Alrighty, my feats. Not all of them are that good, and I admit I skimped on a fair few things, but here y'all are.
A few notes: I will edit these (one day) to incorporate my ideas on skill folding. This also made use of per-encounter spell points and power points. Also, this is OOOOLD, so bear that in mind, and don't slam me too harshly for being young and foolish.

Feat Fixes
Guide to Reading New Feats
Any feat with the [Skill] tag improves with additional [Skill] feats. For every [Skill] feat you have, you gain an additional +2 to the bonuses provided by other [Skill] feats.
Any feat with the [Fighter] tag is considered a fighter bonus feat, and frequently gives additional bonuses based on fighter levels.
Any feat with the [Spell] tag can only be taken by a character that has a spell point reserve. Any feat with the [Psionic] tag can only be taken by a character that has a power point reserve. A feat with the [Spell/Psionic] tag can be taken by a character that either has a spell point or power point reserve. If a character has both of these abilities, the feat is considered to be both a [Spell] feat and a [Psionic] feat.
Any feat with the [Meta] tag modifies the way a spell or power functions. Determining what [Meta] feats to apply to a character’s spells or powers is a free action, made before casting a spell.
Any feat with the [Item Creation] tag is concerned with making magic items. To use this feat, use the magic item creation rules in the DMG.
Acrobatic [Skill]
Benefit: You get a +2 bonus on all Jump and Tumble checks.
Agile [Skill]
Benefit: You get a +2 bonus on all Balance and Escape Artist checks.
Alertness [Skill]
Benefit: You get a +2 bonus on all Listen and Spot checks.
Animal Affinity [Skill]
Benefit: You get a +2 bonus on all Handle Animal and Ride checks.
Antipsionic Magic [Spell]
Prerequisite: Mysteria 5 ranks
Benefit: You get a +2 bonus on caster level checks to overcome a psionic creature’s spell or power resistance. This bonus stacks with the bonus conferred by Casting Penetration and Greater Casting Penetration. Whenever a psionic creature attempts to dispel a spell you have cast, it receives a -2 penalty on its dispel check.
Special: A psionic creature cannot take this feat.
Antimagical Psionics [Psionic]
Prerequisite: Mysteria 5 ranks
Benefit: You get a +2 bonus on manifester level checks to overcome a spellcasting creature’s spell or
Armour Focus [Fighter]
Prerequisites: Proficiency with the chosen armour, base Fort save equal to the chosen armour’s armour check penalty
Benefit: Choose one type of armour you’re proficient with (such as chain shirt, breastplate etc). When wearing armour of this type, you gain a +1 armour bonus to your AC and your armour check penalty decreases by 1.
Fighter: A fighter taking this feat may instead increase the armour bonus by +1 for every 6 fighter levels he has, and the armour check penalty decreases by the same amount.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different type of armour.
Armour Mobility [Fighter]
Prerequisites: Proficiency with the chosen armour, base Ref save equal to the chosen armour’s armour check penalty
Benefit: Choose one type of armour you’re proficient with (such as chain shirt, breastplate, etc). When wearing armour of this type, your maximum Dexterity bonus increases by 1 and your ACL is increased by 2.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different type of armour.
Armour Proficiency [General]
Benefit: You are proficient with the next heaviest category of armour (the categories are light, medium and heavy). For example, if you were proficient with light armour, you are now proficient with light and medium armour. If you were proficient with no armour, you gain proficiency with light armour.
Special: You may take this feat multiple times. Its effects stack.
Athletic [Skill]
Benefit: You get a +2 bonus on all Athletics checks.
Attract Ally [Spell/Psionic]
Prerequisite: A spell point reserve and arcane caster level 1st; or a power point reserve and manifester level 1st
Benefit: If you have a power point reserve, you may spend 100 gp and perform a ritual lasting 1 hour to create a psicrystal. If you have a spell point reserve and arcane caster level, you may spend 100 gp and perform a ritual lasting 1 hour to summon a familiar.
Attract Companion [Spell]
Prerequisite: Druid level 1st
Benefit: You may spend 100gp and perform a ritual lasting 1 hour to summon an animal companion.
Augment Summoning [Spell]
Prerequisite: Casting Focus (conjuration)
Benefit: Each creature you summon with a conjuration (summoning) spell or effect gains a +4 enhancement bonus to Str and Con for the duration of the spell that summoned it.
Autonomous [Skill]
Benefit: You get a +2 bonus on all Autohypnosis and Knowledge (psionics) checks.
Blind-Fight [Fighter]
Benefit: In melee, every time you miss due to concealment, you can reroll your miss chance once per attack.
An invisible attacker gets no bonuses related to hitting you in melee. Namely, you don’t lose your Dex bonus to AC, and the attacker doesn’t get the usual +2 bonus for being invisible. This bonus still applies against ranged attacks, however (but your Dex bonus is still retained).
You take only half the usual penalties for not being able to see, thus allowing you to move through darkness and poor visibility at three-quarters your normal speed.
Fighter: A fighter who takes this feat may ignore 1% of any miss chance (including incorporeal miss chances, as well as spells such as blur or blink) for a melee attack per fighter level.
Blindsight [Fighter]
Prerequisites: BAB +4, Blind-Fight, Wis 19
Benefit: You gain blindsight out to 5ft.
Fighter: A fighter who takes this feat instead gains blindsight out to 5 feet per 5 fighter levels.
Body Fuel [Psionic/Spell]
Benefit: You can recover 2 power points or spell points by taking 1 point of ability burn damage. These power or spell points are returned to you as if you had rested.
Special: Only living creatures can use this feat. You can take advantage of this feat only in your own body.
Boost Astral Construct [Psionic]
Benefit: When you create an astral construct, you can give it one additional ability from any menu it already has an ability from.
Burrowing Power [Psionic, Meta]
Benefit: To use this feat, you must expend your psionic focus. You can attempt to manifest your powers against targets that are sheltered behind a wall or force effect, using the Astral Plane as a conduit for your power to travel through.
The strength and thickness of the barrier determine your chance of success. To bypass the barrier, you make a Psicraft check (DC 10 + barrier’s hardness + 1 per food of thickness, minimum 1). A barrier without a hardness score (such as a force effect) has hardness 20. All effects not noted as having a thickness have a thickness of less than 1 foot.
If a power requires line of sight, you must be aware of where your target is.
Using this feat increases the cost of the power by 2 power points. The total cost cannot exceed your manifester level.
Casting Focus [Spell/Psionic]
Prerequisite: Ability to cast spells of the chosen school or manifest powers of the chosen discipline
Benefit: Choose a school of magic or a psionic discipline. Whenever you cast a spell from that school or manifest a power of that discipline, increase the save DCs associated with that spell or power by 1.
Special: You may take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different school or discipline.
Casting Penetration [Spell/Psionic]
Benefit: You get a +2 bonus on caster or manifester level checks to overcome a creature’s spell or power resistance.
Casting Specialisation [Spell/Psionic]
Prerequisites: Weapon Focus (ray), caster or manifester level 4th
Benefit: When using rays or touch attack spells or powers, you deal additional damage equal to your key ability modifier.
Chain Power [Psionic, Meta]
Benefit: To use this feat, you must expend your psionic focus before manifesting a power. You can use this feat on any power that affects a single target and does acid, cold, fire, electricity or sonic damage. After striking the primary target, the power can ‘leap’ to a number of secondary targets equal to your manifester level (maximum 20). The secondary arcs each strike one target and deal half the damage of the original power, rolled separately. Each target receives a separate save if the power allows one, and the targets must all be within 30ft of each other. You do not have to affect the maximum number of targets.
Using this feat increases the cost of the power by 6 power points. The total cost cannot exceed your manifester level.
Chain Spell [Meta, Spell]
Benefit: You can apply this feat only to a spell that affects a single targets and does acid, cold, fire, electricity or sonic damage. After striking the primary target, the spell can ‘leap’ to a number of secondary targets equal to your caster level (maximum 20). The secondary arcs each strike one target and deal half the damage of the original spell, rolled separately. Each target receives a separate save the if the spell allows one, and the targets must all be within 30ft of each other. You do not have to affect the maximum number of targets.
