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A feat is a special feature that either gives your character a new capability or improves one he or she already has. For example, Lidda (a halfling rogue) chooses to start with the Improved Initiative feat at 1st level. That feat gives her a +4 bonus to her initiative check results. At 3rd level (see Table 3-2: Experience and Level-Dependent Benefits, PHB 22), she gains a new feat and chooses Dodge. This feat allows her to avoid the attacks of an opponent she selects by improving her Armor Class against that opponent.

Unlike a skill, a feat has no ranks. A character either has a feat or does not.


Unlike skills, feats are not bought with points. A player simply chooses them for his or her character. Each character gets one feat upon creation. At 3rd level and every three levels thereafter (6th, 9th, 12th, 15th, and 18th), he or she gains another feat (see Table 3- 2: Experience and Level-Dependent Benefits, page 22). Feats are gained according to character level, regardless of individual class levels.

Each character gets one feat at 3rd level and another on each odd level (5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th) thereafter. (HR)

Additionally, members of some classes get bonus feats as class features. These feats may be chosen from special lists (see Fighter Bonus Feats, below, and the individual class descriptions in Chapter 3 for details).

A human character also gets a bonus feat at 1st level, chosen by the player. This feat can be of any feat for which the character qualifies.


Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite. For example, at 3rd level, Krusk, the halforc barbarian, could spend 1 skill point on the Ride skill (gaining his first rank in Ride) and select the Mounted Combat feat at the same time.

A character can't use a feat if he or she has lost a prerequisite. For example, if your character's Strength drops below 13 because a ray of enfeeblement spell, he or she can't use the Power Attack feat until the prerequisite is once again met.


Some feats are general, meaning that no special rules govern them as a group. Others are item creation feats, which allow spellcasters to create magic items of all sorts. A metamagic feat lets a spellcaster prepare and cast a spell with greater effect, albeit as if the spell were a higher level than it actually is.


Unlike typical feats, aberrant feats manifest as physical changes to your character’s features (or as additions to your character’s appearance). These feats twist and reshape your form, and you become alien in appearance.

A character who has selected at least one aberrant feat gains an inhuman, unsettling presence. You take a –1 penalty on Diplomacy, Disguise, Gather Information, Handle Animal, and wild empathy checks for every aberrant feat you possess (–2 with two feats, –3 with three feats, and so on).

Some aberrant feats have an additional cumulative effect based on your total number of aberrant feats. This accumulation increases as you gain additional aberrant feats. For example, a character with Aberration Blood who selects Durable Form gains 4 hit points (two for each aberrant feat he possesses). If he later selects Bestial Hide, he gains another 2 hit points (in addition to the normal benefit of Bestial Hide).

Source: Lords of Madness, pg. 178.


The hordes of the Abyss have mingled with mortal races ever since the two first came into contact. The inevitable results of this mixing can be seen in the faces of half-fiends and, to a lesser extent, tieflings. Over the course of several generations, the fiendish bloodline tends to become diluted until the taint goes completely dormant. In exceptionally rare cases, however, this latent demonic heritage raises its ugly head, causing two otherwise normal mortals to produce a tiefling or even a half-fiend child. Yet such births are not the only way that a dormant Abyssal taint can make its presence known.

In some cases, this lingering influence manifests later in life, often spontaneously when the character undergoes a stressful period, or when he gains skill or power from other sources. At such moments, his latent demonic heritage can come to the fore in shocking ways, transforming him into an Abyssal heritor.
The manifestation of a dormant demonic heritage is modeled by the Abyssal heritor feats. Unlike vile feats (see below), Abyssal heritor feats are not inherently evil. They are, however, inherently chaotic, since a lawful soul would have difficulty accepting the kind of strange and eldritch changes to the body and mind that such feats impose. This chaotic bent eventually affects the alignment of the character taking these feats. A character with only one Abyssal heritor feat can be of any alignment, but he immediately becomes chaotic (if he wasn’t already) upon taking a second, unless he possesses the Ordered Chaos feat.

