Feats

175 feats - every one resolves to a typed, prerequisite-gated mechanic
FeatEnforced mechanic
Acrobatic+2 Acrobatics & Fly (+4 each at 10 ranks)
Acrobatic Stepsignore 20 ft of difficult terrain each round
Agile Maneuversuse Dex for CMB
Alertness+2 Perception & Sense Motive (+4 at 10 ranks)
Alignment Channelchannel harms/heals aligned outsiders
Animal Affinity+2 Handle Animal & Ride (+4 at 10 ranks)
Arcane Armor Masteryswift: -20% arcane spell failure (Medium Armor Proficiency, CL 7th)
Arcane Armor Trainingswift: -10% arcane spell failure (Light Armor Proficiency, CL 3rd)
Arcane Strikeswift: weapons +1 damage per 5 CASTER levels (max +5), count as magic
Armor Proficiency, Heavyno penalty in heavy armor
Armor Proficiency, Lightno armor check penalty on attacks in light armor
Armor Proficiency, Mediumno penalty in medium armor
Athletic+2 Climb & Swim (+4 at 10 ranks)
Augment Summoningsummoned creatures get +4 Str and +4 Con
Bleeding Criticalcrit: 2d6 bleed
Blind-Fightreroll concealment miss chance in melee; invisible attackers gain no ...
Blinding Criticalcrit: permanent blind, Fort reduces
Brew Potioncraft potions of 3rd-level-or-lower spells
Catch Off-Guardno improvised-weapon penalty; unarmed foes are flat-footed to them
Channel Smiteswift: pour a channel into a melee hit (Will halves)
Cleaveon a hit, free attack vs adjacent foe (-2 AC this round)
Combat Casting+4 concentration casting defensively/grappled
Combat Expertisestance: -1(+1/4 BAB) attack for equal dodge AC
Combat ReflexesAoOs per round = 1 + Dex mod; AoO while flat-footed
Command Undeadchannel to control undead (Will negates)
Craft Magic Arms and Armorcraft/enhance magic weapons & armor
Craft Rodcraft magic rods
Craft Staffcraft magic staves
Craft Wandcraft wands (50 charges)
Craft Wondrous Itemcraft wondrous items
Critical Focus+4 on critical confirmation rolls
Critical Masteryapply two critical feat effects per crit
Dazzling Displayfull-round Intimidate demoralize all foes in 30 ft
Deadly Aimstance: -1(+1/4 BAB) ranged attack for +2(+2/4 BAB) damage
Deadly Strokestandard action: x2 damage + Con bleed vs stunned/flat-footed foe
Deafening Criticalcrit: deafened, Fort reduces
Deceitful+2 Bluff & Disguise (+4 at 10 ranks)
Defensive Combat TrainingCMD uses total HD instead of BAB
Deflect Arrowsnegate one ranged hit per round (open hand)
Deft Hands+2 Disable Device & Sleight of Hand (+4 at 10 ranks)
Diehardstay conscious and act (staggered) while dying
Disruptive+4 DC for enemies casting defensively in your threat range (fighter 6)
Dodge+1 dodge AC
Double Slicefull Str mod on off-hand damage
Elemental Channelchannel harms/heals elemental outsiders
Empower Spellvariable effects x1.5; +2 slot levels
Endurance+4 on checks/saves vs nonlethal fatigue causes; sleep in armor
Enlarge Spelldouble range; +1 slot level
Eschew Materialscast without material components worth 1 gp or less
Exhausting Criticalcrit: exhausted
Exotic Weapon Proficiencyproficiency with one exotic weapon
Extend Spelldouble duration; +1 slot level
Extra Channel+2 channel uses per day
Extra Ki+2 ki pool
Extra Lay On Hands+2 lay on hands uses
Extra Mercyyour lay on hands gains one more mercy
Extra Performance+6 rounds of bardic performance
Extra Rage+6 rounds of rage
Far Shot-1 per range increment instead of -2
Fleet+5 ft base speed in light or no armor
Forge Ringcraft magic rings
Gorgon's Fiststaggering unarmed strike vs slowed foe
Great Cleavecleave chains through any number of foes
Great Fortitude+2 Fortitude
Greater Bull Rush+2 more; pushed foes provoke from your allies
Greater Disarm+2 more; disarmed weapons land 15 ft away
Greater Feintfeinted foes lose Dex vs everyone for a round
Greater Grapple+2 more; maintain grapple as a move action
Greater Overrun+2 more; overrun foes provoke when knocked prone
Greater Penetrating Strikeignore 10 DR / 5 vs DR/- with Weapon Focus weapons
Greater Shield Focus+1 more shield AC (only while using a shield)
Greater Spell Focus+1 more DC for that school
Greater Spell Penetration+2 more vs SR
Greater Sunder+2 more; excess sunder damage carries to the wielder
Greater Trip+2 more; tripped foes provoke AoOs
Greater Two-Weapon Fightingthird off-hand attack at -10
Greater Vital Strikedamage dice x4 on a vital strike
Greater Weapon Focus+1 more attack with chosen weapon
Greater Weapon Specialization+2 more damage with chosen weapon
Heighten Spellcast as a higher-level spell (real DC increase)
Improved Bull Rush+2 CMB/CMD bull rush, no AoO
Improved Channel+2 channel save DC
Improved Counterspellcounterspell with any same-school spell 1+ level higher
Improved Criticaldouble the threat range of chosen weapon
Improved Disarm+2 CMB/CMD disarm, no AoO
Improved Familiargain a more powerful familiar (SRD table floor: caster level 3rd)
Improved Feintfeint as a move action
Improved Grapple+2 CMB/CMD grapple, no AoO
Improved Great Fortitudereroll one Fort save per day
Improved Initiative+4 initiative
Improved Iron Willreroll one Will save per day
Improved Lightning Reflexesreroll one Reflex save per day
Improved Overrun+2 CMB/CMD overrun, no AoO; foes can't step aside
Improved Precise Shotranged attacks ignore anything but total cover/concealment
Improved Shield Bashkeep shield AC when shield bashing
Improved Sunder+2 CMB/CMD sunder, no AoO
Improved Trip+2 CMB/CMD trip, no AoO
Improved Two-Weapon Fightingsecond off-hand attack at -5
Improved Unarmed Strikeunarmed strikes are armed, lethal, no AoO
Improved Vital Strikedamage dice x3 on a vital strike
Improvised Weapon Masteryimprovised damage up one step, crit 19-20/x2
Intimidating Prowessadd Str mod to Intimidate
Iron Will+2 Will
Leadershipattract a cohort (level = leadership score table) and followers
Lightning Reflexes+2 Reflex
Lightning Stance50% concealment (all attacks) when moving 10+ ft
Lunge+5 ft melee reach until end of turn, -2 AC (opt-in: tag the context "...