A chain spell costs 6 spell points more than normal. The total cost cannot exceed your caster level.
Cleave [Fighter]
Prerequisites: Str 13, Power Attack
Benefit: If you deal a creature 30 or more damage with a single melee attack, after DR but before conversion, you may make an extra melee attack against another creature within reach as a swift action. You cannot take a 5ft step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dealt 30 or more damage.
Fighter: A fighter may subtract his fighter level from the amount of damage he has to deal to make an extra attack with this feat.
Clever Riposte [Fighter]
Prerequisites: Combat Expertise, BAB +2
Benefit: Any time an opponent misses you with a melee attack or a melee touch attack by a margin less than or equal to the bonus that you received that round by fighting defensively or using the total defence action, you may make an attack of opportunity against that foe at your highest BAB.
A character with the Combat Reflexes feat can use this feat more than once per round, but no more than once per opponent per round. This feat does not grant additional attacks of opportunity.
Cloak Dance [General]
Prerequisites: Hide 10 ranks, Perform (dance) 2 ranks
Benefit: By spending a move action, you can gain concealment until your next round. By spending a full-round action, you can gain total concealment until your next action.
Combat Casting [Skill, Spell/Psionic]
Benefit: You get a +5 bonus on Concentration checks made to cast a spell or manifest a power, or use a spell-like or psi-like ability while on the defensive or while you are grappling or pinned.
Combat Expertise [Fighter]
Prerequisite: Int 13
Benefit: Whenever you fight defensively or use the total defence action, you may instead take a penalty of as much as -5 on your attack rolls and add the same number (+5 or less) as a dodge bonus to your AC. This number may not exceed your BAB. The changes to attack rolls and AC last until the beginning of your next action.
Fighter: A fighter may instead take up to his fighter level as a penalty on attack rolls and add the same number as a dodge bonus to his AC. This number may not exceed his BAB as normal, and lasts the same amount of time.
Combat Reflexes [Fighter]
Benefit: You may make additional attacks of opportunity every round equal to your Dexterity modifier. This does not allow you to make more than one attack of opportunity per opportunity. You may also make attacks of opportunity while flat-footed.
Fighter: A fighter may instead gain additional attacks of opportunity equal to his fighter level divided by 2.
Craft Cognisance Crystal [Item Creation]
Prerequisite: Caster or manifester level 3rd
Benefit: You can create any cognisance crystal you meet the other prerequisites for.
Craft Disposable Item [Item Creation]
Prerequisite: Caster or manifester level 3rd
Benefit: You can create any potion or dream tattoo that you meet other prerequisites for.
Craft Greater Item [Item Creation]
Prerequisite: Caster or manifester level 12th
Benefit: You can create any staff or psicrown that you meet the other prerequisites for.
Craft Least Item [Item Creation]
Prerequisite: Caster or manifester level 1st
Benefit: You may create any scroll or power stone that you meet the other prerequisites for.
Craft Lesser Item [Item Creation]
Prerequisite: Caster or manifester level 5th
Benefit: You can create any wand or dorje that you meet the other prerequisites for.
Craft Rod [Item Creation]
Prerequisite: Caster level 9th
Benefit: You can create any rod that you meet the other prerequisites for.
Craft Trinket [Item Creation]
Prerequisite: Caster or manifester level 3rd
Benefit: You can create any wondrous or universal item that you meet the other prerequisites for.
Deadly Precision [General]
Prerequisites: Dex 15, BAB +5
Benefit: Whenever you roll sneak attack damage, you may reroll any 1s that you roll. The second roll stands, even if it is another 1.
Deceitful [Skill]
Benefit: You get a +2 bonus on all Disguise and Forgery checks.
Deep Impact [Psionic]
Prerequisites: Str 13, Psychic Weapon, BAB +5
Benefit: You must expend your psionic focus prior to making a melee attack to use this feat. Your next melee attack is resolved as a touch attack.
