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General Feats

These feats are the generic list and can be chosen by any character who meets the prerequisites at any time in their character's advancement.

Character Feats
Divine Feats
Epic Feats
General Feats
Item Creation
Metamagic
Monster
Rage Feats
Special
Wild Feats
Fighter Bonus Feats
Feat Name Prerequisites Description
Acrobatic   Benefit: You get a +1 to all Climb, Jump, Ride, and Tumble checks.  This may be combined with Skill Focus in any of the listed skills.
Alertness   Benefit: The character gets a +2 bonus on all Listen checks and Spot checks.

Special: The master of a familiar gains the Alertness feat whenever the familiar is within arm’s reach.

Animal Control Animal Defiance, ability to cast speak with animals and animal friendship Benefit: You can rebuke or command animals as an evil cleric rebukes undead.  To command an animal you must be able to speak with it via a speak with animals effect, though you may issue your commands mentally if desired.  The number of times per day that you can use this ability is equal to 3 + your charisma modifier.  Your highest divine caster level is the level at which you rebuke animals.

Special: Animals you command through this ability count against the HD limit of animals you can befriend through animal friendship.

Animal Defiance Ability to cast detect animals or plants Benefit: You can turn (but not destroy) animals as a good cleric turns undead.  The number of times per day that you can use this ability is equal to 3 + your Charisma Modifier.  Your highest divine caster level is the level at which you turn animals.
Armor Focus (heavy) Proficient with armor, Base Attack Bonus +1 or higher, Armor Focus (light), Armor Focus (medium) Benefit: See Armor Focus (light).
Armor Focus (light) Proficient with armor, Base Attack Bonus +1 or higher Benefit: When wearing a specified type of armor it inflicts 1 less skill check penalty and the maximum Dexterity bonus is raised by one.  This cannot reduce the penalties to a sub zero level.
Armor Focus (medium) Proficient with armor, Base Attack Bonus +1 or higher, Armor Focus (light) Benefit: See Armor Focus (light).
Armor Proficiency (heavy) Armor Proficiency (light), Armor Proficiency (medium) Benefit: See Armor Proficiency (light).

Normal: See Armor Proficiency (light).

Special: Fighters, paladins, and clerics automatically have Armor Proficiency (heavy) as a bonus feat. They need not select it.

Armor Proficiency (light)  

Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.

Normal: A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.

Special: All characters except wizards, sorcerers, and monks automatically have Armor Proficiency (light) as a bonus feat. They need not select it.

Armor Proficiency (medium) Armor Proficiency (light) Benefit: See Armor Proficiency (light).

Normal: See Armor Proficiency (light).

Special: Fighters, barbarians, paladins, clerics, druids, and bards automatically have Armor Proficiency (medium) as a bonus feat. They need not select it.

Armored Maneuvers Proficient with armor, Base Attack Bonus +1 or higher, Armor Focus with armor, Dex 13+ Benefit:  When wearing light or medium armor, the max dexterity bonus is increased by +1 and the character suffers no movement penalties for wearing armor.  Normal encumbrance rules still apply.
Artist   Benefit: You gain a +2 bonus on all Perform checks and to one Craft skill that involves art (your choice) such as calligraphy, painting, sculpture, or weaving.
Augment Animations Spellcaster Level 4+ Benefit: Undead you create through your spells (animate dead, create undead, etc., but not through summoning  spells) gain +1 hit point per die and a +1 competence bonus on attack and damage rolls.
Augment Summoning Spell Focus (conjuration) Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Blind Fighting 1  

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.
Blind Shot 1 Blind Fighting, Point Blank Shot, Precise Shot, Wis 15+, 8+ ranks in Listen Benefit: Characters with this feat have all of the Benefits of Blind Fighting applied to their ranged attacks whether thrown, bow, crossbow, or firearm.  In order to use this feat, a character must make one Listen check with a DC of 25.  A successful check means that the target may be targeted during the current round.

Normal: Regular attack roll modifiers for invisible opponents apply, as do speed reduction penalties for darkness and low visibility.

Special: The Blind Shot feat is of no use against a character who is subject to a Blink spell.

Blindsight, 5 ft. radius Base attack bonus +4, Blind-Fight, Wisdom 19 Benefit: Using senses such as acute hearing and sensitivity to vibrations, you detect the location of opponents who are no more than 5 feet away from you. Invisibility and darkness are irrelevant, though it you discern incorporeal beings.
Brachiation Climb 6 ranks, Jump 6 ranks, Str 13+ Benefit: You move through the trees at your normal land speed by using your arms to swing from one branch to another.  To allow brachiation, the area through which you are moving must be at least lightly wooded, with trees no farther apart than 15 feet.  You may not use this ability while holding an item in either hand or while wearing armor heavier than medium.
Breech Immunity Str 13+, Int 13+, Power Attack, Base Attack Bonus 4 or higher Benefit: With any weapon, including your bare hands, you may harm creatures that are normally hit only by a +1 or better magical weapon.  You do not actually get an attack or damage bonus but can harm creatures such as Lycanthropes or certain Outsiders.  You can emulate a +1 for every 4 character levels (i.e. a 15th level character can bypass a damage reduction of up to ?/+3).  This power is not magical and is not diminished by factors such as planar distances or effects that disrupt magic

Normal: A creature's natural weapons count as the type that ignore its own innate damage reduction.  Damage reduction from spells such as Stoneskin do not confer this ability.

Cast Ritual   Benefit:  This feat allows a character to use ritual magic.  The character gains Knowledge (Ritual) as a class skill.  This skill is used to determine the success of rituals.  
Cleave 1 Str 13+, Power Attack. Benefit: If the character deals a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), the character gets an immediate, extra melee attack against another creature in the immediate vicinity. The character cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. The character can use this ability once per round.
Cloak Dance Hide 10 ranks, Perform (dance) 2 ranks Benefit: You can take a move action to obscure your exact position. Until your next turn, you have concealment. Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment.
Combat Casting   Benefit: The character gets a +4 bonus to Concentration checks made to cast a spell while on the defensive.
Combat Expertise 1 Int 13+

Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class 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 Armor Class.

Combat Reflexes 1   Benefit: When foes leave themselves open, the character may make a number of additional attacks of opportunity equal to the character's Dexterity modifier. The character still may only make one attack of opportunity per enemy.  The character may also make attacks of opportunity while flat-footed.

Special: A rogue with the Combat Reflexes feat still can only make one attack of opportunity in a round if he uses his opportunist ability to make that attack.

Cross Class Learning   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.

Deadly Precision Dex 15, base attack bonus +5 Benefit: You have deadly accuracy with your sneak attacks. You can reroll any result of 1 on your sneak attack's extra damage dice. You must keep the result of the reroll, even if it is another 1.
Deflect Arrows 1 Dex 13+, Improved Unarmed Strike

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 that you take no damage from it. You must be aware of the attack and not flatfooted.

Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.

Special: A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites.

Diehard 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.
Distinctive Fighting Style 1 Base Attack Bonus +4, Weapon Focus Benefit: You gain one of three benefits when fighting using your preferred style.  You can either gain a +1 to hit with this feat, a +1 armor bonus, or gain a +1 damage bonus.  The type of bonus gained is chosen when the Distinctive Style Feet is taken.

Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different bonus.

Dodge 1 Dex 13+ Benefit: During the character's action, the character designates an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. The character can select a new opponent on any action. Note: A condition that makes the character lose his or her Dexterity bonus to Armor Class (if any) also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Dragon's Toughness Base Fort save bonus +11 Benefit: You gain +12 hit points.

Special: You can gain this feat multiple times.

Dwarf's Toughness Base Fort save bonus +5 Benefit: You gain +6 hit points.

Special: You can gain this feat multiple times>

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.

Special: A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.

Eschew Materials   Benefit: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.
Exotic Weapon Proficiency 1 Base attack bonus +1 or higher Benefit: The character makes attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.

