Additional Feats    (those without links are in the Player's Handbook)
Feat
 Description
Prerequisite
Aerobatics You are at home in the air
Alertness +2 to Listen & Spot checks
Ambidexterity Ignore penalties for using an off hand. Dex 15+
Anything Goes Combat In your hands almost anything is a dangerous weapon Int 13+, Dex 13+ 
Armed Deflect Arrows
You can deflect arrows, including crossbow bolts, spears and other shot or thrown weapons with your chosen weapon.
Weapon Focus, dexterity 13+.
Armored Caster You can reduce your chance of arcane spell failure when wearing armor Armor Proficiency (with the category of armor worn), Dex 13 +
Armor Expertise +1 to the Armor bonus, Spell Failure -5% Armor Focus in specified armor
Armor Focus You move around in a certain type of armor without effort. Proficient with armor, base attack bonus +1 or higher 
Armor Proficiency Allows the use of certain armor (free for many classes) Armor Proficiency (previous category)
Armor Specialization You can maximize armor's defensive capabilities. 4 fighter levels. Armor Focus in the type of armor
Backstab You can make the most out of having someone flanked Tactics, Base Attack Bonus +3 
Blind-Fight Reroll an attack that misses due to concealment (once), and negate numerous bonuses an invisible attacker has against you
Blindsight You can sense opponents in 5' without your eyes. Blindfight, Wis 13+ 
Bookworm You have a knack for locating information when performing research
Born in the Saddle
You are at home when mounted
Dex 13+
Brew Potion We're not using these creation rules.
Called Shot You do more damage with pinpoint attacks. Dex 13+
Camouflage You can make yourself blend into your surroundings. Disguise 5 ranks, Chr 13+ 
Campaigner You can sleep in heavy armor 
Cannibalistic Casting You can use your body to fuel magic once your spells have run out
Cantrip Allow anyone to use 0-level arcane spells Int 13+, Knowledge (Arcana) 
Cantriptification You have mastered cantrips in a way that allows you to use them more freely Caster level of 3 or greater, 5 or more ranks of Knowledge (arcana)
Cat's Feet You have the nimbleness of a cat. Dex 13+
Chi Focus You can use your inner strength to perform astounding feats. Monk 5+ level
Cleave Dropping an opponent gives you a free attack on another. Str 13+, Power Attack
Cold-Blooded Killer
You are cold-blooded slayer, able to precisely kill others with devastating sneak attacks. Death Attack (Assassin prestige class ability), base attack bonus +7 or higher.
Combat Casting *modified: +4 on all Concentration Checks (stacks with Skill Focus)
Combat Reflexes Allows multiple AOO in a single round.
Craft Magic Arms, etc. We're not using these creation rules.
Cross-Class Learning You can learn a cross-class skill as if it were a class skill
Cross-Class Secrets
You can learn a prohibited skill. DM approval
Daylight Adaptation You have learned to endure the painful sunlight of the surface world.
Deflect Arrows Gain a Reflex save against ranged weapons. Dex 13+, Improved Unarmed Strike
Deft Lunge You can sacrifice AC for a increased bonus to hit. Expertise, Dex 13+
Destructive Force You can increase the damage limitations of certain spells
Determined Soul Through your will alone, you can increase the amount of damage you can take Iron Will 
Discipline You are difficult to distract by spell or blow.
Divine Armor
You can channel energy to enhance your body or armor. Ability to turn or rebuke undead, Cha 13+, Extra Turning
Divine Dominion Add one additional domain to your divine casting repertoire 6 or more ranks in Knowledge (religion) 
Divine Flame
You can channel energy to sheath your weapon with sacred or profane flame. Ability to turn or rebuke undead, Turning Focus, 5th level Priest, 5 ranks in Knowledge (Religion)
Divine Ghost Weapon
You can channel energy into your weapon, allowing it to effectively strike incorporeal creatures.
Ability to turn or rebuke undead, Cha 13+
Divine Gift Allow anyone to use 0-level divine spells Wis 13+, Knowledge (Religion)
Divine Healer You are exceptional good at healing. 5 ranks in Healing 
Dodge +1 to AC against a single opponent. Dex 13+
Downshift Spell Cast a spell using the power from a higher level spell. (free for Wizards)
Ducking Shot You are skilled at using available cover while using your ranged weapon. Point Blank Shot, Dodge, Dex 13+
Elven Sword mastery An Elf can use Dexterity (instead of Strength) bonus to hit with a Long Sword  Elf or half-elf, base attack bonus +1 or higher
Empower Spell Use a spell slot 2 higher to get 150% damage from a spell
Endurance +4 bonus to checks over a period of time (run, swim)
Enlarge Spell Use a spell slot 1 higher to double the range of a spell
Enspell Familiar You may cast spells on your familiar over a distance.  Must have the summon familiar ability
Exotic Weapon Profiency Allows the use of certain exotic weapons (inc. Bastard Sword w/one hand) Base attack bonus +1 or higher
Expertise Subtact up to 5 from your attack and apply to your AC Int 13+
Extend Spell Use a spell slot 1 higher to double the duration of a spell
Extra Bardic Music You may use your Bardic Music ability more times per day. Bardic Music Ability
Extra Casting You can cast an extra spell each day. Spellcaster 5th level +, 8 Ranks in Spell Craft 
Extra Stunning Attacks You gain extra stunning attacks when fighting unarmed Base Attack Bonus +2, Stunning Fist
Extra Turning Allows an extra 4 Turns per day, taking it multiple times does stack Ability to Turn Undead
Eyes in the Back of Your Head Your superior battle senses helps minimize the threat of flanking attacks. Tactics, Base Attack Bonus +3 
Far Shot Increase the range of a chosen weapon Point Blank Shot
Favored Class
You can select one class not normally associate with your race and consider it a favored class
Multiclass character
Favored Enemy Gain a bonus against a hated enemy. Base Attack Bonus +5, Wis 11+, a history of animosity with this enemy, 2 ranks in Knowledge: (chosen race)
Favored Enemy Strike Ranger increase their critical damage against their chosen enemy type Base Attack Bonus +4, Wis 11+, Favored Enemy of the same type
Favored Terrain You have developed a natural affinity with the terrain of your choice.
Fiery Ki Defense You channel your ki energy into a cloak of flames that injures all who attempt to strike you Fiery Fist, Level 8 Monk
Fiery Fist You can engulf your fists in a fiery aura Level 2 Monk or higher
Fists of Iron You have learned the secrets of imbuing your unarmed attacks with extra force. Improved Unarmed Strike, Base Attack Bonus +2 
Flashy Attack
You are able to use an impressive display of prowess to catch your opponents off guard
Base attack bonus +6, and 1 of the following: Weapon Finesse or Elven Sword Mastery, or Weapon Focus and Juggling Skill and Dex 15+
Follow-Through-Fling
You can throw magic weapons more often
Rapid Shot, Base attack bonus +11
Gifted Learner You gain more skill points at each level
Gigantic Weapon
You are proficient at wielding extremely large weapons.
Str 15+, base attack bonus +3 or higher.
Giveaway Spell
You give away control over a spell.
Greater Divine Dominion Gain the domain powers from a divine dominion Divine Dominion 
Great Cleave You can Cleave any number of times in a round Str 13+, Power Attack, Cleave, base attack bonus +4 or higher
Great Fortitude +2 to Fortitude saves
Greater Held Charge You can hold a charged touch spell and still cast a spell
Hardiness Your body can withstand added amounts of pain and function below 0 hp. Endurance, Con 13+
Hardy Brawler You really know how to take a punch. Toughness
Healing Hand You can cure at a distance. Divine Healer or Healing Domain, 5 ranks in Healing
Heighten Spell You can treat a spell as if it were higher level (higher maximums and saves)
Herculean Effort You can temporarily perform great acts of strength.
Heroic Recovery You make miraculous (albeit slow) recoveries after being left for dead. Con 13+, Great Fortitude
Hole in the Middle
You can create a hole in an area spell to avoid being affected
Improved Bull Rush You can Bull Rush without drawing an AOO Str 13+, Power Attack
Improved Counterspell You can counter your opponents spells with great efficiency. Int 13+ 
Improved Critical Increase the Critical Threat range of a weapon Proficient with weapon, base attack bonus +8 or higher
Improved Deflect Arrows
You can deflect arrows multiple times in a round.
Deflect Arrows, dexterity 13+.
Improved Disarm When attempting to disarm, doesn't draw an AOO or a return disarm attempt Int 13+, Expertise
Improved Divine ArmorYour aura extends to protect your allies.Divine Armor
Improved Dodge Your Dodge feat bonus applies against all attackers. Dex 13+, Dodge
Improved Initiative +4 to initiative
Improved Sneak Attack Sneak Attack is more effective with focused weapons. Weapon Focus with the particular weapon, Sneak Attack
Improved Subdue You are skilled in making subdual attacks
Improved Tactics You can measure your opponents for a better chance for you to hit. Tactics, Wis 13+
Improved Toughness You are tougher than normal. Toughness, base attack bonus +3 or higher
Improved Trip Get your normal attack after tripping an opponent Int 13+, Expertise
Improved Two-Weapon Fighting Gain an additional attack with your secondary weapon Two-Weapon Fighting, Ambidexterity, base attack bonus +9 or higher
Improved Unarmed Strike You're considered armed even when unarmed (prevents certain AOO)
Improvised Weapons Lower the non-proficiency penalty of weapons, and everyday objects. Base attack bonus +2 
Instant Awakening
You can instantly awaken from sleep at the slightest sign of danger.

