All feats listed here are used in place of any relevant SRD feats or versions from other sources.
-General notes-
Exalted, Vile, Axiomatic and Anarchic feats require you to have the matching alignment to take. This is no practical change, anyone aligned enough to take an alignment feat should be that alignment anyway. Other feats tied to alignment do not require this. You don't need to be Axiomatic to take Law Devotion, for example.
Banned Feats:
I don't always ban feats, but when I do, I prefer to post them here.
Craft Contingent Spell (Just no.)
Divine Metamagic (Not 100% banned, but subject to automatic DM review and I seldom allow it. DMM-Persist is auto rejected.)
Faerie Mysteries Initiate (No you can't have your Int mod to HP.)
Leadership (Hideously broken and abusable mess. You can't use feats to buy NPC helpers.)
Troll-Blooded (You can't gain regeneration by a feat.)
Wild Cohort (See Leadership.)
Miser with Magic (Just not dealing with it.)
New Feats:
Airy Shapeshift [Shapeshift]
Prerequisite: Base fortitude save+6, shapeshift ability.
Benefit: Your shapeshift forms take on a airy appearance, as if partially made of wind. This grants all of your shapeshift forms the air subtype, granting them a fly speed of 30ft (perfect). In addition, your gain the benefit of the Weapon Finesse feat while shapeshifted.
Special: You do not gain the benefits of this feat if you shift into a form composed of earth, such as the earth elemental form of the elemental fury form.
Special: If you select this feat, you may not select the Earthen Shapeshift feat.
Angelic Champion [Exalted]
Benefit: Once per day, while performing an act of good, you may call upon your angelic patron to gain a +1 luck bonus on any one roll or check.
Special: Once you take this feat, you may not take it again, nor can you take either the Servant of the Heavens feat or the Knight of Stars feat. Your allegiance is only yours to give once.
Special: This feat replaces Favored of the Companions, as guardinals do not exist in this cosmology.
Angelic Lore [Exalted]
Prerequisite: Skill Focus (Knowledge: Planes)
Benefit: You gain a +5 bonus on knowledge checks about evil outsiders and undead, as well as the lower planes. This bonus also applies to bardic knowledge, lore and similar class features.
Apt Learner [General]
Benefit: Choose two skills. These skills are always considered class skills for you.
Arch-Angel's Mystery [Exalted] Second relevant link
Prerequisite: Knowledge (Planes) 15 ranks, Words of Creation, int 17, cha 17
Benefit: You study the secret lessons of the 77+7 arch-angels of Elysium and learn how to hide yourself from detection. This allows you two ways to use the Words of Creation, ways pioneered by them as they sought to escape the notice of all.
Obscurity: You can hide yourself from the detections of others, creating an effect that shields you while allowing the glories of others to be humbly seen instead. This is identical to a nondetection spell with a caster level equal to your hit dice. Using the Words of Creation in this way deals 14d4 points of nonlethal damage to you.
Invisibility: You can create a cloak that turns aside the eyes of the wicked. This is equivalent to an invisibility spell, except that it only affects evil creatures. Using the Words of Creation in this way deals 7d4 points of nonlethal damage to you.
Axiomatic Smite [Axiomatic]
Prerequisite: Smite Evil.
Benefit: Your smite evil class ability also works against chaotic creatures. Additionally, you may use your smite ability one more time per day. If you accidentally smite a creature that is not chaotic or evil, the smite has no effect but is still used up for the day. Smite evil and smite chaos are supernatural abilities.
Special: Yes, this is Cuthbert's Smite from Dragon Compendium. It's reflavored for the campaign and I added it to this since it's fitting.
Bard's Rally [Bardic]
Prerequisite: Perform 12 ranks, Bardic Music
Benefit: As an immediate action, you can expend two daily uses of your bardic music ability to grant all allies within 30ft temporary hit points equal to your ranks in Perform. These temporary hit points lasts for 1 hour.
Blistering Fires [Shapeshift]
Prerequisite: Burning Shapeshift
Benefit: Foes set on fire by your natural attacks find themselves so pained that they cannot effectively defend themselves. As long as they are on fire, they suffer a -4 penalty to armor class and saving throws.
Breath of the Mist [General]
Prerequisite: Shield of Mist
Benefit: You can gather up the mists around you and exhale them in a cloud. Three times per day you may use Obscuring Mist as a spell-like ability, with a caster level equal to your hit dice.
Burning Shapeshift [Shapeshift]
Prerequisite: Base fortitude save+6, shapeshift ability
Benefit: Your shapeshift forms take on a burning appearance, as if partially made of fire. This grants all of your shapeshift forms the fire subtype, granting them immunity to fire and vulnerability to cold. In addition, your natural attacks set opponents on fire unless they pass a reflex save (DC 10 + 1/2 hit dice + con modifier). This follows all the rules for being set on fire, except that the reflex save DC to extinguish the fire is the same DC as above.
