Feat:Feat R

Rapid Shot
[General]

You can use ranged weapons with exceptional speed.

Prerequisite: Point Blank Shot, Dex 13+.

Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack (the extra one and the normal ones) suffers a -2 penalty. You must use the full attack action (see PHB p 124) to use this feat.

Run
[General]

You are fleet of foot

Benefit: When running, you move 5x your normal speed instead of 4x the speed (see Run, PHB p. 127). If you make a running jump (see the Jump skill descriptions, PHB p. 70), increase the distance or height you clear by one-fourth, but not past the maximum.

Remain Conscious
[General]

You have a tenacity of will that supports you even when you are disabled or dying.

Prerequisite: Base attack bonus +2 or higher, Endurance, Iron Will, Toughness

Benefit: When your hit points are reduced to 0, you may take one partial action on your turn every round until you reach -10 hit points, or your hit point total returns to 0 or higher. If stabilized, you can continue to take partial actions, but the first partial action you take revokes the stabilization. If you reach -10 hit points, you die.

Sources: Masters of the Wild, Oriental Adventures, Sword and Fist

Resist Disease
[General]

Your body is known for casting off even the worst of maladies which would lay low the hardiest of warriors. Harsh weather, harsh living and a stubbornness of ignoring all afflictions have created in you a near-impervious immune system.

Prerequisite: None

Benefit: Character gains a +4 bonus on Fortitude saving throws to resist the effects of disease.

Resist Poison
[General] Something decidedly reptilian flows through your veins. As a result of an exotic birth or years of consuming small doses of poison your system welcomes even the deadliest of concoctions that would fell lesser creatures.

Prerequisite: None

Benefit: Character gains a +4 bonus on Fortitude saving throws against poison. Use: Automatic Player Notes: Those who use poison should be amongst the most resistant.

Resistant to Energy
[General]

You have always had an affiliation for certain natural forces in the world; fire, lightning, the crashing of thunder... they seemed to present less danger to you than to other who shrink from their chaotic power. You have learned to harness your natural inclinations into a resistance beyond most people. Friends come in many forms.

Prerequisite: Base Fort save bonus +8

Benefit: Character gains +5 resistance against the chosen type of energy (first 5 points of damage of this type of energy is ignored).

Special: This feat is available in the following forms: Acid, Cold, Fire, Sonic, Electrical.

Repeat Spell
[Metamagic]

You can cast a spell that repeats on the following round.

Prerequisite: Any metamagic feat.

Benefit: A repeated spell is automatically cast again at the beginning of your turn in the following round. No matter where you might have moved in the previous round, the second spell originates from the same location and affects the same area as the original spell. If the original spell designates a ranged target, the repeated spell affects the same target if it is within 30 feet of its original position; otherwise, the second spell fails. Touch range spells cannot be affected by this feat. A repeated spell uses up a spell slot three levels higher than the spell's actual level.

Sources: Complete Arcane, Deities and Demigods, Tome and Blood

Requiem
Your bardic music affects undead creatures.

Prerequisite: Bardic music ability, 12+ ranks in perform.

Benefit: You can extend your mind affecting bardic music and virtuoso performance effects so that they influence even the undead. All bardic music effects on undead creatures have only half the duration they normally would against the living.

Ride-by Attack
[General]

You are skilled at fast attack from horseback.

Prerequisite: Ride skill, Mounted Combat.

Benefit: When you are mounted and use the charge action, you may move and attack as with a standard charge and then move again (continuing the straight line of the charge). your total movement for the round can't exceed double your mounted speed. You do not provoke an AoO from the opponent that you attack.