Deflect Arrows [Fighter]
Prerequisites: Dex 13, Improved Unarmed Strike
Benefit: You must have at least one hand free to use this feat. When you are struck with a ranged weapon, you may deflect it, taking no damage from it, as an immediate action. You must be aware of the attack and not flat-footed. Unusually massive ranged attacks (such as boulders) and ranged attacks generated by spell or power effects cannot be deflected.
Fighter: A fighter with at least 5 fighter levels can use Weapon Focus instead of Improved Unarmed Strike to qualify for this feat, and must be holding the weapon he has Weapon Focus in to use this feat instead of having one hand empty.
Deft Hands [Skill]
Benefit: You get a +2 bonus on all Sleight of Hand and Use Rope checks.
Delay Power [Psionic, Meta]
Benefit: To use this feat, you must expend your psionic focus. A power with this feat does not take effect immediately. Instead, you choose one of three trigger mechanisms: a) the power takes effect when you use a standard action to activate it; b) it takes effect when a creature enters its area of effect (only powers with an area of effect can use this trigger condition); or c) it activates at the beginning of your turn after 5 rounds. If the conditions of one of the first two options are not met within 5 rounds, the power activates automatically on the fifth round. Only area and personal powers can be used with this feat.
Any decisions about the power are made when it is manifested. Any effects resolved by those the power affects are determined when the power resolves. A power used with this feat can be dispelled and detected normally.
Using this feat increases the cost of the power by 2 power points. The total cost cannot exceed your manifester level.
Delay Spell [Meta, Spell]
Benefit: A delayed spell does not take effect immediately. Instead, you choose one of three trigger mechanisms: a) the spell takes effect when you use a standard action to activate it; b) it takes effect when a creature enters its area of effect (only spells with an area of effect can use this trigger condition); or c) it activates at the beginning of your turn after 5 rounds. If the conditions of one of the first two options are not met within 5 rounds, the spell activates.
Any decisions about the spell are made when it is cast. Any effects resolved by those the spell affects are determined when the spell resolves. A spell affected by this feat can be dispelled and detected normally.
A delayed spell costs 2 spell points more than normal. The total cost cannot exceed your caster level.
Diehard [Fighter]
Prerequisite: Con 13
Benefit: You automatically become stable when you are between -1 and -9 hit points. Furthermore, when you are at between -1 and -9 hit points, you may choose to act as if you were disabled rather than dying. You must make this decision as soon as you reach this hit point total; if you choose not to act as if you were disabled, you fall unconscious immediately. All other rules of being disabled still apply.
Fighter: A fighter that has this feat may add his fighter level to the negative hit point total he must reach to die. For example, a 5th level fighter is considered to be dying between -1 and -14, and dies at -15.
Diligent [Skill]
Benefit: You get a +2 bonus on all Appraise and Decipher Script checks.
Disguise Spell [Meta, Spell]
Prerequisites: Bardic music, Perform 12 ranks
Benefit: A disguised spell cannot be identified by means of Mysteria checks. Additionally, the fact that you are casting a spell is not made obvious to observers, and its source is also not apparent. A disguised spell costs 2 more spell points. The total cost cannot exceed your caster level.
Dodge [Fighter]
Prerequisite: Dex 13
Benefit: You gain a +1 dodge bonus to AC against all attacks, or a +2 dodge bonus to AC against attacks from a single opponent which you designate at the start of your turn as a free action.
Enchant Armour or Weapon [Item Creation]
Prerequisite: Caster or manifester level 5th
Benefit: You can create any magical or psionic armour or weapon that you meet the other prerequisites for.
Empower Power [Psionic, Meta]
Benefit: To use this feat, you must expend your psionic focus. All variable, numeric effects of an empowered power are increased by 50%. Saving throws and opposed rolls are not affected, nor are powers without random variables. An augmented power can be empowered, with the augmentation applied first.
Using this feat increases the cost of the power by 2 power points. The total cost cannot exceed your manifester level.
Empower Spell [Meta, Spell]
Benefit: All variable, numeric effects of an empowered spell are increased by 50%. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell costs 2 more spell points. The total cost cannot exceed your caster level.
