Navigation

    Feats‎ > ‎3rd Party Feats‎ > ‎

    Super Genius Games

    Super Genius Games Feat Tree

    Feat Descriptions

    Feats are summarized on the table below. Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats description for full details.

    The following format is used for all feat descriptions.

    Feat Name: The feat's name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.

    Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.

    Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.

    Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.

    Special: Additional unusual facts about the feat.

    Feat Sources

    The following table lists all feats, showing prerequisites in tree form. It currently includes feats from the following sources:

    Fully Incorporated

    Partially Incorporated


    We will add complete linking and feats from other sources as time allows.

    Combat Feats Prerequisites Benefits Type1 Type2 Type3 Source
    Accurate Critical
    Critical Focus, BAB +9 Gain a bonus on melee attacks after a critical hit Combat
    Critical

    SGG:FC
    Acrobatic Dodge Dex 15, Acrobatic Avoid attacks with an Acrobatics check Combat     AH1
    Anchor BAB +1 You are difficult to flank or move around Combat     AH1
    Arcane Shield Ability to cast arcane spells Gain a bonus to your shield or armor. Combat     AH1
    Armor Focus, Heavy Con 13, Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency Gain DR 2/– in heavy armor. Combat     AH1
    Armor Focus, Medium Con 13, Light Armor Proficiency, Medium Armor Proficiency. Gain DR 1/– in medium armor. Combat     AH1
    Armored Hustle Con 13, Heavy Armor Proficiency or Medium Armor Proficiency You suffer half the normal penalty to your move rate for wearing medium or heavy armor Combat     GGA
    Avoid the Arcane Dex 13, Lightning Reflexes, no caster level Make a Ref save in place of a Fort or Will save. Combat     AH1
    Blazing Critical
    Critical Focus, BAB +9 Set foes on fire with critical fire attacks Combat
    Critical

    SGG:FC
    Bleeding Strike
    Cause foes to bleed on a critical hit Combat


    SGG:FC
    Butcher's Blow
    Deal Strength damage on a critical hit Combat
    Critical

    SGG:FC
    Caustic Critical
    Critical Focus, BAB +9 Cause more acid damage with critical acid attacks Combat
    Critical

    SGG:FC
    Cloak Fighting 5 ranks Perform (dance), proficient with: dire flail, flail, heavy flail, nunchuku, spiked chain, or whip Use a cloak to gain concealment as a move action Combat     AH1
    Clutch
    Dex 13, Improved Grapple, Improved Unarmed Strike Start a grapple with an unarmed critical Combat
    Critical

    SGG:FC
    Concussion
    Deal Wisdom damage on a critical hit Combat
    Critical

    SGG:FC
    Conduit
    Arcane Strike, Combat Casting, Still Spell, CL 9, BAB +9 Channel a spell into the target of a critical hit Combat
    Critical

    SGG:FC
    Deadly Accuracy Dex 15, BAB +6 Reroll a 1 on ranged weapon damage. Combat     AH1
    Deface
    Deal Charisma damage on a critical hit Combat
    Critical

    SGG:FC
    Defensive Shot Point-Blank Shot, Precise Shot Make ranged attacks without provoking attacks of opportunity. Combat     AH1
    Deflect Spells Dex 13, Wis 13, Deflect Arrows, Improved Unarmed Strike, ki pool class ability Prevent a spell with a ranged attack roll from hitting you. Combat     AH1
    Devastating Charge Str 13, Power Attack, base attack bonus +1 Deal +2d4 damage with an unmounted charge. Combat     AH1
    Dispelling Blow
    Make a dispel check when you critical with a magic attack Critical
    Combat

    SGG:FC
    Exalted Bullrush Str 13, Improved Bull Rush, Power Attack, BAB +1 Damage your foe with a Bull Rush. Combat     AH1
    Exotic Shield Proficiency Proficiency with shields You are proficient with one exotic shield Combat     GGA
    Fake Out Two-Weapon Fighting, Bluff 5 ranks Fool your foe about which weapon you are attacking with. Combat     AH1
    Falter Catch Off-Guard Look off-balance to lure in a target. Combat     AH1
    Fearsome Blow
    Str 13, Intimidating Prowess; or Cha 13, Persuasive Demoralize the target of a critical hit Combat
    Critical

