Feat:Feat I

Improved Bull Rush
[General]

You know how to push opponents back.

Prerequisite: Str 13+, Power Attack.

Benefit: When you perform a bull rust (see PHB p. 136), you do not draw an attack of opportunity from the defender.

Improved Critical
[General]

Choose one type of weapon, such as longsword or greataxe. With that weapon, you know how to hit where it hurts.

Prerequisite: Proficient with weapon, base attack bonus +8 or higher.

Benefit: When using the weapon you selected, your threat range is doubled. For example a longsword usually threatens a critical on a 19 or 20 (two numbers). If a character using a longsword has Improved Crit/Longsword, the threat range becomes 17-20 (four numbers)

Special: You can gain this feat multiple times. The effects do not stack. Each time you take the feat it applies to a new weapon. Note: "Keen" magic weapons also double their normal nonmagical threat range. As with all doubled doublings, the result is triple. A magic longsword with a doubled threat range in the hands of a character with Imp. Crit/Longsword would have a threat range of 15 through 20 )six numbers: 2 for being a longsword, +2 for being doubled once and +2 for being doubled a second time).

Improved Disarm
[General]

You know how to disarm opponents in melee combat.

Prerequisite: Int 13+, Expertise.

Benefit: You do not suffer an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you.

Improved Initiative
[General]

You can react more quickly than normal in a fight.

Benefit: You get a +4 bonus on initiative checks

Improved Trip
[General]

You are trained not only in tripping opponents but in following through with an attack.

Prerequisite: Int 13+, Expertise.

Benefit: 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 of the trip attempt. For example, at 11th level, Tordek gets three attacks at bab of +11, +6, and +1 in the current round, he attempts to trip his opponent. his first attempt fails (using up his first attack). his second attempt succeeds, and he immediately makes a melee attack against his opponent with a bab of +6. Finally, he takes his last attack at +1.

Special: At 6th level, a monk against he Imp. Trip feat even if she doesn't have the Expertise feat.

Improved Two-Weapon Fighting
[General]

Prerequisites: 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. See the Two-Weapon Fighting special attack.

Special:A fighter may select Improved Two-Weapon Fighting as one of his fighter bonus feats. 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
[General]

You are skilled at fighting while unarmed.

Benefit: You are considered to be armed even when unarmed - that is, armed opponents do not get AoO's when you attack them while unarmed however, you still get an AoO against any opponent who makes an unarmed attack on you.

Special: A monk fighting unarmed automatically gains the benefit of this feat (see PHB p. 39)

Iron Will
[General]

You have a stronger will than normal.

Benefit: You get a +2 bonus to all Will saving throws.

Improved Overrun
[General]

Prerequisites: 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.

Special: A fighter may select Improved Overrun as one of his fighter bonus feats.

Improved Sunder
[General]

Prerequisites: 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.

Special: A fighter may select Improved Sunder as one of his fighter bonus feats

Improved Familiar
[General]

This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.

Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).

Benefit:When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil). Improved familiars otherwise use the rules for regular familiars, with two exceptions: If the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

The list in Table: Improved Familiar by Alignment presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Nor is the master’s alignment the only possible categorization. For instance, improved familiars could be assigned by the master’s creature type or subtype, as shown in Table: Improved Familiar by Type/Subtype.

Improved Swimming
[General]

You can swim faster than you normally could.

Prerequisite: Swim 6 ranks.

Benefit: You can swim half your speed as a move action or your speed as a full-round action.

Sources: Complete Adventurer, Masters of the Wild

Innate Spell
[General]

You have mastered a spell so thoroughly that you can now use it as a spell-like ability.

Prerequisite: Quicken Spell, Silent Spell, Still Spell.

Benefit: Choose any spell you can cast. You can now cast this spell at will as a spell-like ability once per round. One spell slot eight levels higher than the innate spell is permanently used to power it, and any XP cost for the innate spell is paid each time you use it. As well, you must have any focus required by the spell in order to use it as a spell-like ability, and if the innate spell has a costly material component, you must use an item worth 50 times that cost as a focus. Since an innate spell is a spell-like ability and not an actual spell, a cleric can't lose it to spontaneously cast a cure or inflict spell. As well, spellcasters who become unable to cast spells of the level of the spell slot used to power the innate spell become unable to use the spell-like ability.

Special: You can choose this feat more than once, selecting another spell and paying the spell slot, focus, and material components costs each time.

Sources: Complete Arcane, Forgotten Realms Campaign Setting, Player's Guide to Faerûn, Tome and Blood

Intimidating Rage
[General]

Your rage engenders fear in your opponents.

Prerequisite: Rage or frenzy ability.

Benefit: While you are raging, you designate a single foe within 30 feet of you that you can attempt to demoralize as a free action (see the Intimidate skill). A foe that you successfully demoralize remains shaken for as long as you continue to rage. You may only use this feat against a single foe in any particular encounter.

Sources: Complete Warrior, Masters of the Wild'

Instantaneous Rage
[General]

You activate your rage instantly.

Prerequisite: Rage or frenzy ability.

Benefit: Your rage begins at any time you wish, even when it's not your turn or when you're surprised. You can activate your rage as a free action in response to another's action. Thus, you can gain the benefits of rage in time to prevent or ameliorate an undesirable event. For example, you can choose to enter a rage when an enemy attacks you, or casts a spell at you (to gain the benefits of a higher Constitution or your bonus on Will saves) before you know the results of the attack. You must be aware of the attack, but you maybe flat-footed.

Sources: Complete Warrior, Masters of the Wild

Inscribe Magical Tattoo
[Item creation]

You can infuse mundane tattoos with powerful magic, allowing the wearer of the tattoo to cast spells and access Magical effects.

Prerequisite: spell caster LEvel 3+, Craft(Tattoo) Skill

Benefit: You can inscribe any magic tattoo whose prerequisites you meet. Inscribing a magical tattoo takes one day for each 1,000 gp in the tattoo's base price and requires a craft (tatto) modifier equal to 3 + the highest spell level of the spells that are prerequisites for the tattoo. To inscribe a tattoo, you must spend 1/25 of its features base price in XP and use up raw materials (tattoo Inks) costing half of its base price.

Sources: WESD

Improved Shield Bash
[General]

Prerequisite: Shield Proficiency.

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

Special: A fighter may select Improved Shield Bash as one of his fighter bonus feats.