Feats

ABILITY FOCUS
  [GENERAL]
Choose one of the creature’s special attacks.
Prerequisite:
Special attack.
Benefit:
Add +2 to the DC for all saving throws against the special attack on which the creature focuses.
Special:
A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different special attack.

ACROBATIC
[GENERAL]
Benefit: You get a +2 bonus on all Jump checks and Tumble checks.

AGILE [GENERAL]
Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks.

ALERTNESS [GENERAL]
Benefit: You get a +2 bonus on all Listen checks and Spot checks.

ARMOR PROFICIENCY (HEAVY) [GENERAL]
Prerequisites: Armor Proficiency (light), Armor Proficiency (medium).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Special: Some classes automatically have Armor Proficiency (heavy) as a bonus feat. They need not select it.

ARMOR PROFICIENCY (LIGHT) [GENERAL]
Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Normal: A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.
Special: Most classes automatically have Armor Proficiency (light) as a bonus feat. They need not select it.

ARMOR PROFICIENCY (MEDIUM) [GENERAL]
Prerequisite: Armor Proficiency (light).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Special: Many classes automatically have Armor Proficiency (medium) as a bonus feat. They need not select it.

ATHLETIC [GENERAL]
Benefit: You get a +2 bonus on all Climb checks and Swim checks.

AUTOFIRE [GENERAL]
You have learned to accurately fire weapons in full-auto.
Prerequisite: Automatic weapon proficiency
Benefit: As a full round action, you may make a single attack with an automatic weapon at your highest BAB, at a -4 penalty. If you hit, you may immediately make another attack, with the same penalty at the same target, or any target within 5 ft. You may use this ability once per round.
Special: A soldier may select Autofire as one of his soldier bonus feats.

AUTONOMOUS [GENERAL]
You have a knack for psionic self-sufficiency.
Benefit: You get a +2 bonus on all Autohypnosis checks and Knowledge (psionics) checks.

AWESOME BLOW [GENERAL]
Prerequisites: Str 25, Power Attack, Improved Bull Rush, size Large or larger.
Benefit: As a standard action, the creature may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking creature’s choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can’t move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.

BASIC TELEKINESIS [GENERAL]
You have begun to learn how to untap your psychic potential by moving things with your mind.
Prerequisite: Latent Psychic Ability
Benefit: You gain the spell-like ability to cast Mage Hand three times per day.

BLIND-FIGHT [GENERAL]
Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.
You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: A soldier may select Blind-Fight as one of his soldier bonus feats.
A zealot may select Blind-Fight as one of his zealot bonus feats.

BODY FUEL [PSIONIC]
You can expand your power point total at the expense of your health.
Benefit: You can recover 2 power points by taking 1 point of ability burn damage to each of your three ability scores: Strength, Dexterity, and Constitution.
You can recover additional power points for a proportional cost to Strength, Dexterity, and Constitution. These recovered points are added to your power point reserve as if you had gained them by resting overnight.
Special: Only living creatures can use this feat. You can take advantage of this feat only while in your own body.

BURROWING POWER [METAPSIONIC]
Your powers sometimes bypass barriers.
Benefit: To use this feat, you must expend your psionic focus. You can attempt to manifest your powers against targets that are sheltered behind a wall or forcefield.
The strength and thickness of the barrier determine your chance of success. To successfully bypass the barrier with your power, you make a Psicraft check against a DC equal to 10 + the hardness of the barrier + 1 per foot of thickness (minimum 1). Assign a hardness of 20 to barriers without a hardness rating, such as forcefields. Forcefields are assumed to have less than 1 foot of thickness unless noted otherwise.
If a power requires line of sight (which includes most powers that affect a target or targets instead of an area), you cannot manifest it as a burrowing power unless you can somehow see the target, such as with clairvoyant sense.
Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level.

CALLED SHOT [GENERAL]
You are adept at exploiting an opponent's weak spots with ranged weapons
Prerequisite: Precise Shot
Benefit: As a standard action, you may make a called shot with a ranged weapon. Make a normal attack with a penalty to hit up to your base attack bonus, and add the same number to your damage.
Special: A soldier may select Called Shot as one of his soldier bonus feats.

CHAIN POWER [METAPSIONIC]
You can manifest powers that arc to hit other targets in addition to the primary target.
Benefit: To use this feat, you must expend your psionic focus. You can chain any power that affects a single target and that deals either acid, cold, electricity, fire, or sonic damage. After the primary target is struck, the power can arc to a number of secondary targets equal to your manifester level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down).
Each target gets to make a saving throw, if one is allowed by the power. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).
Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level.

CHAOTIC MIND [GENERAL]
The turbulence of your thoughts prevents others from gaining insight into your actions.
Prerequisite: Chaotic alignment, Cha 15.
Benefit: Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bonus on skill checks or ability checks do not gain those bonuses against you.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

CLOAK DANCE [GENERAL]
You are skilled at using optical tricks to make yourself seem to be where you are not.
Prerequisites: Hide 10 ranks, Perform (dance) 2 ranks.
Benefit: You can take a move action to obscure your exact position. Until your next turn, you have concealment. Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment.

