]290
Type of Feat: General

Prerequisite: None.

Specifics: +2 bonus to Spot and Listen checks due to finely tuned senses.

Use: Automatic.
]222
Type of Feat: General

Prerequisite: Dex 15+.
Required for: Improved Two-Weapon Fighting.

Specifics: When fighting with two weapons, this feat reduces the penalty of the off-hand weapon by 4.

Use: Used automatically when fighting with two weapons. Rangers receive this feat for free at level 1.
]223
Type of Feat: General

Prerequisite: Armor Proficiency (Light) and Armor Proficiency (Medium).

Specifics: This feat grants the knowledge to make effective use of heavy armor.

Use: Automatic. Fighters, paladins, and clerics receive this feat for free.
]225
Type of Feat: General

Prerequisite: None.
Required for: Armor Proficiency (Medium).

Specifics: This feat grants the knowledge to make effective use of light armor.

Use: Automatic. All classes except monks, sorcerers, and wizards have this feat for free.
]224
Type of Feat: General

Prerequisite: Armor Proficiency (Light).
Required for: Armor Proficiency (Heavy).

Specifics: This feat grants the knowledge to make effective use of medium armor.

Use: Automatic. All classes except monks, rogues, sorcerers, and wizards have this feat for free.
]226
Type of Feat: General

Prerequisite: Base attack bonus of +1 or higher.

Specifics: Grants the ability to make a potentially disabling attack against an opponent's arms or legs. Called shots are made at a -4 penalty, and must overcome the target's Discipline skill check. A successful called shot against the legs reduces the opponent's movement rate by 20% and gives them a -2 to their dexterity. A successful called shot against the arms applies a cumulative -2 penalty to the creature's attack rolls.

Use: Selected.
]292
Type of Feat: General

Prerequisite: Str 13+, Power Attack.
Required for: Great Cleave.

Specifics: If the character kills an opponent, he gets a free attack against any opponent who is within melee weapon range.

Use: Automatic.

Special: Monks receive this feat at 1st level.
]297
Type of Feat: General

Prerequisite: Ability to cast 1st-level spells.

Specifics: The character is adept at casting spells in combat, and does not suffer the standard -4 penalty to Concentration checks when casting defensively within four meters of an enemy.

Use: Automatic.
]299
Type of Feat: General

Prerequisite: Dex 13+, Improved Unarmed Strike.

Specifics: The character can attempt to deflect one incoming missile attack per round. This is treated as a Reflex save made against DC 20.

Use: Automatic if not caught flat-footed. Monks receive this feat for free at level 2.
]303
Type of Feat: General

Prerequisite: Int 13+.
Required for: Improved Disarm.

Specifics: The character can attempt to disarm an opponent in melee combat. Attempting a disarm applies a -6 penalty to the character's attack roll, and the combatant with the larger weapon gains a +4 bonus per size category of difference. A successful hit deals normal damage, and if the opponent fails a Discipline check then the weapon flies from the opponent's hands.

Use: Selected. A disarm attempt provokes an attack of opportunity.
]301
Type of Feat: General

Prerequisite: Dex 13+.
Required for: Mobility and Spring Attack.

Specifics: The character gains a +1 dodge bonus to AC against attacks from his current target or last attacker.

Use: Automatic, though a condition that negates a Dexterity bonus to AC also negates any dodge bonuses. Multiple dodge bonuses (different feats, racial bonuses) are cumulative.
]227
Type of Feat: Metamagic

Prerequisite: Ability to cast 2nd-level spells.

Specifics: All variable, numeric effects of an empowered spell are increased by 50%. For example, an empowered magic missile deals one and one-half times normal damage (1d4 + 1 multiplied by 1.5). Empowerment does not increase spell duration.

Use: An empowered spell occupies a spell slot two levels higher than normal. Saving throws and opposed rolls, such as those made when Dispel Magic is cast, are not affected.
]294
Type of Feat: Metamagic

Prerequisite: Ability to cast 1st-level spells.

Specifics: Extended spells have their duration doubled, lasting twice as long as normal.

Use: An extended spell occupies a spell slot one level higher than normal.

Note: Spells with a duration of instantaneous or permanent are not affected.
]400
Type of Feat: Special

Prerequisite: Exclusive to clerics and paladins.

Specifics: This divine ability allows the character to turn undead six additional times per day.

Use: Automatic.
]402
Type of Feat: General

Prerequisite: None.

Specifics: A character with this feat is tougher than normal, gaining a +2 bonus to all Fortitude saving throws.

Use: Automatic.
]228
Type of Feat: General

Prerequisite: Proficiency with the chosen weapon, base attack bonus +8 or higher.

Specifics: Combat ability doubles the critical threat range with a given weapon. A longsword that normally threatens a critical on a roll of 19-20 would now threaten a critical on a roll of 17-20.

Use: Automatic. The threat range of a Keen weapon is already doubled, increasing to triple with this feat. This feat can be selected multiple times, applying to a new weapon category each time.

Special: Halflings and Gnomes are small creatures and as such they can never use the following large weapons - dire mace, double bladed sword, doubleaxe, greataxe, greatsword, halberd, heavy flail, and scythe.
]229
Type of Feat: General

Prerequisite: Int 13+, Disarm.

Specifics: A character with this feat has learned not to provoke an attack of opportunity when attempting a disarm. Success knocks the opponent's weapon from his hands. The penalty to make a disarm attempt is reduced to -4.

Use: Selected.
]230
Type of Feat: General

Prerequisite:  Int 13+, Knockdown, base attack bonus +7.

Specifics: A character with this feat counts as one size category larger when he makes a knockdown attack. All other knockdown conditions still apply.

Use: Selected. Monks receive this feat for free at level 6.
]406
Type of Feat: General

Prerequisite: Intelligence 13+.

Specifics: The character gains a +4 competence bonus to his opposed attack roll when using the Parry skill.

Use: Automatic.
]404
Type of Feat: General

Prerequisite: Str 13+, Power Attack.

Specifics: This feat allows the character to trade a -10 penalty on his attack roll to gain a +10 bonus on his damage roll. It is very useful when fighting tough, easy-to-hit opponents.

Use: Combat Mode.
]231
Type of Feat: General

Prerequisite: Two-Weapon Fighting, Ambidexterity, base attack bonus +9 or higher.

Specifics: The character with this feat is able to get a second off-hand attack (at a penalty of -5 to his attack roll).

Use: Automatic. Rangers receive this feat at level 9, even if they don't meet the requirements.
]232
Type of Feat: General

Prerequisite: None.
Required for: Stunning Fist, Deflect Arrows.

Specifics: Armed opponents no longer get attacks of opportunity against the character when he attempts an unarmed attack.

Use: Automatic. Monks receive this feat for free at Level 1.
]408
Type of Feat: General

Prerequisite: None.

Specifics: The character's strong presence of mind gives him a +2 bonus to all Will saving throws.

Use: Automatic.
]410
Type of Feat: General

Prerequisite: None.
Required for: Improved Knockdown.

Specifics: A character with this feat can attempt to knock his melee opponents to the ground. The character makes an attack roll at -4, and if successful the defender makes an opposed Discipline check against the character's attack roll. If the character wins, the defender is knocked to a prone position.

Use: Selected. Prone characters cannot attack. Characters receive a +4 bonus to attack prone opponents in melee, but a -4 penalty to attack them with a ranged weapon. A character can only make a Knockdown attempt on opponents that are one size category larger than himself, or smaller. The opponent gets a +4 bonus on his opposed check for every size category he is larger than the attacker, or a -4 penalty for every size category he is smaller. Monks receives this feat for free at level 6.
]412
Type of Feat: General

Prerequisite: None.

Specifics: The character's reflexes are faster than normal, granting him a +2 bonus to all Reflex saving throws.

Use: Automatic.
]414
Type of Feat: Metamagic

Prerequisite: Ability to cast 3rd-level spells.

Specifics: Maximized spells apply all variable numeric effects - including damage, number of targets, and so on - at their maximum values.

Use: A maximized spell occupies a spell slot three levels higher than normal. Saving throws and opposed rolls, such as those made when Dispel Magic is cast, are not affected.
]416
Type of Feat: General

Prerequisite: Dex 13+, Dodge.
Required for: Spring Attack.

Specifics: A character with this feat has learned to avoid attacks of opportunity more effectively, gaining a +4 dodge bonus to AC against them.

Use: Automatic, though a condition that negates a Dexterity bonus to AC also negates any dodge bonuses. Multiple dodge bonuses (from different feats or racial bonuses) are cumulative.
]233
Type of Feat: General

Prerequisite: None.
Required for: Rapid Shot.

Specifics: A character with this feat negates the -4 penalty for using missile weapons in melee, and gains an additional +1 to attack and damage with ranged weapons when the target is within 15 feet.

Use: Automatic.
]418
Type of Feat: General

Prerequisite: Str 13+.
Required for: Cleave, Improved Power Attack, Great Cleave, Divine Might and Divine Shield.

Specifics: A character with this feat can make powerful but ungainly attacks. When Power Attack is selected, it grants a +5 bonus to the damage roll, but at the cost of -5 to the attack roll.

Use: Combat Mode.
]234
Type of Feat: Metamagic

Prerequisite: Ability to cast 4th-level spells.

Specifics: Quickened spells can be cast instantaneously, making them invulnerable to counterspells or interruption. A quickened spell is cast as a free action, and another action can be attempted within the same round, including the casting of another spell. Only one quickened spell can be cast per round.

Use: Quickened spells occupy spell slots four levels higher than normal.
]420
Type of Feat: General

Prerequisite: Dex 13+, Point Blank Shot.

Specifics: A character with this feat gains an extra attack per round with a ranged weapon (excluding crossbows). When a Rapid Shot is attempted, the extra attack is made at the character's highest base attack bonus, but all attacks within the round suffer a -2 penalty.

Use: Selected.
]422
Type of Feat: General

Prerequisite: Base Attack Bonus +1, Called Shot.
Required for: Stunning Fist.

Specifics: A character with this feat is able to make a special stun attack in melee. He makes an attack roll with a -4 penalty, and if the hit successfully deals damage the defender must make a Discipline check with a DC equal to the attacker's attack roll. If the defender fails, he or she is dazed for 12 seconds.

Use: Selected.
]524
Type of Feat: General

Prerequisite: None.

Specifics: A character with this feat has the training required to use a shield.

Use: All classes except monks, rogues, sorcerers, and wizards have this feat for free.
]236
Type of Feat: Metamagic

Prerequisite: Ability to cast 1st-level spells.

Specifics: Silent spells are cast without a verbal component.

Use: A silenced spell occupies a spell slot one level higher than normal.
]424
Type of Feat: General

Prerequisite: Able to use the skill.

Specifics: A character with this feat is adept at a certain skill, gaining a +3 bonus on all checks with it.

Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case.
]426
Type of Feat: General

Prerequisite: Ability to cast 1st-level spells.
Required for: Greater Spell Focus and Arcane Defense.

Specifics: A character with this feat is adept in a certain school of magic, gaining a +2 bonus to spell save DC for all spells that they cast from that school.

Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case. Gnomes receive Spell Focus (illusion) for free at level 1.
]237
Type of Feat: General

Prerequisite: Ability to cast 1st-level spells.
Required for: Greater Spell Penetration.

Specifics: A spellcaster with this feat gains a +2 bonus to caster level checks to beat a creature's spell resistance.

Use: Automatic.
]238
Type of Feat: Metamagic

Prerequisite: Ability to cast 1st-level spells.

Specifics: Still spells are cast without a somatic component. Any penalties incurred from casting in armor do not apply to a spell prepared with this feat.

Use: A stilled spell occupies a spell slot one level higher than normal.
]428
Turn Undead
]430
Type of Feat: General

Prerequisite: Dex 13+, Wis 13+, Improved Unarmed Strike, base attack bonus +8 or higher.
Required for: Extra Stunning Attacks.

Specifics: A character with this feat can attempt a disabling strike with a -4 attack penalty and a -4 damage penalty. If successful, the target must succeed at a Fortitude save (DC 10 + 1/2 the attacker's level + the attacker's Wisdom modifier) or be held for one round. This attack may be used once per day for every four levels of the character.

Use: Selected. Monks receive this feat for free at 1st level, even if they do not meet the prerequisites. As well, monks suffer no attack or damage penalties when using this feat and may use it once per day per level. Constructs and undead are immune to this attack, as are any creatures that are immune to critical hits.
]432
Type of Feat: General

Prerequisite: None.

Specifics: A character with this feat is tougher than normal, gaining one bonus hit point per level. Hit points are gained retroactively when choosing this feat.

Use: Automatic.
]239
Type of Feat: General

Prerequisite: None.
Required For: Improved Two-Weapon Fighting.

Specifics: A character with this feat reduces the penalties suffered when fighting with two weapons. The normal penalty of -6 to the primary hand and -10 to the off-hand becomes -4 for the primary hand and -8 for the off-hand. The Ambidexterity feat further reduces the attack penalty for the second weapon by 4 (to -4/-4). Best results are achieved if the off-hand weapon is light, further reducing the penalty for both the primary and off-hand by 2 (to -2/-2). Rangers receive this feat for free at level 1.

Use: This feat is used automatically during combat.
]434
Type of Feat: General

Prerequisite: Base attack bonus +1 or higher.

Specifics: A character with this feat is adept at using light weapons subtly and effectively, allowing him to make melee attack rolls with his dexterity modifier instead of strength (if his dexterity is higher than his strength).

