Feats
Information listed for each feat is not necessarily complete and may be subject to special rules.
Feats from sources other than the 3rd ed. D&D modules are in italics.

Acrobatic:  +2 bonus to Balance and Tumble Checks.
Prerequisite:  Dex 15+

Alertness:  +2 bonus to all Listen and Spot checks

Ambidexterity:  Ignore off-hand penalties (normally -4).  You are neither right or left-handed.
Prerequisite:  Dex 15+

Armor Proficiencies (Light, Medium, Heavy):  Allows you to wear specific armor types, certain classes have many of these for free.

Blind-Fight:  Invisible Attacker gets no bonus to hit in melee (normally +2 and loss of Dex modifier).  Suffer only half the usual penalty to speed for being unable to see (move at 3/4 instead of 1/2).  In melee, can reroll miss chance percentile to see if you actually hit.

Brew Potion:  You may create Potions.
Prerequisite:  Spellcaster level 3rd+

Casing Sense:  When moving into a room, a successful Appraise check (DC 15) allows you to spot the 3 most expensive items in the room and know their approximate values.  This is a free action.  Special equipment does not confer bonuses to this check since time is of the essence.

Cleave:  If you deal enough damage to a creature to drop it, you may make an extra attack against another creature in the immediate vicinity with the same weapon and bonus.  You can use this ability once per round.
Prerequisite:  Str 13+

Combat Casting:  +4 bonus to Concentration checks to cast a spell in combat.

Combat Reflexes:  Gain ability to make additional attacks of opportunity equal to your dexterity bonus.

Craft Magic Arms and Armor:  You can create magic weapons, armor and shields
Prerequisite:  Spellcaster level 5th+

Craft Magic Trap:  You can create magic traps with varying effects
Prerequisite:  Spellcaster 10th+, Craft: Trapmaking skill

Craft Rod:  You can create magic rods.
Prerequisite:  Spellcaster level 9th+

Craft Wand:  You can create magic wands.
Prerequisite:  Spellcaster level 5th+

Craft Wondrous Item:  You can create miscellaneous magic items.
Prerequisite:  Spellcaster level 3+

Deflect Arrows:  Once per round, when you would normally be hit be a ranged weapon, you may make a reflex save vs. DC 20 to deflect it.
Prerequisite:  Dex 13+, Improved Unarmed Strike

Dodge:  Designate an opponent and receive a +1 dodge bonus against that opponent on combat.
Prerequisite:  Dex 13+

Empathy:  +2 bonus to Innuendo and Sense Motive checks
Prerequisite:  Cha 15+

Empower Spell:  Spell does 1.5 times as much damage (or healing), uses slot two levels higher than actual spell level.

Endurance:  When making check for performing an action over a long period of time, recieve a +4 bonus.

Enlarge Spell:  Spell's range is doubled, uses slot one level higher than actual spell level

Exotic Weapon Proficiency:  Use exotic weapon in combat normally (normally -4 penalty)
Prerequisite:  Base Attack +1 or higher

Expertise:  May take an attack penalty of as much as -5 and add the same number to your armor class.  This number may not exceed your attack bonus.  (Normally a character fighting defensively receives -4 to attack, +2 to AC)
Prerequisite:  Int 13+

Extend Spell:  Spell's duration is doubled, uses slot one level higher than the spell's actual level.

Extra Turning:  May turn undead upto 4 additional times per day.
Prerequisite:  Must be cleric or paladin

Eye for Detail:  +2 Bonus to Appraise and Search Checks

Far Shot:  Range increment of projectile weapons increased by half, and thrown weapons is doubled.
Prerequisite:  Point Blank Shot

Fast Talker:  +2 Bonus to Bluff and Diplomacy Checks

Forge Ring:  You can create magical rings
Prerequisite:  Spellcaster level 12th+

Great Cleave:  As cleave, except there is no limit to the number of times it may be used.
Prerequisite:  Str 13+, Power Attack, Cleave, Base Attack +4 or higher

Great Fortitude:  +2 bonus to all Fortitude saving throws

Heighten Spell:  Cast spell as a higher level, uses slot at level of casting

Improved Bull Rush:  Perfoming Bull Rush does not draw an attack of opportunity.  (Bull Rush tactic is used to push an enemy backwards).
Prerequisite:  Str 13+, Power Attack

Improved Critical:  Doubles critical threat range of weapon
Prerequisite:  Proficient with weapon, Base Attack +8 or higher

Improved Disarm:  You do not suffer an attack of opportunity when you attempt to disarm
Prerequisite:  Int 13+,  Expertise 

Improved Initiative:  +4 to Initiative

Improved Sneak Attack:  Sneak Attack damage bonus increases from d6 to d8 for each level of the ability gained.
Prerequisite:  Base Attack +2, Sneak Attack Ability

Improved Trip:  If you trip an opponent in combat you immediately get a melee attack against that opponent as if you hadn't used your trip as an attack.
Prerequisite:  Int 13+, Expertise

Improved Two-Weapon Fighting:  You recieve an additional attack with the off-hand weapon, at a -5 penalty.
Prerequisite:  Two-Weapon Fighting, Ambidexterity, Attack Bonus +9 or higher

Improved Unarmed Strike:  You are considered armed even when unarmed, you do not provoke attacks of opportunity when attacking unarmed.

