Dark Summoning
You have mastered the dark arts of summoning the undead.
Prerequisites: Spell Focus (Necromancy)
Benefit: Whenever you summon an undead creature, you may treat it as though you had created the creature. Such creatures do not disappear at the end of the duration of the spell.
Discerning Spellcraft
Your spells can attempt to discern friend from foe and work accordingly.
Benefit: Whenever a spell that you cast forces a saving throw, you and your allies can add your Spellcraft skill bonus to the saving throw.
Dual Weapon Fighting
You have mastered the art of fighting with dual weapons.
Prerequisite: Dex 15
Benefit: When fighting with two of the same weapon in each hand, gain a +2 bonus to attack rolls with those weapons. When you deal damage with a weapon in your off-hand, you add your full strength bonus to damage.
Normal: When you deal damage with a weapon in your off-hand, you add half your strength bonus to damage.
Special: A fighter can select Dual Weapon Fighting as one of his fighter bonus feats.
Magisterium
You have the power to extend spells designed for personal use to your allies.
Benefit: Spells with a range of personal now have a range of touch and spells with a target of you can now target one creature.
Pious Ferocity [Faith]
Your connection to a greater power allows you to continue fighting even at the brink of death.
Prerequisite: Knowledge (religion) 2 ranks.
Benefit: If your hit points are reduced to 0 or less (but you aren't killed), you can spend 1 faith point as a free action (even if it isn't your turn) to continue acting as if not disabled or dying. The effect lasts for one minute.
Normal: When reduced to 0 hp, you are disabled and can only take a single move or standard action each round. When reduced to -1 to -9 hp, you are dying and drop unconscious.
Special: When chosen, this feat gives you 4 faith points, and you may earn additional faith points as outlined in the Faith Feats section.
Power Overwhelming
Choose a spell descriptor, such as [Mind-Affecting]. Though sheer force of will, your magical powers can overwhelm defenses more effectively when using spells of that descriptor.
Benefit: Add your Intimidate skill bonus to the Difficulty Class of your spells with the chosen descriptor.
Quick Counterspell
You have learned how to perform a counterspell much faster than usual.
Prerequisite: Quicken Spell.
Benefit: You can attempt to counterspell as an immediate action.
Normal: Counterspelling requires a readied standard action.
Tactical Expertise
When you and an ally team up against a foe, you know how to maximize the threat you and your ally pose to ruin your target's defenses.
Prerequisites: Dex 13, Int 13
Benefit: You may charge through allies, and allies may charge through you. When you succeed on a feint against an opponent, that opponent loses their Dexterity bonus to AC when facing attacks from you and your allies for one round. If an ally is threatening an opponent, you may treat yourself as flanking that opponent. If you are threatening an opponent, allies may treat themselves as flanking that opponent.
Normal: You cannot charge through allies. When you succeed on a feint against an opponent, that opponent loses their Dexterity bonus to AC against your next melee attack before the end of your next turn. Flanking requires being on opposite sides of an opponent.
Special: A fighter can select Tactical Expertise as one of his fighter bonus feats.