New Feats

Blooded [General]
You are used to having to watch out for yourself in situations of life or death.
Benefit: You gain +2 to Perception and +2 to Initiative checks.

Extra Slot [General]
Prerequisites: Spellcaster level 4th+
Benefits: You gain one extra spell slot in your daily allotment. This extra slot can be at any level up to one level lower than the highest level spell you can cast. Thus, a 4th-level sorcerer gains a new 0-level slot or 1st-level slot, allowing him to cast any known spell of the chosen level one more time per day. A 4th-level wizard can prepare any extra 0-level or 1st-level spell she knows. Once selected, the extra spell slot never migrates up or down in level.
Special: You can gain this feat multiple times. Each time, you gain a new spell slot at any level up to one lower than the highest level spell you can cast.

Extra Spell [General]
Prerequisites: Spellcaster level 4th+
Benefit: You learn one additional spell at any level up to one level lower than the highest-level spell you can cast. Thus, a 4th-level sorcerer gains a new 0-level spell or 1st-level spell, expanding his repertoire. A 4th level wizard can likewise learn an extra 0-level or 1st-level spell, but since wizards learn spells far more easily than sorcerers, this feat is of less use to them.
Special: You can gain this feat multiple times. Each time, you learn a new spell at any level up to one level lower than the highest level spell you can cast.

Greater Spell Focus [General]
Prerequisite: Spell Focus, Caster Level 8th
Benefits: Choose a school of magic (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy or transmutation). Spells that you cast from the chosen school have their save DCs increased by an additional +2.
Notes: This replaces the version found in the Pathfinder Rulebook. You can choose this feat multiple times. Its effects do not stack. Each time you choose it, it applies to a new school of magic.

Manipular Tactics [Combat, Teamwork]
You have learned to maneuver effectively with your allies in combat, allowing you to change positions easily.
Benefit: As a move action, you may switch places with one willing, adjacent ally of the same size. This action does not provoke attacks of opportunity. You both gain a +2 formation bonus to armor class until the end of your next turn or until one person moves to a non-adjacent square.

Phalanx Tactics [Combat, Teamwork]
You have learned how to fight while part of a shield and spear wall formation.
Benefit: While wielding a reach weapon, you grant all allies within reach of your weapon a +2 cover bonus to AC against any enemies you threaten.

Spell Focus [General]
Benefits: Choose a school of magic (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy or transmutation). Spells that you cast from the chosen school have their save DCs increased by +2.
Notes: This replaces the version found in the Pathfinder Rulebook. You can choose this feat multiple times. Its effects do not stack. Each time you choose it, it applies to a new school of magic.

Twin Spell [Metamagic]
You can cast twin versions of a spell to devastating effect.
Prerequisites: Caster Level 8th
Benefit: You cast a prepared spell twice. All effects of the spell are doubled. You may choose multiple targets for each effect of the spell. A twinned spell takes up a spell slot four levels higher than usual.

New Feats

Aerti Empire Kessenreich