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T4""$(BWZZd;i;i;i;i ` d`        Dungeons & Dragons 3.5 Edition Index Feats http://www.crystalkeep.com/d20 Collected by Chet Erez ( HYPERLINK mailto:cerez@crystalkeep.com cerez@crystalkeep.com) and Outlands ( HYPERLINK "mailto:d20@outlands.com" d20@outlands.com) Report Suggestions or Errors at http://www.crystalkeep.com/forums/index.php March 25, 2007 Table of Contents Page  TOC \o "1-3" \h \z  HYPERLINK \l "_Toc173668104" Index  PAGEREF _Toc173668104 \h 3  HYPERLINK \l "_Toc173668105" General Feats  PAGEREF _Toc173668105 \h 10  HYPERLINK \l "_Toc173668106" Skill Feats  PAGEREF _Toc173668106 \h 10  HYPERLINK \l "_Toc173668107" Feats that Add to Class Skill Lists  PAGEREF _Toc173668107 \h 12  HYPERLINK \l "_Toc173668108" Feats that Give New Uses for Skill  PAGEREF _Toc173668108 \h 14  HYPERLINK \l "_Toc173668109" Skill Trick Feats  PAGEREF _Toc173668109 \h 15  HYPERLINK \l "_Toc173668110" Saving Throw Feats  PAGEREF _Toc173668110 \h 16  HYPERLINK \l "_Toc173668111" Movement Feats  PAGEREF _Toc173668111 \h 17  HYPERLINK \l "_Toc173668112" Armor & Shield Feats  PAGEREF _Toc173668112 \h 17  HYPERLINK \l "_Toc173668113" Hit-Point & Healing Feats  PAGEREF _Toc173668113 \h 18  HYPERLINK \l "_Toc173668114" Social Feats  PAGEREF _Toc173668114 \h 19  HYPERLINK \l "_Toc173668115" Leadership Feats  PAGEREF _Toc173668115 \h 19  HYPERLINK \l "_Toc173668116" Feats that Grant Spells  PAGEREF _Toc173668116 \h 21  HYPERLINK \l "_Toc173668117" Flying Feats  PAGEREF _Toc173668117 \h 21  HYPERLINK \l "_Toc173668118" Misc. Feats  PAGEREF _Toc173668118 \h 23  HYPERLINK \l "_Toc173668119" Combat Feats  PAGEREF _Toc173668119 \h 25  HYPERLINK \l "_Toc173668120" General Combat Feats  PAGEREF _Toc173668120 \h 25  HYPERLINK \l "_Toc173668121" Defensive Feats  PAGEREF _Toc173668121 \h 26  HYPERLINK \l "_Toc173668122" General Melee Feats  PAGEREF _Toc173668122 \h 26  HYPERLINK \l "_Toc173668123" Two-Weapon Feats  PAGEREF _Toc173668123 \h 27  HYPERLINK \l "_Toc173668124" Weapon Specific Feats  PAGEREF _Toc173668124 \h 28  HYPERLINK \l "_Toc173668125" Weapon Mastery Feats  PAGEREF _Toc173668125 \h 29  HYPERLINK \l "_Toc173668126" Shield Feats  PAGEREF _Toc173668126 \h 29  HYPERLINK \l "_Toc173668127" Mounted Combat Feats  PAGEREF _Toc173668127 \h 30  HYPERLINK \l "_Toc173668128" Ranged Combat Feats  PAGEREF _Toc173668128 \h 31  HYPERLINK \l "_Toc173668129" Underwater Combat Feats  PAGEREF _Toc173668129 \h 33  HYPERLINK \l "_Toc173668130" Weapon Style Feats  PAGEREF _Toc173668130 \h 33  HYPERLINK \l "_Toc173668131" Charging Feats  PAGEREF _Toc173668131 \h 34  HYPERLINK \l "_Toc173668132" Polearm Feats  PAGEREF _Toc173668132 \h 35  HYPERLINK \l "_Toc173668133" Attack of Opportunity Feats  PAGEREF _Toc173668133 \h 36  HYPERLINK \l "_Toc173668134" Unarmed Combat Feats  PAGEREF _Toc173668134 \h 38  HYPERLINK \l "_Toc173668135" Stunning Fist Feats  PAGEREF _Toc173668135 \h 39  HYPERLINK \l "_Toc173668136" Group Tactics Feats  PAGEREF _Toc173668136 \h 40  HYPERLINK \l "_Toc173668137" Commander Feats  PAGEREF _Toc173668137 \h 41  HYPERLINK \l "_Toc173668138" Feats Based on Combat Expertise  PAGEREF _Toc173668138 \h 41  HYPERLINK \l "_Toc173668139" Feats Based on Combat Reflexes  PAGEREF _Toc173668139 \h 43  HYPERLINK \l "_Toc173668140" Feats Based on Dodge  PAGEREF _Toc173668140 \h 44  HYPERLINK \l "_Toc173668141" Feats Based on Power Attack  PAGEREF _Toc173668141 \h 46  HYPERLINK \l "_Toc173668142" Feats Based on Combat Focus  PAGEREF _Toc173668142 \h 48  HYPERLINK \l "_Toc173668143" Enemy-Specific Feats  PAGEREF _Toc173668143 \h 50  HYPERLINK \l "_Toc173668144" vs. Casters  PAGEREF _Toc173668144 \h 50  HYPERLINK \l "_Toc173668145" vs. Dragons  PAGEREF _Toc173668145 \h 50  HYPERLINK \l "_Toc173668146" vs. Undead  PAGEREF _Toc173668146 \h 50  HYPERLINK \l "_Toc173668147" vs. Big Creatures  PAGEREF _Toc173668147 \h 51  HYPERLINK \l "_Toc173668148" Spellcaster Feats  PAGEREF _Toc173668148 \h 52  HYPERLINK \l "_Toc173668149" Item Creation Feats  PAGEREF _Toc173668149 \h 52  HYPERLINK \l "_Toc173668150" Imbued Staff Feats  PAGEREF _Toc173668150 \h 52  HYPERLINK \l "_Toc173668151" Graft Feats  PAGEREF _Toc173668151 \h 53  HYPERLINK \l "_Toc173668152" Feats Related to Item Creation  PAGEREF _Toc173668152 \h 53  HYPERLINK \l "_Toc173668153" Feats that Increase a Spells DC  PAGEREF _Toc173668153 \h 53  HYPERLINK \l "_Toc173668154" Metamagic Feats  PAGEREF _Toc173668154 \h 55  HYPERLINK \l "_Toc173668155" Sudden Metamagic Feats  PAGEREF _Toc173668155 \h 57  HYPERLINK \l "_Toc173668156" Feats for Making Undead  PAGEREF _Toc173668156 \h 58  HYPERLINK \l "_Toc173668157" Arcane Caster Feats  PAGEREF _Toc173668157 \h 58  HYPERLINK \l "_Toc173668158" Divine Caster Feats  PAGEREF _Toc173668158 \h 60  HYPERLINK \l "_Toc173668159" Feats that Grant Access to Additional Spells  PAGEREF _Toc173668159 \h 62  HYPERLINK \l "_Toc173668160" Arcane Focus Feats  PAGEREF _Toc173668160 \h 62  HYPERLINK \l "_Toc173668161" Other Spellcasting Feats  PAGEREF _Toc173668161 \h 63  HYPERLINK \l "_Toc173668162" Class & Class-Ability Feats  PAGEREF _Toc173668162 \h 65  HYPERLINK \l "_Toc173668163" Assassin  PAGEREF _Toc173668163 \h 65  HYPERLINK \l "_Toc173668164" Poison Use Feats  PAGEREF _Toc173668164 \h 65  HYPERLINK \l "_Toc173668165" Barbarian  PAGEREF _Toc173668165 \h 65  HYPERLINK \l "_Toc173668166" Barbarian Only Feats  PAGEREF _Toc173668166 \h 65  HYPERLINK \l "_Toc173668167" Rage & Frenzy Feats  PAGEREF _Toc173668167 \h 65  HYPERLINK \l "_Toc173668168" Damage Reduction Feats  PAGEREF _Toc173668168 \h 66  HYPERLINK \l "_Toc173668169" Bard  PAGEREF _Toc173668169 \h 67  HYPERLINK \l "_Toc173668170" Bardic Music Feats  PAGEREF _Toc173668170 \h 67  HYPERLINK \l "_Toc173668171" Bardic Knowledge Feats  PAGEREF _Toc173668171 \h 69  HYPERLINK \l "_Toc173668172" Cleric  PAGEREF _Toc173668172 \h 69  HYPERLINK \l "_Toc173668173" Domain Feats (general)  PAGEREF _Toc173668173 \h 69  HYPERLINK \l "_Toc173668174" Domain Feats (specific)  PAGEREF _Toc173668174 \h 70  HYPERLINK \l "_Toc173668175" Turning Undead Feats  PAGEREF _Toc173668175 \h 70  HYPERLINK \l "_Toc173668176" Rebuking Undead Feats  PAGEREF _Toc173668176 \h 71  HYPERLINK \l "_Toc173668177" Turning or Rebuking Undead Feats  PAGEREF _Toc173668177 \h 71  HYPERLINK \l "_Toc173668178" Other Turning / Rebuking Feats  PAGEREF _Toc173668178 \h 73  HYPERLINK \l "_Toc173668179" Initiate Feats  PAGEREF _Toc173668179 \h 73  HYPERLINK \l "_Toc173668180" Druid  PAGEREF _Toc173668180 \h 75  HYPERLINK \l "_Toc173668181" Druid Only Feats  PAGEREF _Toc173668181 \h 75  HYPERLINK \l "_Toc173668182" Animal Companion Feats  PAGEREF _Toc173668182 \h 75  HYPERLINK \l "_Toc173668183" Wild Empathy Feats  PAGEREF _Toc173668183 \h 75  HYPERLINK \l "_Toc173668184" Wild Shape Feats  PAGEREF _Toc173668184 \h 76  HYPERLINK \l "_Toc173668185" Favored Soul  PAGEREF _Toc173668185 \h 77  HYPERLINK \l "_Toc173668186" Energy Resistance Feats  PAGEREF _Toc173668186 \h 77  HYPERLINK \l "_Toc173668187" Fighter  PAGEREF _Toc173668187 \h 77  HYPERLINK \l "_Toc173668188" Fighter Only  PAGEREF _Toc173668188 \h 77  HYPERLINK \l "_Toc173668189" Hexblade  PAGEREF _Toc173668189 \h 78  HYPERLINK \l "_Toc173668190" Curse Feats  PAGEREF _Toc173668190 \h 78  HYPERLINK \l "_Toc173668191" Monk  PAGEREF _Toc173668191 \h 78  HYPERLINK \l "_Toc173668192" Monk Only Feats  PAGEREF _Toc173668192 \h 78  HYPERLINK \l "_Toc173668193" Bonus Monk Feat Options  PAGEREF _Toc173668193 \h 79  HYPERLINK \l "_Toc173668194" Evasion Feats  PAGEREF _Toc173668194 \h 80  HYPERLINK \l "_Toc173668195" Flurry of Blows Feats  PAGEREF _Toc173668195 \h 80  HYPERLINK \l "_Toc173668196" Ki Strike Feats  PAGEREF _Toc173668196 \h 80  HYPERLINK \l "_Toc173668197" Ninja  PAGEREF _Toc173668197 \h 81  HYPERLINK \l "_Toc173668198" Ki Power Feats  PAGEREF _Toc173668198 \h 81  HYPERLINK \l "_Toc173668199" Sudden Strike Feats  PAGEREF _Toc173668199 \h 81  HYPERLINK \l "_Toc173668200" Paladin  PAGEREF _Toc173668200 \h 82  HYPERLINK \l "_Toc173668201" Paladin Only Feats  PAGEREF _Toc173668201 \h 82  HYPERLINK \l "_Toc173668202" Special Mount Feats  PAGEREF _Toc173668202 \h 82  HYPERLINK \l "_Toc173668203" Divine Grace Feats  PAGEREF _Toc173668203 \h 82  HYPERLINK \l "_Toc173668204" Lay-on-Hands Feats  PAGEREF _Toc173668204 \h 82  HYPERLINK \l "_Toc173668205" Remove Disease Feats  PAGEREF _Toc173668205 \h 83  HYPERLINK \l "_Toc173668206" Smiting Feats  PAGEREF _Toc173668206 \h 83  HYPERLINK \l "_Toc173668207" Ranger  PAGEREF _Toc173668207 \h 83  HYPERLINK \l "_Toc173668208" Favored Enemy Feats  PAGEREF _Toc173668208 \h 83  HYPERLINK \l "_Toc173668209" Bonus Ranger Feat Options  PAGEREF _Toc173668209 \h 84  HYPERLINK \l "_Toc173668210" Rogue  PAGEREF _Toc173668210 \h 85  HYPERLINK \l "_Toc173668211" Rogue Special Ability Feats  PAGEREF _Toc173668211 \h 85  HYPERLINK \l "_Toc173668212" Sneak Attack Feats  PAGEREF _Toc173668212 \h 85  HYPERLINK \l "_Toc173668213" Scout  PAGEREF _Toc173668213 \h 87  HYPERLINK \l "_Toc173668214" Skirmish Feats  PAGEREF _Toc173668214 \h 87  HYPERLINK \l "_Toc173668215" Spirit Shaman  PAGEREF _Toc173668215 \h 87  HYPERLINK \l "_Toc173668216" Chastise Spirits Feats  PAGEREF _Toc173668216 \h 87  HYPERLINK \l "_Toc173668217" Swashbuckler  PAGEREF _Toc173668217 \h 87  HYPERLINK \l "_Toc173668218" Improved Flanking Feats  PAGEREF _Toc173668218 \h 87  HYPERLINK \l "_Toc173668219" Sorcerer  PAGEREF _Toc173668219 \h 87  HYPERLINK \l "_Toc173668220" Sorcerer Only Feats  PAGEREF _Toc173668220 \h 88  HYPERLINK \l "_Toc173668221" Familiar Feats  PAGEREF _Toc173668221 \h 89  HYPERLINK \l "_Toc173668222" Shugenja  PAGEREF _Toc173668222 \h 90  HYPERLINK \l "_Toc173668223" Sense Elements Feats  PAGEREF _Toc173668223 \h 90  HYPERLINK \l "_Toc173668224" Elemental Focus Feats  PAGEREF _Toc173668224 \h 90  HYPERLINK \l "_Toc173668225" Warlock  PAGEREF _Toc173668225 \h 90  HYPERLINK \l "_Toc173668226" Warlock Only Feats  PAGEREF _Toc173668226 \h 90  HYPERLINK \l "_Toc173668227" Feats that Improve Eldritch Blast  PAGEREF _Toc173668227 \h 90  HYPERLINK \l "_Toc173668228" Wizard  PAGEREF _Toc173668228 \h 91  HYPERLINK \l "_Toc173668229" Wizard Only Feats  PAGEREF _Toc173668229 \h 91  HYPERLINK \l "_Toc173668230" Feats for Other Classes  PAGEREF _Toc173668230 \h 92  HYPERLINK \l "_Toc173668231" Feats Aiding Multiclassed Characters  PAGEREF _Toc173668231 \h 93  HYPERLINK \l "_Toc173668232" Racial Feats  PAGEREF _Toc173668232 \h 98  HYPERLINK \l "_Toc173668233" Changeling Feats  PAGEREF _Toc173668233 \h 98  HYPERLINK \l "_Toc173668234" Drow Feats  PAGEREF _Toc173668234 \h 98  HYPERLINK \l "_Toc173668235" Dwarf Feats  PAGEREF _Toc173668235 \h 99  HYPERLINK \l "_Toc173668236" Elf Feats  PAGEREF _Toc173668236 \h 100  HYPERLINK \l "_Toc173668237" Gnome Feats  PAGEREF _Toc173668237 \h 100  HYPERLINK \l "_Toc173668238" Goliath Feats  PAGEREF _Toc173668238 \h 101  HYPERLINK \l "_Toc173668239" Half-Elf Feats  PAGEREF _Toc173668239 \h 101  HYPERLINK \l "_Toc173668240" Half-Orc Feats  PAGEREF _Toc173668240 \h 102  HYPERLINK \l "_Toc173668241" Halfling Feats  PAGEREF _Toc173668241 \h 102  HYPERLINK \l "_Toc173668242" Human Feats  PAGEREF _Toc173668242 \h 103  HYPERLINK \l "_Toc173668243" Illumian Feats  PAGEREF _Toc173668243 \h 103  HYPERLINK \l "_Toc173668244" Shifter Feats  PAGEREF _Toc173668244 \h 105  HYPERLINK \l "_Toc173668245" Umbragen Feats  PAGEREF _Toc173668245 \h 107  HYPERLINK \l "_Toc173668246" Warforged Feats  PAGEREF _Toc173668246 \h 107  HYPERLINK \l "_Toc173668247" Feats for Small Races  PAGEREF _Toc173668247 \h 110  HYPERLINK \l "_Toc173668248" Feats for Aquatic Races  PAGEREF _Toc173668248 \h 110  HYPERLINK \l "_Toc173668249" Feats for Other Races  PAGEREF _Toc173668249 \h 110  HYPERLINK \l "_Toc173668250" Non-Specific Racial Feats  PAGEREF _Toc173668250 \h 111  HYPERLINK \l "_Toc173668251" Birthright Feats  PAGEREF _Toc173668251 \h 113  HYPERLINK \l "_Toc173668252" Native Bloodlines  PAGEREF _Toc173668252 \h 113  HYPERLINK \l "_Toc173668253" Inner Plane Bloodlines  PAGEREF _Toc173668253 \h 113  HYPERLINK \l "_Toc173668254" Outer Plane Bloodlines  PAGEREF _Toc173668254 \h 114  HYPERLINK \l "_Toc173668255" Other Hereditary Bloodlines  PAGEREF _Toc173668255 \h 115  HYPERLINK \l "_Toc173668256" Bloodlines Due to Experiments  PAGEREF _Toc173668256 \h 116  HYPERLINK \l "_Toc173668257" Feats for any Bloodline  PAGEREF _Toc173668257 \h 116  HYPERLINK \l "_Toc173668258" Draconic Heritage Feats  PAGEREF _Toc173668258 \h 117  HYPERLINK \l "_Toc173668259" Feats related to Time of Birth  PAGEREF _Toc173668259 \h 119  HYPERLINK \l "_Toc173668260" Feats with a Skill Prerequisite  PAGEREF _Toc173668260 \h 120  HYPERLINK \l "_Toc173668261" Appraise  PAGEREF _Toc173668261 \h 120  HYPERLINK \l "_Toc173668262" Balance  PAGEREF _Toc173668262 \h 120  HYPERLINK \l "_Toc173668263" Bluff  PAGEREF _Toc173668263 \h 120  HYPERLINK \l "_Toc173668264" Climb  PAGEREF _Toc173668264 \h 121  HYPERLINK \l "_Toc173668265" Concentration  PAGEREF _Toc173668265 \h 121  HYPERLINK \l "_Toc173668266" Craft  PAGEREF _Toc173668266 \h 123  HYPERLINK \l "_Toc173668267" Diplomacy  PAGEREF _Toc173668267 \h 123  HYPERLINK \l "_Toc173668268" Disguise  PAGEREF _Toc173668268 \h 124  HYPERLINK \l "_Toc173668269" Escape Artist  PAGEREF _Toc173668269 \h 124  HYPERLINK \l "_Toc173668270" Handle Animal  PAGEREF _Toc173668270 \h 124  HYPERLINK \l "_Toc173668271" Heal  PAGEREF _Toc173668271 \h 124  HYPERLINK \l "_Toc173668272" Hide  PAGEREF _Toc173668272 \h 124  HYPERLINK \l "_Toc173668273" Intimidate  PAGEREF _Toc173668273 \h 125  HYPERLINK \l "_Toc173668274" Jump  PAGEREF _Toc173668274 \h 126  HYPERLINK \l "_Toc173668275" Knowledge arcana  PAGEREF _Toc173668275 \h 127  HYPERLINK \l "_Toc173668276" Knowledge architecture & engineering  PAGEREF _Toc173668276 \h 128  HYPERLINK \l "_Toc173668277" Knowledge geography  PAGEREF _Toc173668277 \h 128  HYPERLINK \l "_Toc173668278" Knowledge local  PAGEREF _Toc173668278 \h 128  HYPERLINK \l "_Toc173668279" Knowledge history  PAGEREF _Toc173668279 \h 128  HYPERLINK \l "_Toc173668280" Knowledge nature  PAGEREF _Toc173668280 \h 128  HYPERLINK \l "_Toc173668281" Knowledge religion  PAGEREF _Toc173668281 \h 129  HYPERLINK \l "_Toc173668282" Knowledge the planes  PAGEREF _Toc173668282 \h 130  HYPERLINK \l "_Toc173668283" Listen  PAGEREF _Toc173668283 \h 130  HYPERLINK \l "_Toc173668284" Move Silently  PAGEREF _Toc173668284 \h 131  HYPERLINK \l "_Toc173668285" Perform any  PAGEREF _Toc173668285 \h 131  HYPERLINK \l "_Toc173668286" Perform specific  PAGEREF _Toc173668286 \h 133  HYPERLINK \l "_Toc173668287" Profession  PAGEREF _Toc173668287 \h 134  HYPERLINK \l "_Toc173668288" Ride  PAGEREF _Toc173668288 \h 134  HYPERLINK \l "_Toc173668289" Sense Motive  PAGEREF _Toc173668289 \h 135  HYPERLINK \l "_Toc173668290" Sleight of Hand  PAGEREF _Toc173668290 \h 135  HYPERLINK \l "_Toc173668291" Spellcraft  PAGEREF _Toc173668291 \h 135  HYPERLINK \l "_Toc173668292" Spot  PAGEREF _Toc173668292 \h 136  HYPERLINK \l "_Toc173668293" Survival  PAGEREF _Toc173668293 \h 136  HYPERLINK \l "_Toc173668294" Swim  PAGEREF _Toc173668294 \h 137  HYPERLINK \l "_Toc173668295" Tumble  PAGEREF _Toc173668295 \h 137  HYPERLINK \l "_Toc173668296" Use Magic Device  PAGEREF _Toc173668296 \h 138  HYPERLINK \l "_Toc173668297" Forgotten Realms Specific Feats  PAGEREF _Toc173668297 \h 139  HYPERLINK \l "_Toc173668298" Initiate Feats  PAGEREF _Toc173668298 \h 139  HYPERLINK \l "_Toc173668299" Shadow Weave  PAGEREF _Toc173668299 \h 140  HYPERLINK \l "_Toc173668300" Misc. Forgotten Realms Feats  PAGEREF _Toc173668300 \h 141  HYPERLINK \l "_Toc173668301" Regional Feats  PAGEREF _Toc173668301 \h 141  HYPERLINK \l "_Toc173668302" Eberron Specific Feats  PAGEREF _Toc173668302 \h 149  HYPERLINK \l "_Toc173668303" Action Point Feats  PAGEREF _Toc173668303 \h 149  HYPERLINK \l "_Toc173668304" Dragonmark Feats  PAGEREF _Toc173668304 \h 150  HYPERLINK \l "_Toc173668305" Aberrant Dragonmark Feats  PAGEREF _Toc173668305 \h 152  HYPERLINK \l "_Toc173668306" Eberron Elf Feats  PAGEREF _Toc173668306 \h 152  HYPERLINK \l "_Toc173668307" Druidic Sect Feats  PAGEREF _Toc173668307 \h 153  HYPERLINK \l "_Toc173668308" Religion-Specific Feats  PAGEREF _Toc173668308 \h 154  HYPERLINK \l "_Toc173668309" Sharn-Specific Feats  PAGEREF _Toc173668309 \h 154  HYPERLINK \l "_Toc173668310" Eberron Region-Specific Feats  PAGEREF _Toc173668310 \h 154  HYPERLINK \l "_Toc173668311" Dragon Below Feats  PAGEREF _Toc173668311 \h 155  HYPERLINK \l "_Toc173668312" Other Eberron Feats  PAGEREF _Toc173668312 \h 155  HYPERLINK \l "_Toc173668313" Greyhawk Specific Feats  PAGEREF _Toc173668313 \h 157  HYPERLINK \l "_Toc173668314" Regional Feats  PAGEREF _Toc173668314 \h 157  HYPERLINK \l "_Toc173668315" Selected Feats by Category  PAGEREF _Toc173668315 \h 164  HYPERLINK \l "_Toc173668316" Feats for 1st level Characters  PAGEREF _Toc173668316 \h 164  HYPERLINK \l "_Toc173668317" Anarchic Feats  PAGEREF _Toc173668317 \h 166  HYPERLINK \l "_Toc173668318" Exalted Feats  PAGEREF _Toc173668318 \h 166  HYPERLINK \l "_Toc173668319" Tactical Feats  PAGEREF _Toc173668319 \h 169  HYPERLINK \l "_Toc173668320" Fighter Feats  PAGEREF _Toc173668320 \h 173  HYPERLINK \l "_Toc173668321" Scout Feats  PAGEREF _Toc173668321 \h 186  HYPERLINK \l "_Toc173668322" Wizard Feats  PAGEREF _Toc173668322 \h 187  HYPERLINK \l "_Toc173668323" Initiate Feats  PAGEREF _Toc173668323 \h 188  HYPERLINK \l "_Toc173668324" Variant Feats  PAGEREF _Toc173668324 \h 194  HYPERLINK \l "_Toc173668325" Ceremonial Feats  PAGEREF _Toc173668325 \h 194  HYPERLINK \l "_Toc173668326" Spell-Touched  PAGEREF _Toc173668326 \h 195  HYPERLINK \l "_Toc173668327" Astrological  PAGEREF _Toc173668327 \h 196  HYPERLINK \l "_Toc173668328" Skipped Feats  PAGEREF _Toc173668328 \h 197  HYPERLINK \l "_Toc173668329" Epic Feats  PAGEREF _Toc173668329 \h 197  HYPERLINK \l "_Toc173668330" Psionics  PAGEREF _Toc173668330 \h 197  HYPERLINK \l "_Toc173668331" Feats for Monsters  PAGEREF _Toc173668331 \h 197  HYPERLINK \l "_Toc173668332" Feats Tied to Old Campaign Worlds  PAGEREF _Toc173668332 \h 199  HYPERLINK \l "_Toc173668333" Truename Feats  PAGEREF _Toc173668333 \h 199  HYPERLINK \l "_Toc173668334" Commander Feats  PAGEREF _Toc173668334 \h 199  HYPERLINK \l "_Toc173668335" Luck Feats  PAGEREF _Toc173668335 \h 199  HYPERLINK \l "_Toc173668336" Requiring Changes of Core Rules  PAGEREF _Toc173668336 \h 199  HYPERLINK \l "_Toc173668337" Missing Prerequisites  PAGEREF _Toc173668337 \h 199  HYPERLINK \l "_Toc173668338" Skipped From Dragon Magazine  PAGEREF _Toc173668338 \h 199  HYPERLINK \l "_Toc173668339" Miscellaneous Skipped Feats  PAGEREF _Toc173668339 \h 199  HYPERLINK \l "_Toc173668340" Appendix  PAGEREF _Toc173668340 \h 200  HYPERLINK \l "_Toc173668341" Revision History  PAGEREF _Toc173668341 \h 200  HYPERLINK \l "_Toc173668342" Key to Sourcebooks  PAGEREF _Toc173668342 \h 200  Index  INDEX \e " " \h "A" \c "4" \z "1033"  A Aberrant Dragonmark 152 Aberrant Dragonmark Gift 152 Aberrant Dragonmark Mystery 152 Aberrant Dragonmark Vigor 152 Ability Enhancer 92 Ability Focus 91, 197 Abjurative Potency 92 Able Learner 10, 12, 104, 111, 164 Able Sniper 31, 125 Accurate Jaunt 195 Acrobatic 10, 186 Acrobatic Skirmisher 87, 137, 186 Acrobatic Strike 137, 173 Action Boost 149 Action Healing 83, 149 Action Surge 149 Active Shield Defense 29, 30, 173 Adamantine Body 108, 164 Adamantine Mind Blade 197 Adaptable Flanker 43, 173 Advantageous Avoidance 199 Adventurous Explorer 199 Aerenal Arcanist 152 Aerenal Beastmaster 152 Aerenal Half-Life 149, 152 Aereni Focus 152, 164 Aerial Reflexes 21 Aerial Superiority 21 Agile 10, 186 Agile Athlete 10, 121, 126 Agile Shield Fighter 29, 173 Agile Tyrant 197 Agitated Causticity 197 Aid Giver 42 Air Bloodline 114 Alertness 10, 186 Align Mind Blade 197 Aligned Theurgy 94 Ally of the Ki-Rin 199 Alter Appearance 199 Altered State 65 Alternative Source Spell 55, 94 Anarchic Bloodline 115 Ancestral Guidance 149, 152 Ancestral Knowledge 100 Ancestral Relic 23 Ancestral Whispers 70, 154 Animal Affinity 10, 199 Animal Friend 75, 166 Anti-Psionic Magic 197 Anvil of Thunder 33 Appraise Magic Value 14, 120, 127, 135 Aquatic Fey Bloodline 116 Aquatic Shot 33, 173 Arcane Accompaniment 67, 131 Arcane Consumption 58 Arcane Defense 16, 63 Arcane Disciple 58, 129, 135 Arcane Flourish 58, 131 Arcane Focus 62, 187 Arcane Insight 74, 188 Arcane Kinship 117 Arcane Mastery 58 Arcane Preparation 58 Arcane Schooling 141 Arcane Strike 58 Arcane Thesis 58, 127 Arcane Toughness 58 Arcane Watchfulness 62, 187 Armor Dance 199 Armor Proficiency (heavy) 18 Armor Proficiency (light) 18 Armor Proficiency (medium) 18 Armor Skin (epic) 197 Armor Specialization 18, 173 Arterial Strike 85 Artful Commander 199 Artist 141 Ascetic Hunter 94 Ascetic Knight 94 Ascetic Mage 94 Ascetic Rogue 94 Ascetic Stalker 94 Ashbound 153, 188 Assemble the Horde 19 Astral Fire 197 Astral Tracking 14, 130, 135, 136 Athletic 10, 186 Atlans Mark 158 Attune Magic Weapon 52 Audacious Attempt 199 Augment Healing 63, 124 Augment Summoning 63 Augmented Alchemy (epic) 197 Aura of Bravery 16 Aura of Life Energy 70, 129 Auspicious Marking 102 Automatic Quicken Spell (epic) 197 Automatic Silent Spell (epic) 197 Automatic Still Spell (epic) 197 Awesome Blow 197 Axeshield 111, 173 Axespike 33 Axethrower 141 Axiomatic Bloodline 115 Axiomatic Strike 80 Axiomatic Strike (epic) 197 B Backstab 36, 43, 173 Backstabbing Traitor 199 Badge of Bondage 158 Baleful Moan 197 Bane of Decay 83 Bareback Soul 158 Battle Caster 58 Battle Casting 63, 121 Battle Dancer 67, 173 Battle Hardened 100 Battle Hardened 26, 173 Battle Weaver 197 Battlefield Inspiration 16 Battleshifter Training 106, 149, 169 Battlewise 199 Bear Fang 33 Beast Shape 76 Beast Strike 38, 106, 173 Beast Totem 75 Beasthide Elite 106 Betrayal of the Spirit Linked 90, 188 Better Lucky than Good 199 Bind Elemental 52 Binding Brand 21, 155 Bioelectrical Surge 197 Bite of Steel 33 Black Lore of Moil 55 Blackmoorian Rhymes 158 Blackwater Invocation 71 Blade Communion of Slashing 108 Bladebearer of the Valenar 149, 152 Bladeproof Skin 195 Blasphemous Utterance 67, 131 Blessed of Osprem 161 Blind-Fight 26, 173, 186 Blinding Strike 46, 169, 173 Blindsense 76, 130 Blistering Spell 55 Blood of Kord 158 Blood of the Witch Queen 118 Blooded 141 Blooded 158 Bloodline 199 Bloodline of Fire 141 Blood-Spiked Charger 29, 34, 46, 169, 174 Bloodthirsty 194 Boars Ferocity 76 Body Awareness 62, 188 Body Guard 41 Bolster Power 197 Bolster Resistance 58 Bonded Familiar 90 Bonus Domain (epic) 197 Boomerang Daze 99, 103, 155, 174 Boomerang Ricochet 99, 103, 155, 174 Border Watch 158 Born Flyer 21 Born Follower 158 Born of The Three Thunders 55, 129 Born under a High Sun 10, 16, 119, 164 Born under a Rising Sun 10, 16, 119, 164 Born under a Setting Sun 10, 12, 119, 164 Born under the Crescent Moon 10, 21, 119, 164 Born under the Full Moon 10, 21, 119, 164 Born under the Gibbous Moon. 10, 21, 119, 164 Born under the Half Moon 10, 21, 119, 164 Born under the New Moon 10, 21, 119, 164 Bounding Assault 45 Bow Feint 31, 174 Bowslinger 31, 174 Braced for Charge 35 Brachiation 17, 121, 126, 186 Brawling Commander 199 Breadth of Knowledge 195 Breath Control 14, 133, 174 Breathing Link 111 Brew Potion 52 Bright Sigil 104 Bronze Solaris Member 12, 88 Brutal Strike 46, 174 Brutal Throw 31, 174 Brute Fighting 109, 169 Bull Blast 197 Bullheaded 141 Burning Focus 63 Burning Link 86, 127, 129 Burning Rage 197 Burrow Friend 101 C Call of the Undying 152 Cannibalize Spell 197 Canny Opportunist 36, 42, 174 Catfolk Pounce 111, 174 Caustic Adaptation 111 Cavalry Charger 30, 169, 174 Cavalry Commander 199 Caver 141 Celestial Bloodline 115 Celestial Boon 88 Celestial Familiar 90, 166 Celestial Light 115 Celestial Mount 82, 166 Celestial Scion Cranden 158 Celestial Scion Darmen 158 Celestial Scion Garasteth 158 Celestial Scion Naelax 158 Celestial Scion Rax-Nyrond 158 Celestial Scion Torquaan 158 Celestial Sorcerer Aura 115 Celestial Sorcerer Heritage 115 Celestial Sorcerer Lance 115 Celestial Sorcerer Lore 115 Celestial Sorcerer Wings 115 Centaur Trample 111, 174 Cerebremetamagic 197 Cerebrosis 62 Chain Spell 57 Chameleon Blood 197 Chameleon Crafting 197 Channeled Rage 65, 103 Chant of the Long Road 67, 131 Chaos Music 67, 121, 131, 166 Chaos Rage 65, 125, 166 Character Reading 199 Charioteer Commander 199 Charmer 92 Charming 63 Cheetahs Speed 76 Child of the Swamps 155 Child of Winter 153, 189 Chord of Distraction 67, 131 Chosen Weapon Specialization (epic) 197 Chronicle 120 City Slicker 12, 164 Clan Prestige 100 Class Champion 19 Clawed Spell 199 Cleave 46, 174 Clever Wrestling 38, 51 Cliffwalk Elite 106 Climb Like an Ape 76 Cloak of Shadows 108 Close Cohort 19 Close-Quarter Defense 36, 43, 174 Close-Quarters Fighting 26, 36, 174 Cold Iron Tracery 109 Collegiate Wizard 92, 164 Combat Acrobat 14, 120, 137, 174 Combat Archery (epic) 197 Combat Awareness 48, 175 Combat Brute 34, 47, 169, 175 Combat Casting 10 Combat Charm 63 Combat Cloak Expert 42, 45, 169, 175 Combat Defense 48, 175 Combat Engineer 47, 128, 175 Combat Expertise 42, 175, 186 Combat Familiar 90 Combat Focus 48, 175 Combat Insight (epic) 197 Combat Intuition 25, 135, 175 Combat Panache 120, 125, 132, 170, 175 Combat Reflexes 36, 44, 79, 175 Combat Stability 49, 175 Combat Strike 49, 175 Combat Tactician 45 Combat Vigor 49, 175 Combined Empathy 75, 94 Cometary Collision 47, 176 Comforting Madness 155 Commander 41 Commanding 54 Communicator 21 Companion Guard Style 159 Companion Spellbond 75 Compelling Madness 155 Complementary Insight 10, 102 Concealed Ambush 31, 125, 131 Concussion Attack 86 Concussive Blast 197 Conductivity 195 Confound the Big Folk 51, 111, 137, 170 Consecrate Spell 55 Consecrate Spell Trigger 70, 166 Consecrate Spell-Like Ability 197 Construct Lock 109, 149 Contagious Paralysis 197 Controlled Immolation 195 Cool Head 15 Cooperative Spell 55 Coordinated Strike 75, 82, 124 Corona 70, 129 Corpsecrafter 58 Corrupt Spell 55 Corrupted Wild Shape 197 Cosmopolitan 141 Cougars Vision 76 Countenance of the Mage 59 Counterspell 64 Craft Construct 52 Craft Contingent Spell 52 Craft Expertise 10 Craft Magic Arms and Armor 52 Craft Masterwork 199 Craft Rod 52 Craft Rune Circle 52 Craft Staff 52 Craft Wand 52 Craft Wondrous Item 52 Crescent Moon 33 Crossbow Sniper 31, 86, 87, 176 Crowd Tactics 23, 125, 170 Crushing Hug 197 Crushing Strike 29 Cultured Courtier 199 Cunning Evasion 80, 125 Cunning Sidestep 38, 51 Curling Wave Strike 42, 176 Curse of Distraction 78 Curse of Failure 78 Curse of Ignorance 78 Curse of Paranoia 78 Curse of Sloth 78 Curse of the Soften Blade 78 Curse of the Stricken 78 Customize Domain 70 Cutpurse 38, 135 D Dallah Thauns Luck 103 Damage Mastery 99 Damage Reduction (epic) 197 Dampen Spell 63 Danger Sense 23, 186 Daredevil Athlete 10 Darguun Mauler 111, 149, 156 Daring Outlaw 94 Daring Warrior 94, 176 Dark Blood 108 Darkness Adaptation 23 Darkness Familiar 90 Dash 17 Daunting Nuisance 42, 176 Daunting Presence 25, 176 Dauntless 141 Daylight Adaptation 99 Dazzling Strike 86 Dderwydd Chymdeithas Initiate 75, 189 Deadeye Shot 31, 86, 87, 176 Deadly Chill 58 Deadly Concussion 47, 133, 176 Deadly Defense 25, 176 Deafening Blow 47, 170, 176 Deafening Strike 86 Death Blow 26 Death Curse 197 Death Frost Spell 55 Death Master 197 Deceitful 10 Deep Breather 23 Deep Poisoning 65 Deep Vision 197 Deepseer 159 Defense of the Righteous 41 Defensive Archery 31, 176 Defensive Climber 10 Defensive Expert 159 Defensive Magic 62, 188 Defensive Metered Foot 38, 121 Defensive Opportunity 36, 42, 137, 176 Defensive Strike 42, 176 Defensive Sweep 36, 176 Defensive Throw 36, 42, 44, 45 Defiler 199 Deflect Arrows 38, 79, 176 Deflect Energy 77 Deflective Armor 197 Deft Fist 38 Deft Hands 10 Deft Opportunist 36, 44 Deft Strike 86, 136 Delay Spell 57 Denouncement of Energy 199 Denouncement of Focused Aggression 199 Denouncement of Garbled Words 199 Denouncement of the Stalwart Shield 199 Denouncement of the Unleashed Spell 199 Denouncement of Untoucheable Form 199 Desert Fighter 159 Desertborn 10 Destructive Rage 65 Destructive Retribution 58 Detoxifying Touch 83 Devastating Thunder 33 Devoted Inquisitor 94 Devoted Performer 94 Devoted Tracker 94 Diehard 18 Diligent 10 Dinosaur Hunter 104, 129, 136, 156 Dinosaur Wrangler 104, 124, 156 Direction Sense 199 Disabling Strike 84 Disciple 199 Disciple of the Sun 70 Discipline 142 Disease Bolt 99 Disease Shield 99 Disemboweling Strike 86 Disguise Spell 67, 132 Disrupting Strike 38, 39, 106, 176 Distant Touch 199 Distracting Attack 25, 176 Disturbing Spell 155 Disturbing Visage 99, 120, 170 Dive for Cover 16 Diverse Background 102, 103, 164 Diversified Casting 92 Divine Accuracy 71 Divine Alacrity 70, 71, 154 Divine Armor 72 Divine Cleansing 72 Divine Countermagic 154 Divine Damage Reduction 73 Divine Fortune 72 Divine Inspiration 12, 94 Divine Justice 72 Divine Metamagic 72 Divine Might 72 Divine Resistance 72 Divine Shield 72 Divine Sorcery 89 Divine Spell Penetration (epic) 197 Divine Spell Power 72 Divine Spellshield 73 Divine Vigor 72 Divine Ward 72 Divine Warrior 72, 154 Diving Charge 21 Dodge 45, 176, 186 Domain Focus 70 Domain Spontaneity 70, 72 Double Hit 27, 36, 44 Double Steel Strike 80 Double Wand Wielder 53 Double Weapon Disarm 42, 177 Draconic Bloodline 116 Draconic Breath 118 Draconic Claw 118 Draconic Flight 118 Draconic Heritage 13, 118 Draconic Legacy 118 Draconic Power 118 Draconic Presence 118 Draconic Resistance 118 Draconic Skin 118 Dragon Cohort 19 Dragon Familiar 90 Dragon Foe 50 Dragon Friend 23 Dragon Hunter 50 Dragon Hunter Bravery 50 Dragon Hunter Defense 50 Dragon Rage 66 Dragon Sight 116 Dragon Song 67, 127, 132 Dragon Steed 19, 82, 134 Dragon Totem 23 Dragon Wild Shape 76, 129 Dragons Insight 150 Dragonbane 50 Dragoncrafter 53, 127 Dragondoom 50 Dragonmarked Sorcerer 150 Dragonthrall 23 Dread Shadow 108 Dread Tyranny 74, 189 Dreadful Wrath 142 Dream Haunting 197 Dreamsight Elite 106 Driftwalker 159 Driving Attack 29 Drow Skirmisher 100, 149, 156 Druidic Theurgy 94 Duulora Ancestor 197 Dual Strike 27, 177 Dual-Plane Summons 197 Dumb Luck 199 Dwarf Lore 159 Dwarven Ancestry 89, 100, 114 Dwarven Armor Proficiency 18, 177 E Eagle Claw Attack 38, 47 Eagles Wings 76 Ears of the Mage 59 Earth Adept 25 Earth Bloodline 114 Earth Fist 101, 177 Earth Focus 54 Earth Master 25 Earth Power 197 Earth Sense 23 Earth Spell 63 Earths Embrace 38 Earths Warding 73 Earthbound Spell 56 Earthcraft 10 Easy Metamagic 57 Ecclesiarch 13, 19, 129 Education 10, 13, 142, 164 Efficient Hunter 11, 136 Efficient Pull 31, 177 Ehlonnas Way 159 Einhander 137, 170, 177 Eldritch Erosion 86, 127 Elemalefic Spellcaster 194 Elemental Focus 159 Elemental Healing 73 Elemental Smiting 73 Elemental Stalker 91, 94 Elemental Strike 91 Elemental Theurgy 94 Elephants Hide 76 Elf Dilettante 101 Elf Lore 159 Elfhunter 100 Elusive Dance 26, 133, 177 Elusive Target 45, 170 Elven Spell Lore 63, 101, 127 Empower Curse 78 Empower Spell 56 Empower Spell-Like Ability 91, 197 Empower Turning 72 Empowered Ability Damage 197 Enchant Staff 52 Enchanting Song 67, 132 Endurance 18, 85, 186 Endure Sunlight 197 Enduring Ki 81 Enduring Life 16 Energize Armor 197 Energize Spell 55 Energy Admixture 57 Energy Flare 197 Energy Strike 77 Energy Substitution 55, 127 Enervate Spell 56 Enhance Effect (epic) 197 Enhance Spell (epic) 197 Enhanced Adhesive 111 Enhanced Power Sigils 104 Enhanced Shadow Reality 92 Enlarge Spell 55 Epic Combat Expertise (epic) 197 Epic Counterspell (epic) 197 Epic Devotion (epic) 197 Epic Dodge (epic) 197 Epic of the Lost King 67, 132 Epic Prowess (epic) 197 Epic Reputation (epic) 197 Epic Spell Focus (epic) 197 Epic Spell Penetration (epic) 197 Epic Spellfire Wielder (epic) 197 Epic Sunder (epic) 197 Epic Toughness (epic) 197 Epic Weapon Focus (epic) 197 Eschew Materials 55 Etch Rune 52 Eternal Strength 74, 189 Ethereal Tendril 194 Ethran 142 Eviscerator 197 Evocation Resistance 92 Evolved 197 Exalted Companion 75, 166 Exalted Smite 83, 166 Exalted Spell Resistance 197 Exalted Turning 70, 166 Exalted Wild Shape 76, 166 Exceptional Artisan 52 Excised from the Web of Life 63, 188 Exercises of Arn 159 Exhausting Defense 42, 45, 171, 177 Exotic Armor Proficiency 18, 177 Exotic Shield Proficiency 18, 177 Exotic Weapon Proficiency 28, 177 Expanded Ki Pool 81 Expeditious Dodge 45, 177 Expert Dungeoneer 159 Expert Swimmer 137 Expert Tactician 36, 44 Expert Tumbler 137 Exploit Adjustment 37, 42, 177 Explosive Spell 56 Extend Curse 78 Extend Defense 42 Extend Rage 66 Extend Spell 55 Extended Spirit Form 88 Extra Curse 78 Extra Divine Power 60 Extra Edge 93 Extra Invocation 91 Extra Music 67 Extra Rage 66 Extra Remove Disease 83 Extra Rings 52 Extra Shifter Trait 106 Extra Silence 101 Extra Slot 63 Extra Smiting 83 Extra Spell 63 Extra Spell Secret 93 Extra Stunning 39 Extra Tricks 197 Extra Turning 72, 73 Extra Wild Shape 76 Extraordinary Artisan 52 Extraordinary Concentration 11, 121 Extraordinary Spell Aim 14, 63, 135 Eye for Talent 19, 135 Eyes in the Back of Your Head 26 Eyes of the Mage 59 Eyes to the Sky 195 F Fade into Violence 121, 125 Faerie Mysteries 159 False Pretenses 195 Familiar Spell 90, 92 Familiar Spell (epic) 197 Familiarity 117 Fanatical Devotion 19 Far Horizons 74, 189 Far Look 199 Far Shot 31, 177, 186 Fast Wild Shape 76 Faster Healing 18 Favored Dodge 84 Favored in House 150 Favored of the Companions 19, 166 Favored Power Attack 84 Fear 199 Fear No Binds 38, 124, 177 Fearless 142 Fell Animate 57 Fell Drain 56 Fell Energy Spell 55 Fell Frighten 56 Fell Weaken 55 Fey Bloodline 116 Fey Prescience 116 Feys Fate 116 Fickle Fate 115 Fiendish Bloodline 115 Fiendish Pact 89 Fiendsign 159 Fierce Mind 106, 177 Fiery Fist 39, 79, 177 Fiery Ki Defense 39, 79, 178 Filth Eater 16 Find Flaw 47, 178 Find Relic 63 Fire Bloodline 114 Fire Feet 114 Fist of the Heavens 80, 178 Fists of Iron 39 Flash Casting 63 Flash Frost Spell 56 Flay 47, 178 Fleet of Foot 142 Fleet of Foot 17 Flensing Strike 26, 79 Flesh of the Ice Tomb 23 Flexible Mind 11, 166 Flick of the Wrist 25, 135 Fling Ally 102 Fling Foe 102 Floatation 17, 137 Flow with the Current 17, 137 Flurry of Throws 82 Flyby Attack 197 Flying Fish Leap 126, 137 Flying Kick 34, 38, 47, 126 Focused Mind 101, 121 Focused Performance 68, 122, 132 Focused Performer 68, 122, 132 Focused Specialist 62, 188 Foe Hunter 142 Foe of the Unlucky 78 Foe Specialist 86 Footsteps of the Mage 59 Force of Personality 16 Forest Ambusher 199 Forester 142 Forge Ring 52 Forgeheart 142 Formation Expert 29, 35, 41, 171, 178 Fortify Spell 57 Fortuitous Strike 199 Frantic Rage 66, 70 Freerunner 15 Freezing the Lifeblood 39, 178 Frenzied Hunt 72 Friend of Earth 19 Friend of the Earth 114 Friend of the Tribes 156 Friend to the Tribe 199 Frightful Presence 25, 34, 126 Frontline Archer 33 Furious Charge 142 Fury of Stone 66 G Galifaran Scholar 156 Gang Tactics 41 Gatekeeper Initiate 153, 189 Gestalt Anchor 197 Ghost Attack 197 Ghost Attack, Greater 197 Ghost Scarred 50, 129 Ghostly Grasp 197 Giantbane 26, 51, 137, 171, 178 Giantkiller 159 Gift of Faith 16, 166 Gift of Grace 83, 166 Gift of the Xoriat 21, 155 Gifted General 199 Girded Soul 92 Glorious Weapons 72 Gnoll Ferocity 111 Gnome Foe Killer 101 