New Feats

Battlefield Surgeon [Skill]
You like to cut people open with a saw. But it’s good for them. Seriously.
Medicine Ranks:
0: You gain +3 to your Medicine checks. Any successful Medicine check restores 1d6 of the recipient’s HP.
4: You can make First Aid, Treat Poison, and Treat Wound checks as move actions. You may make First Aid checks on creatures with less than 10hp or less than one-quarter of their maximum hit-points.
9: For every 5 points your Medicine check exceeds the DC for Long-Term Care, your patients recover another +100% faster. For instance, if your Heal check result is 23, your patients would heal at thrice the normal rate.
14: If you operate on a patient for a minute, they regain hit points equal to your Medicine check result. You also may, instead of healing hit point damage, cure any condition that heal could, reattach severed limbs, or repair ruined organs, if you succeed on a DC 30 check. Patients under your long-term care heal permanent ability drain as if it was ability damage.
19: With one hour of work, 25,000gp worth of materials (which are consumed in the process), and a DC 40 Medicine check, you can restore a creature that died within the last twenty-four hours to life. The subject’s soul must be free and willing to return for the effect to work.

Charger Drill [Combat]
You’ve been trained in the fine of charging headlong at the enemy and knocking them all down.
Base Attack Bonus:
+0: When charging, you gain an additional +2 bonus to hit, increasing the bonus to hit granted by charging to +4.
+1: You gain the benefits of the Powerful Charge [MM3 p. 207] feat.
+6: You gain the benefits of the Shock Trooper [CWar p. 112] feat.
+11: All damage you do on a charge is doubled. (If you are wielding a lance, it is tripled.)
+16: You may make a full-attack at the end of a charge, so long as you do not move further than your movement speed during your turn.

Combat Agility [Combat]
Jack be nimble, Jack be quick: He, however, has nothing on your fast feet.
Base Attack Bonus:
+0: You gain a +1 dodge bonus to Armor Class while wearing no or light armor. This increases by +1 for every six Hit Dice you possess beyond the first. (To a maximum of +4 at L18.)
+1: You gain the benefits of the Mobility SRD feat.
+6: You gain the benefits of the Spring Attack SRD feat.
+11: Whenever an opponent’s melee attack misses you, you may immediately take a five-foot step without provoking an attack of opportunity.
+16: Whenever you move a distance of at least five feet, all attacks against you gain a 20% miss chance until the start of your next turn.

Combat Casting [Skill]
Having a sword embedded in your gullet doesn’t really impair your casting abilities.
Willpower Ranks:
0: You gain +3 to your Willpower checks.
4: If you would be nauseated, you’re sickened instead.
9: You may maintain concentration on a spell as a move action (DC 25 + spell level). If you beat the DC by 10 or more, you can maintain concentration as a swift action. If you fail your check, you lose concentration.
14: You can take 10 on Willpower checks and caster level checks.
19: All Willpower DCs are halved for you.

Critical Mastery [Combat]
You have mastered not only the fine art of disemboweling your enemies, but also of showing them their entrails.
Base Attack Bonus:
+0: Choose a weapon group: You gain proficiency with all weapons in that group. All of this feat’s abilities apply only to those weapons you wield which are part of the chosen weapon group. All status conditions inflicted by this feat last for 1d6 rounds, determined for all effects by a single dice roll.
+1: You gain a +4 bonus to confirm all criticals. Your critical-derived status conditions can affect creatures which are normally immune to critical hits. (They have no effect if the creature is otherwise immune to the selected status condition(s).)
+6: Choose two of the following status conditions: Deafened, fatigued, prone, sickened, and/or shaken. Whenever you confirm a critical hit, the subject of the critical hit is inflicted with those status conditions.
+11: Choose one of the following status conditions: Blinded, exhausted, frightened, or nauseated. Whenever you confirm a critical hit, the subject of the critical hit is inflicted with that status condition.
+16: Choose one of the following status conditions: Confused, panicked, or stunned. Whenever you confirm a critical hit, the subject of the critical hit is inflicted with that status condition. If stunned is selected, the effect dissipates after 1 round, regardless of the rolled duration.