Special: You do not gain the benefits of this feat if you shift into a form with immunity to cold or composed of ice or water, such as the water elemental form of the elemental fury form.
Special: If you select this feat, you may not select the Frozen Shapeshift feat.
Charming the Blade [General]
Prerequisite: Fey type.
Benefit: When using melee weapons made for a creature of your size, you may use your charisma modifier instead of your strength modifier on attack rolls.
Combat Precision [General]
Prerequisite: Combat Focus, wis 13, sneak attack+3d6, base attack bonus+9
Benefit: When in a combat focus, your clarity of vision allows your blows even greater damage. Your sneak attack damage rises by 1d6 while you are in a combat focus. If you possess three or more combat form feats, this bonus rises to 2d6.
Conservation of Energy [Axiomatic]
Prerequisite: Controlled Fury, int 15
Benefit: Long meditation and self control has enabled you to extend and tame your rage, eliminating waste and extending how long it can last. You may add your intelligence modifier to the number of rounds your rage lasts. In addition you are no longer fatigued at the end of a rage, as your control grants you power without expending yourself to fatigue.
Controlled Fury [Axiomatic]
Prerequisite: Ex-Barbarian, int 13
Benefit: In your studies of order you have rejected your former lack of control, and in this you have gained your strength once more. You regain the ability to rage. This rage is a cold, intellectual rage, sacrificing power for control. Your bonuses to strength and constitution while you rage is reduced by 2, but you may use any intelligence, wisdom or charisma related skills, concentration and may use magical items or abilities that require concentration. Further, you may use combat expertise or any other formerly forbidden feats or abilities while in a rage.
Courre Smiting [General]
Prerequisite: Courre eladrin, smite evil class feature.
Benefit: By tapping into the duality of your forms when you smite evil, your attacks strike true. Whenever you smite evil, that attack is treated as having the ghost touch property. In addition, you are able to briefly blink between corporeal and incorporeal. Until the start of your next turn, you benefit from a 50% miss chance on all attacks. Ghost touch weapons and effects that affect incorporeal and corporeal creatures equally bypass this miss chance.
Deep Chill [Shapeshift]
Prerequisite: Frozen Shapeshift
Benefit: Your natural attacks while shapeshifted are so cold that they render foes numb, unable to effectively act. Any opponent stricken by your natural attacks and who takes cold damage from it must make a fortitude save (DC 10 + 1/2 hd + con modifier) or be slowed for 1 round, ending at the start of your next turn. An opponent can only be affected by this power once per round.
Deformity (Bone Spurs) [Vile]
Prerequisite: Willing Deformity
Benefit: By breaking off shards of bone from around your body and bonding them to your arm and leg bones, you gain several grisly hooks over your body. These hooks deal 1d4 points of slashing damage to anyone who grapples you. In addition, you can use these hooks to dig into walls and climb. You gain a climb speed of 10ft, or any pre-existing climb speed is raised by 10ft.
Deformity (Metallic Blood) [Vile]
Prerequisite: Willing Deformity, con 17
Benefit: Through a long, agonizing process of pouring boiling metal into your open wounds and dark rituals, you convert your blood into molten lead. This grants you resistance to fire 30. However, the strain this places on your body reduces your Constitution by 2 points. This lost Constitution cannot be recovered by any means.
Special: If the Constitution loss from this feat would reduce your Constitution below the prerequisite for this feat, you do not lose the benefits of it. You may ignore that prerequisite of this feat once you have taken it.
Devotee to Sylica [Exalted]
Prerequisite: Must have Alicia or Syala as a patron
Benefit: For the purposes of determining damage from spells or abilities dependent on alignment, you are treated as either lawful or chaotic, whichever is most advantageous. This does not apply to other effects based on alignment, such as the deflection bonus from a protection from chaos or law spell.
Earthen Shapeshift [Shapeshift]
Prerequisite: Base fortitude save+6, shapeshift ability.
Benefit: Your shapeshift forms take on a rocky appearance, as if partially made of stone. This grants all of your shapeshift forms the earth subtype, granting them a burrow speed of 15ft. In addition, your natural attacks count as adamantine to overcome damage reduction.
Special: You do not gain the benefits of this feat if you shift into a form composed of air, such as the air elemental form of the elemental fury form.
Special: If you select this feat, you may not select the Airy Shapeshift feat.
Eladrin Joy [Exalted]
Prerequisite: Participated in a revel or celebration in Arborea, cha 15
Benefit: Once per day as a standard action, you can infuse yourself and any allies within 30ft with the zest for life of the eladrin host. This is identical to a good hope spell with a caster level equal to your hit dice. This is a supernatural ability.
Special: Deities who offer the joy domain offer variants of this feat. The exact revel prerequisite and name of the feat vary, but it is otherwise the same. The best known example is Lliira's Laugh.
Elegy of Fatal Blows [Bardic]
Prerequisite: Perform 4 ranks, Bardic Music
Benefit: As a standard action, you can expend one daily use of your bardic music ability to grant all allies that can hear you a bonus on the roll to confirm a critical threat equal to your Charisma modifier as well as an additional 2d6 points of damage on a successful critical hit. This damage increases to 4d6 if your weapon deals triple damage on a critical hit and 6d6 if it deals quadruple damage. This bonus lasts for as long as you perform and 5 rounds after.
Exalted Endurance [Exalted]
Prerequisite: Endurance, con 13
Benefit: You gain a +4 bonus to saving throws against pain based effects, such as symbol of pain, wrack and physical torture. Additionally, you gain 2 hit points for every exalted feat you have, including this one.
Exalted Glow [Exalted]
Prerequisite: Aura of Courage, Nimbus of Light, cha 17
Benefit: Creatures within the radius of the light shed by your nimbus of light (10ft) are immune to fear. This replaces the +4 morale bonus your aura of courage grants.
Special: If you have another aura that grants you immunity to an effect or condition and nearby allies a bonus (such as the aura of sanctity alternate class feature), creatures within the radius of your nimbus of light are also immune to what that aura protects against.
Exalted Healer [Exalted]
Prerequisite: Heal 10 ranks
Benefit: Creatures under long term care from you (by the heal skill) can heal vile damage as if it were normal damage. This requires complete rest. Additionally, creatures under your long term care can heal ability drain at the rate of one point per ability score per day of complete rest. This requires that you succeed on a DC 25 Heal check.
Exalted Protection [Exalted]
Benefit: You gain a +2 bonus on saves against spells and spell-like abilities with the evil descriptor, as well as the supernatural abilities of evil outsiders.
Exalted Shapeshift [Exalted, Shapeshift]
Prerequisite: Shapeshift ability.
Benefit: Your shapeshift forms take on a glorious appearance, as if from the Heavens Above. This grants all of your shapeshift forms the benefits of the celestial template. For the sake of the smite evil ability, you may only use this once per day, no matter how many times you shapeshift.
Exalted Weapon Mastery [Exalted]
Prerequisite: Weapon Mastery (Melee or Ranged)
Benefit: Weapons that are affected by your weapon mastery feat are infused with righteousness. Any such weapon counts as good aligned to overcome damage reduction. Further, when wielding a weapon affected by your weapon mastery feat, you gain an additional +2 bonus to attack and weapon damage rolls against evil creatures. This stacks with weapon mastery, weapon focus, weapon specialization and similar feats.
Special: A fighter may select exalted weapon mastery as a fighter bonus feat.
Extra Aura [General]
Prerequisite: Able to manifest marshal auras
Benefit: Select a minor marshal aura. You can now manifest this aura as if you selected it as one of your marshal auras known.
Extra Moon Blades [General]
Prerequisite: Favored of Selune class feature.
Benefit: You may use your Moon Blade spell-like ability an additional two times per day.
Favored of Nature [Exalted]
Prerequisite: Animal Friend
Benefit: No animal will attack you unless compelled by mind-affecting abilities or if they are of evil alignment. If you are in the wild, small animals will stay around you, offer you food, provide warmth and other such things.
Fey Knight [General]
Prerequisite: Fey type, Weapon Finesse, dex 17, proficiency with martial weapons, must have been knighted by fey royalty.
Benefit: When using a longsword, rapier or lance you may use your dexterity modifier instead of your strength modifier on attack and damage rolls.
Frozen Shapeshift [Shapeshift]
Prerequisite: Base fortitude save+6, shapeshift ability
Benefit: Your shapeshift forms take on an icy appearance, as if partially made of ice. This grants all of your shapeshift forms the cold subtype, granting them immunity to cold and vulnerability to fire. In addition, your natural attacks in shapeshift form deal an extra 1d6 points of cold damage.
Special: You do not gain the benefits of this feat if you shift into a form with immunity to fire or composed of fire, such as the fire elemental form of the elemental fury form.
Special: If you select this feat, you may not select the Burning Shapeshift feat.
Goldenfire Wrath [General]
Prerequisite: Dragonfire Wrath, cha 15
Benefit: Your flames from dragonfire wrath glow golden. These flames are treated as searing, which means they ignore fire resistance and deal half damage to creatures immune to fire.
Golden Ice Fist [Exalted]
Prerequisite: Stunning Fist, Touch of Golden Ice, base attack bonus+14, cha 15
Benefit: You may poison evil creatures with golden ice from your touch of golden ice feat even if they are immune to poison. You may stun evil creatures with stunning fist even if they are immune to stunning.
