You get a +2 bonus on all Jump checks and Tumble checks.
You get a +2 bonus on all Balance checks and Escape Artist checks.
You get a +2 bonus on all Listen checks and Spot checks.
You get a +2 bonus on all Handle Animal checks and Ride checks.
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
You get a +2 bonus on all Climb checks and Swim checks.
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
Using senses such as acute hearing and sensitivity to vibrations, you detect the location of opponents who are no more than 5 feet away from you.
You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures.
If you deal a creature enough damage to make it drop, you get an immediate, extra melee attack against another creature within reach. You can use this ability once per round.
You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
When you use the attack action or the full attack action in melee, you can take a penalty of as much as %1 on your attack roll and add the same number as a dodge bonus to your Armor Class.
You may make a number of additional attacks of opportunity equal to your Dexterity bonus.
You can create any magic weapon, armor, or shield whose prerequisites you meet.
You can create any rod whose prerequisites you meet.
You can create any staff whose prerequisites you meet.
You can create a wand of any 4th-level or lower spell that you know.
You can create any wondrous item whose prerequisites you meet.
You get a +2 bonus on all Disguise checks and Forgery checks.
Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it.
You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.
When reduced to between -1 and -9 hit points, you automatically become stable.
You get a +2 bonus on all Appraise checks and Decipher Script checks.
You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into its music and performances so that others rarely catch you in the act of casting a spell.
As a free action, spend one of your turn or rebuke undead attempts to add your Charisma bonus to your weapon damage for 1 full round.
You can spend one of your turn undead attempts to add 2d6 points of sacred energy damage to all your successful melee attacks against undead until the end of your next action.
During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent.
All variable, numeric effects of an empowered spell are increased by one-half.
You gain a +4 bonus on checks relating to stamina or extended physical activity. Also, you may sleep in light or medium armor without becoming fatigued.
You choose one type of energy: acid, cold, electricity, fire, or sonic. When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to use your chosen type of energy instead.
You can alter a spell with a range of close, medium, or long to increase its range by 100%%.
You can cast any spell that has a material component costing 1 gp or less without needing that component.
Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.
An extended spell lasts twice as long as normal.
You can use your bardic music four extra times per day.
You can use your ability to turn or rebuke creatures four more times per day than normal.
Attackers do not gain the usual +2 attack bonus when flanking you.
When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled.
When running or charging, you can make a single direction change of 90 degrees or less.
You can create any ring whose prerequisites you meet.
This feat works like Cleave, except that there is no limit to the number of times you can use it per round.
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
You get a +2 bonus on caster level checks made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.
You get a third attack with your off-hand weapon, albeit at a -10 penalty.
You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.
You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization.
You get a +2 bonus on all Fortitude saving throws.
A heightened spell has a higher spell level than normal (up to a maximum of 9th level).
You may make an attack of opportunity against a charging opponent who enters an area you threaten.
When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.
When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
When using the weapon you selected, your threat range is doubled.
You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.
This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.
You can make a Bluff check to feint in combat as a move action.
You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
You get a +4 bonus on initiative checks.
When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.
Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment.
When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.
You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed and gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent.
You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.
In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty.
You are considered to be armed even when unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
You get a +2 bonus on all Gather Information checks and Search checks.
You get a +2 bonus on all Will saving throws.
You can use any skill untrained, even those that normally require training.
Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip attack as a free action against the same target.
Benefits: Having this feat enables you to attract loyal companions and devoted followers, subordinates who assist you.
You get a +2 bonus on all Reflex saving throws.
You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.
As a standard action, you may fire many arrows at a single opponent within 30 feet.
Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
All variable, numeric effects of a spell modified by this feat are maximized.
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area.
The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.
Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
You can complete the verbal and somatic components of spells while in a wild shape. You can also use any material components or focuses you possess, even if such items are melded within your current form.
You get a +2 bonus on all Diplomacy checks and Sense Motive checks.
You get a +2 bonus on all Disable Device checks and Open Lock checks.
A persistent spell has a duration of 24 hours.
You get a +2 bonus on all Bluff checks and Intimidate checks.
You can rebuke or command plant creatures as an evil cleric rebukes undead.
You can turn (but not destroy) plant creatures as a good cleric turns undead.
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
On your action, before making attack rolls for a round, you may choose to subtract up to %1 from all melee attack rolls and add the same number to all melee damage rolls.
When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Casting a quickened spell is a free action.
The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.
You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round takes a -2 penalty. You must use the full attack action to use this feat.
You may cast a spell that normally has a range of touch at any distance up to 30 feet.
A repeated spell is automatically cast again at the beginning of your next round of actions.
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again.
When running, you move five times your normal speed or four times your speed (if wearing medium or heavy armor or carrying a medium or heavy load). If you make a jump after a running start, you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.
Half of the damage dealt by a sacred spell results directly from divine power and is therefore not subject to being reduced by protection from energy or similar magic.
You can create a scroll of any spell that you know.
You get a +2 bonus on all Heal checks and Survival checks.
Your targets only receive a +2 bonus to Armor class due to cover.
You can use a shield and take only the standard penalties.
When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.
You make attack rolls with simple weapons normally.
You get a +3 bonus on all checks involving that skill.
When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use. You must have at least one hand free to use this feat.
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook.
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
You get a +2 bonus on all Hide checks and Move Silently checks.
A stilled spell can be cast with no somatic components.
%1/day you may stun an opponant with a carefully placed unarmed attack (DC %2)
When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to deal subdual damage instead of the indicated type of energy damage.
When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your attack and add to your AC can be any number that does not exceed your base attack bonus.
You gain +3 hit points.
You can use a tower shield and suffer only the standard penalties.
To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.
When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down.
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
You gain a +2 bonus on all damage rolls you make using the selected weapon.
When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.
You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%%. A widened spell uses up a spell slot three levels higher than the spell's actual level.