Endurance [Fighter, Skill]
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Con checks to continue running, Con checks to avoid nonlethal damage from a forced march, Con checks made to hold your breath, Con checks to avoid nonlethal damage from starvation or thirst, Fort saves to avoid nonlethal damage from hot or cold environments and Fort saves to resist damage from suffocation. You may also sleep in medium armour without becoming fatigued.
Energy Substitution [Meta, Spell]
Prerequisites: Any other [Meta] feat, Knowledge (arcana) 5 ranks
Benefit: Choose one type of energy: acid, cold, electricity, fire or sonic. When you apply this feat to a spell with the acid, cold, electricity, fire or sonic descriptor, the spell instead gains the chosen elemental descriptor, and does that type of damage instead. In all other respects, the altered spell works normally. An energy substituted spell costs the same number of power points it normally would.
Special: You can gain this feat multiple times. Each time, you must select a different type of energy.
Enlarge Power [Psionic, Meta]
Benefit: To use this feat, you must expend your psionic focus. You can alter a power with a range of close, medium or long to increase its ‘base’ range by 100%. This feat cannot affect powers not defined by distance, or that don’t have a range of close, medium or long.
Using this feat does not increase the cost of the power.
Enlarge Spell [Meta, Spell]
Benefit: You can alter a spell with a range of close, medium or long to increase its ‘base’ range by 100%. For example, a close range, enlarged spell now has a range of 50ft +5ft/level. This feat cannot affect spells not defined by distance, or that don’t have a range of close, medium or long. An enlarged spell costs no additional spell points.
Eschew Materials [Spell]
Benefit: You can cast any spell that has a material component costing 1gp or less without providing that component.
Exotic Weapon Proficiency [Fighter]
Prerequisite: BAB +1
Benefit: Choose an exotic weapon. You are now proficient in its use.
Fighter: A fighter may instead gain proficiency with a number of exotic weapons equal to his fighter level divided by 5 when he takes this feat. If more fighter levels are gained later, they contribute to this feat retroactively.
Expanded Knowledge [Psionic]
Prerequisite: Manifester level 3rd
Benefit: Add to your powers known list one additional power of any level up to one lower than the highest-level power you can manifest. You can choose any power, including powers from another discipline list or even from another class list.
Special: You may take this feat multiple times.
Extend Power [Psionic, Meta]
Benefit: To use this feat, you must expend your psionic focus. An extended power lasts twice as long as normal. A power with a duration of concentration, instantaneous or permanent is not affected.
Using this feat increases the cost of the power by 2 power points. The total cost cannot exceed your manifester level.
Extend Spell [Meta, Spell]
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous or permanent is not affected. An extended spell costs 2 spell points more than normal. The total cost cannot exceed your caster level.
Eyes in the Back of Your Head [General]
Prerequisites: BAB +3, Wis 19
Benefit: Attackers do not gain the usual +2 attack bonus when flanking you.
Far Shot [Fighter]
Prerequisite: Point Blank Shot
Benefit: When you use a ranged weapon, its range increment is multiplied by 1.5. If the weapon is a thrown weapon, instead double its range increment.
Fell Shot [Psionic]
Prerequisites: Dex 13, Point Blank Shot, Psionic Shot, BAB +5
Benefit: To use this feat, you must expend your psionic focus before making a ranged attack. Your next ranged attack is resolved as a ranged touch attack.
Fleet of Foot [General]
Prerequisites: Dex 15, Run
Benefit: When you run or charge, you may make a single 90ft turn at any point during your movement, provided that you move at least 10 feet first. You cannot use this feat while wearing medium or heavy armour, or when carrying a medium or heavy load.
Forge Ring [Item Creation]
Prerequisite: Caster level 12th
Benefit: You can create any ring that you meet the other prerequisites for.
Great Cleave [Fighter]
Prerequisites: Str 13, Power Attack, Cleave
Benefit: If you deal a creature 40 or more damage with a single attack, after DR but before conversion, you may make an extra melee attack against another creature within reach as a free action. You cannot take a 5ft step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dealt 40 or more damage. You may use this ability up to twice per round
Fighter: A fighter with at least 5 fighter levels may instead use this ability a number of times per round equal to his Str bonus.