Iron Hide You can toughen your flesh through exertion and rigorous training Toughness, Con 13+
Iron Will +2 to Will saves
KI of the Masters You have learned to channel your Ki into devastating unarmed attacks. Wis 13+, Str 11+, Improved Unarmed Strike, Stunning Fists, base attack +3 or higher
Leadership Get much better followers and other benefits The character must be at least 6th level
Learning Mastery You can increase your max ranks allowable by 1 rank
Legendary Toughness
You have the extraordinary ability to negate small amounts of damage.
Con 13+, Great Fortitude, Toughness, base attack bonus +12 or higher
Lightning Fists Your skill and agility allow you to attempt a series of blindingly fast blows. Monk Level 4+, Dex 15+ 
Lightning Reflexes +2 to Reflex saves
Light Sleeper You wake up easily
Main Gauche Defend with an off-hand weapon Two-Weapon Fighting 
Mantis Leap You deliver a powerful attack at the end of a leap. Monk Level 7+, 10 ranks of Jump 
Martial Weapon Proficiency Allows the use of certain weapons (free for many classes)
Maximize Spell 
Use a spell slot 3 higher to get maximum effect from a spell
Mercantile Background You know how to haggle and get the best from any deal.
Metabolism You can push your body further without food or rest. Endurance, Con 13+ 
Mindless Effort Maintain a concentration spell for a limited time without concentrating on it 10 or more ranks in Concentration 
Minds Eye Gain an additional resistance to illusions Iron Will 
Minor Spell Mastery Cast additional 0-level spells spellcasting level 3+ (divine or arcane)
Mobility +4 dodge bonus to AC against AOO Dex 13+, Dodge
Monk Weapon Mastery Use a specific weapon with the flurry of blows ability. Proficient with chosen weapon, Weapon Focus (chosen weapon), base attack bonus +6 or higher 
Mounted Archery Half the penalties with ranged weapons from horseback Ride skill, Mounted Combat
Mounted Combat Protect your horse in melee with your ride skill (ride check is mount's AC) Ride skill
Night Owl You only need a minimal amount of sleep to stay active and alert.
Penetrating Shot Choose one type of bow or crossbow; and gain +4 to confirm crits.
Weapon Specialization with the weapon, Point Blank Shot, base attack bonus +8 or higher 
Persistent Spell You make a spells last much longer. Extend Spell 
Point Blank Shot Ranged weapons get +1 to hit & damage within 30'
Poison Resistance You have a broad band resistance to poison.
Poison Tolerance You have worked up a tolerance to certain poisons Poison Use, Con 13+
Poison Use Learn to use poisons effectively Alchemy
Pole Fighting When fighting with a pole arm you can use the butt to strike opponents Str 13+, weapon proficiency with a pole arm 
Power Attack Subtact up to your base attack bonus from your attack and apply to your damage Str 13+
Power Double Weapon
You have learned to maximize the strength of your blows when wielding a double weapon.
Double Weapon Fighting, Power Attack, base attack bonus +3 or higher.
Power Spell Trade Saving Throw DC for Extra Damage
Powerless Spell You can prepare or cast a spell for use as a counterspell (at 2 levels lower)
Precise Shot Shoot into a melee without the -4 penalty, and a reduced chance of hitting a friend Point Blank Shot
Prone Attack Being low to the ground is no hindrance to your attacks. Lightning Reflexes, Dex 15+, Base Attack Bonus +2
Pull Blow
You can choose to leave your victims alive when they would otherwise fall
Expertise, Weapon Focus, Int 13+, Attack Bonus 3+, Heal
Quick Draw Draw a weapon as a free action Base attack bonus +1 or higher
Quick Healer Your body heals at an accelerated rate. Con 13+ 
Quicken Spell Use a spell slot 4 higher to cast a second spell in a round, in 1 segment
Rank Fighting
You are trained to strike past friends using reach weapons
Weapon proficiency with a reach weapon.
Rapid Reload Your quick hands make loading a crossbow a less difficult task. Base Attack Bonus +2, Proficiency with the crossbow being used
Rapid Shot Gain an additional missile attack (highest bonus), all attacks are at -2 Point Blank Shot, Dex 13+
Ride-By Attack When charging, get full movement and suffer no AOO Ride skill, Mounted Combat
Run Move 5x your base speed instead of 4x, also increases running jump distance
Scribe Scroll We're using a variation here, look at the Wizard page for details.
Sense Magic You have a highly developed sensitivity to magic Spellcraft
Shield Mastery You are especially proficient with shields of all types. Shield Proficiency, Str 13+
Shield Proficiency Allows the use of shields (free for many classes)
Short Person Fighting Allows Giants to negate ½ the racial dodge bonus Special training in Dwarf rich hunting grounds 
Shot on the Run Can fire missile weapons and still get full movement Point Blank Shot, Dex 13+, Dodge, Mobility
Signature Spell Treat one Arcane spell as one level lower. Can only be taken as a Wizards bonus metamagic feat (just wizards)
Silent Spell Use a spell slot 1 higher to cast spells without a verbal component
Simple Weapon Proficiency Allows the use of certain weapons (free for many classes)
Skill Focus +3 bonus on a specific skill or +2 on 2 related skills (modified from PH)
Skill Mastery
Choose a skill that you have a special mastery over
Skill Focus (+3) in the specified skill, 5 ranks in the skill
Skill Perfection
Choose a skill in which you have achieved perfection
Skill Mastery in the specified skill, 10 ranks in the skill
Slashing Fist You can alter your open-hand attack to do different types of damage. Monk, Level 5
Smooth Talker Bonus on all Diplomacy and Sense Motive Checks.
Spear and Shield You have trained in the use of a two-handed spear and shield together Shield Proficiency
Spell Focus +2 to the DC for your spells' saving throws in a certain school
Spell Mastery A Wizard does not need a spellbook for a few specific spells Spell Mastery is available only to wizards
Spell Penetration +2 bonus to penetrating an opponent's SR (spell resistance)
Spirited Charge On a charge, deal 3x damage with a lance, 2x damage with a melee weapon Ride skill, Mounted Combat, Ride-By Attack
Spirit of Vengeance
You exact vengeance from your enemies in blood

Spring Attack You can move before and after attacking and still get a single attack, without drawing AOO Dex 13+, Dodge, Mobility, base attack bonus +4 or higher
Stalwart Defender
You are a truly a dwarven bastion of strength.
Dwarf, Defensive Stance class ability, base attack bonus +9 or higher.
Still Spell Use a spell slot 1 higher to cast spells without a somantic component
Stone Thrower
Your skill turns a common stone into a dangerous missile

Street Smarts Its tough to get one by you and you know how to keep informed.
Stunning Fist Stun opponents with unarmed strikes  (once per 4 levels) Dex 13+, Improved Unarmed Strike, Wis 13+, base attack bonus +8 or higher
Sturdy Concentration You have toughened yourself to maintain concentration while casting. Con 13+, Toughness Feat 
Sunder Don't draw AOO when trying to break an opponent's weapon  Str 13+, Power Attack
Tactics Measure your opponents defensive style, allowing for a better chance for you to hit. Wis 13+
Toughness Gain 3 additional hit points & increase the 'Disabled Range' by the like number.
Track Follow trails of creatures, need Wilderness Lore to improve the ability
Trample You can control your mount to overrun and trample opponents Ride skill, Mounted Combat
Treetopper You are at home in the trees and in high places.
Trick Spell
It is difficult for opposing spellcasters to identify and counterspell your spells.
Tumbling Attack Execute a startling series of attacks while you tumble through your enemy's midsts. Dex 15+, Dodge, Int 13+, Expertise, Mobility, Spring Attack, base attack +6, Tumble Skill, Skill Focus - tumble 
Turning Damage Boost
You turn more hit dice of creatures
Turning Focus, Abilitiy to turn or rebuke undead as a 6th level Priest
Turning Extension
Your turning range is extended out to 90' Ability to turn or rebuke undead.
Turning Focus You are better at turning undead.  Can turn or rebuke undead as a 2nd level Priest, 5 ranks in Knowledge (Religion)
Turning Level Boost
Your Charisma bonus helps you destroy more powerful creatures Turning Focus, Can turn or rebuke undead as an 8th level Priest
Turning with Precision
You can select to turn a specific creature in a crowd. Turning Focus, Dex 13+, 10 ranks in Knowledge (Religion)
Twin Weapon Fighting You can wield a matching pair of weapons with extraordinary ability. Ambidexterity, Two-Weapon Fighting, base attack bonus +6 or higher
Two-Weapon Fighting Fight with a weapon in each hand, gaining and additional attack with the off-hand
Water Splitting Stone Overcome Some Damage Reduction of creatures Monk, base attack bonus +9 or higher
Weapon Finesse Gain your dexterity bonus to hit instead of strength with melee weapons Proficient with weapon, base attack bonus +1 or higher
Weapon Focus +1 to all attack rolls with a specific weapon Proficient with weapon, base attack bonus +1 or higher
Weapon Grand Mastery Your skill with the weapon is unmatched. Base attack bonus +14 or higher, Weapon High Mastery with the same chosen weapon
Weapon High Master Your skill with the weapon has reached legendary status. Base attack bonus +11 or higher, Weapon Mastery & Improved Critical. (with the same chosen weapon) 
Weapon Juggle You can easily change weapons during combat. Dex 13+, Quick Draw, 3 ranks of Juggling skill
Weapon Mastery You have mastered your chosen weapon. Base attack bonus +8 or higher, Proficiency, Weapon Specialization and Weapon Focus (with same chosen weapon)
Weapon Specialization +2 to damage with a specific weapon (4th level fighters+ only)
Whirlwind Attack Make one melee attack against all opponents within 5' at full base attack bonus Int 13+, Expertise, Dex 13+, Dodge, Mobility, base attack bonus +4 or higher, Spring Attack
Whirlwind Defense
You are adept at defending yourself against multiple opponents.
Dex 13+, Dodge, Mobility, Spring Attack, base attack bonus +4 or higher.
Wild Rider
You can ride anything, in any fashion
5 Ranks in Ride skill.
Wild Shape Casting You can cast some spells while in wild shape form. Level 9 Druid, Still Spell Feat, 5 ranks in Wilderness Lore
Windup
A throwing technique that lets you put extra force into a hurled attack.
Str 13+
Zealous Smite Use your Smite class ability one additional time per day Smite class ability (Smite Evil, Smite Good, Smite Infidel, etc.)

Aerobatics [General]
You are at home in the air. You understand the properties of wind resistance and aerodynamics and how to optimize your situation in the air.
Benefit: You improve your maneuverability class by one step when using any ability to fly. This includes flying mounts if you have the ability to guide them (i.e., Ride). You also maintain your dexterity and dexterity based abilities while airborne.
Copyright © 2001 Rebecca Glenn (Becky)  (modified for Misbell)

Anything Goes Combat [General, Melee]
In your hands almost anything is a dangerous weapon
Prerequisite: Int 13+, Dex 13+
Benefits: You are the master of the improvised weapon. You treat any object, including weapons you are not proficient with, as a simple melee weapon using the stats listed in this feat instead of the stats usually used for that object or weapon. You may still use weapons you have proficiency with using the stats listed in the PHB.
Determine the size of the object or weapon and use the stats listed here.
 
Size
Damage
Threat
Crit
Reach
Tiny
1d2
20
x2
5'
Small
1d4
20
x2
5'
Medium
1d6
20
x2
5'
Large
1d8
20
x2
10'
Huge
1d10
20
x2
10'

If the DM determines that there is no way the object in question could do regular damage it instead deals subdual damage. Additionally any object used as a weapon via this feat can deal subdual damage at your discretion without penalty
Special: You may not take weapon feats applied to these weapons. For instance you cannot take (weapon focus anything goes combat) or (weapon focus beer mug).
Copyright 2001, Anne Bernardo, Sigfried Trent

Armed Deflect Arrows [General]
You can deflect arrows, including crossbow bolts, spears and other shot or thrown weapons with your chosen weapon.
Prerequisite: Weapon Focus, dexterity 13+.
Benefit: You gain the use of the Deflect Arrows feat, but can only use this ability when wielding a melee weapon that you have Weapon Focus with.
Notes: You can learn later feats for which Deflect Arrows is a prerequisites based on the ‘virtual’ feat learned with Armed Deflect Arrows, but you can then only use those feats when armed with a melee weapon that you have Weapon Focus with.
Copyright 2001, Carl Cramér, Eric D. Harry

Armored Caster [General]
You can reduce your chance of arcane spell failure when wearing armor
Prerequisite: Armor Proficiency (with the category of armor worn), Dex 13 +
Benefit: You can reduce your chance of arcane spell failure by 10%.
Special: You may take this feat only once.
Copyright 2001, Bradley H. Bemis Jr., modified for Misbell

Armor Expertise [General, Defense]
You are especially good at using a type of armor.
Prerequisite: Armor Focus in specified armor.
Benefit: Must chose a specific type of armor (light, medium, or heavy). You then gain the following benefits when wearing this armor type: +1 to the Armor bonus, Spell Failure -5%, and reduce don times by 1/2.
Special: This feat can be taken multiple times for different types armor.
Copyright 2001, Scott Metzger  (modified for Misbell)

Armor Focus [General]
You move around in a certain type of armor without effort.
Prerequisite: Proficient with armor, base attack bonus +1 or higher
Benefit: When wearing a specified type of armor (light, medium, or heavy) it inflicts 1 less skill penalty and the maximum Dex bonus is raised by one. This cannot reduce the penalties to sub zero levels.
Special: You can gain this feat multiple times. The effects does not stack. Each time you take the feat, it
applies to a new type of armor.
Copyright 2001 B. Marcus Lindberg

Armor Specialization [Fighter]
Your advanced training while wearing a specific type of armor has enabled you to maximize its defensive capabilities.
Prerequisite: 4 fighter levels. Armor Focus in the type of armor.
Benefit: When wearing a specified type of armor (light, medium, or heavy) it inflicts 1 less skill penalty and the maximum Dex bonus is raised by one. This cannot reduce the penalties to sub zero levels.  (these bonuses are in addition to Armor Focus)
Special: You can gain this feat multiple times. The effects does not stack. Each time you take the feat, it
applies to a new type of armor.