Iron Will:  +2 to all Will saves

Keen Vision:  +2 bonus to all Search and Spot checks

Knockout Attack:  You can use a melee weapon to make a sneak attack that inflicts subdual damage without the normal -4 penalty.
Prerequisite:  Sneak Attack Ability

Leadership:  Your character can attract followers (loyal underlings) and a cohort (elite comapanion).
Prerequisite:  6th level or higher

Lightning Reflexes:  +2 to all reflex saves.

Martial Weapon Proficiency:  For those characters of certain classes wanting access to a martial weapon.

Maximize spell:  Cast spell at maximum effect, uses slot three levels higher than actual spell level.

Mechanical Aptitude:  +2 bonus to Disable Device and Open Lock checks.

Mobility:  +4 AC against attacks of opportunity when moving into, through, or out of a threatened area.
Prerequisite:  Dex 13+, Dodge

Mounted Archery:  Penalty for shooting from a mount is halved.  (-2 instead of -4 on a double move, -4 instead of -8 if running).
Prerequisite:  Ride Skill, Mounted Combat

Mounted Combat:  Once per round when your mount is hit in combat you may make a ride check against the attack roll to negate it.
Prerequisite:  Ride Skill

Point Blank Shot:  +1 bonus to attack and damage rolls with ranged weapons up to 30 feet

Power Attack:  Before making attack rolls you may take a penalty to the attack roll and add that to the damage roll if you hit.  This number may not exceed your base attack bonus.
Prerequisite:  Str 13+

Precise Shot:  You can shoot or throw ranged weapons at an opponent engaged in melee without suffering the -4 penalty.
Prerequisite:  Point Blank Shot

Quick Draw:  May draw weapon as a free action rather than a move-equivalent action.
Prerequisite:  Base Attack +1 or higher

Quicken Spell:  You may cast a quickened spell as a free action, uses slot four levels higher than actual spell level.

Rapid Shot:  You may make an additional attack with a ranged weapon (both attacks suffer -2 penalty).  Use as a full attack action.
Prerequisite:  Dex 13+, Point Blank Shot

Ride-by-Attack:  When using the Charge action you do not have to stop when making the attack.  You do not provoke an attack of opportunity.
Prerequisite:  Ride Skill, Mounted Combat.

Run:  When running you move 5 times your speed instead of 4.

Scribe Scroll:  You can create scrolls
Prerequisite:  Spellcaster level 1st or higher

Shadow:  Similiar to Track feat, but used in urban settings.  Skill checks made with Urban Lore check.

Shield Proficiency:  For characters whose classes are not proficient with shields.

Shot on the Run:  You may move both before and after the attack provided the total distance moved is not greater than your speed.
Prerequisite:  Dex 13+, Point Blank Shot, Dodge, Mobility

Signature Skill:  One of your cross-classed skills is now considered a class skill.

Silent Spell:  You may cast spells without verbal components, uses slot one level higher than actual spell level.

Simple Weapon Proficiency:  For those characters of certain classes wanting access to a simple weapon.

Skill Focus:  Choose a skill to focus on, receive +2 bonus when using that skill.

Spell Focus: Focus on a particular school of magic.  Recieve +2 bonus to DCs for saving throws when casting spells of that school.

Spell Mastery: Choose number of spells equal to Intelligence modifier, they may be prepared without a spellbook.
Prerequisite:  Usable only by wizards

Spell Penetration:  +2 bonus to beat a creatures spell resistance.

Spirited Charge:  Deal double damage with melee weapon or triple with a lance when performing a mounted charge.
Prerequisite:  Ride Skill, Mounted Combat, Ride-by-Attack

Spring Attack: You may move both before and after a melee attack provided the distance is not greater than your speed.  You cannot perform this feat in heavy armor.
Prerequisite:  Dex 13+, Dodge, Mobility, Base Attack +4 or higher

Still Spell: You can cast a spell without somatic components, spell uses up a spell slot one level higher than actual spell level.

Stealth:  +2 bonus to all Hide and Move Silently checks

Stunning Fist: Declare before making attack roll, in addition to damage, opponent must make fortitude save or be stunned for one round.  DC= 10+1/2 attacker's level+ attacker's wisdom modifier.
Prerequisite:  Dex 13+, Improved Unarmed Strike, Wis 13+, Attack Bonus +8 or higher

Sunder:  You make strike at an opponent's weapon with drawing and attack of opportunity.
Prerequisite:  Str 13+, Power attack

Toughness:  You gain 3 hit points

Track:  You may track creatures across most terrain.

Trample:  When making an Overrun attempt while mounted, and opponent does not get the option to avoid you.  If you succeed, your mount may make one hoof attack against him or her, (standard +4 bonus to hit applies).

