General Feats Metamagic Feats Race and Region Feats Feat Details


Acrobatic Evasion [General]
You may acrobatically evade attacks.
Prerequisite: Dodge
Benefit: You may acrobatically evade attacks. When using the Total Defense Action, you can make a tumbling roll against your opponent's attack roll. You may evade as many attacks as your Dex Bonus in 1 round.

Additional Domain [Special]
A cleric gains the use of an additional domain.
Prerequisites: Knowledge (religion) 8 ranks.
Benefit: You acquire one additional domain from your deity, including the domain power and access to all domain spells. You do not gain any additional domain spells, so what you gain is more spells to share the single domain spell slot and a domain power.
Special: This feat can be taken several times for additional domains. It does not stack; each time it is chosen, you get to pick a new domain from those available to your religion.

Arcane Student [General]
You have spent many years under the tutlige of some of the finest wizards in the land.
Region: Skye, Suria, Heartlands
Benefit: You gain a +2 bonus on all Spellcraft rolls, and a +2 bonus on all Diplomacy checks.

Armored Caster [General]
You can reduce your chance of arcane spell failure when wearing armor
Prerequisites: Armor Proficiency (with the category of armor worn), Dex 13 +
Benefit: You can reduce your chance of arcane spell failure by 10%.
Special: You may take this feat multiple times, each time gaining an additional 10% reduction.

Artist [General]
You come from a culture where the arts have a prominent place in society.
Region: Skye, Heartlands
Benefit: You gain a +2 bonus on Perform and +2 bonus on all Professtion skill checks

Barrow Bloodlines [General]
With your barrow ancestry you have a strong life force.
Prerequisites: Can only be taken upon character creation. Must be a Barrow race.
Benefit: You gain a +2 racial bonus to all saving throws dealing with negative energy and domination.

Blood of the Covenant [General]
You can cast one 0-level arcane spell. 
Benefit: With this feat a character is able to learn one 0-level arcane spell, and cast it once per day as a first level
sorcerer. This feat represents a powerful vein of magic in the families history. 
Special: This feat may be taken more then once. If the same spell is selected, then you are able to cast that spell
twice a day. Spellcasters who take this feat add one to the total number of 0-level arcane spells that they can cast. 

Bloodcasting [General]
Through Bloodletting your spells become more powerful .
Prerequisites: Must be able to cast at least 1 level of arcane spells, or be a divine caster of a diety that allows this feat.
Benefit: This feat applies only to arcane spells and to divine spells of a patron diety that allows this feat. The spellcaster may choose to sacrifice 1 hit point of blood during the casting of the spell to add a +2 modifier to the DC of the spell. Additionally, the spellcaster may choose to sacrifice 1 hit point to increase the critical threat range of a ranged touch attack spell by 1.

Bluff Missile Fire [General]
When enemy archers fire upon you while you are in melee combat, you are skilled at tricking them into striking their allies rather than you.
Prerequisite: 4+ ranks in Bluff, Dodge
Benefit: If someone fires at you while you are fighting in melee combat you may make a bluff check opposed by the archers sense motive check. If you succeed, the attacker then fires upon somebody else rather than you. The person must be involved in melee with you or in your threat range, if more than one opponent is engaged with you determine the target randomly. Of course this could result in an ally coming under missile fire meant for you.
Normal: Archers firing into combat normally receive a -4 penalty to hit when firing into melee.
Special: using this ability counts as a move equivalent action. Until you next action in combat you may use this ability against anyone who fires upon you. However you may not use this ability against attacks that deny you a Dex bonus to AC. Characters with the precise shot feat gain a +3 bonus to their sense motive check when you use this feat.

Compassion [General]
You may make subdual attacks without penalty
Benefit: You don't take the -4 penalty when trying to do subdual damage with a normal-damage attack.

Concealment Reduction 10%[General]
You have trained your eyes to spot concealed targets.
Prerequisite: Skills: Listen 4 ranks, Move Silently 4 ranks, Spot 8 ranks. Feats: Blind Fight
Benefit: Any miss chance due to concealment is reduced by 10%. Thus the character would have a miss chance of 40% instead of the normal 50% against an invisible target.

