Feats represent a character’s special abilities or training, like being able to make lightning-fast attacks, cast spells that most people don’t know, follow and identify tracks, or even create her own magic items. 

GAINING FEATS
All characters start out with two feats at 1st level. Human characters get another feat at 1st level as a racial bonus.  All characters gain an additional feat at 3rd level and every third level afterward (at 6th, 9th, 12th, and so on). Some classes earn bonus feats. These bonus feats can be chosen from a smaller subset of feats listed in the class description in Chapter Three.

Prerequisites
Some feats have prerequisites. A character must have the listed prerequisite ability score, feat, skill, or base attack bonus in order to select or use that feat. Characters can gain a feat at the same level at which they gain the prerequisite. Unless otherwise noted, a prerequisite listed in this chapter’s feat tables or descriptions is the minimum ability score, caster level, base attack bonus, etc., required to gain the feat. A character can’t use a feat if she has lost a prerequisite.

FEAT CATEGORIES 
Feats come in a variety of types. Each type designates what kind of characters can take it, when characters can take it, or other special aspects of the feat.

General Feats
General feats are the most basic sort of feats. Anyone can take a general feat she qualifies for when the time comes to select a new feat.
 
Item Creation Feats
An item creation feat lets a spellcaster create a certain type of magic item. Regardless of the type of item- wand, potion, etc.- each item creation feat has certain features in common.
XP Cost: The spellcaster expends some of her power and energy when making a magic item. The XP Cost equals 1/25 the cost of the item in gold pieces. A character cannot spend so many experience points that she loses a level. However, on gaining enough experience points to achieve a new level, she can immediately expend them to create an item rather than keeping them to advance a level.
Raw Materials Cost: Creating a magic item requires costly components, most of which are consumed in the process. The cost of these materials equals half the item’s price (see below). Using an item creation feat also requires access to a laboratory or magical workshop, special tools, and so on. Characters generally have access to what they need unless unusual circumstances apply.
Time: The time to create a magic item depends on the feat and the cost of the item. The minimum time is one day.
Item Price: Item creation feats allow you to create items that directly reproduce spell effects. An item’s power depends on its caster’s level- a spell from one of these items has the same power it would have if cast by a spellcaster of equal level. The price of a magic item (and thus the XP Cost and the cost of the raw materials) depends on the caster level of the character who created it. The caster level must be high enough for the spellcaster creating the item to cast the spell at that level. To find the final price in each case, multiply the spell level by the caster level, then by the magic item creation modifier in the spell description. (If the spell level is 0, multiply by 1/2). Finally, multiply the result by a constant:
Spell-Completion Items: Base price = (spell level × caster level × magic item creation modifier) × 25 gp.
Single-Use Items: Base price = (spell level × caster level × magic item creation modifier) × 50 gp.
Charged Items: Base price = (spell level × caster level × magic item creation modifier) × 750 gp.
Constant Items: Base price = (spell level × caster level × magic item creation modifier) × 2,000 gp.
Finally, figure into the item’s price the cost of any material components mentioned in the spell description.
Miscellaneous Magic Item Creation Modifiers
It costs more to create certain types of magic items than others.
Below are some cost modifiers to keep in mind with item creation feats:
An item with a spell effect that has been modified with the Modify Spell feat: × 1.2.
An item with a spell effect and the additional effect of a spell template: × 1.2 + the cost of any material components needed.
An item with a diminished spell effect: Figure price as if the spell were one level lower than normal.
An item with a heightened spell effect: Figure price as if the spell were one level higher than normal.
An item that can only be used by certain characters (limited by race, class, etc.): No modifier.
An item with a spell effect that’s not as good as the normal spell, such as a touch spell that works only on the item’s wearer, or an area spell that targets only one creature: × .5 to × .75 (up to the DM).
See Chapter Seven: Magic Items in the DMG for more magic item pricing guidelines.

FEAT DESCRIPTIONS
The feats here are available to all characters who qualify. Many of them work with the various actions and attacks described in Chapter Seven or the spell templates in Chapter Eight. Below is the format for feat descriptions that this chapter uses:

Feat Name
Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a skill, or a minimum level that a character must have in order to acquire this feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.
Benefit: What the feat enables the character to do, in game terms.
Normal: What a character who does not have this feat is limited to or restricted from doing. If lacking the feat causes no particular drawback, this entry is absent.
Special: Additional facts about the feat, if any.
Improved: Some feats can be taken again, usually by higherlevel characters, to gain additional special benefits.

Ability Focus 
Prerequisite: Special ability that requires a saving throw.
Benefit: Add a +2 bonus to the Difficulty Class for all saving throws against the special ability on which the character focuses.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different special ability.

Affinity With Skill 
Prerequisite: Character level 1st only
Benefit: The character gains a +4 inherent bonus to a chosen skill.

ARMOR MASTERY [ARMOR]
Benefit: When rolling to determine your damage reduction against an attack, you gain a +1 bonus to the result.
Expanded Mastery I Prerequisites: +2 base defense bonus
You excel at protecting your vitals. When an opponent scores a critical threat against you, there is a flat 25 percent chance that the attack is not a critical hit. Make this check before rolling to confirm or applying any rules that affect the critical threat.
Expanded Mastery II: +4 base defense bonus 
You gain an additional +1 bonus to all rolls for your armor’s damage reduction.
Expanded Mastery III: +6 base defense bonus
You feel comfortable wearing armor, to the point where a suit that restricts someone else’s agility has little effect on yours. You reduce your armor’s check penalty by 2 and increase its maximum Dexterity by 1.
Expanded Mastery IV: +8 base defense bonus
You gain an additional +1 bonus to all rolls for your armor’s damage reduction.
Expanded Mastery Prerequisites: +10 base defense bonus
You can move with surprising speed while wearing armor. Treat your armor as one category lighter than its actual weight when determining your speed.
Expanded Mastery V: +12 base defense bonus
You gain an additional +1 bonus to all rolls for your armor’s damage reduction.
Expanded Mastery VI: +14 base defense bonus
If an opponent lands a critical threat against you, there is a flat 50 percent chance that the attack is not a critical hit. Make this check before rolling to confirm or applying any rules that affect the critical threat.
Expanded Mastery VII: +16 base defense bonus
You gain an additional +1 bonus to all rolls for your armor’s damage reduction.

Armor Proficiency, Heavy 
Prerequisites: Armor Proficiency (Light) and (Medium)
Benefit: See Armor Proficiency (Light), but the character can also wear medium and heavy armor.
Normal: See Armor Proficiency (Light).

Armor Proficiency, Light 
Benefit: The character can wear light armor.  While wearing a type of armor the character is proficient with, the armor check penalty applies only to Balance, Climb, Escape Artist, Jump, Sleight of Hand, Sneak, and Tumble checks.
Normal: A character wearing armor with which she is not proficient also suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.

Armor Proficiency, Medium 
Prerequisite: Armor Proficiency (Light)
Benefit: See Armor Proficiency (Light), but the character can also wear medium armor.
Normal: See Armor Proficiency (Light).

Blind-fight 
Benefit: 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. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.
You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Bloody Strike 
Prerequisite: Base attack bonus +5
Benefit: A character must wield a slashing or piercing weapon to use this feat. As a full-attack action, the character can make a single attack roll that inflicts normal damage. If she damages her opponent, he must make a Fortitude saving throw (DC 10 + half her level + her Wisdom bonus). Should the opponent fail the save, he bleeds profusely, losing 1 hit point per round until he receives magical healing of any kind, someone performs a Heal check (DC 15) upon him, or he makes a successful save (the second save attempt requires a full-round action as he stanches or nurses the wound himself).

CLEAVE [POWER]
Base Mastery Prerequisites: Base attack bonus +1
Benefit: If you deal a creature enough damage to make it fall (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack, and you must make it with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Expanded Mastery I: Base attack bonus +5
There is no limit to the number of Cleave attacks you can make in a round. 
Expanded Mastery II : Base attack bonus +7 
You gain Cleave attacks when you score a critical hit in addition to when you drop an opponent. You can use this Cleave attack against any foe in range (not just the one you critically hit). If you score a critical hit and drop a foe, however, you gain only one Cleave attack.
Expanded Mastery III : Base attack bonus +9
Each time you make a Cleave attack, you can move 5 feet as a free action. You cannot move more than your normal speed in this manner. This movement does not provoke attacks of opportunity, as the flying bodies and gore you leave in your wake prove too distracting.