Dragonmarked [Heritage]
You are a blooded member of one of the magical noble houses of Eberron. And you’ve got the glowing birthmark to prove it.
Hit Dice:
1: Select a dragonmark which matches your race. You gain a least dragonmark of that house. Choose one of the dragonmark’s least spell-like abilities. You may use it once per day. As well, you gain a +2 bonus to the skill associated with your dragonmark.
6: Your dragonmark becomes a lesser dragonmark. Choose one of the dragonmark’s lesser spell-like abilities. You may use that lesser spell-like ability once per day and your selected least spell-like ability once per encounter. Your skill bonus increases to +4.
11: Your dragonmark becomes a greater dragonmark. Choose one of the dragonmark’s greater spell-like abilities. You may use that greater spell-like ability once per day, your selected lesser spell-like ability once per encounter, and your selected least spell-like ability at-will. Your skill bonus increases to +6.
16: Your dragonmark becomes a Siberys dragonmark. Choose one of the dargonmark’s Siberys spell-like abilites. You use that Siberys spell-like ability once per day, your greater spell-like ability once per encounter, and your selected lesser and least spell-like abilities at-will. Your skill bonus increases to +8.

Elemental Expertise [Metamagic]
Your pyromania isn’t so much a bug as a feature.
Caster Level:
1: Choose one of the following energy types: Acid, cold, electricity, or fire. This feat affects all spells you cast that deal damage of that type. Adding the metamagic effects of this feat don’t increase the casting time of your spells if you are a spontaneous caster. Once per encounter per metamagic effect granted by this feat, you may, as a swift action, apply that effect to a spell without increasing its spell level. You gain the benefits of the Energy Substitution [CArc p. 79] feat.
6: You gain energy resistance to your chosen energy type equal to one-half of your caster level.
11: You gain the benefits of the Energy Admixture [CArc p. 78] feat.
16: Spells of your chosen energy type deal an addition +1 damage per damage die.

Great Fortitude [Combat]
You are so tough. Your belly is like a prism.
Base Attack Bonus:
+0: You gain a +3 bonus to your Fortitude saves and Endurance checks.
+1: You die at -20 instead of -10.
+6: You gain 1 hit point per level.
+11: You gain DR of 5/—.
+16: You are immune to the fatigued and exhausted conditions. If you are already immune to these conditions, you gain 1 hit point per level for each condition you were already immune to.

Improved Grapple [Combat]
Your bear hugs are 90% bear and 10% hug.
Base Attack Bonus:
+0: You are treated as one size larger for determining size bonuses and penalties when grappling. You gain a bonus on all grapple checks equal to one-half of your Base Attack Bonus, rounded down. (Minimum +1.)
+1: You no longer automatically fail when grappled by a foe more than one size category larger than you. You do not lose your Dexterity bonus to Armor Class while grappled. You may use mighty throw [ToB p. 73] 1/encounter.
+6: Whenever one of your natural attacks or unarmed strikes successfully hits a foe, you may initiate a grapple without provoking an attack of opportunity. You can make attacks of opportunity while grappled. You may use comet throw [ToB p. 71] 1/encounter.
+11: You may take 10 on grapple checks. You can up to half of your speed while grappled without making a grapple check.You may use soaring throw [ToB p. 73] 1/encounter.
+16: Foes no longer gain size bonuses when grappling with you. You may use ballista throw [ToB p. 70] 1/encounter. Additionally, you may use mighty throw and comet throw at-will.