Special: The character can gain this feat multiple times. Each time The character takes the feat, it applies to a new weapon. Proficiency with the bastard sword or the Dwarven waraxe has a prerequisite of Str 13+.

Eyes in the Back of Your Head Base attack bonus +3, Wis 19 Benefit: Attackers do not gain the usual +2 attack bonus when flanking you. This feat grants no effect whenever you are attacked without benefit of your Dexterity modifier to AC, such as when you are flat-footed or when you are the target of a rogue's sneak attack.
Far Shot 1 Point Blank Shot Benefit: When the character uses a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When the character uses a thrown weapon, its range increment is doubled.
Faster Healing Base Fort save bonus +5 Benefit: You recover lost hit points and ability score points at twice the rate than you normally would.
Favored Critical Base attack bonus +5, at least one favored enemy Benefit: Select one of your favored enemies that is normally subject to critical hits.  Whenever you attack this type of creature, the threat range of whatever weapon you are using is doubled.

Special: You can take this feat multiple times.  Each time you do, it applies to a new favored enemy.  The effects of this feat do not stack with those of Improved Critical.

Featherfoot Dex 13+, Skill Focus (Move Silently) Benefit:  You can make your footsteps as light as a feather, moving silently and exerting very little pressure on the surface you are moving on.  A character using this feat may move up to his full movement rate without evoking a penalty to his Move Silently skill.  The character suffers a -5 when hustling, a -10 when running (x3), and a -15 when doing a full run (x4) or charge.

Normal:  A character suffers a -5 penalty when moving more than half speed up to full movement, -10 while hustling, -10 when running (x3), and a -20 when doing a full run (x4) or charge.

Fleet of Foot Dex 15+, Run Benefit: When running or charging, you can make a single direction change of 90 degrees or less. You can't use this feat while wearing medium or heavy armor, or when carrying a medium or heavy load. If you are charging, you must move in a straight line for 10 feet after the turn to maintain the charge.

Normal: Without this feat, you can run or charge only in a straight line.

Force of Will   Benefit:  You may add your wisdom modifier to your Fortitude saves.  Having this feat also allows a character to remain conscious while dying (Fort save DC 10 + last damage dealt).  Characters remaining conscious still have the same chance to stabilize and still die upon reaching -10 hit points.
Giant's Toughness Base Fort save +8 Benefit: You gain +9 hit points.

Special: You can gain this feat multiple times.

Great Cleave 1 Str 13+, Power Attack, Cleave, base attack bonus +4 or higher Benefit: As Cleave, except that the character has no limit to the number of times the character can use it per round.
Great Critical 1 Improved Critical with weapon, Weapon Focus with weapon, Weapon Specialization with weapon, Base attack bonus +11 Benefit: When using the weapon you selected, your critical multiplier is increased by one.  For example, a long sword will do x3 damage on a critical hit instead of x2. 
Great Fortitude   Benefit: The character gets a +2 bonus to all Fortitude saving throws.
Greater Manyshot 1 Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6 Benefit: When you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separate targets or the same target. Your precision-based damage applies to each arrow fired, and, if you score a critical hit with more than one of the arrows, each critical hit deals critical damage.
Greater Resiliency Damage reduction as a class feature or innate ability Benefit: Your damage reduction increases by +1/-.  If it would normally rise thereafter with level, it does so at its previous rate.  You may not take this feat more than once.
Greater Spell Focus Spell Focus Benefit: Add +4 to the DC for all saving throws against spells from the school of magic you select to focus on.  This overlaps (does not stack with) the bonus from Spell Focus.

Special: You can gain this feat multiple times.  Its effects do not stack.  Each time you take the feat, it applies to a new school of magic.

Greater Spell Penetration Spell Penetration Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration.
Greater Two-Weapon Fighting 1 Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11 Benefit: You get a third attack with your off-hand weapon, albeit at a -10 penalty.

Special: An 11th-level ranger who has chosen the two-weapon combat style is treated as having Greater Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

Greater Weapon Focus 1 Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see below).

Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

A fighter must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialization feat for that weapon.