COMBAT EXPERTISE [FINESSE]
Base Mastery Prerequisites: 1
Prerequisite: You cannot use this feat with a power weapon.
Benefit: When you use the attack action or the full attack action in melee, you can take a penalty to your attack roll and add the same number as an active bonus to your defense. This number may not exceed your base attack bonus. The changes to attack rolls and defense last until your next action.
Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to defense.
Expanded Mastery I Prerequisites: Base defense bonus +3
When you use the attack action or the full attack action in melee, you can take a penalty of up to -5 on your defense and add the same number (+5 or less) to your attacks. This number may not exceed your base defense bonus. The changes to attack rolls and defense last until your next action.

COMBAT REFLEXES [TACTICS]
Benefit: You may make a number of additional attacks of opportunity each round equal to your Dexterity bonus or your Intelligence bonus. Choose one of these abilities when you gain this feat; you may not change your selection afterward. You also may make attacks of opportunity while flat footed. 
Normal: A character without this feat can make only one attack of opportunity per round and can’t make any while flat footed.
Expanded Mastery I: Base attack bonus +5
Opponents provoke an attack of opportunity if they attempt to exit a square you threaten, even if their movement does not normally provoke such an attack.
Expanded Mastery II: Base attack bonus +9
Any space you threaten counts as difficult terrain for opponents. They can attempt to move through them as if such spaces were not difficult, but in that case they suffer a -4 penalty to their Tumble checks and you gain a +4 bonus on attacks of opportunity against them.
Expanded Mastery III : Base attack bonus +13
If an opponent takes multiple actions that provoke attacks of opportunity, you can attack him for each one. You are no longer restricted to one attack of opportunity per round against a given foe.

Compensate for Size 
Prerequisite: Dexterity 13
Benefit: The character leaps about when fighting a creature one size (or more) larger than she is, granting her an additional +1 dodge bonus to Armor Class and a +1 competence bonus to melee attack rolls per size category difference. To use this feat, the character must wear either light armor or no armor.

Crippling Strike 
Prerequisite: Sneak Attack, Intelligence 17
Benefit: When the character damages an opponent with a sneak attack (or the First Strike feat), the target also takes 1 point of temporary Strength damage.

Defensive Move 
Prerequisite: Dexterity 13
Benefit: The character gains a +4 dodge bonus to Armor Class against all ranged attacks in a round in which she moves at least 10 feet, or in any circumstance when she has cover. The Precise Shot feat can negate this Armor Class bonus, but it cannot negate both this bonus and the -4 penalty for firing into melee in a single attack. Thus, a character with this feat fighting in melee against an attacker with Precise Shot forces the opponent to cope with the +4 dodge bonus but not the -4 penalty.
Special: A condition that makes the character lose her Dexterity bonus to Armor Class (if any) also makes her lose dodge bonuses. The character must be aware of the attack to gain this bonus. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Defensive Roll 
Prerequisite: Wisdom 13
Benefit: Once per day, when the character would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. If the character succeeds at a Reflex saving throw (DC = damage dealt), she takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute the Defensive Roll- if her Dexterity bonus to Armor Class is denied, she can’t roll. Since this effect normally would not allow a character to make a Reflex save for half damage, the evasion ability does not apply to the Defensive Roll.

DEFLECT MISSILES [DEFENSE]
Prerequisites: Base Reflex save +3
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round, when you would normally be hit with a ranged weapon, you may deflect it so as to take no damage from it. You must be aware of the attack and not flat footed. Attempting to deflect a ranged weapon doesn’t count as an action. You cannot deflect unusually massive ranged weapons and ranged attacks generated by spell effects.
Expanded Mastery I: Base Reflex save +7
You can catch a thrown weapon you just deflected and immediately use it to attack the foe who threw it at you. This attack uses one of your attacks of opportunity for the round. Resolve it as a normal ranged attack against your opponent.

DEVIOUS MANIPULATOR [SOCIAL]
Benefit: You gain access to deception tokens you can use to force others to take actions based on your lies. You gain 1 deception token against a specific target by making a successful Bluff check opposed by his Sense Motive. You may have a total number of unspent tokens equal to your level + 10, but you must accumulate tokens against only one target at a time. If you switch to a different target, you lose your built-up tokens.
You can accept a skill challenge (see Chapter Four) to increase the tokens you gain. For every -5 penalty you take on the check, you gain 1 additional deception token on a success. In combat, you can spend deception tokens to interfere with your target’s efforts. You use your Bluff skill to trick him into misreading your attacks and defense. On your action, you can spend 1 token to gain a +1 bonus to attacks against your target or impose a -1 penalty to his attacks against you. These benefits apply only to attacks from or against your chosen target. They last until the start of your next turn, and you can choose a mixture of bonuses and penalties. You may spend up to 5 tokens per round in this manner.
Outside of combat, you can spend deception tokens to enhance a Bluff check. For each token you spend, you gain a +2 bonus to a single Bluff check. You can also increase the amount of time a target believes your lies by 1 round per token spent. You may spend up to 5 tokens as part of a single Bluff check.
Expanded Mastery I Prerequisites: Bluff skill 5 ranks
In noncombat situations you can craft lies so compelling and plausible that others have trouble discerning the truth behind them. If you succeed in a Bluff check against a single person, you can spend 1 deception token per round to force him to continue believing your bluff. You can keep spending tokens as long as you remain in the target’s presence and can speak to him. If the target finds compelling evidence to contradict your story, you can attempt another Bluff check as a standard action to prevent him from believing it.
Expanded Mastery II Prerequisites: Bluff skill 7 ranks
You can plant lies and cover stories in a target’s mind, to the advantage of you and your allies. You create a seemingly trusting relationship built on lies and deception. When you succeed at a Bluff check against an opponent, you can invest the deception tokens you would normally gain from him in a special fund linked to that target. This fund remains available for future use even if you change the target of your deception pool. When you or an ally attempts a Bluff check against the target, you or your ally can spend the invested tokens. Each token spent causes a  -1 penalty to the target’s Sense Motive check. A single target’s fund can include a number of invested tokens equal to your level. When you first use this ability, you must designate a maximum number of allies equal to 1 + your Charisma modifier who can take advantage of it- these allies are the ones you work into your lies, giving them an easy cover story to draw upon.
Expanded Mastery III Prerequisites: Bluff skill 9 ranks
In a noncombat situation you can use Bluff to gain temporary control of a target’s actions. Make a Bluff check as normal. As part of this bluff, give the target an order of one sentence (no more than 20 words). This command cannot be dangerous, suicidal, or harmful to the target or his allies. Should your Bluff check succeed, the target obeys this command for a number of rounds equal to your Charisma bonus + 1. You can increase this duration by 1 round per 2 deception tokens spent. If the target encounters any violent resistance to his actions, your control over him immediately ends.

Diehard 
Prerequisite: Endurance.
Benefit: When reduced to between –1 and –9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.
When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die.
Normal: A character without this feat who is reduced to between –1 and –9 hit points is unconscious and dying.

DODGE [DEFENSE]
Benefit: During your action, you designate an opponent and receive a +1 active bonus to defense against attacks from him. You can select a new opponent on any action. Each time your designated opponent attacks you and misses, you gain 1 dodge token you may use to evade his attacks. Each time your chosen target attacks you, you can immediately spend 1 dodge token to increase the defense bonus you gain from this feat by +1. Such an expenditure is not considered an action. This increase to your bonus applies only to one attack made by your target.You can maintain a total number of unspent dodge tokens in your token pool equal to your character level + 10. Tokensbeyond this maximum go to waste. Your pool lasts until the end of the encounter. You can build up tokens against oneopponent at a time. If you switch targets, you lose the tokens that you have already built up for this ability.
Expanded Mastery I Prerequisites: Base attack bonus +2
The Dodge feat now grants you a +2 bonus to defense instead of just +1. You still gain a +1 increase to this bonus when you spend a dodge token against your foe.
Expanded Mastery II: Base attack bonus +5
You may select two opponents, rather than one, against whom you gain your defense bonus. You also build up dodge tokens against both targets and can spend tokens against either or both of them as you wish. If you change one of your pool’s two targets, you retain all your tokens. If you change both at the same time, you lose your tokens. You use one pool of tokens against both foes.
Expanded Mastery III: Base attack bonus +9
You may select three opponents against whom you gain your defense bonus from this feat. You also build up dodge tokens against all three targets and can spend tokens against any or all of them as you wish.
Expanded Mastery IV: Base attack bonus +11
When you make a Tumble check opposed by a target of your dodge pool, you gain a +2 bonus to your Tumble check for every token you spend. You can spend as many dodge tokens as you wish in this manner.
Expanded Mastery V: Base attack bonus + 13
When a target of your dodge pool attacks and misses you, you may spend 4 dodge tokens on an immediate one-square move. You can use this ability only once per round. If you move out of an opponent’s threatened area, he must either move to keep up with you or choose a different target for the rest of his attacks.

