Free Bonus Feat, Can't be retrained.
You can use the Heal skill to treat deadly wounds as a full-round action. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your skill total in Heal to the damage healed.
Prerequisites: First Aid Training, Heal 5 Ranks,
When using the Heal skill to treat deadly wounds, you can use it more than once. While treating Deadly wounds, whenever you would add your skill total from heal to the amount healed, double it.
Martial Mastery replaces weapon focus. It acts as a weapon focus for an entire fighter's weapon group.
Combat expertise is required, but you do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.
Power Attack is required, but you do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers.
Dodge and mobility are now merged together in one feat. You take dodge, you get mobility for free
Prerequisites: Caster Level 5
Gives the benefit of craft wand at caster level 5 and the benefit of craft rod at caster level 9 and the benefit of Craft Staff at caster level 11
Special: You can only craft each item when you get to your respective caster level. This feat merely cuts down on the feat tax.
Normal: You have to take each feat individually and only at a certain level.
Prerequisites: Brew Potion, Ability to cast 4th level spells and extracts.
Allows potions to brew brewed of 4th, 5th and 6th Level.
Prerequisites: Brew Potion, Improved Brew Potion, Ability to cast 7th level spells and extracts
Allows potions to be made of 7th, 8th and 9th levels
REPLACES HAMMER THE GAP AND CLUSTERED SHOTS.
Prerequisites: BAB +6
When striking the same creature rapidly, you are able to readily break through your foe’s sturdiest defenses.
For every attack that hits a creature in a full-attack, you receive 1 additional precision damage to your attacks against that target and reduce the target’s Damage Resistance (DR) by 2 (to a minimum of 0) until the end of your turn.
This bonus stacks with itself and any precision damage you might receive; and applies to all attacks made during that round.
Prerequisites: Kineticist level 1st.
You learn a simple blast from any element (including your primary element, if there is another blast for you to choose).
Unless you later gain access to this blast through another method, you increase its burn cost by 1 whenever you use it. You gain the Psychic Sensitivity feat as a bonus feat.
Prerequisites: Gather power class feature, kineticist level 1st.
When you successfully finish gathering power, you can choose to force the gathered energy into those around you in addition to using it to fuel your own abilities. Each adjacent creature must succeed at a Fortitude save (DC 10 + 1/2 your kineticist level + your Constitution modifier) or take an amount of nonlethal damage equal to the kineticist’s level. If you gathered power as a full-round action, you may have this ability affects other creatures within 10 feet of you, instead of adjacent creatures. This feat is a supernatural ability.
Prerequisites: Boon Companion
Benefit: Use your character level to determine your effective druid level for determining the powers and abilities of your animal companion. This changes the bonus from boon companion.
Normal: You use your class level to determine your effective druid level for determining the powers and abilities of your mount.