Guardian Angel [Exalted]
Prerequisite: Any other exalted feat
Benefit: Once per day as an immediate action, you gain can any one of the following benefits: A +4 sacred bonus to a single saving throw, a +4 sacred bonus to armor class against one attack or a protection from evil effect for 1 minute.
Holy Knowledge [Exalted]
Prerequisite: Knowledge: Religion 2 ranks
Benefit: Knowledge: Religion is always a class skill for you. In addition you gain a +2 sacred bonus to Knowledge: Religion checks.
Holy Terror [Exalted]
Prerequisite: Intimidate 5 ranks, cha 15
Benefit: You gain a +4 bonus to Intimidate checks against evil creatures.
Hunter's Insight [General]
Prerequisite: Favored Enemy, int 13
Benefit: You may apply your favored enemy bonus to Knowledge checks to identify such creatures and learn about their special powers and vulnerabilities. You may make these checks untrained, even if the DC is higher than 10.
Ice in the Veins [General]
Prerequisite: Base Will save+1
Benefit: You gain a +4 bonus on your modified level check to resist being intimidated.
Ilmater's Resolve [Exalted]
Prerequisite: Exalted Endurance, con 17
Benefit: You are immune to pain based effects, such as symbol of pain, wrack and physical torture. You can bear any pain without the slightest noise or reaction, should you need to. You gain an additional hit point per exalted feat you have, this stacks with the benefit from exalted endurance.
Improved Dirty Trick [General]
Prerequisite: Int 13, Combat Expertise
Benefit: You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +4 bonus on checks made to attempt a dirty trick. You also receive a +4 bonus to your CMD when an opponent tries a dirty trick on you. In addition, whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target's CMD. In addition, removing the condition requires the target to spend a standard action.
Special: A fighter may select Improved Dirty Trick as one of his fighter bonus feats.
Improved Drag [General]
Prerequisites: Str 13
Benefit: You do not provoke an AoO when you attempt a dragon combat maneuver. You gain a +4 bonus to your CMB when attempting a drag, as well as a +4 bonus to your CMD when resisting one. When you drag an enemy, they provoke AoOs (but not from you).
Special: A fighter may select Improved Drag as one of his fighter bonus feats.
Improved Reposition [General]
Prerequisite: Int 13, Combat Expertise
Benefit: You do not provoke an attack of opportunity when performing a reposition combat maneuver. In addition, you receive a +4 bonus on checks made to reposition a foe. You also receive a +4 bonus to your CMD when an opponent tries to reposition you. Whenever you reposition a foe, his movement provokes attacks of opportunity from all of your allies (but not you).
Special: A fighter may select Improved Reposition as one of his fighter bonus feats.
Improved Throw [General]
Prerequisites: Str 13, Power Attack
Benefit: You do not provoke an attack of opportunity when performing an throw combat maneuver. In addition, you receive a +4 bonus on checks made to throw a foe. You also receive a +4 bonus to your CMD whenever an opponent tries to throw you. When you throw a target, you can throw them for up to 10ft per 5 points of strength.
Initiate of Alicia [Initiate]
Prerequisite: Cleric or paladin level 4th
Benefit: Your caster level for magic cast yourself is considered two levels higher for the sake of dispel magic and similar effects. For example, a caster level 6 cleric's divine favor would be treated as a caster level 8 if a wizard tries to dispel it. This only applies to spells cast on directly on you, not other spells. In addition you add the following spells to your cleric or paladin spell list.
2nd: Whirling Blade
3rd: Know Vulnerabilities (Paladin only)
4th: Voice of the Archon*
7th: Might of the Planetar*(Cleric only)
*Voice of the Archon is a refluffed Voice of the Dragon from Spell Compendium. It functions identically. Might of the Planetar is an altered Bite of the Werebear.
Initiate of Antenora
Prerequisite: Paladin or cleric level 5th, patron deity Antenora
Benefit: You gain a +2 bonus to saves against spells and spell like abilities with the evil descriptor. In addition you add the following spells to your cleric or paladin spell list.
1st: Vision of Heaven (Paladin only)
3rd: Righteous Fury (Cleric only)
4th: Voice of the Archon
7th: Opal Cleansing (Cleric only)
*Voice of the Archon is a refluffed Voice of the Dragon from Spell Compendium. It functions identically.
Initiate of Auril [Initiate]
Prerequisites: Cleric or druid level 1st, patron deity Auril
Benefit: You are immune to cold weather and conditions, as if protected by an Endure Elements spell. This protection does not extend to hot weather. In addition, add the following spells to your cleric or druid spell list.
1st: Frost Fingers
2nd: Frost Whip
4th: Frost Blade
7th: Ice Claw*
*You may use your primary casting stat in place of Intelligence or Charisma.
