RANGER FEATS
Animal Soul
Prerequisite: Animal companion or mount class feature.
Benefit: You can choose not to allow spells and effects to effect you if they would not be capable of affecting both your original creature type and the animal creature type.
Arctic Adaptation [background]
Prerequisite: Favored terrain (cold) class feature.
Benefit: You treat cold environments as though they were one step less severe than they normally are. Additionally, you gain a +2 bonus on Perception checks against creatures that gain a racial bonus on Stealth checks in snowy conditions, and you gain a +4 bonus on saving throws and checks to avoid becoming blinded or dazzled by ice or snow glare.
Backstab [critical]
Prerequisites: Stealth 7 ranks, Sneak Attack class ability.
Benefit: When you attack a foe that is unaware of your presence you gain +1 to your critical threat range.
Cartwheel Dodge
Prerequisites: Evasion class feature, improved evasion class feature, acrobatics 12 ranks.
Benefit: When you successfully use improved evasion to avoid taking damage, you can move up to half your speed as an immediate action. This movement provokes attacks of opportunity as normal.
Dastardly Finish [combat]
Prerequisite: Sneak attack +5d6.
Benefit: You can deliver a coup de grace to cowering or stunned targets.
Normal: You can only coup de grace helpless targets.
Desert Dweller [background]
Prerequisite: Favored terrain (desert) class feature.
Benefit: You treat hot environments as though they were one step less severe; if you have a similar ability from another feat, such as Torrid Tolerance, the benefits stack and you treat hot conditions as if they were two steps less severe. You need to consume only half the normal amount of water for a creature of your size, and you gain a +4 bonus on Constitution checks to resist the effects of thirst. You also gain a +4 bonus on saving throws and checks to avoid becoming blinded or dazzled by glare or being deceived by a desert mirage.
Extra Ranger Talent
Prerequisite: Ranger talent class feature.
Benefit: You gain one additional ranger talent. You must meet all of the prerequisites for this ranger talent.
Special: You may select this feat multiple times. Each time you do, gain an additional ranger talent.
Fast Empathy [background]
Prerequisites: Handle Animal 5 ranks, wild empathy class feature.
Benefit: Using wild empathy is a standard action for you.
Normal: Using wild empathy requires 1 minute.
Forester [background]
Prerequisite: Favored terrain (forest) class feature.
Benefit: You ignore difficult terrain created by light or heavy undergrowth, and you ignore increased DCs for Acrobatics and Stealth checks in light or heavy undergrowth. In addition, you can use trees to shield yourself from attacks, gaining a +1 cover bonus to your AC whenever you are adjacent to a tree (including while climbing). If you are adjacent to two or more trees simultaneously, you gain a +2 cover bonus to your AC and a +1 bonus on Reflex saving throws.
Greater Wild Empathy [background]
Prerequisites: Knowledge (nature) 5 ranks, wild empathy class feature.
Benefit: You gain a +2 insight bonus on wild empathy checks. In addition, choose one of the following kinds of creatures: elementals, fey, lycanthropes, plants, or vermin. You may influence creatures of that type with wild empathy, if their Intelligence score is 1 or 2, or they do not possess an Intelligence score. Once you choose the type of creature, it cannot be changed.
Special: You may select this feat more than once. Each time, you may choose an additional creature type to influence.
Ice Climber [background]
Prerequisites: Arctic Adaptation or Mountaineer; Athletics 2 ranks.
Benefit: When moving across a slippery surface, you gain a +5 bonus on Athletics checks and on Acrobatics checks to maintain your balance. If you fail a Athletics check, you fall only if you fail the check by 10 or more. You also gain a +5 bonus on Perception checks to notice an avalanche and a +2 circumstance bonus on Reflex saves to avoid an avalanche.
Jungle Survivalist [background]
Prerequisite: Favored terrain (jungle) class feature.
Benefit: You gain a +2 bonus on saving throws against diseases, poisons, and the distraction ability of creatures with the swarm subtype. You also gain a +2 bonus on Acrobatics and Climb checks when climbing trees and a +2 bonus on Perception checks against creatures that gain a racial bonus on Stealth checks in vegetation.
Live Off the Land [background]
Prerequisite: Favored terrain class feature.
Benefit: You (and any allies whom you assist with the Survival skill) can move at full speed while using Survival to gather food and water, and you gain a +4 bonus on Survival checks to do so. If you cast create food and drink, create water, or any similar spell that creates edible and potable provisions while you are in your favored terrain, your caster level increases by an amount equal to half your favored terrain bonus.
Mountaineer [background]
Prerequisite: Favored terrain (mountains) class feature.