    SGG:FC
    Flashing Strike
    Dazzle the target of a magic critical hit Combat


    SGG:FC
    Focused Attack
    Base attack bonus +6 Sacrifice potential attacks for an improved threat range Combat

    SGG:FC
    Followup Blow
    Dex 15, Two-Weapon Fighting, BAB +6 Make a free secondary attack when you critical with your primary Combat
    Critical

    SGG:FC
    Footwork Dodge, Nimble Moves, 5 ranks Acrobatics Gain a +1 dodge bonus when able to move freely. Combat     AH1
    Freezing Critical
    Critical Focus, BAB +9 Freeze foes in place with critical cold attacks Combat
    Critical

    SGG:FC
    Greater Deadly Accuracy Dex 15, Deadly Accuracy, BAB +9 Reroll a 1 or 2 on ranged weapon damage. Combat     AH1
    Greater Improved Initiative Dex 17, Improved Initiative, uncanny dodge class feature Get an initiative check of 20 + Dex bonus. Combat     AH1
    Greater Spell Critical
    Critical Focus, Spell Critical, Spell Focus, BAB +9, CL 15 Deal secondary spell effects when you score a spell critical Combat
    Critical

    SGG:FC
    Guerilla Tactics Stealth as a class skill Plan an ambush, giving your allies bonuses for 1-3 rnds. Combat     AH1
    Head Butt Con 13, Toughness Gain a natural weapon attack. Combat     AH1
    Hindering Critical
    Critical Focus, BAB +9 Your critical hits inflict skill and save DC penalties Combat
    Critical

    SGG:FC
    Improved Catch Off-Guard Catch Off-Guard Constantly surprise foes with improvised weapons. Combat     AH1
    Jolting Critical
    Critical Focus, BAB +9 Your critical hits inflict skill and attack penalties Combat
    Critical

    SGG:FC
    Knife Trick Draw and attack with a light weapon using Sleight of Hand Combat     AH1
    Knock Down
    Int 13, Combat Expertise, Improved Trip Make a trip attack with a critical hit Combat
    Critical

    SGG:FC
    Layered Armor Con 15, armor training II class feature, proficiency in light, medium, and heavy armor Wear light armor under your heavy armor. Combat     AH1
    Maneuver Critical
    Critical Focus, BAB +9 Gain critical effects with combat maneuvers Combat
    Critical

    SGG:FC
    Mind Over Magic Wis 13, Iron Will, no caster level Make a Will save rather than a Ref or Fort save. Combat     AH1
    Numbing Strike
    Deal additional nonlethal damage on a critical hit Combat


    SGG:FC
    Parrying Strike
    Gain bonus to AC when you make a critical strike Combat


    SGG:FC
    Primal Critical
    Critical Focus, BAB +9 Your critical hits with energy attacks leave your target vulnerable Combat
    Critical

    SGG:FC
    Reflect Spells Dex 17, Wis 17, Deflect Arrows, Deflect Spells**, Improved Unarmed Strike, Snatch Arrows, ki pool class ability Redirect a spell at another target. Combat     AH1
    Saddle Warrior Dex 13+, Mounted Combat, Ride-by Attack Make multiple melee attacks from a moving mount. Combat     AH1
    Set Up Subtle Make an attack to draw a foe off-guard, giving allies +2 to attacks. Combat     AH1
    Set-Up
    Int 13, Combat Expertise, Improved Feint Make an immediate feint after you score a critical hit Combat
    Critical

    SGG:FC
    Shattering Critical
    Critical Focus, BAB +9 Your critical hits reduce your foe's armor or natural armor Combat
    Critical

    SGG:FC
    Shield Block Dex 13, Dodge, Mobility, proficiency with shields When using a shield you gain a shield bonus to all attacks of opportunity Combat     GGA
    Shield Check Wis 13, Improved Shield Bash, base attack bonus +1, proficient with shields When using a shield you gain additional attacks of opportunity each round Combat     GGA
    Shield Counter Wis 13, Improved Shield Bash, Shield Check, base attack bonus +8, proficient with shields If missed by an attacks of opportunity while using a shield you can counter attack Combat     GGA
    Shield Specialization Shield Focus, Shield Proficiency. Gain bonuses when fighting defensively. Combat     AH1
    Shock
    Deal Constitution damage on a critical hit Combat
    Critical

