Feats

Acrobatic
Benefit: You get a +2 feat modifier on all Athletics Checks

Agile
Benefit: You get a +2 feat modifier on all Agility Checks.

Alertness
Benefit: You get a +2 feat modifier on all Awareness Checks.

Animal Affinity
Benefit: You get a +2 feat modifier on all Animals Checks.

Armor Proficiency (Heavy)
Prerequisites: Armor Proficiency (light), Armor Proficiency (medium) Benefit: See Armor Proficiency (light). Normal: See Armor Proficiency (light). Special: Expert Swordsmen, Paladins, and Rock Mages automatically have Armor Proficiency (heavy) as a bonus feat. They need not select it.

Armor Proficiency (Light)
Benefit: When you wear a type of armor with  which you are proficient, the armor check penalty for that armor applies only to Agility, Athletics, and Stealth Checks. Normal: A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride. Special: All characters except Mages, Salarymen, Scientists, and Doppelganger Shapeshifters automatically have Armor Proficiency (light) as a bonus feat. They need not select it.

Armor Proficiency (Medium)
Prerequisite: Armor Proficiency (light) Benefit: See Armor Proficiency (light). Normal: See Armor Proficiency (light). Special: Expert Swordsmen, Paladins, Rednecks, automatically have Armor Proficiency (medium) as a bonus feat. They need not select it.

Blind-Fight
Benefit: In melee, every time you miss because of concealment, you can re-roll 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 feat modifier to Armor Class, and the attacker doesn’t get the usual +2 modifier for being invisible. The invisible attacker’s feat modifiers 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 modifier to AC. The speed reduction for darkness and poor visibility also applies.

Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell. Expert Swordsmen may select Blind-Fight as one of their even-level bonus feats.

Burst Fire
Prerequisites: Wisdom Ability Score of 13, Personal Firearms Proficiency, Base Attack Modifier of +4 Benefit: When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target. The character receives a −4 penalty on the attack roll, but deals 2 additional dice of damage of the same type as the gun used. Firing a burst expends five bullets and can only be done if the weapon has five bullets in it.

Normal: Autofire uses ten bullets, targets a 10-foot-by-10-foot area, and can’t be aimed at a specific target. Without this feat, if a character attempts an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted.

Special: If the firearm has a three-round burst setting, firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in it.

Camera Shy
Benefit: When you are the subject of a hostile cameraman ability, you may roll a Will Save or Reflex Save DC equal to 10 plus the level of the ability plus the cameraman’s imaginary Charisma Modifier to resist the effect. This save is in addition to any saves you would receive normally.

Cleave
Prerequisites: Strength Ability Score of 13, Power Attack feat 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 feat modifier as the attack that dropped the previous creature. You can use this ability once per round.

Special: Expert Swordsmen may select Cleave as one of their even-level bonus feats.

Combat Expertise
Prerequisite: Intelligence Ability Score of 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 Modifier. 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: Expert Swordsmen may select Combat Expertise as one of their even-level bonus feats.

Deceitful
Benefit: You get a +2 feat modifier on all Bluff Checks. Deft Hands Benefit: You get a +2 feat modifier on all Use Rope Checks.

Diligent
Benefit: You get a +2 feat modifier on all Craft Checks for a specific craft. This feat may be taken multiple times. Each time you take the feat, it applies to a new type of craft.

Dodge
Prerequisite: Dexterity Ability Score of 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: Expert Swordsmen may select Dodge as one of their even-level bonus feats.

Double Tap
Prerequisites: Dexterity Ability Score of 13, Point Blank Shot feat, Personal Firearms Proficiency Benefit: When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a −2 penalty on this attack, but deals 1 additional die of damage of the same type as the gun used with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it.

Endurance
Benefit: You gain a +4 bonus on the following checks and saves: Athletics 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.

Special: Imps automatically gain Endurance as a bonus feat at 1st level. They need not select it.

Exotic Weapon Proficiency
Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.

Prerequisite: Base Attack Modifier +1 (plus Strength Ability Score of 13 for bastard sword or great waraxe) Benefit: You make attack rolls with the weapon normally. Normal: A character who uses a weapon with which he 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. Proficiency with the bastard sword or the great waraxe has an additional prerequisite of Str 13. Expert Swordsmen may select Exotic Weapon Proficiency as one of their even-level bonus feats.

Far Shot
Prerequisite: Point Blank Shot feat Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1½). When you use a thrown weapon, its range increment is doubled.

Special: Expert Swordsmen may select Far Shot as one of their even-level bonus feats.

