Feat:Feat F

Far Shot
[General]

You can get greater distance out of a ranged weapon.

Prerequisite: Point Blank Shot.

Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When you use a thrown weapon, its range increment is doubled.

Forge Ring
[Item Creation]

You can create magic rings, which have varied magical effects.

Prerequisite: Spellcaster level 12th+.

Benefit: You can create any ring whose prerequisites you meet. Crafting ring item takes 1 day for each 1,000 gp in its base price. To craft a ring, the spellcaster must spend 1/25 of the item's base price in XP and use up raw materials costing half of its base price. See the DMG for descriptions of rings, the prerequisites associated with each one, and their prices. You can also mend a broken ring if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that ring in the first place. Some magic rings incur extra costs in material components or XP as noted in their descriptions. For example, a ring of three wishes costs 15,000 XP in addition to costs derived form its base price (as much XP as it costs to cast wish three times). You must pay such a cost to create a ring or to mend a broken one.

Favored Critical
[General]

You know how to hit your favored enemies where it hurts.

Prerequisite: Base attack bonus +5, at least one favored enemy

Benefit: Select one of your favored enemies that is normally subject to critical hits. Whenever you attack this type of creature, the threat range of whatever weapon you are using is doubled. For example, a long sword usually threatens a critical hit on a die roll of 19 or 20 (two numbers). In the hands of a character with Favored Critical using it against a favored enemy, its threat range becomes 17 through 20 (four numbers). If it is also a keen longsword, its threat range becomes 15 through 20 (six numbers: 2 for being a longsword, 2 for being doubled as a keen weapon, and 2 for being doubled again by Favored Critical).

Special: You can take this feat multiple times. Each time you do, it applies to a new favored enemy. The effects of this feat do not stack with those of Improved Critical.

Source: Masters of the Wild

Feign Weakness
[General]

You capitalize on your foe's perceptions of your unarmed status.

Prerequisite: Base attack bonus +2, Improved Unarmed Strike

Benefit: If you make a successful Bluff check against your opponent's Sense Motive check, you lure the foe into attempting an attack of opportunity because he thinks you are unarmed. But you are armed, and you make your attack against your drawn-out foe who is caught flat-footed, before he takes his attack of opportunity. You also may attempt this feat with a Tiny or Small weapon with which you are proficient by attempting to hide it until the last second, but you incur a -2 or -4 penalty on your Bluff check, respectively. You can use this feat with a disguised weapon, such as a war fan, at no penalty on the Bluff check.

Source: Sword and Fist

Fast Healing
[Epic]

You heal your wounds very quickly

Prerequisite: Con 25.

Benefit: You gain fast healing 3, or your existing fast healing improves by 3. The benefit of this feat does not stack with fast healing granted by magic items or nonpermanent magical effects.

Special: This feat maybe taken multiple times. Its effect stack.

Sources: Draconomicon, Epic Level Handbook

Fast Wild Shape
[Wild]

You assume your wild shape faster and more easily than you otherwise could.

Prerequisite: Dex 13, ability to use wild shape.

Benefit: You gain the ability to use wild shape as a move-equivalent action.

Sources: Complete Divine, Ghostwalk

Forester
[Regional]

You are one with Faerûn's mighty forests. Few can match your woodcraft or your skill on your chosen battlefield.

Prerequisite:Elf (the Chondalwood, the Forest of Lethyr, the High Forest, or Silduyuir), gnome (the Great Dale), half-elf (Aglarond or the High Forest), halfling (the Chondalwood), human (the Dalelands or the Great Dale), centaur (High Forest), or volodni (the Forest of Lethyr).

Benefit: You gain a +1 bonus on Hide, Listen, Move Silently, and Spot checks. When you are in forest terrain, this bonus increases to +3.

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

Sources: Forgotten Realms Campaign Setting, Player's Guide to Faerûn