    SGG:FC
    Skirt
    Dex 13, Dodge, Mobility Make a free 5-foot-step when you score a critical hit Combat
    Critical

    SGG:FC
    Smash Str 13, Power Attack, BAB +1 Add your armor bonus to Strength checks to break things. Combat     AH1
    Smash
    Str 13, Power Attack, Improved Sunder, base attack bonus +1 Make a free sunder maneuver when you score a critical hit Combat
    Critical

    SGG:FC
    Spell Critical
    Critical Focus, BAB +9, CL 9 Deal secondary spell effects when you score a spell critical Combat Critical

    SGG:FC
    Stupefy
    Deal Intelligence damage on a critical hit Combat
    Critical

    SGG:FC
    Sucker Punch Deceitful, Improved Unarmed Strike, Quick Draw Stun or knock out a foe you punch from surprise. Combat     AH1
    Surprise Attack Stealth as class skill Charge an unsuspecting target without being noticed. Combat     AH1
    Takeaway
    Int 13, Combat Expertise, Improved Disarm, Improved Unarmed Strike Make a free disarm maneuver when you score a critical unarmed strike attack Combat
    Critical

    SGG:FC
    Takedown Athletic. Make attacks that can hit multiple targets. Combat     AH1
    Targeted Strike
    Draw an additional critical hit card on a critical hit Combat


    SGG:FC
    Tendon Cut
    Deal Dexterity damage on a critical hit Combat
    Critical

    SGG:FC
    Touché Dex 13, BAB +1 Take a penalty to damage to gain a bonus to attack rolls. Combat     AH1
    Tougher Than Thaumaturgy Con 13, Great Fortitude, no caster level Make a Fort save rather than a Ref or Will save. Combat     AH1
    Weapon Trickery Bluff as class skill, Cha 13. Misdirect foes to allow you to use Charisma for your melee attacks. Combat     AH1
    Web of Steel Int 13, Dex 15, Dodge, Combat Expertise, Weapon Focus, BAB +1 Gain an armor bonus from wielding a weapon. Combat     AH1
    Critical Feats Prerequisites Benefits Type1 Type2 Type3 Source
    Accurate Critical
    Critical Focus, BAB +9 Gain a bonus on melee attacks after a critical hit Critical
    Combat

    SGG:FC
    Blazing Critical
    Critical Focus, BAB +9 Set foes on fire with critical fire attacks Critical
    Combat

    SGG:FC
    Butcher's Blow
    Deal Strength damage on a critical hit Critical
    Combat

    SGG:FC
    Caustic Critical
    Critical Focus, BAB +9 Cause more acid damage with critical acid attacks Critical
    Combat

    SGG:FC
    Clutch
    Dex 13, Improved Grapple, Improved Unarmed Strike Start a grapple with an unarmed critical Critical
    Combat

    SGG:FC
    Concussion
    Deal Wisdom damage on a critical hit Critical
    Combat

    SGG:FC
    Conduit
    Arcane Strike, Combat Casting, Still Spell, CL 9, BAB +9 Channel a spell into the target of a critical hit Critical
    Combat

    SGG:FC
    Critical Casting
    Magical Aptitude, Spell FocusCL 9 Don't expend your spell when you hit with a critical attack Critical


    SGG:FC
    Deface
    Deal Charisma damage on a critical hit Critical
    Combat

    SGG:FC
    Dispelling Blow
    Make a dispel check when you critical with a magic attack Critical
    Combat

    SGG:FC
    Fearsome Blow
    Str 13, Intimidating Prowess; or Cha 13, Persuasive Demoralize the target of a critical hit Critical
    Combat

    SGG:FC
    Followup Blow
    Dex 15, Two-Weapon Fighting, BAB +6 Make a free secondary attack when you critical with your primary Critical
    Combat