Endurance 
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.

FAR SHOT [PROJECTILE]
Prerequisite: Base attack bonus +3, Projectile or thrown weapon
Benefit: When you use a projectile weapon such as a bow, its range increment increases by one-half (multiply by 1.5). When you use a thrown weapon such as a throwing axe, its range increment doubles.

Flail Defense 
Prerequisites: Dexterity 13
Benefit: A character wielding a light flail, heavy flail, or doubleheaded flail and fighting defensively or maintaining full defense adds a +1 parry bonus to her Armor Class. Normally a flail is difficult to parry with, but those with special training can use its drawback (its flexible nature) as an advantage, wrapping the weapon around a foe’s to help foil his attacks (this adds no extra bonus to grapple or disarm attempts).

Fleet of Foot 
Benefit: The character adds +10 feet to her ground speed.

Flyby Attack 
Prerequisite: Fly speed
Benefit: When flying, the character can take a move action (including a dive) and another standard action at any point during the move. The character cannot take a second move action during a round when she makes a flyby attack.
Normal: Without this feat, a character takes a standard action either before or after her move.

FOE HAMMER
Prerequisite: You gain the benefits of this feat only when fighting with a weapon that has the cudgel identifying descriptor and that you are proficient with.
Benefit: While you rely on brute force to maximize the sheer power of a cudgel- such as a mace, warhammer, or club- your skill allows you to deliver that force with surprising precision. You may slam a foe in the gut or crack his skull to impair his fighting ability. You may use a full-round action to make a single attack with a cudgel at your best base attack bonus. If you hit and inflict damage, your foe must succeed at a Fortitude save (DC 10 + half damage inflicted) or suffer a -2 injury penalty to attacks until the end of his next turn. This ability does not affect creatures immune to pain.
Expanded Mastery I Prerequisites: Base attack bonus +3
You land a crushing blow to your foe’s legs or knees, immobilizing him for a brief moment. As a full-round action, you may make a single attack with a cudgel at your best base attack bonus. If you hit and inflict damage, your opponent must succeed at a Fortitude save (DC 10 + half damage inflicted) or move at half speed on his next action. This ability does not affect creatures immune to critical hits.
Expanded Mastery Prerequisites: Base attack bonus +7
Your leaden mace or steel warhammer slams through your foe’s shield, splintering bones despite the protection. If you miss your opponent but would have hit him if he did not carry a shield, you inflict half your normal damage with the attack (determine damage as normal, then divide by two). You cannot combine this ability with the others granted by this feat.
Expanded Mastery Prerequisites: Base attack bonus +11
You hammer your opponent in the gut, leaving him wracked with terrible pain. When you score a critical hit with a cudgel, you may choose to give up your bonus (critical) damage to cause him instead to be sickened for a number of rounds equal to your Strength bonus. This ability does not affect creatures immune to critical hits.

Great Fortitude 
Benefit: The character gets a +2 bonus to all Fortitude saving throws.

HAFTED WEAPON MASTERY
Prerequisite: Spear or polearm proficiency
Benefit: If your spear or polearm has reach, you can lose the benefits of its reach to threaten adjacent opponents. You twirl your weapon like a staff, defending yourself with the haft. In this case, your polearm or spear inflicts damage as a club of the same size. You can shift your weapon’s reach as a free action once per round. If your spear or polearm does not have reach, you can select a single square adjacent to the area you normally threaten: You now threaten that square. You can pick a square or change your current square to a new target once per round as a free action.
Expanded Mastery I Prerequisites: Base attack bonus +3 
You can use your two-handed spear or polearm as a double weapon. You lose the benefits and drawbacks of the weapon’s reach, and the spear or polearm’s second head inflicts damage as a club of the same size. You gain the benefits of the Two-Weapon Fighting feat’s base benefit with your weapon when you use it this way. You can spend feat selections to gain Two-Weapon Fighting’s expanded mastery abilities for this use of your spear or polearm. You can change to wield your spear or polearm as a double weapon or go back to using it normally as a free action once per round.
Expanded Mastery Prerequisites: Base attack bonus +5
If you wear light or no armor, you can vault forward using your spear or polearm, gaining a +4 bonus to Jump checks on stable ground. In addition, as a full attack action you can make a single unarmed strike that does not provoke an opportunity. To do so, plant your spear in the ground and vault forward to deliver a driving kick. There must be one square (and only one square) between you and your target; when you end this attack, you land in that empty square. You inflict damage equal to twice your unarmed damage, with double all the normal bonuses you gain to unarmed attacks.
Expanded Mastery Prerequisites: Base attack bonus +7
You can extend your spear’s reach by making a powerful, lunging attack at your opponent. When you use a full attack action with a spear or polearm, you gain a +1 square (5-foot) bonus to your reach.
Expanded Mastery Prerequisites: Base attack bonus +11
With a punishing flurry of jabs, you attempt to force a foe backward. If you hit him with more than one attack during your action, you can force him to make a Fortitude save (DC 10 + half your level + your Strength modifier). If this save fails, he moves one square away from you. You choose the square your opponent enters. The chosen square must land your foe farther away from you than he was when he started.

Healing Lore
Prerequisites: Heal 4 ranks
Benefit: You can treat injuries with greater than normal efficiency and speed. You enjoy a +4 bonus on Heal checks.
Expanded Mastery I Prerequisites: Heal 6 ranks. 
You can use the Heal skill to restore temporary ability score damage. You administer herbs and other drugs to help your patient, set an injured limb, or bind a wound in such a way that the injury no longer inhibits motion. Make a Heal check (DC 20) that takes one hour to complete. On a success, you heal 1 point of ability score damage, regardless of how the damage was inflicted. A patient can receive only one Heal check per day to treat ability score damage. This healing is in addition to the patient’s natural healing.
Expanded Mastery II Prerequisites: Heal 9 ranks.
You can try to purge the venom from a creature’s system to immediately heal any damage the creature has suffered. You must attempt to treat the victim within 3 rounds after he suffered damage from the poison. Make a Heal check as full-round action (DC 5 + poison’s save DC). Your patient suffers 1d4 points of damage as you open up a vein to draw out the poison. If your check succeeds, you eliminate the damage she has suffered from one successful poisoning attempt. In addition, the victim avoids the poison’s secondary effects; she need not attempt a save against them.
Expanded Mastery III Prerequisites: Heal 12 ranks.
You can use the Heal skill to repair ability score damage as described for the expanded mastery 2 ability. In addition, you can increase the Difficulty Class of the skill check by 5 to heal 1 additional point of ability score damage. You can also now cure ability drain or permanent loss using your Heal skill. There is no limit to the maximum DC you can set for yourself, but a patient still can only receive one attempt per day. If you heal multiple points of damage, you can distribute them among the six ability scores as you wish.
Expanded Mastery IV Prerequisites: Heal 15 ranks. 
You can try to resuscitate a dead ally if you make a Heal check within 2 rounds of her death. You may attempt this procedure only if your patient died after entering the dying state and subsequently failing a Fortitude save to survive the loss of 1 hit point per round (see “Damage, Injuries, and Death” in Chapter Eight: Combat). Allies slain in any other manner are beyond your help. You must make a Heal check (DC 20 + character’s negative hit point total [treat the negative value as positive when adding]) to bring your patient back from the brink. A success means you increase her hit points to -9 and stabilize her. Using Heal in this manner is a full-round action.

IMPROVED BULL RUSH [POWER]
Benefit: 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 him back.
Expanded Mastery Prerequisites: Base attack bonus +5
When you make a bull rush attack, you can choose to accept a -4 penalty to the opposed Strength check—in most cases, this merely negates the bonus provided by this feat’s base benefit. In return, the target of your bull rush falls prone after you successfully move him.
Expanded Mastery Prerequisites: Base attack bonus +9
When you attempt a bull rush, you can make a single attack at your best base attack bonus in addition to the normal benefits of a bull rush and this feat. You can use either your Strength bonus and the bonus from the base Improved Bull Rush feat or the damage you inflict with your attack as a modifier to the opposed Strength check.
Expanded Mastery Prerequisites: Base attack bonus +13
You slam into your opponent with such tremendous force that, regardless of the result of the bull rush, he must succeed at a Fortitude save (DC 10 + half your level + your Strength modifier) or drop whatever he is holding in the square he occupied before you made your rush. If the target holds a two-handed weapon or an item in both hands, he gains a +4 bonus to this save. Items he has strapped or secured to his arm, such as a shield, go unaffected by this ability.

Improved Critical 
Prerequisites: Weapon proficiency, base attack bonus +8
Benefit: When using the weapon the character selected, she doubles her critical threat range.
Special: The character can gain Improved Critical multiple times. The effects do not stack. Each time she takes the feat, it applies to a new weapon.

IMPROVED DISARM [FINESSE]
Prerequisites: Base attack bonus +3, Finesse weapon
Benefit: You provoke no attack of opportunity when you attempt to disarm an opponent, nor does he have a chance to disarm you.
Expanded Mastery Prerequisites: Base attack bonus +7
When attempting to disarm an opponent larger than you, he counts as one size category smaller than normal. You use your foe’s size against him to cut between his fingers or otherwise loosen his grip.
Expanded Mastery Prerequisites: Base attack bonus +15
If you disarm an opponent, you send his weapon flying through the air with a quick flick of your wrist. You can place his weapon in any square within 10 feet of you. If you have a hand free and can use his weapon in one hand, you may flip it to yourself. You can use the weapon as normal at the end of your current turn.

IMPROVED FEINT [FINESSE]
Prerequisites: Base attack bonus +3, Finesse weapon
Benefit: You can make a Bluff check to feint in combat as a move action without suffering the challenge penalty for using a skill faster than normal.
Expanded Mastery Prerequisites: Base attack bonus +9
You can confer the benefits of a successful feint upon an ally of your choice. This ally must also threaten the target of your feint when you attempt the action. This benefit lasts until the start of your next action or the end of your ally’s next action, whichever comes first.
Expanded Mastery Prerequisites: Base attack bonus +17
You can make a Bluff check to feint as a free action without penalty once per round.

Improved Grapple 
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: 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.
Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.
Special: A monk may select Improved Grapple as a bonus feat at 1st level, even if she does not meet the prerequisites.

Improved Initiative 
Benefit: The character gets a +4 bonus on initiative checks.

IMPROVED OVERRUN [POWER]
Prerequisites: Base attack bonus +5
Benefit: 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.
Expanded Mastery Prerequisites: Base attack bonus +9
When you knock someone prone as part of an overrun, you gain an immediate attack of opportunity against him. As you charge forward, you use your weapon to batter aside your enemies.

IMPROVED SHIELD BASH [ARMOR]
Benefit: When you perform a shield bash, you may still apply the shield’s passive bonus to your defense. You must be proficient with the shield you carry to gain this benefit.
Normal: Without this feat, a character who performs a shield bash loses the shield’s shield bonus to defense until her next turn.
Expanded Mastery Prerequisites: Base attack bonus +5
When an opponent attempts to strike you, you can push your shield forward as his attack hits to knock him off balance and ruin his attacks. Note your total defense with and without your shield. If an attack misses you but would have hit your shieldless defense, you catch the strike on your shield. You may use one of your attacks of opportunity to grant your opponent a -2 penalty on all attacks he makes against you until the start of your next action.
Expanded Mastery Prerequisites: Base attack bonus +13
You can use your shield to actively aid your attacks. You feint at your opponent with your shield or use it to hide your weapon as you ready an attack. You can reduce the total defense bonus you gain from your shield, including bonuses granted by the Shield Mastery feat (page 141), to improve your attacks. For every point by which you reduce your shield bonus, you gain a +1 bonus to all attacks until the start of your next action. The reduction in your shield bonus also lasts until that time.
Expanded Mastery Prerequisites: Base attack bonus +17
When you use the full attack action, you may gain a second attack with your shield at a -5 penalty. This penalty applies only to the shield’s second attack.

IMPROVED SUNDER [POWER]
While others aim for the enemy, you have learned that destroying a foe’s weapons leaves him at your mercy. You excel at finding weak spots in a blade and exploiting them for your benefit.
Prerequisite: Base attack bonus +3
Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield), you provoke no attack of opportunity.
Normal: Without this feat, you provoke an attack of opportunity when you strike at an object that another character holds or carries.
Expanded Mastery Prerequisites: Base attack bonus +5
Your attempts to sunder a weapon strike with superior accuracy, as you can judge how your opponent attempts to defend against this attack. You gain a +4 bonus on any attack roll made to attack an object held or carried by another character.
Expanded Mastery Prerequisites: Base attack bonus +9
You can attempt to destroy an opponent’s armor by smashing its plates, severing straps, and cutting apart leather padding. Make a sunder attempt as normal. If you cause 10 points of damage after accounting for the armor’s hardness, you inflict a -1 penalty to its damage reduction. You can inflict this penalty again on your next attack, and the penalties stack. To remove this penalty, the foe must succeed at a relevant Craft check to do work with a gold-piece value equal to 10 percent of the armor’s cost per penalty point.
Expanded Mastery Prerequisites: Base attack bonus +13
When attempting to sunder an item, you can cleave through large objects with relative ease due to your expertise in spotting manufacturing flaws. Your opponent does not receive the normal bonus for wielding a weapon that is larger than yours.

IMPROVED TRIP [FINESSE, POWER]
Prerequisites: Base attack bonus +3
Prerequisite: Finesse or power weapon. You must wield a weapon with a style descriptor appropriate to the category under which you took this feat.
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. If your trip attack fails, your opponent does not have the chance to trip you in turn.
Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.
Special: You can take this feat twice, once as a Power feat and again as a Finesse feat, in order to use it with more weapons.
Expanded Mastery Prerequisites: Base attack bonus +3, Finesse weapon
Rather than use a Strength check to topple an opponent, you can opt to make a Dexterity check.
Expanded Mastery Prerequisites: Base attack bonus +3, Power weapon
You may make trip attacks with any power weapon, even if it lacks the trip style descriptor.
Expanded Mastery Prerequisites: Base attack bonus +5
You gain a +4 bonus on your ability check to trip your opponent.
Expanded Mastery Prerequisites: Base attack bonus +7
If you trip an opponent in melee combat, you immediately get a melee attack against that foe as if you hadn’t used your attack for the trip attempt.

Improved Unarmed Strike 
Benefit: You are considered to be armed even when unarmed- that is, you do not provoke attacks or opportunity from armed opponents when you attack them while 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.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
Special: A monk automatically gains Improved Unarmed Strike as a bonus feat at 1st level. She need not select it. 

Intuitive Sense 
Benefit: Thanks to the character’s uncanny sense of danger, she does not lose her Dexterity bonus to Armor Class when flat footed or attacked by an invisible or unknown opponent. She is always considered “aware” of all incoming attacks for purposes of Dexterity and dodge bonuses to Armor Class.
Improved: Characters can take this feat a second time. If they do, they cannot be flanked.

Iron Will 
Benefit: The character gets a +2 bonus to all Will saves.

Light Sleeper 
Prerequisite: Character level 1st only
Benefit: The character makes Listen checks while asleep as though awake. Further, she can act immediately upon waking.
Normal: See the Listen skill and the “Waking Up” sidebar in Chapter Four.

Lightning Reflexes 
Benefit: The character gets a +2 bonus to all Reflex saves.

Low Blow 
Prerequisite: Base attack bonus +3
Benefit: As a full-attack action, the character can make a single attack roll that inflicts normal damage. If she damages her humanoid or monstrous humanoid opponent, the foe must attempt a Fortitude save (DC 10 + half her level + her Wisdom bonus). Should he fail the save, he is dazed for 1 full round.