Great Fortitude [General]
Benefit: You gain a +2 bonus on Fort saves.
Greater Casting Focus [Spell/Psionic]
Prerequisite: Casting Focus (chosen school or discipline)
Benefit: The DC bonus granted by Casting Focus improves to +2.
Special: You may take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to another school or discipline that you have taking Casting Focus for.
Greater Casting Penetration [Spell/Psionic]
Prerequisite: Casting Penetration
Benefit: The bonus provided by Casting Penetration improves to +4.
Greater Casting Specialisation [Spell/Psionic]
Prerequisites: Casting Specialisation, Weapon Focus (ray), caster or manifester level 12th
Benefit: You may add twice your key modifier to damage rolls with rays and touch spells or powers.
Greater Manyshot [Fighter]
Prerequisites: Dex 17, Manyshot, Point Blank Shot, Rapid Shot, BAB +6
Benefit: When using the Manyshot feat, you can fire each arrow at a different target. You make separate attack rolls for each arrow, regardless of whether you fire them at different targets or not. Your precision-based damage and additional damage from magical or psionic effects applies to each arrow fired, and if you score a critical hit with more than one arrow, they each do critical hit damage.
Greater Psionic Fist [Psionic]
Prerequisites: Str 13, Psionic Fist, BAB +5
Benefit: When you use the Psionic Fist feat, your unarmed attack or attack with a natural weapon deals an additional 4d6 damage instead of an extra 2d6.
Greater Psionic Shot [Psionic]
Prerequisites: Point Blank Shot, Psionic Shot, BAB +5
Benefit: When you use the Psionic Shot feat, your ranged attack deals an additional 4d6 damage instead of an extra 2d6.
Greater Psionic Weapon [Psionic]
Prerequisites: Str 13, Psionic Weapon, BAB +5
Benefit: When you use the Psionic Weapon feat, your melee attack deals an additional 4d6 damage instead of an extra 2d6.
Greater Two-Weapon Defence [Fighter]
Prerequisites: Dex 19, Improved Two-Weapon Defence, Improved Two-Weapon Fighting, Two-Weapon Defence, Two-Weapon Fighting, BAB +11
Benefit: You gain a +5 shield bonus to AC when fighting with a double weapon or two weapons. When fighting defensively or using total defence, this increases to +8.
Greater Two-Weapon Fighting [Fighter]
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, BAB +11
Benefit: Your penalties on attack rolls with each hand are further reduced, to -0 if your off-hand weapon is light, and -2 if it isn’t.
Heighten Spell [Meta, Spell]
Benefit: A heightened spell is cast for more spell points, and effectively becomes a spell of that level. For example, a magic missile spell heightened to 5th level is considered a 5th level spell for all purposes, but must be paid for as a 5th level spell. This is an exception to the usual rules for meta feats.
Hidden Talent [Psionic]
Benefit: You unlock the power of manifesting within yourself, gaining 2 power points. Additionally, you may learn any 1st level psion/wilder power, and use these power points to manifest it it. Your manifester level is considered to be 1, and save DCs are calculated from your choice of Int, Wis or Cha (the decision is made upon taking this feat and cannot later be changed).
Special: If you take levels in a manifester class, you lose the benefits of this feat. You still receive bonus power points for a high key ability modifier as normal.
Hold the Line [Fighter]
Prerequisites: Combat Reflexes, BAB +2
Benefit: You may make an AOO against a charging opponent who enters the area you threaten. This AOO happens before the charge attack is resolved.
Hostile Mind [General]
Prerequisites: Cha 15, character level 4th
Benefit: Whenever you are subject to a mind-affecting spell, power, spell-like ability or psi-like ability, the user of the spell or effect in question takes 1d6 points of damage per 2 character levels, with a Will save (DC 10 + ½ your character level + your Cha modifier) for half damage.
Improved Bull Rush [Fighter]
Prerequisites: Str 13, Power Attack
Benefit: You do not provoke an attack of opportunity from the defender when starting a bull rush. You get a +4 bonus on the check to push back your opponent, as well as avoid being pushed back.