    SGG:FC
    Freezing Critical
    Critical Focus, BAB +9 Freeze foes in place with critical cold attacks Critical
    Combat

    SGG:FC
    Greater Spell Critical
    Critical Focus, Spell Critical, Spell Focus, BAB +9, CL 15 Deal secondary spell effects when you score a spell critical Critical
    Combat

    SGG:FC
    Hindering Critical
    Critical Focus, BAB +9 Your critical hits inflict skill and save DC penalties Critical
    Combat

    SGG:FC
    Jolting Critical
    Critical Focus, BAB +9 Your critical hits inflict skill and attack penalties Critical
    Combat

    SGG:FC
    Knock Down
    Int 13, Combat Expertise, Improved Trip Make a trip attack with a critical hit Critical
    Combat

    SGG:FC
    Maneuver Critical
    Critical Focus, BAB +9 Gain critical effects with combat maneuvers Critical
    Combat

    SGG:FC
    Primal Critical
    Critical Focus, BAB +9 Your critical hits with energy attacks leave your target vulnerable Critical
    Combat

    SGG:FC
    Set-Up
    Int 13, Combat Expertise, Improved Feint Make an immediate feint after you score a critical hit Critical
    Combat

    SGG:FC
    Shattering Critical
    Critical Focus, BAB +9 Your critical hits reduce your foe's armor or natural armor Critical
    Combat

    SGG:FC
    Shock
    Deal Constitution damage on a critical hit Critical
    Combat

    SGG:FC
    Skirt
    Dex 13, Dodge, Mobility Make a free 5-foot-step when you score a critical hit Critical
    Combat

    SGG:FC
    Smash
    Str 13, Power Attack, Improved Sunder, base attack bonus +1 Make a free sunder maneuver when you score a critical hit Critical
    Combat

    SGG:FC
    Spell Critical
    Critical Focus, BAB +9, CL 9 Deal secondary spell effects when you score a spell critical Critical Combat

    SGG:FC
    Stupefy
    Deal Intelligence damage on a critical hit Critical
    Combat

    SGG:FC
    Takeaway
    Int 13, Combat Expertise, Improved Disarm, Improved Unarmed Strike Make a free disarm maneuver when you score a critical unarmed strike attack Critical Combat

    SGG:FC
    Tendon Cut
    Deal Dexterity damage on a critical hit Critical
    Combat

    SGG:FC
    General Feats Prerequisites Benefits Type1 Type2 Type3 Source
    Air Kata Wis 13, Improved Unarmed Strike You do not need to fulfill somatic components of [air] spells General     SGG:AM
    Arcane Defense +2 bonus to saves against one school of magic General     AH1
    Battle Mage Str 13, Caster level 5 Gain spells you can only use if you've been in combat General     AH1
    Blood Magic Caster level 5 Learn spells you can only cast after taking damage. General     AH1
    Board Breaker
    Ki pool class ability Deal critical damage to inanimate objects General


    SGG:FC
    Bolster Channel energy Grant targets of your channel energy bonuses to attacks and saves vs fear. General     AH1
    Bravado Bluff 5 ranks Use Bluff to demoralize foes. General     AH1
    Bushwhack Perception 5 ranks, Stealth 5 ranks Conceal allies with Stealth. General     AH1
    Catch! Bluff 1 rank, Intimidate 1 rank, Deceitful Toss an object to a foe, in hopes he'll catch it and drop his weapons. General     AH1
    Caustic Hex Able to cast 3 spells that deal acid damage Reduce an acid spell's save DC to gain a secondary affect. General     AH1
    Centaurian Combat
    Lapith, Acrobatics 1 rank You may attempt an Acrobatics check to negate an attack of opportunity. General


    SGG:RHH
    Charming Piper, Cha 17 You gain the domain powers (though not the spells) of the charm domain. General


    SGG:RHH
    Chill Hex Able to cast 3 spells that deal cold damage Reduce a cold spell's save DC to gain a secondary affect. General     AH1
    Cleansing Channel energy Grant targets of your channel energy bonuses to saves vs disease and poison. General     AH1
    Cold Focus Able to cast one spell with the [cold] descriptor Add +2 to the DC for all saving throws against spells you cast with the [cold] descriptor. General     AH1
    Compelling
    Piper, Deceitful You can make a Bluff check that would normally be a standard or full round action as a move action General


