Feats
Description: You are skilled at leaping, jumping, and flying.
Benefits
You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Description: You can easily move over and through obstacles.
Prerequisites
Description: Dex 15, Nimble Moves.
Benefits
Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).
Description: You've learned to use your quickness in place of brute force when performing combat maneuvers.
Benefits
You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.
Normal
You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus.
Description: You often notice things that others might miss.
Benefits
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Description: Choose chaos, evil, good, or law. You can channel divine energy to affect outsiders that possess this subtype.
Prerequisites
Description: Ability to channel energy.
Benefits
Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of the chosen alignment subtype, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new alignment subtype. Whenever you channel energy, you must choose which type to effect.
Description: You are skilled at working with animals and mounts.
Benefits
You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Description: You have mastered the ability to cast spells while wearing armor.
Prerequisites
Description: Arcane Armor Training, Medium Armor Proficiency, caster level 7th.
Benefits
As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast this round. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training.
Description: You have learned how to cast spells while wearing armor.
Prerequisites
Description: Light Armor Proficiency, caster level 3rd.
Benefits
As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.
Description: You draw upon your arcane power to enhance your weapons with magical energy.
Prerequisites
Description: Ability to cast arcane spells.
Benefits
As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Description: You are skilled at wearing heavy armor.
Prerequisites
Description: Light Armor Proficiency, Medium Armor Proficiency.
Benefits
Normal
Special
Fighters and paladins automatically have Heavy Armor Proficiency as a bonus feat. They need not select it.
Description: You are skilled at wearing light armor.
Benefits
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Normal
A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.
Special
All characters except monks, sorcerers, and wizards automatically have Light Armor Proficiency as a bonus feat. They need not select it.
Description: You are skilled at wearing medium armor.
Prerequisites
Description: Light Armor Proficiency.
Benefits
Normal
Special
Barbarians, clerics, druids, fighters, paladins, and rangers automatically have Medium Armor Proficiency as a bonus feat. They need not select it.
Description: You possess inherent physical prowess.
Benefits
You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Description: Your summoned creatures are more powerful and robust.
Prerequisites
Description: Spell Focus (conjuration).
Benefits
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Description: Your critical hits cause opponents to bleed profusely.
Prerequisites
Description: Critical Focus, base attack bonus +11.
Benefits
Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Conditions) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
Special
You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Description: You are skilled at attacking opponents that you cannot clearly perceive.
Benefits
In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Description: Your critical hits blind your opponents.