Gnome Lore 159 Goad 25, 178 Good Karma 199 Gore Toss 197 Gorebrute Elite 106 Gout of Flame 197 Graceful Edge 28, 178 Graft Flesh Aboleth 53, 124 Graft Flesh Beholder 53, 124 Graft Flesh Fiendish 53, 125 Graft Flesh Illithid 53, 125 Graft Flesh Undead 53, 125 Graft Flesh Yuan-ti 53, 125 Grave Friend 116 Graveborn Expert 197 Graveborn Warrior 197 Great Bite 106 Great Captain 19, 128, 134 Great Cleave 47, 178 Great Fervor 159 Great Fortitude 16, 186 Great Rend 106 Great Smiting (epic) 197 Greater Combat Reflexes 37, 44, 178 Greater Dragonmark 150 Greater Heavy Armor Optimization 18, 178 Greater Kiai Shout 23 Greater Mind Shield 197 Greater Named Spell 199 Greater Powerful Charge 35, 178 Greater Resiliency 66 Greater Shifter Defense 107 Greater Spell Focus 54 Greater Spell Penetration 63 Greater Two-Weapon Defense 27, 178 Greater Two-Weapon Fighting 27, 85, 179 Greater Weapon Focus 28, 77, 179 Greater Weapon Specialization 28, 77, 179 Green Ear 68, 132 Green Heart 116 Greensinger Initiate 153, 189 Grenadier 31, 179 Greyhawk Method 159 Grizzlys Claws 76 Group Inspiration (epic) 197 Guard Commander 199 Guardian Spirit 93 Guerilla Commander 199 Guerilla Trapsmith 11 H Haft Strike 27, 35 Halfling Lore 159 Halflings Cunning 41 Hammers Edge 33 Hamstring 86 Hamstring Attack 197 Hands of the Healer 83, 166 Hands of the Mage 59 Hard to Fool 11, 16 Harden Energy 197 Hardened Flesh 58 Hardy Commander 199 Hardy Soul 199 Hashalaq Ancestor 197 Haunting Melody 68, 132 Haunting Similarity 11 Haunting Weapons 73, 129, 130 Hawks Vision 76 Head Shot 86 Heads Up 63 Healers Luck 199 Healing Factor 106 Hear the Unseen 26, 131, 179, 186 Heavy Armor Optimization 18, 179 Heavy Lithoderms 102 Heavy Teleport 92 Heighten Spell 57 Heighten Spell-Like Ability 197 Heighten Turning 73 Heightened Agility 197 Heightened Strength 197 Heir of Lendore 159 Heroic Destiny 23, 102, 103, 104 Heroic Metamagic 149, 156 Hibernate 18 Hidden Kingdom Jutsu 81 Hidden Thoughts 92 High Society 11, 123 High Sword Low Axe 33 Highborn Drow 100 Hinder 87, 186 Hindering Opportunist 37, 44 Hold the Line 37, 44 Holy Calling 73 Holy Ki Strike 80, 166 Holy Mount 82, 94 Holy Radiance 166 Holy Strike (epic) 197 Holy Subdual 25, 179 Horse Lore 159 Horse Nomad 142 Horse Nomad 199 Hover 197 Human Blood 102, 103, 112, 164 Human Heritage 23, 104, 112, 164 Hurling Charge 35 Hymnist 13, 68, 94 Hypnotic Focus 197 I Illithid Bloodline 117 Imbue Summoning 56 Imbue Weapon 73 Imbued Defense 53 Imbued Strength 53 Impeding Attack 86 Improved Acrobatic Skirmisher 87, 138, 186 Improved Aid Other 41 Improved Armor Dance 199 Improved Buckler Defense 30, 179 Improved Combat Casting (epic) 197 Improved Combat Expertise 42, 179 Improved Combat Reflexes 37, 44, 179 Improved Cooperative Metamagic (epic) 197 Improved Critical 28, 179 Improved Damage Reduction 109 Improved Disarm 42, 79, 179 Improved Disguise 11, 124, 135 Improved Diversion 11, 121, 179 Improved Domination 197 Improved Elemental Wild Shape (epic) 197 Improved Energy Drain 197 Improved Familiar 90 Improved Favored Enemy 84 Improved Favored Enemy (epic) 197 Improved Feint 42, 179 Improved Fiendish Servant 93 Improved Flight 17, 21 Improved Flight Item 130, 154 Improved Fortification 109 Improved Grapple 38, 79, 179 Improved Initiative 25, 179, 186 Improved Leadership 20 Improved Levitation 100 Improved Metamagic (epic) 197 Improved Mounted Archery 30, 134, 179 Improved Natural Armor 197 Improved Natural Attack 106, 197 Improved Overrun 47, 179 Improved Paralysis 197 Improved Power 70 Improved Precise Shot 31, 85, 179 Improved Rapid Shot 31, 179 Improved Resiliency 109 Improved Rock Hurling 102 Improved Shield Bash 30, 179 Improved Shield Snare 30, 37, 44, 180 Improved Shieldmate 30, 180 Improved Sigil (Aesh) 104 Improved Sigil (Hoon) 104 Improved Sigil (Krau) 105 Improved Sigil (Naen) 105 Improved Sigil (Uur) 105 Improved Sigil (Vaul) 105 Improved Skirmish 87, 186 Improved Skirmish (epic) 197 Improved Smiting 83 Improved Snatch Spell (epic) 197 Improved Sneak Attack (epic) 197 Improved Spell Capacity (epic) 197 Improved Spellpool Access (epic) 197 Improved Stunning Fist (epic) 197 Improved Sudden Strike (epic) 197 Improved Sunder 47, 180 Improved Swimming 17, 137, 186 Improved Toughness 18, 180 Improved Trip 43, 79, 180 Improved Turn Resistance 197 Improved Turning 73 Improved Two-Weapon Defense 27, 180 Improved Two-Weapon Fighting 27, 85, 180 Improved Unarmed Strike 38, 79, 180 Improved Weapon Familiarity 112, 180 Improved Whirlwind Attack 43, 180 Increased Carrying Capacity 100 Indistinct 108 Indomitable Soul 16 Ineluctable Echo 195 Infernal Sorcerer Aura 116 Infernal Sorcerer Eyes 116 Infernal Sorcerer Howl 116 Infernal Sorcerer Resistance 116 Inheritor 199 Initiate of Bane 139, 190 Initiate of Boccob 60, 190 Initiate of Cyric 139, 190 Initiate of Ehlonna 60, 190 Initiate of Erythnul 60, 190 Initiate of Fharlanghn 60, 190 Initiate of Gond 139, 190 Initiate of Heironeous 60, 190 Initiate of Helm 139, 190 Initiate of Hextor 60, 190 Initiate of Ilmater 139, 191 Initiate of Kord 60, 191 Initiate of Lathander 139, 191 Initiate of Malar 139, 191 Initiate of Mystra 140, 191 Initiate of Nature 140, 191 Initiate of Nerull 60, 191 Initiate of Obad-Hai 60, 191 Initiate of Olidammara 60, 191 Initiate of Pelor 60, 192 Initiate of Selne 140, 192 Initiate of St. Cuthbert 61, 192 Initiate of Tyr 140, 192 Initiate of Vecna 61, 192 Initiate of Wee Jas 61, 192 Innate Magic 113, 164 Innate Spell 57 Innate Spell 64 Inscribe Epic Rune (epic) 197 Inscribe Rune 52 Inside Connections 11 Insidious Magic 140 Insightful 21 Insightful Reflexes 16 Inspire Beast 75, 124 Inspire Bloodletting 41 Inspire Bloodthirst 41 Inspire Spellpower 68, 132 Inspired Master 23 Inspiring Commander 199 Inspiring Leader 199 Instantaneous Rage 66 Instinctive Consummator 197 Instinctive Dispatcher 197 Intimidate the Enemy 84, 126 Intimidating Rage 66 Intimidating Strike 126, 180 Intuitive Attack 25, 180 Intuitive Trapsmith 81 Invest Armor 197 Invest Spell 53 Investigate 14 Investigator 11 Invigorating Spellcaster 194 Iron Will 16, 186 Ironskin Chant 68, 122, 132 Ironwood Body 109 Item Familiar 23 J Jack of All Trades 11 Jaws of Death 109 Jinnbound Dao 160 Jinnbound Djinni 160 Jinnbound Efreeti 160 Jinnbound Marid 160 Jungle Fighter 160 Jutsu Focus 81 K Kaiko 199 Kaiko Master 199 Karmic Healing 81 Karmic Strike 37, 43, 45 Keen-Eared Scout 14, 131 Khybers Fury 66, 155 Ki Blast 40, 79, 180 Ki Smite 81, 82 Kiai Shout 23 Killoren Ancient 112 Killoren Destroyer 112 Killoren Hunter 112 Kin Mastery 117 Knifefighter 143 Knight of Stars 19, 166 Knight Training 82, 164 Knockback 102, 180 Kung Fu Genius 78 L Lacerate 43, 47, 86 Ladys Gambit 47 Landless Nobility 160 Landwalker 111 Last Survivor 161 Lasting Inspiration (epic) 197 Lasting Life 16 Law Inviolate 74, 192 Lawful Disciple 115 Lays of the Northern Adepts 160 Leadership 20 League Militiaman 104 Leap Attack 35, 126 Leap of the Heavens 126 Least Dragonmark 150 Legendary Acrobat (epic) 197 Legendary Artisan 52 Legendary Climber (epic) 197 Legendary Leaper (epic) 197 Legendary Rider (epic) 197 Legendary Tracker 199 Legendary Tracker (epic) 197 Lesser Dragonmark 151 Life Drain 197 Life Leech 195 Life Tap 100 Lifebond 197 Lifesense 197 Lightfeet 101, 120, 131 Lightning Mace 33 Lightning Reflexes 16, 187 Lingering Song 68 Lions Pounce 76 Live My Nightmare 195 Lolths Meat 100 Long Strike 35 Longstride Elite 106 Longtooth Elite 106 Lord of the Uttercold 55, 130 Lore of the Ur-Flan 160 Low Profile 199 Lucid Channeling 156 Luck of Heroes 143 Lucky Break 199 Lucky Catch 199 Lucky Fingers 199 Lucky Start 199 Lunging Strike 26, 180 Lurking Familiar 90 Lyric Spell 68, 122 M Mad Alchemist 123, 171 Mad Foam Rager 66 Mage Slayer 50, 135, 180 Magic in the Blood 143 Magic of the Land 64, 122, 129, 136 Magical Aptitude 11 Magical Artisan 53 Magical Beast Wild Shape (epic) 197 Magical Fortune 199 Magical Insight 62, 188 Magical Training 143 Make Your Own Luck 199 Manifest Flight 130, 154 Manifest Leap 126, 130, 154 Manyshot 31, 85, 180 Mark of Lemoriax 118 Marking of the Blessed 102 Marking of the Hunter 102 Marking of the Magi 102 Marking of the Maker 102 Marking of the Warrior 102 Martial Stalker 94, 180 Martial Throw 38, 180 Martial Weapon Proficiency 28 Master Bowyer 11, 123 Master Linguist 156 Master Manipulator 14, 123 Master of Mockery 14, 133, 181 Master Spellthief 95 Master Staff (epic) 197 Master Swimmer 11 Master Wand (epic) 197 Maw of Power 197 Maximize Spell 57 Megaraptors Leap 199 Melee Evasion 43, 45, 181 Melee Weapon Mastery Bludgeoning 29, 181 Melee Weapon Mastery Piercing 29, 181 Melee Weapon Mastery Slashing 29, 181 Menacing Demeanor 11, 103 Mercantile Background 143, 160 Mercantile Background 199 Mercenary Background 160 Merciful Strike 86 Mercurial Strike 37 Metamagic Song 68 Metanode Spell 141 Mighty Are Fallen 43, 181 Militia 143 Mind Daggers 197 Mind Drain 197 Mind over Body 143, 199 Mind Shield 197 Mind Weapon 117 Misers Fortune 199 Misleading Song 68, 132 Mithral Body 109, 164 Mithral Fluidity 109 Mixed Omens 197 Mobile Spellcasting 14, 64, 122 Mobility 45, 181, 187 Momentary Alteration 195 Monastic Training 78, 79 Monkey Grip 25 Monstrous Animal Companion 75 Moonwarrior 113 Moradins Smile 101 Mother Cyst 62, 129 Mountain Fighter 160 Mountain Hunter 199 Mountain Warrior 25, 136 Mounted Archery 30, 134, 181 Mounted Casting 11, 30, 134 Mounted Combat 30, 134, 181 Mounted Fighting 30, 134, 181, 187 Mourning Mutate 155 Mror Stalwart 101, 150, 156 Multiattack 197 Multiweapon Fighting 197 Music of Growth 68, 132 Music of Making 68, 133 Mutable Body 99, 106, 113, 150 Mystic Companion 75, 129 Mystic Focus 197 Mystic Stability 197 N Name of the Mage 59 Named Spell 199 Natural Bond 75 Natural Dowser 11, 136 Natural Leader 20 Natural Spell 76 Natural Trickster 101 Naturalized Denizen 195 Natures Fists 76 Naval Commander 199 Necromatic Bloodline 116 Necromatic Might 64 Necromatic Presence 64 Necropolis Born 21 Necropotent 28, 50, 77, 181 Necrotic Reserve 197 Negative Energy Burst (epic) 197 Negotiator 11 Nemesis 84, 166 Net and Trident 34 Nexus Method 160 Night Haunt 21 Nightbringer Initiate 154, 192 Nimble Bones 58 Nimble Deflections 45, 134, 181 Nimble Fingers 11 Nimble Flier 197 Nimbus of Light 166 No Threat to Me 84 Noble Born 13, 19, 20, 164 Noble Soul 160 Noble Warrior 11 Node Defense 141 Node Sensitive 141 Node Spellcasting 62, 141 Node Store 141 Nonlethal Substitution 56, 127 Nymphs Kiss 23, 167 O Oaken Resilience 76 Obscure Lore 69 Obtain Familiar 59, 127 Occult Opportunist 37, 127, 136 Offensive Metered Foot 39, 122 Old Salt 11, 134 Omen of Bones 197 Omen of Crows 197 Omen of Flies 197 Omen of Loss 197 Omen of Snakes 197 Omen of Storms 197 Omniscient Whispers 195 One with Earth and Water 81 One with the Darkness 108 Opportunist Tactician 37, 44, 45, 181 Orc Blooded 160 Orc Descent 90, 103, 112, 114 Orcus Bloodthirst Ritual 23 Otherwordly 143 Overhead Thrust 37, 48, 51 Overload Metabolism 109 Oversized Two-Weapon Fighting 27, 181 Overwhelming Assault 25 Overwhelming Critical (epic) 197 P Pack Feint 41, 121 Pack Tactics 41 Pain Touch 40 Painful Strike 48, 86 Passive Reconnoiter 11, 136, 187 Path of Shadows 197 Pathfinder 14, 128, 136 Penetrating Shot 31, 181 Penumbra Bloodline 115 Perfect Reflection 99 Perfect Two-Weapon Fighting (epic) 197 Pernicious Magic 140 Persistent Attacker 86 Persistent Spell 57 Persona Immersion 99 Persuasive 11 Phalanx Fighting 41, 181 Photosynthesize 77 Photosynthetic Skin 195 Phrenic Blast 197 Phrenic Leech 197 Picket Commander 199 Pierce Magical Concealment 50, 181 Pierce Magical Protection 50, 181 Pierce the Darkness 71 Piercing Sight 16, 101 Piercing Spell 199 Pike Hedge 35, 44, 181 Pilgrim 11, 16, 128 Pin Shield 27 Pious Defense 199 Pious Soul 199 Pious Spellsurge 199 Pirate Luck 16 Planar Turning (epic) 197 Plant Bloodline 116 Plunging Shot 31 Point Blank Shot 31, 182, 187 Poison Expert 65, 123 Poison Master 65, 123 Polar Chill 195 Pole Balance 35 Pole Fighting 36, 80 Polyglot (epic) 197 Polyglot 13 Portal Master 52 Portal Sensitive 112 Positive Energy Aura (epic) 197 Positive Energy Resistance 197 Potent Dweomercraft 63, 188 Potent Enchantment 92 Power Attack 48, 182 Power Critical 28, 182 Power in the Blood 117 Power Soar 197 Power Surge 197 Power Throw 32, 182 Powerful Charge 35, 182 Powerful Wild Shape 77 Practiced Mind Blade 197 Practiced Spellcaster 95, 136 Precise Shot 32, 182, 187 Precise Strike 87 Precise Swing 26 Precocious Apprentice 59, 165 Predators Step 199 Presence of the Mage 59 Pressure Point Strike 40, 81, 127 Pressure Resistance 199 Profane Aura 71 Profane Boost 71 Profane Lifeleech 71 Profane Vigor 71 Prone Attack 26, 182 Protected Destiny 16, 103, 104 Psiomancer 197 Psionic Feedback 197 Psiotheurgist 197 Psithief 197 Psychic Luck 197, 199 Psymbiot 197 Puppet Master 64 Pureblooded Suel 160 Pureheart 143 Purify Spell 56 Purify Spell Trigger 71, 167 Purify Spell-Like Ability 197 Pursue 150 Pushback 48, 182 Q Quell the Profane 48, 126, 167 Quick Change 99, 197 Quick Cleave 48, 182 Quick Draw 25, 182, 187 Quick Reconnoiter 11, 131, 136, 187 Quick Staff 34 Quicken Manifestation 197 Quicken Spell 57 Quicken Spell-Like Ability 92, 197 Quicken Turning 73, 149 Quiet Feet 23 R Rabbit Prince Jutsu 81 Racial Emulation 99 Radiant Fire 74, 193 Radiant Spell 56 Rage Casting 95, 122 Rage of the Raptor 199 Ragewild Fighter 106, 150, 171 Raging Bull Rush 66 Raging Luck 150 Raging Overrun 66 Raging Spell Penetration 95, 122 Raging Sunder 66 Raiders Spirit 160 Rampaging Bull Rush 102 Rampart Commander 199 Ranged Disarm 32, 182 Ranged Pin 32, 182 Ranged Skirmisher 87, 187 Ranged Smite Evil 83, 167 Ranged Spell Specialization 64 Ranged Sunder 32, 182 Ranged Threat 32, 37, 44, 182 Ranged Weapon Mastery Bludgeoning 32, 182 Ranged Weapon Mastery Piercing 32, 182 Ranged Weapon Mastery Slashing 32, 182 Rapid Blitz 45 Rapid Reload 32, 183, 187 Rapid Shot 32, 85, 183 Rapid Spell 56 Rapid Stunning 40, 183 Rapid Swimming 17, 112 Rapscallion 161 Raptor School 26, 35, 126, 171 Raumathar Heritor 143 Razing Strike 95 Razorclaw Elite 106 Reach Spell 56 Reactive Counterspell 64 Reactive Shifting 106 Recharge Staff 53 Reckless Charge 35, 183 Reckless Rage 66 Reckless Wand Wielder 53, 138 Recognize Imposter 11, 135, 136 Recognized Leader 13, 20 Relic Hunter 120, 128, 156 Relicguard Spell 55 Renown 199 Renowned Courtesan 199 Repeat Spell 57 Repel Aberration 153 Reptilian Healing 197 Requiem 68, 133 Research 14 Reshape Mind Blade 197 Residual Rebound 195 Resinbond 59 Resist Poison 143 Resist Telekinesis 16, 136 Resounding Blow 48, 126, 183 Resourceful Buyer 19 Retribution 48 Rhenn Lore 161 Ricochet 31, 32, 183 Ride-By Attack 30, 134, 183 Right of Counsel 152 Righteous Wrath 66, 167 Ring the Ear 39, 87 Ring the Gold Bell 40 Ringing Fist Jutsu 81 Ritual Blessing 130 Ritual Blood Bonds 103, 112, 130 River Eel Jutsu 81 Robilars Gambit 37, 44, 183 Rock Hurling 102 Roofwalker 17, 120, 126, 171 Roundabout Kick 39, 48 Rouse Courage 41 Run 17 Rustic Charm 161 S Sacred Boost 71 Sacred Healing 71, 125 Sacred Healing 71 Sacred Outlaw 95 Sacred Performer 95 Sacred Purification 71 Sacred Radiance 71 Sacred Resilience 71 Sacred Strike 87, 167 Sacred Vitality 71 Sacred Vow 167 Sacrificial Divination 199 Saddleback 143, 199 Sagacious Method 161 Sahuagin Flip 17, 46, 112, 183 Sailor Will 16 Sailors Balance 11, 134 Sanctify Ki Strike 81, 167 Sanctify Martial Strike 28, 167, 183 Sanctify Natural Attack 197 Sanctify Relic Item 52 Sanctify Water 71 Sanctify Weapon 64, 167 Sanctum Spell 55 Sandstep 17 Savage Empathy 75 Savage Grapple 77, 95 Savage Mobility 77 Savvy Rogue 85 Savvy Swimmer 12, 137 Scent 77 Scorpions Grasp 39 Scourge of the Seas 126 Scout the Path 12, 136, 187 Scribe Scroll 52 Sculpt Spell 56 Sea Legs 12 Seafarer 12, 13 Second Sight 161 Second Slam 109 Second Wind 18 Secret Society 199 Secrets of Dusk 12, 119 Self-Sufficient 12 Sense Weakness 43 Serpent Bloodline 117 Serpent Strike 80 Serpents Venom 77 Servant of the Heavens 19, 167 Shadow Marches Warmonger 103, 112, 150, 156 Shadow Puppet Jutsu 81 Shadow Shift 108 Shadow Striker 125, 131, 171, 183 Shadow Weave Magic 140 Shadowbound 161 Shaped Splash 104, 156 Shared Fury 95, 124 Sharp-Shooting 32, 183 Shield and Pike Style 30, 36, 183 Shield Charge 30, 183 Shield of Deneith 151 Shield of Thought 197 Shield Proficiency 18, 183 Shield Slam 30, 183 Shield Sling 30, 183 Shield Snare 30, 183 Shield Ward 30, 183 Shielded Axe 34 Shielded Casting 64, 122 Shielded Manifesting 197 Shieldmate 30, 184 Shifter Acrobatics 106 Shifter Agility 106 Shifter Defense 107 Shifter Ferocity 107 Shifter Instincts 107 Shifter Magnetism 107 Shifter Multiattack 107 Shifter Savagery 107 Shifter Stamina 107 Shifter Stealth 107 Shiftsilver Mastery 107, 184 Ship Savvy 101, 120, 134, 156 Ships Mage 64, 134, 136 Shipborn 12 Shock Trooper 35, 48, 172, 184 Shocking Fist 109 Short Haft 36, 184 Shorten Grip 36 Shot on the Run 32, 46, 187 Sickening Sonata 68, 133 Sidestep 37, 46, 138 Siege Commander 199 Signature Spell 92 Silencing Strike 101 Silent Method 161 Silent Spell 56 Silver Mind Blade 197 Silver Palm 143 Silver Smite 83 Silver Tracery 109 Simple Weapon Proficiency 25, 173 Skill Attunement 81 Skill Focus 12, 187 Skilled Telekinetic 197 Skincaster 64 Slashing Flurry 29 Slave Seeker 199 Slender 113, 165 Slow Maturation 113, 165 Sly Fortune 199 Smatterings 19 Smite Carrier 83 Smooth Talk 143 Smooth Talk 199 Snake Blood 144 Snatch 197 Snatch Arrows 39, 184 Sneak Attack of Opportunity 37, 44, 87 Sociable Personality 12, 103 Solid Freeze 197 Song of the Dead 56 Song of the Heart 69, 133 Soothe the Beast 69, 133 Soul of the North 21 Soulblade Warrior 197 Sound of Silence 69, 133 Spawn of the Dark Prince 118 Speak to the Masses 69, 133 Spear Master 26, 27, 184 Spectral Skirmisher 25, 184 Spectral Strike (epic) 197 Spell Drain 197 Spell Focus 54 Spell Focus (Chaos) 54 Spell Focus (Evil) 54 Spell Focus (Good) 54 Spell Focus (Good) 54 Spell Focus (Law) 54 Spell Graft 53, 127 Spell Hand 21 Spell Knowledge (epic) 197 Spell Mastery 92, 188 Spell Penetration 64 Spell Thematics 59 Spellbinder 194 Spellcasting Prodigy 64, 165 Spell-Linked Familiar 90 Spellrazor 34, 123 Spellstrike 194 Spellwise 144 Spiked Body 109 Spinning Defense 36, 43 Spinning Halberd 34, 36 Spirit of Dawn 16, 119, 123 Spirit of the Beast 197 Spirit of the Sea 161 Spirit Spell 88 Spirited Charge 30, 134, 184 Spiritual Force 197 Spit Venom 197 Split Ray 56 Spontaneous Casting 150 Spontaneous Healer 61, 130 Spontaneous Summoner 61, 129 Spontaneous Wounder 61, 130 Spring Attack 46, 184, 187 Sprinter 17 Spurn Deaths Touch 71 Stable Footing 101, 109 Staggering Strike 87 Stalwart 27 Stalwart Defender 199 Stalwart Defense 44 Starblessed 196 Starborn 196 Startouched 165, 196 Steadfast Determination 16 Steady Concentration 12, 123 Steady Mountaineer 12, 102, 121, 126 Stealthy 12 Steam Magic 64, 136 Stench of the Dead 195 Stigmata 167 Still Spell 56 Sting Strike 100 Stitched Flesh Familiar 91 Stocky 113, 165 Stone Form 77 Stone Monkey 40 Stone Rage 66 Stone Soul 112 Stoneback 26, 184 Storm Magic 64 Storm of Flying Strikes 34 Stormheart 144 Stowaway 162 Strategic Reassignment 197 Street Smart 144 Strength of the Shadows 108 Strength of Two 197 Strengthen Bloodline 199 Strengthen Resilience 83 Strong Coils 198 Strong Mind 16 Strong Soul 144 Strong Stomach 17 Stunning Fist 40, 79, 184 Subduing Strike 27, 87, 184 Subsonics 69, 133 Subtle Sigil 105 Sudden Empower 57 Sudden Energy Substitution 57 Sudden Extend 57 Sudden Maximize 58 Sudden Quicken 58 Sudden Silent 58 Sudden Still 58 Sudden Widen 58 Sudden Willow Strike 40 Sun School 80, 172 Sunken Song 69, 133 Superior Flanking 88 Superior Hearing 113, 165 Superior Sense of Smell 113, 165 Superior Summons 194 Superior Taste 113, 165 Superior Touch 113, 165 Superior Vision 113, 165 Suppress Presence 14, 50 Supremely Confident 14, 134, 184 Sure Hand 15 Surefooted 144 Survivor 144 Survivor 199 Survivors Luck 199 Sustaining Darkness 108 Swarm Fighting 41, 111 Swarms Embrace 153 Sweeping Trip 43, 184 Sweet Talker 15 Swift Ambusher 95, 187 Swift and Silent 144 Swift Avenger 95, 187 Swift Hunter 95 Swiftness of Orien 151 Swiftwing Elite 107 Swim like a Fish 77 Swim-By Attack 17, 112 T Tactical Advantage 84 Tactical Reassignment 197 Tactile Trapsmith 12 Tail Snap 198 Tainted Strike 100 Talenta Dinosaur Bond 134, 156 Talenta Drifter 156 Talenta Warrior 104, 150, 157 Tattoo Focus 144 Technomagical Implant 24 Telling Blow 87 Tempting Fate 199 Tenacious Magic 140 Tentacular Stalk 198 Terrifying Rage (epic) 197 Terrifying Warrior 48, 184 Tested Gift of Prophesy 161 Tested Gift of Sight 161 Tested YeCinds Ear 161 Theurgic Bond 95 Theurgic Creationist 53 Theurgic Empathy 95 Theurgic Mount 82, 95 Theurgic Specialist 92, 95 Third Times the Charm 199 Thousand Faces Jutsu 82 Three Mountains 34 Throat Punch 39, 87 Throw Anything 32, 184 Thug 144 Thunder Twin 144 Tireless 144 Titan Fighting 46, 101, 184 Tomb-Born Fortitude 24 Tomb-Born Resilience 17 Tomb-Born Vitality 24 Tomb-Tainted Soul 24 Tongue of Mouqol 161 Toothed Blow 39 Totem Companion 76 Touch of Captivation 21, 155 Touch of Deception 21, 155 Touch of Golden Ice 167 Touch of Madness 155 Touch of Silver 83 Touch of Summoning 21, 155 Touch Spell Specialization 64 Touched by Ether 24 Toughness 18 Tower Shield Proficiency 18, 184 Track 14, 85, 187 Trample 31, 135, 184 Transdimensional Spell 56 Trap Mastery 128 Treetopper 144 Tribal Traits 199 Triceratops Charge 199 Trivial Knowledge 102 Troll Blooded 161 Trophy Collector 123 Trophy Hunter 84 True Believer 19 Truedive Elite 107 Truename 199 Truename Scholar 199 Tumbling Feint 121, 138, 184 Tunnel Fighting 27, 185 Tunnel Rat 17, 124 Tunnel Riding 31 Tunnelfighter 27 Tunnelrunner 112 Turn Elemental 91 Turtle Dart 34 Tutor 12 Twin Spell 57 Twin-Sword Style 144 Two-Weapon Attack of Opportunity 27, 37, 44, 185 Two-Weapon Defense 27, 185 Two-Weapon Fighting 27, 85, 185 Two-Weapon Pounce 28, 85, 185 Two-Weapon Rend 28, 85, 185 U Unarmored Body 109 Unbelievable Luck 199 Uncanny Speed 198 Undead Command 100 Undead Empathy 12 Undead Leadership 20, 130 Undead Mastery (epic) 197 Underfoot Combat 51, 111, 138 Undertone of Heresy 69, 133 Undying Fate 74, 193 Unholy Strike (epic) 197 Unquenchable Flame of Life 17, 50, 84 Unyielding Bond of Soul 17, 84 Urban Stealth 12, 128 Urban Tracking 14 V Vampire Hunter 50, 130 Vathrin Stigmata 161 Vatic Gaze 14, 59 Vatuns Touch 161 Vault 36, 126 Venerable Elder 20 Vengeance of Noon 17, 119 Venomless 117 Vermin Companion 153 Vermin Shape 153 Verminous Graft 64, 188 Versatile Performer 12, 133 Versatile Tyrant 198 Versatile Unarmed Strike 39, 185 Vexing Flanker 44, 185 Vicious Claws 198 Victors Luck 199 Vohoun Eye 162 Voice of the Green 117 Voice of the Mage 59 Voice of the Void 108 Voice of Winds 114 Volley Commander 199 Vow of Abstinence 167 Vow of Chastity 167 Vow of Nonviolence 54, 167 Vow of Obedience 167 Vow of Peace 168 Vow of Poverty 168 Vow of Purity 168 W Wand Mastery 52 Wanderers Diplomacy 15, 104, 121, 124, 135 Wandstrike 53, 138 War Chant 15, 134, 185 War Magic Study 62 Warden Initiate 154, 193 Warning Shout 69, 133 Wastris Blessing 161 Water Adaptation 111 Water Bloodline 114 Water Focus 54 Water Splitting Stone 40, 79, 185 Waterborn 115 We Few, We Happy Few 17, 134, 185 Weaken the Heart 87 Weakening Touch 40, 185 Weapon Finesse 27, 185 Weapon Focus 28, 185 Weapon Groups 199 Weapon Specialization 28, 77, 185 Weapon Supremacy 28 Well Read 161 Well Traveled 162 Whirling Steel Strike 80 Whirlwind Attack 43, 185 Whispered Secrets 74, 193 White Scorpion Strike 100, 157 Wholesome Fare 83 Widen Spell 57 Wield Oversized Weapon (epic) 197 Wightblade 198 Wild Touch 24, 138, 166 Wildhunt Elite 107 Wind Oxen Jutsu 82 Windsinger 69, 133 Winged Warrior 22, 172, 185 Wingover 198 Wings of the Wraith 108 Wisdom Breeds Caution 112 Wise Elder 19, 20 Wolfs Bite 82 Wolfpack 37, 41, 46, 172 Wolverines Rage 77 Woodland Archer 32, 172, 186 Words of Creation 168 World Weary 162 Worldly Focus 154 Wormbound 62 Wrest Possession 157 Y Yondallas Sense 104 Z Zagygs Favor 162 Zen Archery 32 Zen Fortitude 82 Zone of Animation (epic) 197  General Feats Skill Feats Skill FeatsSourcePrerequisiteDescriptionAble Learner  XE "Able Learner"  [General](RoD p150)Human or Doppelganger only 1st Level onlyAll skills are in-class and only cost 1 skill point. Does not effect the cost of learning a language or gaining literacy.Acrobatic  XE "Acrobatic"  [General, Scout](PH p89) (CAdv p10)++2 bonus to Jump & Tumble checks.Agile  XE "Agile"  [General, Scout](PH p89) (CAdv p10)++2 bonus to Balance & Escape Artist checks.Agile Athlete  XE "Agile Athlete"  [General](RotW p148)Climb: 1 rank Jump: 1 rankWhen making Climb and Jump checks, add your Dexterity modifier instead of your Strength modifier.Alertness  XE "Alertness"  [General, Scout](PH p89) (CAdv p10)++2 bonus to Listen & Spot checks.Animal Affinity XE "Animal Affinity"  [General](PH p89)+2 bonus to Handle Animal & Ride checks.Athletic XE "Athletic"  [General, Scout](PH p89) (CAdv p10)++2 bonus to Climb & Swim checks.Born under a High Sun  XE "Born under a High Sun"  [Birth](DR340 p48)1st level only May not have another [Birth] feat+1 bonus on Intimidate checks. +2 bonus on saves vs. Fire effects. +1 bonus on all other Fortitude saves.Born under a Rising Sun  XE "Born under a Rising Sun"  [Birth](DR340 p48)1st level only May not have another [Birth] feat+1 bonus on Heal checks. +2 bonus on Will saves vs. Fear. +1 bonus on all other Will saves.Born under a Setting Sun  XE "Born under a Setting Sun"  [Birth](DR340 p48)1st level only May not have another [Birth] featConcentration is always an in-class skill for you. +1 bonus on any two Knowledge skills.Born under the Crescent Moon  XE "Born under the Crescent Moon"  [Birth](DR340 p56)1st level only May not have another [Birth] feat+1 bonus on Sense Motive & Spot checks. Detect Thoughts, 1/day as a Spell-like Ability. DC is Charisma-based. Caster level is your Character level.Born under the Full Moon  XE "Born under the Full Moon"  [Birth](DR340 p57)1st level only May not have another [Birth] feat+1 bonus on Intimidate & Use Magical Device checks. Command, 1/day as a Spell-like Ability. DC is Charisma-based. Caster level is your Character level.Born under the Gibbous Moon  XE "Born under the Gibbous Moon."  [Birth](DR340 p57)1st level only May not have another [Birth] feat+1 bonus on Bluff & Gather Information checks. Calm Animals, 1/day as a Spell-like Ability. DC is Charisma-based. Caster level is your Character level.Born under the Half Moon  XE "Born under the Half Moon"  [Birth](DR340 p56)1st level only May not have another [Birth] feat+1 bonus on Balance & Concentration checks. Expeditious Retreat, 1/day as a Spell-like Ability. Caster level is your Character level.Born under the New Moon  XE "Born under the New Moon"  [Birth](DR340 p56)1st level only May not have another [Birth] feat+1 bonus on Hide & Sleight of Hand checks. Disguise Self, 1/day as a Spell-like Ability. Caster level is your Character level.Combat Casting XE "Combat Casting"  [General](PH p92)+4 bonus on Concentration checks to cast a spell defensively, while grappled, or while pinned.Complementary Insight  XE "Complementary Insight"  [General](RoD p150)Half-Elf onlyHaving 5 or more ranks gives you a +3 bonus on skill checks with each of its synergistic skills, instead of the usual +2.Craft Expertise XE "Craft Expertise"  [General](DR339 p34)When using a Craft check to create items by the day or by the week, you generate 2x the normal valueDaredevil Athlete  XE "Daredevil Athlete"  [General](CSco p076)As an Immediate Action, gain a +5 Competence bonus on one Balance, Climb, Escape Artist, Jump, Ride, Swim, or Tumble check. Usable 3/day.Deceitful  XE "Deceitful"  [General](PH p93)+2 bonus to Disguise & Forgery checks.Defensive Climber  XE "Defensive Climber"  [General](DR343 p32)Dexterity 15 AthleticBy taking a 10 penalty on your Climb check, you retain your Dexterity bonus to AC while climbing and do not need to make a Climb check each time you are hit.Deft Hands XE "Deft Hands"  [General](PH p93)+2 bonus to Sleight of Hand & Use Rope checks.Desertborn XE "Desertborn"  [General](DR323 p90)+2 bonus to Survival checks made while in a desert. You may treat heat condition as if they were 20 degrees cooler (DMG p303).Diligent  XE "Diligent"  [General](PH p93)+2 bonus to Appraise & Decipher Script checks.Earthcraft  XE "Earthcraft"  [General](DR314 p29)+2 bonus to Knowledge (architecture & engineering) & Knowledge (dungeoneering) checks.Education XE "Education"  [General](Eb p52)1st level onlyAll Knowledge skills are added to your In-Class Skill List. +1 bonus on two specific Knowledge skills of your choice.Efficient Hunter  XE "Efficient Hunter"  [General](DR333 p84)Survival: 1 rank Raised in a plains environment+2 bonus on Survival checks. When you are living off the land, you may provide food for a number of people equal to your Wisdom modifier (minimum 1) without a change in the DC of your Survival check.Extraordinary Concentration  XE "Extraordinary Concentration"  [General](CAdv p109)Concentration: 10 ranksYou may maintain Concentration on a spell as a Move Action (DC 25 + spell level). If you beat the DC by 10 or more, you can maintain concentration as a Swift Action. If you fail your check, you lose concentration.Flexible Mind XE "Flexible Mind"  [Anarchic](DR326 p80)Chaotic alignmentChoose two skills that you have ranks in. These skills are always in-class for you from now on. Both skills receive a +1 bonus. You gain a Chaotic Aura equal to your Character level. It can discerned by Detect Chaos spell or ability.Guerilla Trapsmith XE "Guerilla Trapsmith"  [General](DR342 p85)+2 bonus to Craft(trapmaking) checks. The DC on Search and Disable Device checks against your traps is at +2. You may create a Booby Trap (CR ) in 5 rounds (instead of 1 minute). More details in DMG2 p31.Hard to Fool XE "Hard to Fool"  [General](DR317 p82)+2 bonus on Will saves vs. Illusion. +2 bonus on Sense Motive checks.Haunting Similarity XE "Haunting Similarity"  [General](DU127 p49)Ability to assume anothers appearance, either naturally, using Alter Self, etc.+2 bonus on Disguise checks to impersonate a specific individual. If the creature you are impersonating damages you, he/she is Shaken for 1 round (no save). This is a Fear effect.High Society XE "High Society"  [General](DR333 p89)Diplomacy: 4 ranks+3 bonus on Bluff, Diplomacy, & Disguise checks made when interacting with members of the highest level of society.Improved Disguise XE "Improved Disguise"  [General](DR335 p92)Charisma 13 Disguise: 7 ranks Sense Motive: 5 ranksYou do not suffer the normal 2 penalty when disguising yourself as another gender, race, or age category. You can don a disguise in half the normal time.Improved Diversion XE "Improved Diversion"  [General, Fighter](CAdv p110)Bluff: 4 ranksYou can use Bluff to create a diversion as a Move Action. You gain a +4 bonus when doing so. Inside Connections  XE "Inside Connections"  [General](RoD p153)Choose a specific organization of which you have knowledge and with which you are on neutral or better terms. You gain a +4 circumstance bonus to Diplomacy, Gather Information, Knowledge (local), and Sense Motive checks made in conjunction with that organization.Investigator XE "Investigator"  [General](PH p97)+2 bonus to Gather Information & Search checks.Jack of All Trades  XE "Jack of All Trades"  [General](CAdv p110)Intelligence 13You can use any skill as if you had trained rank in that skill.Magical Aptitude XE "Magical Aptitude"  [General](PH p97)+2 bonus to Spellcraft & Use Magical Device checks.Master Bowyer  XE "Master Bowyer"  [General](DR350 p90)Craft(bowyer): 6 ranksYou may create Masterwork Bows & Arrows in half the standard time & for half the standard cost.Master Swimmer  XE "Master Swimmer"  [General](DR343 p32)Strength 15 AthleticWhen swimming, you only take the normal Armor Check penalty & Encumbrance penalty (instead of 2x).Menacing Demeanor  XE " Menacing Demeanor" [General](RoS p142)Orc or Orc blood only+4 bonus on Intimidate checks.Mounted Casting  XE "Mounted Casting"  [General](Mini p27)Mounted Combat Ride: 1 rankReceive a +10 bonus on Concentration checks to cast while mounted.Natural Dowser XE "Natural Dowser"  [General](DR323 p90)Survival: 4 ranks+4 bonus on Survival checks to get along in the wild.Negotiator XE "Negotiator"  [General](PH p98)+2 bonus to Diplomacy & Sense Motive checks.Nimble Fingers XE "Nimble Fingers"  [General](PH p98)+2 bonus to Disable Device & Open Lock checks.Noble Warrior XE "Noble Warrior"  [General](DR317 p83)+2 Competence bonus on Knowledge (history) and Knowledge (nobility and royalty) checks.Old Salt  XE "Old Salt"  [General](Storm p93)Profession(sailor): 5 ranks Gain a +1 bonus on Balance, Profession (sailor), and Use Rope checks. You may use Profession (sailor) when making a Predict Weather check (usually uses Survival).Passive Reconnoiter  XE "Passive Reconnoiter"  [General, Scout](DR346 p87)Survival: 4 ranksWhen you spend a Full Round Action looking for opponents, you receive a +3 Circumstance bonus on Listen and Spot checks.Persuasive XE "Persuasive"  [General](PH p98)+2 bonus to Bluff & Intimidate checks.Pilgrim  XE "Pilgrim"  [General](DU142 p93)Know(geography): 5 ranks Able to speak at least 3 languagesWhen undertaking a pilgrimage, you receive a +1 Morale bonus on Will saves & on all Charisma-based skill checks for 1 month. After this time, you instead receive a 1 penalty on both until you reach your destination. Once at your destination & you have undertaken the appropriate rituals, you receive a +4 Competence bonus on a skill related to the destination (but loose the bonus / penalty indicated above). When you decide to undertake a new pilgrimage, you love the skill bonus but again gain the bonus on Will saves & Charisma-based skill checks.Quick Reconnoiter XE "Quick Reconnoiter"  [General, Scout](CAdv p112) (CAdv p10)+Listen: 5 ranks Spot: 5 ranksYou can make one Spot check and one Listen check each round as a Free Action.Recognize Imposter XE "Recognize Imposter"  [General](Eb p58)Sense Motive: 3 ranks Spot: 3 ranks+4 bonus on Spot check to oppose Disguise checks. +4 bonus on Sense Motive checks to oppose Bluff checks.Sailors Balance  XE "Sailors Balance"  [General](Storm p93)Profession(sailor): 4 ranks Gain a +5 Competence bonus on Balance checks made while on a deck or in the ships riggings. You may move across a slipper deck at your normal speed.Savvy Swimmer XE "Savvy Swimmer"  [General](DR323 p90)Swim: 4 ranksWhen swimming in armor that you have proficiency with, you only receive the Armor Check Penalty (instead of 2x) on your Swim check.Scout the Path  XE "Scout the Path"  [General, Scout](DR346 p87)Survival: 4 ranks+3 bonus when making a Survival check to Trailblaze (see the Skill Index for details). In addition, all allies within 20 receive a +1 bonus on their Hide and Move Silently checks.Sea Legs  XE "Sea Legs"  [General](Storm p93) (DR314 p45)+2 bonus to Balance & Tumble checks and +1 bonus on Initiative checks, as long as you are on a floating ship.Seafarer  XE "Seafarer"  [General](DR337 p96)Profession (sailor) and Survival are always class skills for you. +2 bonus to Profession (sailor) checks. +2 bonus to Survival checks while on a ship or boat.Secrets of Dusk  XE "Secrets of Dusk"  [General](DR340 p48)Character level 6th Born under a Setting Sun Skill Focus (any Knowledge)You may Take 10 on Concentration checks at any time. You may Take 20 with a Knowledge skill that you have Skill Focus with, usable 1/day.Self-Sufficient XE "Self-Sufficient"  [General](PH p100)+2 bonus to Heal & Survival checks.Shipborn XE "Shipborn"  [General](DR323 p90)+2 Circumstance bonus on skill checks made in the operation of a ship. These include Balance, Climb, Craft (shipbuilding), & Profession (sailor) checks. Only applies when on a ship or repairing one in dock.Skill Focus XE "Skill Focus"  [General, Scout](PH p100) (CAdv p10)++3 bonus to all checks involving one skill. This feat may be taken multiple times, once per skill.Sociable Personality XE "Sociable Personality"  [General](RoD p153)Half-Elf only Charisma 13 You may reroll any Diplomacy or Gather Information check. You must take the new result.Steady Concentration XE "Steady Concentration"  [General](RoS p144)Concentration: 8 ranksYou can always Take 10 on Concentration checks.Steady Mountaineer XE "Steady Mountaineer"  [General](RoS p144)Climb: 8 ranks Jump: 8 ranks -or- GoliathYou can always Take 10 on Climb checks.Stealthy XE "Stealthy"  [General](PH p101)+2 bonus to Hide & Move Silently checks.Tactile Trapsmith XE "Tactile Trapsmith"  [General](CAdv p112)Use your Dexterity modifier instead of your Intelligence modifier for Disable Device and Search checks. You receive no penalty on these checks due to darkness or blindness.Tutor  XE "Tutor"  [General](DR310 p70)Intelligence 13You grant another character a +2 Competence bonus in a skill that you have at least one rank in (including cross-class skills) by training him/her for 4 days. Your trainee loses the bonus if you do not spend one hour each day refreshing his/her knowledge. You may have your Intelligence modifier in trainees at one time & each trainee may only have such a bonus in one skill.Undead Empathy XE "Undead Empathy"  [General](Eb p61)Charisma 13+4 bonus on Diplomacy checks to change the attitude of Intelligent Undead. You can also use your Diplomacy to influence Mindless Undead (such as Skeletons, Zombies, etc.). Mindless Undead initially have the attitude of Hostile. Action Target Attitude Target DC Stop a random Mindless Undead from attacking Indifferent 25 Stop a Mindless Undead under orders from attacking Friendly 35 Make a Mindless Undead abandon what it has been ordered to guard Helpful 50Urban Stealth  XE "Urban Stealth"  [General](RoD p154)Know (local): 4 ranks+3 bonus to Hide and Move Silently checks in a small city (or larger) community.Versatile Performer XE "Versatile Performer"  [General](CAdv p112)Perform: 5 ranksPick a number of Perform categories equal to your Intelligence modifier (minimum 1). When making checks, treat all categories as if they had as many ranks as your highest-ranked category. You gain a +2 bonus to check when using more than one of these Performance categories together. Feats that Add to Class Skill Lists Add to Skill ListsSourcePrerequisiteDescriptionAble Learner  XE "Able Learner"  [General](RoD p150)Human or Doppelganger 1st level onlyAll skills are in-class and only cost 1 skill point. Does not effect the cost of learning a language or gaining literacy.Born under a Setting Sun  XE "Born under a Setting Sun"  [Birth](DR340 p48)1st level only May not have another [Birth] featConcentration is always an in-class skill for you. +1 bonus on any two Knowledge skills.Bronze Solaris Member  XE "Bronze Solaris Member"  [General](DR334 p93)Sorcerer level 1st + 1st Level onlyYou descended from an Ancient Deity and are a member of The Order of the Bronze Solaris. 