Magic Feats
Armoured Casting [General]
Prerequisites:
Light armour proficiency, Ability to cast Arcane spells, Dex 13+
Benefit:
You are used to casting arcane spells when wearing armour.
Reduces armour penalty to spellcasting of 0th-2nd level arcane spells by 10%. You must be proficient in the armour you are currently wearing.
Improved Armoured Casting [General]
Prerequisites:
Armoured Casting, Dex 15+
Benefit:
You are very used to casting arcane spells when wearing armour.
Reduces armour penalty to spellcasting of 0th-5th level arcane spells by another 10% (=10, 20%). You must be proficient in the armour you are currently wearing.
Greater Armoured Casting [General]
Prerequisites:
Imp Armoured Casting, Dex 17+
Benefit:
You are proficient in casting arcane spells when wearing armour.
Reduces armour penalty to spellcasting of all arcane spells by another 10% (=10, 20, 30%). You must be proficient in the armour you are currently wearing.
Can be taken repeatedly, effects stack.
Spell Energy [General]
Choose a school of magic, such as Illusion, in which you have the applicable prerequisite. Your spells of that school are more powerful than usual.
Prerequisites:
Specialist Wizard or Spell Focus
Benefit:
Some of your spells are more powerful than usual.
Add 1 to the caster level of all spells you cast in the chosen school. Depending on the spell, this is likely to increase range, effect, duration, damage and/or area of effect. It does allow you to breach the level limits on spells (eg +5 for Cure Light Wounds), but does not allow you to cast a spell at an earlier level than before. Your spells are more difficult to dispel and better at penetrating Spell Resistance.
Special:
You may take this feat multiple times. Each time you take the feat, it applies to a single school of magic. Its effects stack if applied to the same school.
Cantrip Master [General]
You are an expert in the use of minor magics.
Prerequisites:
Arcane Caster level 5+, attribute 15+
Benefit:
You may cast your cantrips at will, even beyond your normal per-diem allocation.
A sorcerer or bard may re-cast any cantrip he knows. After all his slots for the day are exhausted, any further cantrips require a full round to cast.
A Wizard can re-cast only those cantrips he has prepared, or for which he has Spell Mastery. As for a sorcerer, it requires a full round to cast.
A wizard (not a sorcerer or bard) may use a prepared cantrip metamagicked to a higher level with this feat.
The "attribute" is the governing stat for the relevant class: Int for wizards, Cha for sorcerers and bards.
Combat Feats
Flashing Blade [General]
You can use a light melee weapon with exceptional speed.
Prerequisites:
Weapon Finesse, Weapon Focus, Dex 15+, BAB 4+
Benefit:
Select a Finessable melee weapon for which you have Weapon Focus. You can get one extra attack per round with this weapon. The attack is at your highest base attack bonus, but each attack (the extra attack and the normal ones) suffers a -2 penalty. You must use the full attack option to use this feat.
Stackable; applies to a different weapon each time.
A fighter may select this as a bonus feat.
Power Shot [General]
You can aim at your opponent's most vulnerable parts.
Prerequisites:
Precise Shot, Dex 15+
Benefit:
As Power Attack, for missile weapons (+1 damage for each -1 to hit). This can be used only for targets within Point Blank Shot range (usually 30'). It need not apply equally to all attacks in a round.
This extra damage does not affect creatures immune to critical hits or those not subject to sneak attack (eg by virtue of concealment).
A fighter may select this as a bonus feat.
Miscellaneous Feats
Skilled [General]
Benefit:
Instead of a feat, take 4 skill points. Unlike Skill Focus or Skill Mastery, this does not allow a character to go over the L+3 maximum, nor circumvent class skill restrictions.
Fighters, Wizards and other classes that gain restricted feats as part of class progression may take Skilled, but all such points must be used on class skills.
Greater Skill Focus [General]
You have exceptional natural talent with a single skill.
Prerequisites:
Skill Focus, 5 ranks, attribute 15+
Benefit:
Gives another +3 bonus to the selected skill, stacking with Skill 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 skill.
Very Tough [General]
Prerequisites:
Toughness, Great Fortitude, Con 15+
Benefit:
As Toughness, and 1 hp from each hit is treated as subdual damage.
Stackable, but each Very Tough slot requires a corresponding Toughness slot.