Bane Of Enemies
Benefit:
Any weapon you wield against one of your favored enemies is treated as a bane weapon for that creature type (thus, its enhancement bonus is increased by +2 and it deals +2d6 points of damage). This ability doesn’t stack with similar abilities.

Combat Archery
Benefit:
You do not incur any attacks of opportunity for firing a bow when threatened.

Normal:
Without this feat, you incur an attack of opportunity from all opponents who threaten you whenever you use a bow.

Death Of Enemies
Prerequisite:
Bane of Enemies

Benefit:
Any time you score a critical hit against one of your favored enemies, it must make a Fortitude save (DC 10 + ½ your ranger class level + your Wisdom modifier) or die instantly.

Exceptional Deflection
Prerequisites:
Deflect Arrows, Improved Unarmed Strike.

Benefit:
You can deflect any ranged attacks (including spells that require ranged touch attacks) as if they were arrows.

Fast Healer (Optional, based on group play style.)
Benefit:
You gain fast healing 1.

Hindering Song
Prerequisite
Bardic Music class feature.

Benefit:
You can use song or poetics to hinder enemy spellcasters within a 30-foot spread centered on you. To successfully cast a spell within this area, a spellcaster must make a Concentration check as if he or she were casting defensively, and all such checks have a penalty equal to half your level. You can choose to exclude any characters from this effect. You may sing, play, or recite a hindering song while taking other mundane actions, but not magical ones (see the bard’s inspire courage ability for more details). You may keep up the hindering song for a maximum of 10 rounds. Using the hindering song counts as one of your uses of song or poetics for the day.

Improved Sneak Attack
Prerequisite:
Sneak Attack class feature.

Benefit:
Add +1d6 to your sneak attack damage.

Special:
You can gain this feat multiple times. Its effects stack.

Instant Reload
Prerequisite:
Quick Draw, Rapid Reload.

Benefit:
You may fire the selected type of crossbow at your full normal attack rate. Reloading the crossbow does not provoke attacks of opportunity.

Special:
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different type of crossbow.

Master Staff
Prerequisite:
Craft Staff.

Benefit:
When you activate a staff, you can substitute a spell slot instead of using a charge. The spell slot must be one you have not used for the day, though you may lose a prepared spell to emulate a staff charge (you may not lose prepared spells from your school of specialty, if any). The spell slot lost must be equal to or higher in level than the specific spell stored in the staff, including any level-increasing metamagic enhancements. You cannot emulate a charge for a staff function that does not match a specific spell.

Master Wand
Prerequisite:
Craft Wand.

Benefit:
When you activate a wand, you can substitute a spell slot instead of using a charge. The spell slot must be one you have not used for the day, though you may lose a prepared spell to emulate a wand charge (you may not lose prepared spells from your school of specialty, if any). The spell slot lost must be equal to or higher in level than the spell stored in the wand, including any level-increasing metamagic enhancements.

Multispell
Prerequisite:
Quicken Spell.

Benefit:
You may cast one additional quickened spell in a round.

Special:
You can gain this feat multiple times. Its effects stack.

Multiweapon Rend
Benefit:
If you hit an opponent with two or more weapons (wielded in different hands) in the same round, you may automatically rend the opponent. This rending deals additional damage equal to the base damage of the smallest weapon that hit plus 1 ½ times your Strength modifier.

Multiweapon Fighting
Benefit:
You can make as many attacks with each other equipped weapon as with your primary weapon, using the same base attack bonus. You still take the normal penalties for fighting with two, or more, weapons.

Music Of The Gods
Prerequisite
Bardic Music class feature.

Benefit:
Your bardic music can affect even those normally immune to mind-affecting effects. However, such creatures gain a +10 bonus on their Will saves to resist such effects.

Ranged Inspiration
Prerequisite:
Bardic music class feature.

Benefit:
Double the range of any bardic music ability that has a range. (If the creature must hear you to be affected by the ability, that requirement doesn’t change regardless of any extended range your ability may have.)

Special:
You can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

Rapid Inspiration
Prerequisite:
Bardic Music class feature.

Benefit:
You can use any of your bardic music inspiration abilities as a standard action. The inspiration takes effect immediately after you conclude the action.

Reactive Countersong
Prerequisite:
Bardic Music class feature.