Improved Unarmed Strike [Combat]
Your raison d’etre is caving in the faces of others with your fists of fury.
Base Attack Bonus:
+0: You may deal lethal damage with your unarmed strikes and the damage die of your unarmed strikes is improved by one increment. (I.E. a Medium creature’s unarmed strike will do 1d4 instead of 1d3 damage.) You may make iterative attacks with your unarmed strike. You are always considered armed with your unarmed strike.
+1: You gain the benefits of the Superior Unarmed Strike [Tome of Battle p. 33] and Deflect Arrows SRD feat.
+6: You gain the benefits of the Snatch Arrows SRD feat and Versatile Unarmed Strike [PHB2 p. 85] feat. Your unarmed strikes are considered magical for the purposes of bypassing damage reduction.
+11: Choose one special material per iterative attack you have. Your unarmed strikes bypass damage reduction as if they were that special material.
+16: Your unarmed strikes are considered whatever your alignment is for the purposes of bypassing damage reduction.

Intellectual Combatant [Combat]
You fight smarter, not harder.
Base Attack Bonus:
+0: You gain the benefits of the Combat Expertise SRD feat, with the exception that the maximum penalty you can take to hit equals your Base Attack Bonus, rather than -5.
+1: You gain the benefits of the Improved Feint SRD feat. Whenever an opponent misses you during a turn in which you have used the Combat Expertise feat, you may make an Attack of Opportunity against that opponent.
+6: You gain the benefits of the Improved Disarm and Improved Trip SRD feats. You gain a bonus equal to your Intelligence modifier on all disarm and trip attempts.
+11: You may take 10 on all disarm, feint, and trip attempts and attempts to resist them.
+16: Targets of your disarm and trip attempts do not gain the benefit of any size bonuses they possess on rolls to resist your disarm or trip attempts.

Iron Will [Combat]
You are able to grit your teeth and shake off mental influences.
Base Attack Bonus:
+0: You gain a +3 bonus to your Will saves and Willpower checks.
+1: You gain the Slippery Mind rogue class ability.
+6: If you would be stunned, you are dazed instead.
+11: You do not suffer penalties from pain and fear.
+16: You are immune to compulsion effects.

Lightning Reflexes [Combat]
You are Fasty McFast Guy. It helps keep you alive.
Base Attack Bonus:
+0: You gain a +3 bonus to your Reflex saves.
+1: You gain Evasion. If you already have Evasion, this ability stacks to give you Improved Evasion.
+6: Once per encounter you may make an Acrobatics check in place of a Reflex save.
+11: You gain a +3 bonus to your Initiative.
+16: When you take the full defense action, add your character level to your Armor Class.

Magical Aptitude [Skill]
You’re crazy good at manipulating magic.
Arcana Ranks:
0: You gain a +3 bonus on Arcana checks.
4: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
9: You can dismiss a spell as a free action. You can redirect a spell as a move action, if it normally requires a standard action, or a swift action, if it normally takes a move action. You gain a +3 bonus on dispel checks.
14: You can counter a spell as an immediate action.
19: You automatically know which spells or magic effects are active on upon any individual object you see, as if you had greater arcane sight active on yourself.

Metamagic Shaping [Metamagic]
Some men sculpt clay; you find it easier to work with the primal elements of magic.
Caster Level:
1: Adding the metamagic effects of this feat don’t increase the casting time of your spells if you are a spontaneous caster. Once per day per metamagic effect granted by this feat, you may, as a swift action, apply that effect to a spell without increasing its spell level. You gain the benefits of the Enlarge Spell SRD feat.
6: You gain the benefits of the Sculpt Spell [CArc p. 83] feat.
11: You gain the benefits of the Widen Spell SRD feat.
16: The rate at which you may apply the effects of this feat to spells as a swift action increases from 1/day to 1/encounter.

Metamagic Spellpower [Metamagic]
Girly men worry about things like friendly fire and spell resistance. And you are not a girly man.
Caster Level:
1: Adding the metamagic effects of this feat don’t increase the casting time of your spells if you are a spontaneous caster. Once per day per metamagic effect granted by this feat, you may, as a swift action, apply that effect to a spell without increasing its spell level. You gain the benefits of the Heighten Spell SRD feat.
6: You gain the benefits of the Empower Spell SRD feat.
11: You gain the benefits of the Maximize Spell SRD feat.
16: You gain the benefits of the Quicken Spell SRD feat.