Two-Weapon Fighting:  Penalties for fighting with two weapons are reduced by 2.

Weapon Finesse:  You may use your dexterity modifier instead of strength for attack rolls with chosen weapon.
Prerequisite:  Proficient with weapon, Base Attack +1 or greater

Weapon Focus:  +1 to attack rolls with specified weapon.

Weapon Specialization:  +2 damage with chosen weapon
Prerequisite:  Only available to Fighers 4th level or higher

Whirlwind Attack:  Can use full attack action and yield regualr attack to instead make one melee attack at full base attack bonus against each opponent within 5 feet.
Prerequisite:  Int 13+, Expertise, Dex 13+, Dodge, Mobility, Spring Attack, Base Attack +4 or higher

New Feats
These are taken from the available 3rd ed.  sourcebooks and have been approved for use in Fäedór.  Additional feats may be approved by the DM.

Athletic:  Receive +2 bonus to all swim and climb skill checks.

Blindsight, 5' radius:  Invisibility and darkness are irrelevant to opponents with the radius due to your acute senses
Prerequisite:  Base Attack +4, Blind-Fight, Wis 19+

Circle Kick:  A successful unarmed attack allows you to make a second attack against a second opponent you threaten.
Prerequisite:  Base Attack +3, Improved Unarmed Strike, Dex 15+

Death Blow:  You can perform a coup de grace attack against a helpless foe as a standard action instead of a full round action.
Prerequisite:  Base Attack +2, Improved Initiative

Dirty Fighting:  If you make a successful normal melee attack, you inflict an additional 1d4 damage, this feat requires a full attack action.
Prerequisite:  Base Attack +2

Dual Strike:  If you and an ally both have this feat, you receive +4 bonus for flanking rather than the normal +2
Prerequisite:  Base Attack +3, Combat Reflexes

Eagle Claw Attack:  You can strike at opponent's weapon or shield with an unarmed strike.
Prerequisite:  Base Attack +2, Improved Unarmed Strike, Sunder, Dex 15+

Extra Stunning Attacks:  You receive 3 additional stunning attacks per day.
Prerequisite:  Base Attack +2, Stunning Fist

Eyes in the Back of Your Head:  Attackers do not receive the usual +2 bonus for flanking.  This feat does not function when caught flat-footed.
Prerequisite:  Base Attack +3, Wis 19+

Fists of Iron:  Receive an additional 1d4 damage to your unarmed attack.  You may use this feat 3 + Wis mod.  times per day.
Prerequisite:  Base Attack +2, Improved Unarmed Strike

Improved Overrun:  When overrunning an opponent of the same category or smaller than you, your opponent cannot avoid you.  If you knock your opponent down, you get an immediate attack of opportunity with the usual +4 bonus for prone targets.
Prerequisite:  Improved Bull Rush, Improved Trip, Str 13+, Power Attack
Note:  This feat has been altered from it's published form

Improved Sunder:  When attacking an opponent's weapon, or shield, you deal double damage.
Prerequisite:  Base Attack +2, Sunder

Jack of All Trades:  You can use any skill untrained, however you cannot get ranks in the skill if you are otherwise unable to select it.
Prerequisite:  Character level 6+ (This has been altered from published form)

Lightning Fists:  You make two additional attack rolls, all attacks suffer -5 penalty.  Feat requires full attack action.
Prerequisite:  Monk Level 4+, Dex 15+

Monkey Grip:  You may use weapons one size category larger than you in one hand.  Attacks suffer -2 to hit.
Prerequisite:  Base Attack +3, Weapon Focus w/ weapon, Str 13+

Off-Hand Parry:  When using a full attack action, attack normally or sacrifice your off-hand attacks to receive a +2 dodge bonus to AC.
Prerequisite:Base Attack +3, Ambidexterity, Dex 13+, Two-Weapon Fighting, proficiency with weapon.

Persuasive:  You gain a +2 bonus to all Bluff and Intimidate checks

Prone Attack:  You make an attack from a prone position without penalty.  Success allows you to regain your feet as a free action
Prerequisite:  Base Attack +2, Dex 15+, Lightning Reflexes

Remain Conscious:  When hit points are reduced to 0 or less you may make a partial action until you reach -10.
Prerequisite:  Endurance, Iron Will, Toughness
Note:  This feat has been altered from it's published form

Sharp-Shooting:  Receive +2 bonus to hit targets with some degree of cover, this feat has no effect against targets with no cover or total cover.
Prerequisite:  Base Attack +3, Point Blank Shot, Precise Shot

Snatch Arrows:  You may catch a weapon instead of deflecting it.  Thrown weapons can be thrown back at original attacker as immediate free action.  Projectile weapons can be fired back normally on your next turn (assuming you have the right bow) or kept for later use.
Prerequisite:  Base Attack +3, Deflect Arrow2s, Improved Unarmed Strike, Dex 15+

Trustworthy:  Receive +2 bonus to all Diplomacy and Gather Information checks.

More to Come...  

Updated 01/09/2002

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