ENHANCED COMBAT REFLEXES [General]
You may improve your rank in initiative.
Prerequisites: Combat Reflexes, Improved Initiative, Dex 13+
Benefit: A character may try to improve his rank in initiative at the beginning of any round after the round his or her initiative was determined. This roll is the same as a normal initiative roll with all bonuses applying, but has a DC of 10 +2/gained initiative rank. If the roll is made the character may act in that round with the new initiative rank. If the roll is failed the character keeps his current rank and is only allowed a partial action. (Ex. A Rogue that has an initiative rank of 12, wishes to improve this to 15. The DC for the roll would then be 16, or 10 + 6 for the 3 ranks that the character wishes to gain.)

AIMING [General]
With more time and patience you can hit vital areas with bow and crossbow attacks.
Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +5
Benefit: For every full round action you spend aiming you gain +2 to damage on ranged bow or crossbow attacks to a max of +6. The round following the shot (the last full action round used for aiming) you may only take a partial action. Special: A character may gain this feat multiple times. However, each time it is taken it only applies to a new ranged weapon.

DOUBLE-ARROW [General]
You have the ability to shoot two arrows at once.
Prerequisites: Point-Blank Shot, Precise Shot, Dex 13+, base attack bonus +5 or higher
Benefit: You can fire two arrows from the same bow with one pull of the string. Each arrow requires its own attack roll at a –4 penalty. You may fire the arrows at two separate targets, but the penalty is increased to –8 and the targets must be within a 60-degree arc of each other.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon. This feat may not be used in conjunction with Precise Shot or Rapid Shot.

IMPROVED DOUBLE-ARROW [General]
You have become excelled in shooting two arrows.
Prerequisites: Point-Blank Shot, Precise Shot, Double-Arrow, Dex 13+, base attack bonus +9
Benefit: As with Double-Arrow, but the penalty is reduced to –2 and –6, and it may now be used in conjunction with Precise Shot and Rapid Shot. Note: The penalty for Improved Double Arrow stacks with that of Rapid Shot. Special: A ranger who meets only the base attack bonus prerequisite can gain this feat instead of gaining Improved Two-Weapon Fighting, but can only use it when wearing light armor or no armor.

Spell Exchange [Metamagic]
You have greater freedom to decide how many spells of each level to prepare. Spell exchange is available only to wizards.
Benefit:
Two spells can be prepared using a single spell slot if their combined level is less than the capacity of that slot. For example, two 2nd level spells can be prepared in a 5th level spell slot. Conversely, a spell can occupy two or more spell slots as long as the combined capacity of the spell slots is greater than the level of the spell. For example, one 5th level spell can be prepared using three 2nd level spell slots. When using a spell enhanced by metamagic, you can use up any combination of spell slots that add up to the level of the enhanced spell. You must be capable of preparing the enhanced spell in the normal way to use this option. For example, you must be able to prepare a 6th level spell to maximize a fireball, but you could then use the Spell Exchange feat to use a 4th and a 2nd level spell slot instead of a 6th level spell slot. For the purpose of this feat, count 0-level spells as if they had a level equal to ˝.

Weapon Hurling [General]
You can throw weapons at your enemies.
Prerequisites: Str 13+, Dex 13+, Base attack bonus of +4 or higher.
Benefit: You can throw all melee weapons of your size category or smaller with no attack penalty. All weapons have a range increment of 20 ft. Anything outside this range is subject to normal range penalties. Normal: See normal improvised thrown weapons rule in PHB page 97.

Great Weapon Hurling [General]
You can throw weapons at your enemies will great skill.
Prerequisites: Str 13+, Dex 13+, Base attack bonus of +4 or higher, Weapon Hurling.
Benefit: As Weapon Hurling, except can throw melee weapons of one step larger your size category with no attack penalty. You also get a +1 bonus to damage per 3 levels. Normal: See normal improvised thrown weapons rule in PHB page 97.

Improved Healing [General]
You are exceptional good at healing.
Benefit: You can add your wisdom modifier x spell level to healing rolls.

Shield Specialization [General]
You are especially good with shields.
Prerequisites: Shield Proficiency.
Benefit: You get a +1 AC bonus when using a shield. You also receive no attack penalties or lose your shield’s AC bonus when using shield bash attacks. Normal: See shield bash attacks in PHB page 106.

Armored Casting [General]
You are especially good casting in Armor.
Prerequisites: Dex 13+, Armor Proficiency.
Benefit: Arcane failure chances from wearing armor are halved.