Controlled Burst [Metamagic]
You have greater control over burst spells
Prerequisites: Ability to cast 9th level spells
Benefit: When casting burst-based area of effect spells, you can reduce the affected area in increments of 5 ft. You have total control over the radius, but not the direction. A controlled burst spell takes up a spell slot one level higher.
Example: Using this feat, you can cast a small fireball into a square next to you without having it impact you or your comrades. .

Cooperative Casting [General]
You can cast spells to greater effect in conjunction with others.
Benefit: You may ready an action to cast a spell cooperatively with another spellcaster. Both casters involved must possess the Cooperative Casting feat. All casters must delay until the primary casters initiative, and only the primary caster chooses the targets, distance, etc.. Each assisting caster then chooses to expend a single spell (of any level and name) and modifies the resulting spell to increase the caster level by 1 or DC of the spell by 1 for each level of the sacrificed spell. Each caster must be within 5' of another cooperative caster to contribute the effect. If you lose concentration for any reason, the spell is not lost (unless you are the primary caster), but your cooperative effect is lost.

Counterspell Mastery [General]
You are more practiced than normal at recognizing opponent's dweomers, and are unusually practiced at Dispelling them.
Prerequisite: Ability to cast the spell Dispell Magic. Spellcraft 5 ranks.
Benefit: You receive a +2 bonus to your Spellcraft check to properly identify an opponent's spell while it is being cast. In addition, when employing the Dispel Magic spell to counterspell in combat you receive a +2 bonus to caster level checks (1d20 plus caster level) to overcome target dweomers.

Courage [General]
You are particually fearless in the face of danger.
Benefit: You get a +4 bonus to save vs all fear saves

Cower [General]
You have mastered the fine art of flattery. You can grovel, beg, plead and put up a pathetic facade with the best of them.
Benefit: When making a bluff or Diplomacy check you receive a +3 competence bonus if you choose to gravel, plead and beg in front of whomever you are interacting with.
Special: If you hold a clear advantage over the person you're speaking with the bonus does not apply. In general, the DM has final authority to decide if this bonus applies, for example a greater demon could not use this feat against a peasant but a peasant could use it against a demon.

Craft Charged Item[Metamagic]
You can create magic items like wands and staves.
Prerequisite: Caster Level 5th.
Benefit: As long as you qualify for the items prerequisites, you can create items that have a set number of charges, such as wands and staves. Charged items are usually spell-trigger items like wands (a spell-trigger item means that you have to be able to cast the spell in order to command the use of the spell from the device). Creating the item takes 1 day for each 1000 gp of the base price of the item. When you create the item, you set its caster level, which must be sufficient to cast the spell in question, and no higher then your own level. You must spend half of the base price of the item in raw materials in the attempt to craft it.
To determine the base price of a Spell Completion Item:
  caster level x spell level x 750 gp
  multiply the result by the magic item creation modifier for the spell in question found in the magic item creation section (only if one is listed). If the item can be activated without a spell-trigger, multiply the result by 1.2.

In addition, any item that stores a spell with a costly material component or an XP cost also bears a commensurate cost. In addition to the costs derived from the base price, you must expend the material components or pay the XP when creating the item. The caster makes any choices upon spell completion that the spell offers, but must use the item at the caster level set by the maker..
The base DC to craft a Spell Completion Item is 15 + the caster level of the spell. Please see the section of magic item creation as to which craft skills apply to creating which items.
If sucessful, the item is created with 50 charges by default.
You gain experience if you successfully create the item equal to 1/25 of its base price. If you fail, you suffer a material loss of half of the material investment, but not a loss of XP (and you do not gain any either).

Craft Constant Item [Metamagic]
You can create magic items like rings and amulets.
Prerequisite: Caster Level 12th.
Benefit: As long as you qualify for the items prerequisites, you can create any of the following items:

  • Items with constant powers (such as cloak of resistance +2);
  • Items whose powers last until turned off;
  • Items whose powers may be accessed at will and without limit;
  • Items whose powers can be accessed a number of times per day.