CLOSED MIND [GENERAL]
Your mind is better able to resist psionics than normal.
Benefit: You get a +2 bonus on all saving throws to resist powers.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

CLEAVE [GENERAL]
Prerequisites: 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 or killing it), you get an immediate, extra melee attack against another creature within reach. 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.
Special: A zealot may select Cleave as one of his zealot bonus feats.

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 soldier may select Combat Expertise as one of his soldier bonus feats.
A zealot may select Combat Expertise as one of his zealot bonus feats.

COMBAT MANIFESTATION [PSIONIC]
You are adept at manifesting powers in combat.
Benefit: You get a +4 bonus on Concentration checks made to manifest a power or use a psi-like ability while on the defensive or while you are grappling or pinned.

COMBAT REFLEXES [GENERAL]
Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special: A soldier may select Combat Reflexes as one of his soldier bonus feats.
A zealot may select Combat Reflexes as one of his zealot bonus feats.

DEADLY PRECISION [GENERAL]
You empty your mind of all distracting emotion, becoming an instrument of deadly precision.
Prerequisite: Dex 15, base attack bonus +5.
Benefit: You have deadly accuracy with your sneak attacks or sharpshooter attacks. You can reroll any result of 1 on your extra damage dice. You must keep the result of the reroll, even if it is another 1.

DECEITFUL [GENERAL]
Benefit: You get a +2 bonus on all Disguise checks and Forgery checks.

DEEP IMPACT [PSIONIC]
You can strike your foe with a melee weapon as if making a touch attack.
Prerequisite: Str 13, Psionic Weapon, base attack bonus +5.
Benefit: To use this feat, you must expend your psionic focus. You can resolve your attack with a melee weapon as a touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

DEFT HANDS [GENERAL]
Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.

DELAY POWER [METAPSIONIC]
You can manifest powers that go off up to 5 rounds later.
Benefit: To use this feat, you must expend your psionic focus. You can manifest a power as a delayed power. A delayed power doesn’t activate immediately. When you manifest the power, you choose one of three trigger mechanisms: (1) The power activates when you take a standard action to activate it; (2) It activates when a creature enters the area that the power will affect (only powers that affect areas can use this trigger condition); or (3) It activates on your turn after 5 rounds pass. If you choose one of the first two triggers and the conditions are not met within 5 rounds, the power activates automatically on the fifth round.
Only area and personal powers can be delayed.
Any decisions you would make about the delayed power, including attack rolls, designating targets, or determining or shaping an area, are decided when the power is manifested. Any effects resolved by those affected by the power, including saving throws, are decided when the delay period ends. A delayed power can be dispelled normally during the delay, and can be detected normally in the area or on the target by the use of powers that can detect psionic effects.
Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level.

DIEHARD [GENERAL]
Prerequisite: Endurance.
Benefit: When reduced to between –1 and –9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.
When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die.
Normal: A character without this feat who is reduced to between –1 and –9 hit points is unconscious and dying.

DILIGENT [GENERAL]
Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks.

DODGE [GENERAL]
Prerequisite: Dex 13.
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Special: A soldier may select Dodge as one of his soldier bonus feats.
A zealot may select Dodge as one of his zealot bonus feats.

EMPOWER POWER [METAPSIONIC]
You can manifest powers to greater effect.
Benefit: To use this feat, you must expend your psionic focus.
You can empower a power. All variable, numeric effects of an empowered power are increased by one-half. An empowered power deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Augmented powers can also be empowered (multiply 1½ times the damage total of the augmented power). Saving throws and opposed checks (such as the one you make when you manifest dispel psionics) are not affected, nor are powers without random variables.
Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level.

ENLARGE POWER [METAPSIONIC]
You can manifest powers farther than normal.
Benefit: To use this feat, you must expend your psionic focus. You can alter a power with a range of close, medium, or long to increase its range by 100%. An enlarged power with a range of close has a range of 50 feet + 5 feet per level, a medium-range power has a range of 200 feet + 20 feet per level, and a long-range power has a range of 800 feet + 80 feet per level. Powers whose ranges are not defined by distance, as well as powers whose ranges are not close, medium, or long, are not affected.
Using this feat does not increase the power point cost of the power.

EXPANDED KNOWLEDGE [PSIONIC]
You learn another power.
Prerequisites: Manifester level 3rd.
Benefit: Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest. You can choose any power, including powers from another discipline’s list or even from another class’s list.
Special: You can gain this feat multiple times. Each time, you learn one new power at any level up to one less than the highest-level power you can manifest.