Use: Automatic when using any of the following weapons: dagger, handaxe, kama, kukri, light hammer, mace, rapier, short sword, sickle, whip and unarmed strike.
]436
Type of Feat: General

Prerequisite: Proficiency with the chosen weapon type, base attack bonus +1 or higher.
Required for: Weapon Specialization (fighter only).

Specifics: A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with it.

Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case.

Special: Halflings and gnomes are Small creatures and as such they can never use the following large weapons: dire mace, double-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, and scythe.
]438
Type of Feat: General

Prerequisite: Base attack bonus +1 or higher.

Specifics: This feat allows effective use of all exotic weapons. The exotic weapons list includes the bastard sword, dire mace, dwarven waraxe, double axe, kama, katana, kukri, scythe, shuriken, whip, and two-bladed sword.
Normal: A character cannot equip weapons they are not proficient in.

Use: Automatic.
]440
Type of Feat: General

Prerequisite: None.

Specifics: This feat allows effective use of all martial weapons. The martial weapons list includes the battleaxe, greataxe, greatsword, halberd, handaxe, heavy flail, light flail, light hammer, longbow, longsword, rapier, scimitar, short sword, shortbow, throwing axe, trident and warhammer.
Normal: A character cannot equip weapons they are not proficient in.

Use: Barbarians, fighters, paladins, and rangers are automatically proficient with all martial weapons.
]442
Type of Feat: General

Prerequisite: None.

Specifics: This feat allows effective use of all simple weapons, including the club, dagger, mace, sickle, spear, morningstar, quarterstaff, light and heavy crossbows, dart, and sling.
Normal: A character cannot equip weapons they are not proficient in.

Use: All characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons. The spell Tenser's Transformation gives a wizard a temporary proficiency with all simple weapons.
]444
Type of Feat: Special

Prerequisite: Must be a fighter, base attack bonus +4, Weapon Focus in the chosen weapon group.

Specifics: A character with this feat has trained especially hard with a specific weapon group, and gains a +2 damage bonus when using these weapons in combat.

Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case.

Special: Halflings and Gnomes are small creatures and as such they can never use the following Large weapons: dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, and scythe.
]6012
Type of Feat: Special

Prerequisite: Druid Level 1.

Specifics: This feat allows the character to use the club, dagger, scimitar, sickle, spear, quarterstaff, dart, and sling.
Normal: A character cannot equip a weapon he is not proficient in.

Use: All druids start with this feat and cannot gain weapon proficiency with any other weapons.
]6013
Type of Feat: Special

Prerequisite: Monk level 1.

Specifics: This feat allows effective use of club, dagger, handaxe, light crossbow, heavy crossbow, quarterstaff, shuriken, kama, and sling.
Normal: A character cannot equip a weapon he is not proficient in.

Use: All monks start with this feat but can gain other weapon proficiencies as well.
]6014
Type of Feat: Special

Prerequisite: Rogue level 1.

Specifics: This feat allows the character to use the club, dagger, dart, handaxe, light crossbow, heavy crossbow, quarterstaff, mace, short sword, rapier, shortbow, morningstar, and sling.
Normal: A character cannot equip a weapon he is not proficient in.

Use: All rogues start with this feat but can gain other weapon proficiencies as well.
]6015
Type of Feat: Special

Prerequisite: Wizard level 1.

Specifics: This feat allows the character to use the club, dagger, light crossbow, heavy crossbow, and quarterstaff.
Normal: A character cannot equip a weapon he is not proficient in.

Use: All wizards start with this feat but can gain other weapon proficiencies as well.
]6016
Type of Feat: Class

Prerequisite: Barbarian level 1.

Specifics: This feat gives the barbarian a 10% bonus to movement.
]6017
Type of Feat: Class

Prerequisite: Barbarian level 2, rogue level 3, shadowdancer level 2 or assassin level 2.

Specifics: The character retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.

Use: Automatic.
]6018
Type of Feat: Class

Prerequisite: Barbarian level 11.

Specifics: This feat allows the barbarian to shrug off one point of damage from each attack that causes them damage.

Use: Automatic.
]6019
Type of Feat: Class

Prerequisite: Bard level 1, Harper Scout level 1.

Specifics: This feat allows the character to identify items more easily than others. It grants the character a bonus equal to their level to any Lore checks.

Use: Automatic.
]6020
Type of Feat: Class

Prerequisite: Druid level 1.

Specifics: The druid gains a +2 bonus on all attack rolls made while fighting in wilderness areas.

Use: Automatic.
]6021
Type of Feat: Class

Prerequisite: Druid level 1 or ranger level 6.

Specifics: An animal companion may be summoned once per day, until killed or unsummoned.

Use: Selected.
]6022
Type of Feat: Class

Prerequisite: Druid level 2.

Specifics: Immune to the Grease, Web, and Entangle spells.

Use: Automatic.
]6023
Type of Feat: Class

Prerequisite: Ranger level 1 or druid level 3.

Specifics: This feat grants a +4 competence bonus to Hide and Move Silently checks when in wilderness areas.

Use: Automatic.
]6024
Type of Feat: Class

Prerequisite: Druid level 4.

Specifics: This feat grants a +2 insight bonus on saving throws against fear spells and effects.

Use: Automatic.
]6025
Type of Feat: Class

Prerequisite: Druid level 9.

Specifics: The druid is immune to all poisons.

Use: Automatic.
]6026
Type of Feat: Class

Prerequisite: Monk level 1.

Specifics: Monks receive an extra attack per round when fighting with unarmed attacks or a kama. However, all attacks in that round suffer a -2 attack penalty.

Use: Combat.
]6027
Type of Feat: Class

Prerequisite: Monk level 1, rogue level 2 or shadowdancer level 2.

Specifics: Whenever a Reflex save is allowed for half damage, the character instead takes no damage if he succeeds at the save.

Use: Automatic.
]6028
Type of Feat: Class

Prerequisite: Monk level 3.

Specifics: Monks move more quickly than other classes, and this ability improves with experience.

Use: Automatic.
]6029
Type of Feat: Class

Prerequisite: Monk level 3.

Specifics: The monk gains a +2 competence bonus on saving throws against mind-affecting spells.

Use: Automatic.
]6030
Type of Feat: Class

Prerequisite: Monk level 5.

Specifics: The monk is immune to all non-magical diseases.

Use: Automatic.
]6031
Type of Feat: Class

Prerequisite: Monk level 7.

Specifics: The monk can heal damage equal to twice their class level, once per day.

Use: Selected.
]6032
Type of Feat: Class

Prerequisite: Monk level 9, rogue level 10 or shadowdancer level 10.

Specifics: Whenever a Reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.

Use: Automatic.
]6033
Type of Feat: Class

Prerequisite: Monk.

Specifics: The monk's unarmed attack counts as a magic weapon against creatures with damage reduction (+1 at 10th level, +2 at 13th, +3 at 16th).

Use: Automatic.
]6034
Type of Feat: Class

Prerequisite: Monk level 11.

Specifics: The monk gains immunity to all poisons.

Use: Automatic.
]6035
Type of Feat: Class

Prerequisite: Monk level 12.

Specifics: The monk gains spell resistance equal to their class level + 10.

Use: Automatic.
]6036
Type of Feat: Class

Prerequisite: Monk level 20.

Specifics: The monk gains immunity to all mind-affecting spells and effects, and damage reduction 20/+1.

Use: Automatic.
]6037
Type of Feat: Class

Prerequisite: Paladin level 1.

Specifics: The paladin adds their Charisma bonus (if positive) to all saving throws.

Use: Automatic.
]6038
Type of Feat: Class

Prerequisite: Paladin level 1.

Specifics: The paladin is immune to disease.

Use: Automatic.
]6039
Type of Feat: Class

Prerequisite: Rogue.

Specifics: Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. This extra damage is +1d6 at 1st level and an additional +1d6 every two levels thereafter. This extra damage is not multiplied in the case of a critical hit.

Use: Automatic. Monsters of the construct and undead types are immune to sneak attacks, as are any creatures that are immune to critical hits.
]6040
Type of Feat: Class

Prerequisite: Rogue level 10.

Specifics: The rogue deals an additional 2 points of ability score Strength damage when they make a successful sneak attack.

Use: Automatic.
]6041
Type of Feat: Class

Prerequisite: Rogue level 10 or shadowdancer level 5.

Specifics: If the rogue is struck by a potentially lethal blow, they make a Reflex saving throw (DC = damage dealt). If succesful, they take only half damage from the blow.

Use: Automatic, but limited to one use per day. Flat-footed characters cannot make a defensive roll.
]6042
Type of Feat: Class

Prerequisite: Rogue level 10.

Specifics: The rogue gains a +4 competence bonus to attack rolls when making attacks of opportunity.

Use: Automatic.
]6043
Type of Feat: Class

Prerequisite: Rogue level 10.

Specifics: When using the Disable Trap, Open Lock, and Set Trap skills, the character automatically takes 20 on any skill checks, even if in combat.

Use: Automatic.
]6044
The monster cannot be caught flat footed for any reason.
]6045
Type of Feat: Race

Prerequisite: Dwarf.

Specifics: This feat grants a +2 bonus on Search checks made in interior areas.

Use: Automatic.
]6046
Type of Feat: Race

Prerequisite: Dwarf, half-orc or shadowdancer level 2, pale master level 3 or red dragon disciple level 10.

Specifics: This feat grants the ability to see in the dark.

Use: Automatic.
]6047
Type of Feat: Race

Prerequisite: Dwarf.

Specifics: This feat grants a +2 racial bonus on saving throws vs. poison.

Use: Automatic.
]6048
Type of Feat: Race

Prerequisite: Dwarf.

Specifics: This feat grants a +2 racial bonus on saving throws vs. spells.

Use: Automatic.
]6049
Type of Feat: Race

Prerequisite: Dwarf.

Specifics: This feat grants a +1 racial bonus on attack rolls made against orcs.

Use: Automatic.
]6050
Type of Feat: Race

Prerequisite: Dwarf or gnome.

Specifics: This feat grants a +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears).

Use: Automatic.
]6051
Type of Feat: Race

Prerequisite: Dwarf or gnome.

Specifics: This feat grants a +4 dodge bonus to AC against giants.

Use: Automatic.
]6052
Type of Feat: Race

Prerequisite: Dwarf.

Specifics: This feat grants a +2 racial bonus to Lore checks.

Use: Automatic.
]6053
Type of Feat: Race/Class

Prerequisite: Elf, Half-Elf or Level 10 Dragon Disciple.

Specifics: This feat grants immunity to all sleep spells and effects.

Use: Automatic.
]6054
Type of Feat: Race

Prerequisite: Elf or half-elf.

Specifics: This feat grants a +2 bonus on saving throws against mind-affecting spells.

Use: Automatic.
]6055
Type of Feat: Race

Prerequisite: Elf, gnome, or halfling.

Specifics: This feat grants a +2 racial bonus to Listen checks.

Use: Automatic.
]6056
Type of Feat: Race

Prerequisite: Elf.

Specifics: This feat grants a +2 racial bonus to Search checks.

Use: Automatic.
]6057
Type of Feat: Race

Prerequisite: Elf.

Specifics: This feat grants a +2 racial bonus to Spot checks.

Use: Automatic.
]6058
Type of Feat: Race

Prerequisite: Elf.

Specifics: Characters with this feat may apply their full Search skill even when making a passive search.

Use: Automatic.
]6059
Type of Feat: Race

Prerequisite: Gnome.

Specifics: This feat grants a +2 racial bonus on saving throws against mind-affecting spells.

Use: Automatic.
]6060
Type of Feat: Race

Prerequisite: Gnome.

Specifics: This feat grants a +1 racial bonus on attack rolls against reptilian humanoids.

Use: Automatic.
]6061
Type of Feat: Race

Prerequisite: Gnome.

Specifics: This feat grants a +2 racial bonus to Concentration checks.

Use: Automatic.
]6062
Type of Feat: Race

Prerequisite: Half-elf.

Specifics: This feat grants a +1 racial bonus to Listen checks.

Use: Automatic.
]6064
Type of Feat: Race

Prerequisite: Half-elf.

Specifics: This feat grants a +1 racial bonus to Search checks.

Use: Automatic.
]6063
Type of Feat: Race

Prerequisite: Half-elf.

Specifics: This feat grants a +1 racial bonus to Spot checks.

Use: Automatic.
]6065
Type of Feat: Race

Prerequisite: Halfling.

Specifics: This feat grants a +2 racial bonus to Move Silently checks.

Use: Automatic.
]6066
Type of Feat: Race

Prerequisite: Halfling.

Specifics: This feat grants a +1 racial bonus to all saving throws.

Use: Automatic.
]6067
Type of Feat: Race

Prerequisite: Halfling.

Specifics: This feat grants a +2 bonus on saving throws against fear spells and effects.

Use: Automatic.
]6068
Type of Feat: Race

Prerequisite: Halfling.

Specifics: This feat grants a +1 attack bonus on attacks made with throwing weapons.

Use: Automatic.
]6069
Type of Feat: Class

Prerequisite: Barbarian level 5, rogue level 6, shadowdancer level 5 or assassin level 5.

Specifics: This feat grants a +1 bonus on Reflex saving throws made to avoid traps. The character also retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.

Use: Automatic.
]6070
Type of Feat: Class

Prerequisite: Barbarian level 10, rogue level 11, shadowdancer level 10 or assassin level 10.

Specifics: This feat grants a +2 bonus on Reflex saving throws made to avoid traps. The character also retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.

Use: Automatic.
]6071
Type of Feat: Class

Prerequisite: Barbarian level 13 or rogue level 14.