MANYSHOT [PROJECTILE]
Prerequisite: Base attack bonus +7. You cannot use a slow-loading projectile weapon with this feat.
Benefit: As a standard action, you may fire two projectiles at a single opponent within 30 feet. Both weapons or missiles use the same attack roll (with a -4 penalty) to determine success, but each inflicts damage separately (see “Special”). Damage reduction and other resistances apply separately against each arrow fired.
Special: Regardless of the number of projectiles you fire or throw, apply precision-based damage, such as sneak attacks, only once. If you score a critical hit, only the first shot deals critical damage, while all others deal regular damage.
Expanded Mastery Prerequisites: Base attack bonus +11
You may fire an additional arrow or throw an extra weapon as part of a Manyshot attack. However, you suffer an additional -4 penalty to your attack for each one beyond the first.
Expanded Mastery Prerequisites: Base attack bonus +15
You may fire an additional arrow or throw an extra weapon as part of a Manyshot attack. However, you suffer an additional -4 penalty to your attack for each one beyond the first.

MOBILITY [DEFENSE]
Benefit: You get a +4 active bonus to defense against attacks of opportunity caused when you move out of or within a threatened area.
Expanded Mastery I Prerequisite: +6 Reflex save. 
When using the charge action, you can make your charge attack at any point along the distance you move; further, you do not have to move directly at your target. After you attack, you may continue moving as normal. Your target must be within your threatened area at some point during your movement.

Modify Combat Style 
Prerequisite: Base attack bonus +7
Benefit: The character spends a full round in melee with an opponent, then makes a Spot check (DC = the opponent’s attack bonus). If the character succeeds, she spots a weakness in the foe’s combat style and modifies her own style to take advantage of it. The character gains a +2 competence bonus to attack rolls against the foe for the rest of that combat session.

MOUNTED ARCHERY
Benefit: Halve your penalty for using a ranged weapon while mounted: -2 instead of -4 if your mount takes a double move, and -4 instead of -8 while your mount runs.
Expanded Mastery I Prerequisites: 
You suffer no penalty when using a ranged weapon if your mount takes a double move; a -2 penalty applies when your mount runs.
Expanded Mastery Prerequisites: Base attack bonus +7
While mounted, you can use a full-round action to make a full attack with a ranged weapon while completing a move action to control your mount.
Expanded Mastery Prerequisites: Base attack bonus +11
If you make a full attack while mounted, you can make each of your attacks at any point along your mount’s movement: either all together, all in different squares, or a combination of the two.
Expanded Mastery Prerequisites: Base attack bonus +15
You can use your mount’s speed to confuse your opponent’s defenses- you force your foe to pivot to defend himself. You gain a +2 bonus to ranged attacks if your mount double moves. If your mount runs you gain a +4 bonus. If you suffer any penalties for using a ranged attack while mounted, apply those as normal in addition to these bonuses.

MOUNTED COMBAT
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check to negate the hit. You negate it if your Ride check result exceeds the opponent’s attack roll.
Expanded Mastery I Prerequisites: 
While mounted, you can guide your horse to better evade enemy attacks. You and your mount enjoy a +2 bonus to defense when your mount double moves and a +4 bonus when it runs.
Expanded Mastery II: 3. Base attack bonus +5
When charging while mounted, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the foe you attack.
Expanded Mastery III: 4. Base attack bonus +7
When charging while mounted, you deal double damage with a melee weapon (or triple damage with a lance).

Opportunist 
Prerequisites: Intelligence 15
Benefit: Once per round, a character can make an immediate attack of opportunity against an opponent whom another character has just damaged with a melee strike. The character gets this attack regardless of whether the foe has taken an action that normally would provoke an attack of opportunity. This attack counts as the character’s attack of opportunity for that round. Even a character with the Combat Reflexes feat can’t use the Opportunist ability more than once per round, however.

OVERWHELMING PRESENCE [SOCIAL]
Benefit: At the start of an encounter, you may use a move action to adopt a menacing demeanor. Doing so grants you your Charisma bonus as an active bonus to defense. You do not gain this bonus against creatures that are immune to fear. The bonus stops at the end of the encounter.
Expanded Mastery I Prerequisites: Intimidate 5 ranks
You can use the “browbeat target” form of Intimidate as a free action against one opponent. However, the effects of a successful use of Intimidate last only until the end of your next action. You cannot attempt to use Intimidate in this manner against the same target more than once per encounter. (This applies whether your check succeeds or fails.)
Expanded Mastery Prerequisites: Intimidate 8 ranks
Your mere presence strikes terror into your foes. You can use the Intimidate skill as a move action whenever you could normally do so as a standard action. Other aspects of the skill remain unchanged. For example, if an ability requires you to use Intimidate as a full-round action, it still takes that long to use.
Expanded Mastery Prerequisites: Intimidate 12 ranks
Your intimidating presence causes others to grow tentative and nervous when they face you in battle. Any opponent in your threatened area must attempt a Will save (DC 10 + half your level + your Charisma modifier). Those who fail suffer a penalty to attacks against you equal to your Charisma bonus. A foe must save against this ability only once per combat. Its effects last until the end of the encounter. To keep the game flowing, it’s usually best to make a save before the creature attacks.
Expanded Mastery Prerequisites: Intimidate 15 ranks
Your terrifying presence can strike stark fear into your enemies. Make an Intimidate check against a shaken opponent with fewer Hit Dice or levels than you. The target opposes this check with a Will save, base attack check, or Intimidate check. If he fails, he becomes frightened.
Expanded Mastery Prerequisites: Intimidate 18 ranks
You can use the Intimidate skill as a free action once per round rather than as a move or standard action. Other aspects of the skill remain unchanged.

POINT BLANK SHOT [PROJECTILE]
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Expanded Mastery I Prerequisites: Base attack bonus +3
As a free action once per round, you can treat your ranged weapon as a melee weapon or go back to treating it as a ranged weapon. When you use your ranged weapon as a melee one, you threaten spaces up to your standard reach and make attacks of opportunity as normal. You do not provoke attacks of opportunity with your ranged attacks. However, you can only attack opponents in your threatened area.
Expanded Mastery Prerequisites: 3. Base attack bonus +5
You gain your Dexterity bonus to damage on all ranged attacks you make against targets within 30 feet. Your shots hit with deadly precision, as your steady hands and nerves allow you to take aim at vital points on a foe’s body. This benefit stacks with Point Blank Shot’s base bonus damage.

