Whenever you get a Bonus Feat, you select one from this list, which conatins (or will contain) most, if not all, of the diffrent possible class features
Evasion (Ex): As the monk ability. Prerequisite: Base Reflex save +3.
Familiar: As the sorcerer ability. Use spellcaster level to determine familiar’s abilities. Prerequisite: ability to cast arcane spells.
Favored Enemy (Ex): As the ranger ability. May be selected more than once; each additional selection improves any one favored enemy bonus (including the one just selected) by 2.
Greater Sneak Attack (Ex): Add +4d6 to your sneak attack damage. Prerequisites: Hide 18 ranks, Move Silently 18 ranks, sneak attack, improved sneak attack.
Improved Evasion (Ex): As the monk ability. Prerequisites: Base Reflex save +7, evasion.
Improved Sneak Attack (Ex): Add +3d6 to your sneak attack damage. Prerequisites: Hide 11 ranks, Move Silently 11 ranks, sneak attack.
Smite Evil (Su): As the paladin ability, once per day, plus one additional daily use per five character levels. Prerequisite: good alignment.
Sneak Attack (Ex): As the rogue ability, but +2d6 on damage rolls. Prerequisites: Hide 4 ranks, Move Silently 4 ranks.
Turn undead (Su): As the cleric ability. Prerequisite: ability to cast divine spells.
Trap Sense (Ex):Prerequisite: Search 4 ranks.
Uncanny Dodge (Ex):a character retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. a character can no longer be flanked. This defense denies the ability to sneak attack the character by flanking him, unless the attacker has at least four more levels than the target has levels. . All class levels stack to determine the minimum character level required to sneak attack the character.
Wild Empathy (Ex):Prerequisite: Handle Animal 4 ranks. A PC can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The PC rolls 1d20 and adds her character level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the PC and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A PC can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Rage:Prerequisits: Unlawful alignment, +1 Base Attack. A barbarian can fly into a rage 2 times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below). A barbarian can fly into a rage only once per encounter. Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action