Specifics: This feat grants a +3 bonus on Reflex saving throws made to avoid traps. The character also retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.

Use: Automatic.
]6072
Type of Feat: Class

Prerequisite: Barbarian level 16 or rogue level 17.

Specifics: This feat grants a +4 bonus on Reflex saving throws made to avoid traps. The character also retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.

Use: Automatic.
]6073
Type of Feat: Class

Prerequisite: Barbarian level 19 or rogue level 20.

Specifics: This feat grants a +5 or more bonus on Reflex saving throws made to avoid traps. The character also retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.
Epic Progression: The uncanny dodge bonus improves by +1 every three levels.

Use: Automatic.
]6074
Type of Feat: Race

Prerequisite: Elf.

Specifics: This feat allows the character to use the longsword, rapier, longbow, and shortbow.
Normal: A character cannot equip a weapon he is not proficient in.

Use: All elves start with this feat but can gain other weapon proficiencies as well.
]6075
Type of Feat: Class

Prerequisite: Bard.

Specifics: Bards are able to sing a song that can bolster their allies. Deafened creatures are not affected by the bard's singing. The song affects all allies within 30 feet and lasts for 10 rounds. The higher the bard's final Perform skill and class level, the better the Bard song. All of the bonuses listed are additive.
3 Perform and Bard Level 1: +1 to Attack and Damage rolls.
6 Perform and Bard Level 2: +1 to Will Saves.
9 Perform and Bard Level 3: +1 to Damage rolls and +1 to Fortitude Saves.
12 Perform and Bard Level 6: +1 to Reflex saves, +1 to Skill rolls.
15 Perform and Bard Level 8: +1 to Attack rolls, +8 temporary Hit Points.
18 Perform and Bard Level 11: +2 to Dodge Armor Class, +1 to Skill rolls.
Perform 21 and Bard Level 14: +1 to Damage rolls, +8 temporary Hit Points and +1 Dodge Armor Class.
Perform 24 and Bard Level 15: +1 Will Saves, +1 Reflex Saves, +1 Fortitude Saves, +1 Dodge Armor Class.
Perform 30 and Bard Level 16: +1 Will Saves, +4 temporary Hit Points. +1 Dodge Armor Class.
For each additional 5 Perform and 1 Class level in Bard an additional +2 temporary Hit Points is granted.

Use: Selected.
]6076
Type of Feat: Race

Prerequisite: Human.

Specifics: Humans start with an extra feat at character generation.

Use: Automatic.
]10389
Type of Feat: Class

Prerequisite: Rogue level 10 or shadowdancer level 7.

Specifics: Characters failing their Will save versus mind-affecting spells get an automatic reroll.

Use: Automatic.
]6078
Type of Feat: Class

Prerequisite: Monk level 1.

Specifics: Monks add their Wisdom modifier to their Armor Class.

Use: Automatic.
]6079
Type of Feat: Class

Prerequisite: Ranger or Harper level 1.

Specifics: The character gains a +1 bonus to any damage delivered to their favored enemy. They also receive a +1 bonus on Listen, Spot, and Taunt checks against the favored enemy. These bonuses improve by +1 for every 5 levels that the ranger gains, but they do not improve for the harper.

Use: Automatic. The ranger may choose additional favored enemies every 5 levels. A harper chooses one more at level 4.
]6080
Type of Feat: Monster

Prerequisite: -

Specifics: Grants proficiency in the creature weapon.

Use: Automatic.
]6081
Type of Feat: Monster

Prerequisite: -

Specifics: Grants Weapon Specialization with the creature weapon.

Use: Automatic.
]6082
Type of Feat: Monster

Prerequisite: -

Specifics: Grants Weapon Focus with the creature weapon.

Use: Automatic.
]6083
Type of Feat: Monster

Prerequisite: -

Specifics: Grants Improved Critical with the creature weapon.

Use: Automatic.
]6084
Type of Feat: Class

Prerequisite: Barbarian.

Specifics: The barbarian may rage, gaining a +4 morale bonus to Strength and Constitution and +2 to all Will saving throws, in exchange for a -2 penalty to Armor Class. The barbarian may use this ability once per day at first level, +1 use per day at level 4, and every 4 levels thereafter, extending into epic levels.

Use: Selected. At 15th level, the rage ability becomes greater rage, giving the barbarian +6 to Strength and Consitution and +3 to Will saves (the -2 penalty to Armor Class still applies).
]6085
Type of Feat: Class

Prerequisite: Cleric level 1, paladin level 3 or blackguard level 3.
Required for: Divine Might and Divine Shield.

Specifics: With this feat, the character can force undead to flee in terror. This ability may be activated three times per day, plus the cleric's Charisma modifier. The cleric's level and Charisma are used to determine how many undead are turned.

Use: Selected. If the cleric has twice as many levels as the undead have Hit Die, the undead are instantly destroyed.
]6086
Type of Feat: Class

Prerequisite: Monk level 15.

Specifics: This ability may be used once per day to instantly kill an opponent. If the monk makes a successful attack after activating the ability, the target must make a Fortitude save (DC 10 + half the monk's level + the monk's Wisdom modifier) or die.

Use: Selected. Quivering Palm may only be used on creatures at a lower level than the monk. Creatures of the construct and undead types are immune to this effect, as are any creatures that are immune to critical hits.
]6087
Type of Feat: Class

Prerequisite: Monk level 18.

Specifics: The monk is given 50% concealment.

Use: Selected.
]6089
Type of Feat: Class

Prerequisite: Paladin level 1, Champion of Torm level 1.

Specifics: With this feat, characters can heal damage equal to their class level multiplied by their Charisma modifier.

Use: Selected. When used against undead creatures, it is treated as a touch attack spell that delivers damage instead of healing.
]6090
Type of Feat: Class

Prerequisite: Paladin level 2.

Specifics: A character with this feat is immune to fear.

Use: Automatic.
]6091
Type of Feat: Class

Prerequisite: Paladin level 2, Champion of Torm level 3.

Specifics: This feat allows the character to make a special attack against evil creatures. Paladins apply their Charisma modifier to their attack roll, and their class level to the damage delivered. Smite Evil may be used once per day.

Use: Selected. Smite Evil only affects evil creatures.
]6092
Type of Feat: Class

Prerequisite: Paladin level 3.

Specifics: A character with this feat may remove disease once per day.

Use: Selected.
]6093
Type of Feat: Class

Prerequisite: Wizard or sorcerer level 1.

Specifics: A character with this feat may summon a familiar once per day. If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again on the following day.

Use: Selected.
]6094
Type of Feat: Class

Prerequisite: Druid.

Specifics: The character with this ability can take the shape of an elemental (a Huge elemental at 16th level, and an elder elemental at 20th level). The ability may be used once per day at level 16, twice per day at level 17, and three times per day at level 19. At level 26 the druid is able to shift into elemental shape at will. The transformation has a duration of 1 hour per class level.

Use: Selected. After choosing the ability, the character must choose one of four elemental types (earth, air, fire or water) to become.
]6095
Type of Feat: Class

Prerequisite: Druid

Specifics: The character with this ability can take the shape of an animal at will. It may be used once per day at fifth level, twice per day at sixth level, three times per day at seventh level, four times per day at 10th level, five times per day at 14th level, and six times per day at 18th level. The transformation has a duration of 1 hour per class level.

Use: Selected. After choosing the ability, the character must choose an animal form to take.
]5938
Type of Feat: Domain

Prerequisite: Access to War domain.

Specifics:
Battle Master: The clerics gains a bonus of 1 + 1 per 5 levels to Dexterity, Constitution, Attack Rolls and Damage. As well the cleric receives double this value as damage reduction. The effect will last for 5 rounds + charisma modifer.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Cat's Grace (2), Aura of Vitality (7).

Use: Once/Day.
]5939
Type of Feat: Domain

Prerequisite: Access to the Strength domain.

Specifics:
Divine Strength: The cleric gains a bonus to Strength equal to 2 +1 per 3 cleric levels. The effect lasts for 5 rounds + Charisma modifier.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Divine Power (3), Stoneskin (5)

Use: Automatic.
]5940
Type of Feat: Domain

Prerequisite: Access to the Protection domain.

Specifics:
Divine Protection: Available to Clerics of the Protection Domain. The cleric is able to cast an improved form of Sanctuary that sets the save DC at 10 + Chr Modifier + Clerical Level. The effect has a duration of 1 round per caster level + Charisma modifier.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Minor Globe of Invulnerability (4), Energy Buffer (5).

Use: Automatic.
]5942
Type of Feat: Domain

Prerequisite: Access to the Death domain.

Specifics:
Negative Plane Avatar: Able to summon a shadow that scales according to the cleric's level.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Phantasmal Killer (4), Enervation (5).

Use: Automatic.
]5966
Type of Feat: Domain

Prerequisite: Access to the Air domain.

Specifics:
Elemental Turning: Able to turn elementals as if they were undead.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Call Lightning (3), Chain Lightning (6).

Use: Automatic.
]5968
Type of Feat: Domain

Prerequisite: Access to the Animal domain.

Specifics:
Clerics who take the Animal domain are able to summon more powerful allies.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Cat's Grace (2), True Seeing (3), Polymorph Self (5).

Use: Automatic.
]5969
Type of Feat: Domain

Prerequisite: Access to the Destruction domain.

Specifics:
Weaken Constructs: Able to damage constructs while using the turn ability.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Stinking Cloud (3), Acid Fog (6).

Use: Automatic.
]5970
Type of Feat: Domain

Prerequisite: Access to the Earth domain.

Specifics:
Turn Elementals: Able to turn elementals as if they were undead.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Stoneskin (4), Energy Buffer (5)

Use: Automatic.
]5971
Type of Feat: Domain

Prerequisite: Access to the Evil domain.

Specifics:
Turn Outsiders: Able to turn outsiders as if they were undead.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Negative Energy Ray (1), Negative Energy Burst (3), Enervation (5).

Use: Automatic.
]5972
Type of Feat: Domain

Prerequisite: Access to the Fire domain.

Specifics:
Turn Elementals: Able to turn elementals as if they were undead.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Wall of Fire (4), Energy Buffer (5).

Use: Automatic.
]5973
Type of Feat: Domain

Prerequisite: Access to the Good domain.

Specifics:
Turn Outsider: Able to turn outsiders as if they were undead.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Stoneskin (4), Lesser Planar Binding (5).

Use: Automatic.
]5974
Type of Feat: Domain

Prerequisite: Access to the Healing domain.

Specifics:
Empower Healing: The following healing spells are cast as if Empowered by the feat: Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Cure Serious Wounds (2), Heal(5).

Use: Automatic.
]5975
Type of Feat: Domain

Prerequisite: Access to the Knowledge domain.

Specifics:
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Identify (1), Knock (2), Clairvoyance/Clairaudience (3), True Seeing (4), Legend Lore (6).

Use: Automatic.
]5976
Type of Feat: Domain

Prerequisite: Access to the Magic domain.

Specifics:
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Mage Armor (1), Melf's Acid Arrow (2), Negative Energy Burst (3), Stoneskin (4), Ice Storm (5).

Use: Automatic.
]5977
Type of Feat: Domain

Prerequisite: Access to the Plant domain.

Specifics:
Turn Vermin: Able to turn vermin as if they were undead.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Barkskin (2), Creeping Doom (7).

Use: Automatic.
]5978
Type of Feat: Domain

Prerequisite: Access to the Sun domain.

Specifics:
Exceptional Turning: Add 1d6 to all turning checks to determine the maximum HD of undead turned. Also add 1d4 to the number of undead Hit Dice turned.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Searing Light (2), Sunbeam (7).

Use: Automatic.
]5979
Type of Feat: Domain

Prerequisite: Access to the Travel domain.

Specifics:
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Entangle (1), Web (2), Freedom of Movement (3), Slow (4), Haste (5).

Use: Automatic.
]5980
Type of Feat: Domain

Prerequisite: Access to the Trickery domain.

Specifics:
Divine Trickery: Bonus to Hide, Persuade, Search, Disable Trap, Move Silently, Open Lock, and Pick Pockets checks equal to 1 per 2 levels. This effect lasts for 5 turns + the cleric's Charisma modifier.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Invisibility (2), Invisibility Sphere (3), Improved Invisibility (5).

Use: Automatic.
]5981
Type of Feat: Domain

Prerequisite: Access to the Water domain.

Specifics:
Turn Elementals: Able to turn elementals as if they were undead.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Poison (3), Ice Storm (5).

Use: Automatic.
]8339
Type of Feat: Class

Prerequisite: Barbarian level 14.

Specifics: This feat allows barbarians to shrug off two points of damage from each attack that hits them.

Use: Automatic.
]8340
Type of Feat: Class

Prerequisite: Barbarian level 17.

Specifics: This feat allows barbarians to shrug off three points of damage from each attack that hits them.

Use: Automatic.
]8341
Type of Feat: Class

Prerequisite: Barbarian level 20.

Specifics: This feat allows barbarians to shrug off four points of damage from each attack that hits them.

Use: Automatic.
]8187
Type of Feat: Race

Prerequisite: Elf, half-elf, or gnome.

Specifics: Low-light vision grants the ability to see in the dark, but not as far as darkvision.

Use: Automatic.
]66847
Type of Feat: Class

Prerequisite: Ranger level 1.

Specifics: Rangers, when wearing light armor, get all the benefits of having the ambidexterity and two-weapon fighting feats. While wearing medium or heavy armor they lose these benefits.