Initiate of Seira [Initiate]
Prerequisite: Cleric or paladin level 5th
Benefit: When you cast a summon monster spell or any spell dedicated to summoning elementals, any elementals you summon gain a +2 sacred bonus to strength and constitution. In addition you add the following spells to your spell list.
3rd: Dragonskin (Paladin only)
3rd: Unicorn Arrow
4th: Dragon Breath (Paladin only)
6th: Surge of Hope (Cleric only)
Intuitive Archivist [General]
Prerequisite: Archivist level 1st
Benefit: You now use your Charisma bonus (if any) in place of Wisdom for your Archivist spellcasting, such as to determine save DCs and bonus spells per day.
Knight of Zaaman Rul [General]
Prerequisite: Must serve Zaaman Rul
Benefit: You gain a +2 bonus on diplomacy checks against good aligned creatures with the fire subtype. You also gain a +2 bonus on bluff checks against evil aligned creatures with the fire subtype.
Lathander's Rites [Exalted]
Prerequisite: Vampire Hunter
Benefit: Vampires and vampire spawn reduced to zero hit points and gaseous form by you have the time they have to reach their coffin home before death reduced to a half hour. As a standard action, you can sense the location of any vampire or vampire spawn so afflicted, as well as what direction they are traveling in.
Lullaby [Bardic]
Prerequisite: Perform 15 ranks, Bardic Music
Benefit: As a standard action, you can expend one daily use of your bardic music ability to put all enemies that hear you perform within 30ft to sleep. A Will save (DC 10 + 1/2 your hit dice + your Charisma modifier) negates the sleep. Creatures put to sleep by this sleep for 1d4 rounds. This is a mind-affecting ability.
Mechanus Soldier [Axiomatic]
Prerequisite: Int 13.
Benefit: You are trained in the precise methods Mechanus uses to take targets alive for lawful trial. You may inflict non-lethal damage with a lethal weapon or unarmed attack without the normal -4 penalty to attack rolls. In addition, you gain a +1 bonus to CMB for trip and disarm attempts.
Metamagic Power [General]
Prerequisite: Any three metamagic feats.
Benefit: When you cast a spell that has three or more metamagics applied to it, the caster level of that spell is considered one higher. For example, a 19th level wizard casting an empowered, maximized, silent fireball would cast it at caster level 20th.
Metamagic Recovery [General]
Prerequisite: Any three metamagic feats.
Benefit: You learn to harness the energies of metamagic into your body. Any time you cast a spell that has three or more metamagics applied to it, you heal 5 hit points.
Mighty Shapeshift [Shapeshift]
Prerequisite: Shapeshift ability.
Benefit: The enhancement bonuses to strength from your shapeshift ability rise by two. This applies to all forms; for example, your predator form now has a +6 enhancement bonus to strength and your aerial form has a +4 enhancement bonus to strength.
Moon Devotion [Domain]
Benefit: Once per day as a swift action, you can glow with moonlight. The light shed is equivalent to a torch. This light counts as true moonlight and is shed in a 10ft radius. In addition, you deal an extra point of damage per character level to non-good lycanthropes and undead.
Special: You can select this feat multiple times, gaining one additional daily use each time you take it.
Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each daily turn or rebuke use you expend.
Note of the Clear Mind [Bardic]
Prerequisites: Perform 9 ranks, Bardic Music
Benefit: As a standard action, you can expend one daily use of your bardic music ability to free all allies within 30ft from enchantment spells and spell-like abilities. Treat this as dispel magic with a dispel check equal to your bard level. This check can exceed dispel magic's limit of +10.
Perfection of the Natural World [Axiomatic]
Prerequisite: Animal Companion
Benefit: Your animal companion gains the axiomatic template. In addition, you and your companion may always communicate telepathically, as if you were an axiomatic creature of the same type within 300ft.
Planar Child [General]
Prerequisite: Born within the area of a spiritual wound, not an outsider or elemental
Benefit: Your type becomes outsider with the native subtype. This grants your darkvision 60ft and immunity to effects that work on humanoids but not outsiders, such as charm person. You gain a +4 bonus to saving throws against the effects of spiritual wounds.
Special: This feat can only be taken at first level.
Preacher [Exalted]
Prerequisite: Diplomacy 7 ranks
Benefit: You gain a +3 bonus on Charisma based checks to spread the world of your deity, attract new faithful, gather tithes and promote your church. If you have a Profession skill that accomplishes the same thing, such as profession (preacher), it applies to checks with that skill as well.
Ravagesmith [Exalted]
Prerequisite: Craft(Poisonmaking) 5 ranks
Benefit: You gain a +4 bonus to Craft(Poisonmaking) checks to create ravages. You can increase the DC of a ravage by up to 10, as if you have skill focus(craft:poisonmaking).