Metamagic Utility [Metamagic]
You’re rather skilled at the unglamorous work of making your spells more utilitarian or efficient.
Caster Level:
1: Adding the metamagic effects of this feat don’t increase the casting time of your spells if you are a spontaneous caster. Once per day per metamagic effect granted by this feat, you may, as a swift action, apply that effect to a spell without increasing its spell level. You gain the benefits of the Silent Spell and Extend Spell SRD feats.
6: You gain the benefits of the Still Spell SRD feat.
11: You gain the benefits of the Fortify Spell [CArc p. 80] feat. When this ability is applied as a swift action to a spell without increasing the spell’s level, the bonus to overcome Spell Resistance is computed as if a spell slot of the highest level you can cast was used.
16: You gain the benefits of the Persistent Spell [CArc p. 81] feat.

Power Attack [Combat]
You are quite good at breaking things with your spear and magic helmet. But mostly your spear.
Base Attack Bonus:
+0: You gain the benefits of the Cleave and Great Cleave SRD feats.
+1: You gain the benefits of the Power Attack SRD feat.
+6: You gain the benefits of the Improved Bull Rush SRD feat.
+11: You gain the benefits of the Improved Sunder SRD feat.
+16: Choose either Combat Brute [CWar p. 110] or Shock Trooper [CWar p. 112]. You gain the benefits of the selected feat. In addition, if you selected Combat Brute, Strength checks to resist your bull rushes do not benefit from size bonuses and bonuses from being a quadraped or exceptionally stable; if you selected Shock Trooper, all weapons you wield are considered adamantine for the purpose of bypassing hardness.

Saddleback Mastery [Combat]
A PLEASURE TO MEET YOU, HORSE FUC—…ahem, you have an unnaturally close relationship with your mount.
Base Attack Bonus:
+0: You gain a +3 bonus on all skill checks that use the Ride SRD skill.
+1: You gain the benefits of the Mounted Combat and Mounted Archery SRD feats.
+6: You gain the benefits of the Ride-By Attack and Trample SRD feats.
+11: You can take 10 on all checks that would use the Ride SRD skill.
+16: You can make a full-attack while mounted so long as your mount does not move more than its movement speed during the round.

Sharpshooter [Combat]
You are exceptionally good at striking targets directly between the eyeballs.
Base Attack Bonus:
+0: You gain the benefits of the Sharp-Shooting [CWar p. 105] feat. Ranged attacks done with a manufactured or natural weapon deal an additional amount of damage equal to one-half your Base Attack Bonus.
+1: You gain the benefits of the Precise Shot SRD feat.
+6: You gain the benefits of the Far Shot SRD feat.
+11: You may make may disarm attempts with a ranged weapon. You gain a +4 bonus on any disarm attempt made with a ranged weapon.
+16: Objects struck by attacks made with your ranged weapon take full damage. You may, as well, attempt to sunder objects with piercing ammunition from a ranged weapon you wield. You deal an additional amount of damage equal to your Base Attack Bonus to all objects which are successfully struck or sundered: This bonus stacks with the damage bonus granted by this feats +0 BAB ability.

School Focus [Metamagic]
You’ve chosen to specialize in a particular variety of magic and are markedly more efficient for it.
Caster Level:
1: Choose a school of magic. Your caster level increases by +1 for all spells from that school.
6: The Difficulty Class of spells cast from your chosen school increases by +1 and increase by an additional +1 for every four caster levels beyond the sixth. (For a maximum of +4 at CL18.)
11: As a swift action once per encounter for each metamagic effect, you may apply the Extend Spell, Empower Spell, or Enlarge Spell SRD feat to a spell from your chosen school without increasing its casting time or spell level.
16: As a swift action once per day for each metamagic effect, you may apply the Maximize Spell, Quicken Spell, or Widen Spell SRD feat to a spell from your chosen school without increasing its casting time or spell level.