Use: Automatic.
]67701
Type of Feat: Race

Prerequisite: Gnome or Halfling.

Specifics: Gnomes and halflings are small creatures.  As such, they gain bonuses to their attack rolls, armor class and hide checks when dealing with larger creatures.

Note: Because they are so small, they cannot use the following weapons: dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, quarterstaff, scythe and spear.

Use: Automatic.
]2752
Type of Feat: General

Prerequisite: None.

Specifics: The character gains a +4 bonus to initiative checks.

Use: Automatic.
]2754
Type of Feat: General

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +2 bonus on Perform and Spot checks.

Use: Automatic.
]2756
Type of Feat: General

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +2 bonus on Initiative and a +2 bonus on Spot checks.

Use: Automatic.
]2758
Type of Feat: General

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +2 bonus on resisting Taunts and a +1 bonus on Will saving throws.

Use: Automatic.
]2760
Type of Feat: General

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +2 bonus on Lore checks and Spellcraft checks.

Use: Automatic.
]2762
Type of Feat: General

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +1 bonus on all saving throws.

Use: Automatic.
]2764
Type of Feat: General

Prerequisite: None.

Specifics: Character gains a +4 bonus on Fortitude saving throws against poison.

Use: Automatic.
]2766
Type of Feat: General

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +2 bonus on Appraise and Persuade checks.

Use: Automatic.
]2770
Type of Feat: General

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +1 reflex saving throw bonus. Also, any saving throws versus poison gain an additional +2 fortitude bonus.

Use: Automatic.
]2772
Type of Feat: General

Prerequisite: None.

Specifics: Character gains a +2 bonus on Hide and Move Silently checks.

Use: Automatic.
]2776
Type of Feat: General

Prerequisite: Can only take this feat at 1st-level.

Specifics: Character gains a +1 bonus to Fortitude and Will saving throws, as well as a +1 bonus to any saving throw versus Death magic.

Use: Automatic.
]2774
Type of Feat: General

Prerequisite: Int 13+.
Required for: Improved Expertise, Whirlwind Attack

Specifics: A character with this feat can make defensive attacks, gaining a +5 bonus to AC but receiving a -5 penalty to attack rolls.

Use: Combat Mode.
]2778
Type of Feat: General

Prerequisite: Int 13+, Expertise.

Specifics: A character with this feat can make defensive attacks, gaining a +10 bonus to AC but receiving a -10 penalty to attack rolls.

Use: Combat Mode.
]2780
Type of Feat: General

Prerequisite: Str 13+, Power Attack, Cleave, base attack bonus +4 or higher.

Specifics: As cleave, except that there is no limit to the number of additional attacks that the character may make after killing one opponent.

Use: Automatic.
]2782
Type of Feat: General

Prerequisite: Dex 13+, Dodge, Mobility, base attack bonus +4 or higher.
Required for: Whirlwind Attack

Specifics: Enemies do not get attacks of opportunity against the character when the character is moving around in combat.

Use: Automatic.
]2791
Type of Feat: General

Prerequisite: Spell Focus.

Specifics: A character becomes even more adept with spells of a particular school of magic. The character gains a +4 bonus to the spell save DC for all spells of the chosen school.

Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case.
]2793
Type of Feat: General

Prerequisite: Spell Penetration.

Specifics: A +4 bonus on caster level checks is granted to the character, when trying to beat a creature's spell resistance.

Use: Automatic.
]2795
Type of Feat: General

Prerequisite: None.

Specifics: Character gains a +2 bonus on Initiative checks and a +2 bonus on Persuade checks.

Use: Automatic.
]2802
Type of Feat: General

Prerequisite: None.

Specifics: This feat grants the character the ability to fight well, even if blinded or against invisible creatures. The character gets to reroll its miss chance percentile one time to see if it actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee.

Use: Automatic.
]2842
Type of Feat: General

Prerequisite: Base attack bonus +3, Dex 15+, Improved Unarmed Strike.

Specifics: If the character succeeds in hitting an opponent with an unarmed attack, they get an additional free attack against another, nearby enemy. There is a maximum of one free attack per round.

Use: Automatic.
]2806
Type of Feat: General

Prerequisite: Base attack bonus +2, Stunning Fist.

Specifics: The character gains 3 extra stunning attacks per day.

Use: Automatic.
]2808
Type of Feat: General

Prerequisite: Base attack bonus +2.

Specifics: The character is able to reload so quickly that they get the same number of attacks with any crossbow as they would if they were using a normal bow.

Use: Automatic.
]2810
Type of Feat: General

Prerequisite: Base attack bonus +3, Wis 13+.

Specifics: Wisdom guides the character's ranged attacks, letting them use their Wisdom modifier, if it is higher, instead of their Dexterity when firing ranged weapons.

Use: Automatic.
]2812
Type of Feat: General

Prerequisite: Turn Undead, Cha 13+, Str 13+, Power Attack.

Specifics: The character may spend one of his turn undead attempts to add his Charisma bonus to all weapon damage for a number of rounds equal to the Charisma bonus.

Use: Selected.
]2814
Type of Feat: General

Prerequisite: Turn Undead, Cha 13+, Str 13+, Power Attack.

Specifics: The character may spend one of his turn undead attempts to add his Charisma bonus to his armor class for a number of rounds equal to the Charisma bonus.

Use: Selected.
]2823
Type of Feat: General

Prerequisite: Spell focus in the chosen school.

Specifics: Character gains a +2 bonus to saving throws versus the chosen school of magic.

Use: Automatic.
]2825
Type of Feat: General

Prerequisite: Bard Song.

Specifics: The character may use bard song four extra times per day.

Use: Automatic.
]2827
Type of Feat: General

Prerequisite: Bard Song.

Specifics: The effects of the bard's songs will last an additional 5 rounds.

Use: Automatic.
]2804
Type of Feat: General

Prerequisite: Base attack bonus +2.

Specifics: The character knows brutal and effective fighting tactics. By sacrificing all other attacks during the round, the character can elect to perform a dirty fighting move that will deal an extra 1d4 points of damage. This mode cannot be used with power attack.

Use: Combat Mode.
]2829
Type of Feat: General

Prerequisite: None.

Specifics: Character gains a +4 bonus on Fortitude saving throws to resist the effects of disease.

Use: Automatic.
]2835
Type of Feat: General

Prerequisite: Fort save bonus +8.

Specifics: Character gains +5 resistance against the chosen type of energy (first 5 points of damage of this type of energy is ignored).

Use: Automatic.
]2940
Type of Feat: Class

Prerequisite: Shadowdancer level 1.

Specifics: The shadowdancer is able to use the Hide skill even while being observed. 
Note: This ability will not always be successful in the frenzy of combat -- but disengaging from the enemy before attempting to hide in plain sight will succeed.

Use: Automatic.
]2941
Type of Feat: Class

Prerequisite: Shadowdancer 3.

Specifics: Once per day the shadowdancer may inflict an illusory daze upon a target. This daze lasts for 5 rounds.

Use: Selected.
]2942
Type of Feat: Class

Prerequisite: Shadowdancer level 3.

Specifics: Once per day the shadowdancer can summon in a shadow. This shadow is extremely difficult to turn and becomes more powerful as the shadowdancer gains levels.

Use: Selected.
]2943
Type of Feat: Class

Prerequisite: Shadowdancer level 4.

Specifics: Three times per day the shadowdancer can call upon the shadows in the area to help conceal her. She gains a 5% concealment bonus, damage reduction of 5/+1 and a +1 AC bonus. The effect lasts for 5 rounds. This improves to 10% concealment, 5/+2 damage reduction, and  +2 AC bonus at level 6 and at level 8 it becomes 15% concealment, 10/+2 damage reduction and +3 AC. At level 10, Shadow Evade grants 20% concealment, 10/+3 damage reduction and a +4 AC bonus.

Use: Selected.
]2952
Type of Feat: Class

Prerequisite: Harper Scout level 2.

Specifics: The harper receives a +2 saving throw bonus vs. traps.

Use: Automatic.
]2953
Type of Feat: Class

Prerequisite: Harper Scout level 3.

Specifics: Once per day, the harper or a target receives a +2 saving throw bonus on all saving throws for 5 turns.

Use: Selected.
]2954
Type of Feat: Class

Prerequisite: Harper Scout level 4.

Specifics: The harper receives a +2 saving throw bonus against mind-affecting spells.

Use: Automatic.
]2955
Type of Feat: Class

Prerequisite: Harper Scout level 5.

Specifics: Once per day, the harper may make a magical potion.

Use: Selected.
]2969
Type of Feat: Class

Prerequisite: Harper Scout level 2.

Specifics: A harper scout at 2nd level is able to cast the spell Sleep once per day.

Use: Selected.
]2970
Type of Feat: Class

Prerequisite: Harper Scout level 3.

Specifics: A harper scout at 3rd level is able to cast the spell Cat's Grace once per day.

Use: Selected.
]2971
Type of Feat: Class

Prerequisite: Harper Scout level 4.

Specifics: A harper scout at 4th level is able to cast the spell Eagle's Splendor once per day.

Use: Selected.
]2972
Type of Feat: Class

Prerequisite: Harper Scout level 5.

Specifics: A harper scout at 5th level is able to cast the spell Invisibility once per day.

Use: Selected.
]8680
Type of Feat: Class

Prerequisite: Arcane Archer.

Specifics: With this feat, every arrow an Arcane Archer nocks and lets fly gets a +1 enhancement bonus. This bonus only works for the Arcane Archer. For every two levels of Arcane Archer past 1st, the enhancement goes up by +1.

Use: Automatic.
]8686
Type of Feat: Class

Prerequisite: Arcane Archer level 2.

Specifics: At 2nd level, an Arcane Archer gains the ability to summon a magical arrow and fire it at an enemy. If it hits, it explodes as a fireball spell, doing fire damage to all hostile creatures in the area of effect.

Use: Selected.
]8688
Type of Feat: Class

Prerequisite: Arcane Archer level 4.

Specifics: At 4th level, an Arcane Archer gains the ability to launch an arrow once per day that cannot miss its target. At 6th level this ability can be used twice per day. This arrow is magically created at the moment the archer uses this ability.

Use: Selected.
]8691
Type of Feat: Class

Prerequisite: Arcane Archer level 8.

Specifics: In lieu of a regular attack, once per day an 8th level Arcane Archer can fire an arrow at each and every target within range, to a maximum of one target for every Arcane Archer level they have.

Use: Selected.
]8693
Type of Feat: Class

Prerequisite: Arcane Archer level 10.

Specifics: At 10th level, an Arcane Archer can enchant an arrow once per day that forces a target, if damaged by the arrow, to make a Fortitude save or be slain.

Use: Combat Mode.
]8695
Type of Feat: Class

Prerequisite: Assassin.

Specifics: At 1st level, an Assassin may use a death attack, which functions similarly to a sneak attack in that if the target is not in combat they become victim to the death attack. The successful attack forces the target to make a Fortitude save or become paralyzed. Even if they succeed with the saving throw they still suffer +1d6 points of damage in addition to the normal damage the attack caused. This damage increases to 2d6 at level 3,  3d6 at level 5, 4d6 at level 7, and 5d6 at level 9.

Use: Automatic.
]40052
Type of Feat: Class

Prerequisite: Blackguard level 4.

Specifics: Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. This extra damage is +1d6 at 4th level and an additional +1d6 every three levels thereafter. This extra damage is not multiplied in the case of a critical hit.

Use: Automatic. Monsters of the construct and undead types are immune to sneak attacks, as are any creatures that are immune to critical hits.
]8701
Type of Feat: Class

Prerequisite: Assassin.

Specifics: Starting at 2nd level, an Assassin gains a natural saving throw bonus to all poisons of +1 for every two levels.

Use: Automatic.
]8707
Type of Feat: Class

Prerequisite: Assassin level 2.

Specifics: Starting at 2nd level, an Assassin gains the ability to cast Ghostly Visage.

Use: Selected.
]8709
Type of Feat: Class

Prerequisite: Assassin level 5.

Specifics: Starting at 5th level, an Assassin gains the ability to cast Darkness.

Use: Selected.
]8711
Type of Feat: Class

Prerequisite: Assassin level 7.

Specifics: Starting at 7th level, an Assassin gains the ability to cast Invisibility.

Use: Selected.
]8713
Type of Feat: Class

Prerequisite: Assassin level 9.

Specifics: Starting at 9th level, an Assassin gains the ability to cast Improved Invisibility.

Use: Selected.
]8714
Type of Feat: Class

Prerequisite: Blackguard level 2.

Specifics: Once a day, a Blackguard of 2nd level or higher may attempt to smite a good aligned enemy with one normal melee attack. The Blackguard adds their Charisma bonus to the attack roll and adds 1 extra point of damage per class level.

Use: Selected. 1/day.
]8716
Type of Feat: Class

Prerequisite: Blackguard level 2.

Specifics: A Blackguard adds their Charisma bonus to all saving throws.

Use: Automatic.
]8718
Type of Feat: Class

Prerequisite: Blackguard level 3.

Specifics: A Blackguard may summon a ghast once per day. At 7th level this ability improves and a doom knight is summoned instead.

Use: Selected.
]8720
Type of Feat: Class

Prerequisite: Blackguard level 5.

Specifics: Starting at 5th level, a Blackguard may summon a succubus. At 9th level this ability improves and grants the power to summon a vrock.

Use: Selected.
]8722
Type of Feat: Class

Prerequisite: Blackguard level 6.

Specifics: Starting at 6th level, a Blackguard may cast Inflict Serious Wounds.