    SGG:RHH
    Critical Spellcraft
    CL 9 Gain benefits when you roll a natural 20 on a concentration check General


    SGG:FC
    Double Bluff Deceitful Create a new Bluff to explain a failed Bluff. General     AH1
    Effective Caster Spellcasting attribute 17 Increase your effective caster level for areas and number of targets. General     AH1
    Elemental Warding Channel energy Grant energy resistence to targets of your channel energy. General     AH1
    Emergent Divinity Godling Gain 1 rank of godling divine traits General     GGMG
    Enchanting Voice Piper, Cha 15 You gain a +4 bonus to all Charisma-checks and Charisma-based skill checks made against subjects currently affected by an enchantment (charm) or enchantment (compulsion) spell you cast. General


    SGG:RHH
    Esoteric Schooling Ability to cast 0-level spells. Learn a 0-level spell from another class General     AH1
    Established Persona Disguise 2 ranks. Gain bonuses to pass yourself off as specific persona. General     AH1
    Extra Cohort Leadership Gain an additional cohort. General     AH1
    Extra Form Shift
    Lapith You gain one additional use of your racial formshift ability each day General


    SGG:RHH
    Extra Rivenspell Archon 1 Gain one additional rivenspell ability. General     AH1
    Extra Spell Slots Spellcasting class level 3 Gain two additional spell slots. General     AH1
    Extra Spells Known Spontaneous spellcasting class level 3 Gain two additional spells known. General     AH1
    Extra Tactics Battle tactics class feature. Gain 6 more battle tactics per day. General     AH1
    Extra Talent Godling Gain a scion talent General     GGMG
    False Blow Deceitful, BAB +1. Use a fake attack to cover a Sleight of Hand check. General     AH1
    Far Caster Spellcasting attribute 13 Increase your effective caster level for determining range. General     AH1
    Feign Death Con 13, Bluff 5 ranks. Play dead. General     AH1
    Godling Spell Able to cast spells, godling Learn a godling spell General     GGMG
    Gore Asterion, Con 13, BAB +1 You are able to attack with your horns General


    SGG:RHH
    Greater Rivenspell Archon 4 Gain more energy from a spell you rive than most archons General     AH1
    Grim Determination Self-Sufficient, BAB +2, no caster level Gain temporary hit points once a day. General     AH1
    Improved Bond Character level 5, Second Bond, a “bond” class ability Calculate your second bond at your full class level. General     AH1
    Improved Elemental Warding Elemental Warding, channel energy Grant your allies elemental resistance. General     AH1
    Improved Stability
    Asterion, Con 13, BAB +1 You gain a +4 CMD against bull rush, trip, and overrun attacks. General     SGG:RHH
    Improved Stamp Lapith, Str 13, BAB +1, Stamp The base damage of your natural hoof attack increases. General


    SGG:RHH
    Increased Spell Maximum 1st–level Archon. Learn a greater number of spells General     AH1
    Jolt Hex Able to cast 3 spells that deal electricity damage Reduce an electricity spell's save DC to gain a secondary affect. General     AH1
    Lasting Caster Spellcasting attribute 15 Increase your effective caster level for determining durations. General     AH1
    Magister's Channel Energy Magister 5, 9 or more spells known from the cleric spell list. Gain the supernatural ability to channel positive energy like a cleric General     AH1
    Magister's Companion Magister 5, 9 or more spells known from the druid spell list. Gain an animal companion General     AH1
    Magister's EidolonMagister 5, 9 or more spells known from the summoner spell list.Gain an eidolon
    General
       GGM
    Magister's Familiar Magister 5, 9 or more spells known from the sorcerer/wizard spell list. Gain a familiar General     AH1
    Magister's Focus Magister 1 Pick 1 level of spells from another spell list. Those spells are one level closer to their normal level. General     AH1
    Magister's Hex
    Magister 5, 9 or more spells known from the witch spell list.Gain one hex
    General
      GGM
    Magister's Performance Magister 9, 7 or more spells known from the bard spell list. Gain the bardic performance abilities of countersong, distraction, fascinate, and inspire courage. General     AH1
    Master Artificer Any two item creation feats, 5 ranks of any Craft skill. +4 to checks to create items, create items faster. General     AH1
    Meditative Incantation Int 13 Take 15 minutes to open a prepared spell slot. General     AH1
    Metamagic Focus Heighten Spell Your metamagic spells function as higher-level spells. General     SGG:FM
    Metamastery Spellcraft 8 ranks You can add metamagic effects to spells without increasing their level. General     SGG:FM
    Mighty Form Wild shape class ability or lapith race You are stronger when you shapeshift.
    General


