Strength score.
Int: The servant's Intelligence score. (A fiendish servant is smarter than normal animals of its kind.)

The abilities mentioned in the “Special” column of the accompanying table are described below.

Empathic Link 
The blackguard has an empathic link with his servant out to a distance of up to 1 mile. The blackguard cannot see through the servant's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of the empathic link between the servant and the blackguard, the blackguard has the same connection to a place or an item that the servant does.

Improved Evasion 
If the servant is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.

Share Saving Throws
For each of its saving throws, the servant uses either its own base save bonus or the blackguard's, whichever is higher. The servant applies its own ability modifiers to saves, and it doesn't share any other bonuses on saves that the blackguard might have.

Share Spells
At the blackguard's option, he may have any spell (but not any spell-like ability) he casts on himself also affect his servant. The servant must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the servant if it moves farther than 5 feet away and will not affect the servant again even if the servant returns to the blackguard before the duration expires. Additionally, the blackguard may cast a spell with a target of “You” on his servant (as a touch range spell) instead of on himself. A blackguard and his servant can share spells even if the spells normally do not affect creatures of the servant's type (magical beast).

Speak with Blackguard
If the blackguard's character level is 13th or higher, the blackguard and servant can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Blood Bond 
If the blackguard's character level is 16th or higher, the servant gains a +2 bonus on all attack rolls, checks, and saves if it witnesses the blackguard being threatened or harmed.
This bonus lasts as long as the threat is immediate and apparent.

Spell Resistance 
If the blackguard's character level is 19th or higher, the servant gains spell resistance equal to the blackguard's level + 5. To affect the servant with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the servant's spell resistance.

Cleric

ExtraTurning
Wis 15
Religion 8

A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Turn
Wis 13
Religion 4

Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).

Druid Feats

AnimalCompanion [Druid]

You are so in tune with nature and nature's creatures that a creature you've befriended with the spell animal friendship will loyally stay with you.

Prerequisites: Level 3+, Wis 13+, Spell Power 5+, WildernessLore 4+, NatureSense.

Benefit: The animal can have no more than 2 Hit Dice. A character may have more than one animal companion, provided the animals’ total Hit Dice don’t exceed the character's level +1. The character can also cast animal friendship on other animals during play.

Normal: Usually befriended or charmed creatures leave you after the duration of your spell.

Special: If the character's alignment changes to one that isn't neutral the character loses this feat and the animal companion. If the character casts a spell that is of opposite alignment to his own the penalty is the same; loss of the feat and the animal.

AThousandFaces [Druid]

Prerequisites: Level 36+, Wis 13+, Spell Power 43+, WildernessLore 4+, NatureSense, WildShape.

Benefit: The character gains the supernatural ability to change her appearance at will, as if using the spell alter self.

Special: If the character's alignment changes to one that isn't neutral the character loses this feat. If the character casts a spell that is of opposite alignment to his own the penalty is the same; loss of the feat.

NatureSense [Druid]

Prerequisites: Wis 13+, WildernessLore 4+.

Benefit: You can identify plants and animals (their species and special traits) with perfect accuracy. She can tell whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).

ResistNaturesLure [Druid]

Prerequisites: Level 12+, Wis 13+, WildernessLore 4+, NatureSense.

Benefit: The character gains a +4 bonus to saving throws against the spell-like abilities of feys (such as dryads, nymphs, and sprites).

Special: If the character's alignment changes to one that isn't neutral the character loses this feat. If the character casts a spell that is of opposite alignment to his own the penalty is the same; loss of the feat.

TracklessStep [Druid]

Prerequisites: Level 9+, Wis 13+, WildernessLore 4+, NatureSense, WoodlandStride.

Benefit: The character leaves no trail in natural surroundings and cannot be tracked.

Special: If the character's alignment changes to one that isn't neutral the character loses this feat. If the character casts a spell that is of opposite alignment to his own the penalty is the same; loss of the feat.

VenomImmunity [Druid]

Prerequisites: Level 27+, Wis 13+, WildernessLore 4+, NatureSense, ResistNaturesLure.

Benefit: The character gains immunity to all organic poisons, including monster poisons but not mineral poisons or poison gas.

Special: If the character's alignment changes to one that isn't neutral the character loses this feat. If the character casts a spell that is of opposite alignment to his own the penalty is the same; loss of the feat.

WildShape [Druid]

Prerequisites: Level 15+, Wis 13+, Spell Power 20+, WildernessLore 4+, NatureSense.