Shield Expert [Combat]
You’re a firm believer that the offense is a good defense.
Base Attack Bonus:
+0: You gain proficiency with all shields, including tower shields and exotic shields. If you already had proficiency with a particular type of shield prior to taking this feat, the bonus it provides to Armor Class is increased by +1.
+1: While wielding a shield, you are considered to have cover. A light shield grants an additional +2 shield bonus to Armor Class against ranged attacks and a +1 shield bonus to Reflex saves. A heavy shield provides bonuses to the same of +4 and +2, respectively. A tower shield provides bonuses to the same of +8 and +4, respectively.
+6: You gain the benefits of the Shield Ward [PHB2 p. 82] feat.
+11: Once per round, you may deflect a ranged attack, or spell that requires a ranged touch attack roll, which would affect you or an adjacent ally.
+16: As a swift action, you may use your shield to grant yourself a miss chance on all attacks against you for 1 round. You gain a miss chance on all attacks against you equal to your shield’s bonus times five percent. (I.E. a +5 tower shield would grant a 45% miss chance.)

Two Weapon Fighting [Combat]
When armed with two weapons, you fight with two weapons rather than picking and choosing and fighting with only one. Kind of obvious in retrospect.
Base Attack Bonus:
+0: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. If that weapon is a One-Handed Weapon, you take a -2 penalty to-hit when attacking with it. If that weapon is a Light weapon, you take no penalties when attacking with it.
+1: When wielding a second weapon in your off-hand, you gain a +2 shield bonus to your Armor Class.
+6: When you make an attack or full-attack, you may make a number of attacks with your off-hand weapon equal to the number of attacks you are afforded with your primary weapon.
+11: While fighting with two weapons and not flat-footed, you may add the enhancement bonus of either your primary or your off-hand weapon to the shield bonus to Armor Class granted by this feat.
+16: While armed with two weapons, you gain an extra Attack of Opportunity each round for each attack you would be allowed for your BAB. These additional Attacks of Opportunity must be made with the second weapon you are wielding in your off-hand.

Volley Expert [Combat]
It’s said quantity has a quality all its own: You’d concur with that sentiment.
Base Attack Bonus:
+0: You gain the benefits of the Point Blank Shot and Rapid Reload SRD feats.
+1: You gain the benefits of the Rapid Shot SRD feat.
+6: You gain the benefits of the Manyshot SRD feat.
+11: When armed with a ranged weapon, you may make attacks of opportunity against opponents who provoke them within 30’ of you. Movement within this area does not provoke an attack of opportunity.
+16: With a full-attack action, you may fire a ranged weapon once at every single opponent within the first range increment of your weapon. You gain no additional attacks for having a high BAB. Make a single attack roll for the entire round, and compare to the armor class of each opponent within range.

Weapon Specialization [Combat]
You are exceptionally skilled with a particular weapon. Rather straight-forward, really.
Base Attack Bonus:
+0: Choose a weapon. You gain proficiency with your chosen weapon. All bonuses bequeathed by this feat affect only the specific type of weapon you have chosen. You cannot change the type of weapon affected by this feat through any class ability such as the warblade’s Weapon Aptitude ability.
+1: You gain a +1 bonus to-hit and +2 bonus all damage rolls made with your chosen weapon.
+6: The critical threat range of your chosen weapon is doubled.
+11: Attacks with your chosen weapon against an enemy with concealment are treated as if the concealment’s miss chance was reduced by one step. (I.E. A 50% miss chance from concealment becomes 20%; a 20% miss chance from concealment is negated entirely.)
+16: Attacks with your chosen weapon ignore an enemy’s bonuses to Armor Class provided by magic and magical items.

New Feats

Eberron: Soaring Skies of Khorvaire Juumanistra