POLITICAL MASTERMIND [SOCIAL]
Benefit: When making a Diplomacy check to influence a creature, you gain 2 manipulation tokens if you improve the creature’s attitude to friendly or helpful. Thereafter, you gain 2 additional manipulation tokens against him for each day that you interact with the target for more than an hour and succeed at a Diplomacy check (DC 10 + creature’s Will save modifier). Spending 1 manipulation token decreases this Difficulty Class by 5. You can spend more than one token, though obviously spending 2 tokens to gain 2 tokens makes little sense. If the target of this ability changes his attitude for any reason, you can immediately spend manipulation tokens to improve it by one category per token spent. The target’s attitude might drop again if you take further actions. You do not have to be present to spend these tokens. For example, you can designate a standing effort to immediately improve the target’s attitude to friendly if he should ever drop below it. In this case, you work to buffer your influence with the target through promises and flattery. Otherwise, you must be able
to see and speak with the target to improve his attitude. You can spend manipulation tokens to force the target of this ability to take certain actions. The token cost depends on the nature of the action.
1 token: A favor or action that requires some effort on the target’s part but does not go against his nature, interests, or goals. For example, asking a warlord to give you shelter and food in his fortress.
3 tokens: A favor or action that demands intense focus, work, and resources, but one that does not violate his nature, interests, or goals. For example, asking the warlord to fund an expedition to the unexplored forests to the north.
5 tokens: A minor favor or action that works against the target’s ideals, interests, or goals. For example, asking the warlord to fund an expedition while his realm teeters on the edge of bankruptcy.
10 tokens: An important and critical decision or favor that directly opposes the target’s morals, goals, or ideals. For example, convincing the warlord to do nothing while his hated enemy launches attacks into his land.
As with any token pool, you can accumulate a maximum number of unspent tokens equal to your level + 10. These tokens do not expire, allowing you to build up your influence with another over a long period.
Special: You can build up token pools against different targets at the same time with this feat. Track your available tokens against each target. Someone attempting to counter one of your manipulations must make an opposed Diplomacy check against you to succeed. For example, say you convince the warlord to fund your treasure-seeking expedition by spending manipulation tokens. His wife opposes your plans by spending an equal number of tokens. To succeed, she must make a Diplomacy check opposed by one from you. Needless to say, almost every politician and aristocrat of any political acumen chooses this feat.
Expanded Mastery I Prerequisites: Diplomacy 5 ranks
You can designate an entire city or district as the target of this feat. In this case, you work to create a broad range of contacts among common folk, merchants, and so forth. Each day you may attempt a Diplomacy check after spending four hours of work. The Difficulty Class derives from the city’s size. Reduce the Difficulty Class by 5 if you target only one district in town. See the table below for Diplomacy DC by city size:
Size			DC
Tiny (village)		15
Small (town)		20
Medium (city)		25
Large (metropolis)	30
Each day that your check succeeds, you gain 1 popularity token. While you remain within the city or district, you can spend 1 popularity token to change an indifferent person to helpful. This benefit lasts for one hour and conveys the idea that the subject is someone you met at a bar, an old friend from your childhood, or someone else that you interacted with and won over while canvassing the city.
Expanded Mastery Prerequisites: Diplomacy 8 ranks
You can control large groups of people with a carefully composed oration. You might incite fear, anger, or calm. You may make a Diplomacy check as a full-round action, provided that the crowd is not hostile to you. The Difficulty Class of this check equals the number of people in the crowd divided by 5. On a success you alter the group’s attitude toward you by one category. If the members of the group become helpful, you can coax them into one of the states described below.
Anger: The crowd grows ugly. They may attack a single person or group of your choice, though they stop attacking if the target slays or drops more than 10 percent of the crowd. In this case, the crowd reacts according to the fear response below. Otherwise, they riot and smash windows, loot, start fires, and otherwise spread destruction. Once a crowd is angry, you can only attempt to calm it.
Calm: The crowd peacefully disperses. Once calmed, all Diplomacy attempts to incite it to further action face a +10 modifier to the Difficulty Class.
Fear: The crowd panics and flees. It is now impossible to use Diplomacy to change the crowd’s attitude unless escape is impossible. In that case, the people in the crowd try to find cover and hide. Otherwise, the crowd disperses. 
Motivated: The crowd takes a course of action of your choice. You could motivate the group to help repair a leaky dam, douse a fire, man the walls against attackers, and so forth. The crowd takes any action you request, provided that it is not obviously suicidal. Anyone in the crowd with Hit Dice that exceed half your level proves immune to this effect.
Expanded Mastery Prerequisites: Diplomacy 10 ranks
You can now spend manipulation tokens to gain virtual control of someone. For every 5 tokens you spend, you dictate a basic course of action or an attitude toward a subject or person. This attitude persists for a number of weeks equal to 1 + your Charisma modifier. It may last longer if you spend 2 manipulation tokens against the target each additional week. You must be present with the target to extend the duration, and can do so only within two days of the end of this effect’s duration. You cannot impart suicidal, obviously ruinous, or foolish attitudes to your target. The idea must be reasonable given his position, attitude, and goals.
A person you control in this way is considered a puppet. This is a special state that other Political Mastermind abilities utilize (see below).
Expanded Mastery Prerequisites: Diplomacy 16 ranks
You exercise increasing control on a person over whom you have slowly gained a powerful social and emotional hold. Against a target who has become your puppet (see above), you may spend 5 manipulation tokens and make a Diplomacy check opposed by your target’s Will save. A success causes your target to develop a single attitude that violates his normal beliefs and goals. For example, you could turn a warlord against one of his allies. This belief lasts one week, though its consequences could linger far longer. You can spend another 2 tokens each week and make another Diplomacy check opposed by the target’s Will save. If you manage this for 5 weeks in a row, the idea you implanted becomes permanent, and you can try to introduce another. In addition, the target is now considered your thrall. This state opens up additional options to you with a higher mastery ability.

POWER ATTACK [POWER]
Base Mastery Prerequisites: 1
Prerequisite: Power weapon
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. Once you set the penalty to attacks and bonus on damage, you may not change it until your next action.
Special: If you attack with a two-handed weapon or with a one-handed weapon wielded in two hands you may add twice the number subtracted from your attack rolls to damage.
Note: When using the Power Attack expanded mastery abilities, you can only gain the benefits of one ability derived
from taking a high Power Attack penalty at a time. You cannot use the expanded mastery abilities at the same time. You can use only one of them on a given strike.
Expanded Mastery I Prerequisites: Base attack bonus +3
If you embrace at least a -3 penalty to increase your damage via this feat’s base benefit, any opponent you hit must succeed at a Fortitude save (DC 10 + half your level + your Strength modifier) or suffer a -1 injury penalty to attacks for 1 round. Your powerful attack leaves your foe in terrible, distracting pain. A specific target need make only one Fortitude saving throw per round to ignore this effect, even if you hit him more than once.
Expanded Mastery II Prerequisites: Base attack bonus +5
 If you take a -5 or worse penalty to increase your damage via this feat’s base benefit, any opponent you hit must succeed at a Reflex save (DC 10 + half your level + your Strength modifier) or be knocked prone. A specific target need make only one Reflex saving throw per round to ignore this effect, even if you hit him more than once.
Expanded Mastery III Prerequisites: Base attack bonus + 9
If you take at least a -9 penalty to increase your damage via this feat’s base benefit, any opponent you hit must succeed at a Will save (DC 10 + half your level + your Strength modifier) or be dazed for 1 round. The savage impact of your attack knocks your opponent senseless. A specific target need make only one Will saving throw per round to ignore this effect, even if you hit him more than once.
Expanded Mastery IV Prerequisites: Base attack bonus +11
If you take a -11 or worse penalty to increase your damage via this feat’s base benefit, any opponent you hit must succeed at a Fortitude save (DC 10 + half your level + your Strength modifier) or be stunned for 1 round. You slam your foe with a vicious, overpowering attack that almost knocks him out. A specific target need make only one Fortitude saving throw per round to ignore this effect, even if you hit him more than once.

POWERFUL CHARGE
Prerequisite: Medium or larger, base attack bonus +1
Benefit: When the creature charges,if its melee attack hits, it deals an extra 1d8 points of damage (if it is medium size).  For larger creatures, scale the damage appropriately.  This feat only works when the creature makes a charge.  It does not work when the creature is mounted.  If the creature has the ability to make multiple attacks after a charge, it can only apply this extra damage to one of those attacks.

PRECISE SHOT [PROJECTILE]
Prerequisites: Base attack bonus +3
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Expanded Mastery Prerequisites: 4. Base attack bonus +7
Your accurate aim allows you to hit a target in the most sensitive areas. When using a projectile or thrown weapon, you increase its critical damage multiplier by 1.
Expanded Mastery Prerequisites: 6. Base attack bonus +11
Your ranged attacks ignore the defense bonus granted to targets by anything less than total cover and the miss chance granted to targets by anything less than total concealment. In addition, when you shoot or throw ranged weapons at a grappling opponent and hit, you automatically strike at the opponent you have chosen (you have no chance of hitting another grappler).
Expanded Mastery Prerequisites: 8. Base attack bonus +15
You make unerringly deadly strikes with your ranged weapons. When your shot threatens a critical hit, you automatically confirm it thanks to this expanded mastery ability.

Priest 
Prerequisites: Wisdom 11, Knowledge (religion)
Benefit: The character becomes an established priest in a particular religion. Wearing the symbols of this office grants a +2 circumstance bonus to Bluff, Diplomacy, Intimidate, and Gather Information checks involving people of the same religion.
Special: This feat is not available to races or cultures with no organized priesthoods, such as the faen.

Quick Draw 
Prerequisite: Base attack bonus +1.
Benefit: You can draw 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.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

RAPID RELOAD [PROJECTILE]
Benefit: Reduce the time required to reload a slow-loading projectile weapon to a free action. While you use the weapon, it loses the slow-loading descriptor, allowing you to take advantage of special abilities and feats normally disallowed for slow-loading weapons.
Normal: Characters without this feat spend a move action to reload slow-loading projectile weapons.
Expanded Mastery Prerequisites: Base attack bonus +5
If you have a ready-loading projectile weapon loaded and readied, you can attack with it on a surprise round even if you are surprised- you just shoot reflexively as an opponent approaches.
Expanded Mastery Prerequisites: Base attack bonus +9
You can make attacks of opportunity with a ready-loading projectile weapon. You threaten an area covered by your natural reach while you have the weapon out and ready to fire.

RAPID SHOT [PROJECTILE]
Prerequisites: Base attack bonus +3. You can use this feat only while armed with a projectile weapon that lacks the slow-loading descriptor. You can use it with thrown weapons if you have Quick Draw. 
Benefit: You get one extra attack per round with a ranged weapon. Make the attack at your highest base attack bonus. However, each attack you make that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.
Expanded Mastery Prerequisites: Base attack bonus +7
You fire a volley of projectiles at a foe in such a way that he has little chance to dodge them all. When you make all your ranged attacks against a single target in a full attack action, your target must attempt a Reflex save (DC 10 + half your level + your Dexterity modifier + shots fired). Failure means he suffers a -2 penalty to defense against your attacks until the end of his action. Resolve this save before taking any attacks. You must commit to a full attack action and resolve it against that target regardless of the save’s result. If the target drops before you finish your attacks, you still must continue to fire at him.
Expanded Mastery Prerequisites: Base attack bonus +11
You gain two extra attacks per round with a ranged weapon when you use the full attack action. These shots, and all others you make until the start of your next action, suffer a -6 penalty. You cannot use this ability and Rapid Shot’s base benefit to gain three extra attacks. You either gain extra one attack for a -2 penalty or two extra attacks for a -6 penalty.
Expanded Mastery Prerequisites: Base attack bonus +15
You gain three extra attacks per round with a ranged weapon when you use the full attack action. These shots, and all others you make until the start of your next action, suffer a -10 penalty. You cannot use this ability and Rapid Shot’s base benefit to gain four extra attacks. You either gain extra one attack for a -2 penalty, two extra attacks for -6 (see above), or three extra attacks at -10.

Rapid Strike 
Prerequisites: Dexterity 15, Weapon Focus, base attack bonus +3
Benefit: The character selects a weapon that she’s proficient with and wields with the Weapon Focus feat. Once per day per level, as part of a full-attack action, she can use this weapon to make an additional attack, with a base attack bonus of half her highest normal base attack bonus. Even if she wields more than one weapon, however, no more than one Rapid Strike is possible in a round.
Special: A character may take this feat multiple times, each time selecting a different weapon.

Resistance to Disease 
Prerequisite: Character level 1st only
Benefit: The character gains a +4 saving throw bonus to all saves against diseases, including magical diseases.

Resistance to Poison 
Prerequisite: Character level 1st only
Benefit: The character gains a +4 saving throw bonus to all saves against poisons, including magical poisons.

Run 
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.
Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

SHIELD MASTERY [ARMOR]
Prerequisite: You must be proficient with your shield.
Benefits: You gain a +1 active bonus to defense when you gain a defense bonus from a shield.
Expanded Mastery Prerequisites: Base defense bonus +7
If you use a standard action to defend yourself with your shield, you gain a +4 active bonus to defense in addition to the benefits you gain from this feat.
Expanded Mastery Prerequisites: Base defense bonus +11
If you use a move action to defend yourself with your shield, you gain a +2 active bonus to defense in addition to the benefits you gain from this feat.

Shield Proficiency 
Benefit: The character can use a shield, suffering only the standard penalties. (See “Armor and Shields” in Chapter Six.)
Normal: Characters using a shield when not proficient with it suffer the shield’s armor check penalty on attack rolls and on all skill rolls that involve moving, including Ride.

SHOT ON THE RUN [PROJECTILE]
Prerequisites: Base attack bonus +7
Benefit: You can use a full attack action to take a single shot with a ranged weapon while moving. You can move both before and after the attack, provided that your total distance moved is not greater than your speed.
Expanded Mastery Prerequisites: Base attack bonus +11
If you make a ranged attack from hiding and then move, you can immediately attempt another Hide check with a -5 penalty to stay hidden from your enemies.
Expanded Mastery Prerequisites: Base attack bonus +15
If you enter an opponent’s square and make your ranged attack, attempt a Tumble check opposed by your foe’s base attack check. If you succeed, he loses his active bonus to defense against your attack- you dodge and weave past him to deliver a deadly shot at close range.

Skill Application 
Benefit: A character with this feat selects any two thematically similar skills and gains a +2 bonus in each. Example skill pairings include the following:
Alchemy and Spellcraft, Disable Device and Open Lock, Climb and Jump, Decipher Script and Forgery, Innuendo and Sense Motive,Diplomacy and Bluff, Spot and Search, Diplomacy and Gather Information, Spot and Listen, Tumble and Balance
Special: A character may take this feat multiple times, selecting an additional skill pairing each time.

Skill Focus 
Benefit: The character enjoys a +3 bonus on all skill checks with the chosen skill.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time she takes the feat, it applies to a new skill.

Skill Mastery 
Prerequisites: Character level 6th
Benefit: The character selects a number of skills (equal to 3 + her Intelligence modifier). When making a skill check with one of these skills, she may take 10 even if stress and distractions normally would prevent her from doing so.
Special: A character may take this feat multiple times, selecting additional skills each time.

Slippery Mind 
Benefit: If a character becomes the target of an enchantment and fails the saving throw, she can attempt the save again 1 round later. She gets only this one extra chance to succeed.

Speed Burst 
Benefit: Once per day per two character levels, the character can take an extra move action in a single round.

Stomp 
Prerequisites: Size Large, Strength 19
Benefits: The character can stamp her foot or slam her fist on the ground (as a standard action), causing it to shake. All creatures smaller than the character within 10 feet must make a Balance check (DC 10 + stomping character’s Strength modifier) or fall prone.

Stunning Blow 
Prerequisite: Base attack bonus +6
Benefit: As a full-attack action, the character can make a single attack roll that inflicts normal damage. If she damages her opponent, the foe must make a Fortitude saving throw (DC 10 + half her level + her Wisdom bonus). Should the foe fail the save, he becomes stunned for 1 full round.

Sturdy 
Benefit: For the level when the character takes this feat, she adds double her Constitution bonus to her hit point total. This is in addition to the bonus she would get for her Constitution modifier when she gains a level. If double her Constitution bonus is less than 4, she gains 4 hp. This effect happens once, not every level. 
Special: A character may gain this feat multiple times, but never more than once per level.
Improved: Characters with a base attack bonus of +18 or higher taking this feat a subsequent time add +20 hit points, unless the feat’s normal calculation would yield more bonus hit points than that.

TACTICS OF THE MIND
Benefit: You may use Intelligence instead of your key ability for attack rolls with ranged (Dexterity) and melee weapons (Strength). You apply your tactical mastery and cunning rather than raw physical talent to land telling blows.

The Voice 
Prerequisite: Character level 1st only
Benefit: The character gains a +1 competence bonus on all Bluff, Diplomacy, and Gather Information checks, and a +2 competence bonus on all Perform (storytelling) checks.

Tower Shield Proficiency 
Prerequisite: Shield Proficiency.
Benefit: You can use a tower shield and suffer only the standard penalties.
Normal: A character who is using a shield with which he or she is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.

Trample 
Prerequisite: Either Mounted Combat or minimum size Large
Benefit: When the character (size Medium or smaller) attempts to overrun an opponent while mounted, the opponent cannot choose to avoid her. If she knocks down the opponent, her mount may make one hoof attack against him, gaining the standard +4 bonus on attack rolls against prone targets. A Large character can make a similar overrun attempt, and the opponent cannot choose to avoid her. Should she knock down the opponent, she may make one melee attack against him, gaining the standard +4 bonus on attack rolls against prone targets.

