Feat:Feat S

Scribe Scroll
[Item Creation]

You can create scrolls, from which you or another spellcaster can cast the scribed spells. See the DMG for rules on scrolls.

Prerequisite: Spellcaster level 1st+

Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 1 day for each 1,000 gp in its base price. The base price of a scroll is its spell level multiplied by its caster level multiplied by 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

Shot On The Run
[General]

You are highly trained in skirmish ranged weapon tactics.

Prerequisite: Point Blank Shot, Dex 13+, Dodge, Mobility.

Benefit: When using the attack action with a ranged weapon, you can move before and after the attack, provided that your total distance moved is not greater than your speed.

Silent Spell
[Metamagic]

You can cast spells silently

Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.

Special: Bard spells cannot be enhanced by this metamagic feat.

Skill Focus
[General]

Choose a skill, such as Move Silently. You have a special knack with that skill.

Benefit: You get a +2 bonus on all skill checks with that skill.

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.

Spell Focus
[General]

Choose a school of magic, such as Illusion, Your spells of that school are more potent than normal.

Benefit: Add +2 to the DC for all saving throws against spells from the school of magic that you select to focus on.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Spell Mastery
[Special]

Spell Mastery is available only to wizards. It is described on PHB p. 54 in the classes chapter (3).

Spell Penetration
[General]

Your spells are especially potent, breaking through spell resistance more readily than normal.

Benefit: You get a +2 bonus to caster level checks (1d20+caster level) to beat a creature's spell resistance.

Spirited Charge
[General]

You are trained at making a devastating mounted charge.

Prerequisite: Ride Skill, Mounted Combat, Ride-By Attack.

Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

Spring Attack
[General]

You are trained in fast melee attacks and fancy footwork.

Prerequisite: Dex +13, Dodge, Mobility, bab +4 or higher.

Benefit: When using the attack action with a melee weapon you can move both before and after the attack, provided that your total distance moved isn't greater than your speed. Moving in this way does not provoke an AoO from the defender you attack. You can't use this feat if you are in heavy armor.

Still Spell
[Metamagic]

You can cast spells without gestures.

Benefit: A still spell can be cast with no somatic components. Spells without somatic components are not affected. A still spell uses up a spell slot one level higher than the spell's actual level.

Stunning Fist
[General]

You know how to strike opponents in vulnerable areas.

Prerequisite: Dex 13+, Improved Unarmed Strike, Wis 13+, bab +8 or higher.

Benefit: Declare that you are using the feat before you make your attack roll (thus a missed attack roll ruins the attempt). It forces a foe damaged by your unarmed attack to make a Fort save (DC 10 + 1/2 your level + Wis Mod), in addition to dealing damage normally. If the defender fails his saving through, he is stunned for 1 round (until just before your next action). A stunned character can't act and loses any Dex bonus to AC. Attackers get a +2 bonus on attack rolls against a stunned opponent. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round.

Sunder
[General]

You are skilled at attacking others' weapons.

Prerequisite: Str 13+, Power Attack.

Benefit: When you strike at an opponent's weapon, you do not provoke an attack of opportunity (see Strike a Weapon, PHB p. 126).

Sharp-Shooting
[General]

Your skill with ranged weapons lets you score hits others would miss due to an opponent's cover.

Prerequisite: Point Blank Shot, Precise Shot, base attack bonus +3.

Benefit: Your targets only receive a +2 bonus to Armor Class due to cover. This feat has no effect against foes with no cover or total cover.

Special: A fighter may select Sharp-Shooting as one of his fighter bonus feats.

Sources: Complete Warrior, Deities and Demigods, Sword and Fist'

Shield Expert
[General]

You use a shield as an off-hand weapon while retaining armor bonus.

Prerequisite: Base attack bonus +3, shield proficiency

Benefit: You may make an off-hand attack with your shield while retaining the shield's AC bonus for that round.

Source: Sword and Fist

Snatch Arrows
[General]

Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.

Benefit: When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat.

Special: A fighter may select Snatch Arrows as one of his fighter bonus feats.

Shadow
You are good at following someone surreptitiously.

Benefit: You gain +2 competence bonus on hide and spot checks while following a specific person.

Speaking Wild Shape
[Wild]

While in wild shape, you can communicate with animals or elementals of the same kind as your current form.

Prerequisite: Ability to use wild shape, Int 13

Benefit: While in a wild shape, you operate as if you were under a continuous speak with animals effect with respect to animals of the same kind. For example, if you use wild shape to take the form of a wolf, you can communicate with wolves as long as you are in that form. You speak in growls, squawks, chitters, or whatever other sounds such an animal would typically use to communicate with others of its kind. If you are able to use wild shape to become an elemental, you can also communicate with elementals of the same kind as yourself, using their language. This feat does not enable mental communication.

Source: Masters of the Wild

Scent
[Wild]

You can sharpen your sense of smell.

Prerequisite: Wild shape.