Backstab(General)
You can make the most out of having someone flanked.
Prerequisite: Tactics, Base Attack Bonus +3
Benefit: When you are flanking an opponent you gain a +4 to hit instead of the normal +2.
Normal: A Rogue already gets the +4 when he has surprise on the victim.  This gives the bonus to anyone, during any Flanking attack.
Source: Shadowdale  (modified for Misbell)

Blindsight (Ranger, General)
You can sense opponents in 5' without your eyes.
Prerequisite: Blindfight, Wis 13+
Benefit: Using senses such as acute hearing or sensitivity to vibrations, you can detect the location of opponents who are no
more than than 5 feet away from you. Invisibility and darkness are irrelevant, though you cannot discern noncorporeal beings.
Using this feat is a move-equivilent action.
Source: Sword and Fist Supplement

Bookworm [General]
You seem to have a knack for locating information needed when performing research
Benefit: Gain a +2 modifier to any research based activities conducted in a library or laboratory.
Special: This feat stacks with all skill and research enhancements applicable
Comments: Another feat that is not terribly exciting, but of can be of great use to a research type.
Copyright 2001, Bradley H. Bemis Jr.

Born in the Saddle [General]
You are well trained in mounted spell-casting
Benefit: Gain a +2 modifier Ride Checks as well as +2 to Concentration Checks when mounted.
Special: This feat stacks with Skill Focus for either Ride or Concentration
Copyright 2003, Misbell

Called Shot [General]
You do more damage with pinpoint attacks.
Prerequisite: Dex 13+.
Benefit: On your action, before making attack rolls for the round, you may choose to subtract a number from all attack rolls for the round and add the same number to all weapon damage rolls for dexterity-based attacks. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next action.
Special: Creatures lacking an anatomy and thus immune to critical hits, are immune to this extra damage. Called shot can be used with ranged weapons at ranges up to 30 feet.
Note: Dexterity-based attacks are attacks that use the dexterity modifier rather than the strength modifier for attack rolls; missile weapons, thrown weapons and weapons used with the Weapon Finesse feat. Called shot cannot be used with ranged touch attacks.
Copyright © 2001 Carl Cramér

Camouflage (Ranger, General)
You can make yourself blend into your surroundings.
Prerequisite: Disguise 5 ranks, Chr 13+
Benefit: When entering a combat you make a Disguise check against a DC of 15. If the check is successful you gain the bonus
of having the next level of concealment (i.e. if there is no concealment then you gain 1/4 and so on). The disguise check is
modified by any armor check penalties. Also, it takes 5 minutes to prepare the camouflage for each type of terrain you are
entering. When changing terrains you must re-prepare your camouflage.
Source: Shadowdale, similar appears in Netbook of Feats.

Campaigner [General]
You can sleep in heavy armor and other unpleasant conditions without suffering from fatigue
Benefits: You can sleep in any kind of armor for any amount of time without suffering fatigue penalties or discomfort. Other conditions such as sleeping on a hard surface, or with bed bugs, which are uncomfortable but not dangerous will likewise not prevent you from a good nights sleep.
Notes: Players seem to like doing this so why not have a feat for it. It could work for the rugged soldier or a ranger sleeping in the rain.
Copyright 2001, Sigfried Trent

Cannibalistic Casting [General]
You can use your body to fuel magic once your spells have run out
Benefit: You can cast a spell by using a number of constitution points equal to the level of the spell rather than using a spell slot (this feat assumes you have run out of slots). These lost points of constitution are considered ability score damage against your constitution score.  They can only be recovered through a night's rest (1 per night), not from Restoration Spells. 0-level spells count as one half spell level for the purpose of this feat (2 per Con point).  Metamagic spells cannot be powered in this manner.
Special: Spellcasters that must prepare spells are limited to selecting spells previously prepared and cast that day.
Comments: Don’t look at this like a spell point system, it only allows you to trade con points for spell slots. This is a pretty huge cost by comparison.
Copyright 2001, Bradley H. Bemis Jr.  (modified for Misbell)

Cantrip [General, Pseudo-Class]
Allow anyone to use 0-level arcane spells
Prerequisite: Int 13+, Knowledge (Arcana)
Benefit: Grants any individual the ability to know/understand up to their intelligence modifier's worth of cantrips (which they must locate/be trained in). The character can cast 1/2 (rounded down) their Intelligence Bonus Cantrips per day (i.e. with an 18 Intelligence, the character can learn 4 Cantrips, and cast 2 per day).  Anyone trying to cast a spell (even though it’s just 0-level) must meet all of the requirements and suffer all of the penalties associated with the use of arcane magics.
Special: This feat may be taken a second time; however, no additional cantrips can ever be learned (past the individuals intelligence modifier). When taken a second time, the caster may then cast their entire Intelligence Bonus number of times a day (that 18 intelligence character can now learn 4 Cantrips, and cast 4 per day).  This Feat takes 6 months to learn.
Comments: I added the pseudo-class type to this feat since it duplicates a class-based ability. Other than that, I think this is a useful feat that allows the spelunker to gain light once per day, or the farmer to gain mage hand once per day. It’s about usefulness and learning a small bit of magic That can be useful in your daily life, it’s not about becoming a mage.
Copyright 2000, Bradley H. Bemis Jr.  (modified for Misbell)

Cantriptification [Special]
You have mastered cantrips in a way that allows you to use them more freely
Prerequisite: Caster level of 3 or greater, 5 or more ranks of Knowledge (arcana)
Benefit: Instead of picking and choosing cantrips (0-level spells) for the day, you can freely use any cantrip available to you (known or in your spellbooks) up to the total number of cantrips you can cast per day.
Comments: This allows a wizard to use cantrips like a sorcerer. Cantrips don’t allow much room for abuse, so this is a fairly balanced (and useful) feat for wizards.
Copyright 2001, Bradley H. Bemis Jr.

Cat's Feet (Ranger, General)
You have the nimbleness of a cat.
Prerequisite: Dex 13+
Benefit: You gain a +2 bonus on all Balance on Move Silently skill checks.
Source: Netbook of Feats

Chi Focus [Special]
You can use your inner strength to perform astounding feats.
Prerequisite: Monk 5+ level
Benefit: By taking a full round to focus your "inner breath", you gain a +2 competence bonus to a single ability score, skill roll, saving throw or to your base attack bonus. The bonus lasts for one minute. Once you have chosen which attribute to boost, you cannot change it for the remainder of the enhancement. You may use this ability once per day per 5 levels.

Cold-Blooded Killer [Special]
You are cold-blooded slayer, able to precisely kill others with devastating sneak attacks.
Prerequisite: Death Attack (Assassin prestige class ability), base attack bonus +7 or higher.
Benefit: You add +2 to the DC of the Fortitude save made to resist your death attack. Even if your opponent succeeds on his saving throw, you inflict +1d6 points of damage on your sneak attack.
Normal: The standard DC for an Assassin’s death attack is 10 + assassin class level + Int bonus.
Copyright 2001, Eric D. Harry

Cross-Class Learning [General]
You can learn a cross-class skill as if it were a class skill
Benefit: You may choose a cross-class skill in which you have a certain knack. You may treat this skill as if it were a class skill.
Special: This feat may be taken multiple times, choosing a new skill each time. You are still limited by level + 3 for the maximum number of skill points you may spend on this skill.
Comments: If a sorcerer can learn to use a greatsword by taking a simple feat, a fighter should be able to learn move silently with the same degree of difficulty.
Copyright 2000, Bradley H. Bemis Jr.

Cross-Class Secrets [General]
You can learn a prohibited skill.
Prerequisite: DM approval
Benefit: Pick one exclusive skill that is normally prohibited to your class. You can now learn this skill as a cross-class skill.
Special: This feat can be picked several times. It does not stack. Each time, it applies to a new skill.
Notes: If you wish to learn the formerly prohibited skill as a class skill, you can pick this feat, and the Cross-Class Learning feat  applicable to the same skill.
Copyright 2001, Carl Cramér

Daylight Adaptation (General)
Through long exile of the shadowed homelands of your kind, you have learned to endure the painful sunlight of the surface world.
Benefit: You no longer suffer those penalties resulting in exposure to bright light, whether the light comes from natural or
magical sources.
Source: Living Greyhawk

Deft Lunge [General]
You are trained to take advantage of openings in an opponent's defenses
Prerequisite: Expertise, Dex 13+
Benefit: When you use the attack action or full attack action in non-mounted melee combat, you may take as much as a -5 penalty to Armor Class to add the same number (up to +5) to a single attack roll in the same round. This number may not exceed your base attack bonus. Unless you also have the Mobility feat, this attack draws an Attack of Opportunity from the defender. The changes to Armor Class last until your next action. The bonus to your attack roll will stack with any other bonus.
Copyright 2000, Michael J. Kletch

Destructive Force [Metamagic]
You can increase the damage limitations of certain spells
Benefit: You can raise the damage cap of capped spells by two die (assuming you are of sufficient level to do so). A Destructive Force spell takes up a spell slot of one level higher.
Notes: This feat can be used with any spell having a damage cap expressed in the spells description. A damage cap can be identified by a statement similar to “deals xdx points of x damage per caster level (maximum xdx)”.
Example: A fireball spell is capped at 12d6 (at 12th level).
Using this feat, a 15th level caster could instead do up to 14d6 points of damage using a 4th level spell slot.
Comments: Using the Downshift Feat would only give 1d6, and would still limited to 12d6.
Copyright 2001, Bradley H. Bemis Jr.