A character with multiple Abyssal heritor feats cannot voluntarily change the chaotic aspect of his alignment. If a magical effect changes his alignment away from chaotic, he loses access to the benefi ts of his Abyssal heritor feats until his chaotic alignment is restored (unless he has Ordered Chaos feat).

A character can select an Abyssal heritor feat at any time he can select a general feat. Though some of the more powerful Abyssal heritor feats require lesser feats as prerequisites, a character need not have established a demonic heritage before taking the basic ones. As soon as he actually selects an Abyssal heritor feat, however, he can no longer deny the existence of some sinister event in his family’s past.

The benefits of many Abyssal heritor feats actually improve as the character takes more of them. Doing so, however, helps to cement the character’s chaotic alignment and link with demonkind.

Abyssal heritor feats do not come without penalties. The deformity such a feat inflicts on the mind and body imposes a –2 penalty on checks made with a particular skill designated in the feat description.
Other heritor feats corresponding to planes other than the Abyss might certainly exist, although they are beyond the scope of this text.
Source: Fiendish Codex I, pg. 82.


Ambush feats allow you to use your sneak attack ability to inflict an additional harmful or hindering effect upon an opponent, at the cost of one or more of the extra damage dice you normally deal with a successful hit. You must declare your intent to use an ambush feat before making your attack roll, and your sneak attack must deal at least one extra die of damage (that is, you can’t reduce the number of extra damage dice to zero). You can apply multiple ambush feats to the same attack as long as you still deal at least one extra die of damage with the attack.

The sudden strike class feature of a ninja (Complete Adventurer) is the equivalent of sneak attack for the purpose of qualifying for ambush feats.

Creatures immune to extra damage from sneak attacks are also immune to the secondary effects created by ambush feats. Even if a creature is vulnerable to sneak attacks, if your attack deals no damage to the creature (for example, if it is negated by the creature’s damage reduction), the secondary effect doesn’t occur.

Although the skirmish class feature of a scout (Complete Adventurer) doesn’t count as sneak attack for the purpose of qualifying for feats, a scout with the Swift Ambusher feat (page 81) can combine  sneak attack and skirmish extra damage for the purpose of qualifying for ambush feats. Even with this feat, a scout can’t sacrifice skirmish bonus damage to gain the benefit of an ambush feat.

Two feats that should retroactively be considered ambush feats appeared in the Complete Warrior supplement: Arterial Strike and Hamstring. The feats require no change, except to note the requirements given above.

Source: Complete Scoundrel, pg. 71.


Bardic music feats, as the name suggests, require the bardic music ability and cost daily uses of the bardic music ability to activate. All bardic music feats require that the character be able to produce music to use the feat, even those that only require free actions and those that require no action at all.

Class features that resemble bardic music, such as the war chanter's war chanter music (See Complete Warrior) or a seeker of the song's seeker music abilities (see Complete Arcane) can be substituted for the bardic music prerequisite of a bardic music feat.

Source: Complete Adventurer, page 113.


In keeping with the idea of expanding the options of all classes, the feats in this category share characteristics that make them unavailable to single-class fighters. First, they all have as a prerequisite the ability to turn or rebuke undead. Thus, they are open to clerics, paladins of 3rd-leve or higher, and a member of any prestige class or any creature that has that ability.

Second, the force that powers a divine feat is the ability to channel positive or negative energy to turn or rebuke undead. Each use of a divine feat costs a character a minimum of one turn or rebuke attempt from her number of attempts each day. If you don't have any turn or rebuke attempts left, you can't use a divine feat. Turning or rebuking undead is a standard action (unless you have a special ability that says otherwise). These feats often take a standard action to activate, but may require other types of actions as specified. Regardless, you may activate only one divine feat (or use the ability to turn or rebuke undead once) per round, though overlapping durations may allow you the benefits of more than one divine feat at a time.

Third, turning or rebuking undead is a supernatural ability and a standard action that does not provoke an attack of opportunity and counts as an attack. Activating a divine feat is also a supernatural ability and does not provoke an attack of opportunity unless otherwise specified in the feat description. Activating a dvine feat is not considered an attack unless the feat's activation could be the direct cause of damage to a target. Improved Smiting, for example, adds 1d6 points of damage to a smite attack, but does not directly deal damage to an opponent upon its activation. It is not itself an attack.

