Feat:Feat C

Cleave
[General]

You can follow through with powerful blows. Prerequisite: Str 13+, Power Attack. Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), you get an immediate, extra melee attack against another creature in the immediate vicinity. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

Sources: Players Handbook 3.0

Combat Casting
[General]

You are adept at casting spells in combat. Benefit: You get a +4 bonus to Concentration checks made to cast a spell while on the defensive (see Casting on the Defensive, PHB p. 125)

Sources: Players Handbook 3.0

Combat Expertise
[General]

Prerequisite: Int 13.

Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.

Special: A fighter may select Combat Expertise as one of his fighter bonus feats.

Sources:

Combat Reflexes
[General]

You can respond quickly and repeatedly to opponents who let their defenses down. Benefit: When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity modifier. For example: A character with a Dex of 15 can make a total of three attacks of opportunity in a round - the one attack of opportunity any character is entitled to, plus two more attacks because of his +2 Dex bonus. If four goblins move through the character's threatened area, he can make attacks of opportunity against three of the four. You still only make one attack of opportunity per enemy. You may also make attacks of opportunity while flat-footed. Normal: A character not capable of this feat can make only one AoO per round and can't make AoO's while flat-footed. Special: A rogue with the combat reflexes feat still can only make one AoO in a round if he uses his opportunist ability (see PHB pg 48) to make that attack.

Sources: Players Handbook 3.0

Charlatan
[General]

You're adept at fooling people. You know how to tell them what they want to hear.

Benefit: you get +2 bonus on bluff and disguise checks.

Sources: Song and Silence

Chink In The Armor
[General]

You are an expert at slipping a weapon between armor plates or into seams.

Prerequisite: Expertise

Benefit: If you take a standard action to study an opponent, you can ignore half of his or her armor bonus (rounded down) during your next single attack. Only bonuses from actual armor (including natural armor are halved, not those from shields, enhancement bonuses to armor, or magic items that provide an armor bonus.

Sources: Song and Silence

Craft Magic Arms And Armor
[Item Creation]

You can create magic weapons, armor, and shields. Prerequisite: Spellcaster level 5th+. Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features' total price in XP and use up raw materials costing half of this total price. See the DMG for descriptions of magic weapons, armor, and shields, the prerequisites associated with each one, and prices of their features. You can also mend a broken magic weapon, suit of armor, or shield 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 enchant that item in the first place. The weapon, armor or shield to be enhanced must be a masterwork item that you must provide. (Its cost is not included in the above cost.)

Sources: Players Handbook 3.0

Craft Rod
[Item Creation]

You can create magic rods, which have varied magical effects. Prerequisite: Spellcaster level 9th+ Benefit: You can create any rod whose prerequisites you meet. Crafting a rod takes 1 day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing half of its base price. See the DMG for descriptions of rods, the prerequisites associated with each one, and their prices. Some rods incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the rod's base price.

Sources: Players Handbook 3.0

Craft Staff
[Item Creation]

You can create magic staffs, which have multiple magical effects. Prerequisite: Spellcaster level 12th+. Benefit: You can create any staff whose prerequisites you meet. Crafting a rod takes 1 day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing half of its base price. See the DMG for descriptions of staffs, the prerequisites associated with each one, and their prices. A newly created staff has 50 charges. Some staffs incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the staff's base price. Sources: Players Handbook 3.0

Craft Wand
[Item Creation]

You can create magic wands, which cast spells (see the DMG for rules on wands). Prerequisite: Spellcaster level 5th+. Benefit: You can create any wand of any spell of 4th level or lower that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. The base price of a wand is its caster level multiplied by the spell level multiplied by 750gp. To craft a wand you must spend 1/25 of its base price in XP and use up raw materials costing half of its base price. A newly created wand has 50 charges. Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base cost, you must expend fifty copies of the material component OR pay fifty times the XP cost.

Sources: Players Handbook 3.0

Craft Wondrous Item
[Item Creation]

You can create miscellaneous magic items, such as crystal balls and flying carpets. Prerequisite: Spellcaster level 3rd+ Benefit: You can create any miscellaneous magic item whose prerequisites you meet. Enchanting a miscellaneous magic item takes 1 day for each 1,000 gp in its price. To enchant a miscellaneous magic item, the spellcaster mus spend 1/25 of the item's price in XP and use up raw materials costing half of this price. See the DMG for info on misc. magic items. You can also mend a broken misc. magic item 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 enchant that item in the first place. Some wondrous items incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay such a cost to create an item or to mend a broken one.