Benefit: You can expend one daily of wild shape to gain the scent (see page 314 of the Monster Manual) for 1 hour per Hit Die. While this benefit is in effect, you can detect opponents within 30 feet by sense of smell. In addition, if you have the Track feat, you can track creatures by scent. You retain this benefit regardless of what form you are in.

Sources: Complete Adventurer, Masters of the Wild

Sanctum Spell
[Metamagic]

Your spells are especially potent on home ground.

Prerequisite: Any metamagic feat.

Benefit: A sanctum spell has an effective spell level higher than its normal level if cast in your sanctum (see below), but if not cast in the sanctum, the spell has an effective spell level 1 lower than normal. All effects dependent on spell level (including save DCs) are calculated according to the adjusted level. A sanctum spell uses a spell slot of the spell's normal level.

Special: Your sanctum is a particular site, building, or structure previously designated by you, and no larger than 20 feet/level in diameter. The designated area must be a site where you have spent a cumulative period of at least three months. Though a sanctum can be designated within a larger structure, its special advantages do not apply beyond the maximum area. Once designated, it takes seven days for a site to become a sanctum, and if you designate a new area to be your sanctum, the benefits of the old one immediately fade.

Source: Complete Arcane, Tome and Blood

Sculpt Spell
[Metamagic]

You can alter the area of your spells.

Prerequisite: Any metamagic feat.

Benefit: You can modify an area spell by changing the area's shape to either a cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-radius spread), or a 120-foot line. The sculpted spell works normally in all respects except for its shape. For example, a lightning bolt whose area is changed to a ball deals the same amount of damage, but affects a 20-foot-radius spread. A sculpted spell uses a spell slot one level higher than the spell's actual level.

Source: Complete Arcane, Tome and Blood

Split Ray
[Metamagic]

Your ray spells can affect an additional target.

Prerequisite: Any metamagic feat.

Benefit: You can cause any ray spell to fire one additional ray beyond the number normally allowed. The additional ray requires a separate ranged touch attack roll to hit and deals damage as normal. It can be fired at the same target as the first ray or at a different target, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. A split ray spell uses a spell slot two levels higher than the spell's actual level.

Source: Complete Arcane, Tome and Blood

Subdual Substitution
[Metamagic]

You can modify a spell that uses energy to deal damage to deal subdual damage instead.

Prerequisite: Any other metamagic feat, 5 ranks in Knowledge (arcana)

Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with the chosen designator to inflict subdual damage instead of energy damage. The subdual spell works normally in all respects except the type of damage dealt. For example, a subdual fireball spell works in the usual way, but the subdual fireball deals subdual damage instead of fire damage. A subdual spell uses a spell slot of the spell's normal level, modified by any other metamagic feats.

Source: Deities and Demigods, Tome and Blood

Spell Specialization
[General]

You deal more damage with ray or energy missile spells.

Prerequisite: Weapon Focus (ray or energy missile spells), spellcaster level 4th+

Benefit: Your damage-dealing spells that make a ranged touch attack gain a +2 damage modifier. The damage bonus only applies if the target is within 30 feet because only at that range can you strike precisely enough to hit more effectively.

Special: You can gain this feat twice: once for ray spells and once for energy missile spells. Its effects do not stack.

Sources: Lost Empires of Faerûn, Tome and Blood

Saddleback
[Regional]

Source: Player's Handbook v.3.5

You've spent endless hours learning how to handle a mount in a fight.

Prerequisite: Human

Benefit: You can take 10 on Ride checks, even if you are rushed or threatened. If either you or your mount fails a Reflex save while mounted, you can attempt a Ride check to succeed on the saving throw anyway. The save is successful if your Ride check result is equal to or greater than the spell's save DC. Essentially, you can substitute your Ride check result for your..Reflex save if the former is higher.) You can attempt this substitution once per round for either yourself or your mount. If both you and your mount fail a Reflex save against the same effect (for example, a fireball spell or dragon breath that catches you and your mount in its area), your Ride check result applies to both your save and your mount's save.

Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

Silver Palm
[General]

You grew up in close proximity to some of the shrewdest merchants, hagglers and shopkeepers in the land and have taken careful note of their skills.

Prerequisite: Can only take this feat at 1st-level.

Benefit: You gain a +2 bonus on Appraise and Persuade checks.

Smooth Talk
[Ancestor]

Your ancestors were diplomats through many wars, mediating between warring factions with great skill and powers of persuasion. You can talk your way out of any situation.

Benefit: You only take a -5 penalty if you attempt a Diplomacy check as a full-round action

Source: Dragon #315

Strong Soul
[General]

There is something hard in your eyes that is unmistakable to even the most casual of observer. Something that dares the world to try and break. You have been born with a special kind of armor than few possess.

Prerequisite: Can only take this feat at 1st-level

Benefit: Character gains a +1 bonus to Fortitude and Will saving throws, as well as a +1 bonus to any saving throw versus Death magic.

Survivor
[Ancestor]

Your people thrive in places that others find almost uninhabitable, and they know many of the secrets of the wilderness.

Benefit: You get a +2 bonus on Fortitude saves and a +2 bonus on Survival checks.

Source: Dragon #315