Paladins in particular should consider these feats. Becasue the paladin's turning ability remains behind the cleric's throughout the paladin's career, a paladin who chooses one or two divine feats has more options than just turning undead.

Source: Complete Divine, page 77.


Draconic feats can be taken by sorcerers, granting them abilities akin to those of their draconic ancestors. Some increase a character's physical capabilities, granting thim claw attacks or making him more resistant to attacks, while others allow him to channel his abilities into a potent breath weapon or grant him affinity with his draconic progenitor's breath weapon energy type.

Source: Complete Arcane, page 73.


Only intelligent characters of good alignment and the highest moral standards can acquire exalted feats, and only as a gift from powerful agents of good--deities, celestials, or similar creatures. These feats are thus supernatural in nature (rather than being extraordinary abilitys, as most feats are).

A character must have the DM's permission to take an exalted feat. In many cases, a ritual must be performed; often this simply amounts to a character swearing a sacred vow, for example, in the presence of a celestial being. A character who willingly and willfully commits an evil act loses all benefits from all his exalted feats. She regains these benefits if she atones her violations (see Sin and Attonement in Chapter 1 [Book of Exalted Deeds]).

Aura of Good: A character with at least one exalted feat radiates an aura of good with a power equal to her character level (see the detect good spell), as if she were a paladin or a cleric of a good deity.

Source: Book of Exalted Deeds, page 39.


Fighters gain bonus feats selected from a subset of the feat list presented in Table 5-1 (PHB 90). Any feat designated as a fighter feat can be selected as a fighter's bonus feat. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet any prerequisites.


Spellcasters can use their personal power to create lasting magic items. Doing so, however, is draining. A spellcaster must put a little of himself or herself into every magic item he or she creates.

An item creation feat lets a spellcaster create a magic item of a certain type. Regardless of the type of items they involve, the various item creation feats all have certain features in common.

XP Cost: Power and energy that the spellcaster would normally have is expended when making a magic item. The XP cost equals 1/25 the cost of the item in gold pieces (see the Dungeon Master's Guide for item costs). A character cannot spend so much XP on an item that he or she loses a level. However, upon gaining enough XP to attain a new level, he or she can immediately expend XP on creating an item rather than keeping the XP to advance a level.

Raw Materials Cost: Creating a magic item requires costly components, most of which are consumed in the process. The cost of these materials equals half the cost of the item.

For example, at 12th level, Mialee the wizard gains the feat Forge Ring, and she creates a ring of deflection +3. The cost of the ring is 18,000 gp, so it costs her 720 XP plus 9,000 gp to make.

Using an item creation feat also requires access to a laboratory or magical workshop, special tools, and so on. A character generally has access to what he or she needs unless unusual circumstances apply (if the character is traveling far from home, for instance).

Time: The time to create a magic item depends on the feat and the cost of the item. The minimum time is one day.

Item Cost: Brew Potion, Craft Wand, and Scribe Scroll create items that directly reproduce spell effects, and the power of these items depends on their caster level-that is, a spell from such an item has the power it would have if cast by a spellcaster of that level. A wand of fireball at caster level 8th, for example, would create fireballs that deal 8d6 points of damage and have a range of 720 feet. The price of these items (and thus the XP cost and the cost of the raw materials) also depends on the caster level. The caster level must be high enough that the spellcaster creating the item can cast the spell at that level. To find the final price in each case, multiply the caster level by the spell level, then multiply the result by a constant, as shown below:

  • Scrolls: Base price = spell level x caster level x 25 gp.
  • Potions: Base price = spell level x caster level x 50 gp.
  • Wands: Base price = spell level x caster level x 750 gp.

A 0-level spell is considered to have a spell level of 1/2 for the purpose of this calculation.

Extra Costs: Any potion, scroll, or wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. For potions and scrolls, the creator must expend the material component or pay the XP cost when creating the item. For a wand, the creator must expend fifty copies of the material component or pay fifty times the XP cost.

