Included here are feats available to any character who meets the prerequisites.
Included here are Regional Feats available to PC characters. A Regional Feat must be selected at 1st level and a character can only ever select one. They generally require the character to be of a specific race and from a specific cultural area.
Ain't no Thing [Regional]
It takes true effort to unsettle the implacable calm of a Branach dwarf.
Prerequisite: Dwarf (Kor Branach)
Benefit: Once per day, when making a Will save, you can choose to instead act as if you had rolled a 20, though it is not treated as a critical success.
Bloody but Unbroken [Regional]
Hard-used for their entire lives, the people of the West have grown hardy over the generations.
Prerequisite: Human (Ofir, Western Xain, or Xain)
Benefit: You can ignore any condition that would normally make you Fatigued, while a condition that would make you Exhausted instead only makes you Fatigued.
Bred for Adventure [Regional]
If there is anything the people of Eldesta love more than adventure, it’s another adventure, and it shows. Always ready to head off into danger, they’re only still around because they are so hard to kill.
Prerequisite: Human (Eldesta)
Benefit: You gain one additional action point per day. This cannot be used in the same round as your original action point, but is otherwise identical.
Captain Hasbeard [Regional]
Though their first love is building, many of the dwarves of Marak Tün are also masters of the sea.
Prerequisite: Dwarf (Marak Tün)
Benefit: You receive a +1 bonus to Acrobatics, Climb, Profession (Sailor), and Swim. These skills are always treated as Class Skills for you.
Chant of Protection [Regional]
It is taught to every Halfling as a child, to protect them from storms and pirates and things that go bump in the night. Most forget more than a verse or two as they grow older, but there are a fair number who can complete the whole song.
Prerequisite: Halfling (Malakute Confederacy), Perform (Any), 1 rank.
Benefit: Once per day, you can grant all allies within 120' a +1 morale bonus to AC. The bonus lasts as long as you continue to perform and for 5 rounds afterwards. Allies must be able to hear you to benefit from this ability.
Common Magic [Regional]
Even the layelf in the Ascendancy is likely to come across magic on a daily basis, and it is almost impossible not to pick at least a cantrip up.
Prerequisite: High elf (Elven Ascendancy), Int 10
Benefit: Choose any 0th-level arcane spell. You can use this as a spell-like ability once per day with a caster level equal to ½ your character level (minimum 1). At 4th level and every 4 levels thereafter, you can use this ability one extra time per day.
Cross with You [Regional]
Whatever one wants say about Sefrogostian dwarves, it is best said at a distance.
Prerequisite: Dwarf (Sefrogost)
Benefit: You gain +5’ to the range of any crossbow you fire for every 4 ranks of Perception you possess (minimum +5’).
End it Quickly [Regional]
Perpetually outnumbered and under-equipped, the people of Darminia don't have the luxury of lingering in battle. Instead, they must strike hard in the hopes of ending the encounter before it gets a chance to really begin.
Prerequisite: Halfling (Empyrean Darminia), Human (Empyrean Darminia), or Wood Elf (Empyrean Darminia)
Benefit: If made against an opponent who has not had a chance to act yet, your first attack in an encounter has a bonus to hit equal to your initiative modifier and a bonus to damage equal to your character level.
Many of the dwarves of Isfalkar have a healthy dose of gnomish blood, which makes them a good deal more pleasant to be around.
Prerequisite: Dwarf (Isfalkar)
Benefit: Your open, gregarious nature grants you a +2 bonus to all Charisma-based skills.
Intense Focus [Regional]
Though much of their lifestyle is devoted to introspection and innovation, the Sthalafari mind can be an intimidating weapon when they are forced to do battle.
Prerequisite: Hill Dwarf (Sthalafar), Gnome (Sthalafar), or Halfling (Sthalafar)
Benefit: Once per day, you can spend a full round focusing on an opponent. During that round, you are only allowed one move action; no attacks of opportunity, free actions, or swift actions. At the beginning of your next turn, you make a Perception check vs the target's AC. If you meet or exceed their AC, your next strike against the target is a flat-footed touch attack. If the target's AC increases after you have made your check for some reason--they equip a shield, gain the benefit of an AC-boosting spell, drop prone vs. a ranged attack, etc.--you lose all bonuses from this feat to your attack.
Iron Tide [Regional]
Fighting at sea is natural to the Pirate Lords and few can match their prowess there. That--plus a few dirty tricks--makes challenging them on a ship tantamount to suicide.
Prerequisite: Any race (Pirate Lord)
Benefit: When fighting in an aquatic environment (such as aboard a ship or on a beach), you gain a +1 circumstance bonus to AC and a +1 competence bonus to attack and damage.