Reveal Evil [Exalted]
Prerequisite: Sense Motive 5 ranks, Detect Evil class feature, paladin level 5th, cha 17
Benefit: At will, you may use blessed sight as a spell-like ability. You gain a +2 bonus to any caster level checks to overcome nondetection or similar effects that would prevent you from detecting a creature's evil. If you detect an evil aura, it becomes visible to all creatures within sight. This lasts until the end of the encounter.
Scion of Order [Axiomatic]
Benefit: You formally dedicate yourself to order. Once per day, while performing an lawful act, the character may call upon the powers of law to add a +1 luck bonus on any one die roll.
Special: Once you take this feat, you may not take it again. You may not take the Servant of Heaven or Disciple of Darkness feat. Your allegiance is only yours to give once. This does not prevent you from serving a lawful good or lawful evil patron, only that you have dedicated yourself to law above all others.
Shield of the Mist [General]
Prerequisite: Must have died, visited the Well of Souls and been resurrected.
Benefit: Some of the mists of the Well of Souls linger around you. Once per day as a swift action you can manifest these mists around you. This provides you with concealment, granting you a 20% miss chance. Against incorporeal attacks this bonus rises to 50%. This lasts for one minute.
Shining Example [Exalted]
Prerequisite: Sacred Vow
Benefit: You strive to be the best you can. You gain a +2 bonus on Charisma-based checks when you attempt to inspire, lead or instill hope in others. If you perform an act of good while attempting such a check (such as relieving a suffering enemy's pain while you try to negotiate with them), this bonus increases to +4 until the end of the encounter.
Silvery Moon Blade [General]
Prerequisite: Favored of Selune class feature, Moon's Hand class feature.
Benefit: You may apply the bonuses of your Moon's Hand ability to your Moon Blade spell-like ability. For example, a 6th level Silverstar's Moon Blade would have a +2 bonus to hit and damage, and deal an additional 1d6 points of electricity damage. Any bonus damage granted by this feat applies to the DC of the Concentration check to cast a spell or spell like ability after being struck by a Moon Blade. You may still use your Moon's Hand ability with a heavy mace as normal.
Slaad Rush [Anarchic, Bardic]
Prerequisite: Perform 8 ranks, Bardic Music
Benefit: As a standard action, you can expend one daily use of your bardic music ability to grant all allies within 30ft a +30ft enhancement bonus to speed and a +4 dodge bonus to armor class against attacks of opportunity provoked by moving through threatened squares. The bonuses last for one minute.
Spurn Disorder [Axiomatic]
Prerequisite: Cha 13
Benefit: Your contempt for chaos shields you the attacks of the chaotic. You gain a +2 axiomatic bonus to armor class and saving throws against chaotic creatures.
Stagnation Waltz [Bardic]
Prerequisite: Perform 8 ranks, Bardic Music
Benefit: As a standard action, you can expend one daily use of your bardic music ability to halve the movement speed of all enemies within 30ft. A Will save (DC 10 + 1/2 your hit dice + your Charisma modifier) negates. This lasts for one minute.
Sudden Corrupt [Metamagic, Vile]
Prerequisite: Any one metamagic feat.
Benefit: Once per day, you can apply the effect of the Corrupt Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Corrupt Spell normally if you have it.
Sudden Violate [Metamagic, Vile]
Prerequisite: Any one metamagic feat.
Benefit: Once per day, you can apply the effect of the Violate Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Violate Spell normally if you have it.
Versatile Craftsman [General]
Prerequisite: Craft 5 ranks
Benefit: Pick a number of Craft categories equal to your Intelligence bonus (minimum 1). For the purpose of making Craft checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks you have in any Craft category. You cannot change these categories once you have picked them, but your score in them automatically increases if you later add additional ranks in your highest ranked Craft category. You gain new categories of your choice if your Intelligence bonus permanently increases. In addition, you gain a +2 bonus on a combined Craft check when using two or more forms of Craft at the same time, such as creating an alchemist's sword. In such cases, add the bonus to the higher of your two Craft skill modifiers.
Vile Shapeshift [Shapeshift, Vile]
Prerequisite: Shapeshift ability.
Benefit: Your shapeshift forms take on a fiendish appearance, as if from the Depths Below. This grants all of your shapeshift forms the benefits of the fiendish template. For the sake of the smite good ability, you may only use this once per day, no matter how many times you shapeshift.
Vow of Silence [Exalted]
Prerequisite: Sacred Vow.
Benefit: You gain a +4 perfection bonus against sonic and language-dependent spells and effects.
