Feats

Chaoticly improved Spell Capacity

Prerequisite: None
Benefit:
When you select this feat, you gain one spell slot per day of any level up to one level higher than the highest-level spell you can already cast in a particular class. You must still have the requisite ability score (10 + spell level) in order to cast any spell stored in this slot. If you have a high enough ability modifier to gain one or more bonus spells for this spell level, you also gain the bonus spells for this spell level. You can select this feat for a class that you don't have to gain access to 1 spell of level 0 (or 1 for classes that don't have level 0 spells). (Taking this feat several times gives higher access of course) This feat grants access to one spell of the new level if possible (Clerics also get access to domain spells for the new level). All additional spells have to be learned as normal. (Which for many classes mean, reaching the level needed to use that spell level normally) Caster Level is either the class level you have in that class or 1/2 your highest class level, whichever is higher.
Special:
Each time you take this feat you get a cumulative 5% chance that spells you cast fail and a result from the chaos magic mishap table occurs.
If this happens you first roll a spellcraft check against a DC of 10+2*spell level. then you roll a D20 on the mishap table. If your check was not succesfull you add spell level*10 (or 5 in case of a level 0 spell) to the result.

Improved Spell Capacity of the shrunken

Prerequisite: None
Benefit:
When you select this feat, you gain one spell slot per day of any level up to one level higher than the highest-level spell you can already cast in a particular class. You must still have the requisite ability score (10 + spell level) in order to cast any spell stored in this slot. If you have a high enough ability modifier to gain one or more bonus spells for this spell level, you also gain the bonus spells for this spell level. You can select this feat for a class that you don't have to gain access to 1 spell of level 0. (Taking this feat several times gives higher access of course) This feat grants access to one spell of the new level if possible (Clerics also get access to domain spells for the new level). All additional spells have to be learned as normal. (Which for many classes mean, reaching the level needed to use that spell level normally or to take the feat for improved spell knowledge) Caster Level is either the class level you have in that class or 1/2 your highest class level, whichever is higher.
Special:
Taking this feat halves your size. (Putting you in the next lower size category).
You can gain this feat multiple times each time you get one size category smaller and the bonus gets added one after the other. (so you get one additional spell level than you normally would have each time). This feat allows characters to gain spell slots above 9th level (which can be used to hold lower-level spells or spells whose level has been increased beyond 9th by the use of metamagic feats).
Your size category can't be reduced below Fine (and so once you have reached that size category, you can't take this feat anymore)
Each time your size is reduced you get a -2 penalty to strength (cumulative) and a +2 bonus to dexterity (cumulative)

Rage of the shrinking

Prerequisite: None
Benefit:
You can enter a rage one time per day, giving you a bonus of +4 on strength and constitution and a +2 on will saves. This rage lasts for 5+ your hit dices rounds. (for example a level 5 human could rage for 10 rounds) When the time of your raging is over your size halves (you become one size category smaller) for 10 times as long as your original rage. Note that this sizechange only affects the character, not his equipment.
Special:
This feat can be taken several times. Each time granting you an additional rage per day.

Gigantic Rage

Prerequisite: None
Benefit:
You can become gigantic one time per day. In effect your size doubles (increasing your size category by one) with all advantages and disadvantages your new size brings with it using the table for size increases in the monster improvement section. (for example change from medium to large gets you +8 str, -2 dex, +4 con, Natural armor +2 and a size modifier of -1 to AC and attacks) This new size lasts for 5+ your hit dices rounds. (for example a level 5 human could be a giant for 10 rounds)
Special:
This feat can be taken several times. Each time granting you an additional growth per day. You can also use several of them at once, to become truly gigantic.

Scantily clad armor [Fighter]

Prerequisite: None
Benefit:
If at least 50% of your skin is exposed, (for example because you wear the traditional chainmail bikini when female or a loincloith if male) your presence is so distracting to opponents that they have a hard time hitting you.
This gives you twice your charisma modifier as a distraction bonus to AC

Improved Spell knowledge

Prerequisite:Having a list of known spells (through class or feat use)
Benefit:
If you have a list of known spells as a bard or sorcerer, or because you just have single spells known, that you received with one of the improved spell capacity feats, you can take advantage of this feat.
You receive one extra spell known for every level that you can cast.

Special:
This feat can be taken several times. Each time you take it you get an extra spell known for every spell level.

Improved Leadership

Prerequisite:Leadership
Benefit:Your Leadershipscore increases by 5 points. Note that a Leadershipscore over 25 doesn't grant you more followers untill you acquired the epic leadership feat. But this feat can help to overcome modifiers for low charisma or the penalty for cohorts or followers killed.

Special:
This feat can be taken several times.

Leader of Leaders

Prerequisite:Leadership
Benefit:You can convince NPC Leaders to join forces with you. (For example to build a warband). To get a Leader to join your team you have to make a Diplomacy check with a DC of 10 plus 10 for every Leader already allied with you.
Each week you have to make a Diplomacy Check of 15 for every Leader allied with you. If you fail that roll by less than 5 points, one of the other leaders will challenge your rule to lead the group.
Depending on the kind of effort this can be a a contest of diplomacy skill to get the majority vote, or a classic duel.
if you fail by more than 5 points the group will disband and you will be left with just your own followers.

Greater leadership

Prerequisite:Leadership, Leader of Leaders
Benefit:All your followers of 6th level or higher will have the Leadership feat. (Note that you need to have Epic Leadership to have followers of more than 6th level) Any new cohort you acquire will have the Leadership feat, if you currently have a cohort, he will take Leadership as his next feat selection.

Additional Cohort

Prerequisite:Leadership
Benefit:You gain an additional cohort. Each cohort you already have counts as a -2 penalty on your leadership score for acquiring the new cohort.

Normal:You can't have more than one cohort.

Special:
This feat can be taken several times. Each time you get one additional cohort.

Named weapon

Prerequisite:Base Attack +5, Weapon Focus, Weapon Specialisation
Benefit:You can pick a weapon you have Weapon Focus and Weapon Specialisation for and give it a name as a symbol for the connection between you and your weapon.

If you from now on use the weapon exclusively (falling back to unarmed when disarmed) the weapon gains a +1 magical enhancement bonus for every 2 levels you gain after picking it as your named weapon.
If you ever use a different weapon that level doesn't count toward the enhancement bonus. The bonus can increase up to a +10. (if you wield it for 20 levels, so giving you a truly epic weapon)
The weapon can be magical before you pick it and the magical enhancement stack. (up to the maximum of +10)