Non Pathfinder Feats Allowed

The Feats below have been upgraded to Pathfinder Specs and have been approved for use in my campaigns.

Augment Healing (General) – Prerequisite: Heal 1 rank
Benefit: Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast.
General Complete Divine pg. 79

Practiced Spellcaster (General) – Prerequisite: Spellcraft 2 ranks.
Benefit: Your caster level for the chosen spellcasting class increases by +2. This can’t increase your caster level beyond your HD. However, even if you can’t benefit from the full bonus immediately, if you later gain noncaster-level HD you may be able to apply the rest of the bonus.For example, a human 5th-level cleric/1st-level fighter who selects this feat would increase his cleric caster level from 5th to 6th (since he has 6 HD). If he later gained a fighter level, he would gain the remainder of the bonus and his cleric caster level would become 8th (since he now has 8 HD). A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat’s effect.This does not affect your spells per day or spells known. It only increases your caster level, which would help you penetrate SR and increase the duration and other effects of your spells. This Feat may be taken mutiple times.
General Complete Divine pg. 82

Craft Contingent Spell (Item Creation) – Prerequisite: Caster level 11th.
Benefit: You can make contingent any spell that you know. Crafting a contingent spell takes one day for each 1,000 gp in its base price (spell level × caster level × 100 gp). To craft a contingent spell, you must use up raw materials costing one-half the base price. Some spells incur extra costs in material components or XP as noted in their descriptions), which must be paid when the contingent spell is created.

A contingent spell is a single-use, one-spell magical effect instilled within a specific willing creature. It doesn’t take up space on the body or have a physical form, and it remains inactive until triggered (similar to the effect created by a contingency spell). Once triggered, a contingent spell takes immediate effect upon the bearer (or is centered in the bearer’s square if the spell affects an area). A character must have the Craft Contingent Spell feat (see page 77) to create contingent spells. Triggers for contingent spells are usually events that happen to the bearer of the spell, and can include death,contracting disease, exposure to a breath weapon or to energy damage, falling, exposure to poison, exposure to a dangerous environment (trapped by fire, plunged underwater, and so forth), succumbing to sleep or fear effects, gaining negative levels, or being rendered helpless, deafened, or blinded.

The market price of a contingent spell is spell level × caster level × 100 gp. A contingent spell must be prepared in the presence of the person to bear it, and the bearer is subject to the same restrictions as the creator (unable to cast any otherspells while the contingent spell is being prepared, must be present for 8 hours each day, and so on). Once assigned to a bearer, a contingent spell cannot be transferred to another creature, although it can be destroyed (see below). A contingentspell is tied to the bearer’s body, alive or dead, and stories circulate among adventurers of contingent spells remaining quiet for hundreds of years on a slain bearer’s remains, only to suddenly activate when the proper trigger condition arises. If the bearer of a contingent spell is the target of dispel magic, the contingent spell might be permanently dispelled (but not triggered), as if it were an active spell in effect on the target creature. In an antimagic field, contingent spells are temporarily suppressed as all other magic items are. At any one time, a creature can bear a number of contingent spells equal to its Hit Dice. Attempts to apply additional contingent spells beyond this limit simply fail.
Item Creation Complete Arcane pg. 77

Split Ray (Metamagic) – Prerequisite: Any metamagic feat. (This Feat was granted as a one time treasure to the Arch-Wizard Gilnaeus, NO other character may take it, nor can Gilnaeus teach it to others. It is included here only for reference).
Benefit: You can cause any ray spell to fire one additional ray beyond the number normally allowed. The additional ray requires a separate ranged touch attack roll to hit and deals damage as normal. It can be fired at the same target as the first ray or at a different target, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. A split ray spell uses a spell slot two levels higher than the spell’s actual level.
Metamagic Complete Arcane pg. 83

Non Pathfinder Feats Allowed

A Manifestation of Chaos Leonidas300