General and Metamagic
You can cast spells to greater effort.
Benefit: All variable, numeric effects of an empowered spell are increased by one half. An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth.An empowered spell uses up a spell slot tow levels higher than the spells actual level.
You are capable of amazing feats of stamina.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to avoid nonlethal damage from a forced march, constitution checks made to hold your breath, const checks 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.
Special: A ranger automatically gains Endurance as a bonus feat at level 3. He need not select it.
You can cast spells farther than normal.
Benefit: You can altar a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell uses up a spell slot one level higher than the spells actual level.
Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium or long, do not have increased ranges.
Does not apply as we are not using components for spells.
Exotic Weapon Proficiency
Choose a type of exotic weapon. You understand how to ise that type of weapon in combat.
Prerequisite: Base attack bonus of +1 (plus str of 13 for bastard sword or dwarven waraxe)
Benefit: You make attack rolls with the weapon naturally.
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 fighter may select this feat as one of their fighter bonus feats.
You can cast spells that last longer than normal.
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spells actual level.
You can turn or rebuke creatures more often than normal.
Benefit: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.
If you have the ability to turn or rebuke more than one kind of creature, each of your turning or rebuking abilities gains four additional uses per day.
Normal: Without this feat, a character can typically turn or rebuke creatures a number of times per day equal to 3+ cha modifier.
Special: You can gain this feat multiple times. Its effects stack. Each time you take the feat, you can turn/rebuke four more times per day.