Some magic items similarly incur extra costs in material components or XP, as noted in their descriptions. For example, a ring of three wishes costs 15,000 XP in addition to its normal price (as many XP as it costs to cast wish three times).


Most scoundrels think themselves to be clever, surviving by their wits and escaping capture or injury with their masterful skills and abilities. Often, though, scoundrels survive simply out of dumb luck. The luck feats presented here put the power of luck (good and bad) into the hands of characters.
Luck feats don’t directly improve your abilities or add new features to your repertoire. By selecting a luck feat, you gain access to a specific lucky effect (usually a reroll) that helps keep you alive or ensures that you succeed. Each additional luck feat grants you another specific lucky effect that can help you win even when the dice say you should lose, in addition to another daily luck reroll.

Though you as a player decide when to use a luck feat, in the game world a lucky result almost never occurs consciously. Instead, a luck reroll represents a fortuitous event, such as a fire giant inexplicably losing his grip on his weapon, a puddle on the floor causing you to slip and be missed by an arrow, or a bit of rust on a lock preventing it from fully closing—making it easier to pick than normal.

The Mechanics of Luck

When you select a luck feat, you gain access to a luck reroll similar to the power granted by the Luck domain. Unlike with that granted power, each luck feat specifies what kind of roll can be rerolled. For example, Magical Fortune allows you to reroll the damage from a single arcane spell you have just cast.

Typically, a luck feat grants one luck reroll per day, but luck rerolls can be used for any luck feat you have. For example, if you have Magical Fortune and Lucky Start, you gain two luck rerolls per day. You can use each of them either to reroll damage from an arcane spell or to reroll an initiative check.
Expending a luck reroll to use a luck feat is either a swift or immediate action, as noted in the feat description.

Even if you somehow have the ability to take more than one swift action or immediate action per round, you can’t expend luck rerolls more than once to affect the same event.

Unless otherwise noted, you must decide whether to make a luck reroll after you have made the original roll, but before the success or failure of that roll has been announced. You must take the result of the reroll, even if it’s worse than the original result.

Some luck feats allow you to expend luck rerolls to change fate in ways other than simply rerolling dice.

Source: Complete Scoundrel, pg. 72.


As a spellcaster's knowledge of magic grows, she can learn to cast spells in ways slightly different from the ways in which the spells were originally designed or learned. For example, a spellcaster can learn to cast a spell without having to say its verbal component, to cast a spell for greater effect, or even to cast it with nothing but a moment's thought. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, at least it is possible.

For instance, at 3rd level, Mialee chooses to gain Silent Spell, the feat that allows her to cast a spell without its verbal component. The cost of doing so, however, is that in preparing the spell, she must use up a spell slot one spell level higher than the spell actually is. Thus, if she prepares charm person as a silent spell, it takes up one of her 2nd-level slots. It is still only a 1st-level spell, so the DC for the Will save against it does not go up. Mialee cannot prepare a 2nd-level spell as a silent spell because she would have to prepare it as a 3rd-level spell, and she can't use 3rd-level spell slots until she reaches 5th level.

Wizards and Divine Spellcasters: Wizards and divine spellcasters (clerics, druids, paladins, and rangers) must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal).

Sorcerers and Bards: Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. But because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell's normal casting time is 1 action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn't the same as a 1-round casting time, as described under Cast a Spell, PH 143.) For a spell with a longer casting time, it takes an extra full-round action to cast the spell.

Spontaneous Casting and Metamagic Feats: A cleric spontaneously casting a cure or inflict spell can cast a metamagic version of it instead. For instance, an 11th-level cleric can swap out a prepared 6th-level spell to cast an empowered cure critical wounds spell. Extra time is also required in this case. Casting a 1-action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast.

Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast as a higher-level spell. Saving throw modifications are not changed unless stated otherwise in the feat description. The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can't use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.

Metamagic feats that eliminate components of a spell (such as Silent Spell and Still Spell) don't eliminate the attack of opportunity provoked by casting a spell while threatened. However, casting a spell modified by Quicken Spell does not provoke an attack of opportunity.

Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can't modify.

Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. A silent, stilled version of charm person, for example, would be prepared and cast as a 3rd-level spell (a 1st-level spell, increased by one spell level for each of the metamagic feats). You can't apply the same metamagic feat more than once to a single spell (for instance, you can't cast a twice-empowered magic missile to get +100% damage).

Magic Items and Metamagic Spells: With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell's higher spell level (after the application of the metamagic feat). A character doesn't need the metamagic feat to activate an item storing a metamagic version of a spell.

Counterspelling Metamagic Spells: Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell (see Counterspells, page 170).


Only intelligent characters of an evil alignment can use vile feats. Vile feats are granted to characters at the behest of a powerful evil agency—-a god, a demon, or something similar. As such, vile feats are supernatural abilities rather than extraordinary abilities. Some DMs may also want to require a character who seeks a vile feat to perform a special ritual or make an actual bargain with a powerful creature of evil. The patron creature may even (at the DM’s discretion) have the ability to revoke the feat should the character displease it.

Source: Book of Vile Darkness


All wild feats have as a prerequisite the wild shape ability. Thus, they are open to druids of 5th level or higher, as well as any character who has gained the wild shape ability from a prestige class or other source.

Each use of a wild feat generally costs you one daily use of your wild shape ability. If you don't have any uses of wild shape left, you can't use a wild feat. Unless otherwise noted, changine form with wild shape or activating a wild feat is a standard action. you may only use the wild shape ability to change form or activate one wild feat per round, though overlapping durations may allow you the benefits of more than one wild feat at a time.

Activating a wild feat is a supernatural ability and does not provoke an attack of opportunity unless otherwise specified in the feat description. Activating a wild feat is not considered an attack unless the feat's activation could be the direct cause of damage to a target. Grizzly's Claws, for example, gives you claw attacks, but the feat does not directly deal damage to an opponent upon its activation. It is not itself an attack.

Source: Complete Divine, page 78.


Many feats useful for spellcasters are equally useful for characters or creaturs that employ invocations or spell-like abilities instead of spells. Spell-like abilities represent an innate magical talent that is part of a creature's essential nature, an express of will or a mental action that resembles a spell in almost all ways.

Learning to wield a spell-like ability requires the same level of training or effort required to learn a physical task such as swimming, and is easy enough that any character or creature with a spell-like ability is assumed to have completely mastered the skill as soon as the spell-like ability is acquired. Using a spell-like ability requires concentration (possibly provoking attacks of opportunity), and, in the case of spell-like abilities that can be used only a certain number of times per day, requires the suer to tap into a reservoir of magical power that must be replenished before it can be used again.

Invocations are also spell-like abilities. The only difference between invocations and other spell-like abilities is that invocations require somatic gestures and are therefore subject to arcane spell failure (see the warlock class ability in Chapter 1 of Complete Arcane).

Warlocks and other creatures with spell-like abilities might find the following feats useful.

Combat Casting: This feat works equally well with spells, invocations, or spell-like abilities.

Spell Penetration: Spell Penetration and Greater Spell Penetration&lt have the same effect on inovcations and spell-like abilities that they do on normal spells.

Weapon-like Spell Feats: A character who uses invocations or spell-like abilities might be able to take advantage of feats such as Weapon Focus or Precise Shot, as described under Feats and Weapon-like Spells, below. (The warlock's eldritch blast is weapon-like.)

Sudden Metamagic Feats: These metamagic feats don't require modified spell slots, and so they work as well with spell-like abilities or invocations as they do with spells (though because spell-like abilities don't have verbal or somatic components, Sudden Silent Spell doesn't apply and Sudden Still Spell applies only to invocations).

Creatures with spell-like abilities at a high enough level will find sudden metamagic feats less useful than the dedicated feats Empower Spell-Like Ability and Quicken Spell-Like Ability (see page 303 of the Monster Manual), as well as the Maximize Spell-Like Ability feat (introduced in Complete Arcane).

Other Metamagic Feats: Except as noted above, metamagic feats can't generally be used to modify spell-like abilities or invocations.