1. Knowledge (religion) is a Sorcerer class skill for you. Receive a +3 bonus on Knowledge (religion) checks related to your Ancestor Deity. 2. You are proficient with the Favored Weapon of your Ancestor Deity.City Slicker  XE "City Slicker"  [General](RoD p150)1st Level onlyDisguise, Forgery, Gather Information, and Knowledge (local) are always class skills for you.Divine Inspiration  XE "Divine Inspiration"  [General](DR330 p85)Ability to Turn Undead Bardic Music class ability1. Your Bard and Cleric levels stack to determine what Bardic Music abilities are available to you. 2. Perform is always a Class skill for you.Draconic Heritage XE "Draconic Heritage"  [Draconic](CArc p77)Sorcerer level 1stChoose one of the following types of Dragons. 1. Gain the listed skill as an in-class skill. 2. You receive a +1 bonus per Draconic feat on save vs. Sleep, Paralysis, & spells of the listed Energy Type. Dragon Energy Type Skill Dragon Energy Type Skill Black Acid Hide Brass Fire Gather Info. Blue Electricity Listen Bronze Electricity Survival Green Acid Move Silently Copper Acid Hide Red Fire Intimidate Gold Fire Heal White Cold Balance Silver Cold DisguiseEcclesiarch XE "Ecclesiarch"  [General](Eb p52)Know (religion): 6 ranksYou are respected by a church hierarchy. Add Gather Information and Know (local) to your In-Class Skill List. If you have the Leadership Feat, receive a +2 bonus on your Leadership score.Education XE "Education"  [General](Eb p52)1st level onlyAll Knowledge skills are added to your In-Class Skill List. +1 bonus on two specific Knowledge skills of your choice.Hymnist XE "Hymnist"  [General](DR325 p62)Bardic Music class ability Ability to cast Divine spellsPerform is always a Class skill for you. Receive your Wisdom modifier as a bonus to all Perform checks.Noble Born  XE "Noble Born"  [General](DR333 p45)1st Level onlyDiplomacy and Knowledge (nobility & royalty) are always class skills for you. If you take the feat Leadership, receive +2 bonus on your Leadership score.Polyglot  XE "Polyglot"  [General](DR323 p90)Gain one language immediately upon taking this feat. Speak Language is always a Class skill for you.Recognized Leader  XE "Recognized Leader"  [General](DR334 p84)Leadership Old age Membership in a tribeDiplomacy & Knowledge (history) are always in-class skills for you. Receive a +1 bonus on Diplomacy & Knowledge (history) checks. You may gain a Cohort with levels in Barbarian as if your Leadership score was +1.Seafarer  XE "Seafarer"  [General](DR337 p96)Profession (sailor) and Survival are always class skills for you. +2 bonus to Profession (sailor) checks. +2 bonus to Survival checks while on a ship or boat. Feats that Give New Uses for Skill News Uses for SkillSourcePrerequisiteDescriptionAppraise Magic Value XE "Appraise Magic Value"  [General](CAdv p103)Appraise: 5 ranks Know (arcana): 5 ranks Spellcraft: 5 ranksIf you know an item is magical, you may spend 8 hours and 25 gp in special materials to make an Appraise check (DC 10 + items caster level) to determine its exact properties.Astral Tracking XE "Astral Tracking"  [General](DR313 p110)Track Know (planes): 11 ranks Spellcraft: 8 ranks Survival: 10 ranksYou may make Survival checks to track creatures through the planes. 1. Track through the featureless Astral Plane DC 25. 2. Determine the destination of a Teleport spell or effect when standing at the point of departure DC 30. If you succeed and can teleport, then you may attempt to follow as if you had viewed the destination once.Breath Control  XE "Breath Control"  [General, Fighter](DR333 p88)Perform (wind instrument): 5 ranks+2 bonus on Perform (wind instrument) checks. +2 bonus on saves vs. inhaled poisons and nauseating vapors. Able to hold your breath for either 2 times Constitution score or Perform (wind instrument) check rounds, whichever is higherCombat Acrobat  XE "Combat Acrobat"  [General, Fighter](PH2 p76)Balance: 9 ranks Tumble: 2 ranksAcrobatic Recovery make a Balance check vs. DC 20 to avoid being knocked Prone. Sure Footed Maneuver make a Balance check vs. DC 15 to treat up to 4 squares of Difficult Terrain as normal terrain with regards to movement.Extraordinary Spell Aim  XE "Extraordinary Spell Aim"  [General](CAdv p109)Spellcraft: 15 ranksWith a Spellcraft check (DC 25 + spell level) you can shape an area spell so it does not affect one creature within its area. Casting a spell affected by this feat is a Full Round action, unless the spells casting time is greater, in which case the casting time in unchanged.Investigate XE "Investigate"  [General](Eb p55)You may attempt to locate and interpret clues left at a crime scene by making a Search check. The DC of the check is determined by the factors listed at Eb p56.Keen-Eared Scout XE "Keen-Eared Scout"  [General](PH2 p80)Listen: 6 ranks Alertness or Skill Focus (listen)If your Listen check exceeds the DC by the indicated amount, you lead additional information (cumulative): Exceed DC Additional Information +5 Size, Speed, & Direction of noise source +10 Exact current position of noise source +15 Armor worn & items carried by noise source (if any) +20 Type & Subtype of the noise source Also, you gain a +5 bonus to pinpoint the location of Invisible creatures.Master Manipulator  XE "Master Manipulator"  [General](PH2 p80)Diplomacy: 9 ranks Charisma 13Gain the following two abilities. Each cannot be used in combat & you must share a language with your target. Captivating Speech you may distract (1 + Charisma modifier) creatures within 20 as long as you speak, inflicting a 4 penalty on each ones Listen, Sense Motive, & Spot checks. You must make a Diplomacy check opposed by the targets Diplomacy or Will save (whichever is better). Trap of Words if a creature attempts a Bluff vs. Sense Motive check against you and you win, you lead the creature to believe his/her lie worked. After 1 minute, make a Diplomacy check opposed by the creatures Bluff check. If successful, you trick the creature into revealing the lie & the reason making itMaster of Mockery  XE "Master of Mockery"  [General, Fighter](DR333 p88)Perform(comedy): 8 ranksAs a Standard Action, you may attempt to enrage a single melee opponent. If your opponent fails his/her Will save (DC = your Perform (comedy) check), the enraged opponent must focus all his/her attacks on you (ignoring all others). The enraged opponent gains a +2 Morale bonus on attack rolls against you, but receives a 2 penalty to AC. This is a mind-affecting, language-dependant effect.Mobile Spellcasting  XE "Mobile Spellcasting"  [General](CAdv p111)Concentration: 8 ranksYou can make a special Concentration check (DC 20 + spell level) to cast a spell and move as one Standard Action. You cant use this ability to cast spells that normally take longer than a Standard Action to cast. If you fail the check, you lose the spell. You may combine the effect of this feat with casting on the defensive, by raising the DC by 5.Pathfinder  XE "Pathfinder"  [General](DR339 p87)Track Know(geography): 1 rank Survival: 1 rankYou may not become lost due to poor visibility or difficult terrain. By making a Survival check vs. DC 20, you may reduce the effect of difficult terrain on movement by th (max 3/4x). By making a Survival check vs. DC 30, you may reduce the effect of difficult terrain on movement by th (max 1x). Research XE "Research"  [General](Eb p59)You may attempt to glean information from books, scrolls, etc., by making a Knowledge check. The DC of the check is determined by the factors listed at Eb p59.Suppress Presence  XE "Suppress Presence"  [General](DR343 p32)Dexterity 15 StealthyCreatures with the blindsense special ability must make a Listen or Spot check (as appropriate for the creature) vs. your Hide check to perceive you. You must have Cover to hide from blindsense.Supremely Confident XE "Supremely Confident"  [General, Fighter](DR335 p88)Perform (act): 7 ranksWhen making a Demoralize actions, you may use a Perform (act) check in place of an Intimidate check. On a confirmed Critical Hit, you immediately may attempt a Demoralize action on the foe you struck as a Free Action.Track XE "Track"  [General, Scout](PH p101) (CAdv p10)+Ranger 1st You may attempt to follow tracks by making a Survival check each mile. The DC of the check is determined by the factors listed at PH p101.Urban Tracking  XE "Urban Tracking"  [General](Eb p61) (RoD p154)You may attempt to locate or trail an individual by making a Gather Information check each hour. The DC of the check is determined by the factors listed at Eb p61.Vatic Gaze  XE "Vatic Gaze"  [General](PH2 p85)Arcane spellcaster 9th lvl1. Detect Magic, at will. 2. By making a Sense Motive check vs. DC (5 + targets caster level), you may determine the highest level spell the target is still capable of casting.Wanderers Diplomacy  XE "Wanderers Diplomacy"  [General](PH2 p85)Halfling or Bluff: 4 ranks Diplomacy: 4 ranks Sense Motive: 4 ranksGain the following abilities: Canny Merchant you can make a Diplomacy check to locate a desired object that is normally too expensive for the current settlement to sell. You must still purchase the object after locating it. The DC of the check is 10 + ((items gp cost settlements gp limit) / 1000). Intuitive Communication you may communicate in a simple way with a creature whose language you do not share by spending 1 minute interacting with it and then making a Sense Motive check vs. DC 20 if you and the creature are of the same type, otherwise DC 30. Social Agility you may temporarily change a creatures Attitude towards you by using Bluff (instead of Diplomacy as usual). The attempt takes a Standard Action and its DC is the same as changing an Attitude with Diplomacy. You may not use this ability on a creature with the Attitude of Hostile. If successful, the effect lasts for 1 minute, after which the creatures Attitude becomes one category worse than it started for 10 minutes.War Chant XE "War Chant"  [General, Fighter](DR335 p88)Perform (sing): 7 ranksBy chanting for at least 3 rounds before combat begins (a Free Action each round), the following occur: 1. You gain a +2 bonus on your Initiative check. 2. Allies within 30 who were listening to the chant receive a +1 Morale bonus on their Initiative check. The effects of multiple chanters on their allies stack (up to a max of +4). Skill Trick Feats Skill Trick FeatsSourcePrerequisiteDescriptionCool Head XE "Cool Head"  [General](CSco p075)any 2 Mental Skill TricksGain 2 extra Mental Skill Tricks that do not count against your maximum.Freerunner XE "Freerunner"  [General](CSco p077)any 2 Movement Skill TricksGain 2 extra Movement Skill Tricks that do not count against your maximum.Sure Hand XE "Sure Hand"  [General](CSco p081)any 2 Manipulation Skill TricksGain 2 extra Manipulation Skill Tricks that do not count against your maximum.Sweet Talker XE "Sweet Talker"  [General](CSco p081)any 2 Interaction Skill TricksGain 2 extra Interaction Skill Tricks that do not count against your maximum. Saving Throw Feats Saving Throw FeatsSourcePrerequisiteDescriptionArcane Defense  XE "Arcane Defense"  [General](CArc p73)Spell Focus in the chosen School of Magic+3 bonus on saves vs. spells from the chosen School of Magic. You may take this feat multiple times, each time choosing a different School of Magic.Aura of Bravery  XE "Aura of Bravery"  [General](DR323 p96)All allies within 10 of you gain a +2 Morale bonus on saves vs. Fear as long as you are not affected by the Fear effect. You do not receive the bonus.Battlefield Inspiration [General] XE "Battlefield Inspiration" (Mini p25)Charisma 13As a Free Action, you may grant a +2 XXX bonus to saves vs. Fear to allies 30 with an Intelligence of 3+ who can hear you for XXX rounds. This feat may be taken multiple times, each time increasing the bon us by an additional +2.Born under a High Sun  XE "Born under a High Sun"  [Birth](DR340 p48)1st level only May not have another [Birth] feat+1 bonus on Intimidate checks. +2 bonus on saves vs. Fire effects. +1 bonus on all other Fortitude saves.Born under a Rising Sun  XE "Born under a Rising Sun"  [Birth](DR340 p48)1st level only May not have another [Birth] feat+1 bonus on Heal checks. +2 bonus on Will saves vs. Fear. +1 bonus on all other Will saves.Dive for Cover  XE "Dive for Cover"  [General](CArc p108)Base Reflex Save: +4If you fail a Reflex saving throw, you may immediately attempt the saving throw again. You become Prone immediately after attempting the second saving throw.Enduring Life  XE "Enduring Life"  [General](LM p26)Whenever you gain a Negative Level, you can ignore the penalties and other ill effects associated with that Negative Level for a number of minutes equal to your Constitution modifier (if any). Gain a +4 bonus on Fortitude saves to remove Negative Levels.Filth Eater  XE "Filth Eater"  [General](Sharn p157)+4 bonus on saves vs. Disease or Ingested Poisons. Even if you fail the save, the ability damage you take from either of these sources is reduced by 1 point (minimum 1)Force of Personality  XE "Force of Personality"  [General](CAdv p109)Charisma 13Add your Charisma modifier instead of you Wisdom modifier as a bonus when making a Will save vs. mind-affecting spells and abilities.Gift of Faith XE "Gift of Faith"  [Exalted](BoED p43)Wisdom 13+2 bonus on saving throws to resist [fear], despair effects, or similar mind-affecting conditions (but not charms or compulsions).Great Fortitude  XE "Great Fortitude"  [General, Scout](PH p94) (CAdv p10)++2 bonus to all Fortitude saving throws.Hard to Fool XE "Hard to Fool"  [General](DR317 p82)+2 bonus on Will saves vs. Illusion. +2 bonus on Sense Motive checks.Indomitable Soul XE "Indomitable Soul"  [General](PH2 p80)Endurance Iron WillWhen making a Will save vs. a Mind-Affecting or Fear ability, roll two d20s and take the better.Insightful Reflexes  XE "Insightful Reflexes"  [General](CAdv p110)Add your Intelligence moodier instead of your Dexterity modifier as a bonus to Reflex saves.Iron Will  XE "Iron Will"  [General, Scout](PH p97) (CAdv p10)++2 bonus to all Will saving throws.Lasting Life  XE "Lasting Life"  [General](LM p28)Endurance Enduring LifeOnce per round as a Standard Action, you can attempt to remove one Negative Level from yourself with a Will save (DC 10 + attackers HD + attackers Charisma modifier).Lightning Reflexes XE "Lightning Reflexes"  [General, Scout](PH p97) (CAdv p10)++2 bonus to all Reflex saving throws.Piercing Sight  XE "Piercing Sight"  [General](RoS p143)Gnome +4 bonus on saving throws to disbelieve Illusions (must have disbelief in the saving throw entry).Pilgrim  XE "Pilgrim"  [General](DU142 p93)Know(geography): 5 ranks Able to speak at least 3 languagesWhen undertaking a pilgrimage, you receive a +1 Morale bonus on Will saves & on all Charisma-based skill checks for 1 month. After this time, you instead receive a 1 penalty on both until you reach your destination. Once at your destination & you have undertaken the appropriate rituals, you receive a +4 Competence bonus on a skill related to the destination (but loose the bonus / penalty indicated above). When you decide to undertake a new pilgrimage, you love the skill bonus but again gain the bonus on Will saves & Charisma-based skill checks.Pirate Luck XE "Pirate Luck"  [General](DR323 p90)Charisma 13You may reroll one saving throw per day before the DM declares if it was successful or not. You must take the second roll.Protected Destiny  XE "Protected Destiny"  [General](RoD p153)Human or Half-Human Character level 3rd Heroic DestinyIf you roll a natural 1 on a saving throw, you may reroll it. Usable once per day.Resist Telekinesis XE "Resist Telekinesis"  [General](DR309 p110)Intelligence 13 Combat Expertise Spellcraft: 2 ranksYou are practiced at avoiding the various effects of Telekinesis. 1. +8 bonus to resist the effects of Telekinesis (combat maneuver) (which includes Bull Rush, etc.). 2. +4 bonus on Will saves to avoid Telekinesis (violent thrust).Sailor Will  XE "Sailor Will"  [General](DR323 p90)Base Will Save +2+1 bonus on Will saves. +4 bonus on your check to avoid being Demoralized (see the Intimidate skill).Spirit of Dawn  XE "Spirit of Dawn"  [General](DR340 p48)Character level 6th Born under a Rising Sun Diplomacy: 2 ranks+4 bonus on Will saves vs. Fear (supersedes the bonus from Feat: Born under a Rising Sun). You may encourage all allies that can hear & understand you. Each ally (and yourself) receives a +2 Moral bonus on Will saves for Charisma modifier rounds. This is a Swift Action, usable 1/day.Steadfast Determination  XE "Steadfast Determination"  [General](PH2 p83)Endurance1. Use your Constitution modifier in place of your Wisdom modifier on Will saves. 2. You do not automatically fail Fortitude saves on a roll of natural 1.Strong Mind XE "Strong Mind"  [General](Eb p61) (Und p27)Wisdom 11Receive a +3 bonus on saving throws vs. Psionic abilities and mind attacks.Strong Stomach XE "Strong Stomach"  [General](DR326 p55)Receive a +4 bonus on saving throws vs. extraordinary, supernatural, or spell-like effects that cause Nausea or any other scent-based effect.Tomb-Born Resilience  XE "Tomb-Born Resilience"  [General](LM p30)Non-Good Alignment Tomb-Tainted Soul+2 bonus on saving throws vs. mind-affecting spells and abilities, poison, and disease.Unquenchable Flame of Life XE "Unquenchable Flame of Life"  [General](LM p31) (FoE p148)Receive a +2 bonus on saving throws vs. the Extraordinary & Supernatural abilities of Undead. If Undead are your Favored Enemy, you receive your Favored Enemy bonus vs. Undead instead of the +2.Unyielding Bond of Soul XE "Unyielding Bond of Soul"  [General](FoE p148)Receive a +2 bonus on saving throws vs. the Extraordinary & Supernatural abilities of Outsiders. If Outsiders are your Favored Enemy, you receive your Favored Enemy bonus vs. Outsiders instead of the +2Vengeance of Noon  XE "Vengeance of Noon"  [General](DR340 p48)Character level 6th Born under a High Sun Power Attack+4 bonus on saves vs. Fire effects (supersedes the bonus from Feat: Born under a High Sun). One of your weapons gains the Flaming weapon quality (doing +1d6 Fire damage) for Charisma modifier rounds. This is a Swift Action, usable 1/day.We Few, We Happy Few [General, Fighter] XE "We Few, We Happy Few" (DR335 p88)Perform (oratory): 7 ranksFollowing a 1 minute speech, you may make a Perform (oratory) check. Any ally who listened to the whole speech and understood it may use this check in place of his/her next Will save (though the subject must decide before rolling). If not used within 10 minutes, the effect dissipates. Movement Feats Movement FeatsSourcePrerequisiteDescriptionBrachiation  XE "Brachiation"  [General, Scout](CAdv p106) (CAdv p10)+Climb: 4 ranks Jump: 4 ranksYou can move through medium and dense forest area at your normal land speed. You must be at least 20 from the ground to use this ability.Dash XE "Dash"  [General](CWar p97) (Mini p25)You may increase your movement by 5 as long as you are wearing no more than Light armor and are no more than Lightly Encumbered.Fleet of Foot XE "Fleet of Foot"  [General](CWar p99)Dexterity 15 RunWhen running or charging, you can make one turn of up to 90 degrees. To maintain a charge, the last 10 must still be in a straight line. You can only use this Feat when wearing no more than Light Armor and no more than Lightly Encumbered.Floatation  XE "Floatation"  [General](DR314 p45)Skill Focus (Swim) Swim: 4 ranksYou may float on calm water as a Free Action. You are considered Prone, but otherwise may cast spell and/or attack. You may sleep while floating on the water.Flow with the Current  XE "Flow with the Current"  [General](DR314 p45)Skill Focus (Swim) Floatation Swim: 4 ranksWhile swimming, you receive a +2 bonus to Initiative checks & Reflex saving throws.Improved Flight  XE "Improved Flight"  [General](CAdv p110)Ability to flyYour maneuverability while flying improves one step (clumsy ! poor ! average ! good ! perfect).Improved Swimming  XE "Improved Swimming"  [General, Scout](CAdv p110) (CAdv p10)+Swim: 6 ranksYou can swim half your speed as a Move Action, or your speed as a Full Round Action.Rapid Swimming  XE "Rapid Swimming"  [General](Storm p93)Racial Swim speed Base Fortitude Save +2Swim speed increases by +20.Roofwalker  XE "Roofwalker"  [Tactical](RoD p156)Dodge Mobility Balance: 5 ranks Jump: 5 ranks You may use the following 3 tactical maneuvers: Fleet of Feet You can walk across a precarious surface at full speed without a penalty on your Balance check. Graceful Drop If you intentionally jump from a height, you take less damage than if you had fallen. On a successful Jump check, you take falling damage as if you had dropped 20 fewer. Master of the Roof Gain a +1 Dodge bonus to AC against any opponent at a different elevation than you.Run  XE "Run"  [General](PH p99)When running, the following apply: 1. You move at 5x your normal movement if wearing no more than Light armor & carrying no more than Light encumbrance. 2. You move at 4x your normal movement if wearing heavier armor or carrying more encumbrance. 3. You receive a +4 bonus on Jump checks when making a jump after a running start. 4. While running, you retain your Dexterity bonus to AC.Sahuagin Flip  XE "Sahuagin Flip"  [General, Fighter](Storm p93)Racial Swim speed DodgeAfter making a Standard Action melee attack, you may withdraw (i.e., 2x movement) as a Move Action as long as your are swimming away.Sandstep  XE "Sandstep"  [General](DR323 p90)The DCs of your Balance, Move Silently, and Tumble checks are not increase by the light / dense rubble & light undergrowth of a desert. Also, entering a square of light undergrowth in a desert only costs you 1 square of movement (instead of 2).Sprinter  XE "Sprinter"  [General](DR313 p31)Dexterity 15 Constitution 15 RunYou may increase your movement by 10 for a number of rounds equal to your Constitution modifier. This ability may be used up to 3 times per day.Swim-By Attack  XE "Swim-By Attack"  [General](Storm p94)Racial Swim speedYou may take a Move Action and have a Standard Action (typically an attack) occur at some point in the movement. In effect, Spring Attack when you are swimming.Tunnel Rat XE "Tunnel Rat"  [General](DR326 p55)Escape Artist: 4 ranksWhen squeezing, each space counts as 1 square of movement and you only suffer a 2 penalty on attack rolls. Normally, each space squeezed through costs 2 squares of movement and the penalty is 4. Armor & Shield Feats Armor & ShieldSourcePrerequisiteDescriptionArmor Proficiency (heavy)  XE "Armor Proficiency (heavy)"  [General](PH p89)Armor Proficiency (medium)You are proficient with all normal Heavy Armors.Armor Proficiency (light) XE "Armor Proficiency (light)"  [General](PH p89)You are proficient with all normal Light Armors.Armor Proficiency (medium)  XE "Armor Proficiency (medium)"  [General](PH p89)Armor Proficiency (light) You are proficient with all normal Medium Armors.Armor Specialization  XE "Armor Specialization"  [General, Fighter](PH2 p75)Armor Proficiency (appropriate type) Base Attack Bonus +12Choose a type of Medium or Heavy Armor that you are proficient with. When wearing a Masterwork (including Magical) version of this armor, you gain Damage Reduction 2 / . Does not apply when you loose your Dexterity bonus to AC. May be taken multiple times, each time with a different type of armor.Dwarven Armor Proficiency  XE "Dwarven Armor Proficiency"  [General, Fighter](RoS p138)Dwarf only Armor Proficiency (heavy)You are proficient with Battle Plate, Interlocking Plate, Interlocking Scale, and Mountain Plate.Exotic Armor Proficiency  XE "Exotic Armor Proficiency"  [General, Fighter](Und p25) (RoS p139)Armor Proficiency (appropriate type)You are proficient with a specific type of Exotic Armor.Exotic Shield Proficiency  XE "Exotic Shield Proficiency"  [General, Fighter](RoS p139)Shield Proficiency Base Attack Bonus +1You are proficient with a specific type of Exotic Shield.Greater Heavy Armor Optimization  XE "Greater Heavy Armor Optimization"  [General, Fighter](RoS p141)Armor Proficiency (heavy) Heavy Armor Optimization Base Attack Bonus +8When wearing Heavy Armor, increase the AC by 1 and reduce the Armor Check penalty by 2. These benefits stack with those of Heavy Armor Optimization, for a total increase in AC of 2 and a total reduction of Armor Check penalty of 3.Heavy Armor Optimization  XE "Heavy Armor Optimization"  [General, Fighter](RoS p141)Armor Proficiency (heavy) Base Attack Bonus +4When wearing Heavy Armor, increase the AC by 1 and reduce the Armor Check penalty by 1.Shield Proficiency  XE "Shield Proficiency"  [General](PH p100)You are proficient with all shields (except Tower Shields).Tower Shield Proficiency  XE "Tower Shield Proficiency"  [General](PH p101)Shield ProficiencyYou are proficient with Tower Shields. Hit-Point & Healing Feats Hit-Point / HealingSourcePrerequisiteDescriptionDiehard  XE "Diehard"  [General](PH p93)Endurance1. You automatically stabilize if you are reduced to 1 hp or lower. 2. When reduced to 1 hp or lower, you have the option of not going Unconscious. If you stay awake, you are considered Disabled. This means you can make one Move Action or one Standard Action each round. If you use a Standard Action (or a Free Action that is strenuous), you take 1 hp of damage. Endurance  XE "Endurance"  [General, Scout](PH p93) (CAdv p10)+Ranger 3rd 1. +4 bonus on checks for performing a physical action over a period of time, such as swimming or running. 2. +4 bonus on Constitution checks to avoid damage from starvation or thirst. 3. +4 bonus on Fortitude checks to avoid damage from hot or cold weather or from oxygen deprivation.Faster Healing XE "Faster Healing"  [General](CWar p98)Base Fortitude Save +5The rate of your natural healing of hit-points and ability damage increases. The hp value is multiplied by the Character level. Additional values are listed at (CWar p98). Days Activity Normal with Faster Healing Strenuous Activity 0 hp & 0 ability score 1 hp & 2 ability score Light Activity 1 hp & 1 ability score 1 hp & 2 ability score Complete Bed Rest 1 hp & 2 ability score 2 hp & 2 ability scoreHibernate  XE "Hibernate"  [General](DR313 p30)Constitution 13 EnduranceIf you sleep for 8 uninterrupted hours, you regain 2x your Character level in hit-points and 2 points of ability damage to each affected score. If you sleep for 24 uninterrupted hours, you regain 4x your Character level in hit-points and 4 points of ability damage to each affected score.Improved Toughness XE "Improved Toughness"  [General, Fighter](CWar p101) (MM3 p207)Base Fortitude Save +2Gain 1hp per hit-die. This applies to future hit-dice too. If a hit-die is permanently lost, you lose the bonus hp.Second Wind XE "Second Wind"  [General](Mini p28)You may heal yourself (Constitution modifier) hit-points (minimum 1), usable once per day.Toughness  XE "Toughness"  [General](PH p101)Gain +3 hit points. This feat may be taken multiple times. Social Feats Social FeatsSourcePrerequisiteDescriptionFavored of the Companions XE "Favored of the Companions"  [Exalted](BoED p43)Pledged fealty to one of the Paragon of the Guardinals (NG)Once per day, you receive a +1 Luck bonus on any one roll or check. You must be performing a good act. You may not take Knight of Stars or Servant of the Heavens after taking this feat.Friend of Earth  XE "Friend of Earth"  [General](DR314 p29)Member of an earth-focused sect or a follower of an earth-based deityYou receives a +4 bonus on any Charisma-based check to influence earth creatures, including creatures with the [earth] subtype, intelligence Constructs made from stone, etc. You receives a +2 bonus on any Charisma-based check to influence any created associated with earth or stone that does not have an [earth] subtype, such as Dwarves.Knight of Stars XE "Knight of Stars"  [Exalted](BoED p44)Pledged fealty to a member of the Court of Stars (CG)Once per day, you receive a +1 Luck bonus on any one roll or check. You must be performing a good act. You may not take Favored of the Companions or Servant of the Heavens after taking this feat.Noble Born  XE "Noble Born"  [General](DR333 p45)1st Level onlyDiplomacy & Knowledge (nobility & royalty) are always class skills for you. If you take the feat Leadership, receive +2 bonus on your Leadership score.Resourceful Buyer  XE "Resourceful Buyer"  [General](RoD p153)Whenever you are buying goods, the community is treated as one category larger for determining the value of the most expensive items available. This benefit does not stack with any other effect with a similar benefit.Servant of the Heavens XE "Servant of the Heavens"  [Exalted](BoED p46)Pledged fealty to one of the rulers of the Seven Heavens (LG)Once per day, you receive a +1 Luck bonus on any one roll or check. You must be performing a good act. You may not take Favored of the Companions or Knight of Stars after taking this feat.Smatterings  XE "Smatterings"  [General](RoD p153)Intelligence 13You can quickly learn enough of a language to ask and understand simples questions, explanations, and instructions. It takes 2d6 days to gain the benefit the first time you encounter the language, but only 1d4 days for subsequent encounters. This benefit only applies to verbal communication.True Believer XE "True Believer"  [General](CDiv p86) (DR333 p50)Must have a Patron Deity & be within one step of the Deitys alignment+2 Insight bonus on one Saving Throw per day, decided before making the save. May use Relics of your Deity.Wise Elder  XE "Wise Elder"  [General](DR334 p84)Leadership Recognized Leader Old age Membership in a tribeWhen using Diplomacy or Intimidate to influence your own trip, you may reroll a check, though you must take the second roll (even if worse). Usable 1/day. You may gain a Cohort with levels in Barbarian as if your Leadership score was +2 (supersedes bonus from Recognized Leader). Leadership Feats Leadership FeatsSourcePrerequisiteDescriptionAssemble the Horde  XE "Assemble the Horde"  [General](DR346 p52)Leadership Character level 6th Leadership score 4 higher than your level+1 bonus on your Leadership score. For each Follower who is above 1st level, gain an extra 1st level follower.Class Champion  XE "Class Champion"  [General](DR346 p53)Leadership Character level 6th Leadership score 4 higher than your level+1 bonus on your Leadership score. Gain two additional Followers of the highest level available for your Leadership score, but they must be the same class (i.e., Fighter, Cleric, Rogue, etc.) as you.Close Cohort  XE "Close Cohort"  [General](DR346 p53)Leadership Character level 6th Leadership score 2 higher than your levelYour Cohort may be one level below your level (instead of two below, as usual).Dragon Cohort  XE "Dragon Cohort"  [General](Dcn p105)Character level 9th Speak Language (Draconic)You gain a Dragon Cohort(Dcn p139), just as you would have with the Leadership feat; however, you may treat the Dragons ELC as if it were 3 lower than indicated.Dragon Steed  XE "Dragon Steed"  [General](Dcn p105)Ride: 8 ranks Charisma 13 Speak Language (Draconic)You gain the service of a Dragonnel(Dcn p150) as a steed. It serves you loyally, like a Cohort. If you have the Special Mount class feature (i.e., a Paladin or similar), the Dragonnel replaces your special mount.Ecclesiarch XE "Ecclesiarch"  [General](Eb p52)Know (religion): 6 ranksYou are respected by a church hierarchy. Add Gather Information and Know (local) to your In-Class Skill List. If you have the Leadership Feat, receive a +2 bonus on your Leadership score.Eye for Talent  XE "Eye for Talent"  [General](DR346 p53)Leadership Character level 6th Leadership score 2 higher than your level Sense Motive: 9 ranks+1 bonus on your Leadership score. You can replace Followers in 1d4 weeks (instead of the usual 1d4 months).Fanatical Devotion  XE "Fanatical Devotion"  [General](DR346 p53)Leadership Character level 6th Leadership score 3 higher than your level+1 bonus on your Leadership score. You do not receive a penalty on your Leadership score when a Follower dies.Great Captain  XE "Great Captain"  [General](Storm p92)Leadership Know(geography): 7 ranks Profession(sailor): 7 ranks1. You may command your vessel in combat as a Move Action (normally a Standard Action). 