Use: Selected.
]8724
Type of Feat: Class

Prerequisite: Blackguard level 8.

Specifics: Starting at 8th level, a Blackguard may cast Inflict Critical Wounds.

Use: Selected.
]9163
Type of Feat: Class

Prerequisite: Blackguard level 2.

Specifics: Starting at 2nd level, a Blackguard may cast Bull's Strength.

Use: Selected.
]9164
Type of Feat: Class

Prerequisite: Blackguard level 7.

Specifics: Starting at 7th level, a Blackguard may cast Contagion.

Use: Selected.
]110706
Type of Feat: General

Prerequisite: None.

Specifics: Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, the creature maneuvers and fights as well as a sighted creature. Invisibility and darkness are irrelevant. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability.

Use: Automatic.
]3896
Type of Feat: General

Prerequisite: 21st level

Specifics: The character gains a natural +2 bonus to armor class.

Use: Automatic.
]3898
Type of Feat: General

Prerequisite: 21st level, Dex 25+

Specifics: The character is able to cast Haste on himself once per day. The effect will last 10 rounds.

Use: Selected.
]3902
Type of Feat: General

Prerequisite: 21st level, Con 21+

Specifics: The character gains damage reduction 3/-.

Use: Automatic.
]3904
Type of Feat: General

Prerequisite: Epic Damage Reduction I

Specifics: The character gains damage reduction 6/-.

Use: Automatic.
]3906
Type of Feat: General

Prerequisite: Epic Damage Reduction II

Specifics: The character gains damage reduction 9/-.

Use: Automatic.
]3909
Type of Feat: Combat

Prerequisite: Strength 25+, Cleave, Great Cleave, Improved Critical (weapon to be chosen), Overwhelming Critical (weapon to be chosen), Power Attack, Weapon Focus (weapon to be chosen).

Specifics: Whenever scoring a critical hit with the chosen weapon, the character's target must make a Fortitude save or die instantly. Creatures who are immune to critical hits are not affected by this feat.

Use: Automatic.
]3947
Type of Feat: Monster

Prerequisite: -

Specifics: Grants Devastating Critical with the creature weapon.

Use: Automatic.
]3949
Type of Feat: Defensive

Prerequisite: 21st level

Specifics: The character gains resistance 10 to cold damage. This feat may be taken multiple times, to a maximum of 100.

Use: Automatic.
]3970
Type of Feat: Defensive

Prerequisite: 21st level

Specifics: The character gains resistance 10 to acid damage. This feat may be taken multiple times, to a maximum of 100.

Use: Automatic.
]3990
Type of Feat: Defensive

Prerequisite: 21st level

Specifics: The character gains resistance 10 to fire damage. This feat may be taken multiple times to a maximum resistance of 100.

Use: Automatic.
]4015
Type of Feat: Defensive

Prerequisite: 21st level

Specifics: The character gains resistance 10 to electrical damage. This feat may be taken multiple times, to a maximum resistance of 100.

Use: Automatic.
]4035
Type of Feat: Defensive

Prerequisite: 21st level

Specifics: The character gains resistance 10 to sonic damage. This feat may be taken multiple times, to a maximum resistance of 100.

Use: Automatic.
]4055
Type of Feat: General

Prerequisite: 21st level

Specifics: The character gains a +4 bonus to all Fortitude saves.

Use: Automatic.
]4057
Type of Feat: Combat

Prerequisite: 21st level

Specifics: The character's skill at combat grows and he gains a +1 bonus to all attacks.

Use: Automatic.
]4059
Type of Feat: General

Prerequisite: 21st level

Specifics: The character has tremendously fast reflexes and gains a +4 bonus to all Reflex saves.

Use: Automatic.
]4061
Type of Feat: General

Prerequisite: 21st level

Specifics: The character gains a +4 bonus to all Bluff, Intimidate, Persuasion and Taunt checks because they have become very well known.

Use: Automatic.
]4063
Type of Feat: General

Prerequisite: 21st level, 20 ranks in the chosen skill.

Specifics: The character gains a +10 bonus on all skill checks with the chosen skill.

Use: Automatic.
]4084
Type of Feat: Spell

Prerequisite: 21st level, Spell Focus and Greater Spell Focus in the chosen school, ability to cast 9th level spells.

Specifics: The character gains a +6 to the Difficulty Class for all saving throws against spells from the chosen school of magic.

Use: Automatic.
]8413
Type of Feat: Spell

Prerequisite: 21st level, Spell Penetration and Greater Spell Penetration.

Specifics: The character gains a +6 bonus on caster level checks to beat a creature's spell resistance.

Use: Automatic.
]8415
Type of Feat: Combat

Prerequisite: 21st level, Weapon Focus with chosen weapon.

Specifics: The character gains a +2 bonus to all attack rolls with the chosen weapon.

Use: Automatic.
]8454
Type of Feat: Monster

Prerequisite: -

Specifics: Grants Epic Weapon Focus with the creature weapon.

Use: Automatic.
]8456
Type of Feat: Combat

Prerequisite: 21st level, Weapon Focus, Epic Weapon Focus and Weapon Specialization in the chosen weapon.

Specifics: The character gains a +4 bonus to all damage done by the chosen weapon.

Use: Automatic.
]8494
Type of Feat: Monster

Prerequisite: -

Specifics: Grants Epic Weapon Specialization with the creature weapon.

Use: Automatic.
]8496
Type of Feat: General

Prerequisite: 21st level.

Specifics: The character gains a +4 bonus to all Will saves.

Use: Automatic.
]8498
Type of Feat: Spell

Prerequisite: 21st level, Combat Casting, Concentration 25+ ranks.

Specifics: The character does not incur attacks of opportunity for casting spells while threatened.

Use: Automatic.
]8500
Type of Feat: General

Prerequisite: Monk, Ki Strike +3, Wisdom 21

Specifics: The monk's unarmed attack counts as a +4 magic weapon against creatures with damage reduction.

Use: Automatic.
]83388
Type of Feat: Class

Prerequisite: Monk, Improved Ki Strike +4

Specifics: The monk's unarmed attack counts as a +5 magic weapon against creatures with damage reduction.

Use: Automatic.
]8504
Type of Feat: General

Prerequisite: 21st level, Diamond Soul Feat.

Specifics: The character gains a +2 to spell resistance. This feat may be taken multiple times.

Use: Automatic.
]8524
Type of Feat: Combat

Prerequisite: 21st level, Strength 23+, Cleave, Great Cleave, Improved Critical (in chosen weapon) and Power Attack.

Specifics: When using the weapon chosen, the character deals +1d6 points of damage on a successful critical hit. If the weapon's critical multiplier is x3, add +2d6, and if the multiplier is x4, add 3d6.

Use: Automatic.
]8562
Type of Feat: Monster

Prerequisite: -

Specifics: Grants Overwhelming Critical with the creature weapon.

Use: Automatic.
]8564
Type of Feat: General

Prerequisite: Constitution 25+, Great Fortitude.

Specifics: Makes the character immune to all diseases and poisons.

Use: Automatic.
]8566
Type of Feat: General

Prerequisite: 21st level, Dexterity 30+, Hide 30 ranks, Tumble 30 ranks and Improved Evasion.

Specifics: The character gains a 10% concealment bonus. This feat may be taken multiple times, to a maximum of 50% concealment.

Use: Automatic.
]8576
Type of Feat: Combat

Prerequisite: Epic Character, Improved Initiative.

Specifics: The character gains a +8 bonus on initiative checks.

Use: Automatic.
]8578
Type of Feat: General

Prerequisite: 21st level.

Specifics: The character gains 20 hit points. This feat may be taken multiple times, up to a maximum of 200 hit points.

Use: Automatic.
]3956
Type of Feat: General

Prerequisite: 21st level

Specifics: The character gains +1 to their Charisma. This may be taken multiple times, to a maximum of +10.

Use: Automatic.
]3980
Type of Feat: General

Prerequisite: 21st level

Specifics: The character gains +1 to their Constitution. This may be taken multiple times, to a maximum of +10.

Use: Automatic.
]4004
Type of Feat: General

Prerequisite: 21st level

Specifics: The character gains a +1 to their Dexterity. This may be taken multiple times, to a maximum bonus of +10.

Use: Automatic.
]4033
Type of Feat: General

Prerequisite: 21st level

Specifics: The character gains a +1 to their Intelligence. This may be taken multiple times, to a maximum bonus of +10.

Use: Automatic.
]8508
Type of Feat: General

Prerequisite: 21st level.

Specifics: The character gains a +1 to their Wisdom. This may be taken multiple times, to a maximum bonus of +10.

Use: Automatic.
]8574
Type of Feat: General

Prerequisite: 21st level.

Specifics: The character gains a +1 to their Strength. This may be taken multiple times, to a maximum bonus of +10.

Use: Automatic.
]8598
Type of Feat: Class

Prerequisite: 21st level, Charisma 25+, Smite Good or Smite Evil.

Specifics: Whenever the character makes a successful smite attack, it adds two times the characters level to damage. This feat may be taken multiple times, up to a maximum of 10 times - each time adding additional damage equal to the character's level to the smite attack.

Use: Combat Mode.
]8609
Type of Feat: General

Prerequisite: 8d6 Rogue Sneak Attack or 8d6 Blackguard Sneak Attack or 8d6 Assassin Death Attack.

Specifics: Add +1d6 to your sneak attack damage. This feat may be taken multiple times, to a maximum of +10d6.

Use: Automatic.
]8623
Type of Feat: General

Prerequisite: 21st level, Dexterity 19+, Wisdom 19+, Improved Unarmed Strike and Stunning Fist.

Specifics: Adds +2 to the DC of the character's stunning attack. This feat may be taken multiple times, to a maximum of +20 DC.

Use: Automatic.
]8634
Type of Feat: General

Prerequisite: 21st level, Wisdom 25+, Charisma 25+ and Turn Undead.

Specifics: This feat allows outsiders to be turned like undead.

Use: Selected. If the character has twice as many levels as the outsiders have Hit Die, the outsiders are instantly destroyed.
]8637
Type of Feat: General

Prerequisite: Ranger 21st level.

Specifics: Any weapon the character wields against any of their favored enemies is treated as a bane weapon for that creature type (+2 to hit and an additional +2d6 damage).

Use: Automatic.
]8639
Type of Feat: General

Prerequisite: 21st level, Dexterity 25+, Dodge, Tumble 30 ranks, Improved Evasion and Defensive Roll.

Specifics: The character avoids the first attack each round.

Use: Automatic.
]8643
Type of Feat: Spell

Prerequisite: 21st level, Quicken Spell, Spellcraft 30, ability to cast 9th level spells.

Specifics: This feat allows the character to cast spells with a moment of thought.
This feat may be taken multiple times:
Automatic Quicken Spell I: Quicken any level 0 - 3 spells
Automatic Quicken Spell II: Quicken any level 4 - 6 spells
Automatic Quicken Spell III: Quicken any level 7 - 9 spells

Use: Automatic.
]8647
Type of Feat: Spell

Prerequisite: 21st level, Silent Spell, Spellcraft 24, ability to cast 9th level spells.

Specifics: This feat allows the character to cast all spells of a given level range without the caster making any sound. This is especially useful if the caster has been silenced.
This feat may be taken multiple times:
Automatic Silent Spell I:   Cast any level 0 - 3 spell as silent spell
Automatic Silent Spell II:  Cast any level 4 - 6 spell as silent spell
Automatic Silent Spell III: Cast any level 7 - 9 spell as silent spell

Use: Automatic.
]8651
Type of Feat: Spell

Prerequisite: 21st level, Still Spell, Spellcraft 27, ability to cast 9th level spells.

Specifics: This feat allows the character to cast all spells of a given level range as still spells automatically. These spells may be cast while wearing armor.
This feat may be taken multiple times:
Automatic Still Spell I:   Cast any level 0 - 3 spell as still spell
Automatic Still Spell II:  Cast any level 4 - 6 spell as still spell
Automatic Still Spell III: Cast any level 7 - 9 spell as still spell

Use: Automatic.
]8655
Type of Feat: General

Prerequisite: Intelligence 13+, Expertise, Dexterity 13+, Dodge, Mobility, Spring Attack, Base Attack of +4.
Required for: Improved Whirlwind Attack

Specifics: The character performs a full attack action,  and makes one melee attack at full base attack bonus against each opponent within 5 feet.

Use: Selected.
]8657
Type of Feat: Combat

Prerequisite: 21st level, Intelligence 13+, Dexterity 23+,  Dodge, Expertise, Mobility, Spring Attack, and  Whirlwind Attack .

Specifics: The character performs a full attack action, and makes one melee attack at full base attack bonus against all opponents they threaten.

Use: Selected.
]8660
Type of Feat: General

Prerequisite: 21st level, Strength 21+, Constitution 21+ and Greater Rage.

Specifics: When the character rages, they gain +8 to Strength and Constitution and a +4 morale bonus to Will saves. These bonuses replace the normal rage bonuses.

Use: Combat Mode.
]8662
Type of Feat: General

Prerequisite: 21st level, Perform and Bard Song.

Specifics: This feat allows the effects of bardic music to last ten times longer.

