Other Feats:


Skill Focus:


Benefit: Choose a skill. You get a +5 bonus on all checks involving that skill. In addition, that skill is now a class skill for you.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Well Studied:


Prerequisites: Mental prowess 2.
Benefit: You get a +2 bonus to all checks involving any of the following skills: Academia, Anthropology, Arcana, Nature and Religion.

Personable:


Prerequisites: Mental prowess 2.
Benefit: You get a +2 bonus to all checks involving any of the following skills: Diplomacy, Intimidate, Linguistics, Perception and Perform.

Sneaky:


Prerequisites: Mental prowess 2.
Benefit: You get a +2 bonus to all checks involving any of the following skills: Deception, Disable Device, Parkour, Sleight of Hand and Stealth

Skill Swap:


Prerequisites: 4 Skill Tricks.
Benefit: You may, by studying for 1 hour, trade 1 skill trick you have for another skill trick.
Special: You may not gain a skill trick unless you have at least 3 ranks in the skill it is tied to.

Skill Shift:


Prerequisites: Mental prowess 11.
Benefit: By studying for 1 hour, 2 skill points you have spent (you choose which 2) are refunded and can be re-spent. You may only do this once per day.

Improved Sneak Attack:


Prerequisites: Sneak attack class feature
Benefit: Your sneak attacks deal 1d6 more damage.
Special: A character can gain this feat up to three times. Its effects stack.

Armor Training:


Prerequisites: Physical prowess 2.
Benefit: You are proficient in the next level of armor (i.e. if you are proficient in no armor, you get light; if you are proficient in light, you get medium; if you are proficient in medium, you get heavy).
Special: A character may gain this feat multiple times. Its effects stack.

Weapon Training:


Prerequisites: Physical prowess 2.
Benefit: Choose a weapon. You are proficient in the chosen weapon.
Special: A character can gain this feat multiple times. Each time you take the feat, it applies to a new weapon.

Shield Training:


Prerequisites: Physical prowess 2.
Benefit: You are proficient in shields.

Quick Switch:


Prerequisites: Physical prowess 1.
Benefit: You can draw or sheath a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
Normal: Without this feat, you may draw a weapon as a move action. Without this feat, you can draw a hidden weapon as a standard action.

Arcana Crafting:


Prerequisites: Caster level 1st.
Benefit: You can create a scroll or wand of any spell that you know. The base price of a scroll is its spell level its caster level 25 gp; wands have a base price of spell level caster level 750 gp. You can also craft grimores (if you are an arcane caster) or icons (if you are a divine caster).

Any scroll that stores a spell with a costly material component also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component while scribing the scroll. Wands of such spells can not be crafted.

Soul Crafting:


Prerequisites: Mental prowess 5.
Benefit: You can create any magic item whose prerequisites you meet. If you are making a magic weapon, armor, or shield, the item to be enhanced must be a magic materials version of that item that you provide. Its cost is not included in the cost of the magic item. You can also mend a broken magic item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

Leadership:


Prerequisites: Character level 5
Benefit: You gain a cohort. This cohort's level is always equal to half of your level plus your Charisma (that is [level+Cha]/2, round up), not to exceed two-thirds of your level. This cohort is always of the same class as you, but all other details can vary. If your cohort dies or you dismiss them, you can find and recruit a replacement by spending 24 hours looking in any settlement of at least 1000 people. Your cohort has half the WBL of a PC of their level (If your cohort dies or is dismissed, you do not keep this wealth).
Special: Your cohort may not have Leadership.
Special: If you have levels in more than one class, choose one of those classes for your corhort to have. You may change this choice when you replace your cohort.

Second Chance:


Prerequisites: Con 3
Benefit: If you are at your maximum hit points, no single attack can deal enough damage to reduce you to 50% of your maximum hit points or lower. If a single attack would reduce you to 50% of your maximum hit points or lower, it reduces you to 50% of your maximum hit points plus one hit point. Multiple attacks made in one action counts as one attack for this feat.

Spell Retention:


Prerequisites: Caster level 1st.
Benefit: Whenever you fail a Fortitude save to retain a spell due to damage, you may reroll the save once (you may never reroll this reroll).

Extra Spell:


Prerequisites: Caster level 2nd.
Benefit: Choose a spell level for which you have at least 1 spell slot. You gain an additional spell slot of that level.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new spell level.
Special: If you have multiple spellcasting classes, you must choose which class receives the extra spell slot. You may apply this feat more than once to a given spell level, as long as it never applies to the same class/level pairing twice.