Determined Soul [General]
Through your will alone, you can increase the amount of damage taken before dying
Prerequisite: Iron Will
Benefit: Add your wisdom bonus to the number of points of damage you can sustain.  This feat can only be taken once.
Example: You have an 18 Wis (+4 bonus). You gain an additional 4 hit points.
Copyright 2000, Bradley H. Bemis Jr.  (modified for Misbell)

Discipline [General]
You are difficult to distract by spell or blow.
Benefit: +1 bonus to Will saves and +2 bonus to Concentration checks

Divine Armor [Divine]
You can channel energy to enhance your body or armor.
Prerequisite: Ability to turn or rebuke undead, Cha 13+, Extra Turning.
Benefit: By spending one of your turn or rebuke undead attempts, your armor or body gains a sacred (if you channel positive energy) or profane (if you channel negative energy) bonus to Armor Class equal to your charisma bonus for a number of rounds equal to your charisma bonus. When active, your armor or body glows with divine light (or a profane aura) in a radius of 5 feet. The bonus provided by Divine Armor is fully effective against incorporeal creatures.
Copyright 2001, Eric D. Harry

Divine Dominion [Divine]
Add one additional domain to your divine casting repertoire
Prerequisite: 6 or more ranks in Knowledge (religion)
Benefit: Select a third domain from your deities domain list. All spells within the new domain list are considered domain spells for you.
Special: You do not gain the domain powers granted, you only gain the ability to use the domain spells listed as domain spells for your character. This feat is only usable by clerics and can only be taken once.
Comments: This feat was designed to give a cleric access to another domain from their deities domain list without giving them all of the extra abilities. All it means is that they can use the new domains domain list when selecting domain spell. This might seem under powered at first, but when combined with Greater Divine Dominion, this feat is quite balanced.
Copyright 2001, Bradley H. Bemis Jr.

Divine Flame [Divine]
You can channel energy to sheath your weapon with sacred or profane flame.
Prerequisite: Ability to turn or rebuke undead, 5th level Priest, Turning Focus, 5 ranks in Knowledge (Religion).
Benefit: By spending one of your turn or rebuke undead attempts, you can sheath your weapon with sacred or profane flame. If you channel positive energy, your weapon is sheathed in white flames that inflict +1d6 points of sacred damage against evil opponents for a number of rounds equal to your charisma bonus. If you channel negative energy, you weapon is sheathed in black flames that inflict +1d6 points of profane damage against good opponents instead. These flames do not give off heat or ignite flammable objects, though sacred flames give off light equal to a torch. The sacred or profane damage inflicted by Divine Flame is unaffected by protection from elements and similar spells.
Copyright 2001, Eric D. Harry (modified for Misbell)

Divine Ghost Weapon [Divine]
You can channel energy into your weapon, allowing it to effectively strike incorporeal creatures.
Prerequisite: Ability to turn or rebuke undead, Cha 13+.
Benefit: By spending one of your turn or rebuke undead attempts, your weapon can be used to attack incorporeal opponents as if it had the ghost touch power, negating an incorporeal creatures ability to ignore 50% of successful attacks from a corporeal source. Though you do not gain a bonus on attack or damage rolls with this feat, you can also negate the damage reduction of incorporeal or undead opponents as if wielding a +1 magic weapon. The bonuses provided by this feat last for a number of rounds equal to your Charisma bonus.
Copyright 2001, Eric D. Harry

Divine Gift [General, Pseudo-Class]
Allow anyone to use 0-level divine spells
Prerequisite: Wis 13+, Knowledge (Religion)
Benefit: Grants any individual the ability to know/understand up to their wisdom modifier's worth of orisons (0-level divine spells chosen from the character's deity). The character can cast 1/2 (rounded down) their wisdom modifier orisons per day (i.e. a 16 wisdom allows the character to learn 3 orisons, and cast 1 per day). Anyone trying to cast a spell (even though its just 0-level) must meet all of the requirements and suffer all of the penalties associated with the use of divine magics.
Special: This feat may be taken a second time; however, no additional orisons can ever be learned (past the individuals wisdom modifier). When taken a second time, the caster may cast their entire wisdom modifier times per day (i.e. that 16 wisdom can now learn 3 orisons and cast 3 per day).  This Feat takes 6 months to learn.
Comments: I added the pseudo-class type to this feat since it duplicates a class-based ability. Other than that, I think this is a useful feat. It’s about usefulness and learning a small bit of magic through your beliefs that can be useful in your daily life, it’s not about becoming a cleric.
Copyright 2000, Bradley H. Bemis Jr.  (modified for Misbell)

Divine Healer [Cleric]
You are exceptional good at healing.
Prerequisite: 5 ranks in Healing
Benefit:  You add +2 per die for all Cure Wound Spells.  So a 7th level cleric would cast a Cure Light Wound for 1d8+5+2 and a Cure Serious for 3d8+7+6.  This bonus stacks with the +1 bonus per spell for clerics with the Healing Domain.
Source: Shadowdale  (modified for Misbell)

Downshift Spell [Metamagic] - Free for Wizards
You can cast a spell using the power from a higher level spell.
Special: This is a feat automatically given to Wizards.
Benefit:  You can use the power from higher level spells to cast lower level spells, increasing the 'casting level' by the number of spell levels 'downshifted'.  So a 9th level caster can use a 5th level spell to cast a Fireball at 11th level (11d6 damage, greater range, etc.).  This is different from Heighten spell as Downshift affects casting level, and Heighten affects spell level.  A 15th level caster can downshift an 8th level spell into a Fireball, but the spell is still limited to 12 dice of damage.
Source: Misbell

Ducking Shot [General; Ranged]
You are skilled at using available cover while using your ranged weapon.
Prerequisite: Point Blank Shot, Dodge, Dex 13+
Benefit: You can get the bonuses from cover even when popping out briefly and making ranged weapon attacks.
Notes: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
(Misbell)

Elven Sword mastery [Racial]
You are an expert in the elven art of the sword and can wield a longsword with exceptional ability.
Prerequisite: Elf or half-elf, base attack bonus +1 or higher.
Benefit: Similar to the Weapon Finesse feat, you may use your Dexterity modifier instead of your Strength modifier on attack rolls when wielding a longsword. As elven swordplay is a fluid art based on Dexterity and movement, if a shield is used you must apply the shield’s armor check penalty to your attack rolls.
Special: Elven Sword mastery can be used in place of Weapon Finesse as a prerequisite for other feats.
Normal: This is a modification of the Weapon Finesse feat. The Weapon Finesse feat cannot normally be applied to the longsword.
Copyright 2001, Eric D. Harry

Enspell Familiar [General]
You may cast spells on your familiar over a distance.
Prerequisite: Must have the summon familiar ability.
Benefit: You are always considered to be in contact with your familiar for the purpose of casting shared spells, as long as it is within 1 mile of you.
from Dragon #280

Extra Bardic Music [Special]
You may use your Bardic Music ability more times per day.
Prerequisite: Bardic Music Ability
Benefit: This feat allows you to use your Bardic Music ability four more times per day.
Special: You can take this feat multiple times, gaining four extra uses each time.
Copyright 2001, William Setzer

Extra Casting (Metamagic, General)
You can cast an extra spell.
Prerequisite: Spellcaster 5th level +, 8 Ranks in Spell Craft
Benefit:  You gain an extra spell slot of the highest level spell you can cast. The spell slot moves up in level as the caster increases in level.
Source: Tome of Blood, modified for Misbell.

Extra Stunning Attacks (General)
You gain extra stunning attacks when fighting unarmed
Prerequisite: Base Attack Bonus +2, Stunning Fist
Benefit: You gain the ability to make three extra stunning attacks per day. You may take this feat multiple times.
Source: Sword and Fist Supplement

Eyes in the Back of Your Head (Fighter, General)
Your superior battle senses helps minimize the threat of flanking attacks.
Prerequisite: Tactics, Base Attack Bonus +3
Benefit: Attackers do not gain any bonus to hit when attacking you from the flank. This feat has no effect when you are
attacked without the benefit of your dexterity, such as when you are flat-footed.
Source: Sword and Fist Supplement (modified slightly)

Favored Class (General)
You can select one class not normally associate with your race and consider it a favored class
Prerequisite: Multiclass character
Benefit: When becoming a multi-class character you can select a class that is not normally favored by your race without suffering an experience reward penalty.
Normal: You suffer an experience reward penalty for multi-classing outside of your favored class list.
Special: This feat can only be taken one time. The choice of the non-racially favored class must be explained in the characters history or role-played within the group so that this feat makes sense for the character.
Copyright 2001, Bradley H. Bemis Jr.

Favored Enemy (General)
Your study of your chosen foes gives you bonuses against them.
Prerequisite: Base Attack Bonus +5, Wis 11+, a history of animosity with this enemy, 2 ranks in Knowledge: (chosen race).
Benefit: Similar to the Ranger Favored Enemy ability, this feat gives the benefit of +1 Attack Bonus and +1 Damage on attacks against the enemy, as well as +1 on Spot, Listen, Tracking, etc..  Read the Ranger Favored Enemy ability for limitations.  This feat can be taken more than once, and will increase the ability by +1 (a second race cannot be chosen).  Each additional Favored Enemy Feat requires an additional +5 Base Attack Bonus.
Source: Misbell

Favored Enemy Strike (Ranger, General)
Your study of your chosen foes has taught you where to strike to do the most damage.
Prerequisite: Base Attack Bonus +4, Wis 11+, Favored Enemy of the same type.
Benefit: The critical damage multiplier of any weapon the Ranger uses against their chosen enemy type is increased by one. This
feat can be taken multiple times, but it does not stack, instead it adds a new enemy type. To see the choice of Favored Enemies see table 3-14 on page 45 of the PHB.
Source: Shadowdale

Favored Terrain (Ranger, General)
You are at home in, and have developed a natural affinity with, the terrain of your choice.
Prerequisite: none.
Benefit: You gain +2 to certain skills when using them within the terrain of your choice. The skill benefited by the skill are: Hide, Intuit Direction, Knowledge (nature), Listen, Move Silently, Search, Spot. See chapter 4 of the PHB for skill descriptions.
You may take this skill multiple times, each time adds a new terrain type.
Terrain Types
    Forest
    Swamp
    Jungle
    Plains
    Desert
    Mountains
    City/Town
    Underground (natural)
    Underground (dungeon)
    Tundra
    Water (fresh)
    Water (salt)
Source: Shadowdale (modified)

Fiery Fist
By channeling your ki energy, you sheath your limbs in magical fire. Your unarmed strikes deal extra fire damage.
Prerequisites: Monk, level 2 or higher.
Benefit: Expend Stunning Fist use to cloak fists, feet in fiery energy for +1d6 damage. This lasts 1 round per point of Wisdom bonus.

Fiery Ki Defense
You channel your ki energy into a cloak of flames that injures all who attempt to strike you.
Prerequisites: Fiery Fist, Level 8 Monk.
Benefit: Expend Stunning Fist use to cloak self in flame, damaging any who strike you. Any creature striking you with a natural or small weapon attack takes +1d6 of fire damage. This affect lasts 1 round per point of Wisdom bonus.