EXTEND POWER [METAPSIONIC]
You can manifest powers that last longer than normal.
Benefit: To use this feat, you must expend your psionic focus.
You can manifest an extended power. An extended power lasts twice as long as normal. A power with a duration of concentration, instantaneous, or permanent is not affected by this feat.
Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level.

ENDURANCE [GENERAL]
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.

EXOTIC WEAPON PROFICIENCY [GENERAL]
Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.
Prerequisite: Base attack bonus +1
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.
A soldier may select Exotic Weapon Proficiency as one of his soldier bonus feats.
A zealot may select Exotic Weapon Proficiency as one of his zealot bonus feats.

FAR SHOT [GENERAL]
Prerequisite: Point Blank Shot.
Benefit: When you use a projectile weapon, such as a gauss rifile, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled.
Special: A soldier may select Far Shot as one of his soldier bonus feats.

FELL SHOT [PSIONIC]
You can strike your foe with a ranged weapon as if making a touch attack.
Prerequisite: Dex 13, Point Blank Shot, Psionic Shot, base attack bonus +5.
Benefit: To use this feat, you must expend your psionic focus. You can resolve your ranged attack as a ranged touch attack.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

FLYBY ATTACK  [GENERAL]
Prerequisite: Fly speed.
Benefit: When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.

FOCUSED SUNDER [PSIONIC]
You can sense the stress points on others’ weapons.
Prerequisite: Str 13, Power Attack, Improved Sunder.
Benefit: To use this feat, you must expend your psionic focus.
When you strike at an opponent’s weapon, you ignore half of the weapon’s total hardness (round down). Total hardness includes any magical or psionic enhancements possessed by the weapon that increase its hardness.
Special: You can also sense the stress points in any hard construction, such as wooden doors or stone walls, and can ignore half of the object’s total hardness (round down) when attacking that object.

FORCE OF WILL [GENERAL]
You are able to resist psionic attacks with extreme force of will.
Prerequisite: Iron Will.
Benefit: Once per round, when targeted by a psionic effect that allows a Reflex save or a Fortitude save, you can instead make a Will saving throw to avoid the effect.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

GREAT CLEAVE [GENERAL]
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.
Benefit: This feat works like Cleave, except that there is no limit to the number of times you can use it per round.
Special: A zealot may select Great Cleave as one of his zealot bonus feats.

GREAT FORTITUDE [GENERAL]
Benefit: You get a +2 bonus on all Fortitude saving throws.

GREATER POWER PENETRATION [PSIONIC]
Your powers are especially potent at breaking through power resistance.
Prerequisite: Power Penetration.
Benefit: To use this feat, you must expend your psionic focus. You get a +8 bonus on manifester level checks to overcome a creature’s power resistance. This bonus overlaps with the bonus from Power Penetration.

GREATER POWER SPECIALIZATION [PSIONIC] You deal more damage with your powers.
Prerequisites: Power Specialization, Weapon Focus (ray), manifester level 12th.
Benefit: Your powers that deal damage deal an extra 2 points of damage.
This damage stacks with other bonuses on damage rolls to powers, including the one from Power Specialization. The damage bonus applies only if the target or targets are within 30 feet.

GREATER PSIONIC ENDOWMENT [PSIONIC]
You can use meditation to focus your powers.
Prerequisite: Psionic Endowment.
Benefit: When you use the Psionic Endowment feat, you add +2 to the save DC of a power you manifest instead of +1.

GREATER PSIONIC FIST [PSIONIC]
You can charge your unarmed strike or natural weapon with additional damage potential.
Prerequisite: Str 13, Psionic Fist, base attack bonus +5.
Benefit: When you use the Psionic Fist feat, your unarmed attack or attack with a natural weapon deals an extra 4d6 points of damage instead of an extra 2d6 points.

GREATER PSIONIC SHOT [PSIONIC]
You can charge your ranged attacks with additional damage potential.
Prerequisite: Point Blank Shot, Psionic Shot, base attack bonus +5.
Benefit: When you use the Psionic Shot feat, your ranged attack deals an extra 4d6 points of damage instead of an extra 2d6 points.

GREATER PSIONIC WEAPON [PSIONIC]
You can charge your melee weapon with additional damage potential.
Prerequisite: Str 13, Psionic Weapon, base attack bonus +5.
Benefit: When you use the Psionic Weapon feat, your attack with a melee weapon deals an extra 4d6 points of damage instead of an extra 2d6 points.

GREATER TELEKINESIS [GENERAL]
Your use of telekenisis has become great.
Prerequisite: Improved Telekenisis
Benefit: You gain the spell-like ability to cast Telekenisis three times per day. In addition, your uses of Levitate increase to five times per day, and mage hand becomes usable at will.

GREATER TWO-WEAPON FIGHTING [GENERAL]
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: You get a third attack with your off-hand weapon, albeit at a -10 penalty.
Special: A soldier may select Greater Two-Weapon Fighting as one of his soldier bonus feats.
An 11th-level zealot is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it.