2. You may perform an Aid Other action that applies to all on board the vessel you command. The action applies to one check, typically Profession (sailor) or Profession (siege engineer).Improved Leadership XE "Improved Leadership  [General](DR317 p82)Leadership Charisma 15+2 bonus on your Leadership score.Leadership  XE "Leadership"  [General](PH p106) (DMG p106)+Character level 6th You attract a cohort and/or followers to help you in your goals.Natural Leader  XE "Natural Leader"  [General](DR346 p53)Leadership Character level 6th+2 bonus on your Leadership score.Noble Born  XE "Noble Born"  [General](DR333 p45)1st Level onlyDiplomacy & Knowledge (nobility & royalty) are always class skills for you. If you take the feat Leadership, receive +2 bonus on your Leadership score.Recognized Leader  XE "Recognized Leader"  [General](DR334 p84)Leadership Old age Membership in a tribeDiplomacy & Knowledge (history) are always in-class skills for you. Receive a +1 bonus on Diplomacy & Knowledge (history) checks. You may gain a Cohort with levels in Barbarian as if your Leadership score was +1.Undead Leadership  XE "Undead Leadership"  [General](LM p31)Character level 6th Non-Good Alignment Know (religion): 1 rankYou attract followers and a Cohort as if you had the Leadership Feat. Your Leadership score is +2 for attracting Undead, and 4 for attracting living followers. If you decide to attract an Undead Cohort, its maximum ECL is two below yours.Venerable Elder  XE "Venerable Elder"  [General](DR334 p84)Leadership Recognized Leader Wise Elder Venerable age Membership in a tribe+10 Insight bonus on any Diplomacy or Intimidate check. Usable 1/day. You may gain a Cohort with levels in Barbarian as if your Leadership score was +4 (supersedes bonus from Wise Elder).Wise Elder  XE "Wise Elder"  [General](DR334 p84)Leadership Recognized Leader Old age Membership in a tribeWhen using Diplomacy or Intimidate to influence your own trip, you may reroll a check, though you must take the second roll (even if worse). Usable 1/day. You may gain a Cohort with levels in Barbarian as if your Leadership score was +2 (supersedes bonus from Recognized Leader). Feats that Grant Spells Spell Granting FeatsSourcePrerequisiteDescriptionBinding Brand  XE "Binding Brand"  [General](PGE p36)You have the mark of the Binding Brand, a stylized flame. Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer: Guidance, Protection from Evil, Resistance. DC is Charisma-based.Born under the Crescent Moon  XE "Born under the Crescent Moon"  [Birth](DR340 p56)1st level only May not have another [Birth] feat+1 bonus on Sense Motive & Spot checks. Detect Thoughts, 1/day as a Spell-like Ability. DC is Charisma-based. Caster level is your Character level.Born under the Full Moon  XE "Born under the Full Moon"  [Birth](DR340 p57)1st level only May not have another [Birth] feat+1 bonus on Intimidate & Use Magical Device checks. Command, 1/day as a Spell-like Ability. DC is Charisma-based. Caster level is your Character level.Born under the Gibbous Moon  XE "Born under the Gibbous Moon."  [Birth](DR340 p57)1st level only May not have another [Birth] feat+1 bonus on Bluff & Gather Information checks. Calm Animals, 1/day as a Spell-like Ability. DC is Charisma-based. Caster level is your Character level.Born under the Half Moon  XE "Born under the Half Moon"  [Birth](DR340 p56)1st level only May not have another [Birth] feat+1 bonus on Balance & Concentration checks. Expeditious Retreat, 1/day as a Spell-like Ability. Caster level is your Character level.Born under the New Moon  XE "Born under the New Moon"  [Birth](DR340 p56)1st level only May not have another [Birth] feat+1 bonus on Hide & Sleight of Hand checks. Disguise Self, 1/day as a Spell-like Ability. Caster level is your Character level.Communicator XE "Communicator"  [General](CArc p76)Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer: Arcane Mark, Comprehend Languages, MessageGift of the Xoriat XE "Gift of the Xoriat"  [General](DR332 p45)Devotion to the Cult of the Dragon BelowCast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer: Daze, Lesser Confusion, Lullaby. DC is Charisma-based.Insightful XE "Insightful"  [General](CArc p80)Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer: Detect Magic, Detect Secret Doors, Read Magic.Necropolis Born XE "Necropolis Born"  [General](CArc p81)Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer: Cause Fear, Ghost Sound, Touch of Fatigue. DC is Charisma-based.Night Haunt XE "Night Haunt"  [General](CArc p81)Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer: Dancing Lights, Prestidigitation, Unseen Servant. DC is Charisma-based.Soul of the North XE "Soul of the North"  [General](CArc p83)Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer: Chill Touch, Ray of Frost, Resistance. DC is Charisma-based.Spell Hand XE "Spell Hand"  [General](CArc p83)Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer: Mage Hand, Open/Close, Tensers Floating Disk. DC is Charisma-based.Touch of Captivation XE "Touch of Captivation"  [General](PGE p35)From the Demon Wastes region of EberronYour eyes look unnatural, such as being slitted or having strangely colored pupils. Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer: Charm Person, Daze, Prestidigitation. DC is Charisma-based.Touch of Deception XE "Touch of Deception"  [General](PGE p35)From the Demon Wastes region of EberronWhen not disguised, your hair looks unusual, such as a strange color or unusual pattern. Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer: Disguise Self, Ghost Sound, Open/Close. DC is Charisma-based.Touch of Summoning XE "Touch of Summoning"  [General](PGE p35)From the Demon Wastes region of EberronYour facial features look unusual, such as a heavy brow ridge, deeply sunken eyes, etc. Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer: Acid Splash, Mage Hand, Summon Monster I (fiendish creatures only). DC is Charisma-based. Flying Feats Flying FeatsSourcePrerequisiteDescriptionAerial Reflexes  XE "Aerial Reflexes"  [General](RotW p148)When flying, gain a bonus on Reflex saves based on your Maneuverability: Maneuverability Bonus Maneuverability Bonus Perfect +4 Poor +1 Good +3 Clumsy +0 Average +2Aerial Superiority  XE "Aerial Superiority"  [General](RotW p148)When flying, gain a +1 Dodge bonus to AC against opponents who cannot fly or who have a worse Maneuverability rating then you.Born Flyer  XE "Born Flyer"  [General](RotW p148)Dexterity 13Gain a +4 Competence bonus on saves or checks you make to maneuver in the air or to stay aloft. Note: This feat allows you to qualify for other feats that have a natural Fly speed as the prerequisite.Diving Charge  XE "Diving Charge"  [General](RotW p150)If you make a Charge action while Flying, move at least 30 while descending at least 10, you gain a damage bonus based on your Flying speed, plus you have the option of turning in place after the attack so that you are now flying parallel to the ground (instead of crashing into it). Fly Speed Bonus up to 30 +1d6 31 90 +2d6 91+ +3d6Improved Flight  XE "Improved Flight"  [General](RotW p151)Natural Fly SpeedYour maneuverability category while flying improves by one category.Winged Warrior  XE "Winged Warrior"  [Tactical, Fighter](RotW p153)Must have Wings Hover Base Attack Bonus +4 You may use the following 3 tactical maneuvers: Dustup If you are standing in or flying no more than 10 above an area of lots of loose debris, you can use a Move Action to create a 20 radius hemispherical cloud. Creatures looking through 10 of the cloud have Concealment, while 20 grants Total Concealment & any within the cloud must make a Concentration check vs. DC 10 + your character level to cast a spell. Flying Leap If you move greater than your base Land speed, you a +4 bonus on Jump, Balance, and Climb checks due to the lift and stabilization effects of your wings. Shroud of Feathers By spending a Move Action to surround your body with your wings, you can make a Feint in combat as part of an attack. You cannot be flying to use this maneuver. You can only use this maneuver once per foe per combat. Misc. Feats Misc. FeatsSourcePrerequisiteDescriptionAncestral Relic  XE "Ancestral Relic"  [General](BoED p39)Good Alignment Character level 3rd Receive an item of masterwork quality that previously belonged to a family member or a member of your religious order. As you go up in level, the item can gain power to match your character level.Crowd Tactics  XE "Crowd Tactics"  [Tactical](RoD p156)Dodge Hide: 5 ranks You may use the following 3 tactical maneuvers when in a crowd that is Indifferent or Friendly to you: Moving with the Flow Entering a crowd square does not cost you extra movement. One with the Crowd +4 bonus to Hide checks while in a crowd square. Master of the Mob +4 bonus to Diplomacy checks to direct a crowd.Danger Sense  XE "Danger Sense"  [General, Scout](CAdv p106) (CAdv p10)+ (Mini p25)Improved InitiativeYou may roll two dice when making your Initiative check and take the better roll. Usable 1/day. Darkness Adaptation  XE "Darkness Adaptation"  [General](DR333 p84)Raised in an arctic environmentYou see twice as far as normal in areas of poor illumination. If you possess Low-Light Vision, you can see three times the normal distance.Deep Breather  XE "Deep Breather"  [General](DR335 p56)Constitution 16You may hold your breath 2x the normal number of rounds for your race before you risk drowning. For example, a Human with this feat could hold his/her breath (4 * Constitution score) rounds.Dragon Friend  XE "Dragon Friend"  [General](Dcn p105)Charisma 11 Speak Language (Draconic)You are a known and respected ally of dragons. +4 bonus to Diplomacy checks to adjust the attitude of a Dragon. +2 bonus to Ride checks made when you are mounted on a Dragon. +4 bonus on saves against the Frightful Presence of Good Dragons. You cannot take this feat if you have already taken the Dragonthrall feat.Dragon Totem XE "Dragon Totem"  [General](Eb p52)Region of origin Argonnesssen or Seren. Base Attack Bonus +1Choose one of the following Dragons to be your Totem. You gain Energy Resistance 5 against the listed energy. Totem Energy Totem Energy Black Acid Gold Fire Blue Electricity Green Acid Brass Fire Red Fire Bronze Electricity Silver Cold Copper Acid White ColdDragonthrall  XE "Dragonthrall"  [General](Dcn p105)Speak Language (Draconic)You have pledged your life to the service of evil dragonkind. +4 bonus on Bluff checks against a Dragon. +2 bonus to Ride checks made when you are mounted on a Dragon. +4 bonus on saves against the Frightful Presence of Evil Dragons. 2 to your saves vs. Enchantment spells & effects cast by Dragons. You cannot take this feat if you have already taken the Dragonfriend feat.Earth Sense  XE "Earth Sense"  [General](RoS p138)Constitution 13 Wisdom 13While touching the ground, you can take a Move Action to sense the number of creatures within 20 who are also touching the ground. You cannot pinpoint the location of any creature with this feat. Note: Creatures with the Air or Aquatic subtypes may not select this feat.Flesh of the Ice Tomb  XE "Flesh of the Ice Tomb"  [General](DU109 p50)Non-Good Alignment Tomb-Tainted Soul EnduranceCold damage you take becomes non-lethal damage.Greater Kiai Shout  XE "Greater Kiai Shout"  [General](CWar p99)Charisma 13 Base Attack Bonus +9 Kiai ShoutWhen you make a Kiai Shout, your opponents are Panicked for 2d6 rounds.Heroic Destiny  XE "Heroic Destiny"  [General](RoD p152)Human or Half-HumanOnce per day, before you make an attack roll, ability check, skill check, saving throw, or caster level check, you may roll 1d6 and add it as a bonus to the roll, check, or save.Human Heritage  XE "Human Heritage"  [General](RoD p152)1st level only Half-Human or Human-descended(RoD p150)You are considered Humanoid(human) for the purpose of adjudicating all effects. You retain any other subtypes you had (such as orc or extraplanar). You gain 4 additional skill points.Inspired Master XE "Inspired Master"  [General](DR339 p34)Any magic item you use has its Caster level treated as if it were +1 level.Item Familiar XE "Item Familiar"  [General](UA p170)Character level 3rd You bond with an object similarly to how a wizard bonds with a familiar. Your item familiar gains aspects of your life-force (which grants you abilities) as you go up in level. See Unearthed Arcana p170.Kiai Shout  XE "Kiai Shout"  [General](CWar p102)Charisma 13 Base Attack Bonus +1As a Standard Action, you may make a shout that causes all opponents within 30 that have fewer HD / Character levels than you to become Shaken (WillNeg DC is Charisma-based). You may use this ability 3 times per day.Nymphs Kiss XE "Nymphs Kiss"  [Exalted](BoED p44)1. +2 bonus on all Charisma-based skill checks. 2. +1 bonus on saving throws against spells & spell-like abilities. 3. +1 skill point per level, starting at this level.Orcus Bloodthirst Ritual  XE "Orcus Bloodthirst Ritual"  [General](DR315 p58)Patron Deity: Orcus Evil alignmentOn a successful Sneak Attack or confirmed Critical Hit, you may declare that you are also inflicting extreme pain upon your foe, who is Stunned for 1 round (FortNeg, DC is Wisdom based). Foes that are immune to pain, Sneak Attacks, and/or Criticals are immune to this ability. Usable 1/day. For purposes of Detect Evil (and similar spells & effects), you have an Evil Aura as powerful as an Evil Cleric of your same level. Intelligent Undead typically have a starting attitude towards you of Indifferent.Quiet Feet  XE "Quiet Feet"  [General](DR343 p32)Dexterity 15 StealthyYou are not detectable by the tremorsense special ability as long as you only move at speed and do not attack.Technomagical Implant  XE "Technomagical Implant"  [General](DR351 p92)Constitution 13 Character level 3rdYou may be implanted with Technomagical Implants (magic items that bond to the skin). There is a list on DR351 p93.Tomb-Born Fortitude  XE "Tomb-Born Fortitude"  [General](LM p30)Non-Good Alignment Tomb-Tainted SoulYou have a 25% chance to resist Critical Hits and Sneak Attacks. You do not risk death from massive damage.Tomb-Born Vitality  XE "Tomb-Born Vitality"  [General](LM p31)Non-Good Alignment Tomb-Tainted SoulYou to not need to sleep, and are immune to magical sleep effects. If you are a spellcaster, you still require 8 hours of rest to prepare spells.Tomb-Tainted Soul  XE "Tomb-Tainted Soul"  [General](LM p31)Non-Good AlignmentYou are healed by Negative Energy (such as Inflict Wounds spells) and damaged by Positive Energy (such as Cure Wounds spells).Touched by Ether  XE "Touched by Ether"  [General](DR343 p32)Charisma 13You always have Concealment vs. Incorporeal creatures (20% miss chance), since you are hard for them to see.Wild Touch XE "Wild Touch"  [Anarchic](DR326 p80)Chaotic alignment Use Magic Device: 8 ranksWhen determining the random effect of a magic item (i.e., drawing a card from a Deck of Many Things, activating a Rod of Wonder, etc.), you may roll twice and choose the more appropriate of the two. This ability may be used once per day. You gain a Chaotic Aura equal to your Character level. It can discerned by Detect Chaos spell or ability. Combat Feats General Combat Feats General Combat SourcePrerequisiteDescriptionCombat Intuition  XE "Combat Intuition"  [General, Fighter](CAdv p106)Base Attack Bonus +5 Sense Motive: 4 ranks As a Free Action, you can make a Sense Motive check to assess the challenge presented by an opponent (CAdv p102). You gain a +4 bonus to the check, and narrow the result to a single category. Whenever you make a melee attack against a creature you also attacked in melee last round, gain a +1 Insight bonus to your attack roll.Daunting Presence  XE "Daunting Presence"  [General, Fighter](LM p25) (Mini p25)Charisma 13 Base Attack Bonus +1 You may take a Standard Action to Awe an opponent with 30, who can see you, and who has an Intelligence score. If the opponent fails a Will saving throw (DC 10 + your character level + your Charisma modifier) it is Shaken for 10 minutes. This fear has no effect on a creature that is already ShakenDeadly Defense XE "Deadly Defense"  [General, Fighter](CSco p076)When Fighting Defensively or using Combat Expertise with at least a 2 penalty, you do +1d6 damage with a Light or Finesse melee weapon. You may only use this feat if you are wearing Light Armor or less.Distracting Attack XE "Distracting Attack"  [General, Fighter](Mini p25)Base Attack Bonus +1Any creature who attacks an opponent you attacked in the last round (even if you missed), receives a +1 Circumstance bonus on attack rolls against the opponent.Earth Adept  XE "Earth Adept"  [General](RoS p138)Constitution 13 Wisdom 13 Earth Sense+1 bonus on weapon damage if both you and your opponent are touching the ground.Earth Master  XE "Earth Master"  [General](RoS p138)Constitution 13 Wisdom 13 Earth Adept Earth Sense+1 bonus on attack rolls if both you and your opponent are touching the ground.Flick of the Wrist XE "Flick of the Wrist"  [General](CWar p99) (RotW p150)Dexterity 17 Quick Draw Sleight of Hand: 5 ranksIf you draw a Light weapon and attack with it in the same round, your opponent is Flat-Footed for the first attack. This ability can only be used once per round and only once per opponent in a given battle.Frightful Presence  XE "Frightful Presence"  [General](Dcn p106)Charisma 15 Intimidate: 9 ranksWhenever you attack or charge, all opponents within a 30 radius, who have fewer levels/HD than you do become Shaken for (1d6 + Charisma modifier) rounds (WillNeg, DC = 10 + character level + Charisma modifier). On a successful save, the opponent is immune to your Frightful Presence for 24 hours. This ability cannot affect creatures with Intelligence 3 or lower, nor does it work on Dragons.Goad  XE "Goad"  [General, Fighter](CAdv p109) (Mini p26)Charisma 13 Base Attack Bonus +1As a Move Action, you can goad an opponent who threatens you, has line of sight on you, can hear you, and has an Intelligence of 3 or higher (Goad is mind-affecting). On the goaded opponents next turn, if the above still applies, it cannot make melee attacks against anyone but you (WillNeg, DC = 10+ character level + Charisma modifier). The opponent may still move, cast spells, and use ranged attacks normally.Holy Subdual XE "Holy Subdual"  [Exalted, Fighter](BoED p44)Subduing StrikeIf you cause your weapon to do nonlethal damage, you have the option of making the following do nonlethal damage too: bonus damage from a Holy Sword, Smite Evil class ability, or any other Smite ability.Improved Initiative XE "Improved Initiative"  [General, Fighter, Scout](PH p96) (CAdv p10)+Gain a +4 bonus on Initiative checks.Intuitive Attack XE "Intuitive Attack"  [Exalted, Fighter](BoED p44)Base Attack Bonus +1When fighting with a Simple Weapon appropriate for your size, or a natural attack, you have the option of using your Wisdom modifier in place of your Strength modifier as a bonus on your attacks.Monkey Grip XE "Monkey Grip"  [General](CWar p103)Base Attack Bonus +1You may use some weapons one size category larger than normal in exchange for a 2 penalty on attacks. A Medium-sized character could use a Large-sized Longsword as a One-Handed Weapon. This feat does not allow you to use an oversized double weapon or to wield an oversized Light weapon in your off-hand.Mountain Warrior  XE "Mountain Warrior"  [General](RoS p142)Base Attack Bonus +3 Survival: 5 ranks+1 bonus to attack rolls on ranged attacks made from higher ground. +1 bonus to damage rolls on melee attacks made from higher ground. Opponents making a melee attack from higher ground do not receive the normal +1 to attack roll. +2 bonus on Balance checks made when moving on steep slopes.Overwhelming Assault XE "Overwhelming Assault"  [General](PH2 p81)Base Attack Bonus +15As a Free Action, designate a foe. If this foe is adjacent to you at the start and end of his/her round and does not attack you, cast a spell on you, or use a special ability on you, you receive a +4 melee attack bonus vs. that foe on the next round.Quick Draw  XE "Quick Draw"  [General, Fighter, Scout](PH p98) (CAdv p10)+Base Attack Bonus +1You may draw a weapon as a Free Action. You may draw a hidden weapon as a Move Action. You may draw thrown weapons as Free Actions, which allows you to make multiple attacks as part of a Full Round Attack (if your BAB is high enough).Simple Weapon Proficiency XE "Simple Weapon Proficiency"  [General](PH p100)Become proficient with all simple weapons (which includes Daggers, Maces, Sickles, Clubs, Morningstars, Spears, Quarterstaffs, Crossbows, Darts, Javelins, & Slings).Spectral Skirmisher XE "Spectral Skirmisher"  [General, Fighter](PH2 p83)Base Attack Bonus +6When you are Invisible, you gain the following benefits: a) creatures who cannot see you receive a 5 penalty on Listen checks to hear you. b) a creature attempting a melee attack against the square you are in generates an Attack of Opportunity. If you attack the creature, then he/she automatically knows where you are (assuming you are still Invisible). Defensive Feats Defensive FeatsSourcePrerequisiteDescriptionBattle Hardened XE "Battle Hardened"  [General, Fighter](DR343 p93)Base Attack Bonus +4You gain a +1 Circumstance bonus to your AC if two (or more) opponents who threaten you.Close-Quarters Fighting XE "Close-Quarters Fighting"  [General, Fighter](CWar p97)Base Attack Bonus +3You receive an Attack of Opportunity when a creature attempts to Grapple you, even if the creature has Improved Grapple or an ability that lets its start a Grapple without an Attack of Opportunity. If you cause damage on your Attack of Opportunity, the Grapple attempt automatically fails unless the attacker has Improved Grapple or a similar ability. In this case, add you damage to the initial Grapple check to see if the creature starts its Grapple. This Feat does not grant an extra Attack of Opportunity.Eyes in the Back of Your Head  XE "Eyes in the Back of Your Head"  [General](CWar p98)Wisdom 13 Base Attack Bonus +1Attackers who are flanking you do not receive a +2 attack bonus. You still are considered Flanked, so you can still be Sneak Attacked. This ability does not apply if you are Flat-Footed or deprived of your Dex.Stoneback  XE "Stoneback"  [General, Fighter](RoS p144)Shield Proficiency Tunnel FightingIf you have a ready Shield (with which you are proficient) and one side of your space is entirely in contact with a solid wall, you cannot be Flanked. General Melee Feats General Melee FeatsSourcePrerequisiteDescriptionBlind-Fight  XE "Blind-Fight"  [General, Fighter, Scout](PH p89) (CAdv p10)+If you miss a melee attack due to Concealment, you may reroll the miss chance to see if you can attempt to hit. You keep your Dexterity bonus to AC when attacked in melee by an invisible attacker. Also, your attacker does not get a +2 bonus due to being invisible. Darkness & poor lighting only reduce your movement to 75%, instead of 50%.Death Blow  XE "Death Blow"  [General](CAdv p106)Base Attack Bonus +2 Improved InitiativeYou may perform a Coup de Grace as a Standard Action that provokes an Attack of Opportunity.Elusive Dance  XE "Elusive Dance"  [General, Fighter](DR333 p88)Perform (dance): 5 ranksDuring your action, you may designate an opponent who may not make Attacks of Opportunity against you. If you have the feat Dodge, your designated Dodge and Elusive Dance opponent must be the same creature.Flensing Strike XE "Flensing Strike"  [General](Eb p53)Exotic Weapon Proficiency (kama) Weapon Focus (kama)Monk 2nd, Monk 6th As a Full Round Attack, make a single attack roll with a Kama. If it hits, your opponent takes the normal damage and is wracked with pain for 1 minute, receiving a 4 penalty on attacks, saves, & checks for 1 minute unless he/she makes a Fortitude save. The DC is 10 + Character level + Wisdom modifier. This ability may only be used on living, corporeal creatures that feel pain and are subject to critical hits. An Evil Monk may take this feat for their 2nd or 6th level bonus Monk Feats.Giantbane XE "Giantbane"  [Tactical, Fighter](CWar p111)Medium-size or smaller Base Attack Bonus +6 Tumble: 5 ranks You may use the following 3 tactical maneuvers: Duck Underneath If you take a Total Defense action against a foe who is at least two size categories larger than you, you gain an additional +4 bonus on your AC. If your foe misses on his/her attack, you may make a Tumble check vs. DC 15 to move to the opposite side of your foe. Death from Below If you successfully performed a Duck Underneath maneuver the round before, you can make an immediate single attack on the foe you ducked under. Your foe is Flat-Footed & you gain a +4 bonus on your attack. Climb Aboard If you are adjacent to a foe at least two size categories larger than you, you may make a Climb check vs. DC 10 to climb onto your foe. As long as you are on your foe, he/she has a 4 penalty on attack rolls to hit you & you are carried with him/her. Your foe may get you off with a Grapple check opposed by your Climb check.Hear the Unseen  XE "Hear the Unseen"  [General, Fighter, Scout](CAdv p119) (CAdv p10)+Blind-Fight Listen: 5 ranksAs a Move Action, you can attempt a Listen check vs. DC 25 to pinpoint all foes within 30 (as long as you have line of effect on them). This benefit does not eliminate your miss chance. If an opponent is using Move Silently, it is an opposed check, with a +15 bonus for your opponent. If you are Deafened, or in an area of Silence, you cannot use this feat.Lunging Strike XE "Lunging Strike"  [General, Fighter](PH2 p80)Base Attack Bonus +6 As a Full Round Attack, you may make one attack with +5 reach. May be used with armed, unarmed, & touch attacks.Precise Swing XE "Precise Swing"  [General](Eb p58)Base Attack Bonus +5Ignore the effects of Cover (but not Total Cover) when making any melee attack.Prone Attack XE "Prone Attack"  [General, Fighter](CWar p103)Dexterity 15 Base Attack Bonus +2 Lightning Reflexes1. Opponents do not receive a bonus on their melee attack roll when you are Prone. 2. If you attack while Prone, you receive no penalty on the attack roll. If it is successful, you regain your feet as a Free Action.Raptor School XE "Raptor School"  [Tactical](CWar p111)Wisdom 13 Jump: 5 ranks Base Attack Bonus +6You may use the following 3 tactical maneuvers: Eagles Swoop If you Charge or jump down at least 10 onto your foe, you may make a Jump check to do extra damage. You DC is 15 to do +2 damage or DC 25 to do +4 damage. If you fail the Jump check, you miss your foe entirely & if the check misses by 5+, you end up Prone. Falcons Feathers As a Standard Action, you may attempt a Feint action using a cloak to cause the distraction. For this maneuver, you use your Base Attack Bonus in place of your ranks in Bluff for the Feint. If successful, your opponent is Flat-Footed for the next melee attack you make against him/her. Hawks Eye As a Full Round Action, you observe your opponent (you can do this for up to 3 consecutive rounds). The next melee attack you make on that opponent receives a +2 bonus to attack & damage for each round you observed (maximum of +6). If you do not attack within 3 round of observing or your opponent attacks you first, the bonuses are lost.Spear Master XE "Spear Master"  [General, Fighter](DR30 p89) fix!!!You may choose to wield a Spear or Shortspear as a Double Weapon. The blunt end does Bludgeoning damage in the same amount as the Piercing end. Each end must be Enchanted separately.Stalwart  XE "Stalwart"  [General](DR323 p96)You receive a +4 bonus on opposed Strength checks made to resist Bull Rush, Overrun, and Trip attacks.Subduing Strike XE "Subduing Strike"  [General, Fighter] (BoED p46)You may deal nonlethal damage with a melee weapon without taking a 4 penalty on the attack roll. If you have Sneak Attack dice, you may do nonlethal Sneak Attack damage with any weapon.Tunnel Fighting  XE "Tunnel Fighting"  [General, Fighter](RoS p145)Base Attack Bonus +1You do not take a penalty on your attack rolls or to your AC when squeezing into or through a tight space.Tunnelfighter  XE "Tunnelfighter"  [General](Und p27)Dexterity 13 or TunnelrunnerYou ignore the penalty for hampered melee in a narrow or low space; your penalty for using a two-handed weapon in such conditions is only -4; you do not lose your Dexterity bonus to armor class in such places. If a space is both low and narrow, you function as if only one of the penalties applied.Weapon Finesse [General, Fighter] XE "Weapon Finesse" (PH p102)Base Attack Bonus +1Use your Dexterity modifier instead of your Strength modifier as the bonus to your melee attacks when using any Light Weapon, a Rapier, a Spiked Chain, or a Whip. (note: this feat now applies to all appropriate weapons). Two-Weapon Feats Two-Weapon FeatsSourcePrerequisiteDescriptionDouble Hit [General, Fighter] XE "Double Hit" (Mini p25)Dexterity 17 Base Attack Bonus +6 Combat Reflexes Two-Weapon FightingBefore you make an Attack of Opportunity, you may choose to attack with both weapons, taking the standard penalties for fighting with two weapons.Dual Strike  XE "Dual Strike"  [General, Fighter](CAdv p108)Two-Weapon Fighting Improved Two-Weapon FightingAs a Standard Action, you can make a melee attack with your primary and off-hand weapon. Both attacks use the same attack roll and the worse of the two weapons attack modifier. If you are using a one-handed or light weapon in your off-hand, you take a 4 penalty; otherwise the penalty is 10. Each weapon deals its damage normally and reduction/resistance is applied separately. Precision damage (such as sneak attack) is only applied once. A critical hit only deals critical damage from the primary.Greater Two-Weapon Defense XE "Greater Two-Weapon Defense"  [General, Fighter](CWar p100)Dexterity 19 Base Attack Bonus +11 Improved Two-Weapon Defense Two-Weapon Defense Two-Weapon FightingWhen wielding two weapons (but not when using Unarmed Strikes or Natural Weapons), you gain a +3 Shield bonus to AC. If Fighting Defensively or using Total Defense, you gain a +6 Shield bonus to AC.Greater Two-Weapon Fighting [General, Fighter] XE "Greater Two-Weapon Fighting" (PH p95)Dexterity 19 Base Attack Bonus +11 Improved Two-Weapon FightingRanger 11th As part of a Full Round Attack, you may make an attack with your secondary weapon at 2, a second attack at 7, and a third attack at 12.Haft Strike XE "Haft Strike"  [General](DR331 p28)Two-Weapon Fighting When making a Full Attack Action with a Polearm that is not a Double weapon, you may make an off-hand attack with the haft of the Polearm that does damage as if it were a Club. All normal Two-Weapon Fighting rules apply. If the Polearm is magical, its haft counts as magic for purposes of overcoming Damage Reduction. Normally, the haft of a non-double weapon counts as an Improvised weapon and cannot be used as part of a Full Attack Action.Improved Two-Weapon Defense XE "Improved Two-Weapon Defense"  [General, Fighter](CWar p101)Dexterity 17 Base Attack Bonus +6 Two-Weapon Defense Two-Weapon FightingWhen wielding two weapons (but not when using Unarmed Strikes or Natural Weapons), you gain a +2 Shield bonus to AC. If Fighting Defensively or using Total Defense, you gain a +4 Shield bonus to AC.Improved Two-Weapon Fighting [General, Fighter]  XE "Improved Two-Weapon Fighting" (PH p96)Dexterity 17 Base Attack Bonus +6 Two-Weapon FightingRanger 6th As part of a Full Round Attack, you may make an attack with your secondary weapon at 2, a second attack at 7.Oversized Two-Weapon Fighting  XE "Oversized Two-Weapon Fighting"  [General, Fighter](CAdv p111)Strength 13 Two-Weapon FightingWhen wielding a One-Handed weapon in your off hand, you only take penalties as if it were a Light weapon.Pin Shield XE "Pin Shield"  [General](CWar p103)Base Attack Bonus +4 Two-Weapon Fighting As part of a Full Round Attack, you may skip your off-hand attacks (but still take the 2 penalty) in order to grab your opponents shield during the attack. This deprives your opponent of his/her Shield Bonus to AC. You may only use this ability when fighting an opponent within one size category larger or smaller than you who is using a shield and you are fighting with two weapons.Spear Master XE "Spear Master"  [General, Fighter](DR30 p89)You may choose to wield a Spear or Shortspear as a Double Weapon. The blunt end does Bludgeoning damage in the same amount as the Piercing end. Each end must be Enchanted separately.Two-Weapon Attack of Opportunity  XE "Two-Weapon Attack of Opportunity"  [General, Fighter](DR340 p87)Dexterity 17 Combat Reflexes Two-Weapon FightingWhen you make an Attack of Opportunity, you are allowed an attack with each of your weapons, with the normal penalties for doing so. This counts as two of your Attacks of Opportunity per round and your maximum is not increased.Two-Weapon Defense [General, Fighter] XE "Two-Weapon Defense" (PH p102)Dexterity 15 Two-Weapon FightingWhen wielding two weapons or a double weapon (but not when using Unarmed Strikes or Natural Weapons), you gain a +1 Shield bonus to AC. If Fighting Defensively or using Total Defense, you gain a +2 Shield bonus to AC.Two-Weapon Fighting [General, Fighter] XE "Two-Weapon Fighting" (PH p102)Dexterity 15Ranger 2nd Your penalty for fighting with two weapons simultaneously (or with a double weapon) is reduced by 2 on your primary hand & 6 on your secondary hand. This works out to 2 on both hands when wielding a Light or One-Handed weapon in your primary hand and a Light weapon in your secondary hand. As part of a Full Round Attack, you may make a single attack with your secondary weapon.Two-Weapon Pounce XE "Two-Weapon Pounce"  [General, Fighter](PH2 p84)Dexterity 15 Base Attack Bonus +6 Two-Weapon FightingRanger 6th At the end of a Charge, you may attack with both your primary & off-hand weapons. The +2 attack bonus for the Charge and the 2 penalty for fighting with two weapons cancel out. You still receive the 2 penalty to AC for the Charge.Two-Weapon Rend XE "Two-Weapon Rend"  [General, Fighter](PH2 p84)Dexterity 15 Base Attack Bonus +11 Two-Weapon FightingRanger 11th If you damage an opponent with each of your weapons in a given round, you do extra damage equal to 1d6 + 1 Strength modifier. With