Improved Critical [Fighter]
Prerequisite: Proficient with selected weapon, BAB +8
Benefit: When using the selected weapon, your threat range is doubled.
Fighter: A fighter may widen his threat range by an additional 1 for every 10 fighter levels he has.
Improved Disarm [Fighter]
Prerequisites: Int 13, Combat Expertise
Benefit: You do not provoke an attack of opportunity when you attempt to disarm your opponent. The opponent also does not get a chance to disarm you if you fail. You gain a +4 bonus on the opposed attack roll to disarm your opponent or to avoid being disarmed.
Improved Feint [Fighter]
Prerequisites: Int 13, Combat Expertise
Benefit: You may feint in combat as a move action.
Improved Grapple [Fighter]
Prerequisites: Dex 13 or Str 13
Benefit: You do not provoke an attack of opportunity for starting a grapple. You also gain a +4 bonus on grapple checks.
Improved Initiative [Fighter]
Benefit: You get a +4 bonus on initiative checks.
Improved Overrun [Fighter]
Prerequisites: Str 13, Power Attack
Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also get a +4 bonus on your check to knock down your opponent.
Improved Precise Shot [Fighter]
Prerequisites: Dex 19, Point Blank Shot, Precise Shot, BAB +11
Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their benefits normally.
Additionally, when firing into a grapple, you always strike the target you have chosen.
Fighter: A fighter with this feat can also ignore 1% of total concealment per fighter level when using ranged attacks, and a fighter of 12th level or higher may make ranged attacks against a target he is aware of with total cover.
Improved Psicrystal [Psionic]
Prerequisites: Attract Ally
Benefit: Your psicrystal gains an additional personality, becoming a blend of its old and new personalities. You receive the benefits of both personalities. Furthermore, your psicrystal’s manifester level is 1 higher.
Special: You can gain this feat multiple times. Its effects stack.
Improved Shield Bash [Fighter]
Prerequisite: Proficiency in a type of shields
Benefit: When you perform a shield bash, you may still apply your shield’s bonus to your AC.
Improved Sunder [Fighter]
Prerequisites: Str 13, Power Attack
Benefit: You do not provoke an attack of opportunity when you attempt to strike an object held or carried by an opponent, or to make a called attack. You also gain a +4 bonus on any attack rolls made to attack an object held or carried by another character, or to make a called attack.
Fighter: A fighter may ignore one-half his fighter level of an object’s hardness when sundering.
Improved Trip [Fighter]
Prerequisites: Int 13, Combat Expertise
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent. You also receive a +4 bonus on checks made to trip your opponent or to avoid being tripped.
If you successfully trip your opponent, you may make a ‘follow-up’ attack at the same attack bonus as your touch attack.
Improved Two-Weapon Defence [Fighter]
Prerequisites: Dex 17, Two-Weapon Fighting, Two-Weapon Defence, BAB +6
Benefit: You gain a +3 shield bonus to AC when fighting with a double weapon or two weapons. When fighting defensively or using total defence, this increases to +5.
Improved Two-Weapon Fighting [Fighter]
Prerequisites: Dex 17, Two-Weapon Fighting, BAB +6
Benefit: You may make up to three attacks with your off-hand, taking a -5 and -10 penalty as normal, provided you have sufficient BAB to do so with your primary hand.
Improved Unarmed Strike [Fighter]
Benefit: You are considered armed even when unarmed. Your unarmed strikes deal 1d6 damage, and you can choose to deal lethal or nonlethal damage with your unarmed strikes.
Fighter: A fighter with this feat gets an additional +1 on damage rolls with unarmed strikes for every 4 fighter levels he has.
Inquisitor [Psionic]
Prerequisite: Wis 13, Sense Motive 5 ranks
Benefit: To use this feat, you must expend your psionic focus before making a Sense Motive check. You get a +10 bonus on your next Sense Motive check.
Investigator [Skill]
Benefit: You get a +2 bonus on all Gather Information and Search checks.