Creating the item takes 1 day for each 1000 gp of the base price of the item. When you create the item, you set its caster level, which must be sufficient to cast the spell in question, and no higher then your own level. You must spend half of the base price of the item in raw materials in the attempt to craft it.
To determine the base price of a constant item:

  caster level x spell level x 2000 gp
  multiply the result by the magic item creation modifier for the spell in question found in the magic item creation section (only if one is listed).

If the item in question is to have limited uses per day, multiply by the following instead of the 2000gp requirement: 4 times per day = 1,600 gp; 3 times per day = 1,200 gp; 2 times per day = 800 gp; 1 time per day = 400 gp.
If you are assigning these powers to staves, weapons, or other already enchanted weapons, you determine the DC of the item creation by taking the DC needed for the original item and add the spell level of new power to the DC. If the original DC was higher, then instead take the DC of this new power and add the spell levels needed to create the original item. For Magic Weapons and Armor, the spell levels can be estimated by taking the modified bonus of the weapon and doubling it, then add 1.
You can also mend a broken item prepared with this feat. Mending an item incurs half the cost in raw materials as creating the original, takes half the time, and you gain a +10 circumstance bonus on your item creation roll.

In addition, any item that stores a spell with a costly material component or an XP cost also bears a commensurate cost. In addition to the costs derived from the base price, you must expend the material components or pay the XP when creating the item. The caster makes any choices upon spell completion that the spell offers, but must use the item at the caster level set by the maker..
The base DC to craft a Spell Completion Item is 11 + the caster level of the spell. Please see the section of magic item creation as to which craft skills apply to creating which items.
Once a spell completion item has been activated, the magic dissipates and it no longer retains its magics.
You gain experience if you successfully create the item equal to 1/25 of its base price. If you fail, you suffer a material loss of half of the material investment, but not a loss of XP (and you do not gain any either).

Craft Magic Arms and Armor [Metamagic]
You can create magic items like armors, shields, and weapons
Prerequisite: Caster Level 5th.
Benefit: You can create any weapon, armor, or shield whose prerequisites you meet.Creating the item takes 1 day for each 1000 gp of the base price of the item. When you create the item, you set its caster level, which must be sufficient to create the item in question, and no higher then your own level. You must spend half of the base price of the item in raw materials in the attempt to craft it.
To determine the base price of an item created with Craft Magic Arms and Armor:
  (inherent magical bonus of item) squared x 1000 gp
  If the item is a weapon, double the base price.

The inherent magic bonus of weapons add to both the attack and damage rolls, where the bonus of armor and shields to your armor class. You may add special abilities to these items, most of which have a bonus equivalent for determining the base price. To give an item a special ability, it must have at least a +1 enhancement bonus. To create an item using this feat, you must have a caster level at least 4 times the enhancement bonus given to the item. In order to create a +3 weapon , armor, or shield, you need to be at least 12th level. The same applies to special abilites as well, although you do not sum up the enhancement bonus and the special ability modifier for purposes of determining the minimum caster level. For instance, a +2 sword with a +3 special ability requires a caster of at least 12th level to make it.The base DC to craft a Single Use Item is 15 + 8 times the modified bonus of the weapon
Please see the section of magic item creation as to which craft skills apply to creating which items.
You gain experience if you successfully create the item equal to 1/25 of its base price. If you fail, you suffer a material loss of half of the material investment, but not a loss of XP (and you do not gain any either).
The caster can also mend a sundered weapon, armor, or shield, by spending half as much raw materials cost, and in addition gains a +10 circumstance bonus when attempting to mend the item.