Benefit: You gain a +2 bonus on Athletics checks on natural stone surfaces and a +4 bonus on Fortitude saves to avoid high-altitude fatigue and altitude sickness. If you spend 24 hours at a dangerous altitude, you treat that altitude as if it were one category lower. If you spend at least 1 week at that altitude, you are immune to altitude fatigue or sickness. If you go to a lower altitude for more than 1 week, you lose this acclimation.
Mystic Stride [background]
Prerequisites: Dex 15, Nimble Moves, woodland stride class feature.
Benefit: You can move at full speed even through thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, even if those areas confer the entangled condition.
Natural Pathseeker
Prerequisite: Favored terrain class feature.
Benefit: While you’re in any of your favored terrains, you apply half your favored terrain bonus to Acrobatics and Athletics skill checks.
One With the Land [background]
Prerequisite: Favored terrain class feature.
Benefit: In your favored terrain, you require only half the normal amount of food, water, and sleep, and your rate of natural healing is doubled. You add half your favored terrain bonus as a bonus on saving throws and Constitution checks to stave off the effects of cold exposure, heat exposure, starvation, and thirst in your favored terrain.
Plains Nomad [background]
Prerequisite: Favored terrain (plains) class feature.
Benefit: You and a mount you are riding gain a +2 bonus on Constitution checks to avoid damage and fatigue from hustling or a forced march. In plains terrain, this bonus is doubled and also applies on Survival checks to avoid getting lost, to find food and water, to protect yourself from severe weather, and to predict the weather.
Sap Adept [combat]
Prerequisite: Sneak attack +1d6.
Benefit: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a bonus on your damage roll equal to the number of sneak attack damage dice you rolled.
Sap Master [combat]
Prerequisites: Sneak attack +3d6, Sap Adept.
Benefit: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak attack damage for that attack.
Shadows of Fear [combat]
Prerequisite: sneak attack +2d6.
Benefit: The first time each round that you hit a creature suffering from a fear effect, you can deal sneak attack damage as if you were flanking that creature (improved uncanny dodge and other effects that prevent flanking also prevent a sneak attack from this feat).
Single Strike Mastery [combat]
Prerequisite: sneak attack +2d6.
Benefit: Once per round, when you use sneak attack on a standard attack action, you may increase the damage dice from sneak attack by one size (usually from d6s to d8s).
Sneaking Precision
Prerequisites: Sneak attack +6d6, Critical Focus, any critical feat, base attack bonus +9.
Benefit: Whenever you successfully sneak attack an opponent for a second time on your turn, you can spend a swift action to apply the effects of one critical feat you know to that opponent.
Sneaking Strike [critical]
Prerequisites: Bluff 9 ranks, Sneak Attack class ability.
Benefit: When you deal a critical to a target, they become flat-footed until the beginning of your next turn.
Strangler [combat]
Prerequisites: Dex 13, sneak attack +1d6, Unarmed Combatant
Benefit: Whenever you successfully maintain a grapple and choose to deal damage, you can spend a swift action to deal your sneak attack damage to the creature you are grappling.
Swamper [background]
Prerequisite: Favored terrain (swamp) class feature.
Benefit: You gain a +2 bonus on Athletics checks and Acrobatics checks to maintain your balance when moving across a slippery surface, and you can move at full speed through shallow and deep bog terrain. You can see twice as far as normal in fog, mist, murky water, vegetation, and similarly obscuring conditions, and creatures adjacent to you never gain concealment from fog, mist, murky water, or vegetation.
Torrid Tolerance [background]
Prerequisite: Desert Dweller or Jungle Survivalist.
Benefit: You treat hot environments as though they were one step less severe; if you have a similar ability from another feat, the benefits stack and you treat hot conditions as if they were two steps less severe. You do not take a penalty on Constitution checks for wearing armor in hot climates.
Twist Away
Prerequisite: Evasion.
Benefit: While you are wearing light armor or no armor, if you are forced to attempt a Fortitude saving throw, you can use an immediate action to instead attempt a Reflex saving throw (at the same DC). If you succeed at this saving throw and the attack has a reduced effect on a successful save, you avoid the effect entirely. Whether the saving throw is successful or not, you are staggered until the end of your next turn. If you are prevented from becoming staggered, you can't use Twist Away, nor can you ignore the staggered condition from Twist Away or remove it early.
Vermin Heart [background]
Prerequisite: Wild empathy class feature.
Benefit: You may target vermin with spells and special abilities that only affect animals (although they are still affected by spells targeting vermin as well). You may use wild empathy to influence vermin as easily as you influence animals.