Great Cleave
Prerequisites: Strength Ability Score of 13, Cleave feat, Power Attack feat, Base Attack Modifier of +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: Expert Swordsmen may select Great Cleave as one of their even-level bonus feats.

Great Fortitude
Benefit: You get a +2 bonus on all Fortitude Saving Throws. Healer Benefit: You get a +2 feat modifier on all Heal Checks.

I’m not a Puppet
Prerequisites: Robot species Benefit: The Robot has learned to love and to imagine. It can now take levels in magic-using classes.

Improved Bull Rush
Prerequisites: Strength Ability Score of 13, Power Attack feat Benefit: When you perform a bull rush, you gain a +4 feat modifier on the opposed Uncommon Attack Check you make to push back the defender. Special: Expert Swordsmen may select Improved Bull Rush as one of their even-level bonus feats.

Improved Disarm
Prerequisites: Intelligence Ability Score of 13, Combat Expertise feat Benefit: When you perform a disarm attempt, you gain a +4 feat modifier on the opposed Uncommon Attack Check you make to disarm your opponent. Special: Expert Swordsmen may select Improved Disarm as one of their even-level bonus feats.

Improved Feint
Prerequisites: Intelligence Ability Score of 13, Combat Expertise feat Benefit: You can make a Bluff Check to feint in combat as a move action. Normal: Feinting in combat is a Standard Action. Special: Expert Swordsmen may select Improved Feint as one of their even-level bonus feats.

Improved Grapple
Prerequisites: Dexterity Ability Score of 13, Improved Unarmed Strike feat Benefit: You gain a +4 feat modifier on all Uncommon Attack Checks made as part of a Grapple, regardless of whether or not you started it. Special: Expert Swordsmen may select Improved Grapple as one of their even-level bonus feats.

Improved Initiative
Benefit: You get a +4 bonus on initiative checks. Special: Expert Swordsmen may select Improved Initiative as one of their even-level bonus feats.

Improved Overrun
Prerequisites: Strength Ability Score of 13, Power Attack feat Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 modifier on your opposed Uncommon Attack Check to knock down your opponent. Special: Expert Swordsmen may select Improved Overrun as one of their even-level bonus feats.

Improved Shield Bash
Prerequisite: Shield Proficiency feat Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC. Normal: Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his next turn. Special: Expert Swordsmen may select Improved Shield Bash as one of their even-level bonus feats.

Improved Sunder
Prerequisites: Strength Ability Score of 13, Power Attack feat Benefit: You gain a +4 modifier to Uncommon Attack Checks made to attack an object held or carried by another character. Special: Expert Swordsmen may select Improved Sunder as one of their even-level bonus feats.

Improved Trip
Prerequisites: Intelligence Ability Score of 13, Combat Expertise feat Benefit: You gain a +4 feat modifier on your Uncommon Attack Check to trip your opponent. Special: Expert Swordsmen may select Improved Trip as one of their even-level bonus feats.

Improved Two-Weapon Fighting
Prerequisites: Dexterity Ability Score of 15, Two-Weapon Fighting feat, Base Attack Modifier of +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 -3 penalty. See the Two-Weapon Fighting special attack. Special: Expert Swordsmen may select Improved Two-Weapon Fighting as one of their even-level bonus feats.

Improved Unarmed Strike
Benefit: Your unarmed strikes now deal 1d6 damage for medium creatures, 1d4 for small creatures, and 1d3 for tiny creatures.

Special: Expert Swordsmen may select Improved Unarmed Strike as one of their even-level bonus feats.

Iron Will
Benefit: You get a +2 feat modifier on all Will Saving Throws.

Lightning Reflexes
Benefit: You get a +2 feat modifier on all Reflex Saving Throws.

Magical Aptitude
Benefit: You get a +2 feat modifier on all Use Magic Item Checks.

Manyshot
Prerequisites: Dexterity Ability Score of 17, Point Blank Shot, Rapid Shot, BAM of +4 Benefit: As a Standard Action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a −4 penalty) to determine success and deal damage normally (but see Special). Damage reduction and other resistances apply separately against each arrow fired. Special: Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage. Expert Swordsmen may select Manyshot as one of their even-level bonus feats. A 6th level Redneck who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

Martial Weapon Proficiency
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: Expert Swordsmen, Paladins, Rednecks, and Shapeshifters 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.

Mounted Archery
Prerequisites: Animals Skill: 1 rank, Mounted Combat feat Benefit: The penalty you take when using a ranged weapon while mounted is halved: −2 instead of −4 if your mount is taking a double move, and −4 instead of −8 if your mount is running. Special: Expert Swordsmen may select Mounted Archery as one of their even-level bonus feats.