Craft Single Use Item [Metamagic]
You can create magic items like potions and charms, which carry spells within themselves. See the section on Item Creation for detailsfor rules on creating these items.
Prerequisite: Caster Level 3rd
Benefit: You can create magic items that have a single use, such as potions, glass spheres that release their spells when shattered, an charm that releases its magic when broken, based on any 3rd level or lower spell you can cast.Creating the item takes 1 day for each 1000 gp of the base price of the item. When you create the item, you set its caster level, which must be sufficient to cast the spell in question, and no higher then your own level. You must spend half of the base price of the item in raw materials in the attempt to craft it.
To determine the base price of a Single Use Item:
  caster level x spell level x 50 gp
  multiply the result by the magic item creation modifier for the spell in question found in the magic item creation section (only if one is listed).

In addition, any item that stores a spell with a costly material component or an XP cost also bears a commensurate cost. In addition to the costs derived from the base price, you must expend the material components or pay the XP when creating the item.When you create a Single Use Item, you make all the choices that you would normally make when casting the spell. Whoever activates the item (by drinking the potion, or breaking the charm) is the target of the spell effect. If you wish, and are willing to double the cost involved, you may leave some of the choices up to the user, allowing effects such as a charm that fascinates someone when broken. Anyone can activate a Single Use Item, but they always require a physical action, such as drinking a potion, breaking a seal, or applying an oil.
The base DC to craft a Single Use Item is 11 + the caster level of the spell. Please see the section of magic item creation as to which craft skills apply to creating which items.
Single Use Items may only have a single spell effect, and attempting to apply a Single Use Spell effect on an already enchanted item will fail..
You gain experience if you successfully create the item equal to 1/25 of its base price. If you fail, you suffer a material loss of half of the material investment, but not a loss of XP (and you do not gain any either).

 

Craft Spell Completion Item [Metamagic]
You can create magic items like scrolls and druidic infusions.
Prerequisite: Caster Level 1st.
Benefit: You can create magic items that have a spell completion requirement, such as scrolls or druidic infusions, based on any spell you can cast. Spell completion items are ones that require the userto be able to cast the spell they store. In effect, the scroll or infusion already has the bound energy stored inside it, the user just completes the incantations and releases the spell effect.Creating the item takes 1 day for each 1000 gp of the base price of the item. When you create the item, you set its caster level, which must be sufficient to cast the spell in question, and no higher then your own level. You must spend half of the base price of the item in raw materials in the attempt to craft it.
To determine the base price of a Spell Completion Item:
  caster level x spell level x 25 gp
  multiply the result by the magic item creation modifier for the spell in question found in the magic item creation section (only if one is listed).

In addition, any item that stores a spell with a costly material component or an XP cost also bears a commensurate cost. In addition to the costs derived from the base price, you must expend the material components or pay the XP when creating the item. The caster makes any choices upon spell completion that the spell offers, but must use the item at the caster level set by the maker..
The base DC to craft a Spell Completion Item is 11 + the caster level of the spell. Please see the section of magic item creation as to which craft skills apply to creating which items.
Once a spell completion item has been activated, the magic dissipates and it no longer retains its magics.
You gain experience if you successfully create the item equal to 1/25 of its base price. If you fail, you suffer a material loss of half of the material investment, but not a loss of XP (and you do not gain any either).

Danger Sense [General]
You have an uncanny ability for sensing danger. The hairs on the back of you neck stand on end or you have a funny feeling when danger approaches.
Prerequisites: Alertness
Benefit: When making skill checks to determine surprise in combat and ambushes, you get a +4 competence bonus to spo and listen checks not be caught flatfooted.

Death Touched [General]
You are cold and clammy to the touch.
Prerequisite: You must have lost at least one level to an energy drain attack.
Benefit: Mindless undead (those without intelligent scores) ignore you unless you attack them first. Intelligent undead must succeed at a wisdom check DC 13 to realise that you are not undead. Due to you slowed metabolism if you are ever dying (reduced to -1 to -9hit points), You lose hit points at the rate of only one hit point every two rounds. When recovering from damage via nautral healing, You recover only half hit points per character level per day of rest (rounded down with 1 hp per day minium of rest).