regards to Damage Reduction, use the off-hand weapons characteristics. A given creature may only take this rending damage once per round. Weapon Specific Feats Each of these feats can be taken multiple times, each with a different chosen weapon. Weapon SpecificSourcePrerequisiteDescriptionExotic Weapon Proficiency XE "Exotic Weapon Proficiency"  [General, Fighter](PH p94)Base Attack Bonus +1 For Dwarven Waraxe or Bastard Sword, Str 13Become proficient in chosen exotic weapon (i.e., Exotic Weapon Proficiency (spiked chain)) grants proficiency with a Spiked Chain.Graceful Edge XE "Graceful Edge"  [General, Fighter](DU128 p44)Base Attack Bonus +1 Weapon Finesse Weapon Focus with the chosen One-Handed Slashing weaponWhen fighting with the chosen weapon in your primary hand and no weapon or shield in your off-hand, receive the following benefits: a) treat the chosen weapon as Light (i.e., Weapon Finesse applies to it); b) receive a +1 Shield bonus to AC; and c) if Fighting Defensively or using Total Defense, receive a +2 Shield bonus to AC.Greater Weapon Focus  XE "Greater Weapon Focus"  [General, Fighter](PH p95)Fighter 8th Weapon Focus with the chosen weaponGain an additional +1 bonus to attack rolls with the chosen weapon.Greater Weapon Specialization  XE "Greater Weapon Specialization"  [General, Fighter](PH p95)Fighter 12th Weapon Focus with the chosen weapon Greater Weapon Focus with the chosen weapon Weapon Specialization with the chosen weaponGain an additional +2 bonus on damage rolls with the chosen weapon.Improved Critical  XE "Improved Critical"  [General, Fighter](PH p95)Base Attack Bonus +8 Proficiency with the chosen weaponThe threat range for the chosen weapon is doubled (20 becomes 19-20, 19-20 becomes 17-20, 18-20 becomes 15-20). Does not stack with Keen Edge or any other effect which also improves threat range.Martial Weapon Proficiency  XE "Martial Weapon Proficiency"  [General](PH p97)Become proficient in chosen martial weapon. Barbarians, Fighters, Paladins, and Rangers receive proficiency in all Martial Weapons.Necropotent  XE "Necropotent"  [General, Fighter](LM p29)Fighter 4th Weapon Focus with the chosen weapon Weapon Specialization with the chosen weaponYou gain a +4 bonus on all damage rolls you make using the chosen weapon against Undead.Power Critical  XE "Power Critical"  [General, Fighter](CWar p103)Weapon Focus Base Attack Bonus +4Gain a +4 bonus to confirm a threatened critical with your chosen weapon.Sanctify Martial Strike XE "Sanctify Martial Strike"  [Exalted](BoED p46)Charisma 15 Weapon Focus Damage done by chosen weapon is considered Good for the purposes of overcoming Damage Reduction. In addition, the chosen weapon does +1 hp of damage to Evil creatures and +1d4 damage to Evil Outsiders & Evil Undead.Weapon Focus  XE "Weapon Focus"  [General, Fighter](PH p102)Base Attack Bonus +1 Proficiency with the chosen weaponGain a +1 bonus to attack rolls with the chosen weapon. You may take this feat with Unarmed Attacks, Ranged Spells, Grapple, or even a Natural Attack.Weapon Specialization  XE "Weapon Specialization"  [General, Fighter](PH p102)Fighter 4th Weapon FocusGain a +2 bonus on damage rolls with the chosen weapon.Weapon Supremacy [General] XE "Weapon Supremacy" (PH2 p85)Fighter 18th Weapon Focus with the chosen weapon Greater Weapon Focus with the chosen weapon Weapon Specialization with the chosen weapon Greater Weapon Specialization with the chosen weapon Weapon Mastery with the chosen weapons typeWhen fighting with the chosen weapon, receive the following benefits: a) +4 bonus to avoid being Disarmed; b) if Grappled, you may still attack with the chosen weapon as a Standard Attack or a Full Round Attack without penalty; c) when you make a Full Round Attack, you may assign a +5 bonus on any attack roll after the 1st; d) you may Take 10 on your attack roll, once per round; and e) +1 bonus to AC. Note: unlike Weapon Focus & other weapon specific feats, this feat may only be taken once (you may only have supremacy with one type of weapon). Weapon Mastery Feats Weapon MasterySourcePrerequisiteDescriptionCrushing Strike  XE "Crushing Strike"  [General](PH2 p78)Base Attack Bonus +14 Weapon Focus (any bludgeoning) Weapon Specialization (any bludgeoning) Melee Weapon Master BludgeoningWhen making a Full Round Attack with any Bludgeoning melee weapon, you receive a +1 cumulative bonus on attack rolls for each roll that has hit this round (i.e., it restarts at +0 at the start of each round).Driving Attack  XE "Driving Attack"  [General](PH2 p78)Base Attack Bonus +14 Weapon Focus (any piercing) Weapon Specialization (any piercing) Melee Weapon Master PiercingSpend a Full Round Attack action to make a single melee attack with any Piercing weapon. If the attack hits, you do damage and make a modified Bull Rush that uses your damage in place of your Strength modifier, does not provoke an Attack of Opportunity, and does not cause you to move. If you move your opponent 10 or more, you may reduce the distance moved by your opponent to have him/her fall Prone at the end of the movement.Melee Weapon Mastery Bludgeoning  XE "Melee Weapon Mastery Bludgeoning"  [General, Fighter](PH2 p81)Base Attack Bonus +8 Weapon Focus (any bludgeoning melee) Weapon Specialization (any bludgeoning melee)Any Melee Bludgeoning weapon you wield has a +2 bonus on attack & damage rolls.Melee Weapon Mastery Piercing  XE "Melee Weapon Mastery Piercing"  [General, Fighter](PH2 p81)Base Attack Bonus +8 Weapon Focus (any piercing melee) Weapon Specialization (any piercing melee)Any Melee Piercing weapon you wield has a +2 bonus on attack & damage rolls.Melee Weapon Mastery Slashing  XE "Melee Weapon Mastery Slashing"  [General, Fighter](PH2 p81)Base Attack Bonus +8 Weapon Focus (any slashing melee) Weapon Specialization (any slashing melee)Any Melee Slashing weapon you wield has a +2 bonus on attack & damage rolls.Slashing Flurry  XE "Slashing Flurry"  [General](PH2 p82)Base Attack Bonus +14 Weapon Focus (any slashing) Weapon Specialization (any slashing) Melee Weapon Master SlashingWhen making a Standard Attack with a melee Slashing weapon, you may make two attacks the first is at a 5 penalty, the second is at a 10 penalty. When making a Full Round Attack with a melee Slashing weapon, you may make an extra attack at your highest attack bonus, but all attacks have a 5 penalty. Shield Feats Shield FeatsSourcePrerequisiteDescriptionActive Shield Defense XE "Active Shield Defense"  [General, Fighter](PH2 p 71)Shield Proficiency Shield SpecializationWhen Fighting Defensively while using a Shield, you do not take the normal 4 penalty on attack when you make an Attack of Opportunity. When using an All Out Defense action using a Shield, you still threaten the area around you as normal and can make Attacks of Opportunity at a 4 penalty on the attack roll.Agile Shield Fighter XE "Agile Shield Fighter"  [General, Fighter](PH2 p74)Shield Proficiency Improved Shield Bash Shield SpecializationWhen making a Full Round Attack with a weapon and a Shield Bash, the penalty is 2 on each, instead of whatever the penalty would have been (i.e., due to not having Two-Weapon Fighting, etc.).Blood-Spiked Charger XE "Blood-Spiked Charger"  [Tactical, Fighter](PH2 p92)Base Attack Bonus +6 Strength 13 Power Attack Weapon Focus (spiked armor) Weapon Focus (spiked shield)You may use the following 3 tactical maneuvers: Spiked Avalanche If you make a Charge while wearing Spiked Armor and using a Spiked Shield (or with your hands empty), you may make a single attack with the Spiked Armor or the Spiked Shield that receives a 2x Strength modifier bonus to damage or attacks with both your Spiked Armor and your Spiked Shield that each receive a 1x Strength modifier bonus to damage (two weapon penalties apply). Spiked Rebuke When you Fight Defensively with a Spiked Shield and an opponent missed your AC but would have hit if not for your Shield, your next attack against that opponent with your Spiked Shield (if in the next round) receives a +2 bonus on its attack roll. Spiked Slam As a Full Round Action, you may make a single attack with your Spiked Shield that generates an Attack of Opportunity, has a 2x Strength modifier bonus to damage in addition to the damage below. You do not threaten adjacent squares until the start of your next round. Size Bonus Dmg Size Bonus Dmg Size Bonus Dmg Small +1d4 Large +1d8 Gargantuan +2d8 Medium +1d6 Huge +2d6 Colossal +3d6Formation Expert XE "Formation Expert"  [Tactical, Fighter](CWar p110)Base Attack Bonus +5You may use the following 3 tactical maneuvers, even if your allies do not have the feat too: Lock Shield If you and the two allies on either side of you are wielding shield, you gain a +1 bonus to AC. Step into the Breach If there is a line of adjacent allies and one ally within a single move falls, you may make a single move to that allys location as if you had a Readied Action. Wall of Polearms Gain a +2 attack bonus if you and your adjacent allies are each wielding the same weapon, which must be off the following list: Shortspear, Longspear, Trident, Glaive, Gisarme, Halberd, or Ranseur.Improved Buckler Defense XE "Improved Buckler Defense"  [General, Fighter](CWar p100)Shield ProficiencyWhen you attack with a weapon in your off-hand, you may still apply your Bucklers Shield bonus to your AC. Improved Shield Bash  XE "Improved Shield Bash"  [General, Fighter](PH p96)Shield ProficiencyYou may attack with your shield and still keep your Shield bonus to AC.Improved Shield Snare  XE "Improved Shield Snare"  [General, Fighter](DR309 p110)Shield Proficiency Combat Reflexes Improved Shield Bash Shield SnareIf your opponent is disarmed due to the use of your Shield Snare feat, you can make an Attack of Opportunity against your opponent immediately. You gain a +2 bonus on your attacks against this opponent as long as he/she remains disarmed.Improved Shieldmate XE "Improved Shieldmate"  [General, Fighter](Mini p27)Base Attack Bonus +4 ShieldmateAdjacent allies receive a +2 Shield bonus to AC when you are using a Shield with which you are proficient and can take actions. The bonus increases to +3 if you are using a Tower Shield.Shield and Pike Style XE "Shield and Pike Style"  [General, Fighter](DR338 p92)Proficient with Light ShieldsWhen wielding a Piercing Two-Handed Polearm with Reach with which you have proficiency, you receive the full Shield bonus to AC of a Light Shield you are wearing. Note: Normally, you cannot wield a Two-Handed weapon and use a Light Shield simultaneously.Shield Charge  XE "Shield Charge"  [General, Fighter](CWar p105)Base Attack Bonus +3 Improved Shield Bash If you successful hit your opponent with your Shield at the end of a Charge, you may make a Trip attack immediately without provoking an Attack of Opportunity. If it fails, your opponent does not get an attempt to trip you.Shield Slam  XE "Shield Slam"  [General, Fighter](CWar p105)Base Attack Bonus +6 Improved Shield Bash Shield Charge You may make a Shield Slam as a Full Attack or at the end of a Charge. If it hits, your opponent takes normal damage and is Dazed for 1 round (FortNeg, DC is Strength-based).Shield Sling XE "Shield Sling"  [General, Fighter](PH2 p 82)Shield Proficiency Base Attack Bonus +9 Improved Shield Bash Shield SpecializationYou can use your Light Shield or Heavy Shield as a Thrown Weapon. It does its normal bashing damage plus your Strength modifier. The Shield can also be used to make a Ranged Trip, though the Size modifier on the attempt can be no more than +0 (though it can be lower for a Small sized creature).Shield Snare  XE "Shield Snare"  [General, Fighter](DR309 p110)Shield Proficiency Improved Shield BashTo use this Feat, you must ready a Shield Snare action in response to an opponents melee attack. When your opponent attacks, you immediately make a Disarm attempt with your shield that does not generate an Attack of Opportunity. If you fail, your opponent cannot attempt to disarm you in response. When making the disarm check, treat a Buckler as a Light weapon, a Light Shield as a One-Handed weapon, and a Heavy or Tower Shield as a Two-Handed weapon. If you attempt a Shield Snare action, you lose your Shield Bonus to AC until the start of your next turn.Shield Specialization XE "Active Shield Defense"  [General, Fighter](PH2 p82)Shield ProficiencyWhen you take this feat, choose between Buckler, Light Shields, and Heavy Shields. You receive a +1 improvement to your Shield bonus to AC when using that type of Shield. You may take this feat multiple types, each with a different type of Shield.Shield Ward XE "Shield Ward"  [General, Fighter](PH2 p82)Shield Proficiency Shield SpecializationAdd your Shield bonus to AC to the following: a) Touch AC; and b) resisting Bull Rush, Disarm, Grapple, Overrun, & Trip attempts.Shieldmate XE "Shieldmate"  [General, Fighter](Mini p28)Base Attack Bonus +1Adjacent allies receive a +1 Shield bonus to AC when you are using a Shield with which you are proficient and can take actions. The bonus increases to +2 if you are using a Tower Shield. Mounted Combat Feats Mounted CombatSourcePrerequisiteDescriptionCavalry Charger XE "Cavalry Charger"  [Tactical, Fighter](CWar p108)Base Attack Bonus +7 Mounted Combat Spirited Charge Trample You may use the following 3 tactical maneuvers: Unhorse While mounted, if you Charge and successfully hit a mounted opponent, you may make an immediate Bull Rush attempt. If successful, your opponent moves back but his/her mount does not. Leaping Charge While mounted, if you Charge a foe at least one size category smaller than you, you may choose to make a Ride check at the end of movement to do extra damage (either DC 10 for +2 damage or DC 20 for +4 damage). If you fail, you do not get an attack. If you fail by 5+, you also fall off your mount. Fell Trample While mounted, you may Overrun more than one foe. Each successfully Overrun foe receives an attack (typically a hoof).Improved Mounted Archery XE "Improved Mounted Archery"  [General, Fighter](CWar p101)Mounted Combat Mounted Archery Ride: 1 rankIf you make a ranged attack from the back of a mount making a double-move, you receive no penalty on the attack roll. If your mount is running, you receive a 2 penalty. You may attack at any point in your mounts movement.Mounted Archery  XE "Mounted Archery"  [General, Fighter](PH p98)Mounted Combat Ride: 1 rankIf you make a ranged attack from the back of a mount making a double-move, you receive a 2 penalty on the attack roll (instead of the standard 4 penalty). If your mount is running, you receive a 4 penalty (instead of 8).Mounted Casting  XE "Mounted Casting"  [General](Mini p27)Mounted Combat Ride: 1 rankReceive a +10 bonus on Concentration checks to cast while mounted.Mounted Combat  XE "Mounted Combat"  [General, Fighter](PH p98)Ride: 1 rankOnce per round, if your mount is hit in combat, you may make a Ride check. If this check is greater than the attack roll, you negate the hit.Mounted Fighting  XE "Mounted Fighting"  [General, Fighter, Scout](DR346 p86)Mounted Combat Base Attack Bonus +8 Ride: 11 ranks+1 bonus on attack and damage while mounted.Ride-By Attack  XE "Ride-By Attack"  [General, Fighter](PH p99)Mounted Combat Ride: 1 rankWhen doing a Charge action on your mount, you may move, attack, and then continue the movement (up to a double move). This does not provoke an Attack of Opportunity from the creature you attack.Spirited Charge  XE "Spirited Charge"  [General, Fighter](PH p101)Mounted Combat Ride-By Attack Ride: 1 rankWhen attacking as part of a Charge action while on a mount, you do double damage (triple with a Lance).Trample XE "Trample"  [General, Fighter](PH p101)Mounted Combat Ride: 1 rankWhen doing an Overrun action while mounted, your foe may not avoid you. If you knock the foe down, your mount may make one hoof attack (including the +4 bonus because the foe is Prone).Tunnel Riding  XE "Tunnel Riding"  [General](RoS p145)Mounted Combat Tunnel FightingYou and your mount do not take penalties on attack rolls or to AC when squeezing into or through tight spaces. You can fight in any space large enough for the mount to squeeze through. Ranged Combat Feats Ranged CombatSourcePrerequisiteDescriptionAble Sniper  XE "Able Sniper"  [General](RotW p148)Dexterity 13 Hide: 5 ranksWhen using at ranged attack on a flat-footed opponent who is at least 30 away, you gain a +2 bonus on the attack roll. Gain a +4 bonus on Hide checks to hide again after making an attack roll from hiding (PH p76). Bow Feint  XE "Bow Feint"  [General, Fighter](DR350 p90)Intelligence 13 Point Blank ShotYou may make a Feint in Combat action with a ranged weapon (this feat is not bow-specific). Your target must be within 30 and be able to see you. This action requires a Standard Action with a loaded weapon. Normally, you may only Feint in Combat with a melee weapon.Bowslinger  XE "Bowslinger"  [General, Fighter](Und p24)Base Attack Bonus +1+2 bonus on your attack roll when you fire or throw a ranged weapon at a Flat Footed opponent.Brutal Throw  XE "Brutal Throw"  [General, Fighter](CAdv p106)Use your Strength modifier instead of your Dexterity modifier as a bonus to attack rolls with thrown weapons.Concealed Ambush XE "Concealed Ambush"  [General](DR339 p87)Point Blank Shot Precise Shot Hide: 10 ranks Move Silently: 10 ranksWhen attempting a Hide check after making a ranged attack while hidden (i.e., Sniping), you only receive a 10 penalty on your Hide check (instead of the standard 20).Coordinated Archery  XE "Ricochet"  [General](DR316 p84)Base Attack Bonus +1To use this ability, you must be adjacent to at least one other character that has the Coordinated Archery feat and who is executing the Coordinated Archery action. Each member of the group using the Coordinated Archery action Delays his/her action to the lowest group members Initiative. Each member then makes at least one non-magical ranged attack (but may make up to a Full Round Attack if desired) at one or more targets within a 30 area. Each member of the Coordinated attack receives a +2 on the Attack roll and +1 on the Damage roll. Note: Since each group member Delays instead of Readying, he/she receives a Full Round Action.Crossbow Sniper  XE "Crossbow Sniper"  [General, Fighter](PH2 p77)Base Attack Bonus +1 Weapon Focus (any crossbow)When firing a Crossbow with which you have Weapon Focus, you receive the following: 1. + Dexterity modifier damage; 2. Sneak Attack & Skirmish class abilities may be used at a range of 60 (instead of 30).Deadeye Shot  XE "Deadeye Shot"  [General, Fighter](PH2 p78)Base Attack Bonus +4 Point Blank Shot Precise Shot Skirmish or Sneak Attack class abilityFollow these steps to use this feat: 1) Ready an Action to make a Ranged Attack on an opponent when any of your allies hit it in melee. 2) If the Action is triggered, the opponent looses its Dexterity bonus to AC against your attack only.Defensive Archery  XE "Defensive Archery"  [General, Fighter](RotW p148)Point Blank Shot+4 bonus to AC vs. Attacks of Opportunity provoked when you make a ranged attack.Efficient Pull  XE "Efficient Pull"  [General, Fighter](DR350 p90)Point Blank ShotTreat your Strength as being +2 when wielding a Strength-rated (i.e., Mighty) Longbow.Far Shot XE "Far Shot"  [General, Fighter, Scout](PH p94) (CAdv p10)+Point Blank ShotRange increment of projectile weapons you use is multiplied by 1.5. Range increment for thrown weapons is multiplied by 2.Grenadier  XE "Grenadier"  [General, Fighter](PH2 p79)You receive a +1 bonus to hit with splash weapons and do +1 damage with them (including those only subjected to the splash).Improved Precise Shot  XE "Improved Precise Shot"  [General, Fighter](PH p96)Dexterity 19 Base Attack Bonus +11 Point Blank Shot Precise Shot Ranger 11th When you are making a ranged attack, the following apply: Ignore the AC bonus granted by Cover (but Total Cover still applies). Ignore the miss chance granted by Concealment (but Total Concealment still applies). When attacking an opponent that is being Grappled, you have no chance of hitting the wrong target.Improved Rapid Shot XE "Improved Rapid Shot"  [General, Fighter](CWar p101)Point Blank Shot Rapid Shot ManyshotWhen making a Full Attack action with a ranged weapon, you may take one extra attack (at your highest base attack bonus) without the standard 2 penalty.Manyshot XE "Manyshot"  [General, Fighter](PH p97)Dexterity 17 Base Attack Bonus +6 Point Blank Shot Rapid Shot Ranger 6th As part of a Standard Action, you may fire two arrows at a single opponent within 30. You make a single attack roll with a 4 penalty. If it hits, then the opponent takes the damage from both arrows, but only takes precision based damage once (this includes Sneak Attack, Ranger Favored Enemy, Critical hits, etc.). Damage Reduction applies to each arrow separately. If your Base Attack Bonus is +11 or higher, you may shoot 3 arrows at once at a penalty of 6. If your Base Attack Bonus is +16 or higher, you may shoot 4 arrows at once at a penalty of 8.Penetrating Shot  XE "Penetrating Shot"  [General, Fighter](PH2 p81)Strength 15 Base Attack Bonus +10 Point Blank ShotAs a Standard Action, you may attack all creatures in a 60 Line with a single projectile weapon attack. Roll separately for each creature and special damage (i.e., Sneak Attack, Flaming weapon, etc.) only applies to the first.Plunging Shot  XE "Plunging Shot"  [General](RotW p152)Dexterity 13 Point Blank ShotIf your target is at least 30 lower than you, your ranged attack does +1d6 damage.Point Blank Shot  XE "Point Blank Shot"  [General, Fighter, Scout](PH p98) (CAdv p10)++1 bonus on attack & damage rolls with ranged weapons when used within 30 of their target. A spellcaster receives this bonus when using a Ray or Energy Missile spell.Power Throw  XE "Power Throw"  [General, Fighter](CAdv p111)Strength 13 Brutal Throw Power AttackOn your round before making an attack, you may choose a number X to subtract from all thrown weapon attacks and add it to your damage until your next round. The number X may be no more than your base attack bonus.Precise Shot [General, Fighter, Scout] XE "Precise Shot" (PH p98) (CAdv p10)+Point Blank ShotYou can use ranged weapons into melee without taking a 4 penalty on your attack. A spellcaster receives this bonus when using a Ray or Energy Missile spell.Ranged Disarm XE "Ranged Disarm"  [General, Fighter](CWar p103)Dexterity 15 Base Attack Bonus +5 Point Blank Shot Precise ShotThis feat applies to one ranged weapon with which you are proficient. You may make a Disarm Attempt with the chosen weapon as long as you are within 30 of your opponent. This feat does not stack with Improved Disarm. This feat may be taken multiple times, each with a different weapon.Ranged Pin XE "Ranged Pin"  [General, Fighter](CWar p104)Dexterity 15 Base Attack Bonus +5 Point Blank Shot Precise ShotYou may pin your opponents clothes / armor to a wall, tree, etc., that is within 5. You must succeed on a Ranged Attack and then win an Opposed Grapple Check (size modifier still apply). If successful, you opponent must make an Escape Artist check vs. DC 15 as a Standard Action to become free. This feat does not stack with Improved Grapple.Ranged Sunder XE "Ranged Sunder"  [General, Fighter](CWar p104)Strength 13 Base Attack Bonus +5 Point Blank Shot Precise ShotWhen attacking an object, you deal full damage (instead of damage) with Slashing or Bludgeoning Ranged Weapons or damage (instead of no damage) with Piercing Ranged Weapons. You must be within 30 of your target to use this feat. This feat does not stack with Improved Sunder.Ranged Threat  XE "Ranged Threat"  [General, Fighter](DR350 p90)Base Attack Bonus +6 Combat Reflexes Point Blank Shot Precise ShotIf a creature within 15 of you takes an action that provokes an Attack of Opportunity, you may make a single ranged attack against him/her/it at your highest attack bonus. This consumes all of your remaining Attacks of Opportunity for the round.Ranged Weapon Mastery Bludgeoning  XE "Ranged Weapon Mastery Bludgeoning"  [General, Fighter](PH2 p82)Base Attack Bonus +8 Weapon Focus (any bludgeoning ranged) Weapon Specialization (any bludgeoning ranged)Any Ranged Bludgeoning weapon you wield has a +2 bonus on attack & damage and +20 range increment.Ranged Weapon Mastery Piercing  XE "Ranged Weapon Mastery Piercing"  [General, Fighter](PH2 p82)Base Attack Bonus +8 Weapon Focus (any piercing ranged) Weapon Specialization (any piercing ranged)Any Ranged Piercing weapon you wield has a +2 bonus on attack & damage rolls and +20 range increment.Ranged Weapon Mastery Slashing  XE "Ranged Weapon Mastery Slashing"  [General, Fighter](PH2 p82)Base Attack Bonus +8 Weapon Focus (any slashing ranged) Weapon Specialization (any slashing ranged)Any Ranged Slashing weapon you wield has a +2 bonus on attack & damage rolls and +20 range increment.Rapid Reload XE "Rapid Reload"  [General, Fighter, Scout](PH p99) (CAdv p10)+Weapon Proficiency with a CrossbowYou may reload a specific type of Crossbow more quickly than is standard. A Hand Crossbow or a Light Crossbow may be reloaded as a Free Action (which allows you to make multiple attacks as part of a Full Round Attack (if your BAB is high enough)). A Heavy Crossbow may be reloaded as a Move Action. Note: You may take this feat multiple times. Each time it applies to a different type of crossbow.Rapid Shot XE "Rapid Shot"  [General, Fighter](PH p99)Dexterity 13 Point Blank ShotRanger 2nd When making a Full Attack action with a ranged weapon, you may take one extra attack (at your highest base attack bonus), but all your attacks are at 2.Ricochet  XE "Ricochet"  [General, Fighter](DR343 p93)Dexterity 19 Blind-Fight Point Blank Shot Precise Shot Improved Precise Shot Base Attack Bonus +15When you hit a creature with a thrown weapon that does Bludgeoning damage, you may make an additional attack at a creature adjacent to your initial target. The second attack roll receives a 5 penalty to hit. If successful, the second target takes * (weapon damage + Strength modifier), and cannot be used for a Sneak Attack. Usable once per round. Only one additional target can be struck by a ricochet.Sharp-Shooting XE "Sharp-Shooting"  [General, Fighter](CWar p105)Base Attack Bonus +3 Point Blank Shot Precise ShotIf your target has Cover (but not Total Cover), he/she only gain a +2 bonus to AC (instead of the standard +4 bonus to AC).Shot on the Run  XE "Shot on the Run"  [General, Fighter, Scout](PH p100) (CAdv p10)+Dexterity 13 Base Attack Bonus +4 Point Blank Shot Dodge MobilityWhen making a Standard Action attack with a ranged weapon, you can move before and after the attack, up to your base movement.Throw Anything XE "Throw Anything"  [General, Fighter](CWar p105)Dexterity 15 Base Attack Bonus +2You may throw a melee weapon with which you are proficient as if it were a ranged weapon with a range increment of 10 with no penalty on the attack roll.Woodland Archer  XE "Woodland Archer"  [Tactical, Fighter](RotW p154)Point Blank Shot Base Attack Bonus +6You may use the following 3 tactical maneuvers: Adjust for Range If you miss a foe with a projectile weapon, you gain a +4 bonus on all other attacks in the same round to hit the same foe. Pierce the Foliage If you hit a foe with a Miss Chance due to Concealment with a ranged attack, you can ignore the Miss Chance against the same foe in the following round. Moving Sniper If you succeed in a Sniping Attack (i.e., hit your foe and make a Hide check to remain hidden), the following round you can make a single attack, take a Move Action (normally not allowed), and then make a Hide check to remain hidden. As long as you remain unseen, you can continue making Sniping Attacks.Zen Archery XE "Zen Archery"  [General](CWar p106)Wisdom 13 Base Attack Bonus +1You may use your Wisdom modifier instead of your Dexterity modifier when making ranged attacks. Underwater Combat Feats Underwater CombatSourcePrerequisiteDescriptionAquatic Shot  XE "Aquatic Shot"  [General, Fighter](Storm p90)Point Blank Shot1. Water does not provide Cover when making a ranged attack into the water. 2. You may make an attack with a Thrown Piercing Weapon underwater with a 2 penalty per 5 of water, plus the normal range penalty (normally, thrown weapons cannot be used underwater). 3. You may make an attack with a Bow or Crossbow underwater with a 2 penalty per 10 of water, plus the normal range penalty. 4. You may make an attack with an Aquatic Longbow with a range increment of 30 Weapon Style Feats Weapon Style FeatsSourcePrerequisiteDescriptionAnvil of Thunder  XE "Anvil of Thunder"  [Style](CWar p112)Strength 13 Improved Sunder Power Attack Two-Weapon Fighting Weapon Focus (light hammer orwarhammer) Weapon Focus (battleaxe or dwarven waraxe or handaxe)If you hit the same creature with both your Axe & your Hammer on the same round, your opponent is Dazed for 1 round (FortNeg, DC is Strength-based).Axespike  XE "Axespike"  [Style](RoS p137)Weapon Proficiency (armor spikes) Weapon Proficiency (greataxe) Armor Proficiency (heavy) Weapon Focus (armor spikes)When you make a Full Attack with your Greataxe, you can make an additional attack with your Armor Spikes at a 5 penalty. You can only add your Strength modifier to this attack.Bear Fang XE "Bear Fang"  [Style](CWar p112)Strength 15 Power Attack Two-Weapon Fighting Weapon Focus (dagger) Weapon Focus (battleaxe or dwarven waraxe or handaxe)If you hit the same creature with both your Axe & your Dagger on the same round, you have the option of starting a Grapple as a Free Action without provoking an Attack of Opportunity. If successful, you drop your Axe, but gain an additional attack with your Dagger against your foe at your highest attack bonus (with the standard 4 penalty).Bite of Steel XE "Bite of Steel"  [Style](DR332 p88)Base Attack Bonus +5 Exotic Weapon Proficiency (sai) Weapon Focus (sai) Two-Weapon Fighting Improved Two-Weapon FightingWhen making a Full Round Attack with a Sai in your off-hand, you may use your Sai attacks to attempt to pin your opponents off-hand weapon (if any). Make an Opposed Attack roll (with a +4 bonus due to the Sai). If successful, your opponent may not use his/her off-hand weapon in the following round (unless he/she moves outside your reach). You may make an attempt for each attack you have with your off-hand weapon, though once successful, you loose the remainder of your attacks with that weapon (since it is pinned too).Crescent Moon XE "Crescent Moon"  [Style](CWar p113)Improved Disarm Improved Two-Weapon Fighting Two-Weapon Fighting Weapon Focus (dagger) Weapon Focus (bastard sword or longsword or scimitar or short sword)If you hit the same creature with both your Sword & your Dagger on the same round, you can make an immediate Disarm attempt as a Free Action.Devastating Thunder XE "Devastating Thunder"  [Style](DR332 p88)Mounted Combat Spirited Charge TrampleWhen you make a successful Spirited Charge, all opponents within 30 of the trampled creature are Shaken for 1 round (WillNeg, DC = 5 + damage dealt). This is a Fear effect. Whether or not the save is successful, a creature cannot be affected by your Devastating Thunder more than once per hour.Frontline Archer XE "Frontline Archer"  [Style](DR332 p88)Dexterity 15 Weapon Focus (longbow) Combat Reflexes Improved TripYou may use your Longbow to make a Melee Trip attack. If successful, you may the follow-up attack granted by Improved Trip with the Longbow, which does damage equal to a Club of the same size. If the bow is magical, it is treated as a magic weapon for overcoming Damage Reduction.Hammers Edge XE "Hammers Edge"  [Style](CWar p113)Strength 15 Improved Bull Rush Two-Weapon Fighting Weapon Focus (bastard sword or longsword or scimitar) Weapon Focus (light hammer orwarhammer)If you hit the same creature with both your Sword & your Hammer on the same round, your opponent is knocked Prone (FortNeg, DC is Strength-based).High Sword Low Axe  XE "High Sword Low Axe"  [Style](CWar p113)Improved Trip Two-Weapon Fighting Weapon Focus (bastard sword or longsword or scimitar) Weapon Focus (battleaxe or dwarven waraxe or handaxe)If you hit the same creature with both your Sword & your Axe on the same round, you may attempt a Trip action as a Free Action. If successful, you may make your Improve Trip attack immediately.Lightning Mace XE "Lightning Mace"  [Style](CWar p113)Combat Reflexes Two-Weapon Fighting Weapon Focus (light mace)If fighting with a Light Mace in each hand, anytime you threaten a Critical, you gain an additional attack at the same attack bonus.Net and Trident XE "Net and Trident"  [Style](CWar p114)Dexterity 15 Exotic Weapon Proficiency (net) Two-Weapon Fighting Weapon Focus (trident)As a Full Round Action, make a combined Net & Trident attack. 1. Throw your Net. 2. Control your opponent with an opposed Strength check. This must succeed to proceed to steps 3 & 4. 