Special: To fulfill your vow, you must forsake the spoken word for the meditative benefits of silence. You may not speak, grunt or otherwise make noise to communicate. Gestures and the written word is permitted, though some willingly choose to forsake those as well. If you intentionally break your vow, you immediately lose the benefit of this feat. You may not take another feat to replace it. You may regain the benefit of this feat by performing a suitable penance and receiving an atonement spell. If you break your vow as the result of a magical compulsion or other circumstance beyond your control, you lose the benefit of this feat for 24 hours.
Warrior of Chaos [Anarchic]
Prerequisite: Cha 13
Benefit: Your combat style is bold and unpredictable, which makes battling you difficult. You gain a +2 anarchic bonus to CMB and CMD.
Special: This feats counts as power attack or combat expertise for the sake qualifying for combat maneuver related feats such as improved sunder, improved disarm and so forth.
Wound Healer [General]
Prerequisite: Able to cast 3rd level spells
Benefit: You gain a +4 bonus to any caster level checks to heal a spiritual wound, as well as a +4 bonus to the Knowledge (Planes) check to discover how to heal a spiritual wound. This stacks with the benefit from the wound sense feat.
Wound Sense [General]
Prerequisite: Planar Child or int 13 and wis 13
Benefit: You are unusually sensitive to spiritual wounds. You automatically sense when you enter the area of one. In addition, if you succeed on a DC 16 Intelligence check when you first enter a spiritual wound, you identify the effects of it. If you do, you gain a +5 bonus to the Knowledge (Planes) check to discover how to heal the wound.
Changes to existing feats:
Core:
All +2 to two skill feats: In addition to the stated bonus, you get one reroll per day for those two skills. The second roll is always taken.
Augment Summoning: Remove the requirement of spell focus: conjuration.
Diehard: Is now a fighter bonus feat.
Dodge: Grants a flat +1 dodge bonus to armor class at all times, except when flatfooted.
Endurance: Is now a fighter bonus feat.
Improved Bull Rush: Moved foes trigger AoOs as they move.
Improved Disarm: You may choose to send a disarmed weapon flying 15ft in a random direction.
Improved Overrun: Foes knocked prone by your overrun provoke attacks of opportunity.
Improved Sunder: When you destroy something on a creature, any excess damage is applied to the item's wielder, at your discretion.
Psionic Body: Your Constitution modifier is counted as one point higher to determine your hit points. In essence, you gain 1 hit point per hit die. This replaces how the feat works entirely.
Skill Focus: Once per day, you can take 10 on any roll with the skill, regardless of circumstances. Doesn't apply to UMD or skills you can't take 10 on in any circumstances.
Toughness: Your Constitution modifier is counted as one point higher to determine your hit points. In essence, you gain 1 hit point per hit die. This replaces how the feat works entirely.
Weapon Finesse: Replace the prerequisite of BAB+1 with Dex 13.
Whirlwind Attack: The prerequisites are now Dex 13, Int 13 and BAB+6.
Book of Exalted Deeds:
Consecrate Spell: Is an exalted feat as well as a metamagic feat.
Exalted Turning: You deal an extra 3d6 damage when you channel energy. This extra damage only applies to undead and does not apply to the hit points living creature are healed by your turning.
Purify Spell: Is an exalted feat as well as a metamagic feat.
Subduing Strike: You can deal nonlethal damage with any source of precision damage, such as skirmish.
Touch of Golden Ice: Add a prerequisite of: does not have a code that forbids poison use. The save DC of touch of golden ice is 10 + 1/2 your hit dice + your Con modifier. A creature can only be affected by your golden ice once per round, regardless of the pass or fail the saving throw.
Book of Vile Darkness:
Corrupt Spell: Is now a vile feat as well as a metamagic feat.
Corrupt Spell-Like Ability: Is now a vile feat.
Violate Spell: Is now a vile feat as well as a metamagic feat.
Violate Spell-Like Ability: Is now a vile feat.
Complete Arcane:
Sudden Quicken: The only prerequisite for it is quicken spell. Drop the rest of them.
Complete Champion:
Chaos Devotion: Change the bonus type to anarchic.
Law Devotion: Change the bonus type to axiomatic.
Complete Divine:
Empower Turning: Multiply the effects of your channel energy damage by 150%.
Quicken Turning: You can channel energy as a move action instead of a standard action. You can spent two charges of channel energy to use it as a swift action instead.
Complete Warrior:
Arcane Strike: You can only sacrifice one spell per round with this ability. You can't sacrifice multiple spells and go nova.
Greater Resiliency: You can take this feat more than once. Its effects stack.
Shock Trooper: Reduce the BAB requirement to +3. Remove the heedless charge ability.
Draconomicon:
Rapidstrike: Change the prerequisites to Dex 9, a single natural weapon and BAB+6. When you make a full attack with the chosen natural weapon, you make a second at -5, as if you were making an iterative attack with a weapon. If you have more than one of the same weapon (such as 2 slams), all such attacks gain the second attack. For example, 2 claws+10 becomes 2 claws+10/+5 for a total of 4 attacks.