Fists of Iron (General)
You have learned the secrets of imbuing your unarmed attacks with extra force.
Prerequisite: Improved Unarmed Strike, Base Attack Bonus +2
Benefit: You deal an extra 1d4 points of damage when you make a successful unarmed attack. You may use this feat a number
of times a day equal to 3 + your wisdom bonus. Declare that you are using the feat before making an attack roll (thus, a missed
attack spoils the attempt).
Source: Sword and Fist Supplement

Flashy Attack [General, Melee]
You are able to use an impressive display of prowess to catch your opponents off guard
Prerequisite: Base attack bonus +6, and one of the following: Weapon Finesse with the weapon used or Elven Sword Mastery (allows Flashy Attack with the Long Sword), or finally (for larger weapons) Weapon Focus with the weapon used & 15+ Dex & 5 ranks of Juggling for a medium weapon, 10 ranks for a large weapon.
Benefit: As a full round action (you give up second and subsequent attacks that round), you can add your charisma modifier (in addition to all other modifiers) to your single attack roll.
Special: This feat need not be taken multiple times, but it can only be used with weapons that fit the prerequisites. Fighters may take this as a bonus feat.
Comments: An excellent feat that allows you to surprise your opponent using flashy maneuvers.
Copyright 2000, Brendan Quinn (heavily modified for Misbell)

Follow-Through-Fling [General, Melee]
You are able to throw special magic weapons more often
Prerequisite: Rapid Shot, Base attack bonus +11
Benefit: If you have a returning magic weapon which normally allows only a single throw in a round (Dwarven thrower, Teleporting Spear, etc.) you can make a second ranged attack with the weapon at your best attack bonus -10.  This feat applies to any such special weapons, it does not have to be taken multiple times.
Normal: These special weapons typically allow only a single use per round.

Gifted Learner [General]
You gain more skill points at each level
Benefit: From this point on, you can add one additional skill point for each level you gain.
Special: This feat can only be taken once.
Comments: Remember that you are still limited by max ranks. When compared to skill focus, skill focus is not impacted by max ranks. In game terms, this ability can be explained as a hunger for learning.
Copyright 2000, Bradley H. Bemis Jr.  (modified for Misbell)

Gigantic Weapon [General, Melee]
You are proficient at wielding extremely large weapons.
Prerequisite: Str 15+, base attack bonus +3 or higher.
Benefit: You can wield a weapon two sizes larger than you with two hands, suffering a -2 penalty on all attack rolls when doing so.
Normal: You normally can only wield a weapon one size large than you with two hands.
Copyright 2001, Eric D. Harry

Giveaway Spell [Metamagic]
You give away control over a spell.
Benefit: You transfer the control over a spell to another willing creature that you touch at the time of casting. This changes the beneficiary of spells like charm person or transfers the control of a spell like levitate or flaming sphere. Read 'You' in the spell description as the beneficiary of the giveaway spell. This does not work on spells with a Personal range. You may still select yourself as the beneficiary, in which case this feat has no effect beyond increasing the level of spell slot.
Special: In all other ways, the spell functions as normal; save DC and level-dependent functions are based on your abilities. You still make all the decisions inherent in casting the spell, such as what the (initial) target is, but if the effect can be moved (for example flaming sphere), the creature in control decides how. You must still be the once concentrating to maintain a concentration spell, but the beneficiary can opt to end a dismissable {duration notation “(D)”} or concentration spell at his whim. A Giveaway Spell uses up a spell slot one level higher than the spell’s actual level.
Copyright 2001, Carl Cramér

Greater Divine Dominion [Special]
Gain the domain powers from a divine dominion
Prerequisite: Divine Dominion
Benefit: You gain the domain powers from the domain selected using the Divine Domain feat.
Special: This feat is only usable by clerics and can only be taken once.
Comments: It takes two feats to gain all of the powers of having added a third domain to your clerics repertoire. All in all, it is quite a balanced method when you consider that it can’t be used for a 4th domain.
Copyright 2001, Bradley H. Bemis Jr.

Greater Held Charge [Metamagic]
You have mastered your body’s ability to hold a magical charge
Benefit: You can hold a charged touch spell and still cast a spell. The charge may not be released in the same round as the new spell has been cast, but you do maintain the charge. The number of times this feat can be used while a specific spell is charged is equal to the caster’s constitution modifier. Once you have cast that many additional spells, if you cast another, the charged spell dissipates as normal. Spells cast using this feat take up a spell slot one level higher.
Notes: Casting another touch spell will override this feat. You are only considered “armed” when you attempt to use the touch attack itself, otherwise, you will draw an attack of opportunity as normal. If you fail a concentration check while maintaining this charge, the charge will fail normally.
Normal: If you are holding a spell charge for a touch attack and cast another spell, the spell charge for the touch spell dissipates.
Comments: Good feat that makes touch spells more useful to a spell caster.
Copyright 2000, Bradley H. Bemis Jr.

Hardiness (Fighter, General)
Your body can withstand added amounts of pain.
Prerequisite: Endurance, Con 13+
Benefits: When reduced to between 0 and -10 hit points, you can continue to function as long as you make a Fortitude save with a DC of 15+(number of points negative) each round.  You do not receive Strength or Dexterity bonuses.
Source: Shadowdale (modified for Misbell)

Hardy Brawler [General, Melee]
You really know how to take a punch
Prerequisite: Toughness
Benefit: You gain a subdual-based damage reduction equal to your constitution modifier. This only applies to subdual damage.
Special: This feat cannot be used against magical weapons or attacks.
Example: If you have a constitution modifier of +3, you can subtract the first three points of subdual damage from each subdual attack. If a punch only did 2 points of subdual damage, you would take no damage from the strike. If a punch did 5 points of subdual damage, you would only suffer 2 of those 5 points.
Comments: This feat lets you shrug of subdual damage based on your body’s ability to take a solid hit. Kind of like a boxer. Makes me think of a good hindrance called “glass jaw”.
Copyright 2001, Bradley H. Bemis Jr.

Healing Hand [Divine]
You can cure at a distance.
Prerequisite: Divine Healer or Healing Domain, and 5 ranks in Healing
Benefit: You can make a ranged touch attack with cure spells (up to and including Heal) at short range (25'+5'/2 levels). You must have line of effect. If the touch is missed, the spell is lost. The spell uses a spell slot 1 level higher, so a ranged Cure Light Wound would use a 2nd level spell.
Special: This feat cannot be used to deliver ranged curing or harming to enemies, so a ranged Heal cannot be used against an undead for example.
Copyright 2005, Bruce J. Medic, with thanks to Rich Valle

Herculean Effort [General]
You can temporarily perform great acts of strength.
Benefit: You can add +4 to your Strength attribute for purposes of lifting and carrying weight and for figuring your Strength bonus on ability checks for a number of rounds equal to 3 plus your Constitution modifier. After this time you are fatigued (2 to Strength, 2 to Dexterity, can’t run or charge) for the rest of the encounter. Your increased strength does not affect attack or damage rolls, combat maneuvers like Grapple, Bull Rush and Trip, and does not increase your strength bonus on skill checks (except for the Power Lifting or similar skill).
Copyright 2001, Eric D. Harry

Heroic Recovery [General]
You make miraculous (albeit slow) recoveries after being left for dead.
Prerequisite: Con 13+, Great Fortitude
Benefit: When you fall below 1 hit point from blunt weapon attacks (to a maximum of -10), you automatically regain 1 point each round until you reach 1 hit point.  If you fall below 1 hit point from edged weapon attacks (to a maximum of -5) you recover 1 point each round that you make a Fortitude roll (DC 20) until you reach 1 hit point or fail a Fortitude roll.
(Misbell)

Hole in the Middle [Metamagic]
You can create a hole in an area spell to avoid being affected
Benefit: When you cast an area spell in such a way that you are in the area affected, you can create a hole in the area around yourself to avoid being affected by your own spell. Anyone who occupies your square (for example grappling you or being small enough to fit between your feet or on your shoulder) is also unaffected. A Hole in the Middle spell uses up a spell slot one level higher than the spell’s actual level.
Copyright 2001, Carl Cramér

Improved Counterspell (Metamagic, General)
You understand the nuances of magic to such an extent that you can counter your opponents spells with great efficiency.
Prerequisite: Int 13+
Benefit: When counterspelling, you gain a +2 on your spellcraft check, and a +2 on the required initiative roll (for counterspelling only).
Source: Living Greyhawk (modified)

Improved Deflect Arrows (General)
You can deflect arrows multiple times in a round.
Prerequisite: Deflect Arrows, dexterity 13+.
Benefit: You may Deflect Arrows more than one each round. Each attempt at deflection beyond the first counts as one of your attacks of opportunity for the round.
Copyright 2001, Carl Cramér

Improved Divine Armor (General, Good)
Prerequisites: Divine Armor
Effects: Your Divine Armor's light radius extends to 20ft. While within the light, good aligned allies gain +1 to attack rolls and saving throws.

Improved Dodge [General, Defense]
Your Dodge feat bonus applies against all attackers.
Prerequisite: Dex 13+, Dodge.
Benefit: The dodge bonus to Armor Class that you receive from the Dodge feat now applies against all attacks, not only those of one specific opponent.
Comment: The Dodge feat was always a sore point with me, because stating who you applied the bonus against slowed down play.
Copyright © 2001 Carl Cramér

Improved Sneak Attack [Rogue]
You have trained extensively in the art of sneak attacks.  Your attacks sneak with any focused weapon is devastating.
Prerequisite: Weapon Focus with the particular weapon, Sneak Attack
Benefit: When rolling damage for a sneak attack with any focused weapon, you do an additional 1d6 damage. If your attack was a critical hit, this additional die is also multiplied. For ranged weapons, this feat only applies to attacks with ranges up to 30 feet.
Special: If you also have Ambidexterity, Improved Two Weapon Fighting, a base Combat Bonus of +6, and a Dexterity of 16+, you can trade both of your secondary weapon attacks for a single off-hand Sneak Attack instead (when doing a Sneak Attack with your primary weapon).