Disciplined [General]
You are focused and determined in thought, and have learned to overcome pain and physical distraction
Region: Dalgobi, Suria, Kesh, Old Lands
Benefit: You gain a +2 bonus on all Concentration rolls, and a +1 bonus on all skill checks when Taking 10.

Dwarven Blood Lines [Creation]
With your dwarven ancestry you can resist great magics.
Prerequisites: Can only be taken upon character creation. Must be a Dwarf race.
Benefit: Due to strong ancestral blood ties the dwarf gains a +4 racial bonus to all saving throws (instead of the +2 normally afforded by the race). Note that a dwarf may not forgo a saving throw against an arcane spell, even if the spell is beneficial. This feat also grants automatic proficiency with any exotic dwarven weapons.

Elemental Bloodlines [General]
You have bloodlines of the covenants inside you and as a result have an affinity for certain elements.
Region: Dalgobi, Heartlands, Sky, Suria, Kesh, Old Lands
Benefit: You gain a +4 bonus on saving throws against elemental effects of a single element [Air, Earth, Fire, Water, Illusion, and Mind-Effecting). Additionally, you also add +2 to the DC of any spell that you cast. This benefit stacks with other DC effecting Feats and abilities.

Elven Blood Lines [Creation]
With your elven ancestry you can weave great magics.
Prerequisites: Can only be taken upon character creation. Must be a Elf race.
Special: You may not be an arcane spellcaster. You were raised in an elven civilization where such things are not allowed and against the nature of Bel, your God.
Benefit: Due to strong ancestral blood ties the elf casta all spells 1 caster level higher. This effects all details of the spell that are based on the level of the caster. Additionally, this feat grants automatic proficiency of any exotic elvan weapons.

Fey Blood Lines [Creation]
With your fey ancestry you may invoke simple druidic spells.
Prerequisites: Can only be taken upon character creation. Must be a human, half-elvan, or elvan race, or be a fey creature.
Benefit: Choose one first level or two 0 level druid spells. The spell (or orisons) must be chosen when the feat is taken and cannot be changed later. You can cast this spell or each orison once a day, as a druid of equal to you character level. Like a druid you must select a time of the day when you will regain the spell, but you do not need to spend time preparing it. This is a spell like ability.

Heroic [General]
You come from a line of heroes and feel the fate of the Lands on your shoulders.
Regions: All
Benefit: You gain twice the benefit from Die Bumps and Fate Points.

Improved Critical [General]
beyond standard weapons, included are the magical attacks: ray, touch, and energy missile.

Improvised Weapons [General]
Lowers the non-proficiency penalty of weapons.
Prerequisite: Base attack bonus +2
Benefit: When you use a weapon that you are not proficient with, or an improvised weapon for which no proficiency is possible, you suffer only a -2 penalty to hit.
Normal: The normal penalty in this situation is -4.

Large [General]
You are larger then normal for your race.
Regions: Dalgobi, North Suria
Prerequisite: Can only be taken upon character creation. Human or Half-elven only
Benefit: You are size category large. You gain a +2 size bonus to Strength, a -2 size penalty to Dexterity, and a -1 penalty on attack rolls and AC due to your increased size. Your space is increased to 10 feet and a natural reach of 10 feet. Your speed does not change.

Learned [General]
You have studied in the great halls in the realms and have been exposed to many ideas.
Regions: All
Benefit: All kn owledge skills are class skills for you. Additionally, you get a +2 bonus on all Literacy checks.

Merchant [General]
You have grown in the merchant district of some of the biggest cities in the realm.
Regions: Heartlands
Benefit: You gain a +2 bonus to all Gather Information checks, and a +2 bonus to all Appraise checks.

Nomad [General]
You have been raised in a society which has not estabished permanent settlements, surviving off the land.
Regions: Dalgobi, Suria, Tanuvia
Benefit: You gain a +2 bonus on all Wilderness Lore, and a +2 bonus to all Riding checks. Additionally, you gain Martial Weapon Proficiency for Short Bow and Composite Short Bow.