    SGG:RHH
    Mounted Caster Ride 1 rank, Mounted Combat. Cast while riding without concentration checks. General     AH1
    Muffle Dex 13, Improved Grapple, Improved Unarmed Strike Silence the targets of your grapples. General     AH1
    Necrothurge Caster level 5. Learn spells you can only cast after killing something. General     AH1
    Patois Int 13+, 5 ranks Linguistics Communicate in languages you don't know. General     AH1
    Physical Adept Athletic, no caster level Gain an extra standard action. General     AH1
    Plait Incantation Spell Focus, caster level 1 Ready to use a spell to increase another caster's spell power. General     AH1
    Powerful Lineage Lineage domain class ability Use your whole class level for your lineage domain ability General     GGG
    Resolute Iron Will Reduce the level of most fear effects to shaken. General     AH1
    Scorch Hex Able to cast 3 spells that deal fire damage Reduce a fire spell's save DC to gain a secondary affect. General     AH1
    Second Bond Character level 5; Arcane bond, death bond, divine bond, hunter’s bond, mystic bond, or nature bond Gain a second class bond. General     AH1
    Secret Spell Bluff 5 ranks, Spellcraft 5 ranks Cast a spell steathily. General     AH1
    Self Delusion Cha 13 Add Charisma to Will saves, rather than Wisdom. General     AH1
    Sensitive 5 ranks Spellcraft Use Spellcraft rather than Perception to notice some magic effects and creatures. General     AH1
    Sidewinder Hex Bluff 3 ranks Cast a spell that fakes what target it's headed for. General     AH1
    Signature Spell Spell Mastery or access to a cleric domain Sacrifice a prepared spell to cast your signature spell. General     AH1
    Spark of Divinity One ability score 18 of higher You qualify as a godling for feats, spells, and scion talents General     GGMG
    Spell Bluff Secret Spell, Bluff 5 ranks, Spellcraft 5 ranks Fool observers about what spell you are casting. General     AH1
    Spell Finesse Change your spellcasting ability. General     AH1
    Spell Flare Spell Focus Cast a spell with an impressive display, demoralizing observers. General     AH1
    Spell Specialization Weapon Focus (ray), Spellcaster level 4th+ Deal +2 damage with spell that require ranged touch attacks. General     AH1
    Spellsinger Piper, Cha 13, able to cast 1st level spells As part of the action to make a Perform check, you can channel the power of a spell into your presentation to magically augment it. General


    SGG:RHH
    Squallblood Cha 13, able to cast a spell with the [air] descriptor You get a bonus to CMD and CMB when casting an [air] spell General     SGG:AM
    Stack Metamagic Knowledge (arcana) 1 rank, any two metamagic feats You can add the same metamagic feat to a spell more than once. General     SGG:AM
    Stamp Lapith, Str 13, BAB +1 You are able to make an attack with your hooves as a natural secondary attack General


    SGG:RHH
    Statuesque Piper, 13 Con, 13 Dex, 19 Cha As a move action, you can strike a pose to stagger any foe able to see you for 1 round. General


    SGG:RHH
    Stout Form Wild shape class ability or lapith race You are hardier when you shapeshift. General


    SGG:RHH
    Subtle Your actions are difficult to notice. General     AH1
    Summon Defenders Augment Summoning Conjured creatures gain +2 to AC and saves. General     AH1
    Swift Form
    Lapith When in quadruped form, you have a base move of 50 feet. General