Knowledge of Years [Regional]
Though they have grown weary of constant in-fighting and watching their great city decay around them, the dwarves of Theyed are still rich in pride at their past accomplishments.
Prerequisite: Dwarf (Theyed)
Benefit: When using the Aid Another ability to grant others the benefit of your knowledge or experience, three times per day you can grant a bonus equal to your rank in the skill / 2.
Power in Unity [Regional]
The people of the Republic of Sylat live in enforced unity, with any hint of dissension punished harshly. It has instilled in them the ability to work with anyone in any conditions.
Prerequisite: Elf (Republic of Sylat), Halfling (Republic of Sylat), or Human (Republic of Sylat).
Benefit: You can always use the Aid Another action to help an ally with a skill check, even if you don't have the requisite 5 ranks (or, indeed, any training for skills that are not 'Trained Only') in the skill.
Rot and Bile [Regional]
No one is quite sure how it happened, whether it is because of proximity to the Green Wastes or the presence of the deadly-poisonous sea wyverns, but many citizens of Whisthaven have begun developing resistance to toxins.
Prerequisite: Human (Whisthaven) or Lizardfolk (Whisthaven)
Benefit: You are immune to all non-magical poisons.
Scion of the Circle [Regional]
Though divided by geography, politics, and economics, members of the Circle States can work together better than anyone when they have to. This ability to cooperate comes partially from a honed instinct for interaction with all sorts of foreigners.
Prerequisite: Any race (Circle States)
Benefit: Twice per day, when making any Charisma-based skill check, you can roll twice and pick whichever result you prefer.
Septic Bite [Regional]
Warriors of Malivorm will often begin tucking small bits of meat and plant matter between their cheeks and gums at a young age, cultivating a deadly environment inside their mouths over the years. Eventually, as adults, they develop a sickening poison bite.
Prerequisite: Lizardfolk (Malivorm)
Benefit: On a successful bite attack, the target must succeed on a Fortitude save (DC 10 + 1/2 HD + Constitution modifier) or suffer 1d4 points of Constitution damage. An individual target can only be affected by the septic bite once per day and a successful save renders them immune to the effect for the rest of the encounter. Once per hour, as a full-round action, you can smear the deadly spittle on a slashing or piercing weapon, which will poison a target on a successful strike. The saliva remains active for either 1d4 minutes or until you succeed on an attack.
Thahtma’s Hammer [Regional]
Even the common folk of the Empire can feel the blessings of the Sun Goddess.
Prerequisite: Human (Empire of the Sun)
Benefit: Once per day, when attacking an evil being, you can add your Charisma modifier to hit and your character level to damage as a free action on a single attack. At 5th level and every 5 levels thereafter (10th, 15th, etc), you can use this ability one additional time per day.
Wall of Iron [Regional]
Kintha prizes warriors who stand fast, strike hard, and always come home. Fight long with her people and you learn to depend on those around you just as they can depend on you.
Prerequisite: Dwarf (Shaddac Kraul)
Benefit: Every ally adjacent to your character gains a +1 circumstance bonus to their AC.
Ways of Wolf and Doe [Regional]
Few can match the fleetness of the Fyrallish, who run with the beasts and make sport with the wind.
Prerequisite: Wild Elf (Fyrall)
Benefit: You gain a +10’ to your base movement speed when in light or no armor or with light or no load. This decreases to a +5’ in medium armor or with a medium load and is eliminated entirely when in heavy armor or carrying a heavy load.
Included here are feats available to any character above 20th level who meets the prerequisites.
Armed Deflection [Combat] (Submitted by DJ)
Prerequisites: Dex 21, Wis 19, Combat Expertise, Epic Weapon Focus
Benefit: You must be wielding a weapon with which you have Epic Weapon Focus to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.
Special: This feat is treated the same as Deflect Arrows for the purposes of qualifying for other feats. To employ any feat that uses Armed Deflection as a prerequisite, you must be wielding a weapon with which you have Epic Weapon Focus.
Epic Penetrating Strike [Combat] (Submited by DJ)
Prerequisites: Greater Penetrating Strike, Epic Weapon Focus
Benefit: Any attack you make ignores 5 additional points of DR from any source. This ability affects both regular and untyped DR and stacks with the effects of Penetrating Strike and Greater Penetrating Strike (i.e., a create with DR 20/-- is treated as being DR 10/--).
Special: This feat can be taken multiple times. Each time, the amount of DR or hardness you ignore increases by an additional 5 points.
Void Dodge [Combat] (Submitted by DJ)
Prerequisites: Dex 27, Dodge, Void Step
Benefit: Any round in which you do not use your Void Step ability, your AC bonus from the Dodge feat increases to +2 until the beginning of your next turn.