Below is a list of feats from the d20 SRD which, to the best of my knowledge, have never been retooled for the Pathfinder Roleplaying Game. They are from the open game content of the Expanded Psionics Handbook and Deities and Demigods. There were a few that, while they did not have definitive PFRPG versions of the, I found to be redundant with current PFRPG feats; so I omitted them. I hope you find at least one or two of the remaining updated feats useful in your character building.
Blindsight, 5-Ft. Radius
You sense opponents, even in pitch darkness.
Prerequisites: Wis 19, Perception 5 ranks, Blind-Fight, base attack bonus +4.
Benefit: Using senses such as acute hearing and sensitivity to vibrations, you can detect the location of opponents who are no more than 5 feet away from you. Invisibility and darkness are irrelevant, though you cannot discern incorporeal beings. (Except for the decreased range, this feat is identical to the blindsight special ability.)
The turbulence of your thoughts prevents others from gaining insight into your actions.
Prerequisite: Cha 15, chaotic alignment.
Benefit: Creatures and characters who have an insight bonus on their attack rolls, Armor Class, skill checks, or ability checks do not gain those bonuses against you. The benefit of this feat applies only to insight bonuses gained from spells and spell-like abilities. You can never benefit from insight bonuses gained from spells and spell-like abilities.
You empty your mind of all distracting emotion, becoming an instrument of deadly precision.
Prerequisite: Dex 15, base attack bonus +5, precision damage attack.
Benefit: You have deadly accuracy with your precision damage attacks (such as sneak attack or the Precise Strike teamwork feat). You can reroll any result of 1 on your precision damage attack’s extra damage dice. You must keep the result of the reroll, even if it is another 1.
Disguise Spell (Metamagic)
You can cast spells without others observing them.
Prerequisites: Perform (any) 9 ranks, bardic performance class feature.
Benefit: You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into its music and performances so that others rarely catch you in the act of casting a spell. A disguised spell can’t be identified through Spellcraft. Your performance is obvious to everyone in the vicinity, but the fact that you are casting a spell isn’t. Unless the spell visibly emanates from you or observers have some other means of determining its source, they don’t know where the effect came from. A disguised spell uses up a spell slot one level higher than the spell's actual level.
You can channel energy to increase your damage in combat.
Prerequisites: Str 13, Power Attack, channel energy class feature.
Benefit: As a swift action, spend one use of your channel energy ability to add your Charisma bonus to your weapon damage for 1 full round.
Eyes In The Back Of Your Head
Your exceptional combat sense helps minimize the advantage of flanking opponents.
Prerequisites: Wis 19, Perception 3 ranks, base attack bonus +3.
Benefit: Attackers do not gain the usual +2 attack bonus when flanking you. This feat grants no effect whenever you are attacked without benefit of your Dexterity modifier to AC, such as when you are flat-footed or when you are the target of a rogue’s sneak attack.
Fleet of Foot
You are so agile that you can turn corners without losing momentum.
Prerequisites: Dex 15, Run.
Benefit: When running or charging, you can make a single direction change of 90 degrees or less. You can’t use this feat while wearing medium or heavy armor, or when carrying a medium or heavy load. If you are charging, you must move in a straight line for 10 feet after the turn to maintain the charge.
Normal: Without this feat, you can run or charge only in a straight line.
Greater Manyshot (Combat)
You are skilled at firing many arrows at once, even at different opponents.
Prerequisites: Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6.
Benefit: When you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separate targets or the same target. Your precision-based damage applies to each arrow fired, and, if you score a critical hit with more than one of the arrows, each critical hit deals critical damage.
Hold The Line (Combat)
Your defensive training improves your effectiveness against charging opponents.
Prerequisites: Combat Reflexes, base attack bonus +2.
Benefit: You may make an attack of opportunity against a charging opponent who enters an area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved.
Normal: You only get an attack of opportunity against a character that exits a square you threaten.
Jack Of All Trades
Over time you have gained quite the eclectic skills set.
Prerequisites: Character level 6th.
Benefit: You can use any skill untrained, even those that normally require training.
Your mighty attacks can literally knock your opponents off their feet.
Prerequisites: Str 15, Int 13, Combat Expertise. Improved Trip, base attack bonus +2.
Benefit: Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip attempt as a free action against the same target.
Mind Over Body
Your ability damage heals more rapidly.
Prerequisites: Con 13.
Benefit: You heal ability damage more quickly than normal. You heal a number of ability points per day to each ability score that has been damaged equal to 1 + your Constitution bonus.
Normal: Damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged.
You are naturally able to reroute your memory, mind, and skill expertise.
Benefit: You immediately gain an extra 5 skill points. You spend these skill points as normal. You cannot exceed the normal maximum ranks for your level in any skill.
Using foul powers of necromancy, you can command plant creatures, making them into your servants.
Prerequisites: Plant domain, channel positive energy class feature.
Benefit: As a standard action, you can use one of your uses of channel postive energy to enslave plants within 30 feet. Plants receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Plants that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control plants. Intelligent plants receive a new saving throw each day to resist your command. You can control any number of plants, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If a plant creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.
Calling upon higher powers, you cause plants to flee from the might of your unleashed divine energy.
Prerequisites: Plant domain, channel negative energy class feature.
Benefit: You can, as a standard action, use one of your uses of channel negative energy to cause all plants within 30 feet of you to flee, as if panicked. Plants receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Plants that fail their save flee for 1 minute. Intelligent plants receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
Your wounds heal rapidly.
Prerequisites: Con 13.
Benefit: You naturally heal a number of hit points per day equal to 1 hit point per character level + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points + double your Constitution bonus.
Reckless Offense (Combat)
You can shift your focus from defense to offense.
Prerequisites: Base attack bonus +1.
Benefit: You can choose to take a –1 penalty to your Armor Class and combat maneuver defense to gain a +1 bonus on all melee attack rolls and combat maneuver checks. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Repeat Spell (Metamagic)
You cast a spell that repeats on the following round.
Benefit: A repeated spell is automatically cast again at the beginning of your next round of actions. No matter where you are, the secondary spell originates from the same location and affects the same area as the primary spell. If the repeated spell designates a target, the secondary spell retargets the same target if the target is within 30 feet of its original position; otherwise the secondary spell fails to go off. A repeated spell uses up a spell slot three levels higher than the spell’s actual level. Repeat Spell cannot be used on spells with a range of touch.
Sacred Spell (Metamagic)
Your spells permeate divine power.
Prerequisites: Divine spellcaster.
Benefit: Half of the damage dealt by a sacred spell results directly from divine power and is therefore not subject to being reduced by protection from energy or similar magic. The other half of the damage dealt by the spell is as normal. A sacred spell uses up a spell slot two levels higher than the spell’s actual level. Only divine spells can be cast as sacred spells.
Sidestep Charge (Combat)
You are skilled at dodging past charging opponents and taking advantage when they miss.
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, he provokes an attack of opportunity from you. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat.
Stand Still (Combat)
You can prevent foes from fleeing or closing.
Prerequisites: Str 13.
Benefit: When a foe’s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round.
Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one).
Normal: Attacks of opportunity cannot halt your foes in their tracks.