Some abilities are not tied to your race, class, or skill—things like particularly quick reflexes that allow you to react to danger more swiftly, the ability to craft magic items, the training to deliver powerful strikes with melee weapons, or the knack for deflecting arrows fired at you. These abilities are represented as feats. While some feats are more useful to certain types of characters than others, and many of them have special prerequisites that must be met before they are selected, as a general rule feats represent abilities outside of the normal scope of your character's race and class. Many of them alter or enhance class abilities or soften class restrictions, while others might apply bonuses to your statistics or grant you the ability to take actions otherwise prohibited to you. By selecting feats, you can customize and adapt your character to be uniquely yours.
Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he gains the prerequisite.
A character can't use a feat if he loses a prerequisite, but he does not lose the feat itself. If, at a later time, he regains the lost prerequisite, he immediately regains full use of the feat that prerequisite enables.
To aid in selection, feats are broadly categorised by what benefit they grant: combat, magic, or skill.
Combat feats give you benefits to attack and defence, or special effects in certain combat conditions.
Magic feats grant you spell-like abilities, new ways to change your spells, the ability to make magic potions or wands and other wondrous items, new spells and other supernatural powers.
Skill feats boost and alter your skills and abilities, enhance you movement, or grant you proficiency with weapon and armour. Among both the Combat feats and Skill feats are the Roguish Talents, special tricks and abilities available to the most skilled characters.
All these categories are useful to any class, but generally, Spellcasters will prefer to take magic feats, Experts will tend towards skill feats and Warriors will favour combat feats. Lastly, there are the Racial feats, which are only available to the character race in question.
ITEM CREATION FEATS
An item creation feat lets a character create a magic item of a certain type. Regardless of the type of item each involves, the various item creation feats all have certain features in common.
Raw Materials Cost: The cost of creating a magic item equals half the base price of the item.
Using an item creation feat also requires access to a laboratory or magical workshop, special tools, and so on. A character generally has access to what he needs unless unusual circumstances apply.
Time: The time to create a magic item depends on the feat and the cost of the item.
Item Cost: Items costs are detailed in the section on Magic items. In general, magical items reproduce spell effects, and the caster level and the level of the spell used are multiplied to calculate the cost, together with additional factors depending on the type of magic item being created. Permanent magic items are much more expensive to create than limited use magic items.
Skill Check: Successfully creating a magic item requires a Spellcraft check with a DC equal to 10 + the item's caster level. Alternatively, you can use an associated Craft or Profession skill to attempt this check instead, depending upon the item being crafted. See Magic Item Creation for more details on which Craft and Profession checks may be substituted in this manner. The DC of this check can increase if the crafter is rushed or does not meet all of the prerequisites. A failed check ruins the materials used, while a check that fails by 5 or more results in a cursed item. See Magic items for more details.
Feats are summarized in the feat lists, linked above. Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats description pages for full details.
The following format is used for all feat descriptions.
Feat Name: The feat's name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.
Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.
Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.
Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.
Special: Additional unusual facts about the feat.