TWO-WEAPON FIGHTING [FINESSE, POWER]
Prerequisite: If you take Two-Weapon Fighting as a Power feat, you can use it with power weapons and weapons that lack the finesse keyword. If you take it as a Finesse feat, you can use it with finesse weapons and weapons that lack the power keyword.
Benefit: You reduce your penalties to attack rolls for fighting with two weapons; the penalty for your primary hand lessens by 2, and the one for your off hand lessens by 6.
Normal: If you wield a second weapon in your off hand, you get one extra attack per round with that weapon. When fighting this way, you suffer a -6 penalty to your regular attack(s) with your primary hand and a -10 penalty to the attack with your off hand. Using a light off-hand weapon reduces the penalties by 2 each; an unarmed strike is always considered light.
Expanded Mastery I Prerequisites: Base attack bonus +3
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you enjoy a +1 shield (passive) bonus to your defense. When you are fighting defensively or using the full defense action, this shield bonus increases to +2.
Expanded Mastery Prerequisites: Base attack bonus +7 
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.
Expanded Mastery Prerequisites: Base attack bonus +11
When you fight with two weapons or with a double weapon, you cannot be flanked. You use both ends of your weapon, or your two weapons, to ward off attacks from multiple directions.
Expanded Mastery Prerequisites: Base attack bonus +13
You get a third attack with your offhand weapon, albeit at a -10 penalty. You must also have the expanded mastery 4 ability to select this expanded feat option.
Expanded Mastery Prerequisites: Base attack bonus +15
You can make a special rend attack with your two weapons. If you strike an opponent at least once with both weapons, or with both ends of a double weapon, you inflict additional rending damage equal to your primary weapon’s damage plus double your Strength bonus. When you hit your opponent with both attacks, you rip him apart with both weapons at once.

VENOM MASTERY
Benefit: You do not risk poisoning yourself when applying a poison to a weapon or using a poisoned weapon. You also gain access to a venom token pool. This pool represents your ability to make poisons in your free time during or between adventures. If you spend four hours during a day seeking out ingredients for a poison and working to create a toxin, you gain 1 venom token. In addition, when you slay a creature that has a poison special attack, you gain 1 venom token after you make a successful Heal check (DC 15) to extract the poison from it. 
You can gain only 1 token from a creature in this manner, and you must collect it within one hour of its death. You can spend one hour and 1 venom token to create a poison that inflicts 1d2 points of temporary Strength, Dexterity, Intelligence, Wisdom, or Charisma damage (pick one) as its initial and secondary damage. The Fortitude DC for this poison is 10 + your Intelligence modifier. You can apply the toxin to a weapon or place it in a victim’s food. Creating poisons carries no gold-piece cost; the tokens reflect the time you’ve spent gathering raw materials for your brews. You must use a standard action to apply poison to a weapon or piece of ammunition. It remains fresh and usable for one hour. After that time, it dries out and loses all effectiveness. You need to have vials or other containers for your poisons. 
A newly created venom remains fresh for a number of days equal to 1 + half your level. After that, it spoils and loses all effectiveness. You can have a total number of venom tokens equal to your level + 10. Once you reach this limit, you cannot gain additional venom tokens for one day. As you gain levels, you can spend feat selections on the expanded mastery abilities below to create a wider variety of stronger poisons.
Normal: You have a 5 percent chance of exposing yourself to a poison whenever you apply it to a weapon or otherwise ready it for use. Additionally, if you roll a natural 1 on an attack roll with a poisoned weapon, you must succeed at a Reflex save (DC 15) or accidentally poison yourself with the weapon.
Expanded Mastery I Prerequisites: Character level 3rd 
When you create a poison, you can spend additional venom tokens to make it more potent than normal. For each token you spend in this manner, you increase the poison’s save DC by 1.
Expanded Mastery Prerequisites: Character level 5th
Your poisons not only wear down a creature’s physical and mental abilities but some cause severe injuries and agonizing pain. In place of causing temporary ability score damage, your poison can inflict hit point damage. For every venom token spent, to a maximum equal to your level, the poison inflicts 1d6 points of damage. On a successful save, the victim of your poison suffers half damage. This form of poison has no secondary effect.
Expanded Mastery Prerequisites: Character level 7th
If you spend 1 additional venom token when creating a poison, you increase its temporary ability score damage to 1d4.
Expanded Mastery Prerequisites: Character level 9th
When you spend an additional 2 venom tokens in its creation, your poison causes paralysis for 1d10 rounds instead of causing ability score damage. This poison has no secondary effect.
Expanded Mastery Prerequisites: Character level 11th
You can now create poisons that damage a target’s Constitution.
Expanded Mastery Prerequisites: Character level 13th
Spending 2 additional venom tokens when creating a poison increases its temporary ability score damage to 1d6 points.

Way With Animals 
Prerequisite: Character level 1st only
Benefit: The character can apply her Bluff, Diplomacy, and even Gather Information skills to animals. She cannot use this talent with fish, unless she is a native water breather. To use the talent, the character and the animal must be able to study each other, noting each other’s body language, vocalizations, and general demeanor. This means that they must be within 30 feet of each other, under normal conditions. The character can improve an animal’s attitude with a successful Diplomacy check. Generally, influencing an animal in this way takes one minute, but, as with influencing people, it might take more or less time. (See the “Influencing Attitude” table in Chapter One: Abilities.) Similarly, the character can Bluff an animal, tricking it into believing something untrue. Obviously, the concept must be very simple, such as: “There’s something dangerous behind you,” “I mean you no harm,” or “I would make a terrible meal.” The character doesn’t really speak to the animal, she simply conveys the idea through movement, vocalizations, and general demeanor. This can take place as a standard action. The character can even Gather Information among animals, but again, the concepts must be very simple and reflect something an animal would know, such as: “Has a dangerous predator been in the area?” “Is there water nearby?” or “What’s the general threat level in the area?” The character accomplishes this by observing animal actions, their environment, and general demeanor. This use of the talent takes at least an hour.
Special: This talent works on animals. A character can use these skills on magical beasts with a -4 penalty.

WEAPON FINESSE [FINESSE]
Prerequisite: Base attack bonus +1, Finesse or light weapon
Benefit: You may apply 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. Natural weapons are always considered light weapons.
Expanded Mastery I Prerequisite: Base attack bonus +3.
You learn to handle a finesse weapon and a shield at the same time. You no longer suffer the armor check penalty to attacks when wielding a shield that is smaller than you.
Expanded Mastery II Prerequisite: Base attack bonus +7.
 Wielding your weapon like a scalpel, you use your elegance and speed to make exacting, deadly cuts on your opponents. Apply your Dexterity modifier to damage, rather than your Strength modifier.
Expanded Mastery III Prerequisite: Base attack bonus +15.
 When you gain a critical threat against an opponent, you can either attempt to confirm or gain an additional attack at the same base attack bonus you used to score your threat. You gain the benefits of precision based damage, such as sneak attack, on this attack. You can use this ability once per round.

Weapon Focus 
Prerequisites: Proficiency with weapon, base attack bonus +1
Benefit: The character adds a +1 bonus to all attack rolls she makes using the selected weapon.
Special: A character can choose “unarmed strike,” “bite,” or “grapple” as a weapon for the purposes of this feat. She also can choose “ray,” which makes her good at hitting targets with ray spells. A character can gain this feat multiple times. Its effects do not stack. Each time she takes the feat, it applies to a new weapon.
Expanded Mastery I Prequisite: Base attack bonus +4 
Benefit: The character adds a +2 bonus to all damage inflicted with the weapon she has specialized in. If it is a ranged weapon, the target must be within 30 feet.

Weapon Proficiency, Exotic 
Prerequisite: Base attack bonus +1 (plus Str 13 for bastard sword or dwarven waraxe).
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword or the dwarven waraxe has an additional prerequisite of Str 13.

Weapon Proficiency, Martial 
Prerequisite: Base attack bonus +1
Benefit: The character makes attack rolls with martial weapons normally.
Normal: A character using a weapon without being proficient with it suffers a -4 penalty on attack rolls.

Weapon Proficiency, Simple 
Benefit: The character makes attack rolls with simple weapons normally.
Normal: Characters using a weapon they are not proficient with suffer a -4 penalty on attack rolls.

Whirlwind Attack 
Prerequisites: Dexterity 13, Intelligence 13, Defensive Move, Expertise, Mobility, base attack bonus +4
Benefit: When the character performs the full-attack action, she can give up all regular attacks and instead make one melee attack at her full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

ZEN ARCHERY
Prerequisites: Wis 13, Base attack bonus +1
You can use your Wisdom modifier instead of your Dexterity modifer when making a ranged attack roll.