And then there's a few extra feats to pick from. Some of these might look a lot like the ones you can find in splat books. If so, the ones in here supersede those. Note that some feats in here have really high requirements. They're more there for completeness than to be used.
ANIMAL CHARM [General]
Prerequisites: Companion ability, character level 6.
Benefit: Your companion receives the abilities from 1 level higher than your class level allows. This can affect your Animal Companion, Paladin Mount, Familiar, Fiendish Servant, Undead Companion, Shadow or Planar Cohort. If you have more than one companion, you must choose which companion is affected when you take this feat.
Special: If an ex-Paladin has Animal Charm for his Paladin Mount and then reaches 5th level as a Blackguard, he may switch it to Fiendish Servant or Undead Companion instead. You can take this feat multiple times. Each time, you must pick a different companion.
ARMOR MASTERY [General]
Prerequisite: fighter level 6th.
Benefit: The Armor Check Penalty of the armor you are wearing is reduced by two, but never below zero.
Special: A Fighter may select Armor Mastery as one of his fighter bonus feats.
COMBAT STABILITY [General]
Prerequisite: fighter level 2nd.
Benefit: If you miss an attack with a natural 1 and have to check for a critical miss, you get a +4 bonus when making the BaB check to see if you succeed against DC 15.
Special: A Fighter may select Combat Stability as one of his fighter bonus feats.
CRITICAL MASTERY [General]
Prerequisites: Str 17, Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Improved Critical with selected weapon, Weapon Focus with selected weapon, Weapon Mastery with selected weapon, Weapon Specialization with selected weapon, fighter level 14th.
Benefit: The additional damage for scoring a critical hit for the selected weapon is doubled. If the selected weapon has a multiplier of x2, it now counts as x3 for you. If the selected weapon has a multiplier of x3, it now counts as x5 for you. If the selected weapon has a multiplier of x4, it now counts as x7 for you.
Special: A Fighter may select Critical Mastery as one of his fighter bonus feats.
ELEMENTAL KI STRIKE [General]
Prerequisite: Monk level 8th.
Benefit: Pick an element when choosing this feat. Your unarmed attacks are treated to be of this element for the purposes of bypassing Damage Reduction.
Special: You can take this feat multiple times. Each time, you must pick a different element.
EXTRA ARROW [General]
Prerequisite: Special arrow ability that can be used once per day.
Benefit: You may use the special arrow ability one additional time per day. If you have multiple special arrow abilities, you must choose which one is increased when you take the feat.
Special: You can take this feat multiple times. It's effects stack.
EXTRA DODGE [General]
Prerequisite: Dex 13, Dodge.
Benefit: You may choose one additional target to which your Dodge and Improved Dodge bonuses apply.
Special: You can take this feat multiple times. It's effects stack.
EXTRA DOMAIN [General]
Prerequisite: Domain ability.
Benefit: You may choose one extra domain from those provided by your deity. You gain the special powers from this domain and can choose spells from this domain when deciding what spells to memorize. You do not get additional domain spells per day.
Special: You can take this feat multiple times. Each time, you must pick a different domain.
EXTRA FAVORED ENEMY [General]
Prerequisite: At least one favored enemy.
Benefit: Increase the bonus against one of your favored enemies by +2 or pick a new favored enemy agaist which you receive a +2 bonus.
Special: You can take this feat multiple times. It's effects stack.
EXTRA IMPROMPTU SNEAK ATTACK [General]
Prerequisite: Impromptu sneak attack ability.
Benefit: You gain one extra impromptu sneak attack per day.
Special: You can take this feat multiple times. It's effects stack.
EXTRA LEGERDEMAIN [General]
Prerequisite: Legerdemain ability.
Benefit: You gain one extra legerdemain per day.
Special: You can take this feat multiple times. It's effects stack.
EXTRA RAGE [General]
Prerequisite: Rage ability.
Benefit: You gain two extra rages per day.
Special: You can take this feat multiple times. It's effects stack.
EXTRA SECRET [General]
Prerequisite: Secret ability.
Benefit: You receive one extra secret.
Special: You can take this feat multiple times. Each time, you must pick a different secret.
EXTRA SLOT [General]
Prerequisite: Ability to cast 2nd level spells.
Benefit: You gain one extra spell per day. You must pick spell level for this slot when you take this feat. You must choose a slot at least one level lower than the highest level spell you can cast. You cannot use this feat to gain additional domain slots. If you have more than one class that provides spells, you must choose which class gets the extra slot when you take this feat. You must choose a class of which you can cast 2nd level spells.
Special: You can take this feat multiple times. It's effects stack.
EXTRA SMITING [General]
Prerequisite: Smite ability.
Benefit: You gain one extra smite per day. If you have multiple smite abilities, you must choose which one is increased when you take the feat.
Special: You can take this feat multiple times. It's effects stack.
EXTRA SONG [General]
Prerequisite: Bardic music ability.
Benefit: You gain three extra bardic music uses per day.
Special: You can take this feat multiple times. It's effects stack.
EXTRA SPELL [General]
Prerequisite: Ability to cast 2nd level arcane spells.