Improved Rapidstrike: Change the prerequisites to Rapidstrike and BAB+16. You can now make full iterative attacks with the natural weapon you've selected for rapidstrike. It follows all the rules in rapidstrike. You can only select this feat once, you can't choose it for more than one natural weapon.
Dragon Compendium:
Deadeye: Reduce the BAB requirement to +1 (this is also in the errata for it). Disregard the parts about being within 30ft to deal the extra damage and crit immune creatures being immune to this damage. It's now +dex to damage on ranged weapons you have weapon focus with.
Serenity: Now converts paladin casting to Wisdom based. It counters the houserule that changes paladin casting to Charisma based.
Dragon Magazine:
Broken Fist Mastery II: Drop the prerequisite of lightning fists. The benefit is now a +8 bonus to CMB for trips and a +8 bonus to CMD when you defend against them.
Tactical Advantage: Apply your chosen favored enemy bonus as a bonus to CMB as well as CMD against those creatures.
Fiendish Codex 1: Hordes of the Abyss:
Blood War Conscript: You gain a +1 profane bonus to attack and damage rolls vs good creatures. If you serve demons, this bonus applies against lawful enemies. If you serve devils, it applies to chaotic enemies. If you serve yugoloths, choose one of those two. You can't change it once you've made the choice, but your master can. In other words, this is no longer a demon only feat.
Fiendish Codex 2: Tyrants of the Nine Hells:
Brand of Nine Hells: Is a vile feat. The following changes replace the previous powers for that archdevil. For Dispater, you gain improved uncanny dodge. Your rogue level is equal to your hit dice for flanking another creature with uncanny dodge. For Mammon, as a standard action you can discern the creature with the most wealth within 30ft. You gain a +2 profane bonus to attack and weapon damage rolls against this creature until the end of the encounter. For Belial and Fierna, you gain either sadism or masochism as a spell-like ability twice per day. For Beezlebub, you can cast chasing perfection once per day as a spell-like ability. For Mephistopheles, any creatures adjacent to you at the start of your turn take 1d6 cold damage. Three times per day as a swift action, you can invoke this cold to wreathe your body. For 1 round, all of your natural attacks deal an extra 1d6 points of cold damage. If you are grappled or struck by an unarmed attack during this time, the creature takes 1d6 cold.
All the Mark of... feats: Are vile feats.
Mark of Cania: You are treated as being trained in all knowledge skills, even if you do not possess ranks in them. Once per week you can call on this lore to gain a +8 bonus to one knowledge check. This replaces the written benefit of the feat.
Mark of Maladomini: You gain a +1 insight bonus to attack rolls, caster level checks and initiative checks versus any creature that is not native to Baator. This benefit also applies to creatures that serve Mephistopheles. There only needs to be one qualifying creature in a combat to gain the bonus to initiative. This replaces the written benefit of the feat.
Mark of Mabolge: You can channel the dark, seductive power of Glasya once per day. This grants you a +4 profane bonus to Charisma for 10 minutes. This replaces the written benefit of the feat.
Mark of Minauros: You gain a +30 enhancement bonus to your speed when you use the withdraw action. If you can cast greater teleport as a spell-like ability, you do not provoke attacks of opportunity for casting it. This replaces the written benefit of the feat.
Mark of Nessus: Attacks that do not specifically target you, such as a cone of cold or fireball, can still affect you.
Mark of Phlegethos: You can use wave of pain once per day as a spell-like ability. This replaces the written benefit of the feat.
Frostburn:
Faith in the Frost: Converts your turning damage to cold damage instead of positive or negative energy. Creatures with the cold subtype heal from from this. This replaces the printed benefits of the feat.
Heroes of Horror
Haunting Melody: This is now a bardic feat. Using it is a standard action. It's a stand alone fear effect rather than being a rider to anything else.
Online:
Font of Inspiration: Now grants two points of inspiration, but you can only take it once.
Player's Handbook 2:
Combat Defense: When you're in combat focus, you gain an additional +1 dodge bonus to armor class. This rises to +2 if you have three or more combat form feats. This makes it fit with the changes to the dodge feat.
Driving Attack: Change the prerequisites to melee weapon mastery (piercing) and BAB+14, remove the others. The bonus to your bull rush attack is equal to 1/4th of the damage you did. It's also a fighter bonus feat.
Slashing Flurry: Is a fighter bonus feat.
Savage Species:
Pain Mastery: Capped at +12 bonus to Strength. It can't go any higher. This is to prevent it from getting out of hand in certain extreme cases in epic.
Sword and Fist:
Dirty Fighting: Add the prerequisite of improved unarmed strike. Adds a flat 1d4 bonus damage to unarmed attacks.