3. Take a 5 step. 4. Make a Full Round Attack with your Trident.Quick Staff XE "Quick Staff"  [Style](CWar p114)Combat Expertise Dodge Two-Weapon Fighting Weapon Focus (quarterstaff)When fighting with your Quarterstaff, if you use Combat Expertise to gain a Dodge bonus, the Dodge bonus is 2 better than your attack penalty.Shielded Axe  XE "Shielded Axe"  [Style](RoS p144)Proficiency with Dwarven Waraxe Proficiency with Handaxe Shield Proficiency Two-Weapon FightingWhen you make a Full Attack with your Dwarven Waraxe (primary hand) and Handaxe (offhand), you still gain the shield bonus for a Buckler. Additionally, you do not take the usual 1 penalty to attack rolls while using a Buckler.Spellrazor  XE "Spellrazor"  [Style](RoS p144)Combat Casting Exotic Weapon Proficiency (Gnome Quickrazor) Two-Weapon Fighting Concentration: 5 ranksAs a Full-Round action, you can cast a melee touch attack spell, attack with the spell, and make an off-hand attack with your Gnome Quickrazor.Spinning Halberd XE "Spinning Halberd"  [Style](CWar p114)Combat Reflexes Two-Weapon Fighting Weapon Focus (halberd)When you make a Full Round Attack with a Halberd, you receive a +1 Dodge bonus to AC & an additional attack with the staff end at a 5 penalty which is a 1d6 + Strength modifier Bludgeoning damage.Storm of Flying Strikes  XE "Storm of Flying Strikes"  [Style](DR332 p88)Strength 15 Base Attack Bonus +6 Power Attack Improved Bull Rush Two-Weapon FightingWhen using Power Attack with at least a 5 penalty, if you hit your opponent more than once in a single round, your opponent is knocked Prone at the end of your round (FortNeg, DC = 10 + your Strength modifier + number of times you hit this round). Your opponent may add any Stability bonuses to this saving throw. This ability has no effect on an opponent who is already Prone.Three Mountains  XE "Three Mountains"  [Style](CWar p114)Strength 13 Cleave Improved Bull Rush Power Attack Weapon Focus (heavy mace or morningstar or greatclub)If you strike the same creature twice in the same round with your Heavy Mace, Morningstar, or Greatclub, your opponent is Nauseated for 1 round (FortNeg, DC is Strength-based)Turtle Dart  XE "Turtle Dart"  [Style](RoS p145)Exotic Armor Proficiency (Battle Plate or Mountain Plate) Tower Shield Proficiency orExotic Shield Proficiency (Extreme Shield) Weapon Focus (shortsword)When wearing Exotic Heavy Armor and using an Extreme or Tower Shield, you do not provoke Attacks of Opportunity for moving away from a creature which you attacked with Shortsword in the same round. Charging Feats Charging FeatsSourcePrerequisiteDescriptionBlood-Spiked Charger XE "Blood-Spiked Charger"  [Tactical, Fighter](PH2 p92)Base Attack Bonus +6 Strength 13 Power Attack Weapon Focus (spiked armor) Weapon Focus (spiked shield)You may use the following 3 tactical maneuvers: Spiked Avalanche If you make a Charge while wearing Spiked Armor and using a Spiked Shield (or with your hands empty), you may make a single attack with the Spiked Armor or the Spiked Shield that receives a 2x Strength modifier bonus to damage or attacks with both your Spiked Armor and your Spiked Shield that each receive a 1x Strength modifier bonus to damage (two weapon penalties apply). Spiked Rebuke When you Fight Defensively with a Spiked Shield and an opponent missed your AC but would have hit if not for your Shield, your next attack against that opponent with your Spiked Shield (if in the next round) receives a +2 bonus on its attack roll. Spiked Slam As a Full Round Action, you may make a single attack with your Spiked Shield that generates an Attack of Opportunity, has a 2x Strength modifier bonus to damage in addition to the damage below. You do not threaten adjacent squares until the start of your next round. Size Bonus Dmg Size Bonus Dmg Size Bonus Dmg Small +1d4 Large +1d8 Gargantuan +2d8 Medium +1d6 Huge +2d6 Colossal +3d6Combat Brute XE "Combat Brute"  [Tactical, Fighter](CWar p110)Base Attack Bonus +6 Improved Sunder Power Attack You may use the following 3 tactical maneuvers: Advancing Blows If you successfully Bull Rush an opponent, you receive a +1 bonus per 5 you moved the opponent on attack & damage rolls against that opponent on the next round only. Sundering Cleave If you destroy an opponents weapon or shield with a Sunder action, you receive an immediate melee attack on the opponent at the same attack bonus which the Sunder used. Momentum Swing If you successfully Charge an opponent, and then on the following round use Power Attack with at least a 5 penalty, the bonus damage for the power attack is x1 for a One-Handed weapon or x3 for a Two-Handed weapon.Flying Kick XE "Flying Kick"  [General](CWar p99)Strength 13 Jump: 4 ranks Improved Unarmed Strike Power AttackYou do +1d12 damage when you Charge & end with an Unarmed Strike.Frightful Presence  XE "Frightful Presence"  [General](Dcn p106)Charisma 15 Intimidate: 9 ranksWhenever you attack or charge, all opponents within a 30 radius, who have fewer levels/HD than you do become Shaken for (1d6 + Charisma modifier) rounds (WillNeg, DC = 10 + character level + Charisma modifier). On a successful save, the opponent is immune to your Frightful Presence for 24 hours. This ability cannot affect creatures with Intelligence 3 or lower, nor does it work on Dragons.Greater Powerful Charge XE "Greater Powerful Charge"  [General, Fighter](Eb p54) (Mini p27)Medium-size or larger Base Attack Bonus +4 Powerful ChargeAs Powerful Charge, but treat yourself as one size category larger.Hurling Charge  XE "Hurling Charge"  [General, Fighter](Mini p27)Base Attack Bonus +6 Quick DrawWhen making a Charge, you may make an attack with a Thrown Weapon during your charge, then draw a Melee Weapon for your attack at the end of your Charge. Note: if you kill the creature you are charging at with your thrown attack, you must still stop when you reach it and still have the penalty to AC until your next round. Note: if you take the Hurling Charge attack, you only receive one attack at the end of your Charge (some creatures / classes are entitled to extra, often due to the Pounce special ability).Leap Attack  XE "Leap Attack"  [General](CAdv p110) (CAdvErrata)+Power Attack Jump: 8 ranksYou can combine a jump with a charge against an opponent. If your jump covers at least 10 of horizontal distance and end in a square which threatens your opponent, you deal +100% Power Attack damage.Powerful Charge XE "Powerful Charge"  [General, Fighter](Eb p57) (MM3 p207) (Mini p27)Medium-size or larger Base Attack Bonus +1If the melee attack you make at the end of a Charge hits, you do extra damage. If you have multiple attacks at the end of a Charge, the bonus damage only applies to one of them. Size Bonus Damage Size Bonus Damage Medium +1d8 Gargantuan +4d6 Large +2d6 Colossal +6d6 Huge +3d6 Raptor School XE "Raptor School"  [Tactical](CWar p111)Wisdom 13 Jump: 5 ranks Base Attack Bonus +6You may use the following 3 tactical maneuvers: Eagles Swoop If you Charge or jump down at least 10 onto your foe, you may make a Jump check to do extra damage. You DC is 15 to do +2 damage or DC 25 to do +4 damage. If you fail the Jump check, you miss your foe entirely & if the check misses by 5+, you end up Prone. Falcons Feathers As a Standard Action, you may attempt a Feint action using a cloak to cause the distraction. For this maneuver, you use your Base Attack Bonus in place of your ranks in Bluff for the Feint. If successful, your opponent is Flat-Footed for the next melee attack you make against him/her. Hawks Eye As a Full Round Action, you observe your opponent (you can do this for up to 3 consecutive rounds). The next melee attack you make on that opponent receives a +2 bonus to attack & damage for each round you observed (maximum of +6). If you do not attack within 3 round of observing or your opponent attacks you first, the bonuses are lost.Reckless Charge  XE "Reckless Charge"  [General, Fighter](Mini p27)When you Charge, you may increase the penalty to your AC to 4 and increase your attack bonus to +4.Shock Trooper XE "Shock Trooper"  [Tactical, Fighter](CWar p112)Base Attack Bonus +6 Improved Bull Rush Power AttackYou may use the following 3 tactical maneuvers: Directed Bull Rush On a successful Bull Rush at the end of a Charge, you may move your opponent one hex to the left or right for each hex you move him/her backwards. Domino Rush On a successful Bull Rush that pushes your opponent into the same hex as another opponent, you may attempt to Trip both opponents & they cannot attempt to trip you if you fail. Heedless Charge If you make a Charge that ends in an attack that uses Power Attack (at least a 5 to your attack roll), you may transfer part or all of the attack roll penalty to your AC as a penalty. This is in additional to the 2 AC due to the Charge. Polearm Feats Unless otherwise noted, the following are considered Polearms (see the Equipment Index for more details): Ankus; Awl Pike; Axe, Lochaber; Axe, Orc Double; Bardiche; Bec de Corbin; Duom; Fauchard; Glaive; Goad; Greatspear; Halberd; Hammer, Lucerne; Longspear; Longstaff; Naginata; Partisan; Pilum; Poleaxe, Heavy; Quarterstaff; Ranseur; Ritiik; Sasumata; Sharrash, Talenta; Sodegarami; Spear; Spetum; Urgrosh, Dwarven; Voulge; Warpike, Dwarven. Polearm FeatsSourcePrerequisiteDescriptionBraced for Charge XE "Braced for Charge"  [General](DR331 p28)Base Attack Bonus +1 If you ready a Polearm to receive a Charge, it does double damage. This does not effect Polearms that already do double damage against a charge.Formation Expert XE "Formation Expert"  [Tactical, Fighter](CWar p110)Base Attack Bonus +5You may use the following 3 tactical maneuvers, even if your allies do not have the feat too: Lock Shield If you and the two allies on either side of you are wielding shield, you gain a +1 bonus to AC. Step into the Breach If there is a line of adjacent allies and one ally within a single move falls, you may make a single move to that allys location as if you had a Readied Action. Wall of Polearms Gain a +2 attack bonus if you and your adjacent allies are each wielding the same weapon, which must be off the following list: Shortspear, Longspear, Trident, Glaive, Gisarme, Halberd, or Ranseur.Haft Strike XE "Haft Strike"  [General](DR331 p28)Two-Weapon Fighting When making a Full Attack Action with a Polearm that is not a Double weapon, you may make an off-hand attack with the haft of the Polearm that does damage as if it were a Club. All normal Two-Weapon Fighting rules apply. If the Polearm is magical, its haft counts as magic for purposes of overcoming Damage Reduction. Normally, the haft of a non-double weapon counts as an Improvised weapon and cannot be used as part of a Full Attack Action.Long Strike XE "Long Strike"  [General](DR331 p28)Base Attack Bonus +2 As a Full Attack Action, you may make one attack with your Polearm as if it had Reach +5 than normal (which grants non-reach Polearms Reach 10).Pike Hedge XE "Pike Hedge"  [General, Fighter](DR317 p83)Base Attack Bonus +2 Combat Reflexes Hold the LineWhen readying an action to receive a charge, weapons that normally do 2x vs. a charge (such as a Spear, Halberd, etc.) do 3x, while all other melee weapons do 2x.Pole Balance XE "Pole Balance"  [General](DR331 p28) When wielding a Polearm with two hands, you receive a +4 Circumstance bonus to resist being Bull Rushed and being Tripped. The bonus also applies to Balance checks to keep your footing as long as there is a solid surface to brace the Polearm against. You may not use this feat while Flat-Footed.Pole Fighting XE "Pole Fighting"  [General](DR331 p28)Flurry of Blows class feature Weapon Focus (chosen Polearm)You may perform Flurry of Blows with the chosen Polearm.Shield and Pike Style XE "Shield and Pike Style"  [General, Fighter](DR338 p92)Proficient with Light ShieldsWhen wielding a Piercing Two-Handed Polearm with Reach with which you have proficiency, you receive the full Shield bonus to AC of a Light Shield you are wearing. Note: Normally, you cannot wield a Two-Handed weapon and use a Light Shield simultaneously.Short Haft XE "Short Haft"  [General, Fighter](PH2 p82)Base Attack Bonus +3 Weapon Focus (reach weapon)As a Swift Action, you may reduce the Reach of any reach weapon (other than Spiked Chain & Whip) by 5. This changed the squares that you threaten. Returning the weapon to its normal reach is also a Swift Action.Shorten Grip XE "Shorten Grip"  [General](DR331 p28)When wielding a Polearm with Reach with which you have proficiency, you may attack adjacent foes at a 2 penalty. Note: you cannot use this feat with an Awl Pike.Spinning Defense XE "Spinning Defense"  [General](DR331 p28)Combat Expertise Deflect ArrowsWhile wielding a Polearm during a Total Defense Action, you gain the following: a) an additional +1 Dodge bonus to AC; and b) you may use Deflect Arrows any number of times until your next turn, but you cannot use the Snatch Arrow (if you have it). You do not need a free hand to Deflect Arrows.Spinning Halberd XE "Spinning Halberd"  [Style](CWar p114)Combat Reflexes Two-Weapon Fighting Weapon Focus (halberd)When you make a Full Round Attack with a Halberd, you receive a +1 Dodge bonus to AC & an additional attack with the staff end at a 5 penalty which is a 1d6 + Strength modifier Bludgeoning damage.Vault XE "Vault"  [General](DR331 p28)Strength 13 Jump: 4 ranksWhile wielding a Polearm during a Total Defense Action, you gain the following: a) the DC for a Long Jump is reduced by 5; and b) the DC for a High Jump is equal to 3x the distance to be cleared (instead of 4x). Attack of Opportunity Feats Attack of Opportunity FeatsSourcePrerequisiteDescriptionBackstab  XE "Backstab"  [General, Fighter](DR340 p86)Combat ReflexesYou may make an Attack of Opportunity against an opponent that you flank who attacks a target other than you.Canny Opportunist  XE "Canny Opportunist"  [General, Fighter](DR340 p86)Dexterity 13 Intelligence 13 Combat ExpertiseIf an opponent you threaten does any of the following, you may make an Attack of Opportunity on him/her, even if you are Flat-Footed: Draw a Weapon, Ready / Loosen a Shield, or Attempts a Feint in Combat.Close-Quarter Defense  XE "Close-Quarter Defense"  [General, Fighter](DR309 p110)Combat ReflexesYou gain a +2 bonus on attack rolls for an Attack of Opportunity generated by any of the following actions: an opponent entering your hex, making an unarmed attack, starting a grapple, bull rushing you, sundering your weapon or armor, etc. If your opponent has a Feat that allows them to do one of the above actions without generating an Attack of Opportunity, you may still take an Attack of Opportunity with a 10 penalty to your attack roll (instead of a +2).Close-Quarters Fighting  XE "Close-Quarters Fighting"  [General, Fighter](CWar p97)Base Attack Bonus +3You receive an Attack of Opportunity when a creature attempts to Grapple you, even if the creature has Improved Grapple or an ability that lets its start a Grapple without an Attack of Opportunity. If you cause damage on your Attack of Opportunity, the Grapple attempt automatically fails unless the attacker has Improved Grapple or a similar ability. In this case, add you damage to the initial Grapple check to see if the creature starts its Grapple. This Feat does not grant an extra Attack of Opportunity.Combat Reflexes  XE "Combat Reflexes"  [General, Fighter](PH p92)Monk 2nd 1. You may make Attacks of Opportunity while Flat-Footed. 2. You may make up to your Dexterity modifier in extra Attacks of Opportunity per round (instead of the normal limit of 1), but only one such attack per creature each round.Defensive Opportunist  XE "Defensive Opportunity"  [General, Fighter](DR340 p87)Intelligence 13 Combat Expertise Tumble: 5 ranksIf you make an Attack of Opportunity while Fighting Defensively, the attack does not receive the normal penalty for Fighting Defensibly.Defensive Sweep XE "Defensive Sweep"  [General, Fighter](PH2 p78)Base Attack Bonus +15If an opponent begins his/her round adjacent to you and does not move for the entire round (including a 5 Step), he/she generates an Attack of Opportunity for you just after his/her round ends.Defensive Throw XE "Defensive Throw"  [General](CWar p97)Dexterity 13 Combat Reflexes Dodge Improved Trip Improved Unarmed StrikeIf the opponent that you have designated to receive your Dodge bonus to AC attacks you and misses, you can make an Attack of Opportunity against that opponent to attempt to trip him.Deft Opportunist  XE "Deft Opportunist"  [General](CAdv p106) (Mini p25)Dexterity 15 Combat Reflexes+4 bonus on attack rolls when making Attacks of Opportunity.Double Hit [General, Fighter] XE "Double Hit" (Mini p25)Dexterity 17 Base Attack Bonus +6 Combat Reflexes Two-Weapon FightingBefore you make an Attack of Opportunity, you may choose to attack with both weapons, taking the standard penalties for fighting with two weapons.Expert Tactician  XE "Expert Tactician"  [General](CAdv p109)Dexterity 13 Base Attack Bonus +2 Combat ReflexesIf you hit a creature with an Attack of Opportunity, you and your allies gain a +2 Circumstance bonus on melee attack rolls and damage rolls against that opponent for 1 round.Exploit Adjustment  XE "Exploit Adjustment"  [General, Fighter](DR340 p87)Dexterity 13 Intelligence 13 Combat Expertise Canny OpportunistYou may make an Attack of Opportunity on an opponent you threaten who takes a 5 step from one square adjacent to you to another square adjacent to you.Greater Combat Reflexes  XE "Greater Combat Reflexes"  [General, Fighter](DR340 p87)Dexterity 15 Base Attack Bonus +11 Combat Reflexes Improved Combat ReflexesWhen you make an Attack of Opportunity, you are allowed three attacks. The first is at your normal attack bonus, the second is at 5, and the third is at 10. This counts as three of your Attacks of Opportunity per round and your maximum is not increased.Hindering Opportunist XE "Hindering Opportunist"  [General](PH2 p79)Base Attack Bonus +3 Combat ReflexesWhen an opponent generates an Attack of Opportunity, you may forgo the attack and instead take an Aid Other action to help an ally attacking the same opponent.Hold the Line XE "Hold the Line"  [General](CWar p100)Base Attack Bonus +2 Combat ReflexesYou receive an Attack of Opportunity against an opponent who is charging and that enters a hex that you threaten. Your attack is resolved before the charge finishes.Improved Combat Reflexes  XE "Improved Combat Reflexes"  [General, Fighter](DR340 p87)Dexterity 13 Base Attack Bonus +6 Combat ReflexesWhen you make an Attack of Opportunity, you are allowed two attacks. The first is at your normal attack bonus, while the second is at 5. This counts as two of your Attacks of Opportunity per round and your maximum is not increased.Improved Shield Snare  XE "Improved Shield Snare"  [General, Fighter](DR309 p110)Shield Proficiency Combat Reflexes Improved Shield Bash Shield SnareIf your opponent is disarmed due to the use of your Shield Snare feat, you can make an Attack of Opportunity against your opponent immediately. You gain a +2 bonus on your attacks against this opponent as long as he/she remains disarmed.Karmic Strike  XE "Karmic Strike"  [General](CWar p102)Dexterity 13 Combat Expertise DodgeOn your turn, you may choose to take a 4 penalty to your AC in exchange for the option of taking an Attack of Opportunity on any creatures that successfully makes a melee or touch attack on you. This feat does not grant additional Attacks of Opportunity.Mercurial Strike XE "Mercurial Strike"  [General](DR310 p69)Quick Draw Base Attack Bonus +5If an opponent generates an Attack of Opportunity and you are unarmed, you may draw a melee weapon and make your Attack of Opportunity, with your opponent being Flat-Footed.Occult Opportunist  XE "Occult Opportunist"  [General](DR340 p87)Know(arcana): 5 ranks Spellcraft: 5 ranksIf an opponent you threaten does any of the following, you may make an Attack of Opportunity on him/her: Dismiss a Spell, Direct / Redirect an Active Spell, cast a Quickened or Swift Spell, makes a Turn / Rebuke attempt. If damage, your opponent looses the spell / action attempted unless he/she makes a Concentration check vs. DC (10 + damage).Opportunistic Tactician  XE "Opportunist Tactician"  [General, Fighter](DR340 p87)Combat Reflexes Dodge MobilityAfter making an Attack of Opportunity, you may take a bonus 5 step.Overhead Thrust  XE "Overhead Thrust"  [General](Dcn p106)Base Attack Bonus +6 Close-Quarters Fighting Power AttackYou can use a Slashing or Piercing weapon to make an Attack of Opportunity against a foe using an attack designed to batter you from above (Overrun, Trample, Power Dive, Dragon Crush). You cannot use this feat if you are flat-footed or already grappled. You gain a special attack modifier based on your opponents size: Medium or smaller (+0), Large (+4), Huge (+8), Gargantuan (+12), Colossal (+16) If your attack succeeds, you do triple damage.Ranged Threat  XE "Ranged Threat"  [General, Fighter](DR350 p90)Base Attack Bonus +6 Combat Reflexes Point Blank Shot Precise ShotIf a creature within 15 of you takes an action that provokes an Attack of Opportunity, you may make a single ranged attack against him/her/it at your highest attack bonus. This consumes all of your remaining Attacks of Opportunity for the round.Robilars Gambit  XE "Robilars Gambit"  [General, Fighter](PH2 p82)Base Attack Bonus +12 Combat ReflexesIf you activate this ability at the start of your turn, you gain the following: a) foes receive a +4 bonus on their attack & damage rolls against you; b) after a foe strikes you, you receive an Attack of Opportunity against that foe which is resolved after his/her attack.Sidestep  XE "Sidestep"  [General](Mini p28)Dexterity 15 Dodge Mobility Tumble: 7 ranksAfter making an Attack of Opportunity, you may take a bonus 5 step.Sneak Attack of Opportunity  XE "Sneak Attack of Opportunity"  [General](DR340 p87)Combat Reflexes Sneak Attack class ability with at least +3d6On your first Attack of Opportunity of the round, add your Sneak Attack damage to the attacks damage.Two-Weapon Attack of Opportunity  XE "Two-Weapon Attack of Opportunity"  [General, Fighter](DR340 p87)Dexterity 17 Combat Reflexes Two-Weapon FightingWhen you make an Attack of Opportunity, you are allowed an attack with each of your weapons, with the normal penalties for doing so. This counts as two of your Attacks of Opportunity per round and your maximum is not increased.Wolfpack  XE "Wolfpack"  [Tactical](RotW p153)Dexterity 15 Dodge Mobility Spring Attack Base Attack Bonus +6You may use the following 3 tactical maneuvers: Distract Foe You and an ally must have Flanked your foe for at least one round to use this ability. As a Full Round Action, make a single melee attack. If it hits, make a Bluff check with the damage as a bonus vs. your foes Sense Motive check with his/her BAB as a bonus. If you are successful, all of your allies that give you a Flanking bonus receives an Attack of Opportunity on the foe. Drive Back You and at least one ally must Threaten the same foe and an ally must perform an Aid Other action to help your attack on t hat foe. As a Full Round Action, make a melee attack. If you hit, you do damage and initiate a Bull Rush that does not provoke an Attack of Opportunity or move you into your foes square. Resolve the Bull Rush normally, except the damage you did is a bonus on your Strength check and your foe cannot be moved back more than 5. Gang Dodge You and at least one ally must Threaten the same foe. Perform an Aid Other action to give every one of your allies that threaten the same foe a +2 bonus to AC. This bonus lasts until your next turn, provided you still threaten the same foe. Unarmed Combat Feats Unarmed Combat FeatsSourcePrerequisiteDescriptionBeast Strike XE "Beast Strike"  [General, Fighter](DR355 p76)Improved Unarmed Strike Base Attack Bonus +5 Claw or Slam attackWhen making an Unarmed Strike or Grapple check to deal damage, add your Claw or Slam damage.Clever Wrestling XE "Clever Wrestling"  [General](CWar p97) (Dcn p103) (Storm p92)Small or Medium size Improved Unarmed StrikeWhen grappling with an opponent greater than Medium size, you gain a bonus when attempting to escape a Grapple or Pin. The size of the bonus depends on the opponents size: Large +2 Huge +4 Gargantuan +6 Colossal +8Cunning Sidestep XE "Cunning Sidestep"  [General](Dcn p103)Small or Medium size Improved Unarmed Strike Clever WrestlingWhen your opponent is larger than Medium size, you gain a bonus on any opposed check you make to avoid being Bull Rushed, Tripped, Knocked Down, or Pushed. The bonus depends on the opponents size: Large +2 Huge +4 Gargantuan +6 Colossal +8 This feat is effective against the Large and in Charge feat. The bonus from this feat does not stack with Clever Wrestling.Cutpurse XE "Cutpurse"  [General](DR322 p37)Improved Unarmed Strike Sleight of Hand: 5 ranksWhen is melee combat, you may attempt a Sleight of Hand check to pickpocket your opponent without generating an Attack of Opportunity. If you beat his/her Spot check, opponent thinks the attempt was some type of combat movement.Defensive Metered Foot XE "Defensive Metered Foot"  [General](DR337 p97)Concentration: 6 ranks Improved Unarmed StrikeChoose an opponent as a Free Action. Each time this opponent misses you consecutively, you gain a cumulative +1 Dodge bonus to AC (max +5). If this opponent hits you, the bonus is lost. If this opponent misses you again, the count restarts at +1. This feat only applies on one opponent at a time.Deflect Arrows  XE "Deflect Arrows"  [General, Fighter](PH p93)Dexterity 13 Improved Unarmed StrikeMonk 2nd You may deflect one projectile per round that would have hit you, but only if the following are true: 1. you are not Flat-Footed and aware of the attack. 2. one of your hands is free. 3. the projectile is not purely magic (such as Melfs Acid Arrow) or massive (such as a giants boulder).Deft Fist  XE "Deft Fist"  [General](DR319 p71)Dexterity 13 Wisdom 13 Improved Unarmed Strike Weapon Finesse Weapon Focus (unarmed strike)When making an unarmed melee attack against a foe with Cover (but not Total Cover), your target does not receive the Cover bonus to AC.Disrupting Strike XE "Disrupting Strike"  [Shifter, Fighter](DR355 p76)Shifter Improved Unarmed Strike Stunning FistYou must declare you are using this ability before you make an Attack with your Unarmed Strike. If your foe is damaged by the attack, he/she must make a Fortitude save vs. DC (10 + Character level + Wisdom modifier). If your foe fails and is a shapechanger, he/she reverts immediately to his/her natural form. This also ends a Shifters Shifting racial ability. Creature immune to critical hits are immune to being Stunned. You may use this ability once per four non-Monk levels + once per Monk levels each day. You may use this ability only once per round.Eagle Claw Attack XE "Eagle Claw Attack"  [General](CWar p97)Wisdom 13 Power Attack Improved Sunder Improved Unarmed StrikeWhen you make an Unarmed Strike against an object, add your Wisdom modifier to your damage.Earths Embrace XE "Earths Embrace"  [General](CWar p97)Strength 15 Improved Grapple or improved grab ability Improved Unarmed StrikeEach round you Maintain a Pin, you do an extra +1d12 damage as long as you and the person you are grappling both remain immobile (granting opponents a +4 bonus to attack you). You do not do extra damage on creatures immune to critical hits.Fear No Binds XE "Fear No Binds"  [General, Fighter](DR355 p76)Improved Unarmed Strike Escape Artist: 4 ranksYou are difficult to contain: 1. you do not receive penalties on attack rolls while grappling 2. you may make Unarmed Strike attacks while bound with non-magical bindings 3. you do not receive penalties on attack or Dexterity when Entangled 4. if you are targeted with a Net and defeat your opponents Strength check to control your movement, you may drag your opponent around instead (if he/she does not release the Net)Flying Kick XE "Flying Kick"  [General](CWar p99)Strength 13 Jump: 4 ranks Improved Unarmed Strike Power AttackYou do +1d12 damage when you Charge & end with an Unarmed Strike.Improved Grapple  XE "Improved Grapple"  [General, Fighter](PH p95)Dexterity 13 Improved Unarmed Strike Monk 1st When you make a Grapple action, the following apply: Your opponent does not get an Attack of Opportunity against you when you make the touch attack to being a Grapple. You receive a +4 bonus on all Grapple checks, no matter who began the Grapple.Improved Unarmed Strike  XE "Improved Unarmed Strike"  [General, Fighter](PH p96)Monk 1st You are considered armed when not using a weapon (i.e., an armed opponent does not get an Attack of Opportunity against you when you attack). Your Unarmed Strike does Lethal or Nonlethal damage, as you desire.Martial Throw  XE "Martial Throw"  [General, Fighter](Mini p27)Dexterity 17 Improved Unarmed Strike If you hit an opponent up to your size with an Unarmed Strike, you may initiate a Dexterity-based Grapple check. If you win, you and your opponent swap positions. This does not generate Attacks of Opportunity. Usable once per round.Offensive Metered Foot XE "Offensive Metered Foot"  [General](DR337 p97)Concentration: 6 ranks Improved Unarmed StrikeChoose an opponent as a Free Action. Each time you hit this opponent consecutively, you gain a cumulative +1 Insight bonus on attacks against that opponent (max +5). If you miss this opponent, the bonus is lost. If you hit this opponent again, the count restarts at +1. This feat only applies on one opponent at a time.Ring the Ear  XE "Ring the Ear"  [Ambush](DR344 p103)Improved Unarmed Strike Sneak Attack / Sudden Strike class ability with at least +2d6On a successful Sneak Attack using an Unarmed Strike, you may reduce the Sneak Attack dice by 1d6 to Deafen your foe for 1 minute (FortNeg, DC = 10 + Character level + Strength modifier).Roundabout Kick  XE "Roundabout Kick"  [General](CWar p105)Strength 15 Improved Unarmed Strike Power AttackIf you confirm a Critical Hit with an Unarmed Strike, you can immediately make another unarmed attack at the same bonus on the opponent that received your Critical Hit.Scorpions Grasp XE "Scorpions Grasp"  [General](DU120 p35)Strength 13 Dexterity 13 Improved Grapple Improved Unarmed StrikeIf you hit a creature with a One-Handed or Light weapon, deal damage normally and then you have the option of starting a Grapple as a Free Action without provoking an Attack of Opportunity (no touch needed). If a grapple is started and you were wielding a One-Handed weapon, you drop it. If a grapple is started and you were wielding a Light weapon, you may continue holding it. Each round, you may attack your grappled foe as normal with it, except you do not have the standard 4 penalty.Snatch Arrows  XE "Snatch Arrows"  [General, Fighter](PH p100)Dexterity 15 Improved Unarmed Strike Deflect ArrowsYou may catch one projectile per round that would have hit you, but only if the following are true: 1. you are not Flat-Footed and aware of the attack. 2. one of your hands is free. 3. the projectile is not magic (such as Melfs Acid Arrow) or massive (such as a Giants boulder). If you catch a thrown weapon (such as a Spear), you may throw it immediately at the person who threw it at you, even though it is not your turn.Throat Punch  XE "Throat Punch"  [Ambush](CSco p082)Sneak Attack / Sudden Strike class ability with at least +3d6 Improved Unarmed StrikeOn a successful Sneak Attack with an Unarmed Strike, you may reduce the Sneak Attack dice by 2d6 to impede your foes ability to speak for 3 rounds. The foe receives a 5 penalty on skill checks related to speech and has a 50% failure chance when casting a spell with a Verbal component. Subsequent uses of this ability do not stack, but do reset the abilitys duration.Toothed Blow  XE "Toothed Blow"  [General](Storm p94)Strength 13 Improved Unarmed Strike Your Unarmed Strikes now do Bludgeoning & Piercing damage. You may make Unarmed Strikes underwater without taking a penalty.Versatile Unarmed Strike [General, Fighter] XE "Versatile Unarmed Strike" (PH2 p85)Improved Unarmed StrikeAs a Swift Action, you may change the damage type of your Unarmed Strikes to bludgeoning (default), piercing, or slashing. The damage type remains until you use this ability again to change it. Stunning Fist Feats Stunning Fist FeatsSourcePrerequisiteDescriptionDisrupting Strike XE "Disrupting Strike"  [Shifter, Fighter](DR355 p76)Shifter Improved Unarmed Strike Stunning FistYou must declare you are using this ability before you make an Attack with your Unarmed Strike. If your foe is damaged by the attack, he/she must make a Fortitude save vs. DC (10 + Character level + Wisdom modifier). If your foe fails and is a shapechanger, he/she reverts immediately to his/her natural form. This also ends a Shifters Shifting racial ability. Creature immune to critical hits are immune to being Stunned. You may use this ability once per four non-Monk levels + once per Monk levels each day. You may use this ability only once per round.Extra Stunning  XE "Extra Stunning"  [General](CWar p98)Base Attack Bonus +2 Improved Unarmed Strike Stunning FistYou can use Stunning Fist +3 times per day. You may take this feat multiple times.Fiery Fist XE "Fiery Fist"  [General, Fighter](PH2 p79)Dexterity 13 Wisdom 13 Base Attack Bonus +8 Improved Unarmed Strike Stunning FistMonk 2nd 1. By using up one of your daily Stunning Fist attacks as a Swift Action, your Unarmed Strikes do +1d6 Fire damage for the rest of your turn. 2. You receive +1 Stunning Fist use per day.Fiery Ki Defense XE "Fiery Ki Defense"  [General, Fighter](PH2 p79)Dexterity 13 Wisdom 13 Base Attack Bonus +8 Improved Unarmed Strike Stunning Fist Fiery FistMonk 6th By using up one of your daily Stunning Fist attacks as a Swift Action, your body is covered in flames, cause 1d6 Fire damage to anyone to hits you in melee for the rest of your turn.Fists of Iron XE "Fists of Iron"  [General](CWar p99)Base Attack Bonus +2 Improved Unarmed Strike Stunning FistBy using up one of your daily Stunning Fist attacks, you cause +1d6 damage. You must declare the use of this ability before making your attack roll & the use is lost if you miss.Freezing the Lifeblood XE "Freezing the Lifeblood"  [General, Fighter](CWar p99)Wisdom 17 Base Attack Bonus +10 Improved Unarmed Strike Stunning FistYou must declare that you are using this ability before you attack. If it hits, you do no damage, but your Humanoid opponent is Paralyzed for 1d4+1 rounds unless it makes a Fortitude save (DC = 10 + Character level + Wisdom modifier). Does not effect non-Humanoids & opponents immune to Stunning. Depletes one use of Stunning Fist even if the attack misses.Ki Blast XE "Ki Blast"  [General, Fighter](PH2 p80)Dexterity 13 Wisdom 13 Base Attack Bonus +8 Improved Unarmed Strike Stunning Fist Fiery FistMonk 6th 1. By using up two of your daily Stunning Fist attacks as a Move Action, you may form an orb of force energy in your hand. As a Standard Action, you may throw the orb up to 60. If you hit on a Ranged Touch attack, you do (3d6 + Wisdom modifier) Force damage. If not thrown by the end of your round, the orb dissipates. 2. You receive +1 Stunning Fist use per day.Pain Touch XE "Pain Touch"  [General](CWar p103)Wisdom 15 Base Attack Bonus +2 Stunning FistThe target of a successful Stunning Fist attack is Nauseated for 1 round after the round which he/she was Stunned. This ability may not be used on creatures two size categories or more larger than the user.Pressure Point Strike  XE "Pressure Point Strike"  [General](DR336 p103)Dexterity 13 Wisdom 13 Base Attack Bonus +8 Improved Unarmed Strike Stunning Fist Know (arcana): 5 ranks Ki Strike (magic) class abilityThe following abilities must be declared before the strike is attempted and the indicated number of Stunning Fist uses are consumed even if it misses. May only be used on Humanoids, Monstrous Humanoids, and Giants. Harmful effects allow a Fortitude save vs. DC = 10 + Character level + Wisdom modifier. Beneficial effects may require a Level check against the level of the detriment being overcome (if magical). #StunFist Effect 1 Target Stunned for 1 round (i.e., base Stunning Fist ability). 1 Remove Stunned, Sickened, or Fatigued. 2 Blind, Deafen, or Paralyze opponent for 1d4 rounds. 2 Remove Paralysis, Blindness, or Deafness 3 Lower targets Spell Resistance by 1d6 + Wisdom modifier for 1 round. 3 Increase allys natural or magical Spell Resistance by 1d6 + Wisdom modifier for 1 round. 3 Delay Poison for 1d4 hours. 3 Foe effected by Injury Poison (1d4 Con / 1d4 Con, DC is Constitution-based). 4 Neutralize Poison. 4 Target receives a penalty of saves vs. Poison of 1 + Wisdom modifier for 1d4 rounds. 5 Target prevented from casting Spells or using Spell-Like Abilities for 1d4 rounds. 