Turn Undead:


Prerequisites: Divine caster level 1st.
Benefit: As a standard action, you can attempt to repel or destroy all undead within 30 feet. Roll 1d4 and add your divine caster level. All undead within 30 feet who are a lower challenge rating then the total of your roll turn and run away from you for 1 minute; all affected undead with a challenge rating 5 or more levels lower than the total of your roll are instantly destroyed. You can use this 3 times each day plus an additional number of times equal to the ability score used to calculate your bonus spells. This is a supernatural ability.
Special: Evil clerics/favored command undead instead of destroying them. Commanded undead follow the orders of the cleric that commands them. A cleric/favored can command undead with a total challenge rating equal to their divine caster level (any excess is lost).

Brief Prayer:


Prerequisites: Divine caster level 3rd.
Benefit: Once per day, you can reroll an attack roll or skill check you just made. You may make this choice after you've seen the d20 roll, but before the GM announces the result. This is a supernatural ability.
Special: A character can gain this feat up to three times. Each time you take the feat, you gain an additional daily use of the feat.

Familiar:


Prerequisites: Arcane caster level 1st.
Benefit: You gain the assistance of a familiar, an animal with magically enhanced intellect. When taking this feat, choose a type of animal from the following list: cat, owl, rat, raven, toad. Your familiar is an animal of that type. However, your familiar has a greatly enhanced intellect. Their Intelligence score is based on your arcane caster level as follows: divide your caster level by 3, round up and subtract 3. Your familiar can also use your skill ranks.

You have an empathic link with your familiar out to a distance of up to 1 mile. Due to this link, each of you and your familiar can sense the basic needs, drives, and emotions (joy, fear, hunger, etc) of the other. In addition, you and your familiar can communicate verbally as if you were using a common language. Other creatures do not understand the communication without magical help. If your familiar dies, you can bring it back to life via a simple, 1 hour long, magic ritual costing 10 gp in topaz. This ritual does not require your familiar's body.

Energy Mastery:


Prerequisites: Arcane caster level 3rd.
Benefit: Choose an energy type from the following list: fire, ice or electricity. Whenever a spell you cast deals damage of the chosen type, the spell has an added effect as follows:
* Fire: All damaged targets take an extra 1d6 fire damage at the start of their next turn.
* Ice: All damaged targets have their land speed reduced by 5 feet for their next turn.
* Electricity: All damaged targets suffer a -2 penalty on all attack rolls for their next turn.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new energy type.

Esoteric Spell:


Prerequisites: Caster level 5th.
Benefit: Choose any one spell that is not on your spell list. Add that spell to your spell list; you know it.
Special: If you have multiple spellcasting classes, you must choose which class this feat applies to.

False Arcana:


Prerequisites: Mental prowess 3.
Benefit: You can take feats with caster level prerequisites as if you were a 1st level caster of every type. For the effects of those feats, your caster level is 1.
Special: If you do meet the prerequisites for a feat with caster level prerequisites, use your actual caster level.

Divine Pledge:


Prerequisites: Physical prowess 6, any good alignment.
Benefit: You know the alignment of any creature you touch. Once per hour, you can declare a melee attack you make to be a smite; if that attack hits an evil creature, that attack deals an extra 1d6 damage.
Special: You may take this feat using the prerequisites of "Physical prowess 6, any evil alignment" instead. If you do, your smite attack deals extra damage to good creatures.

Parlor Magic:


Prerequisites: Mental prowess 5.
Benefit: You can create various minor magic effects whenever you wish. For example, you can do any of the following things.

-Create minor visual or auditory effects (e.g. a small glow or sound).
-Cause unseen objects to change location (e.g. a coin in a closed fist teleports to your pocket).
-Create minor movement (e.g. your cloak billows in a fake wind or a pack of cards flies from one hand to the other).
-Any other effect whose power level is in line with the above effects.

Regardless, the effects created have no effect outside of your square. In addition, the effects created have no game effect (e.g. they can't create concealment, distraction or deal damage).

Always Prepared:


Prerequisites: Mental prowess 7.
Benefit: You may carry up to 50 gp of unspecified items. As a standard action, you can spend 1 minute to dig through your things to retrieve an mundane or alchemical item you pick at that time, deducting its value from the amount of unspecified items you have. You can replenish your unspecified items by spending a hour and gold equal to the amount you wish to replace.