Magical Aptitude+2 Spellcraft & Use Magic Device (+4 at 10 ranks)
Manyshotfirst ranged attack fires two arrows
Martial Weapon Proficiencyproficiency with all martial weapons
Master Craftsman+2 on the chosen Craft/Profession; ranks count as caster level for cr...
Maximize Spellvariable effects maximized; +3 slot levels
Medusa's Wrathtwo bonus unarmed strikes vs hindered foes
Mobility+4 dodge AC vs attacks of opportunity from movement
Mounted Archeryhalve mounted ranged penalties
Mounted CombatRide check negates one hit on your mount per round
Natural Spellcast while wild shaped
Nimble Movesignore 5 ft of difficult terrain each round
Penetrating Strikeignore 5 points of typed DR with Weapon Focus weapons - never DR/- (f...
Persuasive+2 Diplomacy & Intimidate (+4 at 10 ranks)
Pinpoint Targetingstandard-action shot ignores armor/shield/natural AC
Point-Blank Shot+1 attack & damage with ranged within 30 ft
Power Attackstance: -1/-(BAB/4+1) attack for +2/+4... damage (x1.5 two-handed)
Precise Shotno -4 for shooting into melee
Quick Drawdraw weapons as a free action
Quicken Spellswift-action cast; +4 slot levels
Rapid Shotextra ranged attack at full BAB; all shots -2
Ride-By Attackcharge, attack, keep moving
Runrun at x5 speed, keep Dex while running, +4 on run jumps
Scorpion Styleunarmed hit reduces target speed to 5 ft (Fort negates)
Scribe Scrollcraft spell scrolls
Selective Channelingexclude Cha-mod targets from a channel
Self-Sufficient+2 Heal & Survival (+4 at 10 ranks)
Shatter Defensesshaken foes you hit are flat-footed to you
Shield Focus+1 shield AC (only while using a shield)
Shield Masterno TWF penalties with a shield; shield enhancement adds to bash attac...
Shield Proficiencyno shield check penalty on attacks
Shield Slamshield bash hits also bull rush (free CMB)
Shot on the Runmove-shoot-move with a standard-action shot
Sickening Criticalcrit: sickened 1 minute
Silent Spellno verbal components; +1 slot level
Simple Weapon Proficiencyno -4 nonproficiency penalty with simple weapons
Skill Focus+3 on chosen skill (+6 at 10 ranks)
Snatch Arrowscatch deflected projectiles
Spell Focus+1 save DC for one school
Spell Masteryprepare Int-mod chosen spells without a spellbook
Spell Penetration+2 caster level checks vs SR
Spellbreakerenemies failing defensive casts provoke your AoO
Spirited Chargex2 damage on a mounted charge (x3 with a lance)
Spring Attackmove-attack-move without AoO from the target
Staggering Criticalcrit: staggered 1d4+1 rounds, Fort negates
Stand Stillspend AoO on CMB check to stop movement
Stealthy+2 Escape Artist & Stealth (+4 at 10 ranks)
Step Up5-ft step to follow a withdrawing foe
Still Spellno somatic components; +1 slot level
Strike Backready attacks vs foes attacking with reach
Stunning Criticalcrit: stunned 1d4 rounds, Fort reduces
Stunning Fiststun with unarmed strike (Fort DC 10 + lvl/2 + Wis); level/4 uses/day...
Throw Anythingno improvised thrown penalty; +1 circumstance on thrown splash attacks
Tiring Criticalcrit: fatigued
Toughness+3 hp, +1/level beyond 3
Tower Shield Proficiencyuse tower shields
Trampleoverrun from horseback; mount gets a hoof attack
Turn Undeadchannel to make undead flee (Will negates)
Two-Weapon Defense+1 shield AC while dual-wielding (+2 fighting defensively)
Two-Weapon Fightingoff-hand attack; penalties -2/-2 with light off-hand
Two-Weapon Rendrend 1d10+1.5xStr when both weapons hit
Unseatbull rush riders out of the saddle on a charge
Vital Strikesingle attack rolls weapon damage dice twice
Weapon Finesseuse Dex on melee attack rolls with light weapons
Weapon Focus+1 attack with chosen weapon
Weapon Specialization+2 damage with chosen weapon (fighter 4)
Whirlwind Attackfull attack: one melee attack vs every foe in reach
Widen Spelldouble area; +3 slot levels
Wind Stance20% concealment vs ranged when moving 5+ ft