Iron Will [General]
Benefit: You get a +2 bonus on Will saves.
Jack of All Trades [General]
Prerequisite: Character level 6th
Benefit: You may use any skill untrained.
Knock-Down [Fighter]
Prerequisites: BAB +2, Improved Trip, Str 15
Benefit: Whenever you deal 10 or more damage to your opponent in melee, you may make a trip attempt against the same opponent as a swift action.
Leadership [General]
Prerequisite: Character level 6th
Benefit: You may attract a cohort and followers. Speak with your DM before selecting this feat and about what sort of cohort and followers you can obtain.
Lightning Reflexes [General]
Benefit: You get a +2 bonus on Reflex saves.
Magical Aptitude [Skill]
Benefit: You get a +2 bonus on all Spellcraft and Use Magic Device checks.
Magical Talent [Psionic]
Benefit: You unlock the power of casting within yourself, gaining 2 spell points. Additionally, you may learn any 1st level sorcerer/wizard spell, and use these power points to cast it. Your caster level is considered to be 1, and save DCs are calculated from your choice of Int, Wis or Cha (the decision is made upon taking this feat and cannot later be changed).
Special: If you take levels in a manifester class, you lose the benefits of this feat. You still receive bonus spell points from a high key ability modifier as normal.
Magic-Forged Body [Spell]
Benefit: You gain 2 hit points for every [Spell] feat you have. If you later gain additional [Spell] feats, you also gain additional hit points.
Manyshot [Fighter]
Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, BAB +6
Benefit: As a standard action, you may fire two arrows at a single opponent within 30ft. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally. Precision-based damage and additional damage from magical or dream effects, as well as weapon enchantments, is applied only once to both shots. If you score a critical hit, only the first arrow deals critical hit damage.
For every 5 points of BAB that you have above +6, you may fire one additional arrow, to a maximum of 4 arrows at +16. However, each arrow after the second adds a cumulative -2 penalty to your attack roll.
Fighter: For every 5 fighter levels you have, the range at which this feat can be used increases by 10ft.
Martial Weapon Proficiency [General]
Benefit: Choose a martial weapon. You gain proficiency in that weapon.
Special: You may take this feat multiple times, selecting an additional martial weapon to gain proficiency in each time.
Maximise Power [Psionic, Meta]
Benefit: You must expend your psionic focus to use this feat. All variable, numeric effects of a maximised power are maximised. Saving throws and opposed rolls are not affected. An empowered, maximised power gains the separate benefits of each feat: a power is maximised first, then empowered. Using this feat increases the cost of the power by 4 power points. The total cost cannot exceed your manifester level.
Maximise Spell [Meta, Spell]
Benefit: All variable, numeric effects of a maximised spell are maximised. For example, a maximised fireball deals 60 damage. Saving throws and opposed rolls are not affected. A maximised spell costs 4 spell points more than normal. An empowered, maximised spell gains the separate benefits of each feat: a spell is maximised first, then empowered.
Mental Leap [Psionic]
Prerequisites: Wis 13, Jump 5 ranks
Benefit: To use this feat, you must expend your psionic focus before attempting a Jump check. You get a +10 bonus on your next Jump check.
Mind Over Body [General]
Prerequisite: Con 13
Benefit: You heal a number of ability damage or ability burn points equal to 1 + your Con mod per day.
Mobility [Fighter]
Prerequisites: Dex 13, Dodge
Benefit: If you move at least 10ft, the dodge bonus granted by the Dodge feat increases by 1. Against attacks of opportunity, the bonus increases by 3.
Mounted Archery [Fighter]
Prerequisites: Ride 1 rank, Mounted Combat
Benefit: The penalty you take when using a ranged weapon while mounted is halved.
Mounted Combat [Fighter]
Prerequisite: Ride 1 rank
Benefit: When your mount is hit in combat, you may attempt a Ride check as an immediate action to negate this hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. Critical hits are considered to be 30+modifiers for this purpose.
Fighter: A fighter with at least 4 fighter levels can use this ability as a free action when it is not his turn, and may instead use this ability a number of times per round equal to his fighter level divided by 4.