Greater Weapon Specialization 1 Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th.

Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization.

Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Hail of Arrows 1 Base Attack Bonus +4, Dex 13+, Point Blank Shot, Rapid Shot, Quick Draw Benefit:  Characters with this feat may make one extra ranged attack for every four character levels achieved.  The extra attacks are made at the characters highest attack bonus but these extra attacks, and all other attacks, suffer an additional -2 penalty.  You must use the full attack action when you use this feat.  Additionally, characters using this feat is unable to make any other actions within the round (including the 5' correction allowed normally).

Special:  DM's are encouraged to keep careful track of a character's arrows.  A high level character using this feat tends to run out of available arrows very fast.  Also, a character may only carry "so many" arrows readily available.

Hold The Line Combat Reflexes, base attack bonus +2 Benefit: You may make an attack of opportunity against a charging opponent who enters an area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved.

Normal: You only get an attack of opportunity against a character that exits a square you threaten.

Improved Bull Rush 1 Str 13+, Power Attack 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 back the defender.
Improved Counterspell   Benefit: When counterspelling, instead of using the exact spell you are trying to counter, you may use a spell of the same school that is one or more levels higher than the target spell.
Improved Charge 1 Dex 13+ Benefit: You can make one direction alteration while making a charge attack as long as that change is not within the last 5' of the end of the charge. (You may not dodge through obstructions but you can turn a corner.)

Normal: You must move in a straight line to perform a charge maneuver. 

Improved Critical 1 Proficient with weapon, base attack bonus +8 or higher

Benefit: When using the weapon you selected, your threat range is doubled.

Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Disarm 1 Int 13+, Combat Expertise

Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.

Normal: See the normal disarm rules.

Special: A monk may select Improved Disarm as a bonus feat at 6th level, even if she does not meet the prerequisites.

Improved Feint 1 Int 13, Combat Expertise

Benefit: You can make a Bluff check to feint in combat as a move action.

Normal: Feinting in combat is a standard action.

Improved Grapple 1 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 1   Benefit: The character gets a +4 bonus on initiative checks.
Improved Overrun 1 Str 13, Power Attack

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.

Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.
Improved Precise Shot 1 Dex 19, Point Blank Shot, Precise Shot, base attack bonus +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 normal benefits against your ranged attacks.

In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

Normal: See the normal rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.

Special: An 11th-level ranger who has chosen the archery combat style is treated as having Improved Precise Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

Improved Rapid Shot 1 Dex 13+, Point Blank Shot, Rapid Shot, Base Attack Bonus +8 Benefit:  Characters with this feat may gain one additional ranged attack per round.  This attack is in addition to any others they gain for a high base attack bonus or other feats.  The attack is at the highest attack bonus but suffers an additional -5 penalty.  You must use the full attack action when you use this feat.
Improved Shield Bash 1 Shield Proficiency

Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.

Normal: Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his or her next turn.

Improved Sunder 1 Str 13, Power Attack

Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity.

You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.

Normal: Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.

Improved Trip 1 Int 13+, Combat Expertise

Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.

If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.

Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.

Special: At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites.
Improved Two-Weapon Fighting 1 Dex 17, Two-Weapon Fighting, base attack bonus +6

Benefit: 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.

Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

Special: A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

Improved Unarmed Strike 1  

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.
Improved Swimming Swim 6 ranks Benefit: You swim at one-half your land speed as a move-equivalent action or at three-quarters of your land speed as a full-round action.

Normal: You swim at one-quarter of your land speed as a move-equivalent action or at one-half of your land speed as a full-round action.