5 Target receives Greater Dispel Magic to remove a Spell or Spell-Like Ability effect.Rapid Stunning XE "Rapid Stunning"  [General, Fighter](CWar p104)Combat Reflexes Base Attack Bonus +6 Stunning FistYou may make one extra Stunning Fist-based attack in a round (normally you can only make one such attack each round). This feat does not grant extra uses overall, just the ability to try more than once in a single round. You make take this feat multiple times. Their effects stack.Ring the Gold Bell  XE "Ring the Gold Bell"  [General](DR319 p71)Wisdom 13 Base Attack Bonus +5 Improved Unarmed Strike Stunning Fist Weapon Focus (unarmed strike)You may inflict Unarmed Strike damage, plus effects such as Stunning Fist that are inflicted along with your Unarmed Strike, as a Ranged Attack with a maximum range of 5 + 5 per Wisdom modifier. Usable (1 + Wisdom modifier) times per day.Stone Monkey  XE "Stone Monkey"  [General](DR309 p68)Wisdom 15 Improved Unarmed Strike Stunning FistWhen Grappling, you gain the new Grapple Option of partially disabling an opponents arm or leg. On a successful check, your opponent must make a Fortitude save (DC is Wisdom-based) to avoid receiving a 2 penalties on all rolls & checks using the targeted limb for 1d6+1 rounds. If the limb is also used for movement (legs for walking, arms for climbing, etc.), the movement is reduced by 5 (minimum 0). Once partially disabled, targeting the same limb again has no additional effect.Stunning Fist  XE "Stunning Fist"  [General, Fighter](PH p101)Dexterity 13 Wisdom 13 Base Attack Bonus +8 Improved Unarmed StrikeMonk 1st You must declare you are using this ability before you make an Attack with your Unarmed Strike. If your foe is damaged by the attack, he/she must make a Fortitude save vs. DC (10 + Character level + Wisdom modifier). If your foe fails, he/she is Stunned for 1 round (i.e., until your next action). A Stunned creature cannot take any Action, loses any Dexterity bonus to AC, & has an additional 2 penalty to AC. Creature immune to critical hits are immune to being Stunned. You may use this ability once per four non-Monk levels + once per Monk levels each day. You may use this ability only once per round.Sudden Willow Strike  XE "Sudden Willow Strike"  [General](PGE p109)Dexterity 13 Wisdom 13 Improved Unarmed Strike Stunning Fist Weapon Focus (quarterstaff)You can use your Stunning Fist feat with Quarterstaff attacks.Water Splitting Stone XE "Water Splitting Stone"  [General, Fighter](PH2 p85)Dexterity 13 Wisdom 13 Base Attack Bonus +9 Improved Unarmed Strike Stunning FistMonk 6th If you hit with an Unarmed Strike and its damage would be reduced due to Damage Reduction, receive a +4 bonus to damage (i.e., ignore 4 points of Damage Reduction).Weakening Touch XE "Weakening Touch"  [General, Fighter](CWar p106)Wisdom 17 Base Attack Bonus +2 Improved Unarmed Strike Stunning FistOn a successful Unarmed Strike, you cause no damage, but your opponent receives a 6 penalty to his/her Strength for 1 minute. Multiple uses do not stack, but reset the duration. Depletes one use of Stunning Fist even if the attack misses. Group Tactics Feats Group Tactics FeatsSourcePrerequisiteDescriptionBody Guard  XE "Body Guard"  [General](DR339 p34)To use this feat, you must be adjacent to another character with this feat. If both characters need to make a saving throw against the same effect, the two of you may swap your saving throw bonus for this single save (though you may do it again later). Both characters must be willing.Formation Expert  XE "Formation Expert"  [Tactical, Fighter](CWar p110)Base Attack Bonus +5You may use the following 3 tactical maneuvers, even if your allies do not have the feat too: Lock Shield If you and the two allies on either side of you are wielding shield, you gain a +1 bonus to AC. Step into the Breach If there is a line of adjacent allies and one ally within a single move falls, you may make a single move to that allys location as if you had a Readied Action. Wall of Polearms Gain a +2 attack bonus if you and your adjacent allies are each wielding the same weapon, which must be off the following list: Shortspear, Longspear, Trident, Glaive, Gisarme, Halberd, or Ranseur.Improved Aid Other  XE "Improved Aid Other"  [General] (DR339 p34)When you use the Aid Other action to improve an allies AC, Attack bonus, or Skill check, you grant an additional +1 bonus (usually +3).Pack Feint  XE "Pack Feint"  [General](DR313 p31)Dexterity 13 Wisdom 13 Base Attack Bonus +3 Bluff: 3 ranksWhen you successfully use Bluff to Feint in Combat, the target loses its Dexterity bonus to AC for your next attack and the next attack of any allies adjacent to the foe when you made your Bluff check. To benefit from this Feat, each allys next attack and your next attack must be made on or before your next turn.Pack Tactics  XE "Pack Tactics"  [General](DR313 p31)Wisdom 13When you are flanking an opponent, your allies that are not flanking the same opponent receives a +1 bonus to their melee attacks. Your flanking allies retain their normal +2 bonus.Phalanx Fighting XE "Phalanx Fighting"  [General, Fighter](CWar p103)Base Attack Bonus +1 Shield Proficiency1. If you are fighting with a Light Weapon and a Heavy Shield, you gain a +1 bonus to AC. 2. If you are fighting as above and within 5 of an ally who is also fighting with a Light Weapon and a Heavy Shield, you may form a Shield Wall, which grants an additional +2 bonus to AC & a +1 bonus on Reflex saves to all members of the Shield Wall.Swarm Fighting XE "Swarm Fighting"  [General](CWar p105)Small size Dexterity 13 Base Attack Bonus +1You may share a 5 hex with your Small-sized allies that also have this feat. Against a creature of at least Medium-size, each attacker with Swarm Fighting who also has this feat (after the first) grants all of his/her allies a +1 Morale bonus on the attack roll, up to a maximum of your Dexterity modifier. For example, if 4 Halflings swarm fight an Ogre, each receives a +3 Moral bonus to attack.Wolfpack  XE "Wolfpack"  [Tactical](RotW p153)Dexterity 15 Dodge Mobility Spring Attack Base Attack Bonus +6You may use the following 3 tactical maneuvers: Distract Foe You and an ally must have Flanked your foe for at least one round to use this ability. As a Full Round Action, make a single melee attack. If it hits, make a Bluff check with the damage as a bonus vs. your foes Sense Motive check with his/her BAB as a bonus. If you are successful, all of your allies that give you a Flanking bonus receives an Attack of Opportunity on the foe. Drive Back You and at least one ally must Threaten the same foe and an ally must perform an Aid Other action to help your attack on that foe. As a Full Round Action, make a melee attack. If you hit, you do damage and initiate a Bull Rush that does not provoke an Attack of Opportunity or move you into your foes square. Resolve the Bull Rush normally, except the damage you did is a bonus on your Strength check and your foe cannot be moved back more than 5. Gang Dodge You and at least one ally must Threaten the same foe. Perform an Aid Other action to give every one of your allies that threaten the same foe a +2 bonus to AC. This bonus lasts until your next turn, provided you still threaten the same foe. Commander Feats Commander FeatsSourcePrerequisiteDescriptionCommander XE "Commander"  [General](DR323 p28)Charisma 13All allies within 30 gain a +1 Morale bonus on saves vs. Fear effects.Defense of the Righteous XE "Defense of the Righteous"  [General](DR323 p28)Charisma 17 Commander Good alignment All allies within 30 gain a +1 Morale bonus on Fortitude savesGang Tactics XE "Gang Tactics"  [General](DR323 p28)Charisma 15 Commander Evil alignment All allies within 30 deal +1 damage when Flanking a creature vulnerable to flanking.Halflings Cunning XE "Halflings Cunning"  [General](DR323 p29)Charisma 13 Commander Small size or smallerAll allies within 30 receive a +1 Morale bonus on attacks vs. creatures at lease one size category larger then themselves.Inspire Bloodletting XE "Inspire Bloodletting"  [General](DR323 p29)Charisma 13 CommanderAll allies within 30 receive a +1 Morale bonus on rolls to Confirm a Threatened Critical Hit.Inspire Bloodthirst XE "Inspire Bloodthirst"  [General](DR323 p29)Charisma 15 Commander Weapon Focus (any melee weapon) Intimidate: 5 ranksAll allies within 30 receive a +1 Morale bonus on all Melee attack rolls.Rouse Courage XE "Rouse Courage"  [General](DR323 p29)Charisma 13 CommanderAll allies within 30 may reroll a failed save vs. a Fear effect. An ally affected by a Fear effect that moves within 30 of you can make one additional save to resist the Fear effect. Feats Based on Combat Expertise Combat ExpertiseSourcePrerequisiteDescriptionAid Giver  XE "Aid Giver  [General, Fighter](DR343 p92)Strength 13 Intelligence 13 Combat Expertise Dodge Power AttackAs a Full Round Action, you may use an Aid Other action to benefit every adjacent ally, granting either a +2 bonus on Attack rolls or a +2 bonus to AC.Canny Opportunist  XE "Canny Opportunist"  [General, Fighter](DR340 p86)Dexterity 13 Intelligence 13 Combat ExpertiseIf an opponent you threaten does any of the following, you may make an Attack of Opportunity on him/her, even if you are Flat-Footed: Draw a Weapon, Ready / Loosen a Shield, or Attempts a Feint in Combat.Combat Cloak Expert XE "Combat Cloak Expert"  [Tactical, Fighter](PH2 p93)Base Attack Bonus +6 Dexterity 15 Intelligence 13 Combat Expertise DodgeYou may use the following 3 tactical maneuvers: Cloak Defense When Fighting Defensively while wearing a cloak, receive a +1 Shield bonus to AC. If you take a Total Defense Action, you receive a +2 Shield bonus to AC. Cloaked Strike In the first round, advance without wielding a weapon until you are adjacent to your opponent. On the next round, make an opposed Bluff vs. Sense Motive check as a Move Action while you draw your Light weapon. If successful, your opponent looses his/her Dexterity bonus to AC or his/her Shield bonus to AC (your choice) until the end of your round. Whirling Cloak After striking an opponent in melee, you may spend a Move Action to make a melee touch attack against the same opponent. If successful, the opponent may not make Attacks of Opportunity against an ally of your choice until the start of your opponents next round.Combat Expertise  XE "Combat Expertise"  [General, Fighter, Scout](PH p92) (CAdv p10)+Intelligence 13When you take an Attack action or a Full Attack action, you may take X to hit and get +X to your AC until your next action. X can be up to your base attack bonus, with a maximum of 5.Curling Wave Strike  XE "Curling Wave Strike"  [General, Fighter](Storm p92)Intelligence 13 Combat Expertise Improved TripIf you successfully trip an opponent in melee, you may forgo your free follow-up attack to instead attempt to trip another opponent within reach at the same attack bonus total as the previous attack. You may only use this feat once per round (i.e., if you trip the second opponent, you dont get to try to trip a third).Daunting Nuisance  XE "Daunting Nuisance"  [General, Fighter](DR343 p93)Intelligence 13 Combat Expertise Base Attack Bonus +4By making a successful Touch Attack, your opponent is treated as being Flat-Footed by all creatures adjacent to it, except for you. This is a Mind-Affecting Extraordinary effect.Defensive Opportunist  XE "Defensive Opportunity"  [General, Fighter](DR340 p87)Intelligence 13 Combat Expertise Tumble: 5 ranksIf you make an Attack of Opportunity while Fighting Defensively, the attack does not receive the normal penalty for Fighting Defensibly.Defensive Strike  XE "Defensive Strike"  [General, Fighter](CWar p97)Dexterity 13 Intelligence 13 Dodge Combat ExpertiseIf you take a Total Defense action and an opponent attacks & misses you, on your next turn, you receive a +4 bonus to attack that opponent.Defensive Throw  XE "Defensive Throw"  [General](CWar p97)Dexterity 13 Combat Reflexes Dodge Improved Trip Improved Unarmed StrikeIf the opponent that you have designated to receive your Dodge bonus to AC attacks you and misses, you can make an Attack of Opportunity against that opponent to attempt to Trip him.Double Weapon Disarm  XE "Double Weapon Disarm"  [General, Fighter](DR309 p110)Intelligence 13 Combat Expertise Improved DisarmWhen you attempt to disarm an opponent wielding a double weapon, you gain a +4 bonus on the check (in addition to the bonus from Improved Disarm).Exhausting Defense XE "Exhausting Defense"  [Tactical, Fighter](DR345 p91)Base Attack Bonus +5 Dexterity 13 Intelligence 13 Combat Expertise Dodge You may use the following 3 tactical maneuvers: Fatigue the Foe If you fight the same foe for 3 consecutive rounds with Combat Expertise of at least 2 and the foe is your Dodge target, then on each consecutive round, the foe must make a Fortitude save vs. DC 15 or become Fatigued until the end of the encounter. Exhaust the Foe If you fight the same foe who is already Fatigued for 3 consecutive rounds with Combat Expertise of at least 4 and the foe is your Dodge target, then on each consecutive round, the foe must make a Fortitude save vs. DC 15 or become Exhausted until the end of the encounter (at which point he/she becomes Fatigued). The Best Offense If you fight a foe who is already Fatigued or Exhausted for 1 round using the All-Out Defense Action and then on the following round attack without using Combat Expertise, the foe is considered Flat-Footed against your attacks and you receive a +2 bonus on attacks vs. that foe for 1 round.Exploit Adjustment  XE "Exploit Adjustment"  [General, Fighter](DR340 p87)Dexterity 13 Intelligence 13 Combat Expertise Canny OpportunistYou may make an Attack of Opportunity on an opponent you threaten who takes a 5 step from one square adjacent to you to another square adjacent to you.Extend Defense  XE "Extend Defense"  [General](DR339 p87)Intelligence 13 Combat ExpertiseAs a Standard Action, you may grant an adjacent creature a +2 Cover bonus to AC. If this creature is attacked, there is a 50% chance the attack ends up being targeted at you (with regards to AC, who takes the damage, etc.). This effect lasts until the start of your next round or until the creature move more than 5 from you.Improved Combat Expertise XE "Improved Combat Expertise"  [General, Fighter](CWar p100)Intelligence 13 Base Attack Bonus +6 Combat ExpertiseWhen you take an Attack action or a Full Attack action, you may take X to hit and get +X to your AC until your next action. X can be up to your base attack bonus, with a maximum of your Base Attack Bonus (instead of +5).Improved Disarm  XE "Improved Disarm"  [General, Fighter](PH p95)Intelligence 13 Combat ExpertiseMonk 6th When you do a Disarm Action, the following apply: Your opponent does not get an Attack of Opportunity against you. You receive a +4 bonus on the Disarm check. If your Disarm attempt fails, your opponent does not get a chance to try to disarm you.Improved Feint  XE "Improved Feint"  [General, Fighter](PH p95)Intelligence 13 Combat ExpertiseYou may make a Feint in Combat as a Move Action (instead of a Full Round Action).Improved Trip  XE "Improved Trip"  [General, Fighter](PH p96)Intelligence 13 Combat ExpertiseMonk 6th When you do a Trip Action, the following apply: 1. Your opponent does not get an Attack of Opportunity against you. 2. You gain a +4 bonus on the Strength roll to knock your opponent prone. 3. If you succeed in tripping your opponent in melee combat, you may immediately make a follow-up attack on him/her at the same attack bonus of the action you used to make the trip.Improved Whirlwind Attack  XE "Improved Whirlwind Attack"  [General, Fighter](DR343 p93)Intelligence 13 Dexterity 13 Base Attack Bonus +4 Combat Expertise Dodge Mobility Spring Attack Whirlwind AttackWhen making a Full Round Attack, you get one attack on each opponent within your reach at your best attack bonus, plus a single attack at each of your other attack bonuses vs. a legal target of your choice. For example, an 11th level Fighter has a Base Attack Bonus of +11 / +6 / +1. He/she would take an attack at +11 (plus modifiers) against all opponents within reach, plus one attack at +6 and one attack at +1. Using this feat means you forfeit all bonus attacks, such as those from Cleave, Haste, etc.Karmic Strike XE "Karmic Strike"  [General](CWar p102)Dexterity 13 Intelligence 13 Combat Expertise DodgeOn your turn, you may choose to take a 4 penalty to your AC in exchange for the option of taking an Attack of Opportunity on any creatures that successfully makes a melee or touch attack on you. This feat does not grant additional Attacks of Opportunity.Lacerate  XE "Lacerate"  [Ambush](DR344 p103)Strength 13 Intelligence 13 Power Attack Painful Strike Combat Expertise Improved Disarm Sneak Attack / Sudden Strike class ability with at least +4d6On a successful Sneak Attack, you may reduce the Sneak Attack dice by 3d6 to cause your foe to loose use of one of his/her hands for 1 minute (FortNeg, DC = 10 + Character level + damage dealt). Any object is the disabled hand is dropped, the foe cannot wield two-handed weapons, etc. This ability only applies to living creatures who can feel pain.Melee Evasion  XE "Melee Evasion"  [General, Fighter](PH2 p81)Dexterity 13 Intelligence 13 Combat Expertise DodgeWhen Fighting Defensively, you may use an Immediate Action to improve your AC against one attack made by the creature that is your designated dodge target. Against this attack only, your Normal & Touch AC is (d20 + your Base Attack Bonus). Note: Your Dexterity bonus to AC must apply to the designated attack.Mighty Are Fallen XE "Mighty Are Fallen"  [General, Fighter](DR309 p110)Dexterity 13 Intelligence 13 Combat Expertise Dodge MobilityYou receive a +4 bonus to AC when your opponent is using Power Attack on his/her attack.Sense Weakness  XE "Sense Weakness"  [General](Dcn p106)Intelligence 13 Combat Expertise Weapon Focus (any)Whenever you attack with a weapon with which you have Weapon Focus, you may ignore up to 5 points of the targets Damage Reduction. This benefit cannot reduce the effective DR to less than 0.Spinning Defense XE "Spinning Defense"  [General](DR331 p28)Intelligence 13 Combat Expertise Deflect ArrowsWhile wielding a Polearm during a Total Defense Action, you gain the following: a) an additional +1 Dodge bonus to AC; and b) you may use Deflect Arrows any number of times until your next turn, but you cannot use the Snatch Arrow (if you have it). You do not need a free hand to Deflect Arrows.Sweeping Trip  XE "Sweeping Trip"  [General, Fighter](PH p96)Intelligence 13 Combat Expertise Improved TripWhen you successfully Trip an opponent, you may forgo the follow-up attack and instead make a Trip attack against a new opponent that is adjacent to both you and the tripped opponent (i.e., you are trying to knock the first opponent into the second). This action does not provoke an Attack of Opportunity, but if it fails, the second opponent may attempt to Trip you. You may only use this ability once per round.Whirlwind Attack  XE "Whirlwind Attack"  [General, Fighter](PH p102)Intelligence 13 Dexterity 13 Base Attack Bonus +4 Combat Expertise Dodge Mobility Spring AttackWhen making a Full Round Attack, you get one attack on each opponent within your reach at your best attack bonus. Using this feat means you forfeit all bonus attacks, such as those from Cleave, Haste, etc. Feats Based on Combat Reflexes Combat ReflexesSourcePrerequisiteDescriptionAdaptable Flanker [General, Fighter] XE "Adaptable Flanker" (PH2 p71)Base Attack Bonus +4 Combat Reflexes Vexing FlankerDesignate an opponent as a Swift Action. When adjacent to that opponent, your current hex and one other you threaten count as being occupied by you for purposes of determining whether you and your allies gain Flanking bonuses.Backstab  XE "Backstab"  [General, Fighter](DR340 p86)Combat ReflexesYou may make an Attack of Opportunity against an opponent that you flank who attacks a target other than you.Close-Quarter Defense XE "Close-Quarter Defense"  [General, Fighter](DR309 p110)Combat ReflexesYou gain a +2 bonus on attack rolls for an Attack of Opportunity generated by any of the following actions: an opponent entering your hex, making an unarmed attack, starting a grapple, bull rushing you, sundering your weapon or armor, etc. If your opponent has a Feat that allows them to do one of the above actions without generating an Attack of Opportunity, you may still take an Attack of Opportunity with a 10 penalty to your attack roll (instead of a +2).Combat Reflexes XE "Combat Reflexes"  [General, Fighter](PH p92)Monk 2nd 1. You may make Attacks of Opportunity while Flat-Footed. 2. You may make up to your Dexterity modifier in extra Attacks of Opportunity per round (instead of the normal limit of 1), but only one such attack per creature each round.Defensive Throw XE "Defensive Throw"  [General](CWar p97)Dexterity 13 Combat Reflexes Dodge Improved Trip Improved Unarmed StrikeIf the opponent that you have designated to receive your Dodge bonus to AC attacks you and misses, you can make an Attack of Opportunity against that opponent to attempt to Trip him/her.Deft Opportunist  XE "Deft Opportunist"  [General](CAdv p106) (Mini p25)Dexterity 15 Combat Reflexes+4 bonus on attack rolls when making Attacks of Opportunity.Double Hit [General, Fighter] XE "Double Hit" (Mini p25)Dexterity 17 Base Attack Bonus +6 Combat Reflexes Two-Weapon FightingBefore you make an Attack of Opportunity, you may choose to attack with both weapons, taking the standard penalties for fighting with two weapons.Expert Tactician  XE "Expert Tactician"  [General](CAdv p109)Dexterity 13 Base Attack Bonus +2 Combat ReflexesIf you hit a creature with an Attack of Opportunity, you and your allies gain a +2 Circumstance bonus on melee attack rolls and damage rolls against that opponent for 1 round.Greater Combat Reflexes XE "Greater Combat Reflexes"  [General, Fighter](DR340 p87)Dexterity 15 Base Attack Bonus +11 Combat Reflexes Improved Combat ReflexesWhen you make an Attack of Opportunity, you are allowed three attacks. The first is at your normal attack bonus, the second is at 5, and the third is at 10. This counts as three of your Attacks of Opportunity per round and your maximum is not increased.Hindering Opportunist XE "Hindering Opportunist"  [General](PH2 p79)Base Attack Bonus +3 Combat ReflexesWhen an opponent generates an Attack of Opportunity, you may forgo the attack and instead take an Aid Other action to help an ally attacking the same opponent.Hold the Line XE "Hold the Line"  [General](CWar p100)Base Attack Bonus +2 Combat ReflexesYou receive an Attack of Opportunity against an opponent who is charging and that enters a hex that you threaten. Your attack is resolved before the charge finishes.Improved Combat Reflexes XE "Improved Combat Reflexes"  [General, Fighter](DR340 p87)Dexterity 13 Base Attack Bonus +6 Combat ReflexesWhen you make an Attack of Opportunity, you are allowed two attacks. The first is at your normal attack bonus, while the second is at 5. This counts as two of your Attacks of Opportunity per round and your maximum is not increased.Improved Shield Snare XE "Improved Shield Snare"  [General, Fighter](DR309 p110)Shield Proficiency Combat Reflexes Improved Shield Bash Shield SnareIf your opponent is disarmed due to the use of your Shield Snare feat, you can make an Attack of Opportunity against your opponent immediately. You gain a +2 bonus on your attacks against this opponent as long as he/she remains disarmed.Opportunistic Tactician  XE "Opportunist Tactician"  [General, Fighter](DR340 p87)Combat Reflexes Dodge MobilityAfter making an Attack of Opportunity, you may take a bonus 5 step.Pike Hedge XE "Pike Hedge"  [General, Fighter](DR317 p83)Base Attack Bonus +2 Combat Reflexes Hold the LineWhen readying an action to receive a charge, weapons that normally do 2x vs. a charge (such as a Spear, Halberd, etc.) do 3x, while all other melee weapons do 2x.Ranged Threat  XE "Ranged Threat"  [General, Fighter](DR350 p90)Base Attack Bonus +6 Combat Reflexes Point Blank Shot Precise ShotIf a creature within 15 of you takes an action that provokes an Attack of Opportunity, you may make a single ranged attack against him/her/it at your highest attack bonus. This consumes all of your remaining Attacks of Opportunity for the round.Robilars Gambit  XE "Robilars Gambit"  [General, Fighter](PH2 p82)Base Attack Bonus +12 Combat ReflexesIf you activate this ability at the start of your turn, you gain the following: a) foes receive a +4 bonus on their attack & damage rolls against you; b) after a foe strikes you, you receive an Attack of Opportunity against that foe which is resolved after his/her attack.Sneak Attack of Opportunity  XE "Sneak Attack of Opportunity"  [General](DR340 p87)Combat Reflexes Sneak Attack class ability with at least +3d6On your first Attack of Opportunity of the round, add your Sneak Attack damage to the attacks damage.Stalwart Defense XE "Stalwart Defense"  [General](PH2 p83)Base Attack Bonus +9 Combat Reflexes Hindering OpportunistIf an opponent you threaten makes a melee attack against one of your allies, you may expend one of Attacks of Opportunity to do an Aid Other action for your ally in order to grant him/her a +2 bonus to AC vs. this attack. You may only use this ability against a given opponent once per round.Two-Weapon Attack of Opportunity  XE "Two-Weapon Attack of Opportunity"  [General, Fighter](DR340 p87)Dexterity 17 Combat Reflexes Two-Weapon FightingWhen you make an Attack of Opportunity, you are allowed an attack with each of your weapons, with the normal penalties for doing so. This counts as two of your Attacks of Opportunity per round and your maximum is not increased.Vexing Flanker [General, Fighter] XE "Vexing Flanker" (PH2 p85)Combat ReflexesYou receive a +4 bonus on attack rolls to hit a Flanked opponent (instead of the normal +2). Feats Based on Dodge Dodge FeatsSourcePrerequisiteDescriptionBounding Assault  XE "Bounding Assault"  [General](PH2 p75)Dexterity 13 Base Attack Bonus +12 Dodge Mobility Spring AttackWhen doing an Attack Action with a melee weapon, you may move, attack twice (with the second attack at 5), and then continue the movement (up to your speed). This does not provoke an Attack of Opportunity from two creatures (at least one of which you must attack). You must move at least 5 before and after the attack to make use of this feat. You may attack both creatures you have designated or attack one with both attacks.Combat Cloak Expert XE "Combat Cloak Expert"  [Tactical, Fighter](PH2 p93)Base Attack Bonus +6 Dexterity 15 Intelligence 13 Combat Expertise DodgeYou may use the following 3 tactical maneuvers: Cloak Defense When Fighting Defensively while wearing a cloak, receive a +1 Shield bonus to AC. If you take a Total Defense Action, you receive a +2 Shield bonus to AC. Cloaked Strike In the first round, advance without wielding a weapon until you are adjacent to your opponent. On the next round, make an opposed Bluff vs. Sense Motive check as a Move Action while you draw your Light weapon. If successful, your opponent looses his/her Dexterity bonus to AC or his/her Shield bonus to AC (your choice) until the end of your round. Whirling Cloak After striking an opponent in melee, you may spend a Move Action to make a melee touch attack against the same opponent. If successful, the opponent may not make Attacks of Opportunity against an ally of your choice until the start of your opponents next round.Combat Tactician [General] XE "Combat Tactician" (PH2 p77)Dexterity 13 Base Attack Bonus +12 DodgeDesignate a creature to be target of this feat as a Free Action. If neither you or the target threaten each other at the start of your turn, you receive a +2 bonus on melee damage against that target during your turn.Defensive Throw XE "Defensive Throw"  [General](CWar p97)Dexterity 13 Combat Reflexes Dodge Improved Trip Improved Unarmed StrikeIf the opponent that you have designated to receive your Dodge bonus to AC attacks you and misses, you can make an Attack of Opportunity against that opponent to attempt to trip him.Dodge  XE "Dodge"  [General, Fighter, Scout](PH p93) (CAdv p10)+Dexterity 13 During your action, you may specify one opponent against which you gain a +1 Dodge bonus to AC until your next action. If you lose your Dex bonus to AC for any reason, you also lose your Dodge bonus.Elusive Target  XE "Elusive Target"  [Tactical](CWar p110)Base Attack Bonus +6 Dexterity 13 Dodge Mobility You may use the following 3 tactical maneuvers: Negate Power Attack If the opponent that you have chosen to use your Dodge against uses Power Attack on you, he/she still takes the penalty on the attack, but does not gain the bonus on the damage. Diverting Defense If you are flanked and have chosen one of the flankers as your Dodge opponent, that opponents first attack on you each round actually targets the other flanker, who is considered Flat-Footed. Any additional attacks that round are treated normally. Cause Overreach If you provoke an Attack of Opportunity by moving out of a threatened hex and your opponent misses, you receive an automatic Trip attempt against the foe. If the Trip attempt misses, your opponent does not get an attempt to trip you.Exhausting Defense XE "Exhausting Defense"  [Tactical, Fighter](DR345 p91)Base Attack Bonus +5 Dexterity 13 Intelligence 13 Combat Expertise Dodge You may use the following 3 tactical maneuvers: Fatigue the Foe If you fight the same foe for 3 consecutive rounds with Combat Expertise of at least 2 and the foe is your Dodge target, then on each consecutive round, the foe must make a Fortitude save vs. DC 15 or become Fatigued until the end of the encounter. Exhaust the Foe If you fight the same foe who is already Fatigued for 3 consecutive rounds with Combat Expertise of at least 4 and the foe is your Dodge target, then on each consecutive round, the foe must make a Fortitude save vs. DC 15 or become Exhausted until the end of the encounter (at which point he/she becomes Fatigued). The Best Offense If you fight a foe who is already Fatigued or Exhausted for 1 round using the All-Out Defense Action and then on the following round attack without using Combat Expertise, the foe is considered Flat-Footed against your attacks and you receive a +2 bonus on attacks vs. that foe for 1 round.Expeditious Dodge  XE "Expeditious Dodge"  [General, Fighter](RotW p150)Dexterity 13Gain a +2 Dodge bonus to AC when you move 40 or more in a single turn. Lasts until your next turn. Note: This feat counts as Dodge for purposes of qualifying for other feats, prestige classes, etc.Karmic Strike  XE "Karmic Strike"  [General](CWar p102)Dexterity 13 Intelligence 13 Combat Expertise DodgeOn your turn, you may choose to take a 4 penalty to your AC in exchange for the option of taking an Attack of Opportunity on any creatures that successfully makes a melee or touch attack on you. This feat does not grant additional Attacks of Opportunity.Melee Evasion  XE "Melee Evasion"  [General, Fighter](PH2 p81)Dexterity 13 Intelligence 13 Combat Expertise DodgeWhen Fighting Defensively, you may use an Immediate Action to improve your AC against one attack made by the creature that is your designated dodge target. Against this attack only, your Normal & Touch AC is (d20 + your Base Attack Bonus). Note: Your Dexterity bonus to AC must apply to the designated attack.Mobility  XE "Mobility"  [General, Fighter, Scout](PH p98) (CAdv p10)+Dexterity 13 Dodge+4 Dodge bonus to AC vs. Attacks of Opportunity due to moving out of or within a threatened area. Any condition that could cause you to lose your Dexterity bonus to AC against an attack causes you to lose this bonus too.Nimble Deflections  XE "Nimble Deflections"  [General, Fighter](DR335 p88)Dexterity 13 Dodge Perform (keyboard): 7 ranksWhen wielding a two-handed weapon, you receive a +2 Shield bonus to AC against your Dodge opponent.Opportunistic Tactician  XE "Opportunist Tactician"  [General, Fighter](DR340 p87)Dexterity 13 Combat Reflexes Dodge MobilityAfter making an Attack of Opportunity, you may take a bonus 5 step.Rapid Blitz  XE "Rapid Blitz"  [General](PH2 p82)Dexterity 13 Base Attack Bonus +18 Dodge Mobility Spring Attack Bounding AssaultWhen doing an Attack Action with a melee weapon, you may move, attack three times (with the second attack at 5 & the 3rd at 10), and then continue the movement (up to your speed). This does not provoke an Attack of Opportunity from three creatures (at least one of which you must attack). You must move at least 5 before and after the attack to make use of this feat. You may distribute your attacks between the three designated creatures as you wish.Sahuagin Flip  XE "Sahuagin Flip"  [General, Fighter](Storm p93)Racial Swim speed DodgeAfter making a Standard Action melee attack, you may withdraw (i.e., 2x movement) as a Move Action as long as your are swimming away.Shot on the Run  XE "Shot on the Run"  [General, Fighter, Scout](PH p100) (CAdv p10)+Dexterity 13 Base Attack Bonus +4 Point Blank Shot Dodge MobilityWhen making a Standard Action attack with a ranged weapon, you can move before and after the attack, up to your base movement.Sidestep  XE "Sidestep"  [General](Mini p28)Dexterity 15 Dodge Mobility Tumble: 7 ranksAfter making an Attack of Opportunity, you may take a bonus 5 step.Spring Attack  XE "Spring Attack"  [General, Fighter, Scout](PH p101) (CAdv p10)+Dexterity 13 Base Attack Bonus +4 Dodge MobilityWhen doing an Attack Action with a melee weapon, you may move, attack, and then continue the movement (up to your speed). This does not provoke an Attack of Opportunity from the person you are attacking. You must move at least 5 before and after the attack to make use of this feat.Titan Fighting  XE "Titan Fighting"  [General, Fighter](RoS p145)Dexterity 13 Racial Dodge bonus against Giants DodgeAgainst your Dodge-designated Giant-type opponent, you gain your Racial Dodge bonus, instead of the usual +1 for Dodge (e.g. a typical Dwarf would gain a +4 Dodge bonus from this feat against one giant, which stacks with his usual +4 Dodge bonus so +8 AC against one Giant, and +4 AC against all others).Wolfpack  XE "Wolfpack"  [Tactical](RotW p153)Dexterity 15 Dodge Mobility Spring Attack Base Attack Bonus +6You may use the following 3 tactical maneuvers: Distract Foe You and an ally must have Flanked your foe for at least one round to use this ability. As a Full Round Action, make a single melee attack. If it hits, make a Bluff check with the damage as a bonus vs. your foes Sense Motive check with his/her BAB as a bonus. If you are successful, all of your allies that give you a Flanking bonus receives an Attack of Opportunity on the foe. Drive Back You and at least one ally must Threaten the same foe and an ally must perform an Aid Other action to help your attack on t hat foe. As a Full Round Action, make a melee attack. If you hit, you do damage and initiate a Bull Rush that does not provoke an Attack of Opportunity or move you into your foes square. Resolve the Bull Rush normally, except the damage you did is a bonus on your Strength check and your foe cannot be moved back more than 5. Gang Dodge You and at least one ally must Threaten the same foe. Perform an Aid Other action to give every one of your allies that threaten the same foe a +2 bonus to AC. This bonus lasts until your next turn, provided you still threaten the same foe. Feats Based on Power Attack Power Attack FeatsSourcePrerequisiteDescriptionBlinding Strike XE "Blinding Strike"  [Tactical, Fighter](DR345 p90)Base Attack Bonus +5 Strength 13 Dexterity 13 Power Attack You may use the following 