Mounted Combat
Prerequisite: Animals Skill: 1 rank Benefit: Once per round, when your mount is hit in combat, you may attempt an Agility Check (as a reaction) to negate the hit. The hit is negated if your Agility Check result is greater than the opponent’s attack roll. (Essentially, the Agility Check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.) Special: Expert Swordsmen may select Mounted Combat as one of their even-level bonus feats.

Negotiator
Benefit: You get a +2 feat modifier on all Diplomacy Checks.

Nimble Fingers
Benefit: You get a +2 feat modifier on all Mechanics Checks.

Personal Firearms Proficiency
Benefit: The character can fire any personal firearm without penalty. Normal: Characters without this feat take a −4 penalty on attack rolls made with personal firearms. Special: Expert Swordsmen may select Personal Firearms Proficiency as one of their even-level bonus feats.

Point Blank Shot
Benefit: You get a +1 feat modifier on attack and damage rolls with ranged weapons at ranges of up to 30 feet from the target. Special: Expert Swordsmen may select Point Blank Shot as one of their even-level bonus feats.

Power Attack
Prerequisite: Strength Ability Score of 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 Modifier. 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.) Expert Swordsmen may select Power Attack as one of their even-level bonus feats.

Precise Shot
Prerequisite: Point Blank Shot feat Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard −4 modifier on your attack roll.

Special: Expert Swordsmen may select Precise Shot as one of their even-level bonus feats.

Quick Draw
Prerequisite: Base Attack Modifier of +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 Agility skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attack (much like a character with a bow).

Normal: Without this feat, you may draw a weapon as a move action, or (if your Base Attack Modifier 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: Expert Swordsmen may select Quick Draw as one of their even-level bonus feats.

Rapid Reload
Prerequisite: Weapon Proficiency (any crossbow or gun) Benefit: The time required for you to reload your crossbow or gun is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow or gun). When using this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could if you were using a bow. Normal: A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow. Special: Expert Swordsmen may select Rapid Reload as one of their even-level bonus feats.

Rapid Shot
Prerequisites: Dexterity Ability Score of 13, Point Blank Shot feat Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest Base Attack Modifier, 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. You must be able to reload a weapon as a free action or have more than one shot within it to use it with this feat. Special: Expert Swordsmen may select Rapid Shot as one of their even-level bonus feats. A 2nd-level Redneck who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

Redneck Ingenuity
There is no problem that can’t be solved with duct tape. It was true when my grandfather said it thirty seconds before his tragic death, and it’s true now. Prerequisites: Redneck Level 1 Benefit: You gain the ability to duct tape two objects together to use them at the same time. Using this feat requires a roll of duct tape. Normal: You can still duct tape things together that make sense. This feat is needed, however, to jury-rig something that really shouldn’t work. To avoid stifling players’ imaginations, there are not many hard rules around the Redneck Ingenuity feat. Pitfall Masters, if you can visualize the combination your player wants to create, you should allow it. Embrace the elements of the combination that make the resultant device both effective and impractical. In general, the main benefit should be the ability to use two things in one action (like a chainsaw and a flamethrower).

Ride-By Attack
Prerequisites: Animals Skill: 1 rank, Mounted Combat feat Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. Special: Expert Swordsmen may select Ride-By Attack as one of their even-level bonus feats.

Run
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 Athletics skill description), you gain a +4 bonus on your Athletics Check. While running, you retain your Dexterity modifier 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 modifier to AC.

Self-Sufficient
Benefit: You get a +2 feat modifier on all Survival Checks.

Shield Proficiency
Benefit: You can use a shield and take only the standard penalties. Normal: When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Animals Checks to ride a mount. Special: Expert Swordsmen and Paladins automatically have Shield Proficiency as a bonus feat. They need not select it. Cameramen have limited use of shields, and may take this feat to gain the use of all shields.

Shot On The Run
Prerequisites: Dexterity Ability Score of 13, Dodge feat, Quick-Draw feat, Point Blank Shot feat, Base Attack Modifier +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: Expert Swordsmen may select Shot on the Run as one of their even-level bonus feats.

Skill Focus
Choose a skill to focus your efforts toward. Benefit: You get a +3 feat modifier on all checks involving that skill. Special: You can gain this feat multiple times, but its effect does not stack. Each time you take the feat, it applies to a different skill.

Sledgehammerspace
Some people get by with very little. Others just want a little bit of everything. Benefit: The character gains an additional 8 slots for his inventory.