Instant Stand 1 6 or more ranks in Balance, 6 or more ranks in Tumble Benefit: If the character makes a successful tumble check against a DC 15 he may get to his feat from a prone position as a free action.
Investigator   Benefit: You get a +2 bonus on all Gather Information checks and Search checks.
Iron Will   Benefit: The character gets a +2 bonus to all Will saving throws.
Jack of all Trades  6th level + Benefit: You can use any skill untrained, even those that normally require training.
Ki Strike Improved Unarmed Strike Benefit:  As a full round action you may make a single melee attack against an opponent.  This attack ignores armor bonuses and acts as a touch attack.  You may use your bare hands or a melee weapon.  This ability may be used once per day per 4 character levels.
Knock Down Base attack bonus +2, Improved Trip, Str 15 Benefit: Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip attack as a free action against the same target.
Leadership The character must be at least 6th level. Benefits: Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her. See the table for what sort of cohort and how many followers the character can recruit.
Lightning Reflexes   Benefit: The character gets a +2 bonus to all Reflex saving throws.
Manyshot 1 Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6

Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see Special).

For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three arrows and –8 for four).

Damage reduction and other resistances apply separately against each arrow fired.

Special: Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.

A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

Martial Weapon Proficiency  

Benefit: You make attack rolls with the selected weapon normally.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat.

You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.

A cleric who chooses the War domain automatically gains the Martial Weapon Proficiency feat related to his deity’s favored weapon as a bonus feat, if the weapon is a martial one. He need not select it.
Mobility 1 Dex 13+, Dodge Benefit: The character gets a +4 dodge bonus to Armor Class against attacks of opportunity caused when the character moves out of or within a threatened area.

Note: A condition that makes the character lose the Dexterity bonus to Armor Class (if any) also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most types of bonuses.

Mounted Archery 1 Ride skill, Mounted Combat Benefit: The penalty the character suffers when using a ranged weapon from horseback is halved: -2 instead of -4 if the character's mount is taking a double move, and -4 instead of -8 if the character's mount is running.
Mounted Combat 1 Ride skill Benefit: Once per round when the character's mount is hit in combat, the character may make a Ride check to negate the hit. The hit is negated if the character's Ride check is greater than the attack roll (essentially, the Ride check becomes the mount’s Armor Class if it’s higher than the mount’s regular AC).
Multi-dexterity Dex 15+, three or more arms Benefit: The creature ignores all penalties for using an off hand.

Normal: Without this feat, a creature who uses an off hand suffers a -4 penalty to attack rolls, ability checks, and skill checks. A creature has one primary hand, and all the others are off hands; for example, a four-armed creature has one primary hand and three off hands.

Special: This feat replaces the Ambidexterity feat for creatures with more than two arms.

Negotiator   Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks.
Off-Hand Parry Dex 13+, Two-Weapon Fighting, Base attack bonus +3, Proficiency with weapon Benefit: When fighting with two weapons and using the full attack option, you can on your action decide to attack normally or to sacrifice all your off-hand attacks for that round in exchange for a +2 dodge bonus to your AC.  If you take this option,  you also suffer penalties on your attacks as if you were fighting with two weapons.  If you are also using a buckler, its AC bonus stacks with the dodge bonus.  You can use only bladed or hafted weapons of a size category smaller than your own with this feat.
Pack Mule   Benefit: You can carry weight as if your strength were two points higher.
Plant Control Plant Defiance, ability to speak with plants Benefit: You rebuke or command plants as an evil cleric rebukes undead.  To command a plant, you must be able to speak with it via a speak with plants effect, though you may issue your commands mentally if desired.  The number of times per day that you can use this ability is equal to 3 + your Charisma modifier.  Your highest divine caster's level is the level at which you rebuke plants.
Plant Defiance Ability to cast detect animals or plants Benefit: You turn (but not destroy) plants as a good cleric turns undead.  Threat immobile plant creatures as creatures unable to flee.  The number of times per day that you can use this ability is equal to 3 + your Charisma modifier.  Your highest divine caster level is the level at which you turn undead.
Point Blank Shot 1   Benefit: The character gets a +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Power Attack 1 Str 13+

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. The penalty on attacks and bonus on damage apply until your next turn.

Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
Power Charge 1 Str 13+ Benefit: If you successfully hit your opponent at the end of a charge action, you add double your strength modifier to the damage roll.

Special: If you are attacking with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add three times your strength modifier to the damage roll.  You can’t add the bonus from Power Charge to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks).

