These are for NeoSeraphi's "Book of What's In it For Me?", a counterpart to BoED and BoVD. Let me know what you all think.
A Note on Balance Feats: [Balance] feats are the Neutral equivalent of [Vile] and [Exalted] feats. An unstated prerequisite for taking a [Balance] feat is that the character must be Neutral on the Good-Neutral-Evil axis.
Consummate Diplomat [Balance]
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Prerequisites: Diplomacy 15 ranks, True Neutral alignment, One other [Balance] feat, Skill Focus: Diplomacy.
Benefit: During diplomacy checks, you never receive a penalty for being of a differing alignment from those you are trying to sway with your diplomacy checks. Furthermore, all targets of your diplomacy checks are considered one step closer to helpful if their stance toward you would be negative.
Paths to Power [Balance]
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Prerequisites: Knowledge (Arcana) or Knowledge (Religion) 10 ranks, must be able to deal either positive or negative energy damage, 6th level
Benefit: You may, at the beginning of each day, decide whether you will be healed by positive or negative energy damage. When using offensive abilities that feature the one you select for that day, any saving throw is increased by 2. If used to heal allies, it heals 1 extra hit point per caster level.
Normal: You are healed by either positive or negative energy damage, based on your creature type/subtype.
Balance of Power [Balance]
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Prerequisites: Knowledge (Arcana) or Knowledge (Religion) 15 ranks, Paths to Power, one other [Balance] feat.
Benefit: As a result of your studies into positive and negative energy, you may now draw on both simultaneously for a power source. You are healed by both positive and negative energy damage, and any offensive abilities have their saving throw increased by an additional 2 (stacking with Balance of Energy). If used to heal allies, your positive/negative energy abilities heal an extra +2 HP/level more hit points (this does not stack with the +1 HP/level from Balance of Energy, it overwrites it).
Normal: You are only healed by either positive or negative energy damage, but not both.
Child of Dusk [Balance]
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Prerequisite: Knowledge (Religion) 12 ranks, must have never been of either a Good or Evil alignment, intelligence of 3 or higher, one other [Balance] Feat
Benefit: You may now take [Vile] feats as if you possessed an evil alignment. Your alignment does not change as a result of you selecting these feats. You may not, however, also select [Exalted] feats. If you do so, you lose all benefits of the [Vile] feats, including satisfying class requirements or prerequisites.
Normal: You may only select [Vile] feats if you are of an Evil alignment.
Child of Dawn [Balance]
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Prerequisite: Knowledge (Religion) 12 ranks, must have never been of either a Good or Evil alignment, one other [Balance] Feat, Intelligence of 3 or higher
Benefit: You may now take [Exalted] feats as if you possessed a good alignment. Your alignment does not change as a result of you selecting these feats. You may not, however, also select [Vile] feats. If you do so, you lose all benefits of the [Exalted] feats, including satisfying class requirements or prerequisites.
Normal: You may only select [Exalted] feats if you are of a good alignment.
Child of Night and Day [Balance]
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Prerequisite: Knowledge (Religion) 15 ranks, must have never been of either a Good or Evil alignment, intelligence of 3 or higher, one of Child of Dawn or Child of Dusk
Benefit: You may now take both [Exalted] and [Vile] feats simultaneously as if you possessed the requisite alignments. Your alignment does not change as a result of you selecting these feats.
Normal: You may only select [Exalted] feats if you are of a good alignment or [Vile] feats if you are evil.
Distant Worshipper [Balance]
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Prerequisite: Must be able to cast divine spells, ability to either turn or rebuke undead.
Benefit: You may now act as the cleric of any deity, regardless of whether or not your alignment falls within one step of theirs. Though you serve as their cleric, your alignment does not change to meet their usual clerical requirements.
Normal: You may only serve as a cleric of a deity within one step of your alignment.
Dual Personality [General]
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Prerequisite: Any neutral
Benefit: Diplomacy and Intimidate are forever class skills for you. Furthermore, you gain a +2 competence bonus to both skills.
Indecisive Spell Focus [General]
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Prerequisite: Any neutral, one other [balance] feat.
Benefit: Add +2 to the DC for all saving throws against any of the character's spells that have either the [good] or [evil] descriptors. This decision is made at the beginning of the day when preparing spells. The decision lasts until the next beginning of the next day and may be reselected during that day's spell preparation period. Spontaneous casters must select either [good] or [evil] at dawn each day.
Balanced Spell [Metamagic]
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Prerequisite: Any neutral, one other [balance] feat, one other [metamagic] feat
Benefit: This spell adds the [neutral] descriptor to a spell to which it is applied. Furthermore, if the spell deals damage, half the damage dealt is automatically of a type against which the target is weak. If the target has no weaknesses, or is weak to all types equally, then the spell deals double damage. A balanced spell takes up a spell slot two levels higher than the spell's actual level.