Benefit:
You can begin a countersong at any time, even when it isn’t your turn (much like a wizard who has readied a counterspell action), though you don’t have to ready an action to do so. You can’t use Reactive Countersong at the same time you are using another bardic music ability (though you could stop the other bardic music ability to begin Reactive Countersong if so desired).

Reflect Arrows
Prerequisites:
Deflect Arrows, Improved Unarmed Strike.

Benefit:
When you deflect an arrow or other ranged attack, the attack is reflected back upon the attacker at your base ranged attack bonus.

Ruinous Rage
Prerequisites:
Improved Sunder, Power Attack, Rage 1/day.

Benefit:
While in a rage, you ignore the hardness of any object you strike. Also, double your Strength bonus for the purposes of any Strength check made to break an object with sudden force rather than by dealing normal damage (including bursting bindings, such as ropes or manacles).

Self-Concealment
Prerequisites:
Improved evasion.

Benefit:
Attacks against you have a 10% miss chance, similar to the effect of concealment. You lose this benefit whenever you would lose your Dexterity bonus to AC.

Special:
You can gain this feat multiple times. Each time it is taken, the miss chance increases by 10% to a maximum of 50% after it has been taken five times.

Sneak Attack Of Opportunity
Prerequisites:
Sneak Attack class feature, Opportunist class feature.

Benefit:
Any attack of opportunity you make is considered a sneak attack.

Spectral Strike
Prerequisite:
Ability to turn or rebuke undead.

Benefit:
Your attacks deal damage normally against incorporeal creatures.

Spell Opportunity
Prerequisites:
Combat Casting, Quicken Spell.

Benefit:
Whenever you are allowed an attack of opportunity, you may cast (and attack with) a touch spell as your attack of opportunity. This incurs attacks of opportunity just as if you had cast the spell normally.

Normal:
Without this feat, you can only make a melee attack as an attack of opportunity.

Spellcasting Harrier
Benefit:
Any spellcaster you threaten in melee provokes an attack of opportunity if he or she tries to cast defensively. You get a +4 bonus on this attack roll.

Spontaneous Domain Access
Prerequisite:
Ability to cast divine spells.

Benefit:
Select a domain you have access to. You may spontaneously convert any prepared cleric spell (except a domain spell) into a domain spell of the same level in the selected domain, just as a cleric channels energy to convert spells into cure/inflict spells.

Special
You can gain this feat multiple times. Each time you take this feat, it applies to a different domain.

Spontaneous Spell
Prerequisite:
At least one spell-casting class.

Benefit:
Select a spell you can cast. You may spontaneously convert any prepared spell of the selected spell’s level into the selected spell, just as a cleric channels energy to convert spells into cure/inflict spells.

Special:
You can gain this feat multiple times. Each time you take this feat, it applies to a different spell.

Storm Of Throws
Prerequisites:
Point Blank Shot, Quick Draw, Rapid Shot.

Benefit:
As a full-round action, you may throw a light weapon at your full base attack bonus at each opponent within 30 feet. All light weapons thrown need not be the same type.

Swarm Of Arrows
Prerequisites:
Point Blank Shot, Rapid Shot, Weapon Focus (type of bow used).

Benefit:
As a full-round action, you may fire an arrow at your full base attack bonus at each opponent within 30 feet.

Trap Sense
Prerequisite:
Trapfinding class ability.

Benefit:
If you pass within 5 feet of a trap, you are entitled to a Search check to notice it as if you were actively looking for it.

Undead Mastery [Divine]
Prerequisite:
Ability to rebuke or command undead.

Benefit:
You may command up to ten times your level in HD of undead.

Zone Of Animation [Divine]
Prerequisites:
Undead Mastery, ability to rebuke or command undead.

Benefit:
You can use a rebuke or command undead attempt to animate corpses within range of your rebuke or command attempt. You animate a total number of HD of undead equal to the number of undead that would be commanded by your result (though you can’t animate more undead than there are available corpses within range). You can’t animate more undead with any single attempt than the maximum number you can command (including any undead already under your command). These undead are automatically under your command, though your normal limit of commanded undead still applies. If the corpses are relatively fresh, the animated undead are zombies. Otherwise, they are skeletons.