GREATER WEAPON FOCUS [GENERAL]
Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, soldier or zealot level 8th.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see below).
Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A soldier must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialization feat for that weapon.
A soldier may select Greater Weapon Focus as one of his soldier bonus feats.
A zealot must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialization feat for that weapon.
A zealot may select Greater Weapon Focus as one of his zealot bonus feats.

GREATER WEAPON SPECIALIZATION [GENERAL]
Choose one type of weapon for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, soldier or zealot level 12th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization (see below).
Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A soldier may select Greater Weapon Specialization as one of his soldier bonus feats.
A zealot may select Greater Weapon Specialization as one of his zealot bonus feats.

HOSTILE MIND [GENERAL]
Your mind recoils violently against those who use psionics against you.
Prerequisite: Cha 15.
Benefit: Whenever you are subject to a power from the telepathy discipline (regardless of whether the power is harmful or beneficial to you), the manifester must make a Will saving throw against a DC of 10 + ½ your character level + your Charisma bonus or take 2d6 points of damage.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

HOVER  [GENERAL]
Prerequisite: Fly speed.
Benefit: When flying, the creature can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed, regardless of its maneuverability.
If a creature begins its turn hovering, it can hover in place for the turn and take a full-round action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so.
If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Those caught in the cloud must succeed on a Concentration check (DC 10 + 1/2 creature’s HD) to cast a spell.
Normal: Without this feat, a creature must keep moving while flying unless it has perfect maneuverability.

IMPROVED AUTOFIRE [GENERAL]
You have learned to fire automatic weapons faster than most people can handle without bracing.
Prerequisite: Autofire.
Benefit: You may use the benefits of the autofire feat an unlimited number of times per round. As long as you keep hitting, you can keep firing.

IMPROVED BULL RUSH [GENERAL]
Prerequisites: Str 13, Power Attack.
Benefit: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.
Special: A soldier may select Improved Bull Rush as one of his soldier bonus feats.
A zealot may select Improved Bull Rush as one of his zealot bonus feats.

IMPROVED CRITICAL [GENERAL]
Choose one type of weapon.
Prerequisite: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This effect doesn’t stack with any other effect that expands the threat range of a weapon.
A soldier may select Improved Critical as one of his soldier bonus feats.
A zealot may select Improved Critical as one of his zealot bonus feats.

IMPROVED DISARM [GENERAL]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.
Normal: See the normal disarm rules.
Special: A soldier may select Improved Disarm as one of his soldier bonus feats.
A zealot may select Improved Disarm as one of his zealot bonus feats.

IMPROVED FEINT [GENERAL]
Prerequisites: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat as a move action.
Normal: Feinting in combat is a standard action.
A soldier may select Improved Feint as one of his soldier bonus feats.
A zealot may select Improved Feint as one of his zealot bonus feats.

IMPROVED GRAPPLE [GENERAL]
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.
Special: A soldier may select Improved Grapple as one of his soldier bonus feats.
A zealot may select Improved Grapple as one of his zealot bonus feats.

IMPROVED INITIATIVE [GENERAL]
Benefit: You get a +4 bonus on initiative checks.
Special: A soldier may select Improved Initiative as one of his soldier bonus feats.
A zealot may select Improved Initiative as one of his zealot bonus feats.

IMPROVED OVERRUN [GENERAL]
Prerequisites: Str 13, Power Attack.
Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.
Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.
Special: A soldier may select Improved Overrun as one of his soldier bonus feats.
A zealot may select Improved Initiative as one of his zealot bonus feats.

IMPROVED NATURAL ARMOR  [GENERAL]
Prerequisites: Natural armor, Con 13.
Benefit: The creature’s natural armor bonus increases by 1.
Special: A creature can gain this feat multiple times. Each time the creature takes the feat its natural armor bonus increases by another point.

IMPROVED NATURAL ATTACK  [GENERAL]
Prerequisite: Natural weapon, base attack bonus +4.
Benefit: Choose one of the creature’s natural attack forms. The damage for this natural weapon increases by one step, as if the creature’s size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

IMPROVED PRECISE SHOT [GENERAL]
Prerequisites: Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11.
Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.
Normal: See the normal rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.
Special: A soldier may select Improved Precise Shot as one of his soldier bonus feats.

IMPROVED SHIELDS [GENERAL]
Your plasma shields are stronger than normal.
Prerequisite: Base Will save bonus +2, Protoss.
Benefit: You gain a number of shield points equal to your current Hit Dice. Each time you gain a HD (such as by gaining a level), you gain 1 additional shield point. If you lose a HD (such as by losing a level), you lose 1 shield point permanently.
Special: A zealot may select Improved Shields as one of his zealot bonus feats.

IMPROVED SUNDER [GENERAL]
Prerequisites: Str 13, Power Attack.
Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity.
You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.
Normal: Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.
Special: A zealot may select Improved Sunder as one of his zealot bonus feats.

IMPROVED TELEKINESIS [GENERAL]
You have attainted a greater control over your mental abilities of telekenisis.
Prerequisite: Basic Telekinesis
Benefit: You gain the spell-like ability to cast Levitate three times per day, and you increase your uses of mage hand to five times per day. Your caster level is equal to your character level.

IMPROVED TOUGHNESS [GENERAL]
You are significantly tougher than normal.
Prerequisite: Base Fortitude save bonus +2.
Benefit: You gain a number of hit points equal to your current Hit Dice. Each time you gain a HD (such as by gaining a level), you gain 1 additional hit point. If you lose a HD (such as by losing a level), you lose 1 hit point permanently.
Special: A soldier may select Improved Toughness as one of his soldier bonus feats.
Special: A zealot may select Improved Toughness as one of his zealot bonus feats.

IMPROVED TRIP [GENERAL]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.
A soldier may select Improved Trip as one of his soldier bonus feats.
A zealot may select Improved Initiative as one of his zealot bonus feats.

IMPROVED TWO-WEAPON FIGHTING [GENERAL]
Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Special: A soldier may select Improved Two-Weapon Fighting as one of his soldier bonus feats.
A 6th-level zealot is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it.

INQUISITOR[PSIONIC]
You know when others lie.
Prerequisite: Wis 13.
Benefit: To use this feat, you must expend your psionic focus.
You gain a +10 bonus on a Sense Motive check to oppose a Bluff check.
You must decide whether or not to use this feat prior to making a Sense Motive check. If your check fails, or if the opponent isn’t lying, you still expend your psionic focus.

INVESTIGATOR [GENERAL]
Benefit: You get a +2 bonus on all Gather Information checks and Search checks.

IRON WILL [GENERAL]
Benefit: You get a +2 bonus on all Will saving throws.

LATENT PSYCHIC ABILITY [GENERAL]
You have psionic potential waiting to be unlocked.
Prerequisite: Terran
Benefit: You gain a +2 to Knowledge (psionics) and Psicraft checks.
Special: This feat may only be taken at 1st level.

LIGHTNING REFLEXES [GENERAL]
Benefit: You get a +2 bonus on all Reflex saving throws.

MARTIAL WEAPON PROFICIENCY [GENERAL]
Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
Benefit: You make attack rolls with the selected weapon normally.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Special: Many characters are proficient with all martial weapons. They need not select this feat.
You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.

MOBILITY [GENERAL]
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Special: A soldier may select Mobility as one of his soldier bonus feats.
A zealot may select Mobility as one of his zealot bonus feats.

MULTIATTACK  [GENERAL]
Prerequisite: Three or more natural attacks.
Benefit: The creature’s secondary attacks with natural weapons take only a –2 penalty.
Normal: Without this feat, the creature’s secondary attacks with natural weapons take a –5 penalty.

MAXIMIZE POWER [METAPSIONIC]
You can manifest powers to maximum effect.
Benefit: To use this feat, you must expend your psionic focus.
You can maximize a power. All variable, numeric effects of a power modified by this feat are maximized. A maximized power deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, and so on, as appropriate. Saving throws and opposed checks are not affected, nor are powers without random variables.
Augmented powers can be maximized; a maximized augmented power deals the maximum damage (or cures the maximum hit points, and so on) of the augmented power. An empowered and maximized power gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.
Using this feat increases the power point cost of the power by 4. The power’s total cost cannot exceed your manifester level.

MENTAL LEAP [PSIONIC]
You can make amazing jumps.
Prerequisite: Str 13, Jump 5 ranks.
Benefit: To use this feat, you must expend your psionic focus. You gain a +10 bonus on a Jump check.

MENTAL RESISTANCE [GENERAL]
Your mind is armored against mental intrusion.
Prerequisite: Base Will save bonus +2.
Benefit: Against psionic attacks that do not employ an energy type to deal damage you gain damage reduction 3/-. In addition, when you are hit with ability damage (but not ability drain or ability burn damage) from a psionic attack, you take 3 points less than you would normally take.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

MIND OVER BODY [GENERAL]
Your ability damage heals more rapidly.
Prerequisite: Con 13.
Benefit: You heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus.
Normal: You heal ability damage and ability burn damage at a rate of 1 point per day.

NARROW MIND [PSIONIC]
Your ability to concentrate is as keen as an arrowhead, allowing you to gain your psionic focus even in the most turbulent situations.
Prerequisite: Wis 13.
Benefit: You gain a +4 bonus on Concentration checks you make to become psionically focused.

NEGOTIATOR [GENERAL]
Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks.

NIMBLE FINGERS [GENERAL]
Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks.

OPEN MINDED [GENERAL]
You are naturally able to reroute your memory, mind, and skill expertise.
Benefit: You immediately gain an extra 5 skill points. You spend these skill points as normal. If you spend them on a cross-class skills they count as ½ ranks. You cannot exceed the normal maximum ranks for your level in any skill.
Special: You can gain this feat multiple times. Each time, you immediately gain another 5 skill points.

OPPORTUNITY POWER [METAPSIONIC]
You can make power-enhanced attacks of opportunity.
Benefit: To use this feat, you must expend your psionic focus. When you make an attack of opportunity, you can use any power you know with a range of touch, if you have at least one hand free.
Manifesting this power is an immediate action.
You cannot use this feat with a touch power whose manifesting time is longer than 1 full-round action.
Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level.
Normal: Attacks of opportunity can be made only with melee weapons.

OVERCHANNEL [PSIONIC]
You burn your life force to strengthen your powers.
Benefit: While manifesting a power, you can increase your effective manifester level by one, but in so doing you take 1d8 points of damage. At 8th level, you can choose to increase your effective manifester level by two, but you take 3d8 points of damage. At 15th level, you can increase your effective manifester level by three, but you take 5d8 points of damage.
The effective increase in manifester level increases the number of power points you can expend on a single power manifestation, as well as increasing all manifester level-dependent effects, such as range, duration, and overcoming power resistance.
Normal: Your manifester level is equal to your total levels in classes that manifest powers.

PERSUASIVE [GENERAL]
Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks.

POINT BLANK SHOT [GENERAL]
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Special: A soldier may select Point Blank Shot as one of his soldier bonus feats.

POWER ATTACK [GENERAL]
Prerequisite: Str 13.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
A zealot may select Power Attack as one of his zealot bonus feats.

POWER PENETRATION [PSIONIC]
Your powers are especially potent, breaking through power resistance more readily than normal.
Benefit: To use this feat, you must expend your psionic focus. You get a +4 bonus on manifester level checks made to overcome a creature’s power resistance.

POWER SPECIALIZATION [PSIONIC]
You deal more damage with your powers.
Prerequisites: Weapon Focus (ray), manifester level 4th.
Benefit: With rays and ranged touch attack powers that deal damage, you deal an extra 2 points of damage. If you expend your psionic focus when you manifest a ray or a ranged touch attack power that deals damage, you add your key ability bonus to the damage (instead of adding 2).

PRECISE SHOT [GENERAL]
Prerequisite: Point Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Special: A soldier may select Precise Shot as one of his soldier bonus feats.

PSIONIC AFFINITY [GENERAL]
You have a knack for psionic endeavors.
Benefit: You get a +2 bonus on all Psicraft checks and Use Psionic Device checks.

PSIONIC BODY [PSIONIC]
Your mind reinforces your body.
Benefit: When you take this feat, you gain 2 hit points for each psionic feat you have (including this one). Whenever you take a new psionic feat, you gain 2 more hit points.

PSIONIC CHARGE [PSIONIC]
You can charge in a crooked line.
Prerequisite: Dex 13, Speed of Thought.
Benefit: To use this feat, you must expend your psionic focus.
When you charge, you can make one turn of up to 90 degrees during your movement. All other restrictions on charges still apply; for instance, you cannot pass through a square that blocks or slows movement, or that contains a creature. You must have line of sight to the opponent at the start of your turn.

PSIONIC DODGE [PSIONIC]
You are proficient at dodging blows.
Prerequisite: Dex 13, Dodge.
Benefit: You must be psionically focused to use this feat. You receive a +1 dodge bonus to your Armor Class. This bonus stacks with the bonus from the Dodge feat (but only applies on attacks made by the opponent you have designated).

PSIONIC ENDOWMENT [PSIONIC]
You can endow your manifestations with more concentrated focus.
Benefit: To use this feat, you must expend your psionic focus. You add 1 to the save DC of a power you manifest.

PSIONIC FIST [PSIONIC]
You can charge your unarmed strike or natural weapon with additional damage potential.
Prerequisite: Str 13.
Benefit: To use this feat, you must expend your psionic focus. Your unarmed strike or attack with a natural weapon deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

PSIONIC HOLE [GENERAL]
You are anathema to psionic creatures and characters.
Prerequisite: Con 15.
Benefit: When a foe strikes you in melee combat, the foe immediately loses its psionic focus, if any. Also, if you are the target of a power, the manifester of the power must spend an additional number of power points equal to your Wisdom bonus, or the power fails (all the power points spent on the power are still lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

PSIONIC MEDITATION[PSIONIC]
You can focus your mind faster than normal, even under duress.
Prerequisite: Wis 13, Concentration 7 ranks.
Benefit: You can take a move action to become psionically focused.
Normal: A character without this feat must take a full-round action to become psionically focused.

PSIONIC SHOT [PSIONIC]
You can charge your ranged attacks with additional damage potential.
Prerequisite: Point Blank Shot.
Benefit: To use this feat, you must expend your psionic focus. Your ranged attack deals +2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

PSIONIC TALENT [PSIONIC]
You gain additional power points to supplement those you already had.
Prerequisite: Having a power point reserve.
Benefit: When you take this feat for the first time, you gain 2 power points.
Special: You can take this feat multiple times. Each time you take the feat after the first time, the number of power points you gain increases by 1.

PSIONIC WEAPON [PSIONIC]
You can charge your melee weapon with additional damage potential.
Prerequisite: Str 13.
Benefit: To use this feat, you must expend your psionic focus.
Your attack with a melee weapon deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

QUICK DRAW [GENERAL]
Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.
Special: A soldier may select Quick Draw as one of his soldier bonus feats.
A zealot may select Quick Draw as one of his zealot bonus feats.

QUICKEN POWER [METAPSIONIC]
You can manifest a power with a moment’s thought.
Benefit: To use this feat, you must expend your psionic focus. You can quicken a power. You can perform another action, even manifest another power, in the same round that you manifest a quickened power. You can manifest only one quickened power per round. A power whose manifesting time is longer than 1 round cannot be quickened.
Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level.
Manifesting a quickened power does not provoke attacks of opportunity.

RAPID METABOLISM [GENERAL]
Your wounds heal rapidly.
Prerequisite: Con 13.
Benefit: You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hit points + double your Constitution bonus.

RAPID SHOT [GENERAL]
Prerequisites: Dex 13, Point Blank Shot.
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 you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action to use this feat.
Special: A soldier may select Rapid Shot as one of his soldier bonus feats.

RECKLESS OFFENSE [GENERAL]
You can shift your focus from defense to offense.
Prerequisite: Base attack bonus +1.
Benefit: When you use the attack action or full attack action in melee, you can take a penalty of -4 to your Armor Class and add a +2 bonus on your melee attack roll. The bonus on attack rolls and penalty to Armor Class last until the beginning of your next turn.

ROCK AND ROLL! [GENERAL]
Your use of automatic fire is unparallelled.
Prerequisite: Autofire.
Benefit: Your penalties for firing on full-auto are decreased by 2.
Special: A soldier may select Rock and Roll! as one of his soldier bonus feats.

RUN [GENERAL]
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.
Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

SELF-SUFFICIENT [GENERAL]
Benefit: You get a +2 bonus on all Heal checks and Survival checks.

SHOT ON THE RUN [GENERAL]
Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4.
Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
Special: A soldier may select Shot on the Run as one of his soldier bonus feats.

SIDESTEP CHARGE [GENERAL]
You are skilled at dodging past charging opponents and taking advantage when they miss.
Prerequisite: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat.

SKILL FOCUS [GENERAL]
Choose a skill.
Benefit: You get a +3 bonus on all checks involving that skill.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

SNATCH  [GENERAL]
Prerequisite: Size Huge or larger.
Benefits: The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature’s mouth is not allowed a Reflex save against the creature’s breath weapon, if it has one.
The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 x 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.

SPEED OF THOUGHT [PSIONIC]
The energy of your mind energizes the alacrity of your body.
Prerequisite: Wis 13.
Benefit: As long as you are psionically focused and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet.

SPLIT PSIONIC RAY [METAPSIONIC]
You can affect two targets with a single ray.
Prerequisite: Any other metapsionic feat.
Benefit: To use this feat, you must expend your psionic focus. You can split psionic rays you manifest. The split ray affects any two targets that are both within the power’s range and within 30 feet of each other. If the ray deals damage, each target takes as much damage as a single target would take. Using this feat increases the power point cost of the power by 2.

SPRING ATTACK [GENERAL]
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.
You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.
Special: A zealot may select Spring Attack as one of his zealot bonus feats.

STAND STILL [GENERAL]
You can prevent foes from fleeing or closing.
Prerequisite: Str 13.
Benefit: When a foe’s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round.
Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one).
Normal: Attacks of opportunity cannot halt your foes in their tracks.

STEALTHY [GENERAL]
Benefit: You get a +2 bonus on all Hide checks and Move Silently checks.

TALENTED [PSIONIC]
You can overchannel powers with less cost to yourself.
Prerequisite: Overchannel.
Benefit: To use this feat, you must expend your psionic focus. When manifesting a power of 3rd level or lower, you do not take damage from overchanneling.

TOUGHNESS [GENERAL]
Benefit: You gain +3 hit points.
Special: A character may gain this feat multiple times. Its effects stack.

TRACK [GENERAL]
Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.
You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:

Surface                Survival DC       Surface            Survival  DC
Very soft ground    5                         Firm ground      15
Soft ground           10                        Hard ground     20

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.
Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).
Several modifiers may apply to the Survival check, as given on the table below.