Benefit: You know one extra spell. You must pick the spell when you take this feat. You must choose a spell of at least one level lower than the highest level spell you can cast. If you have more than one class that provides arcane spells, you must choose which class gets the extra spell when you take this feat. You must choose a class of which you can cast 2nd level arcane spells.
Special: You can take this feat multiple times. It's effects stack.
EXTRA STANCE [General]
Prerequisite: Defensive Stance ability.
Benefit: You gain two extra defensive stances per day.
Special: You can take this feat multiple times. It's effects stack.
EXTRA STUNNING FIST [General]
Prerequisite: Stunning Fist.
Benefit: You gain three extra stunning fist attacks per day.
Special: You can take this feat multiple times. It's effects stack.
EXTRA TERRAIN [General]
Prerequisite: Terrain Mastery ability.
Benefit: You receive one extra terrain mastery. If you have at least one planar terrain mastery, you may pick a planar terrain mastery instead.
Special: You can take this feat multiple times. Each time, you must pick a different terrain.
EXTRA WILD SHAPE [General]
Prerequisite: Wild Shape ability.
Benefit: You gain two extra wild shapes per day. If you can take elemental shapes, you also gain one extra elemental shape per day.
Special: You can take this feat multiple times. It's effects stack.
GREATER POWER ATTACK [General]
Prerequisite: Str 15, Cleave, Power Attack, base attack bonus +6.
Benefit: If you fight with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice your strength modifier and twice the number subtracted from your attack when using power attack.
Special: A Fighter may select Greater Power Attack as one of his fighter bonus feats.
GREATER SMITING [General]
Prerequisites: Smite ability, Extra Smiting, Improved Smiting, Class level 12th.
Benefit: All your smite attempts receive a +1 bonus to attack and damage. This bonus stacks with Improved Smiting.
GREATER SPELL LONGEVITY [General]
Prerequisite: Greater Spell Focus in the chosen school, Greater Spell Longevity in the chosen school, Spell Focus in the chosen school.
Benefit: The duration of all spell you cast from the chosen school is increased as if your caster level is 2 levels higher than it actually is. This bonus stacks with Spell Longevity and Lengthen Spell.
GREATER STUNNING FIST [General]
Prerequisites: Extra Stunning Fist, Improved Stunning Fist, Stunning Fist, Class level 12th.
Benefit: All your stunning attacks receive a +2 bonus to the Fortitude Difficulty Class. This bonus stacks with Improved Stunning Fist.
GREATER TURNING [General]
Prerequisites: Extra Turning, Improved Turning, Class level 8th.
Benefit: You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability. This bonus stacks with Improved Turning.
GREATER WEAPON MASTERY [General]
Prerequisites: Str 19, Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Greater Weapon Specialization with selected weapon, Master Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Mastery with selected weapon, Weapon Specialization with selected weapon, fighter level 18th.
Benefit: All dice in the damage factor of the selected weapon are increased by one step. Each d12 becomes 2d8, each d20 becomes 2d12. Extra dice from elemental damage and sneak attacks are not affected. Unarmed attacks are also affected. This bonus stacks with Weapon Mastery and the increased damage for monks.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A Fighter may select Greater Weapon Mastery as one of his fighter bonus feats.
IMPROVED ANIMAL CHARM [General]
Prerequisites: Animal Charm with the selected companion, Companion ability, character level 12.
Benefit: The selected companion receives the abilities from 1 level higher than your class level allows. This bonus stacks with Animal Charm.
Special: If an ex-Paladin switches Animal Charm for his Paladin Mount to Fiendish Servant or Undead Companion, Improved Animal Companion switches to the same companion. You can take this feat multiple times. Each time, you must pick a different companion.
IMPROVED DODGE [General]
Prerequisite: Dex 15, Dodge, base attack bonus +4.
Benefit: You get an additional +1 dodge bonus to your Armor Class against opponents you assign for your Dodge feat.
IMRPOVED LORE [General]
Prerequisite: Bardic knowledge ability.
Benefit: You gain a +3 bonus to your bardic knowledge checks.
Special: A loremaster can also take this feat to affect the Lore ability.
IMPROVED PERSONAL CHARM [General]
Prerequisites: Leadership, Personal Charm, character level 12.
Benefit: You gain a +1 bonus to your leadership score. Thos bonus stacks with Personal Charm.
IMPROVED PRECISE STRIKE [General]
Prerequisite: Precise strike ability, Class level 4th.
Benefit: When using your precise strike ability, you deal an additional 1d6 damage.
IMPROVED RAGE [General]
Prerequisite: Rage ability, Class level 4th.
Benefit: When raging, you gain an additional +2 bonus to strength and constitution.
IMPROVED SNEAK ATTACK [General]
Prerequisite: Sneak attack ability, Class level 4th.
Benefit: When using your sneak attack ability, you deal an additional 1d6 damage.
IMPROVED STANCE [General]
Prerequisite: Defensive stance ability, Class level 4th.
Benefit: When entering defensive stance, you gain an additional +2 bonus to constitution and an additional +2 dodge bonus to your armor class.