Sources: Players Handbook 3.0

Circle Kick
[General]

Your master never allowed you to rest when perfecting your balance- even when attacking. Not a moment passes that you are not ready to strike again in the blink of eye…or even before you last attack is finished.

Prerequisite: attack bonus +3, Dex 15+, Improved Unarmed Strike

Benefit: If the character succeeds in hitting an opponent with an unarmed attack, they get an additional free attack against another, nearby enemy. There is a maximum of one free attack per round.

Use: Automatic Player Notes: An extra attack is never a frivolous thing to possess.

Sources:

Close-quarters Fighting
[General]

You are skilled at fighting at very close range and in evading grappling attempts.

Prerequisite: Base attack bonus +3.

Benefit: You can make an attack of opportunity when someone tries to grapple you, provided that you are not flat-footed or already grappled, even if the attacker has the improved grab ability. Any damage you deal with your attack of opportunity applies as a bonus to the ensuing grapple check you make to avoid becoming grappled. This feat does not grant you an additional attack of opportunity in a round, so the feat does not help you if you have no attacks of opportunity available.

Normal: A creature with the improved grab ability does not provoke an attack of opportunity when beginning a grapple.

Sources: Complete Warrior, Draconomicon, Races of Faerûn, Sword and Fist

Clever Wrestling
[General]

You have a better than normal chance to escape or wriggle free from a big creature's grapple or pin.

Prerequisite: Small or Medium size, Improved Unarmed Strike.

Benefit: When your opponent is Large or larger, you gain a circumstance bonus on your grapple check to escape a grapple or pin. The size of the bonus depends on your opponent's size. Opponent Size Bonus Large     - +2 Huge      - +4 Gargantuan - +6 Colossal  - +8

Sources: Draconomicon, Masters of the Wild, Stormwrack, Complete Warrior

Chain Spell
[Metamagic]

You can cast spells that arc to other targets in addition to the primary target.

Prerequisite: Any metamagic feat.

Benefit: Any spell that specifies a single target and has a range greater than touch can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to your caster level (maximum 20). Each arc affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which can be affected more than once. You can choose to affect fewer secondary targets than the maximum.

If the chained spell deals damage, the secondary targets each take half as much damage as the primary target (rounded down) and can attempt Reflex saving throws for half damage (whether the spell allows the original target a save or not). For spells that don't deal damage, the save DCs against arcing effects are reduced by 4. For example, if a 10th-level wizard normally casts cause fear at DC 14, a chained cause fear could target a goblin chieftain at DC 14 and up to ten of his nearby guards at DC 10.

A chained spell uses up a spell slot three levels higher than the spell's actual level.

Sources: Complete Arcane, Tome and Blood

Cooperative Spell
[Metamagtic]

You can cast spells to greater effect in conjunction with the same spell cast by another individual.

Prerequisite: Any metamagic feat.

Benefit: While the two of you are adjacent, you and another spellcaster with the Cooperative Spell feat can simultaneously cast the same spell at the same time in the round. Add +2 to the save DC of cooperatively cast spells and +1 to caster level checks to beat the target's spell resistance (if any), using the higher base DC and level check of either caster. A cooperative spell uses up a spell slot of the same level as the spell's actual level.

Special: For each additional caster with this feat casting the same cooperative spell simultaneously, the spell's save DC and the bonus on the caster level check both increase by 1. When more than two spellcasters cooperatively cast a spell, each must be adjacent to at least two other casters involved in the casting. For example, two wizards and two sorcerers standing in a circle all have Cooperative Spell. The first three in the initiative order ready an action to cast fireball, casting the spell when the fourth does. The base DC of the spell's save is equal to the highest save DC among the cooperative casters (as determined by relevant ability scores, other feats, special abilities, or items) +4 (+2 for the first cooperative caster and +1 for each of the other two). As well, whoever has the highest caster level determines the base caster level check, which gains a +3 bonus (+1 for each cooperative caster).

Sources: Complete Arcane, Tome and Blood