Improved Subdue [General]
You are skilled in making subdual attacks
Benefit: When using a weapon that does normal damage for a subdual attack, you are not subject to the normal -4 penalty to hit.
Normal: Characters striking to subdue with normal weapons do so at -4 to hit.
Copyright Rebecca Glenn (Becky)

Improved Tactics (Fighter, General)
You have the ability to quickly measure your opponents defensive style, allowing for a better chance for you to hit.
Prerequisite: Tactics, Wis 13+
Benefits: You can use a standard action to "measure-up" an opponents defensive style. Once an opponent is "measured-up"
you gain a +2 circumstance bonus to hit that opponent, and a +1 to your AC against this opponent. This bonus stays in effect until that particular opponent gains a level, which makes this feat even more useful in a long running quarrel.
Source: Misbell

Improved Toughness [General, Defense]
You are tougher than normal.
Prerequisite: Toughness, base attack bonus +3 or higher.
Benefit: You gain +4 hit points, for a total feat bonus of +7 hit points, and increase the range where you become 'disabled' to -4hp (+ Con bonus).
Special: This feat allows you to gain a greater benefit compared to Toughness, but with a base attack bonus requirement. It can be taken any number of times and stacks with itself and the hit point bonus provided by the Toughness feat. Each time that it is taken after the first, increase the prerequisite base attack bonus for selecting the feat by +3 and increase the hit points provided by the feat by +1.
Notes: The following table sums up the requirements and bonuses of various levels of Toughness and Improved Toughness you can take up to level 20.
Base Feat
Attack Bonus Required
HP Bonus
Total from Toughness Feats
Toughness
-
+3
+3
Improved Toughness
+3
+4
+7
Improved Toughness x2
+6
+5
+12
Improved Toughness x3
+9
+6
+18
Improved Toughness x4
+12
+7
+25
Improved Toughness x5
+15
+8
+33
Improved Toughness x6
+18
+9
+42
Copyright 2001, Carl Cramér

Improvised Weapons [General]
Lower the non-proficiency penalty of weapons.
Prerequisite: Base attack bonus +2
Benefit: When you use a weapon that you are not proficient with, or an improvised weapon for which no proficiency is possible, you suffer only a -2 penalty to hit.
Normal: The normal penalty in this situation is -4.
Copyright 2001 Carl Cramér

Instant Awakening (General)
You can instantly awaken from sleep at the slightest sign of danger.
Benefit: When subject to surprise or a coup de grace attack while asleep, you may make an immediate Reflex save (DC 15) to awaken and defend yourself normally. On a successful save you are not considered helpless or surprised; roll for initiative and resolve the attack in normal fashion.
Normal: A sleeping opponent is helpless (+4 circumstance bonus to strike, treat Dexterity as 0 and apply 5 modifier to Armor Class) and subject to a coup de grace attack.
Copyright 2001, Eric D. Harry

Iron Hide (Fighter, Ranger, General)
You can toughen your flesh through exertion and rigorous training
Prerequisite: Toughness, Con 13+
Benefits: You receive a +1 natural armor bonus. This bonus can be taken only once.
Source: Shadowdale

KI of the Masters [General, Martial]
You have learned to channel your Ki into devastating unarmed attacks.
Prerequisite: Wis 13+, Str 11+, Improved Unarmed Strike, Stunning Fists, base attack +3 or higher.
Benefit: On a successful unarmed strike you can add your Wisdom modifier instead of your Strength modifier to the damage roll. This feat is an extraordinary ability.
Copyright 2001, Eric D. Harry

Learning Mastery [General]
You can increase your max ranks allowable by 1 rank
Benefit: You can raise your skill point limit by one point (i.e. class level +4).
Special: You do not gain any skill points from this feat, you only get to increase you maximum limit. This affects both class and cross-class skills (cross-class skills are still based on ½ your max class skill ranks. This feat can only be taken once.
Normal: You are limited to your level +3 for the number of ranks you may have in a skill.
Comments: This could be a powerful feat and off balances some of the skill-based systems as far as certain class features are concerned.
Copyright 2000, Bradley H. Bemis Jr.

Legendary Toughness (General)
You have the extraordinary ability to negate small amounts of damage.
Prerequisite: Con 13+, Great Fortitude, Toughness, base attack bonus +12 or higher
Benefit: You gain damage reduction 1/-, allowing you to negate the first point of damage that you suffer every time that you take hit point damage. This can reduce the amount of damage that you suffer to 0 but never below 0.
Special: This feat can only be taken once and stacks with all other feats and abilities that provide damage reduction.
Copyright 2001, Eric D. Harry

Lightning Fists (General)
Your skill and agility allow you to attempt a series of blindingly fast blows.
Prerequisite: Monk Level 4+, Dex 15+
Benefit: This is an improved form of Flurry of Blows.  You may make two extra unarmed attacks in a round (instead of the 1 extra from Flurry of Blows). All attacks made in that round suffer a -5 attack penalty. This feat requires a full attack action.
Source: Sword and Fist Supplement

Light Sleeper [General]
You wake up easily.
Benefit: You can make listen rolls even while asleep. On a successful roll, you wake up. You also fall asleep easily, so you still get your rest even if you wake up several times per night.
Copyright 2001 Carl Cramér

Main Gauche [General, Defense]
Defend with an off-hand weapon
Prerequisite: Two-Weapon Fighting
Benefits: If you are using a light off-hand weapon, or even holding a buckler, hat or rolled up cloak in your off hand, you can use your off-hand weapon to defend. It also works with a double weapon. You must make a full-round attack, and you are giving up all off-hand attacks for the round. This gives you a +4 bonus to Armor Class and a -2 penalty to attack.
Special: If you use a buckler this way, you get no armor bonus from it.
Notes: Main Gauche means simply 'left hand', but it is often applied to a left-hand parrying dagger and the fighting style that goes with it. The forerunner of modern fencing, it uses an off hand weapon to deflect attacks, but not to attack with. This feat represent the very earliest fencing styles, and is appropriate for an early renaissance campaign.
Copyright 2001, Carl Cramér

Mantis Leap (General)
You deliver a powerful attack at the end of a leap.
Prerequisite: Monk Level 7+, 10 ranks of Jump
Benefit: Designate an opponent who is within the maximum distance you can reach with a successful jump check. Make your
Jump check; if the check is successful, you can make a charge attack against that opponent with double your normal strength
bonus to damage.
Source: Sword and Fist Supplement (slightly modified)

Mercantile Background (General)
You know how to haggle and get the best from any deal.
Benefit: You gain a +2 bonus on all Appraise and Bluff checks.
Source: Living Greyhawk

Metabolism (Fighter, Ranger, General)
You can push your body further without food or rest.
Prerequisite: Endurance, Con 13+
Benefits: You can go without food or rest for your Constitution bonus in days without incurring any penalties. Afterward your
body must recuperate a full day.
Source: Shadowdale

Mindless Effort [Metamagic]
You can continue to maintain a concentration spell for a limited time without concentrating on it
Prerequisite: 10 or more ranks in Concentration
Benefit: A concentration based spell cast using this feat can continue to function without concentration for a period of rounds equal to your primary ability modifier. If there is already a modifier to the duration of the spell once concentration has ceased, you may add your modifier to that duration. This spell takes up a spell slot one level higher.
Comments: This is especially fun for those illusionist types…
Copyright 2000, Bradley H. Bemis Jr.

Minds Eye [General]
Gain an additional resistance to illusions
Prerequisite: Iron Will
Benefit: Gain an additional +3 to will saves against the effects of illusions.
Special: This additional modifier stacks with Iron Will.
Copyright 2001, Bradley H. Bemis Jr. (modified for Misbell)

Minor Spell Mastery [General]
You have become so familiar with a 0-level spell that it becomes second nature to you.
Prerequisite: spellcasting level 3+ (divine or arcane)
Benefit: You must permanently sacrifice one 0-level spell slot. In exchange, you can cast one 0-level spell of your choice as a spell-like ability a number of times per day equal to your governing ability modifier.
Special: You may take this feat multiple times, each time with a different 0-level spell.
Example: A 9th level Bard with 19 Charisma decides to take this feat. He picks detect magic spell to master. Normally, he can cast three 0-level spells per day. Now, he can only prepare and cast two 0-level spells. However, he can cast detect magic 4 times per day as a spell-like ability.
Copyright © 2001 Albert Nakano (Bertman4)

Monk Weapon Mastery [Special]
Through dedication, training and hard work, a monk can master any melee weapon
Prerequisite: Proficient with chosen weapon, Weapon Focus (chosen weapon), base attack bonus +6 or higher
Benefit: Choose any single melee weapon that meets the above requirements. The monk can now use her more favorable unarmed attack bonus, including the improved number of attacks per round, when wielding that weapon and may incorporate use of that weapon with her flurry of blows ability.
Normal: At first level, every monk has this ability with the kama, nunchaku, quarterstaff, & siangham.
Copyright 2001, Eric D. Harry, modified for Misbell

Night Owl [General, Trait]
A benefit to any adventurer, you only need a minimal amount of sleep to stay active and alert.
Benefit: You only need half the usual amount of sleep or trance (based on your race) to awaken fully refreshed and recovered from fatigue penalties.
Normal: Without this feat you require 8 hours of sleep (4 hours of trance if an elf) to awaken refreshed.
Special: Like elven spellcasters, you still need 8 hours of restful calm in order to prepare spells even if you have a lesser sleep or trance requirement to stay refreshed.
Copyright 2001, Eric D. Harry

Penetrating Shot [Special, Fighter Only]
Choose one type of bow or crossbow; with that weapon, your attacks strike true
Prerequisite: Weapon Specialization with the weapon, Point Blank Shot, base attack bonus +8 or higher
Benefit: Any threat roll that also is a successful attack with the weapon gains a +4 to confirm a Critical Hit. 
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.
Copyright 2000, Michael J. Kletch

Persistent Spell [Metamagic]
You make a spell last much longer.
Prerequisite: Extend Spell
Benefit: A persistent spell has a longer duration, depending on how much higher a spell is used. Spells of instantaneous, concentration, or permanent duration cannot be affected by this feat, and spells that 'discharge' still end after they have done so. For every extra spell level used, the duration of the spell is doubled (up to a maximum of 4 levels higher).  So using +1 spell level doubles the duration (just an Extended Spell), +2 levels is 4x duration, +3 levels is 8x duration, and +4 levels is 16x duration.
Source: Wizards

Poison Resistance [General]
You have a broad-band resistance to poison.
Benefit: You receive a +3 bonus to all Fortitude saves against poison.
Copyright 2001 Carl Cramér (modified for Misbell)

Poison Tolerance [General]
You have worked up a tolerance to certain poisons
Prerequisite: Poison Use, Con 13+
Benefit: You are able to train your body to ignore the effects of certain (specific) poisons. You must have access to the poison so you can gradually work up an immunity by subjecting yourself to increasingly larger doses. It takes at least a full dose of the poison and one month’s time (during which you can still do other things) to work up the immunity.
Special: You can only maintain a number of immunities equal to your Constitution bonus at any one time. The immunity will fade in a month if you do not use another dose to keep it up.
Comments: This is an interesting and useful feat.
Copyright 2001, Carl Cramér

Poison Use [General]
Learn to use poisons effectively
Prerequisite: Alchemy
Benefit: You can use poisons with no danger to yourself.
Comments: This feat only applies to the % chance that you may poison yourself while using poisons. It does NOT provide immunity (see the Poison Tolerance feat for that added ability).
Copyright 2001, Carl Cramér

Pole Fighting [General]
When fighting with a pole arm you can use the butt to strike opponents
Prerequisite: Str 13+, weapon proficiency with a pole arm
Benefit: When using a pole arm in two hands, you can use the butt end to make an additional attack. The butt end counts as a normal club for most purposes, but it keeps the pole-weapon's original size. For pole-arms without reach, this allows you to use them as double weapons. That is, you can fight as if using two weapons, but if you do, you incur all the normal penalties associated with fighting with two weapons, as if you were using a one-handed weapon and a light weapon. For pole arms with reach, it means you can use the butt, without reach, and thus strike adjacent opponents. You are effectively using your butt end in two hands and get the improved damage bonus from strength that this allows.
Special: Pole arms include the halfspear, shortspear, trident, glaive, guisarme, halberd, longspear, ranseur and quarterstaff. The merits of this feat are intrinsic to the quarterstaff.
Comments: An interesting feat that allows you to better use a pole-arm in combat. Well thought out and well balanced.
Copyright 2001, Carl Cramér

Power Double Weapon [General]
You have learned to maximize the strength of your blows when wielding a double weapon.
Prerequisite: Double Weapon Fighting, Power Attack, base attack bonus +3 or higher.
Benefit: When wielding a double weapon, you add your full Strength bonus to damage rolls with all of your primary and secondary attacks.
Normal: Without this feat you add your full Strength bonus to damage rolls with your primary attack(s) and half your Strength bonus to damage rolls with your secondary attack(s).
Copyright 2001, Eric D. Harry