Use: Automatic.
]8664
Type of Feat: Class

Prerequisite: -

Specifics: Bards are able to sing a song that can curse their enemies. Deafened creatures are not affected by the bard's singing. The song affects all enemies within 30 feet and lasts for 10 rounds. The higher the bard's final Perform skill and class level, the more powerful the Curse song. All of the penalties listed are additive.
3 Perform and Bard Level 1: -1 to Attack and Damage rolls.
6 Perform and Bard Level 2: -1 to Will Saves.
9 Perform and Bard Level 3: -1 to Damage rolls and -1 to Fortitude Saves.
12 Perform and Bard Level 6: -1 to Reflex saves, -1 to Skill rolls.
15 Perform and Bard Level 8: -1 to Attack rolls, 8 damage.
18 Perform and Bard Level 11: -2 to Dodge Armor Class, -1 to Skill rolls.
Perform 21 and Bard Level 14: -1 to Damage rolls, 8 damage and -1 Dodge Armor Class.
Perform 24 and Bard Level 15: -1 Will Saves, -1 Reflex Saves, -1 Fortitude Saves, -1 Dodge Armor Class.
Perform 25 and Bard Level 16: -1 Will Saves, 4 damage. -1 Dodge Armor Class.
For each additional 5 Perform and 1 Class level in Bard an additional 2 damage is granted.

Use: Selected.
]83580
Type of Feat: General

Prerequisite: Epic Shifter.

Specifics: The character with this ability can transform into a selection of powerful undead creatures three times per day:
Risen Lord, Vampire and Spectre.

Use: Selected. After choosing the ability, the character must select an undead type to change into.
]8668
Type of Feat: Epic

Prerequisite: 21st level, Wisdom 30+ and Wild Shape 6x/day.

Specifics: The character may use wild shape to change into a dragon. The transformation has a duration of 1 hour per class level.

Use: Selected, after selecting, the character must choose what type of dragon they will appear as.
]8670
Type of Feat: Epic Spell

Prerequisite: 21st level, the ability to cast 9th level spells and 15 ranks in spellcraft.

Specifics: The caster summons a powerful mummy warrior to do their bidding.

Use: Cast.
]8672
Type of Feat: Epic Spell

Prerequisite: 21st level, the ability to cast 9th level spells and 22 ranks in spellcraft.

Specifics: The caster summons a powerful adult red dragon to the targeted location to fight on his side.

Use: Cast.
]8674
Type of Feat: Epic Spell
Prerequisites: 21st level, the ability to cast 9th level spells and 32 ranks in spellcraft

Specifics: The caster creates a ball of energy that does 10d6 points of acid, fire, electrical and sonic damage to all targets in its blast radius.

Use: Cast.
]8676
Type of Feat: Epic Spell

Prerequisite: 21st level, the ability to cast 9th level spells and 26 ranks in spellcraft.

Specifics: The caster gets a +20 armor class bonus.

Use: Cast.
]8678
Type of Feat: Epic Spell
Prerequisites: 21st level, the ability to cast 9th level spells and 25 ranks in spellcraft.

Specifics: The caster deals 35d6 energy damage to a single target.
Save: Fortitude for half damage.

Use: Cast.
]8728
Type of Feat: Class.

Prerequisite: Weapon Focus (with weapon to be chosen).

Specifics: The weapon chosen to be a weapon of choice by a Weapon Master becomes the focus for all of their special abilities.

Use: Automatic.
]8732
Type of Feat: Class.

Prerequisite: Weapon of Choice, Weapon Master level 1.

Specifics: Once per day per level, a Weapon Master may use this feat to do maximum damage to their opponent.

Use: Selected.
]8734
Type of Feat: Class.

Prerequisite: Weapon of Choice, Weapon Master level 5.

Specifics: With their weapon of choice, the multiplier is increased by x1 to all critical hits. Thus a x2 critical multiplier becomes a x3.

Use: Automatic.
]8736
Type of Feat: Class

Prerequisite: Weapon of Choice, Weapon Master level 5.

Specifics: The Weapon Master gains a +1 bonus to all attack rolls with their weapon of choice.

Use: Automatic.
]8738
Type of Feat: Class

Prerequisite: Weapon of Choice, Weapon Master level 7.

Specifics: The Weapon Master gains an additional +2 to the threat range of their weapon of choice.

Use: Automatic.
]8740
Type of Feat: Class

Prerequisite: Pale Master level 1.

Specifics: The Pale Master gains an innate +2 bonus to their AC at 1st, 4th and 8th level.

Use: Automatic.
]8744
Type of Feat: Class

Prerequisite: Pale Master level 2.

Specifics: Once per day a Pale Master may animate dead as a spell-like ability.

Use: Selected.
]8747
Type of Feat: Class

Prerequisite: Pale Master level 4.

Specifics: The Pale Master can summon an undead creature twice per day as a spell-like ability.
The level of the Pale Master determines the type of undead that is summoned:
4th and 5th level: Ghoul
6th level: Shadow
7th level: Ghast
8th level: Wight
9th level: Wraith

Use: Selected.
]8749
Type of Feat: Class

Prerequisite: Pale Master level 5.

Specifics: The Pale Master gains +3 hit points per level.

Use: Automatic.
]8751
Type of Feat: Class

Prerequisite: Pale Master level 6.

Specifics: Two times per day a Pale Master may use their undead arm to paralyze foes. At level 8 this may be used three times per day.

Use: Selected.
]8754
Type of Feat: Class

Prerequisite: Pale Master level 7.

Specifics: Pale Master becomes immune to stun, hold, and paralyzation.

Use: Automatic
]8758
Type of Feat: Class

Prerequisite: Pale Master level 9.

Specifics: At 9th level, a Pale Master may summon a greater undead once per day as a spell-like ability. The Pale Master's level determines the type of undead summoned:
Level 9: Mummy Warrior
Level 10: Spectre
Level 12:Vampire Rogue
Level 14: Greater Bodak
Level 16: Ghoul King
Level 18: Vampire Mage
Level 20: Skeleton Blackguard
Level 22: Lich
Level 24: Lich Lord
Level 26: Alhoon
Level 28: Elder Alhoon
Level 30: Demilich

Use: Selected
]8760
Type of Feat: Class

Prerequisite: Pale Master level 10.

Specifics: At 10th level, a Pale Master becomes immune to Critical Hits.

Use: Automatic
]8762
Type of Feat: Class

Prerequisite: Pale Master level 10.

Specifics: At 10th level a Pale Master's touch becomes deadly, instantly killing unless a DC 17 fortitude save is made.

Use: Selected.
]83391
Type of Feat: Class

Prerequisite: Shifter, Epic Druid.

Specifics: The character with this ability can take the shape of a red, green, black, white or blue wyrmling three times per day. He gains the wyrmling's signature ability, its breath weapon. As the shifter rises in levels, the damage potential of the breath weapon increases.

Use: Selected. After choosing the ability, the character must select which kind of wyrmling he wants to transform into.
]8767
Type of Feat: Class

Prerequisite: Shifter level 3.

Specifics: At 3rd level, a Shifter may shift into various creature forms (Minotaur, Harpy, Gargoyle) three times per day.
]8769
Type of Feat: Class

Prerequisite: Shifter level 5.

Specifics: At 5th level, a Shifter may shift into the form of a Manticore, Basilisk or Drider three times per day.

Use: Selected
]8771
Type of Feat: Class

Prerequisite: Shifter level 7.

Specifics: At 7th level, a Shifter may shift into various humanoid forms. A shifter may do this 3 times per day.

Use: Selected
]8773
Type of Feat: Class

Prerequisite: Shifter level 10.

Specifics: At 10th level, a Shifter may shift into the form of a large dire tiger, medusa or mindflayer three times per day.

Use: Selected
]8775
Type of Feat: Class

Prerequisite: Champion of Torm level 2.

Specifics: Sacred Defense adds a +1 bonus to all saving throws for every 2 levels of Champion of Torm.

Use: Automatic
]8781
Type of Feat: Class

Prerequisite: Champion of Torm level 5.

Specifics: The Champion is able to channel a portion of their deities's power once per day giving them a +3 bonus on attack rolls, damage, and saving throws for a number of rounds equal to their Charisma bonus. They also gain damage reduction of 5/+1. The attack and saving throw bonuses increase by +2 at level 10

Use: Selected
]8783
Type of Feat: Class

Prerequisite: Smite Evil or Smite Good.

Specifics: This feat increases the smiting ability to 3 times per day.

Use: Selected
]68891
Type of Feat: Item Creation

Prerequisite: Spellcaster Level 3+.

Specifics: The character can create a potion of any spell of 3rd level or lower that the character knows and that targets a single creature. Brewing a potion will cost a small amount of XP as well as some gold to cover the material cost. The costs for brewing a potion depends on the level of the spell as well as the level of the resulting potion:
Some examples:
A potion of bless (1)   will costs 50 gp and 2 XP
A potion of prayer (5)  will cost 750 gp and 30 XP


Use: Selected (In order to brew a potion, the character has to cast the spell in question on an empty magical potion bottle).
]68912
Type of Feat: Item Creation

Prerequisite: Spellcaster Level 1st+.

Specifics: You can create a scroll of any spell that you know. Scribing a scroll costs a small amount of XP and gold, depending on the level of the spell to scribe. The costs for scribing a scroll depends on the level of the spell as well as the level of the resulting scroll:
Some examples:
A scroll of bless (1)   will costs  25 gp and 6 XP
A scroll of fireball (5) will cost 375 gp and 15 XP
A scroll of chain lightning (11) will cost 1650 gp and 66 XP

Use: Selected (In order to scribe a scroll, the character has to cast the spell in question on a specially prepared blank scroll)
]76387
Type of Feat: Item Creation

Prerequisite: Spellcaster Level  5th+.

Specifics: The spellcaster can create a wand of any spell of 4th level or lower that he knows. Crafting a wand costs a small amount of XP and gold, depending on the level of the spell to be crafted into the wand.  A newly created wand has 1d20 + 1 charge per level of the character (up to a maximum of 50 charges). The costs for crafting a wand depend on the level of the spell as well as the level of the resulting wand:
Some examples:
A wand of magic missile(5)   will costs 3750 gp and 150 XP
A wand of acid arrow (5)  will cost 7500gp and 300 XP
A wand of fireballs (5)  will cost 11250 gp and 450 XP


Use: Selected (In order to craft a wand, the character has to cast the spell in question on a specially crafted wand)
]76424
Type of Feat: Class

Prerequisite: Dwarven Defender Level 1.
When he needs to, the defender can become a stalwart bastion of defense. In this defensive stance, a defender gains phenomenal strength and durability but he cannot move from the spot he is defending. He gains the following benefits:
+2 Strength
+4 Constitution
+2 resistance bonus on all saves
+4 dodge bonus to AC
At first level, this ability can be used 1/day. Every 2 levels beyond 1, the dwaven defender gains an additional use per day.

Use: Selected
]76429
Type of Feat: Defensive

Specifics: At 6th level, the dwarven defender gains the ability to shrug off 3 points of damage from each blow or attack.  At 10th Level the damage reduction increases to 6 points of damage per attack or blow.
Epic Progression: For each 4 levels after 10, the damage reduction increases by 3 points.

Use: Automatic.
]76431
Type of Feat: Class

Prerequisite: Dwarven Defender Level 2.

Specifics: The character retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.

Use: Automatic.
]76434
Type of Feat: Class

Prerequisite: Dwarven Defender Level 5

Specifics: The character can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attack. The character also retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.

Use: Automatic.
]76435
Type of Feat: Class

Prerequisite: Dwarven Defender Level 10.

Specifics:  The character gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps. Additionally the character cannot be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attack and also retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.

Use: Automatic.
]83372
Type of Feat: Class specific

Prerequisite: Assassin level 1 or Blackguard level 1.

Specifics: The  character is trained in the use of poison and never  has to make a dexterity check when applying poison to a blade.

Use: Automatic.
]83499
Type of Feat: Class

Prerequisite: Red Dragon Disciple.

Specifics: A dragon disciple becomes more draconic in appearance. His skin develops tiny iridescent scales, nearly invisible. This provides increasing natural armor bonuses to his base Armor Class (+1 at 1st, +2 at 5th and +3 at 8th  and +4 at 10th level).

Use: Automatic
]83500
Type of Feat: Class

Prerequisite: Red Dragon Disciple.

Specifics: As the dragon disciple gains levels in this prestige class, his ability scores increase by the following table:
Level
2 :  +2 to Strength
4 :  +2 to Strength
7 :  +2 to Con
9 : +2 to Int
10: +4 to Strength, +2 to Charisma

Use: Automatic
]83501
Type of Feat: Class

Prerequisite: Red Dragon Disciple level 10.

Specifics: The red dragon disciple gains immunity to paralysis.

Use: Automatic
]83502
Type of Feat: Class

Prerequisite: Red Dragon Disciple level 10.

Specifics: The character gains immunity to fire.

Use: Automatic
]83503
Type of Feat: Class

Prerequisite: Red Dragon Disciple level 3.

Specifics: At third and seventh level, the dragon disciple begins to develop his ancestor's signature ability: a fiery breath weapon. While the damage potential of the breath weapon slowly raises until reaching its full potential on level ten, save DC (19) and area of effect (30' cone) stay the same
Level
3:  Damage 2d10
7:  Damage 4d10
10: Damage 6d10

Use: Selected
]83505
You have advanced from the ranks of seasoned warriors to become the epic fighter -- a true master of battle. More than a mere sword-swinger, the epic fighter knows how to best his opponents in any arena. Though your journey to achieve this goal has been long and hard, you are in fact just starting out on another path --  you are a fledgling in the realm of Gods and other powerful beings.

