Feat A

Acrobatic
[General] You have excellent body awareness and coordination

Benefit: +2 on all Jump and Tumble Checks

Sources: Player's Handbook v.3.5, Song and Silence

Alertness
[General] You have finely tuned sense.

Benefit: You get a +2 bonus on all Listen checks and Spot checks.

Special: The master of a familiar (p 51 PHB) gains the Alertness feat whenever the familiar is within arm's reach. Sources: Player's Handbook v.3.5

Alluring
[General]

Others have an inexplicable urge to believe your everyword.

Prerequisite: Persuasive, Trustworthy

Benefit: +2 on diplomacy checks, +2 to the DC’s of all mind affecting language dependant spells

Sources: Song and Silence

Animal Control
[General]

You can channel the power of nature to gain mastery over animal creatures.

Prerequisites: 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 speek with it via a speak with animals effect, though you may issue your commands mentally if desired. The number of times per day you can use this ability is equal to 3 + you 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.

Sources: Masters of the wild

Animal Defiance
[General]

You can channel the power of nature to drive off animals.

Prerequisite: 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 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.

Sources: Masters of the Wild

Arcane Preparation
[General]

You can prepare an arcane spell ahead of time just as a wizard does.

Prerequisite: Ability to cast arcane spells with out preparation.

Benefit: Each day, you can use one or more of your spell slots to prepare spells you know, usually for the purpose of applying a metamagic feat to the spell – but without an increase in its casting times. Preparing a spell uses a spell slot of the appropriate level, and once prepared, that slot can’t be used for anything else until the prepared slot is cast.

Normal: Spellcasters whose cast arcane spells

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

Armor Prof Heavy
[General]

You are proficient with heavy armor (see table 705: Armor PHB p 104).

Prerequisite: Armor Proficiency (light), Armor Proficiency (medium).

Benefit: See Armor Proficiency (light) Normal: See Armor Proficiency (light)

Special: Fighters, paladins, and clerics have this feat for free. Sources: Player's Handbook v.3.0

Armor Prof Light
[General]

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

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

Special: All classes except wizards, sorcerers, and monks have this feat for free.

Sources: Players Handbook v.3.0

Armor Prof Medium
[General]

Prerequisite: Armor Proficiency (light), Armor Proficiency (medium).

Benefit: See Armor Proficiency (light) Normal: See Armor Proficiency (light)

Special: Fighters, paladins, and clerics have this feat for free. Wizards, sorcerers, rogues and monks do not.

Sources: Player's Handbook v.3.0

Armor Prof Shields
[General]

You are proficient with shields.

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

Normal: A character who is using a shield with which he or she is not proficient suffers the shield’s armor check penalty on attack rolls and on all skill rolls that involve moving, including ride.

Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers have this feat for free. Monks, rogues, sorcerers, and wizards do not.

Sources: Player's Handbook v.3.0

Arterial Strike
[General]

Your sneak attacks target large blood vessels, leaving wounds that cause massive blood loss.

Prerequisite: Base attack +4, sneak attack ability

Benefit: If you hit with a sneak attack, you may choose to forgo +1d6 points of extra sneak attack damage to deliver a wound that won’t stop bleeding. Each wound so inflicted does an additional 1 point of damage per round. Wounds from multiple arterial strikes result in cumulative blood loss – that is, two successful arterial strikes do an additional 2 points of damage per round. Blood loss whether from one such wound or several stops when the victim receives one successful heal check. Creatures not subject to sneak attacks are immune to this effect.

Sources: Song and Silence

Athletic
[General]

Physically fit and adept at outdoor sports

Benefit: +2 to climb and swim checks

Sources: Player's Handbook v.3.5, Song and Silence Augment Summoning [General] Prerequisite: 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.

Sources: