This Mind of Mine

Fifth Edition Feats

Fourth Edition Feats

Third Edition Feats

Alacrity
You are quick to react and usually the first to respond.
Prerequisite: Dexterity 13 +.
Benefit: You gain a +2 bonus on Initiative rolls. Also, once per day, you may roll two dice when determining initiative, taking either result.

Arcane Schooling
You are from a region where all who show a knack for magic receive training as arcane spellcasters. Thus, many characters know something of the ways of the bard, the sorcerer, the wizard, and their kind.
Benefit: Choose one arcane spellcasting class (bard, sorcerer, wizard, etc.). You can activate spell trigger magic items as if you had 1 level in the selected class. The selected class also becomes a favored class for you in addition to any other favored class you have or select. For example, a multiclass human fighter/rogue who selects wizard for this feat could add levels of wizard without taking any experience penalty for multiclassing in three classes.
Special: You may select this feat only as a 1st level character.

Artist
Your people are renowned for their stories, songs, and arts.
Benefit: You gain a +2 bonus on all Perform checks and on checks with one Craft skill that involves art, such as calligraphy, painting, sculpture, or weaving. In addition, if you have the bardic music ability, you may use it three additional times per day. For example, a 3rd-level bard with this feat could use his bardic music ability six times per day.
Normal: A bard can use his bardic music ability once per day per bard level.
Special: You may select this feat only as a 1st level character.

Badge of Bondage
Your experiences as a slave have made you more resistant to torture and mental manipulation.
Prerequisite: Dragonfolk, giantkin, or Vetali.
Benefit: You receive a +1 insight bonus on all Fortitude and Willpower saves. This bonus increases to +4 against mind-affecting effects.
Special: Your body bares some obvious sign of your former bondage – whip scars on your back, an owner’s brand on your body, or the like. You may select this feat only as a 1st level character.

Bareback Soul
You’re skilled at riding bareback.
Prerequisite: Vetali.
Benefit: You suffer no penalty on Ride checks when riding bareback. You automatically succeed at checks to guide your mount with your knees, meaning you always have both hands free while riding. Additionally, you gain a +1 competence bonus on attack rolls when using a ranged weapon while riding bareback.
Special: You may take this feat as a fighter bonus feat.

Better Quick than Dead
You speed and agility keep you alive.
Prerequisite: Dex 13+.
Benefit: At 1st level, you receive your Dexterity modifier as a bonus to your hit dice in place of your Constitution modifier. Every level there after, you receive an additional hit point per level.
Normal: You always add your Constitution modifier to your hit dice.

Blooded
You are a survivor who knows the meaning of fighting for one’s life. You understand the value of quick reaction when weapons are drawn or spells are cast.
Benefit: You get a +2 bonus on initiative checks and a +2 bonus on Spot checks. You cannot become shaken, and you ignore the effects of the shaken condition. However, you can still be frightened or panicked.
Special: You may take this feat as a fighter bonus feat.

Bullheaded
The stubbornness and determination of your native people is legendary. You are exceptionally headstrong and difficult to sway from your course.
Benefit: You receive a +2 bonus on all Will saves. You cannot become shaken, and you ignore the effects of the shaken condition. However, you can still be frightened or panicked.
Special: You may select this feat only as a 1st level character.

Combat Command
By standing back and surveying the combat, you can give quick directions to allies, pointing out weaknesses and incoming attacks.
Prerequisite: Charisma 13+
Benefit: You may use the Aid Another action from up to 60 feet away. You must use a standard action and successfully make an attack roll against AC 10 as normal. In addition, your ally must be able to hear or understand you to gain the benefit.
Special: A fighter may take this feat as a bonus feat.
Normal: You may only use the Aid Another action for an ally you are adjacent to.

Combine Spell [Metamagic]
You cast two spells in one action.
Benefit: When memorizing spells, you may place two spells into a single spell slot so long as their combined spell level is equal to or less than the spell slot you use. For example, a wizard could place a 1st level spell and a 2nd level spell into a 3rd level spell slot. You may cast these spells as a single action or separately.

Cosmopolitan
You’ve been lied to enough that you are intimately familiar with deceit, guile, and the double-speak of the shadier type.
Benefit: You gain a +2 on all Bluff, Diplomacy, Gather Information, and Sense Motive checks.
Special: You may select this feat only as a 1st level character.

Crushing Charge
Your charge is stronger when more momentum is gained.
Prerequisites: Power Attack, Powerful Charge.
Benefit: When making a charge action, you receive a +1 bonus to the attack and damage rolls for every 10 feet of distance moved for the charge.
Special: A fighter may select Crushing Charge as a bonus feat.

Dark Wind Sorcery
You are strongly tied to the dark winds of sorcery. This is due to teachings, birth, and association.
Prerequisite: Marydian.
Benefit: For the purposes of determining bonus spells and the save DCs for spells you cast as a sorcerer, your Charisma is considered 2 points higher.
Special: You may select this feat only as a 1st level character.

Dauntless
You can take greater punishment than most and stay standing.
Prerequisite: Parnan.
Benefit: You gain +5 hit points.
Special: This feat counts as Toughness for meeting other prerequisites. You may take this feat multiple times.

Dazzling Display
You can make a flamboyant display with your weapon to hide attack maneuvers.
Benefit: You gain a +4 to Bluff checks made to feint in combat.
Special: A fighter may take this feat as a bonus feat.

Defensive Nature
You excel at fighting while entrenched.
Benefit: You gain an additional +1 to any shield bonus from any shield you use. Also, you gain a +6 bonus to AC when benefiting from cover instead of the normal +4 bonus. You gain a +3 dodge bonus to AC when fighting defensively instead of the normal +2 bonus. If you have 5 ranks of Tumble, you gain a +4 dodge bonus to AC when fighting defensively instead of the normal +3 bonus.
Normal: You gain a +4 bonus to AC from cover and a +2 dodge bonus to AC when fighting defensively. If you have 5 ranks of Tumble, you gain a +3 dodge bonus to AC when fighting defensively instead of the normal +2 bonus.
Special: You may take this feat as a fighter bonus feat.

Disciple of Hu Li [Regional]
You focus your mind on the teachings of the great Wong Hu Li, master of mind, body, and spirit.
Benefit: For the purposes of all special features gained from the Monk class, your Wisdom is considered 2 points higher.
Special: You may select this feat only as a 1st level character.

Discipline
You are admired for your single-minded determination and clarity of purpose. You are difficult to distract by any means, be the spell or blow.
Regions: Five Ranges, Marydia, Ocyria, Tessah.
Benefit: You receive a +2 bonus on Will saves and a +2 bonus on Concentration checks.
Special: You may select this feat only as a 1st level character.

Education
You were given a refined education.
Benefit: All Knowledge skills are class skills for you. You get a +2 bonus on all checks and can perform skill checks untrained with any two Knowledge skills of your choice.
Special: You may select this feat only as a 1st level character.

Exotic Strike
Your weapon is strange and the style used is foreign and unexpected, weakening some opponents’ defenses.
Prerequisite: Exotic Weapon Proficiency (any) or proficiency with any racial weapon (such as Dwarven Urgosh).
Benefit: You gain a +1 competence bonus to attack rolls made with your weapon as long as your target is not proficient with the weapon you wield. This has no effect on creatures with Intelligence of 3 or less.
Special: A fighter may take this feat as a bonus feat.

Fearless [Regional]
You do not know fear. Nothing can shake you.
Regions: De‘Borah, Kjaougurax, Parnaak, Wikiya.
Benefit: You are immune to fear effects, magical or otherwise.
Special: You may select this feat only as a 1st level character.

Fleet of Foot [Regional]
You are swift.
Regions: Blue Sands, De‘Borah, Parnaak, Scoria.
Benefit: Your land speed is increased by 10 feet. This benefit applies only when you are wearing no armor or light armor and not carrying a heavy load. Apply this bonus before modifying your speed for any load carried.
Special: If a feature of your character class also improves your land speed, the speed increase for Fleet of Foot stacks with that provided by the class feature.
Special: You may select this feat only as a 1st level character.

Foe Hunter
You have learned to fight effectively against your regional foe. You know their ways and how best to defeat them.

Table 5-3: Foe Hunter Regions/Favored Enemy
Region
Favored Enemy

Benefit: You acquire a favored enemy. This benefit functions like the ranger class feature of the same name, except that the exact type of creature you oppose is determined by your home region, according to the table above.
Special: You may take this feat as a fighter bonus feat.

Forester
You are one with the forests. Few can match your knowledge of the wood.
Benefit: You gain a +1 bonus on Hide, Listen, Move Silently, and Spot checks. When you are in forest terrain, this bonus increases to +3.
Special: You may select this feat only as a 1st level character.

Forgeheart
Because you are used to the hellish heat of the forge, you are resistant to blasts of fire that would damage other creatures.
Benefit: You gain fire resistance 5 and a +2 bonus on all Craft skill checks involving stone or metal.
Special: You may select this feat only as a 1st level character.

Fount of Information
You have been surrounded by knowledge and lore for long enough to make an impact.
Benefit: You may make any Knowledge skill check untrained.
Normal: You cannot make Knowledge skill checks unless they are trained.

Furious Charge
Your people are known for their love of combat and eagerness to engage in it.
Benefit: You gain a +4 bonus on the attack roll you make at the end of a charge.
Normal: A character gains a +2 bonus on the attack roll made at the end of a charge.
Special: You may take this feat as a fighter bonus feat.

Gentry
You are of noble birth. You are considered nobility in your homeland and have the wealth to account for it.
Benefit: You may make Knowledge (nobility and royalty) checks untrained. You receive a +2 bonus on all Diplomacy and Knowledge (nobility and royalty) checks. Additionally, your starting wealth, despite what class you select, is 6d10x10.
Special: You may select this feat only as a 1st level character.

Gift of Tongues
Your region is filled with passersby and foreigners, so learning different languages is second nature to you.
Benefit: You start with an additional 2 bonus languages. Speak Language is always considered a class skill for you. You gain a +2 bonus on all Decipher Script and Sense Motive checks.
Special: You may select this feat only as a 1st level character.

Great Fervor
Your zealous nature is legendary. You are often blessed with luck.
Benefit: You gain a +1 bonus on all Willpower saves. Also, once per day, you may reroll a failed saving throw. Add your Charisma modifier to the rerolled save. You must accept the result of the second save, even if it is lower than the original failed saving throw.
Special: You may select this feat only as a 1st level character.

Hardened
You are capable of great feats of endurance.
Prerequisites: Strength 13+, Vendaran.
Benefit: Your carrying capacity is treated as if your Strength were 4 points higher. Your movement speed is not affected by your armor. You can run when you are wearing armor or are carrying a load that would normally prevent you from running. You gain a +2 bonus on all checks you make for performing a physical action that extends over a period of time (running, swimming, holding your breath, and so on).
Special: This feat counts as Endurance for meeting other prerequisites. You may select this feat only as a 1st level character.

Heroic Luck
You are blessed with natural luck. Someone up above is looking out for you.
Benefit: You gain a +1 bonus on all saving throws and a +1 luck bonus to Armor Class.

Improved Aid
You are skilled in assisting your friends.
Benefit: When using the Aid Another action (see Aid Another on page 154 in the Player’s Handbook), your ally gains a +4 circumstance bonus on his attack roll or to his AC.
Normal: The Aid Another action normally gives a +2 circumstance bonus on your ally’s attack roll or AC against a single opponent.

Independent
You are your own being.
Benefit: You gain a +2 bonus on Willpower saves. This bonus increases to +4 against spells with the Compulsion descriptor. Additionally, if you fail a save against a spell with the Compulsion descriptor, at the end of your turn every round thereafter, you may make another saving throw to resist the effect.

Knifefighter
You are skilled with small blades in tight combats.
Benefit: You can use a light weapon to attack your opponent in a grapple with no penalty on the attack roll. In addition, you need not win a grapple check to draw a light weapon while grappling, although you still must use a move action to do so. If your base attack bonus is +6 or higher, you can make a full attack with a light weapon while grappling, provided that you already have your weapon drawn.
Normal: A character in a grapple takes a -4 penalty on attack rolls when attacking the grappled opponent with a light weapon. A character in a grapple must win a grapple check in order to draw a weapon and cannot make a full attack in the round she does so.
Special: You may take this feat as a fighter bonus feat.

Magical Training [Regional]
You come from a land where basic magics are taught to all who have an aptitude for magic.
Prerequisites: Int 10 or Cha 10.
Regions: Aryenia, Ete, I’kashad, Tal Na Mry.
Benefit: You can cast three 0-level arcane spells per day as either a sorcerer or a wizard (your choice, so long as you have a score of at least 10 in the ability that controls the spell-casting for that class). You must make this decision when you first take the feat. Thereafter, you have an arcane spell failure chance if you are wearing armor and are treated as a sorcerer or wizard of your arcane spellcaster level (minimum 1st) for the purposes of determining level-based variables of the spells you cast.
If you choose to cast spells as a sorcerer, the DC for saves against your spells is 10 + Cha modifier. You know two 0-level spells of your choice from the sorcerer/wizard list.
If you choose to cast spells as a wizard, the DC for saves against your spells is 10 + Int modifier. You have a spellbook with three 0-level spells of your choice from the sorcerer/wizard list. You prepare your spells exactly as a wizard does.
Special:: If you already have levels of sorcerer or wizard, increase the number of 0-level spells you can cast per day by three.
You may select this feat only as a 1st level character.

Mercantile Background [Regional]
You come from a family of merchants from one of various trading towns.
Regions: Aigen, Ayenee, Deut, Ete, Mreghu, Taigai Shitai.
Benefit: When you sell weapons, magic items, or other adventuring goods, you get 75% of the list price instead of 50%. Once per month, you can buy a single item at 75% of the offered price. You also receive an extra 300 gp to spend as you see fit during character creation.
Special:: You may select this feat only as a 1st level character.

Militia [Regional]
Your people rely on well-trained people to defend their land. You’re no stranger to warfare.
Table 5-4: Milita Exotic Weapons
Region
Exotic Weapon

Allbion
Scourge *
Derria
Dire Flail
Erchaewaland
War Mace *
Ocyria
Bastard Sword
Parnaak
Great Spear *
Tal Na Mry
Two-bladed Sword
Tessah
Maul *
Varhuine
Elven Light Blade *

Regions: Allbion, Derria, Erchaewaland, Ocyria, Parnaak, Tal Na Mry, Tessah, Varhuine.
Benefit: You gain proficiency with all martial weapons. Additionally, you gain proficiency with an exotic weapon based on your region. See the table above. * – See Complete Warrior.
Special:: You may select this feat only as a 1st level character.

Mind Over Body [Regional]
You have learned to overcome the frailties of the body through study and training.
Regions: Aryenia, I’kashad, Marydia.
Prerequisite: Int 13+.
Benefit: At 1st level, you receive your Intelligence or Charisma modifier (your choice) as a bonus to your hit dice in place of your Constitution modifier. Also, you receive +1 hit point every time you learn a new metamagic or item creation feat. If you can cast arcane spells, you receive a +1 AC bonus.
Normal: You always add your Constitution modifier to your hit dice.
Special: You may select this feat only as a 1st level character.

Mounted Track [Regional]
You have such keen eyes that you can track while atop a mount.
Regions: Scoria.
Benefit: You may track while mounted without any additional penalty, using the mount’s speed for purposes of determining what penalties are applied if moving at greater than half your mount’s speed. In addition, you gain a +2 bonus on all Survival checks.
Special: You may select this feat only as a 1st level character.

Mystical Craft [Regional]
You are naturally gifted with the ability to cast a spell.
Prerequisite: Cha 13+.
Regions: I‘kashad.
Benefit: Select a single spell from the sorcerer spell list. You can cast this spell once per day as if you were a sorcerer of 1 / 2 your character level (minimum 1 st). You must rest a full 8 hours like normal spellcasters to be able to cast the spell during the day.
Special: If you select this feat at 1st or 3rd level, you must select a 1st level spell. If you select this feat at 6th level, you may select a 1st level or 2nd level spell. If you select this feat at 9th level or any level thereafter, you may select a 3rd level spell. You may take this feat multiple times. Each time you take this feat, you receive a new spell that you know and may cast it once per day. If you have levels of sorcerer, you gain one additional spell known and one additional spell per day of its level.

Otherworldly [Regional]
Your folk are known for their oddness and they seem to transcend the mortal world.
Regions: Frozen North, Ndher-urth, Tal Na Mry.
Benefit: You are a native outsider, not a humanoid. You gain Darkvision out to 60 feet and a +2 on all Diplomacy checks. As a native outsider, you are no longer affected by spells that target humanoids specifically (such as charm person), but you still have to sleep, eat, and breathe like a humanoid.
Special: You may select this feat only as a 1st level character.

Precision
You are deathly-precise with your weapon of choice.
Prerequisites: Weapon Finesse, Weapon Focus with selected weapon, base attack bonus +1, Dex 13 +.
Benefit: Once per round, you may add your Dexterity modifier to damage rolls made with a melee weapon. If you normally add your Strength modifier to damage rolls made with a ranged weapon, you can substitute it with you Dexterity modifier using this feat. If you have a negative Strength modifier, you may not substitute it unless your Dexterity modifier is also negative. You may only use this feat with a light weapon, rapier, whip, or spiked chain made for a creature of your size.
Special: You may gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new type of weapon. A fighter may take this feat as a bonus feat.

Saverius Method
Magical studies are a part of your everyday life.
Benefit: You gain four additional spells of your choice to add to your spell book each time you gain a level in a class that allows you to prepare and cast arcane spells (such as wizard). These spells represent the results of your research, and must be of spell levels you can cast. If you have chosen to specialize in a school of magic, two of the four free spells must be from your specialty school. Add the following to the list of feats you may select as a bonus wizard feat: Combat Casting, Greater Spell Focus, Greater Spell Penetration, Magical Aptitude, Spell Focus, Spell Penetration.
Normal: If you are a wizard, you normally gain 2 new spells to add to your spell book each time you gain a level in the wizard class.
Special: You may select this feat only as a 1st level character.

Sniper Shot
You can focus your attention into one single deadly strike.
Prerequisites: Far Shot, Point Blank Shot, Precise Shot, Vital Aim, base attack bonus +6, Dex 13 +.
Benefit: When using the full attack option, you may sacrifice extra attacks to increase the threat range of a single attack. For each attack sacrificed, the threat range of your weapon increases by 1. Thus if you can make two attacks in one round and your weapon’s threat range is 19-20, you may make a single attack instead with a threat range of 18-20. You may not sacrifice additional attacks acquired from other feats, spell effects, or class abilities.
Special: A fighter may take this feat as a bonus feat.

Vital Aim
Prerequisites: Point Blank Shot, Precise Shot, Dex 13+.
Benefit: Once per round, you may add your Dexterity modifier to damage rolls made with a range weapon. If you normally add your Strength modifier to damage rolls made with a ranged weapon, you substitute it with your Dexterity modifier using this feat. If you have a negative Strength modifier, you may not substitute it unless your Dexterity modifier is also negative.
Special: A fighter may take this feat as a bonus feat.

Fount of Information [Regional]
You have been surrounded by knowledge and lore for long enough to make an impact.
Regions: Deut, Eté, I’kashad, or Ocyria.
Benefit: You may make any Knowledge skill check untrained. Also, you gain a +1 bonus on all Knowledge skill checks.
Normal: You cannot make Knowledge skill checks unless they are trained.
Special: You may select this feat only as a 1st level character.

Rapscallion [Regional]
Your stunning wit improves the cedulity of your lies and your ability to discern them.
Regions: Ayenee, Deut, Ete, Mreghu.
Benefit: You add your Intelligence modifier on all Bluff and Sense Motive checks. This is in addition to your Charisma and Wisdom modifier (respectively).
Special: You may select this feat only as a 1st level character.

Saddleborn [Regional]
You have a natural affinity with horses.
Regions: Aigen, Erchaewaland, I’kashad, Scoria.
Benefit: You get a +3 bonus on Ride checks when riding a horse and on Handle Animal checks when dealing with horses. All horses have an initial attitude of friendly toward you. You receive a +1 bonus to melee attacks made while riding a horse with a saddle.
Special:: You may take this feat as a fighter bonus feat.

Sandman [Regional]
You are used to hot climates and are untiring and able to go the distance.
Regions: Blue Sands.
Benefit: You have resistance to fire 5. You cannot become exhausted. Any effect that would make you exhausted instead makes you fatigued.
Special: You may select this feat only as a 1st level character.

Shield Bearer [Regional]
You are trained to use the shield as not only a barrier against attacks but also as an instrument of offense as well.
Regions: Aigen, Parnaak, Ocyria, Tessah.
Benefit: You may use your shield in place of an unarmed attack to perform special manuevers granted from other feats. Treat the Shield Bearer feat as the Improved Unarmed Strike feat for purposes of taking other feats in the unarmed attack chain, such as Stunning Fist and Deflect Arrows. Instead of having a free hand, you must have your shield readied in order to use these feats.
Special:: You may take this feat as a fighter bonus feat.

Silver Palm [Regional]
You are skilled with trade and negotiation.
Regions: Ayenee.
Benefit: You gain a +2 bonus on all Appraise, Bluff, Diplomacy, and Sense Motive checks.
Special: You may select this feat only as a 1st level character.

Stoic Composure [Regional]
You are extremely hard to kill.
Regions: Kjaougurax.
Benefit: You gain a +2 bonus on Fortitude saves. Additionally, you automatically succeed on Fortitude saves made to resist Death from Massive Damage and you automatically stabilize if you are ever dying (-1 through -9 hit points).
Special: You may select this feat only as a 1st level character.

Smooth Talk [Regional]
There are few problems you can’t talk your way out of.
Regions: Ayenee, Deut, Marydia, Mreghu.
Benefit: You take only a -5 penalty if you attempt a Diplomacy check as a full-round action. Additionally, you gain a +2 bonus to Diplomacy checks.
Normal: A Diplomacy check normally requires 1 minute. You may attempt a rushed Diplomacy check at a -10 penalty.
Special: You may select this feat only as a 1st level character.

Strong Minded [Regional]
You are unusually hard to effect with psionic powers and mind attacks.
Prerequisites: Wisdom 13+.
Regions: Bicovaria.
Benefit: You gain a +3 on all Concentration skill checks. You are considered 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 psionic powers simply by virtue of having this feat.
Special: You may select this feat only as a 1st level character. This feat is considered Wild Talent (see Expanded Psionics Handbook) for meeting other prerequisites.
Versatile [Regional]
You are adapt at skills not normally trained by members of your class.
Regions: Ayenee, Bicovaria, Deut, Ete.
Benefit: Select two cross-class skills. They are now and always considered class skills for you and you gain two ranks in each skill.
Special: You may select this feat only as a 1st level character.

Way of the One Sword [Regional]
You were taught the ways of the quick draw sword.
Prerequisite: Dex 13+.
Regions: Seiryu, Taigai Shitai.
Benefit: You gain a +2 circumstance bonus to initiative checks when using the bastard sword or short sword and can draw them as a free action.
Special:: You may take this feat as a fighter bonus feat. This feat counts as Quick Draw for meeting other prerequisites.

Way of the Two Swords [Regional]
You were taught the ways of the two swords of the samurai caste.
Prerequisite: Dex 13+.
Regions: Seiryu, Taigai Shitai.
Benefit: You are proficient with the bastard sword as an exotic weapon. You gain a +1 circumstance bonus to attack rolls when using the bastard sword or short sword.
Special:: You may take this feat as a fighter bonus feat. This feat counts as Weapon Focus (bastard sword) and Weapon Focus (short sword) for meeting other prerequisites.
Table 5-5: Tactical Feats

Tactical Feats
Prerequisite
Benefit

Mercurial Blade
Quick Draw, Tumble 8 ranks, base attack +6
See feat description
Wall of Blades
Combat Expertise, Dodge, Mobility, base attack +6
See feat description

Tactical Feats
The following tactical feats use the same rules presented in Complete Warrior and also Player’s Handbook 2.

Mercurial Blade [Tactical]
Your blade is lightning fast.
Prerequisite: Quick Draw, Tumble 8 ranks, base attack bonus +6.
Benefit: The mercurial blade feat enables the use of three tactical manuevers.
Hidden Blade: To initiate this manuever, you must have a weapon with which you are proficient with. After any attack you make with a weapon, you may immediately return the weapon to where it was drawn from. This action is considered a free action, but you may take this action even if you’ve used a free action to draw your weapon.
Sudden Strike: To initiate this manuever, you must be unarmed. Any time an opponent provokes an attack of opportunity from you, you may draw a melee weapon and make your attack of opportunity with it. The target of your attack of opportunity is caught flat footed for that attack. Any creature that is subjected to this manuever can no longer be caught flat footed by it for the remainder of the combat.
Unexpected Charge: To initiate this manuever, you must make a Tumble skill check to move through a threatened square or a square occupying a hostile creature. After your movement, if you succeeded on tumbling past your opponent without drawing attacks of opportunity, you may perform an attack as if you had charged your opponent. The target of this attack is caught flat footed for that attack. Any creature that is subjected to this manuever can no longer be caught flat footed by it for the remainder of the combat.

Wall of Blades [Tactical]
You are skilled at parries and counters, making your defenses almost unbreakable.
Prerequisite: Combat Expertise, Dodge, Mobility, base attack bonus +6.
Benefit: The wall of blades feat enables the use of three tactical manuevers.
Defiance: To initiate this manuever, you must select a creature with the Dodge feat. If that creature misses you with a melee attack, you may make a five foot adjustment as an immediate action. This movement does not provoke attacks of opportunity.
Retort: To initiate this manuever, you must take the full defense action. As long as you remain on full defense, any creature that misses a melee attack against you provokes an attack of opportunity from all adjacent creatures.
Shroud: To initiate this manuever, you must gain a bonus to Armor Class from the Combat Expertise feat. You grant adjacent allies your armor class bonus from Combat Expertise against melee attacks as long as the creature attacking threatens you as well. Also, adjacent allies receive your Armor Class bonus from the Mobility feat when the target of an attack of opportunity as long as long as the creature attacking threatens you as well.

Table 5-6: Exalted and Vile Feats

Exalted and Vile Feats
Prerequisites
Benefit

Angel-killer
Disciple of Darkness or Thrall to Demon
+2d6 against good outsiders
Fiend Slayer
Favored of the Companions, Knight of Stars, or Servant of the Heavens
+2d6 against evil outsiders

Exalted and Vile Feats
The following Exalted and Vile feats follow the same rules for Exalted feats found in Book of Exalted Deeds and Vile feats found in Book of Vile Darkness.

Angel-killer [Vile]
Your attacks are given dark powers especially potent against good-aligned outsiders.
Prerequisite: Disciple of Darkness or Thrall to Demon
Benefit: You deal an additional +2d6 damage on all attacks made against good-aligned outsiders.

Fiend Slayer [Exalted]
Your strikes are blessed with the power to bring down even the strongest of fiends.
Prerequisite: Favored of the Companions, Knight of Stars, or Servant of the Heavens
Benefit: You deal an additional +2d6 damage on all attacks made against evil-aligned outsiders.