Snatch Arrows
Prerequisites: Dexterity Ability Score of 15, Deflect Arrows, Improved Unarmed Strike Benefit: When using the Deflect Arrows feat, you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat. Special: Expert Swordsmen may select Snatch Arrows as one of their even-level bonus feats.

Spirited Charge
Prerequisites: Animals Skill: 1 rank, Mounted Combat feat, Ride-By Attack feat Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance). Special: Expert Swordsmen may select Spirited Charge as one of their even-level bonus feats.

Spring Attack
Prerequisites: Dexterity Ability Score of 13, Dodge feat, Quick-Draw feat, Base Attack Modifier of +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. You cannot 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: Expert Swordsmen may select Spring Attack as one of their even-level bonus feats.

Stealthy
Benefit: You get a +2 feat modifier on all Stealth Checks.

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

Tower Shield Proficiency
Prerequisite: Shield Proficiency feat Benefit: You can use a tower shield and suffer only the standard penalties. Normal: A character who is using a shield with which he is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Animals Checks to ride a mount. Special: Expert Swordsmen automatically have Tower Shield Proficiency as a bonus feat. They need not select it.

Track
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 15 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.

Special: A Redneck automatically has Track as a bonus feat. He need not select it.

Trample
Prerequisites: Animals Skill: 1 rank, Mounted Combat feat Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 feat modifier on attack rolls against prone targets. Special: Expert Swordsmen may select Trample as one of their even-level bonus feats.

Two-Weapon Defense
Prerequisites: Dexterity Ability Score of 15, Two-Weapon Fighting feat Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield modifier to your AC. When you are fighting defensively or using the total defense action, this shield modifier increases to +2. Special: Expert Swordsmen may select Two-Weapon Defense as one of their even-level bonus feats.

Two-Weapon Fighting
Prerequisite: Dexterity Ability Score of 13 Benefit: You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon. 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. See the Two-Weapon Fighting special attack. Special: Expert Swordsmen may select Two-Weapon Fighting as one of their even-level bonus feats.

Weapon Finesse
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: Expert Swordsmen may select Weapon Finesse as one of their even-level bonus feats. Natural weapons are always considered light weapons.

Weapon Focus
Choose one type of weapon. You can also choose unarmed strike, uncommon attack, or ranged spells as your weapon for the purposes of this feat. Prerequisites: Proficiency with selected weapon, Base Attack Modifier +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. Expert Swordsmen may select Weapon Focus as one of their even-level bonus feats.

Weapon Specialization
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, Base Attack Modifier +4 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. Expert Swordsmen may select Weapon Specialization as one of their even-level bonus feats.

Whirlwind Attack
Prerequisites: Dexterity Ability Score of 13, Intelligence Ability Score of 13, Combat Expertise feat, Dodge feat, Quick Draw feat, Spring Attack feat, Base Attack Modifier of +4 Benefit: When you use the full attack action, you can give up your regular attacks and instead may move up to double your movement (this does not have to be in a straight line). You may make a single melee attack against any opponent along this path who you can reach. When you use the Whirlwind Attack feat, you also forfeit any extra attacks granted by other feats, spells, or abilities. Special: Expert Swordsmen may select Whirlwind Attack as one of their even-level bonus feats.

Ability Training
You spend time honing one of your Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. There is no immediate benefit. Prerequisite: Character Level 6 Benefit: Choose one Ability; you qualify for the Ability Advancement feat for that Ability. Special: You can gain this feat multiple times; its effects do not stack. Each time you take this feat, it applies to another ability.

Ability Advancement
Your training pays off, and one of your Abilities increases. Prerequisite: Character Level 6 Benefit: Choose one Ability. You gain a permanent +2 bonus to that ability. Special: You can gain this feat multiple times; its effects do not stack. Each time you take this feat, it applies to another ability.

Dust in the Wind
Some Rednecks think there is nothing more satisfying than opening fire on something from his car. Others argue that there is nothing more satisfying than opening fire on something from his plane. Prerequisites: Redneck Level 6 Benefit: You may replace the vehicle you gained through Drivin’ License with a Cropduster.

Improved Hit Die
Staying healthy is important, and this feat can keep you on your feet. Prerequisites: Character Level 6 Benefit: You are treated as if you had an additional Hit Die in a class you possess for the purposes of effects that depend on character level. You do not gain any other benefits of this additional Hit Die, such as HP, skill points, BAM, saves, class abilities, or bonus feats. Special: You cannot take this feat consecutively. You must take at least three other feats before you may take it again.

Open Minded
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 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.