Power Spell [Metamagic]
You can increase the effect of offensive spells at the cost of Saving Throw DC
Benefit: This feat can only be used on spells which do damage measured in Dice per Level and which have a Saving Throw.  The number of dice of damage can be increased by up to the caster's Stat bonus, with the DC being reduced by the same amount.  (The caster's Stat bonus is part of the DC, so this feat allows the caster to use some of the Stat bonus for damage instead of Saving Throw DC - similar to trading To Hit for Damage with a fighter's Power Attack)
i.e. A Fireball cast by a 10th level wizard with an 18 Int normally does 10d6 damage with a DC of 17.  With this Feat the spell can do up to 14d6 damage with a DC of 13.
Spells which do damage at the rate of 1d/2 levels can be increased by 1d/2 DC points.
Note: Vampiric Touch & Magic Missile can not be affected by this spell, as they have no Saving Throw.  These extra dice cannot be Empowered or Maximized with other Feats.  These dice are added after the normal damage dice are increased.
Special:  The Sleep Spell can be increased by 1d4 HD at the expense of +3 of DC, though the maximum HD of a victim is not increased.
Source: Misbell

Powerless Spell [Metamagic]
You can prepare or cast a spell for use as a counterspell
Benefit: You can cast a spell in such a way that it has no effect beyond a simple light show, an obviously powerless version of the real thing with an instantaneous duration and no lasting effect. A Fireball would only be a billowing cloud of hot air, a lightning bolt would become an obviously powerless, but still impressive, display of static. This allows you to show people that you have a powerful spell without expending a high-level spell slot, but the main use is in counterspelling. As it is the spell itself and not the effect that causes counterspelling, such a spell would have very little effect on the real world, but could still be used to counterspell. By giving up the entire spell effect, you make the spell easier to prepare and cast, so that a spell takes up a spell slot two levels lower, but never lower than level zero.
Special: Spells whose effects are to negate or counterspell magic still lose their effect. So a powerless dispel magic can only be used to counterspell another dispel magic spell; it cannot be used as an attempt to counterspell any other spell (as that is the effect of a dispel magic spell, lost through the
Powerless Spell feat). Nor can a powerless darkness spell be used to counter a light spell, for the same reason.
Comments: A great way to counterspell.
Copyright 2001, Carl Cramér

Prone Attack (Fighter, General)
Being low to the ground is no hindrance to your attacks.
Prerequisite: Lightning Reflexes, Dex 15+, Base Attack Bonus +2.
Benefit: You can make attacks from the prone position and suffer no penalty to your attack roll. If you attack is successful, you may regain your feet immediately as a free action.
Source: Sword and Fist Supplement

Pull Blow (Fighter, General)
You can choose to leave your victims alive when they would otherwise fall
Prerequisite: Expertise, Weapon Focus, Int 13+, Attack Bonus 3+, Heal
Benefit: To use this feat you must be wielding a weapon for which you have weapon focus. When you damage an opponent and the damage dealt would take them below zero hit points you may pull your blow and deal exactly enough damage to take them to -1, where they will be unconscious but stable (not taking bleeding damage). You cannot use this feat on a critical strike.
Notes: Imagine a master swordsman that cuts with such precision that he wound exactly the amount they wish by cutting “just so”. I’m not sure that this is better than subdual damage except that you make your decision after the fact and creatures immune to subdual damage will still suffer from your
Copyright 2001, Sigfried Trent

Quick Healer (Fighter, Ranger, General)
Your body heals at an accelerated rate.
Prerequisite: Con 13+
Benefits: Normally you regain 1+Constitution Bonus in hit points for a good nights rest.  With this feat you regain 2+Constitution Bonus for a good nights rest, and you also regain your Constitution bonus in hit points for resting the following day.
Source: Shadowdale (modified for Misbell)

Rank Fighting (Fighter, General)
You are trained to strike past friends using reach weapons
Prerequisite: Weapon proficiency with a reach weapon.
Benefit: You can ignore the normal 50% cover provided by a friend in between you and your opponent when striking with a reach weapon. You make such attacks with no penalty.
Normal: A friend in the way of a reach weapon attack provides 50% cover, and thus gives a +4 bonus to the target’s AC. The intervening creature takes no damage if struck instead. See ‘Cover and Reach Weapons’ in the Player’s Handbook, page 132.
Copyright 2001, Carl Cramér

Rapid Reload (Fighter, Ranger, General)
Your quick hands make loading a crossbow a less difficult task.
Prerequisite: Base Attack Bonus +2, Proficiency with the crossbow being used.
Benefit: You can reload a hand or light crossbow as a free action or reload a heavy crossbow as a move-equivalent action.
Reloading still provokes an attack of opportunity. You can use this feat once per round.
Source: Sword and Fist Supplement.

Sense Magic [General]
You have a highly developed sensitivity to magic
Prerequisite: Spellcraft
Benefit: You can sense whether an object you are handling or a creature you are touching is magical or under the effects of a spell… the very air might be magical in some places. As a full-round action, you can tell whether if an item is magical with a Spellcraft check (DC 20). A success informs you if there is magic present; a failure indicates that it is not.
Special: You cannot retry, take 10, or take 20 when using this feat.
Comments: This gives the same ability that Spellcraft gave in the 2nd Edition of the game. It is more complicated than just using Spellcraft alone, thus the feat. A great idea!
Copyright 2001, Carl Cramér

Shield Mastery (Fighter,General)
You are especially proficient with shields of all types.
Prerequisite: Shield Proficiency, Str 13+
Benefit: Your use of shield allows you to add a +1 deflection bonus to your armor class. It also reduces any shield check
penalties by 1.
Source: Shadowdale

Short Person Fighting (Monster)
Short Person Fighting (negate ½ dodge bonus)
Prerequisite: Special training in Dwarf rich hunting grounds
Benefit:  You gain a +2 to Attack Bonuses against short races who normally get a +4 Dodge bonus against your attacks.
Source: Misbell

Signature Spell (Metamagic, General)
This is one of the wizards favorite spells.
Prerequisite: Can only be taken as a Wizards bonus metamagic feat (just wizards).
Benefit: Allows for any one spell that the wizard knows, chosen at the time the feat is taken, to be cast as if it were one level
lower.  This feat can be taken more than once, but each time it confers the bonus to a different spell.
Special:  A spell's new level is considered when applying other metamagic feats, as well as determining the DC of its saving throw (so this Feat does make a spell easier to save against).
Source: Shadowdale  (modified for Misbell)

Skill Focus [General]
You have a special knack with a specific skill.
Benefit: This skill is modified from the PHB description as follows:
Choose a single skill which you are especially trained with, you gain a bonus of +3 on all skill checks with that skill,
       OR
Choose 2 complimentary skills, you gain a bonus of +2 to each of those skills.
Special: This feat may be taken multiple times.  Its effects do not stack, Each time you must chose a different skill or pair of
skills.

Skill Mastery [General]
Choose a skill that you have a special mastery over
Prerequisite: Skill Focus (+3) in the specified skill, 5 ranks in the skill
Benefit: You get a +5 bonus on all skill checks with that skill
Special: You can gain this feat multiple times. Its effects do not stack with Skill Focus or itself. Each time you take this feat, it applies to a new skill.
Copyright 2000, Bradley H. Bemis Jr.

Skill Perfection [General]
Choose a skill in which you have achieved perfection
Prerequisite: Skill Mastery in the specified skill, 10 ranks in the skill
Benefit: You get a +7 bonus on all skill checks with that skill
Special: You can gain this feat multiple times. Its effects do not stack with Skill Focus, Skill Mastery, or itself. Each time you take this feat, it applies to a new skill.
Comments: Normally, +5 should be the max, but this feat breaks that boundary. This is the highest level of perfection a character can obtain with a specific skill using feats for augmentation.
Copyright 2000, Bradley H. Bemis Jr.

Slashing Fist
You can alter your open-hand attack to do different types of damage.
Prerequisite: Monk Level 5
Benefit: By expending one of his stunning attacks, the monk can choose to make his open-hand attacks deal out slashing, blunt, or piercing damage. This lasts for one round for each point of Widsom bonus, and applies to all attacks during this time. The form must be declared before attacking, and cannot be changed during its duration..
Normal: A monk's attack is blunt, though 'real' damage.

Smooth Talker
You are accustomed to dealing with strangers and foreigners without needing a weapon to make your point.
Benefit: You gain a +2 bonus on all Diplomacy and Sense Motive Checks.
Source: Living Greyhawk

Spear and Shield [General, Melee]
You have trained in the use of a two-handed spear and shield together
Prerequisite: Shield Proficiency.
Benefit: You can use a halfspear or shortspear two-handed together with a large shield, despite the fact that such weapons normally can't be used together.
Notes: This feat is right at home in ancient Greece, where hoplites used it. The shield is slung over the shoulder and maneuvered with the offhand that simultaneously holds the spear.
Copyright 2001, Carl Cramér

Spirit of Vengeance [General, Fighter]
You exact vengeance from your enemies in blood
Benefit: Whenever an opponent wounds you in combat (deals damage to you), your next melee attack against that foe gets a +1 morale bonus to hit and damage. Once you receive this bonus to an attack, the foe must wound you again for you to gain the bonus again. If a foe wounds you multiple times before you attack them, you only gain the bonus once, and to a single attack.
Notes: One of many attack bonus feats, it has more flavor than others, but requires a little book keeping from the player.
Copyright 2001, Sigfried Trent

Stalwart Defender (Special)
You are a truly a dwarven bastion of strength.
Prerequisite: Dwarf, Defensive Stance class ability, base attack bonus +9 or higher.
Benefit: You can use your Defensive Stance class ability one more time per day.
Normal: Defensive Stance is a class ability of the Dwarven Defender prestige class (Chapter 3, DMG).
Copyright 2001, Eric D. Harry

Stone Thrower (General)
Your skill turns a common stone into a dangerous missile
Benefit: You treat normal stones between 1 and 5 pounds as a simple ranged weapon. A typical stone deals 1D6 damage, has a threat of 20 X2, and has a range increment of 20. A poor stone has the same stats but deals only 1D4 damage. You may find a typical stone in some outdoor environments (DM’s discretion) as a full round action, or a poor stone as a move equivalent action. You may take all the usual weapon feats using stone as a weapon of choice.
Normal: A stone is considered an improvised weapon and deals small amounts of subdual damage.
Notes: This feat is not just about throwing rocks fairly well, but treats throwing rocks as a martial proficiency like a monks use of his hands. You have a throwing technique that you constantly practice and perfect like a baseball pitcher or the like. Your skill makes up for the irregularity of the weapon itself.
Copyright 2001, Sigfried Trent

Street Smarts (General)
Its tough to get one by you and you know how to keep informed.
Benefit: You get a +2 bonus on all Bluff, Gather Information, and Intimidation skill checks.
Source: Living Greyhawk (modified for Misbell)