Past Life Memories[General]
You can learn a cross-class skill as if it were a class skill
Benefit: You may choose a cross-class skill in which you have a certain knack. You may treat this skill as if it were a class skill.
Special:
This feat may be taken multiple times, choosing a new skill each time. You are still limited by level + 3 for the maximum number of skill points you may spend on this skill.

Parry Dagger[General]
You are proficient with using a parrying dagger or other light weapon in the off hand to parry attacks.
Prerequisite:Expertise
Benefit: This skill shows you are proficient with using a parrying dagger or other light weapon in the off hand to parry attacks. When using a dagger in an off hand to parry, you gain a +2 dodge bonus to your armor class, and may attack with both weapons. You may choose not to perform any action with the off-hand weapon, and just use the light weapon to parry. In this case, you do not suffer the penalties for wielding two-weapons. Instead you are considered to only wield one weapon when determining attacks and attack modifiers.

Perceptive [General]
You know what it means to fight for your life, and the value of quick wits and quicker reactions when blades are bared.
Region: Dalgobi, Highlands, Suria, Kesh, Old Lands
Benefit: You gain a +2 bonus on Initiative and +2 bonus on all Spot checks.

 

Pharonic Blood Lines [Creation]
With your pharonic ancestry you may cast simple arcane spells.
Prerequisites: Can only be taken upon character creation. Must be a Pharonic race.
Benefit: You have a pharonic parent in your ancestry, and the power is manifesting itself in you. You intuitively are able to understand and one 0 level arcane spell and manifest it as many times per day as your intelligence modifier allows plus one.

Pure Hearted [General]
Divine grace and positive energy flow through your being. You are extremely resistant to negative energy attacks and are so attuned to holy divine energies that beings that attempt to impart negative levels suffer a positive energy backlash.
Prerequisite: Stout hearted, good alignment
Benefit: You may immediately make a fort save when an undead creature deals you a negative level. The DC of this save is the same is the same as if you were avoiding the permanent effects of a negative level and you gain all bonuses (such as for Stout Hearted feat) you would receive for such a save. If you succeed you do not suffer a negative energy level.

Quick Feet [General]
You can move faster than normal
Prerequisites: Dex 15+, Run
Benefit: Add +5 to your base movement rate when wearing light armor or less.
Special: This feat can stack with other movement bonuses (such as the barbarian and monks abilities).

Ranged Disarm [General]
You can perform a ranged disarm attack with a projectile or thrown piercing weapon.
Prerequisite: Point Blank Shot, Precise Shot, Dex 13+, base attack bonus +5 or higher
Benefit: You can perform the disarm action with this weapon. The arrow counts as a size small weapon when calculating success.

Ranged Pin [General]
You can perform a ranged grapple attack with a projectile or thrown piercing weapon.
Prerequisite: Point Blank Shot, Precise Shot, Dex 13+, base attack bonus +5 or higher
Benefit: You can perform a ranged grapple attack against an opponent with a projectile or thrown piercing weapon by pinning a bit of clothing to a nearby surface. The target must be adjacent to a wall, tree, or other surface in which an arrow or bolt can be stuck. To break free, the victim must take a partial action to perform a Strength check (DC 15) or make a successful Escape Artist Check (DC 15). Note that you may use this feat to pin a shoe to the ground, etc.

Rank Fighting [General]
You are trained to strike past friends using reach weapons
Prerequisite: Weapon proficiency with a reach weapon.
Benefit: You can ignore the normal 50% cover provided by a friend in between you and your opponent when striking with a reach weapon. You make such attacks with no penalty.

Normal: A friend in the way of a reach weapon attack provides 50% cover, and thus gives a +4 bonus to the target's AC. The intervening creature takes no damage if struck instead. See 'Cover and Reach Weapons' in the Player's Handbook, page 132.

Shield Specialization [General]
You are especially good with shields. 
Prerequisites:  Improved Shield Bash 
Benefit:  You get a +1 bonus to your Armor Class when using a shield.
Normal:  See shield bash attacks in PHB page 106. 