Condition                                                             Survival DC Modifier
Every three creatures in the group being tracked      –1
Size of creature or creatures being tracked (1) 
Fine                                                                        +8
Diminutive                                                               +4
Tiny                                                                        +2
Small                                                                       +1
Medium                                                                  +0
Large                                                                      -1
Huge                                                                       -2
Gargantuan                                                              -4
Colossal                                                                  -8
Every 24 hours since the trail was made                   +1
Every hour of rain since the trail was made               +1
Fresh snow cover since the trail was made              +10
Poor visibility (2) 
Overcast or moonless night                                      +6
Moonlight                                                                +3
Fog or precipitation                                                  +3
Tracked party hides trail (and moves at half speed)   +5
1 - For a group of mixed sizes, apply only the modifier for the largest size category.
2 - Apply only the largest modifier from this category.

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.

TWIN POWER [METAPSIONIC]
You can manifest a power simultaneously with another power just like it.
Benefit: To use this feat, you must expend your psionic focus. You can twin a power. Manifesting a power altered by this feat causes the power to take effect twice on the area or target, as if you were simultaneously manifesting the same power two times on the same location or target. Any variables in the power (such as duration, number of targets, and so on) are the same for both of the resulting powers. The target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each. In some cases, such as a twinned psionic charm, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect).
Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level.

TWO-WEAPON DEFENSE [GENERAL]
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
Special: A zealot may select Two-Weapon Defense as one of his zealot bonus feats.

TWO-WEAPON FIGHTING [GENERAL]
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
Special: A soldier may select Two-Weapon Fighting as one of his soldier bonus feats.
A 2nd-level zealot is treated as having Two-Weapon Fighting, even if he does not have the prerequisites for it.

UNAVOIDABLE STRIKE [PSIONIC]
You can make an unarmed strike or use a natural weapon against your foe as if delivering a touch attack.
Prerequisite: Str 13, Psionic Fist, base attack bonus +5.
Benefit: To use this feat, you must expend your psionic focus. You can resolve your unarmed strike or attack with a natural weapon as a touch attack.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

UNCONDITIONAL POWER [METAPSIONIC]
Disabling conditions do not hold you back.
Benefit: To use this feat, you must expend your psionic focus. Your mental strength is enough to overcome some otherwise disabling conditions. You can manifest an unconditional power when you are dazed, confused, nauseated, or stunned. Only personal powers and powers that affect your person can be manifested as unconditional powers.
Using this feat increases the power point cost of the power by 8. The power’s total cost cannot exceed your manifester level.

UP THE WALLS [PSIONIC]
You can run on walls for brief distances.
Prerequisite: Wis 13.
Benefit: While you are psionically focused, you can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall.
Special: You can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows you to make an attack from the wall against a foe standing on the ground who is within the area you threaten; however, if you are somehow prevented from completing your move, you fall. Likewise, you could tumble along the wall to avoid attacks of opportunity.

UNLOAD [GENERAL]
When the chips are down, you can spray and pray.
Prerequisite: Improved Autofire, Rock and Roll!
Benefit: You may make a full-round action to completely unload your automatic weapon against a single target. Make a single attack at your highest base attack bonus. If you hit, continue to roll until you miss. For every successful hit above the first, you deal an additional die of damage.

WEAPON FINESSE [GENERAL]
Prerequisite: Base attack bonus +1.
Benefit: With a light weapon made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Special: A soldier may select Weapon Finesse as one of his fighter bonus feats.
A zealot may select Weapon Finesse as one of his zealot bonus feats.
Natural weapons are always considered light weapons.

WEAPON FOCUS [GENERAL]
Choose one type of weapon. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A soldier may select Weapon Focus as one of his soldier bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.
A zealot may select Weapon Focus as one of his zealot bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.

WEAPON SPECIALIZATION [GENERAL]
Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, soldier or zealot level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A soldier may select Weapon Specialization as one of his soldier bonus feats.
A zealot may select Weapon Specialization as one of his zealot bonus feats.

WIDEN POWER [METAPSIONIC]
You can increase the area of your powers.
Benefit: To use this feat, you must expend your psionic focus. You can alter a burst, emanation, line, or spread-shaped power to increase its area. (Powers that do not have an area of one of these four sorts are not affected by this feat.) Any numeric measurements of the power’s area increase by 100%.
Using this feat increases the power point cost of the power by 4. The power’s total cost cannot exceed your manifester level.

WILD TALENT [GENERAL]
Your mind wakes to a previously unrealized talent for psionics.
Benefit: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat.

WINGOVER  [GENERAL]
Prerequisite: Fly speed.
Benefits: A flying creature with this feat can change direction quickly once each round as a free action. This feat allows it to turn up to 180 degrees regardless of its maneuverability, in addition to any other turns it is normally allowed. A creature cannot gain altitude during a round when it executes a wingover, but it can dive.
The change of direction consumes 10 feet of flying movement.
WOUNDING ATTACK [PSIONIC]
Your vicious attacks wound your foe.
Prerequisite: Base attack bonus +8.
Benefit: To use this feat, you must expend your psionic focus. You can make an attack with such vicious force that you wound your opponent. A wound deals 1 point of Constitution damage to your foe in addition to the usual damage dealt.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.