Hit Die: d10
Skill Points at Each Additional Level: 2+ Int Modifier
Bonus Feats:  The epic fighter gains a bonus feat every two levels after 20th

Epic Fighter Bonus Feats List:
Armor Skin, Damage Reduction, Devastating Critical, Epic Toughness, Epic Weapon Focus, Epic Prowess,  Epic Weapon Specialization, Improved Stunning Fist, Improved Whirlwind Attack, Overwhelming Critical, Superior Initiative.
]83529
You are now an epic barbarian -- a furious warrior who can cut his opponents to ribbons with awe-inspiring ease. You have become the very incarnation of rage.

Hit Die: d12
Skill Points at Each Additional Level: 4+ Int Modifier
Bonus Feats:  The epic barbarian gains a bonus feat every four levels after 20th

Epic Barbarian Bonus Feats List:
Armor Skin, Damage Reduction, Devastating Critical, Epic Toughness, Epic Prowess,  Epic Weapon Focus, Mighty Rage, Overwhelming Critical, Superior Initiative, Terrifying Rage, Thundering Rage.
]83530
Your music is beyond merely inspiring...it has become epic. You can move even the cruelest creature or inspire your allies to the heights of power and bravery.

Hit Die: d6
Skill Points at Each Additional Level: 4+ Int Modifier
Bonus Feats:  The epic bard gains a bonus feat every three levels after 20th

Epic Bard Bonus Feats List:
Curse Song, Epic Skill Focus, Epic Will, Great Charisma, Great Dexterity, Improved Combat Casting, Lasting Inspiration, Epic Spell Focus.
]83531
You are among the most elite of your deity's servants, spreading the word and acting as emissary. You are the epic cleric, commanding great power and respect.

Hit Die: d8
Skill Points at Each Additional Level: 2+ Int Modifier
Bonus Feats:  The epic cleric gains a bonus feat every three levels after 20th

Epic Cleric Bonus Feats List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Wisdom, Improved Combat Casting, Planar Turning.
]83532
Powerful, primal forces dominate nature and now you have become the epic druid, capable of harnessing them. You have become a mighty symbol of the natural world and the balance demands that you use your great powers responsibly.

Hit Die: d8
Skill Points at Each Additional Level: 4+ Int Modifier
Bonus Feats:  The epic druid gains a bonus feat every four levels after 20th

Epic Druid Bonus Feats List:
Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell,  Dragon Shape, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Great Wisdom, Improved Combat Casting,
]83533
Your speed, power, grace, and force of will are unmatched by mortal beings. You are the epic monk, with an inner tranquility that lesser characters cannot even dream of.

Hit Die: d8
Skill Points at Each Additional Level: 4+ Int Modifier
Bonus Feats:  The epic monk gains a bonus feat every five levels after 20th

Epic Monk Bonus Feats List:
Armor Skin, Blinding Speed, Damage Reduction, Energy Resistance, Epic Toughness, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Self-Concealment.
]83534
You, the epic paladin, stand at the forefront of the battle against chaos and evil in the world. You shine as a beacon of hope to all who fight the good fight.

Hit Die: d10
Skill Points at Each Additional Level: 2+ Int Modifier
Bonus Feats:  The epic paladin gains a bonus feat every three levels after 20th

Epic Paladin Bonus Feats List:
Armor Skin, Devastating Critical, Epic Toughness, Epic Weapon Focus, Epic Prowess, Epic Reputation, Great Smiting, Improved Combat Casting, Overwhelming Critical, Perfect Health, Planar Turning.
]83535
You move with deadly grace and keen mind through the natural world. The epic ranger is both a protector and a hunter and your powers reflect this.

Hit Die: d10
Skill Points at Each Additional Level: 4+ Int Modifier
Bonus Feats:  The epic ranger gains a bonus feat every three levels after 20th

Epic Ranger Bonus Feats List:
Bane of Enemies, Blinding Speed, Epic Toughness, Epic Prowess, Epic Weapon Focus, Favored Enemy, Improved Combat Casting, Perfect Health.
]83536
You are the ultimate thief with legendary skills and many a tale of a derring-do.

Hit Die: d6
Skill Points at Each Additional Level: 8+ Int Modifier
Bonus Feats:  The epic rogue gains a bonus feat every four levels after 20th

Special:
Sneak Attack: this continues to improve by 1d6 at each odd-numbered level the epic rogue gains.

Epic Rogue Bonus Feats List:
Blinding Speed, Crippling Strike, Defensive Roll, Epic Skill Focus, Epic Dodge, Epic Reputation, Improved Evasion, Improved Sneak Attack, Opportunist, Self-Concealment, Skill Mastery, Slippery Mind, Superior Initiative.
]83537
You have become a near mythic being -- the epic sorcerer. But still the need for ever greater power never ceases.

Hit Die: d4
Skill Points at Each Additional Level: 2+ Int Modifier
Bonus Feats:  The epic sorcerer gains a bonus feat every three levels after 20th

Epic Sorcerer Bonus Feats List:
Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Improved Combat Casting.
]83538
Knowledge is power and the quest for knowledge never ends. There is an ever lasting supply of arcane lore for you, the epic wizard,  to discover.

Hit Die: d4
Skill Points at Each Additional Level: 2+ Int Modifier
Bonus Feats:  The epic wizard gains a bonus feat every three levels after 20th

Epic Wizard Bonus Feats List:
Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Intelligence, Improved Combat Casting.
]83539
You are the living extension of your bow. Lesser beings can only gape in awe at the wonders you can achieve with your bow.

Hit Die: d8
Skill Points at Each Additional Level: 4+ Int Modifier
Bonus Feats:  The epic arcane archer gains a bonus feat every four levels

Special:
Enchant Arrow: For every two levels beyond 9th, the potency of the arrows fired by the arcane archer increases by +1.

Epic Arcane Archer Bonus Feats List:
Blinding Speed, Devastating Critical Longbow, Devastating Critical Shortbow, Epic Prowess, Epic Toughness, Epic Reflexes, Great Dexterity, Improved Combat Casting, Overwhelming Critical Longbow, Overwhelming Critical Shortbow, Epic Weapon Focus Longbow, Epic Weapon Focus Shortbow
]83540
You are the epic assassin, capable of sliding from shadow to shadow; lying in wait until your target is vulnerable, then striking like a cobra, leaving only a cold corpse behind.

Hit Die: d6
Skill Points at Each Additional Level: 4+ Int Modifier
Bonus Feats:  The epic assassin gains a bonus feat every four levels after 10th.

Special:
Sneak Attack: improves by +1d6 every two levels after 9th.
Poison Saving Throws: an additional +1 for every two levels after 10th on the assassin's saving throws against poison.

Epic Assassin Bonus Feats List:
Epic Reflexes, Epic Skill Focus (hide), Epic Skill Focus (move silently), Great Dexterity, Improved Combat Casting, Improved Sneak Attack, Self-Concealment, Superior Initiative.
]83542
You are a twisted reflection of the epic paladin, radiating evil power from every pore of your body.

Hit Die: d10
Skill Points at Each Additional Level: 2+ Int Modifier
Bonus Feats:  The epic blackguard gains a bonus feat every three levels

Special:
Sneak attack: increases by +1d6 every three levels after 10th.
Summon Fiend: For every five blackguard levels above 10th, the summoned fiend gains +2 bonus Hit Dice, its natural armor increases by +2, and its Strength and Intelligence each increase by +1.

Epic Blackguard Bonus Feats List:
Armor Skin, Devastating Critical, Epic Toughness, Epic Weapon Focus, Epic Reputation, Epic Fiendish Servant,  Epic Prowess, Great Smiting, Improved Combat Casting, Improved Sneak Attack, Overwhelming Critical, Perfect Health, Planar Turning.
]83541
You have become almost indistinguishable from the darkness that cloaks you. As an epic shadowdancer you can become as shadow.

Hit Die: d8
Skill Points at Each Additional Level: 6+ Int Modifier
Bonus Feats:  The epic shadowdancer gains a bonus feat every three levels

Special:
Shadow Evade: gains an additional +2 to its damage reduction amount and an additional +1 to its ability to resist magical weapons for every five levels (i.e., a 15th level shadowdancer has 20% concealment and 12/4 damage reduction).

Epic Shadowdancer Bonus Feats List:
Blinding Speed, Epic Shadow Lord, Epic Skill Focus, Epic Dodge, Epic Reflexes, Improved Whirlwind Attack, Self-Concealment, Superior Initiative.
]83544
Torm guides the Epic Champion of Torm on her life journey. She has ascended through the ranks of holy warriors to become a symbol of Torm's might.

Hit Die: d10
Skill Points at Each Additional Level: 2+ Int Modifier
Bonus Feats:  The epic champion of Torm gains a bonus feat every four levels.

Special:
Sacred Defense: Saving throws continue to improve by +1 for every 2 levels.
Divine Wrath: Every five levels the attack, damage and saving throw bonuses increases by a further +2.

Epic Champion of Torm Bonus Feats List:
Automatic Quicken Spell, Automatic Silence Spell, Automatic Still Spell, Armor Skin, Epic Damage Reduction, Epic Prowess, Devastating Critical, Epic Toughness, Epic Weapon Focus, Great Wisdom, Greater Smiting, Improved Combat Casting, Improved Stunning Fist, Improved Whirlwind Attack, Overwhelming Critical, Planar Turning, Epic Spell Focus, Epic Spell Penetration, Superior Initiative.
]83545
Your bond with your weapon of choice becomes stronger and devastatingly effective as you become the epic weapon master.

Hit Die: d10
Skill Points at Each Additional Level: 2+ Int Modifier
Bonus Feats:  The epic weapon master gains a bonus feat every three levels

Special:  Superior Weapon Focus: For every three levels after 10th an additional +1 bonus to attack is granted to the Weapon of Choice.

Epic Weapon Master Bonus Feats List:
Armor Skin, Blinding Speed, Epic Damage Reduction, Devastating Critical, Epic Toughness, Epic Prowess, Epic Weapon Focus, Improved Whirlwind Attack, Overwhelming Critical, Superior Initiative.
]83548
Your bond with the undead continues to grow as you become the epic pale master.

Hit Die: d6
Skill Points at Each Additional Level: 2+ Int Modifier
Bonus Feats:  The epic pale master gains a bonus feat every three levels
Special
Boneskin: Improves by +2 for every four levels past level 8.
Undead Graft: Can use this supernatural attack an additional time per day for every 3 levels gained.
Death Master Touch: The DC to resist the deadly effect of the epic pale master's touch raises by +1 each 2 levels past level 10.
Deathless Vigor: This feat now grants 5 hit points every five levels.
Epic Spells: From level 15 on, the Epic Spells are added to the list of bonus feats the pale master can choose from.

Epic Pale Master Bonus Feats List:
Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell,  Energy Resistance, Epic Spell Focus,  Epic Spell Penetration, Improved Combat Casting.
]83546
You have become the very definition of immovable object. You are a stalwart warrior that can stand your ground against virtually any foe imaginable.

Hit Die: d12
Skill Points at Each Additional Level: 2+ Int Modifier
Bonus Feats:  The epic dwarven defender gains a bonus feat every four levels

Special:
Defensive Stance: an additional use per day is gained for every two levels past 9th.
Damage Reduction: the damage reduction increases by 3 points for every four levels above 10th.

Epic Dwarven Defender Bonus Feats List:
Armor Skin, Damage Reduction, Devastating Critical, Energy Resistance, Epic Toughness, Epic Prowess, Epic Weapon Focus, Overwhelming Critical, Perfect Health.
]83547
You are the master of shapeshifting, able to become virtually any creature imaginable. Your powers continue to grow as an epic shifter.

Hit Die: d8
Skill Points at Each Additional Level: 4+ Int Modifier
Bonus Feats:  The epic shifter gains a bonus feat every three levels

Special:  Increases Shifting - At level 13 the shifter gains the ability to use his Humanoid Shape Ability infinite times.
At level 16 he gains unlimited use of his Greater Wildshape IV ability.
Many aspects of the shifter's Greater Wildshape forms continue to improve as he gains epic levels.

Epic Shifter Bonus Feats List:
Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Construct Shape, Dragon Shape, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Improved Combat Casting, Great Wisdom, Outsider Shape, Undead Shape,
]83549
Embracing your draconic heritage is but one stop on your life journey. Your quest to understand, command, and harness your draconic energies has taken you into realm of the epic.

Hit Die: d12
Skill Points at Each Additional Level: 2+ Int Modifier
Bonus Feats:  The epic dragon disciple gains a bonus feat every four levels after 10th

Your breath weapon damage potential increases by 1d10 for every 3 levels after 10th.
The save DC against your breath weapon increses by +1 every 4 levels after 10th.
Your natural AC increases by +1 for every 5 levels after 10th.

Epic Dragon Disciple Bonus Feats List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell,  Epic Damage Reduction, Epic Prowess, Epic Reputation, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Improved Combat Casting.
]83569
Type of Feat: General

Prerequisite: Epic Barbarian, Strength 25.

Specifics:  Any weapon the barbarian wields while in a rage does an additional 2d6 points of damage on a critical hit. There is a 50% chance for a creature hit by one of the barbarian's weapons to deafened for 3 rounds.

Use: Automatic
]83582
Type of Feat: General

Prerequisite: Epic Barbarian, Intimidate 25 ranks.

Specifics:  While the barbarian is raging, any enemy that comes close to him must make a Will save opposed by the barbarian's Intimidate check or becomes panicked for 1d6 rounds. Opponents with up to twice the barbarian's Hit Dice will not flee but will receive a -2 penalty to attack and saving throw rolls. Creatures with more then 2x the barbarian's Hit Dice are not affected by the rage.