Show of Faith [General]
Your faith keeps the legions if undead away from you.
Prerequisites: Wis 13+, Good alingment
Benefits: Just as a cleric has the ability to turn undead, this feat allows you to hold undead at bay by brandishing a blessed holy symbol of your diety. This effect duplicates clerical turning (see PHB), with the following exceptions: You only turn a number of hit dice of undead equal to your level. This effect lasts only for a number of rounds equal to you wisdom modifier plus 3. You may not destroy undead in this fashion, even if you are twice their hit dice in level. Undead held at bey in this fashion may not move within a 10-ft-radius of you, but otherwise act normally. They do not flee as per normal rules for turning.
Normal: Only clerics and paladins may turn undead.
Special: You must brandish a blessed or sanctified divine focus to use this ability. (see page 63 of Undead by AEG)

Spell Harmony [General]
Your enhanced understanding of spellcasting from multiclassing makes your spells more potent.
Prerequisites: Must have two classes that allow access to spells.
Benefits: Your enhanced understanding of spellcasting makes your spells more powerful. Your effective caster level for all spell casting classes is the caster level of your highest spellcasting class + 1.

Split Mind [Mentalist]
You have learned to shield part of your mind to concentrate while you perform other actions
Prerequisites: Mentalist, Iron Will
Benefits: You are able to isolate a piece of your mind to focus on maintaining concentration on spells. You may attempt any action that would normally prohibit further concentration of a spell, including the casting of a second spell, and continue to maintain concentration of the first spell with a sucessful concentration check of DC 15 + the level of the spell. This feat only allows you to maintain concentration of one spell at a time. Any action which may interrupt normal spellcasting also affects any concerntration maintained by the Split Mind.

Stout Hearted [General]
You are strongly devoted to the cause of some good deity or otherwise enjoy the protection of a divine power. Your spirit is strong and resistant to the effects of negative energy.
Prerequisites: Wis 14+, Good alignment
Benefit: You gain a +4 competence bonus on saves to shrug off the permanent effects of gaining a negative level and to resist any spells that deal negative levels.

Stubborn [General]
You have strong mental focus and drive.
Regions: All
Benefit: You gain a +2 bonus on Will saving throws, and +2 bonus on Intimidate checks.

Finesse Critical [Weapon]
You have mastered the use of a ranged or light weapon for your size and have learned to land deadly blows with it.
Ranged Prerequisite: Feats: Alertness, Far Shot, Point Blank Shot, Weapon Focus, Improved Critical . Base Attack Bonus +11
Melee Prerequisite: Feats: Alertness,Weapon Finesse, Weapon Focus, Improved Critical, Base Attack Bonus +11
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category,or ranged weapon, the critical damage multiplier of the weapon of choice is increased by +1. Thus, a weapon that normally does x2 damage, now inflicts x3 damage on a successful critical. You may take this feat multiple times, each time it applies to a different weapon.
Normal: Your criticals are as normal with the weapon of your choice.

Supreme Feint [General]
You have further refined you ability to misdirect and trick opponents with your deceptive combat moves.
Prerequisite: Base attack +8, Bluff 8 ranks, Improved feint
Benefit: When you use the bluff skill to feint in combat you may immediately make an attack against your opponent. If the bluff check skill succeeds, your opponent is considered flat-footed.
Normal: You normally may not use a skill and attack in the same round

War Spell [Metamagic]
Your selected spells target more creatures in combat.
Prerequisite: Caster level 3
Benefit: The spell effects 1d3+1 times more targets then what the spell describes.
Cost: The spell's level takes up a slot 2 levels higher.
Normal: You normally may not use a skill and attack in the same round

Weapon Finesse [General]
beyond standard weapons, included is spell:you may use your dex bonus to ranged attacks.

Well Born [General]
Your family is well stationed and possibly connected to a royal court.
Regions: All
Benefit: You gain twice the benefit from all Favors, and a +2 bonus to all Knowledge(Nobility and Royalty) checks.