Normal:  A charge action does not grant any additional damage.

Power Critical 1 Improved Critical with weapon, base attack bonus +12, proficiency with weapon Benefit: Once per day, you can declare a single melee attack with your chosen kind of weapon to be an automatic threat before you make the attack roll.  If the attack is successful, you roll to confirm the critical, regardless of whether the attack roll was a threat.

Special: You can take this feat multiple times.  Each time you do, it applies to a new kind of weapon.  You may use this ability only once per day per kind of weapon to which it applies.

Precise Shot 1 Point Blank Shot Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without suffering the standard -4 penalty.
Quick Draw 1 Base attack bonus +1 or higher Benefit: The character can draw a weapon as a free action instead of as a move-equivalent action.
Quick Recovery Base Fortitude Save +5,  Endurance, Faster Healing Benefit:  You need only half the rest time of most people.  You are considered fully rested after only four hours of sleep.  Elves need meditate for only two hours for a full nights rest.  

Normal:  Characters need eight hours of sleep to be fully recovered.  Elves do not sleep but need four hours of meditation for be fully rested.  A character must be fully rested to regain spells, and recover lost hit points or attributes.

Rapid Reload 1 Weapon Proficiency (crossbow type chosen)

Benefit: The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.

If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.

Normal: A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.

Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow.
Rapid Shot 1 Point Blank Shot, Dex 13+

Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action to use this feat.

Special: A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

Ride-by-Attack 1 Ride skill, Mounted Combat Benefit: When the character is mounted and uses the charge action, the character may move and attack as with a standard charge and then move again (continuing the straight line of the charge). The character's total movement for the round can’t exceed double the character's mounted speed. The character does not provoke an attack of opportunity from the opponent that the character attacks.
Run   Benefit: When running, the character moves five times normal speed instead of four times normal speed. If the character makes a running jump, increase the distance or height cleared by one-fourth, but not past the maximum.
Sharp Shooting 1 Point Blank Shot, Precise Shot, base attack bonus +3 Benefit: Your targets only receive a +2 bonus to Armor class due to cover. This feat has no effect against foes with no cover or total cover.

Normal: Cover normally gives a +4 bonus to AC.

Shield Focus Proficient with shield, Base Attack Bonus +1 or higher Benefit: When wielding a shield, it inflicts 1 less skill penalty and 5% less Arcane Spell Failure.  This cannot reduce the penalties to sub zero levels
Shield Proficiency  

Benefit: You can use a shield and take only the standard penalties.

Normal: When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.

Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers automatically have Shield Proficiency as a bonus feat. They need not select it.
Shield Specialization 1 Proficient with shield, Base Attack Bonus +1 or higher, Shield Focus Benefit: You get a +1 AC bonus when using a shield. 
Shot on the Run 1 Point Blank Shot, Dex 13+, Dodge, Mobility Benefit: When using the attack action with a ranged weapon, the character can move both before and after the attack, provided that the character's total distance moved is not greater than the character's speed.
Simple Weapon Proficiency   Benefit: The character makes attack rolls with simple weapons normally.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Special: All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. They need not select this feat.
Skill Focus   Benefit: The character gets a +3 bonus on all skill checks with that skill.

Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new skill.

Skill Mastery Skill Focus (in the desired skill) Benefit: You get a +5 bonus on all skill checks with that skill.

Special: you can gain this feat multiple times.  Its effects do not stack with Skill Focus or itself.  Each time you take this feat, it applies to a new skill.

Snatch Arrow 1 Dex 15, Deflect Arrows, Improved Unarmed Strike

Benefit: When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use.  You must have at least one hand free (holding nothing) to use this feat.