Use: Automatic while in rage
]83608
Type of Feat: Epic Spell

Prerequisite: Epic Level Caster, the ability to cast 9th level spells and 34 ranks in spellcraft

Specifics: The spell conjures a powerful magical ward around the caster protecting against all  bludgeoning, piercing and slashing damage. It grants damage reduction 50/+20 for 1 round per level.

Use: Cast.
]83666
Your training and arduous ordeals have finally brought you to the threshold that divides the realms of mortal from those of the divine. You are an epic character, capable of choosing legendary feats and raising your skills to god-like levels. Please refer to your epic class feat(s) for specific information on class benefits derived from becoming an epic character.
]83702
Type of Feat: General

Prerequisite: Epic Shadowdancer.

Specifics:  The character's Summon Shadow ability is reinforced, allowing him to call an Epic Shadowlord to his side. Unlike a non-epic  Shadowlord, an Epic Shadowlord is a potent fighter, reinforced by his master's lifeforce, making him stronger each time the shadowdancer gains a level.

Use: Automatic
]83703
Type of Feat: General

Prerequisite: Level 15 Blackguard.

Specifics:  The character's evil and hatred grow strong enough to attract the attention of an Epic Vrock when summoning a fiendish servant from the outer planes. This vile creature is a master in the arts of melee combat and, fueled by its master's evil soul, grows in strength and power as the blackguard gains new levels.

Use: Automatic
]83814
Type of Feat: Class

Prerequisite: Red Dragon Disciple.

Specifics: As the dragon disciple gains levels in this prestige class, his base hit die type changes. This change is not retroactive

Level
1 -  d6
4 -  d8
6 -  d10



Use: Automatic
]8741
Type of Feat: General

Prerequisite: Epic Shifter, Wisdom 25

Specifics:  The character can assume different outsider shapes three times per day -- either a Azer Chieftain, a Rakshasa or a Death Slaad.

Use: Selected. After choosing the ability, the character must select the type of outsider to change into.
]8742
Type of Feat: General

Prerequisite: Epic Shifter, Wisdom 27

Specifics:  The character can shift into the following construct forms three times per day - Iron Golem, a Stone Golem, or a Demonflesh Golem.

Use: Selected. After choosing the ability, the character must select the type of construct to change into.
]84480
Type of Feat: Class

Prerequisite: Shifter

Specifics: A shifter's ability to shapeshift into different forms grows while he is gaining levels. At some point the shifter is able to change into certain forms an infinite number of times per day:
Level 4 : Infinite Greater Wildshape I
Level 7: Infinite Greater Wildshape II
Level 10: Infinite Greater Wildshape III
Level 13: Infinite Humanoid Shape
Level 16: Infinite Greater Wildshape IV

Use: Automatic.
]85495
Type of Feat: Class

Prerequisite: Barbarian level 23+.

Specifics: An epic barbarian's damage reduction allows him to ignore the first 5 points of damage from any physical attack. This ability increases by +1 point every 3rd level past 23rd.

Use: Automatic.
]85594
Type of Feat: Class

Prerequisite: Druid, 22th Level;

Specifics: Upon reaching 22th level, a Druid gains unlimited uses of his Wildshape ability.

Use: Automatic.
]85595
Type of Feat: Class

Prerequisite: Druid, 26th Level;

Specifics: Upon reaching 26th level, a Druid gains unlimited uses of his Elemental Shape ability.

Use: Automatic.
]86231
Type of Feat: Class

Prerequisite: Epic Assassin.

Specifics: The Assassins natural saving throw bonus to all poisons continues to increase by +1 for each two levels after 10th.

Use: Automatic.
]86784
Type of Feat: Class

Prerequisite: Weapon of Choice, Epic Weapon Master.

Specifics: The Weapon Master gains a +1 bonus to all attack rolls with their weapon of choice at 13th level and every three levels afterwards. This bonus stacks with the Weapon Master's Superior Weapon Focus feat.

Use: Automatic.
]111715
Type of Feat: Class.

Prerequisite: Purple Dragon Knight level 1.

Specifics: Three times per day, a Purple Dragon Knight can utter a powerful shout that gives all allies a +1 bonus to attack and a 20% bonus to land speed for one round.

Use: Selected.
]111717
Type of Feat: Class

Prerequisite: Purple Dragon Knight level 1.

Specifics: You may aid an ally, giving them a +4 bonus to their armour class for one round.

Use: Selected.
]111719
Type of Feat: Class.

Prerequisite: Purple Dragon Knight level 3.

Specifics: Once per day, the Purple Dragon Knight may cast the Fear spell with a caster level equal to his character level.

Use: Selected.
]111721
Type of Feat: Class.

Prerequisite: Purple Dragon Knight level 4.

Specifics: Once per day, the Purple Dragon Knight may swear to defeat a single opponent. He gains a +2 bonus to Attack, Damage, Saves, and Skills vs that opponent. This lasts for a number of rounds equal to twice his class level.

Use: Selected.
]111723
Type of Feat: Class.

Prerequisite: Purple Dragon Knight level 5.

Specifics: Once per day, the Purple Dragon Knight can inspire his troops to a heroic effort. Each ally in the area gains 2d10 hitpoints. This ability can affect a number of people equal to his Purple Dragon Knight level + Charisma modifier, and lasts for the same number of rounds.

Use: Selected.
]111725
Type of Feat: Class.

Prerequisite: Purple Dragon Knight level 2.

Specifics: Once per day, the Purple Dragon Knight can inspire his troops in combat. All affected creatures gain a +1 bonus to Attack and Damage, and a +2 bonus against mind affecting spells. These bonuses last for 10 rounds.

Use: Selected.
]111729
Type of Feat: General.

Prerequisite: Ride 1 rank.
Required for: Mounted Archery

Specifics: While mounted, once per round you will attempt a Ride check to increase your Armour Class by 1 point for every 5 of the check result.

Use: Automatic.
]111731
Type of Feat: General.

Prerequisite: Ride 1 rank, Mounted Combat.

Specifics: The attack penalty for using a bow while mounted is reduced from -4 to -2.

Use: Automatic.
]111876
Type of Feat: General

Prerequisite: None

Specifics: This series of actions enables players to interact with their mounts.

Use: Selected.

Individual Mount: Ride on the targetted mount, or command the targetted henchman to ride on a mount.
Individual Dismount: Targetted creature dismounts.
]111878
Type of Feat: General

Prerequisite: None

Specifics: Use this feat on a horse that is in your party to mount it. Use this feat on a henchman to instruct him or her to mount the first available horse in the party.

Use: Selected.
]111880
Type of Feat: General

Prerequisite: None

Specifics: Use this feat to dismount. Use this feat on a mounted henchman to instruct him or her to dismount.

Use: Selected.
]111884

Specifics: In parties with several members and mounts, this feat commands all members to mount up all at once.

Use: Selected.
]111886

Specifics: In parties with several members and mounts, this feat commands all members to dismount all at once.

Use: Selected.
]111888
Specifics: Assign a mount to a particular companion, so he will always ride on the same mount.

Use: Selected.
]111882
Type of Feat: Class

Prerequisite: Paladin

Specifics: Summons to the paladin a faithful, magical beast - a warhorse mount. The beast is more powerful as the paladin gets more powerful.


Note: Horses and the Ride skill are only used in the Premium Module "Neverwinter Nights - Wyvern Crown of Cormyr" and specific community made modules.


Use: Selected.
]111935
Type of Feat: Instant Custom

Prerequisite: None

Specifics: All DM characters start with this Instant feat. This feat does nothing unless implemented in a community made module. The feat is implemented by editing the x3_dm_tool01 script in the toolset.

Use: Selected.
]111936
Type of Feat: Instant Custom

Prerequisite: None

Specifics: All DM characters start with this Instant feat. This feat does nothing unless implemented in a community made module. The feat is implemented by editing the x3_dm_tool02 script in the toolset.

Use: Selected.
]111937
Type of Feat: Instant Custom

Prerequisite: None

Specifics: All DM characters start with this Instant feat. This feat does nothing unless implemented in a community made module. The feat is implemented by editing the x3_dm_tool03 script in the toolset.

Use: Selected.
]111938
Type of Feat: Instant Custom

Prerequisite: None

Specifics: All DM characters start with this Instant feat. This feat does nothing unless implemented in a community made module. The feat is implemented by editing the x3_dm_tool04 script in the toolset.

Use: Selected.
]111939
Type of Feat: Instant Custom

Prerequisite: None

Specifics: All DM characters start with this Instant feat. This feat does nothing unless implemented in a community made module. The feat is implemented by editing the x3_dm_tool05 script in the toolset.

Use: Selected.
]111940
Type of Feat: Instant Custom

Prerequisite: None

Specifics: All DM characters start with this Instant feat. This feat does nothing unless implemented in a community made module. The feat is implemented by editing the x3_dm_tool06 script in the toolset.

Use: Selected.
]111941
Type of Feat: Instant Custom

Prerequisite: None

Specifics: All DM characters start with this Instant feat. This feat does nothing unless implemented in a community made module. The feat is implemented by editing the x3_dm_tool07 script in the toolset.

Use: Selected.
]111942
Type of Feat: Instant Custom

Prerequisite: None

Specifics: All DM characters start with this Instant feat. This feat does nothing unless implemented in a community made module. The feat is implemented by editing the x3_dm_tool08 script in the toolset.

Use: Selected.
]111943
Type of Feat: Instant Custom

Prerequisite: None

Specifics: All DM characters start with this Instant feat. This feat does nothing unless implemented in a community made module. The feat is implemented by editing the x3_dm_tool09 script in the toolset.

Use: Selected.
]111944
Type of Feat: Instant Custom

Prerequisite: None

Specifics: All DM characters start with this Instant feat. This feat does nothing unless implemented in a community made module. The feat is implemented by editing the x3_dm_tool10 script in the toolset.

Use: Selected.
]111945
Type of Feat: Instant Custom

Prerequisite: None

Specifics: This instant feat can be given to players to enable a behavior you desire. The feat does nothing unless implemented in a community made module. The feat is implemented by editing the x3_pl_tool01 script in the toolset and then giving the feat to a player. This can be done by adding a item property bonus feat to a creature skin that has been previously equipped by the player through scripting.

Use: Selected.
]111946
Type of Feat: Instant Custom

Prerequisite: None

Specifics: This instant feat can be given to players to enable a behavior you desire. The feat does nothing unless implemented in a community made module. The feat is implemented by editing the x3_pl_tool02 script in the toolset and then giving the feat to a player. This can be done by adding a item property bonus feat to a creature skin that has been previously equipped by the player through scripting.

Use: Selected.
]111947
Type of Feat: Instant Custom

Prerequisite: None

Specifics: This instant feat can be given to players to enable a behavior you desire. The feat does nothing unless implemented in a community made module. The feat is implemented by editing the x3_pl_tool03 script in the toolset and then giving the feat to a player. This can be done by adding a item property bonus feat to a creature skin that has been previously equipped by the player through scripting.

Use: Selected.
]111948
Type of Feat: Instant Custom

Prerequisite: None

Specifics: This instant feat can be given to players to enable a behavior you desire. The feat does nothing unless implemented in a community made module. The feat is implemented by editing the x3_pl_tool04 script in the toolset and then giving the feat to a player. This can be done by adding a item property bonus feat to a creature skin that has been previously equipped by the player through scripting.

Use: Selected.
]111949
Type of Feat: Instant Custom

Prerequisite: None

Specifics: This instant feat can be given to players to enable a behavior you desire. The feat does nothing unless implemented in a community made module. The feat is implemented by editing the x3_pl_tool05 script in the toolset and then giving the feat to a player. This can be done by adding a item property bonus feat to a creature skin that has been previously equipped by the player through scripting.

Use: Selected.
]111950
Type of Feat: Instant Custom

Prerequisite: None

Specifics: This instant feat can be given to players to enable a behavior you desire. The feat does nothing unless implemented in a community made module. The feat is implemented by editing the x3_pl_tool06 script in the toolset and then giving the feat to a player. This can be done by adding a item property bonus feat to a creature skin that has been previously equipped by the player through scripting.

Use: Selected.
]111951
Type of Feat: Instant Custom

Prerequisite: None

Specifics: This instant feat can be given to players to enable a behavior you desire. The feat does nothing unless implemented in a community made module. The feat is implemented by editing the x3_pl_tool07 script in the toolset and then giving the feat to a player. This can be done by adding a item property bonus feat to a creature skin that has been previously equipped by the player through scripting.

Use: Selected.
]111952
Type of Feat: Instant Custom

Prerequisite: None

Specifics: This instant feat can be given to players to enable a behavior you desire. The feat does nothing unless implemented in a community made module. The feat is implemented by editing the x3_pl_tool08 script in the toolset and then giving the feat to a player. This can be done by adding a item property bonus feat to a creature skin that has been previously equipped by the player through scripting.

Use: Selected.
]111953
Type of Feat: Instant Custom

Prerequisite: None

Specifics: This instant feat can be given to players to enable a behavior you desire. The feat does nothing unless implemented in a community made module. The feat is implemented by editing the x3_pl_tool09 script in the toolset and then giving the feat to a player. This can be done by adding a item property bonus feat to a creature skin that has been previously equipped by the player through scripting.

Use: Selected.
]111954
Type of Feat: Instant Custom

Prerequisite: None

Specifics: This instant feat can be given to players to enable a behavior you desire. The feat does nothing unless implemented in a community made module. The feat is implemented by editing the x3_pl_tool10 script in the toolset and then giving the feat to a player. This can be done by adding a item property bonus feat to a creature skin that has been previously equipped by the player through scripting.

Use: Selected.