In the context of a feat or a prestige class reqirement, a caster level prerequisite (such as "caster level 5th") measures the character's ability to channel a minimum amount of magical power. For feats or prestige classes requiring a minimum caster level, creatures that use spell-like abilities or invocations instead of spells use either their fixed caster level or their class level to determine qualification. For example, Craft Wondrous Item has a requirement of caster level 3rd, so both a 3rd-level warlock and a nixie (caster level 4th for its charm person spell-like ability) meet the requirement.


Beyond the limits of magical power, a spellcasting level reqirement measures the size and complexity of the spells that can be encompassed within a character's mind. As spells increase in level, they become exponentially more complicated, requiring a discipline of thought and an understanding of principles impossible for low-level characters to learn. Wizards master these advanced principles through careful study; sorcerers and other spontaneous arcane casters intuit what they need to know as their spellcasting experience grows.

Characters or creatures that use spell-like abilities or invocations never learn the arcane circumlocutions of logic and mental training necessary for advanced spellcasting. As such, requirements for feats and prestige classes based on specific levels of spells cast ("Able to cast 3rd-level arcane spell," for example) cannot be met by spell-like abilities or invocations--not even spell-like abilities or invocations that allow a character to use a specific arcane spell of the appropriate level or higher.


A requirement based on a specific spell measures whether the character or creature in question is capable of producing the necessary effect, and as such, invocations and spell-like abilities that generate the relevant effect meet the requirements for specific spell knowledge. For example, a prestige class with a spellcasting requirement of "Must know" (or be able to cast) darkness is met by a warlock who chooses darkness as one of her invocations, or by any creature with darkness as a spell-like ability.


Any spell that requires an attack roll and deals damage functions as a weapon in certain respects. As such, several feats that improve weapon performance can be used to enhance weapon-like spells.


For the purpose of taking combat-enhancing feats, weapon-like spells fall into two categories--ranged spells and touch spells.

Ranged Spells: Ranged spells include those that require ranged touch attack rolls, such as rays or hurled missile effects (examples include Melf's acid arrow and lesser orb of acid described on page 115 [of Complete Arcane]. This category also includes spells that generate effects that act as ranged weapons and require ranged attack rolls (but not ranged touch attack rolls), such as decapitating scarf or fire shuriken (described on pages 102 and 107 [of the Complete Arcane] respectively).

Touch Spells: Touch spells include any damage-dealing spells with a range of touch.


The following feats can be chosen to enhance the performance of weapon-like spells in combat (for full details on each feat, see Chapter 5 of the Player's Handbook).

Improved Critical: Choose one category of weapon-like spells (ranged spells or touch spells). When you use a spell of the selected category, its threat range is doubled, so that spell that normally threatens a critical hit on a roll of 20 has a threat range of 19-20. You can gain this feat a second time, choosing a different category of weapon-like spells.

Improved Unarmed Strike: You can add the damage of your unarmed strike to the damage of the touch spell by delivering the spell as a regular melee attack instead of melee touch attack. The defender gets the full benefit of armor and shield, but if the attack hits, the unarmed strike deals normal damage over and above the damage the spell does as it is discharged. If the unarmed strike misses, then the spell is not discharged.

If the unarmed strike scores a critical hit, damage from the spell is not multiplied.

Point Blank Shot: You get a +1 bonus on attack rolls and damage rolls with ranged spells that deal hit point damage at ranges up to 30 feet. Spells that deal only ability damage, bestow penalties on ability scores, or deal energy drain gain a +1 bonus on their attack rolls but get no bonus on damage.

Precise Shot: You can fire a ranged spell at an opponent engaged in melee without taking the usual -4 penalty on your attack roll.

Stunning Fist: When you use your unarmed strike to deliver a touch spell with a successful melee attack (as described in Improved Unarmed Strike, above), you also stun any target that fails a Fortitude save (DC 10 + 1/2 your character level + your Wis modifier).

Weapon Finesse: You can treat touch spells as light weapons and use your Dexterity modifier (instead of your Strength modifier) on your touch attack rolls with such spells.

Weapon Focus: Choose one category of weapon-like spells (ranged spells or touch spells) and gain a +1 bonus on all attack rolls made with such spells. You gain this feat a second time, choosing a different category of weapon-like spells.

Source: Complete Arcane, pages 71-73.