Benefit: The character gains the spell-like ability to polymorph self into a Small or Medium-size animal (but not a dire animal) and back again once per day (see the polymorph self spell). Unlike the standard use of the spell, however, the character may only adopt one form. As stated in the spell description, the character regains hit points as if she has rested for a day. Note: The creatures available include some giant animals but not unnatural beasts. The character may wild shape into a dog or a giant lizard, for example, but not into an owlbear. The character does not risk the standard penalty for being disoriented while in her wild shape (see the polymorph other spell).

The character can use this ability once per day, per 10 levels. ((Level / 10) + 1.) In addition, the character gains the ability to take the shape of a Large animal at 24th level, a Tiny animal at 33rd level, and a Huge animal at 45th level. At 36th level or higher, she can take the form of a dire animal.

At 48th level or higher, the character may use wild shape to change into a Small, Medium-size, or Large air, earth, fire, or water elemental once per day. She gains all the elemental’s special abilities when she does so. At 54th level, she can do this three times per day.

Special: If the character's alignment changes to one that isn't neutral the character loses this feat. If the character casts a spell that is of opposite alignment to his own the penalty is the same; loss of the feat.

WoodlandStride [Druid]

Prerequisites: Level 6+, Wis 13+, WildernessLore 4+, NatureSense.

Benefit: The character may move through natural thorns, briars, overgrown areas, and similar terrain at her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the character.

Special: If the character's alignment changes to one that isn't neutral the character loses this feat. If the character casts a spell that is of opposite alignment to his own the penalty is the same; loss of the feat.

Dwarven Defender

DefensiveStance
Dodge
Endurance
Toughness

When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender's hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. 

While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. 

A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a –2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Dwarven Defender). Using the defensive stance takes no time itself, but a defender can only do so during his action.

Elementalist

ApprenticeElementalist
SpellPower 5
Planes 10

Allows you to summon a small Elemental.

MinorElementalist
SpellPower 10
Planes 15

Allows you to summon a medium Elemental.

ProficientElementalist
SpellPower 15
Planes 20

Allows you to summon a large Elemental.

TrueElementalist
SpellPower 25
Planes 25

Allows you to summon a huge Elemental.

MasterElementalist
SpellPower 35
Planes 30

Allows you to summon a greater Elemental.

PerfectElementalist
SpellPower 40
Planes 35

Allows you to summon an elder Elemental.

Flyer

FlybyAttack
Dex 13

When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Normal: Without this feat, the creature takes a standard action either before or after its move.

Hover
Str 15

When flying, the creature can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed, regardless of its maneuverability.

If a creature begins its turn hovering, it can hover in place for the turn and take a full-round action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so.

If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).

Those caught in the cloud must succeed on a Concentration check (DC 10 + 1/2 creature's HD) to cast a spell.

Normal: Without this feat, a creature must keep moving while flying unless it has perfect maneuverability.

Wingover
Str 15
Dex 13

A flying creature with this feat can change direction quickly once each round as a free action. This feat allows it to turn up to 180 degrees regardless of its maneuverability, in addition to any other turns it is normally allowed. A creature cannot gain altitude during a round when it executes a wingover, but it can dive.
The change of direction consumes 10 feet of flying movement.

Ranger

FavoredEnemy
Level 2
NatureSense

At 2nd level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Table: Ranger Favored Enemies        
Type (Subtype) Type (Subtype)
Aberration Humanoid (reptilian)
Animal Magical beast
Construct Monstrous humanoid
Dragon Ooze
Elemental Outsider (air)
Fey Outsider (chaotic)
Giant Outsider (earth)
Humanoid (aquatic) Outsider (evil)
Humanoid (dwarf) Outsider (fire)
Humanoid (elf) Outsider (good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll) Outsider (native)
Humanoid (gnome) Outsider (water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid (orc) Vermin

FreeBodyFreeHands
Str 15
Dex 13

The Ranger can use two weapons as if he has the Ambidexterity and TwoWeaponFighting feats.

Shadowdancer

HideInPlainSight
Hide 15
MoveSilently 15

A shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

ShadowIllusion
SpellPower 6
HideInPlainSight

When a shadowdancer reaches 3rd level, she can create visual illusions. This ability's effect is identical to that of the arcane spell silent image and may be employed once per day

ShadowJump
SpellPower 12
Mobility

At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadowdancer can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

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