Spell Focus  

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Spell Penetration   Benefit: The character gets a +2 bonus to caster level checks (1d20+caster level) to beat a creature’s spell resistance.
Spirited Charge 1 Ride skill, Mounted Combat, Ride-By Attack Benefit: When mounted and using the charge action, the character deals double damage with a melee weapon (or triple damage with a lance).
Spring Attack 1 Dex 13+, Dodge, Mobility, base attack bonus +4 or higher Benefit: When using the attack action with a melee weapon, the character can move both before and after the attack, provided that the character's total distance moved is not greater than the character's speed. Moving in this way does not provoke an attack of opportunity from the defender the character attacks. The character can’t use this feat if the character is in heavy armor.
Strategic Mind 1 Int 13+, Combat Reflexes Benefit:  When flanking an opponent, you gain a +4 attack bonus.  This attack bonus pertains to both melee and range attacks against the flanked opponent  Your attack bonus increases to +6 when making an attack of opportunity against an opponent who is flanked.

Normal: When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by a character or creature friendly to you on the opponent’s opposite border or opposite corner.

Stunning Fist 1 Dex 13+, Improved Unarmed Strike, Wis 13+, base attack bonus +8 or higher

Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk.

Superior Expertise Int 13, Combat Expertise, base attack bonus +6 Benefit: When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your attack and add to your AC can be any number that does not exceed your base attack bonus.

This feat eliminates the +5 maximum for the Combat Expertise feat.

Toughness   Benefit: The character gains +3 hit points.

Special: A character may gain this feat multiple times.

Tower Shield Proficiency 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.

Special: Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it.
Track  

Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.

You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check).  The DC depends on the surface and the prevailing conditions, as given HERE.

Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.

Special: A ranger automatically has Track as a bonus feat. He need not select it.

This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.

Trample 1 Ride skill, Mounted Combat Benefit: When the character attempts to overrun an opponent while mounted, the target may not choose to avoid the character. If the character knocks down the target, the character's mount may make one hoof attack against the target, gaining the standard +4 bonus on attack rolls against prone targets.
Treetopper   Benefit: You get a +2 bonus on all Climb checks.  You do not lose your Dexterity bonus to Armor Class or give your attacker a +2 bonus when you are attacked while climbing.
Two-weapon Defense 1 Dex 15, Two-Weapon Fighting

Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.

When you are fighting defensively or using the total defense action, this shield bonus increases to +2
Two-weapon Fighting 1 Dex 15+

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. 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 can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor.
Weapon Break 1 Str 13+, Power Attack, Improved Sunder Benefit:  When you choose to attack an opponent's weapon, you may attempt to break the weapon.  The weapon must be of the same size or smaller than the one you are using in the attempt.  You and the defender make opposed attack rolls.  If you win, you make a Str check (DC 15 + any enhancement bonus the weapon has).  Success means that the weapon has broken.  The Defender may make a reflex save (DC 15 + attackers Str modifier) to throw the weapon instead of allowing it to be broken.  Thrown weapons land approximately 15 feet away from the wielder in a random direction.  Failure means you do damage to the weapon according to page 136 of the Players Handbook.

Normal:  See Strike a Weapon page 136 of the Players Handbook.

Weapon Finesse 1 Base attack bonus +1 or higher Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use 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.
Weapon Focus 1 Proficient with weapon, base attack bonus +1 or higher

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Weapon Grand Master 1 Proficient with weapon, Weapon Focus with weapon, Weapon Specialization with weapon, Weapon Mastery with weapon, Base Attack Bonus +12, Int 13+ Benefit:  The damage you do with the chosen weapon is increased to the next highest base dice.  (Example:  A short sword does 1d6 normally but with this feat it does 1d8.  A Greataxe does 1d12 normally but with this feat it does 2d8.)

Special:  You cannot gain this feat multiple times.  The time required to attain and maintain this level of skill doesn't allow a character to be grand master of more than one weapon.

Weapon Mastery 1 Base Attack Bonus +8, Proficient with weapon, Weapon Focus with weapon, Weapon Specialization with weapon Benefit:  You add an extra +1 to your damage roll when using the selected weapon.

Special:  You cannot gain this feat multiple times.  The time required to attain and maintain this level of skill doesn't allow a character to be master of more than one weapon.

Whirlwind Attack 1 Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4

Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your 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.

1 A fighter may choose this feat as a bonus feat