Sturdy Concentration [Metamagic]
You have toughened yourself to maintain concentration while casting.
Prerequisite: Con 13+, Toughness Feat
Benefit: If you take damage before or during casting a spell, you can add +5 to your Concentration Check. This must be
declared before the Check is rolled. This can be done a number of times equal to your Constitution Bonus per day.
Special: Each additional time this feat is taken, it can be performed an additional time per day and the bonus is increased by +5.  This feat stacks with Skill Focus & Combat Casting.
Created for Misbell

Tactics (Fighter, General)
You have the ability to quickly measure your opponents defensive style, allowing for a better chance for you to hit.
Prerequisite: Wis 13+
Benefits: You can use a standard action to "measure-up" an opponents defensive style. Once an opponent is "measured-up"
you gain a +1 circumstance bonus to hit that opponent. This bonus stays in effect until that particular opponent gains a level, which makes this feat even more useful in a long running quarrel.
Source: Shadowdale (modified for Misbell)

Treetopper (Ranger, General)
You are at home in the trees and in high places.
Benefit: You get a +2 bonus to all Climb skill checks. Also, you do not lose your dexterity bonus to AC when climbing.
Source: Living Greyhawk

Trick Spell [Metamagic]
It is difficult for opposing spellcasters to identify and counterspell your spells.
Prerequisite: Spell Focus
Benefit: The DC for others to identify the name or school of a Trick Spell is increased by +4. Trick Spells cannot be counterspelled normally. Dispel Magic can be used per its description to counterspell a spell prepared as a Trick Spell. A spellcaster must have Spell Focus in the school of the spell that he or she wishes to prepare as a Trick Spell. A Trick Spell uses up a spell slot one level higher than the spell's actual level.
Copyright 2000, Michael J. Kletch

Tumbling Attack [General]
Execute a startling series of attacks while you tumble through your enemy's midsts.
Prerequisite Dex 15+, Dodge, Int 13+, Expertise, Mobility, Spring Attack, base attack +6, Tumble Skill,
Skill Focus - tumble
Benefit: As a full attack action, you are able to tumble up to 20 feet, and, if you succeed at your tumble check (see Tumble skill, PHB), you suffer no attacks of opportunity and you may make your full number of attacks while you tumble. However, you are able to attack no more than once from any single five foot square through which you move (including the squares in which you start and finish the tumble). Even with this feat, the move is so difficult to execute that it adds +2 to the DC of your tumble check and all attacks suffer -2 penalty to hit. If you fail your tumble check, you suffer attacks of opportunity normally and can make only a single attack.
Normal You tumble as a move action and can make a single attack as a standard action.
Special:  This feat cannot be used with ranged attacks or reach weapons. If you are using two weapons or a double weapon, you still may only attack once from each square, so that the maximum number of attacks you can execute is 5.
Copyright 2001, Brian A. Smith

Turning Damage Boost [General]
You turn more hit dice of creatures.
Prerequisite: Turning Focus, Abilitiy to turn or rebuke undead as a 6th level Priest
Benefit: When rolling turning damage, roll an additional 1d6.
Normal: You normally roll 2d6 (in addition to your level and charisma bonus).
Special:  If a priest can turn other creatures (due to a Domain benefit), this feat can be taken for that type of creature instead.  The feat must be taken twice if the priest desires the bonus for both undead & the other creatures.

Turning Extension [General]
Your turning range is extended out to 90'.
Prerequisite: Ability to turn or rebuke undead.
Benefit: With this feat, priests (or Paladins) can turn undead as far as 90'. A line of effect is still required.
Normal: Turning range is normally 60'.

Turning Focus [General]
You are better at turning undead.
Prerequisite: Ability to turn or rebuke undead as a 2nd level Priest, 5 ranks in Knowledge (Religion).
Benefit: With this feat, priests (or Paladins) can add +2 to their turning check and turning damage rolls.
Normal:  The Charisma bonus is usually the only bonus added to these rolls.
Special:  If a priest can turn other creatures (due to a Domain benefit), this feat can be taken for that type of creature instead.  The feat must be taken twice if the priest desires the bonus for both undead & the other creatures.
Misbell

Turning Level Boost [General]
Your Charisma bonus helps you destroy more powerful creatures.
Prerequisite: Turning Focus, Ability to turn or rebuke undead as an 8th level Priest.
Benefit: Add your Charisma bonus to your level before dividing by 2 to determine the maximum hit dice creature destroyed by your turning. So a 9th level priest with a 17 Charisma (and an average d20 roll) could turn 12hd creatures, and destroy those with 6hd or fewer. The d20 roll does not affect what level of creature can be destroyed, only how powerful a creature can be turned.
Normal: A priest can normally destroy creatures only half their level, so the 9th level cleric above could turn undead of 12hd (with an average d20 roll) and destroy creatures of 4hd or lower.
Special:  If a priest can turn other creatures (due to a Domain benefit), this feat can be taken for that type of creature instead.  The feat must be taken twice if the priest desires the bonus for both undead & the other creatures.

Turning with Precision (General)
You can select to turn a specific creature in a crowd.
Prerequisite: Turning Focus, Dex 13+, 10 ranks in Knowledge (Religion).
Benefit: You can select a specific creature within your turning range and attempt to turn only that creature. When you use this feat, a beam of positive energy eminates from your holy symbol, reaching out towards the opponent. You must roll a ranged touch attack on the intended target. If you miss, this turning attempt is lost. All penalties for cover, concealment, and firing into melee apply.
Normal: Creatures that are closer, and with lower hit dice are normally turned first.  After they are all turned, there may not be enough turning damage remaining to turn the more dangerous foe.
Special:  If a priest can turn other creatures (due to a Domain benefit), this feat can be taken for that type of creature instead.  The feat must be taken twice if the priest desires the bonus for both undead & the other creatures.

Twin Weapon Fighting [General, Melee]
You can wield a matching pair of weapons, one in each hand, with extraordinary ability.
Prerequisite: Ambidexterity, Two-Weapon Fighting, base attack bonus +6 or higher.
Benefit: Choose a one-handed weapon, based on your size. When wielding one of the chosen weapons in each hand, you wield the weapon in your off-hand as if it were a light weapon.
Normal: With the Ambidexterity and Two-Weapon Fighting feats, you can normally wield a pair of onehanded weapons at a 4 attack penalty with your primary and secondary weapons. This feat reduces the attack penalty to 2 with your primary and secondary weapons, the same penalties that you would have if you had a light weapon in your off-hand.
Copyright 2001, Eric D. Harry

Water Splitting Stone [General, Melee]
You channel your ki energy to splinter the defenses of creatures whose tough hides or magical natures normally allow them to shrug off your blows. Prerequisites: Monk, BAB +9. Benefit: negate up to 5 points of a creature's (or object's) DR.

Weapon Grand Mastery [General, Fighter]
Choose a weapon that you have taken with the Weapon High Mastery feat. Your skill with the weapon is unmatched.
Prerequisite: Base attack bonus +14 or higher, Weapon High Mastery with the same chosen weapon.
Benefit: If you take a full attack action, you gain one extra attack at your highest attack bonus -10, in addition to all other attacks.

Weapon High Mastery [General, Fighter]
Choose a weapon that you have taken with the Weapon Mastery and Improved Critical feats. Your skill with the weapon has reached legendary status.
Prerequisite: Base attack bonus +11 or higher, Weapon Mastery & Improved Critical. (with the same chosen weapon)
Benefit: In your skilled hands (and your hands alone), the selected weapon deals damage as if it were one size larger. (Dungeon Master’s Guide, page 162)  If the weapon is a ranged weapon, the target must be within 1 range category to apply the higher damage rating.  This bonus stacks with all other mastery bonuses.

Weapon Juggle [General, Melee]
You can change and pick up weapons as a free action.
Prerequisite: Dex 13+, Quick Draw, 3 ranks of Juggling skill.
Benefit: You can juggle weapons and similarly sized objects during combat. You can draw, sheathe, or shift them from hand to hand as a free action. You can even pick them up from the ground as a free action, as long as you can kick at them. You can do this at the start and end of your turn, but not on somebody else's turn or in the middle of an attack sequence.
These actions never trigger attacks of opportunity.
Copyright 2001, Carl Cramér

Weapon Mastery [General, Fighter]
Choose a weapon that you have taken with the Weapon Specialization and Focus feat. You have mastered your chosen weapon.
Prerequisite: Base attack bonus +8 or higher, Proficiency, Weapon Specialization and Weapon Focus (with same chosen weapon).
Benefit: You gain an additional +1 to all attack and damage rolls  you make using the selected weapon. These benefits stack with the bonuses gained from the Weapon Focus and Weapon Specialization feats.  If the weapon is a ranged weapon, the target must be within 30 feet to apply the damage bonus.

Whirlwind Defense [General, Fighter]
You are adept at defending yourself against multiple opponents.
Prerequisite: Dex 13+, Dodge, Mobility, Spring Attack, base attack bonus +4 or higher.
Benefit: When flanked in melee combat, your opponents subtract 2 from their flanking bonus to attack rolls and can only make sneak attacks against you if their character level is higher than yours.
Normal: Attackers in flanking position gain a +2 bonus on attack rolls and can make sneak attacks against you.
Copyright 2001, Eric D. Harry

Wild Rider [General]
You can ride anything, in any fashion
Prerequisite: 5 Ranks in Ride skill.
Benefit: You suffer no penalty to your ride skill when riding bareback. Nor is your ride skill rank reduced when you ride different types of animals.
Normal: The normal penalty for riding bareback is -5. When your ride a mount other than the one your initially learned the ride skill for, your skill rank is reduced by two or five depending on how different they are.
Copyright 2001, Carl Cramér

Wild Shape Casting [Druid]
You can cast some spells while in wild shape form.
Prerequisite: Level 9 Druid, Still Spell Feat, 5 ranks in Wilderness Lore
Benefit: When you are in wild shape form, you can still cast certain spells. Spells which have no material component, or only require a divine focus may be cast while in wild shape form. The casting of this spell requires the spell energies of one spell level higher. The druid must still be able to move and 'speak' to cast forms in wild shape form. The druid cannot appear to be an innocent squirrel in a tree while casting spells. At best, the druid will appear to be an obnoxious, loud, and irritated creature, just before the magic happens. Silent animal forms (such as turtles, snakes, etc.) cannot be used with this feat. The druid can, of course, use the Silent Spell feat to take care of that problem (bumping the spell another level).
Normal: A druid may not cast spells while in animal form without using both Still Spell and Silent Spell, and no material component (unless it was kept out of the animal form).
Copyright 2006, Misbell

Windup [General, Fighter]
You have a throwing technique that lets you put extra force into a hurled attack..
Prerequisite: Str 13+.
Benefit:  You can subtract a number from all attack rolls in the round for thrown weapons and add the same number to all damage rolls for those weapons.  This number may not exceed your base attack bonus.  This action must be declared before any attack dice are rolled.
Copyright 2003, Dragon Mag.

Zealous Smite [Special]
The strength of your faith flows through you, allowing you to inflict terrible blows against your enemies.
Prerequisite: Smite class ability (Smite Evil, Smite Good, Smite Infidel, etc.).
Benefit: You can use your Smite class ability one additional time per day, but you can only Smite a specific opponent once per day.
Special: A character can choose this feat multiple times, gaining one additional Smite attack each time that this feat is chosen.
Copyright 2001, Eric D. Harry
   

Return to TopHome