IMPROVED SMITING [General]
Prerequisites: Smite ability, Class level 4th.
Benefit: All your smite attempts receive a +1 bonus to attack and damage.
IMPROVED SNIPER SHOT [General]
Prerequisites: Far Shot, Point Blank Shot, Sniper Shot, base attack bonus +12
Benefit: All special bonuses that only work up to 30 feet for ranged attacks now work up to 90 feet.
Special: A Fighter may select Sniper Shot as one of his fighter bonus feats.
IMPROVED SONG [General]
Prerequisite: Bardic music ability.
Benefit: The effects of your bardic music are as if you are three levels higher. You must still meet the normal level requirements for each bardic music, before you can use it.
IMPROVED STUNNING FIST [General]
Prerequisites: Stunning Fist, Class level 4th.
Benefit: All your stunning attacks receive a +2 bonus to the Fortitude Difficulty Class.
IMPROVED TRAP SENSE [General]
Prerequisite: Trap sense ability, Class level 4th.
Benefit: You gain an additional +1 bonus to your Trap Sense ability.
MASTER FORTITUDE [General]
Prerequisite: Great Fortitude.
Benefit: You get a +2 bonus on all Fortitude saving throws. This bonus stacks with the bonus from Great Fortitude.
MASTER IRON WILL [General]
Prerequisite: Iron Will.
Benefit: You get a +2 bonus on all Will saving throws. This bonus stacks with the bonus from Iron Will.
MASTER REFLEXES [General]
Prerequisite: Lightning Reflexes.
Benefit: You get a +2 bonus on all Reflex saving throws. This bonus stacks with the bonus from Lightning Reflexes.
MASTER SMITING [General]
Prerequisites: Smite ability, Extra Smiting, Greater Smiting, Improved Smiting, Class level 20th.
Benefit: All your smite attempts receive a +1 bonus to attack and damage. This bonus stacks with Improved Smiting and Greater Smiting.
MASTER STUNNING FIST [General]
Prerequisites: Extra Stunning Fist, Greater Stunning Fist, Improved Stunning Fist, Stunning Fist, Class level 20th.
Benefit: All your stunning attacks receive a +2 bonus to the Fortitude Difficulty Class. This bonus stacks with Greater Stunning Fist and Improved Stunning Fist.
MASTER TURNING [General]
Prerequisites: Extra Turning, Greater Turning, Improved Turning, Class level 16th.
Benefit: You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability. This bonus stacks with Improved Turning and Greater Turning.
MASTER TWO-WEAPON FIGHTING [General]
Prerequisites: Dex 19, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +16.
Benefit: You get a fourth attack with your off-hand weapon, albeit at a -15 penalty.
Special: A Fighter may select Master Two-Weapon Fighting as one of his fighter bonus feats.
MASTER WEAPON FOCUS [General]
Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, fighter level 16th.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Greater Weapon Focus and Weapon Focus.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A Fighter may select Master Weapon Focus as one of his fighter bonus feats.
MASTER WEAPON SPECIALIZATION [General]
Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Greater Weapon Specialization with selected weapon, Master Weapon Focus with selected weapon, Weapon Focus with selected weapon, Greater Weapon Focus with selected weapon, fighter level 20th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Greater Weapon Specialization and Weapon Specialization.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A Fighter may select Master Weapon Specialization as one of his fighter bonus feats.
PERSONAL CHARM [General]
Prerequisites: Leadership, character level 6.
Benefit: You gain a +1 bonus to your leadership score.
SNIPER SHOT [General]
Prerequisites: Far Shot, Point Blank Shot, base attack bonus +6
Benefit: All special bonuses that only work up to 30 feet for ranged attacks now work up to 60 feet.
Special: A Fighter may select Sniper Shot as one of his fighter bonus feats.
SPELL LONGEVITY [General]
Prerequisite: Spell Focus in the chosen school.
Benefit: The duration of all spell you cast from the chosen school is increased as if your caster level is 2 levels higher than it actually is. This bonus stacks with Lengthen Spell.
TOWER SHIELD MASTERY [General]
Prerequisite: Shield Proficiency, Tower Shield Proficiency, base attack bonus +6.
Benefit: You may negate the -2 to hit for fighting with a Tower Shield.
Special: A Fighter may select Tower Shield Mastery as one of his fighter bonus feats.
TWO-WEAPON POWER ATTACK [General]
Prerequisite: Str 15, Dex 15, Power Attack, Two-Weapon Fighting, base attack bonus +6.
Benefit: If you fight with a weapon in your off-hand, instead add your full strength modifier and the full number subtracted from your attack when using power attack.
Special: A Fighter may select Two-Weapon Power Attack as one of his fighter bonus feats.
WEAPON MASTERY [General]
Prerequisites: Str 17, Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 10th.
Benefit: All dice in the damage factor of the selected weapon are increased by one step. Each d12 becomes 2d8, each d20 becomes 2d12. Extra dice from elemental damage and sneak attacks are not affected. Unarmed attacks are also affected. This bonus stacks with the increased damage for monks.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A Fighter may select Weapon Mastery as one of his fighter bonus feats.