Feats
Description: You have more traits than normal.
Benefits
You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.
Description: With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.
Prerequisites
Description: Caster level 1st.
Benefits
Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome spell resistance. If your ally has the same spell prepared (or known with a slot available if they are spontaneous spellcasters), this bonus increases to +4 and you receive a +1 bonus to the caster level for all level-dependent variables, such as duration, range, and effect.
Description: You can convert any spell into an attack.
Prerequisites
Description: Arcane spellcaster, caster level 10th.
Benefits
As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 feet as a ranged touch attack. This attack deals 2d6 points of damage plus an additional 1d6 points of damage for every level of the spell or spell slot you sacrificed. 0-level spells may not be sacrificed in this manner.
Description: You can convert any spell into a defense.
Prerequisites
Description: Arcane spellcaster, caster level 10th.
Benefits
As a immediate action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and gain a deflection bonus to AC equal to the level of the spell or spell slot you sacrificed for 1 round. 0-level spells may not be sacrificed in this manner.
Description: Magic is in your blood, and at your fingertips.
Prerequisites
Description: Cha 10; elf, half-elf, or gnome.
Benefits
Choose a 0-level spell from the sorcerer/wizard spell list. You can cast this spell three times per day as a spell-like ability. The caster level is equal to your character level. The save DC is 10 + your Charisma modifier.
Description: Whether by magic or a curse of your blood, some part of you is more beast than man.
Prerequisites
Description: wild shape class feature, see Special.
Benefits
Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and then you cannot change it.
If your base race has normal vision, you gain low-light vision. If your base race has low-light vision, you gain darkvision out to a range of 30 feet. If your base race has darkvision, the range of your darkvision increases by 30 feet.
You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small).
You can make a running jump without needing to run 10 feet before you jump.
Wild Instinct
You gain a +2 bonus on initiative checks and a +2 bonus on Survival skill checks.
Special
A character that has contracted lycanthropy can take this feat without having to meet the prerequisites. A ranger who selects the natural weapon combat style can take this feat without having to meet the prerequisites (even if he does not select Aspect of the Beast as a bonus feat).
Description: You follow a powerful blow from your weapon with an opportunistic bash from your shield.
Prerequisites
Description: Improved Shield Bash, Shield Master, Two-Weapon Fighting, base attack bonus +11.
Benefits
Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same bonus as a free action.
Description: Sacrificing accuracy, you can inflict bloody wounds that are slow to heal.
Prerequisites
Description: Str 13, Power Attack, base attack bonus +6.
Benefits
You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage with your weapon melee attacks, in addition to the normal damage dealt by the weapon. A creature continues to take bleed damage every round at the start of its turn. Bleed damage can be stopped by a DC 15 Heal check or through any magical healing. Bleed damage from this feat does not stack with itself. You must choose to use this feat before making the attack roll, and its effects last until your next turn (although the bleeding lasts until healed, as normal).
Description: Your swift strikes ward off enemies attacking nearby allies.
Prerequisites
Description: Combat Reflexes.
Benefits
When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally's AC. You may not use the aid another action to improve your ally's attack roll with this attack.
Normal
Aid another is a standard action.
Description: You can direct a failed spell against a different target.
Benefits
Whenever a bouncing spell targeting a single creature has no effect on its intended target (whether due to spell resistance or a successful saving throw) you may, as a swift action, redirect it to target another eligible creature within range. The redirected spell behaves in all ways as if its new target were the original target for the spell. Spells that affect a target in any way (including a lesser effect from a successful saving throw) may not be redirected in this manner. A bouncing spell uses up a spell slot one level higher than the spell's actual level.
Description: Although still young for your kind, you have a lifetime of knowledge and training.
Prerequisites
Description: Dwarf, elf, or gnome; 100+ years old.
Benefits
You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
Bull Rush Strike
Description: Your critical hits can push back your foes.
Prerequisites
Description: Str 13, Improved Bull Rush, Power Attack, base attack bonus +9.
Benefits
Whenever you score a critical hit with a melee attack, you can push your opponent back, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may push your opponent back as if from the bull rush combat maneuver. You do not need to move with the target if successful. This does not provoke an attack of opportunity.
Normal
You must perform a bull rush combat maneuver to bull rush an opponent.
Special
You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.
Description: You can overrun enemies when charging.
Prerequisites
Description: Str 13, Improved Overrun, Power Attack, base attack bonus +1.
Benefits
When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.
Normal
You must have a clear path toward the target of your charge.
Description: Your resemblance to a human child tends to make others trust you, perhaps more than they should.
Prerequisites
Description: Cha 13, halfling.
Benefits
You can take 10 on Bluff checks to convince others you are telling the truth, so long as your story makes you appear innocent. You gain a +2 bonus on Disguise skill checks to pose as a human child, and ignore the check penalties for disguising yourself as a different race and age category while doing so.
Description: Your tread is of unearthly lightness.