    SGG:RHH
    Synergistic Training Caster level 1, levels in two character classes Increase your caster levels in a second class. General     AH1
    Thieves' Cant Bluff as class skill Send and receive secret messages. General     AH1
    Trickster Mage Cha 13, Caster level 5 Learn spells you can only cast when you have deceived someone. General     AH1
    Unphased
    Asterion, Wis 13 You can choose to repeat your last action when subject to a compulsion effect
    General


    SGG:RHH
    Vicious Asterion, Con 15, BAB +1 You may choose to deal an additional 2d4 points of damage on a successful hit. Whenever you do this, you also deal 1d4 damage to yourself. General     SGG:RHH
    Wall Runner Wis 13, Acrobatic Steps, Nimble Moves. Run up along walls. General     AH1
    Woodwose Caster level 5 Learn spells you can only cast in natural environments. General     AH1
    Item Creation Feats Prerequisites Benefits Item Creation      
                 
    Metamagic Feats Prerequisites Benefits Metamagic      
    Cascade Spell Dex 13 You can cast multiple low-level spells as a single higher-level spell. Metamagic     SGG:FM
    Chain Spell Widen Spell You can cast spells that arc to other targets in addition to the primary target. Metamagic     SGG:FM
    Combat Spell Base attack bonus +6 You can make combat maneuvers with spells. Metamagic     SGG:FM
    Continual Spell Extend Spell, Stack Metamagic You can make one of your spells last all day. Metamagic     SGG:FM
    Countering Spell Improved Counterspell You can prepare a spell in such a way that it is much more useful for counterspelling. Metamagic     SGG:FM
    Deciphered Spell Linguistics 1 rank Your spell can be understood by any thinking creature. Metamagic     SGG:FM
    Defensive Spell You can increase the protective effects of a spell you cast. Metamagic     SGG:FM
    Despoiled Spell You can fuel a spell with your own life energy. Metamagic     SGG:FM
    Exchanged Spell Knowledge (the planes) 1 rank You can modify a spell that uses one type of energy to use another type of energy. Metamagic     SGG:FM
    Fleeting Spell You can prepare lower-level versions of spells with shorter durations. Metamagic     SGG:FM
    Flexible Spell Spellcraft 5 ranks You can decide what metamagic feats to add a spell when you cast it. Metamagic     SGG:FM
    Inherent Spell Quicken Spell, Silent Spell, Still Spell, Spell Focus You have mastered a spell so thoroughly you can now cast it as a spell-like ability. Metamagic     SGG:FM
    Languid Spell You can prepare less effective versions of spells as lower-level versions. Metamagic     SGG:FM
    Nonlethal Spell Heal 1 rank You can modify a spell that uses energy to deal damage to instead deal nonlethal damage. Metamagic     SGG:FM
    Profane Spell Knowledge (religion) 1 rank, evil alignment You can imbue a spell with evil-aligned energy. Metamagic     SGG:FM
    Sanctified Spell Knowledge (religion) 1 rank, good alignment You can imbue a spell with good-aligned energy. Metamagic     SGG:FM
    Secret Spell Bluff 1 rank Your spells are often hard to detect. Metamagic     SGG:FM
    Siege Spell Knowledge (engineering) 1 rank You can focus spells to break through doors and shatter walls. Metamagic     SGG:FM
    Swift Spell Dex 13 You can cast a spell very quickly at the cost of greatly reduced duration. Metamagic     SGG:FM
    Terrain Spell Knowledge (nature) 1 rank You can tap into the power of certain kinds of terrain to boost the power of your spells. Metamagic     SGG:FM
    Trap Spell Knowledge (dungeoneering) 1 rank You can cast a spell into an object as a trap. Metamagic     SGG:FM
    Weak Spell You can prepare weaker versions of spells as lower-level versions. Metamagic     SGG:FM
    Teamwork Feats Prerequisites Benefits Teamwork      
                 
    FAQ/Errata
    Note: According to Owen K. Stephens the class and feats are being changed to use the Magister class name instead of Magus.