3 tactical maneuvers: Blind the Foe If you use a Full Round Action to make one melee attack with a Power Attack of at least 5, your foe takes no damage, but becomes Blind for 1d4 rounds (FortNeg, DC = 10 + Power Attack value). Weaken Gaze If you use a Full Round Action to make one melee attack with a Power Attack of at least 5, your foe takes normal damage and the DC of one of the creatures Gaze Attacks has its DC reduced by 2 for 10 rounds. Multiple uses of this maneuver stack. Eye Gouge If you use a Full Round Action to make one melee attack with a Power Attack of at least 5, your foe takes normal damage and looses the use of one of its Gaze Attacks for 1d4 rounds (FortNeg, DC = 10 + Power Attack value). Unlike the other two maneuvers, Eye Gouge generates and Attack of Opportunity. If you take damage from the attack, the maneuver is negated.Blood-Spiked Charger XE "Blood-Spiked Charger"  [Tactical, Fighter](PH2 p92)Base Attack Bonus +6 Strength 13 Power Attack Weapon Focus (spiked armor) Weapon Focus (spiked shield)You may use the following 3 tactical maneuvers: Spiked Avalanche If you make a Charge while wearing Spiked Armor and using a Spiked Shield (or with your hands empty), you may make a single attack with the Spiked Armor or the Spiked Shield that receives a 2x Strength modifier bonus to damage or attacks with both your Spiked Armor and your Spiked Shield that each receive a 1x Strength modifier bonus to damage (two weapon penalties apply). Spiked Rebuke When you Fight Defensively with a Spiked Shield and an opponent missed your AC but would have hit if not for your Shield, your next attack against that opponent with your Spiked Shield (if in the next round) receives a +2 bonus on its attack roll. Spiked Slam As a Full Round Action, you may make a single attack with your Spiked Shield that generates an Attack of Opportunity, has a 2x Strength modifier bonus to damage in addition to the damage below. You do not threaten adjacent squares until the start of your next round. Size Bonus Dmg Size Bonus Dmg Size Bonus Dmg Small +1d4 Large +1d8 Gargantuan +2d8 Medium +1d6 Huge +2d6 Colossal +3d6Brutal Strike  XE "Brutal Strike"  [General, Fighter](PH2 p76)Base Attack Bonus +6 Strength 13 Power AttackYou must declare you are attempting a Brutal Strike before attacking with a Bludgeoning weapon & only one Brutal Strike can be attempted each round. If your Brutal Strike hits, your foe is Sickened for 1 round (FortNeg, DC is 10 + the number you subtracted from your attack roll). Creatures not vulnerable to Critical Hits are immune.Cleave  XE "Cleave"  [General, Fighter](PH p92)Strength 13 Power AttackIf you drop a creature (i.e., put it to 0 hp or below, or simply kill it) in melee, you can immediately make a melee attack with the same weapon and at the same attack bonus against a creature within reach. You may not take a 5 step. This ability may be used once per round.Combat Brute XE "Combat Brute"  [Tactical, Fighter](CWar p110)Base Attack Bonus +6 Strength 13 Power Attack Improved SunderYou may use the following 3 tactical maneuvers: Advancing Blows If you successfully Bull Rush an opponent, you receive a +1 bonus per 5 you moved the opponent on attack & damage rolls against that opponent on the next round only. Sundering Cleave If you destroy an opponents weapon or shield with a Sunder action, you receive an immediate melee attack on the opponent at the same attack bonus which the Sunder used. Momentum Swing If you successfully Charge an opponent, and then on the following round use Power Attack with at least a 5 penalty, the bonus damage for the power attack is x1 for a One-Handed weapon or x3 for a Two-Handed weapon.Combat Engineer XE "Combat Engineer"  [General, Fighter](DR334 p88)Strength 13 Intelligence 13 Power Attack Improved Sunder Know (architecture and engineering): 4 ranks+2 bonus on attack & damage when making a Sunder attempt. If you attack an unattended inanimate object (including a wall or structure), you may ignore up to 10 points of its Hardness.Cometary Collision [General, Fighter] XE "Cometary Collision" (PH2 p77)Strength 13 Power Attack Improved Bull RushThis feat is used to derail an opponent in the process of a charge. To use it, you must Ready an Action to Charge an opponent who is charging you or an ally. When an opponent charges, it triggers your Readied Action. If you can Charge a minimum of 10 to meet the foe, the following occurs: a) the foes Charge ends at the point there your two paths cross; b) in addition to the normal benefits / penalties of a Charge, you receive a +4 bonus on damage; c) your foe does not receive the benefits of a Charge, but retains the penalties. He/she may switch the target of the charge attack to you.Deadly Concussion  XE "Deadly Concussion"  [General, Fighter](DR333 p88)Strength 13 Power Attack Improved Sunder Perform (percussion): 6 ranksWhen you take a Sunder action with a Bludgeoning weapon against a foes armor or shield and you destroy it in one blow, you deal the same damage to the foe that you dealt to the armor or shield.Deafening Blow XE "Deafening Blow"  [Tactical, Fighter](DR345 p91)Base Attack Bonus +4 Strength 13 Power Attack You may use the following 3 tactical maneuvers: Battle Clangor If you succeed on a bludgeoning melee attack with a Power Attack of at least 4, your foe takes no damage, but receives a 4 penalty on saves vs. sonic & language-dependent effects for 1 minute. Disorienting Blow If you succeed on a bludgeoning melee attack with a Power Attack of at least 4, your foe takes no damage, but becomes Shaken for 1d4 rounds (FortNeg, DC = 10 + Power Attack value). Note: the bludgeoning weapon must weigh at least 4 pounds). Deafen Foe If you use a Full Round Action to make one bludgeoning melee attack with a Power Attack of at least 4, your foe takes normal damage and becomes Deaf for 1d4 rounds (FortNeg, DC = 10 + Power Attack value).Eagle Claw Attack XE "Eagle Claw Attack"  [General](CWar p97)Wisdom 13 Power Attack Improved Sunder Improved Unarmed StrikeWhen you make an Unarmed Strike against an object, add your Wisdom modifier to your damage.Find Flaw  XE "Find Flaw"  [General, Fighter](DR359 p123)Base Attack Bonus +6 Strength 13 Power AttackWhen you use Power Attack while attacking an object, reduce the Hardness of the target by 1 for each point of Power Attack you do.Flay XE "Flay"  [General, Fighter](PH2 p79)Strength 13 Power AttackWhen you hit a creature without a Natural Armor bonus to AC with a Slashing or Piercing weapon while doing a Power Attack, the creature receives a 2 penalty on attacks for 1 round (FortNeg, DC = 10 + the Power Attack amount). This ability may only be used on a given creature once per round.Flying Kick XE "Flying Kick"  [General](CWar p99)Strength 13 Power Attack Improved Unarmed Strike Jump: 4 ranksYou do +1d12 damage when you Charge & end with an Unarmed Strike.Great Cleave XE "Great Cleave"  [General, Fighter](PH p94)Base Attack Bonus +4 Strength 13 Power Attack Cleave As Cleave, but you may use the ability as many times per round as you are able to drop creatures.Improved Overrun  XE "Improved Overrun"  [General, Fighter](PH p96)Strength 13 Power AttackWhen you do an Overrun Action, the following apply: Your opponent does not have the option of avoiding being Overrun. You receive a +4 bonus on the Overrun check to knock your opponent prone.Improved Sunder  XE "Improved Sunder"  [General, Fighter](PH p96)Strength 13 Power AttackWhen you strike at an object held or carried by an opponent, the following apply: Your opponent does not get an Attack of Opportunity against you. You gain a +4 bonus on the attack roll.Lacerate  XE "Lacerate"  [Ambush](DR344 p103)Strength 13 Intelligence 13 Power Attack Painful Strike Combat Expertise Improved Disarm Sneak Attack / Sudden Strike class ability with at least +4d6On a successful Sneak Attack, you may reduce the Sneak Attack dice by 3d6 to cause your foe to loose use of one of his/her hands for 1 minute (FortNeg, DC = 10 + Character level + damage dealt). Any object is the disabled hand is dropped, the foe cannot wield two-handed weapons, etc. This ability only applies to living creatures who can feel pain.Ladys Gambit  XE "Ladys Gambit"  [General](DR317 p82)Base Attack Bonus +6 Strength 13 Iron Will Power AttackOnce per round as a Free Action, you may sacrifice up to your Character Level in hit-points (treat this as lethal damage that bypasses Damage Reduction). For the 1 round, you receive +N bonus on Attack and Damage, where N equals (hp sacrificed / 2).Overhead Thrust  XE "Overhead Thrust"  [General](Dcn p106)Base Attack Bonus +6 Strength 13 Power Attack Close-Quarters FightingYou can use a Slashing or Piercing weapon to make an Attack of Opportunity against a foe using an attack designed to batter you from above (Overrun, Trample, Power Dive, Dragon Crush). You cannot use this feat if you are flat-footed or already grappled. You gain a special attack modifier based on your opponents size: Medium or smaller (+0), Large (+4), Huge (+8), Gargantuan (+12), Colossal (+16) If your attack succeeds, you do triple damage.Painful Strike  XE "Painful Strike"  [Ambush](DR344 p103)Strength 13 Power Attack Sneak Attack / Sudden Strike class ability with at least +3d6On a successful Sneak Attack, you may reduce the Sneak Attack dice by 2d6 to cause your foe intense pain for 1 minute, resulting in a 2 penalty on attacks, skill checks, & ability check. This ability only applies to living creatures who can feel pain.Power Attack  XE "Power Attack"  [General, Fighter](PH p98)Strength 13On your round before making an attack, you may choose a number X to subtract from all melee attacks and add it to your damage (as indicated below) until your next round. The number X may be no more than your Base Attack Bonus. Damage bonus: No damage bonus Light Weapon; secondary end of a Double-Weapon +X damage bonus One-Handed Weapon used in one hand; primary end of a Double-Weapon +2X damage bonus Two-Handed Weapon; One-Handed Weapon used in two hands; Double-Weapon when only one end is being used for an attack.Pushback XE "Pushback"  [General, Fighter](Mini p27)Strength 13 Power Attack Improved Bull RushIf you hit an opponent of up to your size with a Melee attack, you may initiate a special Bull Rush against that opponent. If successful, you force your opponent back 5 (straight or diagonally) and you move into the square he/she previously occupied. Neither movement generates Attacks of Opportunity. Usable once per round.Quell the Profane XE "Quell the Profane"  [Exalted](BoED p45)Base Attack Bonus +8 Strength 13 Power Attack Resounding Blow Intimidate: 7 ranksOn a confirmed critical hit upon an Evil creature using a melee weapon with which you are proficient, your opponent takes 1d4+1 Strength damage (FortNeg, DC is Charisma-based). This feat applies to a Monks Unarmed Strike.Quick Cleave  XE "Quick Cleave"  [General, Fighter](DR343 p93)Strength 13 Dexterity 13 Power Attack CleaveReceive a +2 Circumstance bonus on attacks made because of Cleave and/or Great Cleave.Resounding Blow XE "Resounding Blow"  [General, Fighter](BoED p45)Strength 13 Power Attack Intimidate: 7 ranksOn a confirmed critical hit using a melee weapon with which you are proficient, your opponent is Cowered for 1 round (WillNeg, DC is Charisma-based). This feat applies to a Monks Unarmed Strike.Retribution XE "Retribution"  [General](DR326 p33)Power AttackFor each 5 hp of damage (round down) inflicted on you by a specific foe in a single round, you gain a +1 on your next attack roll if it is against that foe that takes place in the following round. For example, if a Wizard does 13 hp of damage to you with Magic Missile, you receive a +2 to attack that Wizard if it is the next attack roll you make and it occurs before the end of your turn. Roundabout Kick XE "Roundabout Kick"  [General](CWar p105)Strength 15 Power Attack Improved Unarmed StrikeIf you confirm a Critical Hit with an Unarmed Strike, you can immediately make another unarmed attack at the same bonus on the opponent that received your Critical Hit.Shock Trooper XE "Shock Trooper"  [Tactical, Fighter](CWar p112)Strength 13 Power Attack Improved Bull Rush Base Attack Bonus +6 You may use the following 3 tactical maneuvers: Directed Bull Rush On a successful Bull Rush at the end of a Charge, you may move your opponent one hex to the left or right for each hex you move him/her backwards. Domino Rush On a successful Bull Rush that pushes your opponent into the same hex as another opponent, you may attempt to Trip both opponents & they cannot attempt to trip you if you fail. Heedless Charge If you make a Charge that ends in an attack that uses Power Attack (at least a 5 to your attack roll), you may transfer part or all of the attack roll penalty to your AC as a penalty. This is in additional to the 2 AC due to the Charge.Terrifying Warrior  XE "Terrifying Warrior"  [General, Fighter](DR343 p93)Base Attack Bonus +3 Strength 13 Power Attack CleaveIf you drop a creature with a Cleave attack (i.e., you dropped two creatures in a row), all opponents within your reach are Panicked for 1d4 rounds (WillNeg, DC is Charisma-based). Creatures with HD equal or greater than you are not effected. This is an Extraordinary Mind-Affecting Fear Effect. Feats Based on Combat Focus Combat Focus FeatsSourcePrerequisiteDescriptionCombat Awareness XE "Combat Awareness"  [Combat Focus, Fighter](PH2 p86)Base Attack Bonus +12 Wisdom 13 Combat Focus Blind-FightWhile in Combat Focus, you know the number of hit-points of each adjacent creature. If you have 3+ Combat Focus feats, you also gain Blindsight 5.Combat Defense XE "Combat Defense"  [Combat Focus, Fighter](PH2 p87)Base Attack Bonus +6 Dexterity 13 Wisdom 13 Combat Focus DodgeWhile in Combat Focus, you can change your Dodge opponent as an Immediate Action. If you have 3+ Combat Focus feats, you receive an extra +1 Dodge bonus to AC vs. your Dodge opponent.Combat Focus XE "Combat Focus"  [Combat Focus, Fighter](PH2 p87)Wisdom 13 The first time you successfully hit an opponent in an encounter, you enter Combat Focus, which lasts for 10 round + 1 per Combat Focus feat. You may only enter Combat Focus once per encounter. While in Combat Focus, you receive a +2 bonus on Will saves. If you have 3+ Combat Focus feats, the bonus improves to +4.Combat Stability XE "Combat Stability"  [Combat Focus, Fighter](PH2 p87)Base Attack Bonus +3 Wisdom 13 Combat FocusWhile in Combat Focus, you receive a +4 bonus on checks to resist Bull Rush, Disarm, Grapple, Overrun, & Trip actions. If you have 3+ Combat Focus feats, the bonus improves to +8.Combat Strike XE "Combat Strike"  [Combat Focus, Fighter](PH2 p87)Base Attack Bonus +15 Wisdom 13 Combat Focus any two other Combat Focus featsBy ending Combat Focus early as a Swift Action, you receive a bonus on all attack and damage rolls equal to your number of Combat Focus feats for the remainder of the current round.Combat Vigor XE "Combat Vigor"  [Combat Focus, Fighter](PH2 p88)Base Attack Bonus +9 Wisdom 13 Combat FocusWhile in Combat Focus, you gain Fast Healing 2. If you have 3+ Combat Focus feats, you gain Fast Healing 4. Enemy-Specific Feats vs. Casters vs. CastersSourcePrerequisiteDescriptionMage Slayer XE "Mage Slayer"  [General, Fighter](CArc p81) (Mini p27)Base Attack Bonus +3 Spellcraft: 2 ranks1. You receive a +1 bonus on Will saves. 2. If you threaten a spellcaster, he/her cannot take the cast defensively action. 3. Your Caster level (if any) of all spell and spell-like abilities is reduced by 4.Pierce Magical Concealment XE "Pierce Magical Concealment"  [General, Fighter](CArc p81)Constitution 13 Mage Slayer Blind-Fight1. You may disregard a Miss Chance that results from a spell or spell-like abilities, such as from Blur, Darkness, Invisibility, Obscuring Mist, etc. You can not ignore non-magical Concealment (such as fog). 2. When fighting a creature under the effect of Mirror Image, you automatically know which image is real. 3. Your Caster level (if any) of all spell and spell-like abilities is reduced by 4.Pierce Magical Protection XE "Pierce Magical Protection"  [General, Fighter](CArc p82)Constitution 13 Mage Slayer1. As a Standard Action, you may make a melee attack that ignores bonuses to AC granted by spells. If this attack deals damage, all spells and spell effects that grant a bonus to AC are immediately dispelled. 2. Your Caster level (if any) of all spell and spell-like abilities is reduced by 4. vs. Dragons vs. DragonsSourcePrerequisiteDescriptionDragon Foe  XE "Dragon Foe"  [General](Dcn p105)Intelligence 13+2 bonus on attack rolls vs. Dragons. +2 bonus on Caster level checks to overcome a Dragons Spell Resistance. Dragon are a 2 on saving throws against your spells, spell-like abilities, and supernatural abilities.Dragon Hunter  XE "Dragon Hunter"  [General](Dcn p104)Wisdom 13+2 Dodge bonus to AC against attacks made by Dragons +2 Competence bonus to saving throws against the spells, attacks, and special abilities of Dragons +2 Competence bonus on any opposed check (ex: bull rush, grapple) against a DragonDragon Hunter Bravery  XE "Dragon Hunter Bravery"  [General](Dcn p104)Wisdom 13 Dragon HunterYou and all your allies within 30 that can see you are treated as having +4HD for purposes of being exempt from a Dragons Frightful Presence. If you are not affected, you Animal Companion, Familiar, and/or Special Mount is not effected either. If you and/or you allies are affected, receive a +4 Morale bonus on the Will save to resist the effect.Dragon Hunter Defense  XE "Dragon Hunter Defense"  [General](Dcn p104)Wisdom 13 Dragon HunterYou gain Evasion against the breath weapons of Dragons. You also gain a bonus of half your Character level on saves against the Supernatural or Spell-like Abilities of Dragons. Dragonbane  XE "Dragonbane"  [General](Dcn p105)Intelligence 13 Base Attack Bonus +6 DragonfoeYou may use a Full Round Action to make a single attack (melee or ranged within 30) against a Dragon. You gain a +4 bonus on your attack roll, and +2d6 extra damage if you hit.Dragondoom  XE "Dragondoom"  [General](Dcn p105)Intelligence 13 Base Attack Bonus +10 Dragonfoe DragonbaneWhen attacking a dragon, your critical multiplier increases: x2 becomes x3 x3 becomes x5 x4 becomes x7 The benefit of this feat does not stack with any other ability or effect that changes the multiplier.Suppress Presence  XE "Suppress Presence"  [General](DR343 p32)Dexterity 15 StealthyCreatures with the blindsense special ability must make a Listen or Spot check (as appropriate for the creature) vs. your Hide check to perceive you. You must have Cover to hide from blindsense. vs. Undead vs. UndeadSourcePrerequisiteDescriptionGhost Scarred  XE "Ghost Scarred"  [General](LM p27)Know (religion): 8 ranks+2 Insight bonus on attack rolls and weapon damage against Incorporeal Undead. +2 bonus on all saving throws to resist the spells and abilities of Incorporeal Undead.Necropotent  XE "Necropotent"  [General, Fighter](LM p29)Fighter 4th Weapon Focus with the chosen weapon Weapon Specialization with the chosen weaponYou gain a +4 bonus on all damage rolls you make using the chosen weapon against Undead.Unquenchable Flame of Life XE "Unquenchable Flame of Life"  [General](LM p31) (FoE p148)Receive a +2 bonus on saving throws vs. the Extraordinary & Supernatural abilities of Undead. If Undead are your Favored Enemy, you receive your Favored Enemy bonus vs. Undead instead of the +2.Vampire Hunter  XE "Vampire Hunter"  [General](LM p31)Know (religion): 6 ranksAs a Move Action, you can unfailingly determine if a Vampire or Vampire Spawn is within 30. You are immune to the Dominating Gaze ability of Vampires and Vampire Spawn. vs. Big Creatures vs. Big CreaturesSourcePrerequisiteDescriptionClever Wrestling XE "Clever Wrestling"  [General](CWar p97) (Dcn p103) (Storm p92)Small or Medium size Improved Unarmed StrikeWhen grappling with an opponent greater than Medium size, you gain a bonus when attempting to escape a Grapple or Pin. The size of the bonus depends on the opponents size: Large +2 Huge +4 Gargantuan +6 Colossal +8Confound the Big Folk  XE "Confound the Big Folk"  [Tactical](RotW p153)Small size (or smaller) Underfoot Combat Tumble: 10 ranksYou may use the following 3 tactical maneuvers: Knee Striker When you occupy a square with a creature at least two size categories larger than you, the creature is considered Flat-Footed against you and you receive a +4 bonus on rolls to confirm critical hits. Underfoot Defense When you occupy a square with a creature at least two size categories larger than you, and you Fight Defensively, use Total Defense, or use Combat Expertise, any melee or ranged attack on you has a 50% chance of striking the creature who shares the square with you (that creature does not have a 50% chance of striking itself). Unsteady Footing When you occupy a square with a creature at least two size categories larger than you, you may initiate a Trip attack on the creature you share the square with and not provoke an Attack of Opportunity. You can add your choice of Strength or Dexterity modifier to you check (your opponent gets the better of its Strength or Dexterity as usual). Your opponent does not get to add his/her size bonus to its roll. If the Trip attempt fails, your opponent does not get to try to trip you.Cunning Sidestep XE "Cunning Sidestep"  [General](Dcn p103)Small or Medium size Improved Unarmed Strike Clever WrestlingWhen your opponent is larger than Medium size, you gain a bonus on any opposed check you make to avoid being Bull Rushed, Tripped, Knocked Down, or Pushed. The bonus depends on the opponents size: Large +2 Huge +4 Gargantuan +6 Colossal +8 This feat is effective against the Large and in Charge feat. The bonus from this feat does not stack with Clever Wrestling.Giantbane XE "Giantbane"  [Tactical, Fighter](CWar p111)Medium-size or smaller Base Attack Bonus +6 Tumble: 5 ranks You may use the following 3 tactical maneuvers: Duck Underneath If you take a Total Defense action against a foe who is at least two size categories larger than you, you gain an additional +4 bonus on your AC. If your foe misses on his/her attack, you may make a Tumble check vs. DC 15 to move to the opposite side of your foe. Death from Below If you successfully performed a Duck Underneath maneuver the round before, you can make an immediate single attack on the foe you ducked under. Your foe is Flat-Footed & you gain a +4 bonus on your attack. Climb Aboard If you are adjacent to a foe at least two size categories larger than you, you may make a Climb check vs. DC 10 to climb onto your foe. As long as you are on your foe, he/she has a 4 penalty on attack rolls to hit you & you are carried with him/her. Your foe may get you off with a Grapple check opposed by your Climb check.Overhead Thrust  XE "Overhead Thrust"  [General](Dcn p106)Base Attack Bonus +6 Close-Quarters Fighting Power AttackYou can use a Slashing or Piercing weapon to make an Attack of Opportunity against a foe using an attack designed to batter you from above (Overrun, Trample, Power Dive, Dragon Crush). You cannot use this feat if you are flat-footed or already grappled. You gain a special attack modifier based on your opponents size: Medium or smaller (+0), Large (+4), Huge (+8), Gargantuan (+12), Colossal (+16) If your attack succeeds, you do triple damage.Underfoot Combat  XE "Underfoot Combat"  [General](RotW p152)Small size (or smaller) Tumble: 10 ranksYou can move into or through a square occupied by a creature at least two size categories larger than you. You do not provoke Attacks of Opportunity for doing so. When you are in a square occupied by a creature at least two size categories larger than you, you gain the benefit of Soft Cover (+4 bonus to AC) again all attacks (including those of the creature whose space you occupy). Spellcaster Feats Item Creation Feats Item CreationSourcePrerequisiteDescriptionAttune Magic Weapon XE "Attune Magic Weapon"  [Item Creation](Eb p50)Craft Magic Arms and Armor Caster level 5th After spending 24 hours with a new magic weapon, you gain a +1 Insight bonus on attack roll & damage with it.Bind Elemental XE "Bind Elemental"  [Item Creation](Eb p51)Craft Wondrous Item Caser level 9thAble to create items with bound elements, including vehicles such as flying boats.Brew Potion XE "Brew Potion"  [Item Creation](PH p89)Caster level 3rdCreate a potion of a spell up to 3rd level that you know. Craft Construct XE "Craft Construct"  [Item Creation](MM p303) (MM3 p206)Craft Magic Arms and Armor Craft Wondrous ItemCreate any Construct whose prerequisites you meet.Craft Contingent Spell XE "Craft Contingent Spell"  [Item Creation](CArc p77)Caster level 11thCreates a one-shot spell that is triggered on the willing subject that is automatically cast when a set of conditions are true.Craft Magic Arms and Armor XE "Craft Magic Arms and Armor"  [Item Creation](PH p92)Caster level 5thCreate any magic weapon, armor or shield whose prerequisites you meet.Craft Rod XE "Craft Rod"  [Item Creation](PH p92)Caster level 9thCreate any magic rod whose prerequisites you meet.Craft Rune Circle  XE "Craft Rune Circle"  [Item Creation](RoS p137)Caster level 5thCreate any rune circle whose prerequisites you meet.Craft Staff  XE "Craft Staff"  [Item Creation](PH p92)Caster level 13thCreate any magic staff whose prerequisites you meet.Craft Wand  XE "Craft Wand"  [Item Creation](PH p92)Caster level 5thCreate any magic wand whose prerequisites you meet.Craft Wondrous Item XE "Craft Wondrous Item"  [Item Creation](PH p92)Caster level 3rdCreate any wondrous item whose prerequisites you meet.Etch Rune XE "Etch Rune"  [Item Creation](DR324 p26)Scribe ScrollImbues an item with a single-use spell that anyone can activate.Exceptional Artisan XE "Exceptional Artisan"  [Item Creation](Eb p52)any Item Creation featReduce the base time for crafting any magical item by 25%.Extra Rings XE "Extra Rings"  [Item Creation](Eb p53)Forge Ring Caster level 12thYou may benefit from up to two magical ring on each hand, to a total of 4 rings. Extraordinary Artisan XE "Extraordinary Artisan"  [Item Creation](Eb p53)any Item Creation featReduce the cost of raw material for crafting any magical item by 25%.Forge Ring XE "Forge Ring"  [Item Creation](PH p94)Caster level 12thCreate any magic ring whose prerequisites you meet.Inscribe Rune  XE "Inscribe Rune"  [Item Creation](PGF p40)Intelligence 13 Divine Caster level 3rd appropriate Craft skillYou may imbue an object with a single-use Divine spell by inscribing the appropriate Rune upon it. Creatures may not have Runes place upon them, but may have them on their objects. The Cost Multiplier of a Rune is 50.Legendary Artisan XE "Legendary Artisan"  [Item Creation](Eb p56)any Item Creation featReduce the cost of XP for crafting any magical item by 25%.Portal Master  XE "Portal Master"  [Item Creation](PGF p42)Craft Wondrous ItemYou understand Portals (i.e., teleportation tunnels with fixed ends) better than most. 1. You may create a Portal at cost (this bonus does not stack with the Magical Artisan feat). 2. You may attempt to stabilize a dangerous Portal for 1 minute with a Spellcraft check.Sanctify Relic Item XE "Sanctify Relic Item"  [Item Creation](CDiv p84)any other Item Creation featYou can create a relic, which has a special relationship to a deity and its followers.Scribe Scroll  XE "Scribe Scroll"  [Item Creation](PH p99)Caster level 1stCreate any magic scroll whose prerequisites you meet.Wand Mastery  XE "Wand Mastery"  [Item Creation](Eb p62)Caster level 9th Craft WandAny spell you cast from a wand has its DC increased by 2 and its effective caster level increased by 2. Imbued Staff Feats As an alternative to having a Familiar, a Sorcerer / Wizard may imbue some of his/her power to a staff. This Imbued Staff gains abilities as the Master goes up in level (see the Creature Index for details). The following feats may also be applied. Imbued Staff FeatsSourcePrerequisiteDescriptionEnchant Staff XE "Enchant Staff"  [Item Creation](DR338 p60)Caster level 5th ability to Imbue a StaffChoose a spell you can cast that is no higher than one level below the highest you can cast. Your Imbued Staff grants you (and only you) ability to cast this spell as a Spell-like ability once per day when held. Requires a 24 hour ritual that consumes 100 gp per spell level. This feat may be taken multiple times. Each time a new spell is added.Imbued Defense XE "Imbued Defense"  [Item Creation](DR338 p60)Caster level 1st ability to Imbue a StaffWhen defensively casting a spell while holding your Imbued Staff, receive your Wisdom modifier as a bonus to your AC (in addition to your Dexterity modifier) until your next Action. Requires a 12 hour ritual that consumes 500 gp.Imbued Strength XE "Imbued Strength"  [Item Creation](DR338 p60)Caster level 3rd ability to Imbue a StaffWhen attacking with your Imbued Staff, add your Wisdom modifier to the damage instead of your Strength modifier. Requires a 12 hour ritual that consumes 500 gp.Invest Spell XE "Invest Spell"  [Item Creation](DR338 p60)Caster level 9th ability to Imbue a StaffChoose a spell you can cast that is no higher than two levels below the highest you can cast. Your Imbued Staff grants you (and only you) ability to cast this spell as a Spell-like ability three times per day when held. You permanently loose a spell slot of the same level as the invested spell. Requires a 24 hour ritual that consumes 250 gp per spell level. This feat may be taken multiple times. Each time a new spell is added.Recharge Staff XE "Recharge Staff"  [Item Creation](DR338 p60)Caster level 12th Craft Staff ability to Imbue a StaffIf you have used Craft Staff to add spell charges to your Imbued Staff, you may expend prepared spell / unused spell slots to add charges back into your Imbued Staff. For each 5 Spell levels expended, the Staff regains one charge (max 50 charges). Graft Feats Graft FeatsSourcePrerequisiteDescriptionGraft Flesh Aboleth  XE "Graft Flesh Aboleth"  [Item Creation](LM p27)Aboleth only Heal: 10 ranksCreate Aboleth Grafts and apply them to another living creature (including yourself).Graft Flesh Beholder  XE "Graft Flesh Beholder"  [Item Creation](LM p27)Heal: 10 ranksCreate Beholder Grafts and apply them to another living creature (including yourself).Graft Flesh Fiendish  XE "Graft Flesh Fiendish"  [Item Creation](LM p27)Fiends only Heal: 10 ranksCreate Fiendish Grafts and apply them to another living creature (including yourself).Graft Flesh Undead  XE "Graft Flesh Undead"  [Item Creation](LM p27)Heal: 10 ranksCreate Undead Grafts and apply them to another living creature (including yourself). Examples are given at LM p79.Graft Flesh Yuan-ti  XE "Graft Flesh Yuan-ti"  [Item Creation](LM p27)Heal: 10 ranksCreate Yuan-ti Grafts and apply them to another living creature (including yourself).Graft Flesh Illithid  XE "Graft Flesh Illithid"  [Item Creation](LM p27) (Und p25)Illithids only Heal: 10 ranksCreate Illithid Grafts and apply them to another living creature (including yourself).Spell Graft  XE "Spell Graft"  [Item Creation](DR337 p101)Craft Wondrous Item Know (arcana): 8 ranks Able to cast Impromptu Arcane spellsYou may sacrifice the ability to cast one spell permanently to imbue a part of your body with a Supernatural ability. Examples are given at DR337 p101. For example, by permanently sacrificing Burning Hands, you gain the ability to set your hands on fire. This grants your hands (and only your hands) immunity to fire, your unarmed strikes do +1d4 Fire damage, etc. This is usable 1 round per caster level and is usable each day once per 4 caster levels. This feat may be taken multiple times. Feats Related to Item Creation Item Creation RelatedSourcePrerequisiteDescriptionDouble Wand Wielder  XE "Double Wand Wielder"  [General](CArc p77)Craft Wand Two-Weapon FightingAs a Full Round Action, you can fire a Wand in each hand. The Wand in your secondary hand (your choice) uses up 2 charges, while one in your primary hand uses up 1 charge.Dragoncrafter  XE "Dragoncrafter"  [General](Dcn p105)Know (arcana): 2 ranksYou can create Dragoncraft Items whose prerequisites you meet. See Dcn p116 for details on Dragoncrafted Items.Magical Artisan  XE "Magical Artisan"  [General](PGF p41)any Item Creation FeatChoose one Item Creation feat that you posses. When you make an item with that feat, you pay only 75% of the normal cost to creation the item. You may take this feat multiple times, each time with a new Item Creation feat.Reckless Wand Wielder XE "Reckless Wand Wielder"  [General](CArc p82)Craft Wand Use Magic Device: 1 rankYou may increase a Wands caster level by +2 by consuming one extra charge when using it. Theurgic Creationist  XE "Theurgic Creationist"  [General](DR325 p62)any Item Creation feat ability to cast spells from at least two spell listsAdd the levels from all your spellcasting classes to determine your Caster lvl for taking an Item Creation feat Also, your combined spellcaster level is your Caster level for the items you create. Note that you must still have access to the spells needed for making an item.Wandstrike  XE "Wandstrike"  [General](CArc p84)Use Magic Device: 4 rankYou may make a Melee Touch Attack with a Wand which does 1d6 damage & consumes 1 charge. Since it is a touch attack, you may not apply extra damage bonuses (such as your Strength modifier) or bonus dice (such as Sneak Attack or Smite enemy). The Wands effect automatically hits (in the case of a Ray or Touch attack) or is centered on the opponent. A Wands spell effect that does not cover an area (such as Summon Monster I) cannot be used with this feat. Feats that Increase a Spells DC Increases Spell DCSourcePrerequisiteDescriptionCommanding XE "Commanding"  [General](DR312 p51)Charisma 15 PersuasiveSpells with the compulsion subtype that you cast receive a +1 DC.Earth Focus XE "Earth Focus"  [General](DR314 p29)Any spell you cast with the [earth] subtype receives a +1 bonus to its DC. If the spell has not saving throw, you cast it with a +1 effective level.Greater Spell Focus XE "Greater Spell Focus"  [General](PH p94)Spell FocusAll spells from the chosen School of Magic receives an additional +1 DC. May be taken more than once, each time with a different School of Magic.Spell Focus (Chaos)  XE "Spell Focus (Chaos)"  [General](CDiv p84)any Chaotic alignmentAny spell you cast with the [chaotic] subtype receives a +1 bonus to its DC. This does not stack with other Spell Focus feats.Spell Focus (Evil) XE "Spell Focus (Evil)"  [General](CDiv p84)any Evil alignmentAny spell you cast with the [evil] subtype receives a +1 bonus to its DC. This does not stack with other Spell Focus feats.Spell Focus (Good) XE "Spell Focus (Good)"  [General](CDiv p84)any Good alignmentAny spell you cast with the [good] subtype receives a +1 bonus to its DC. This does not stack with other Spell Focus feats.Spell Focus (Good) XE "Spell Focus (Good)"  [General](BoED p46)any Good alignment.Any spell you cast with the [good] subtype receives a +2 bonus to its DC. When you are using Detect Evil or Magic Circle against Evil to find a Fiend who has possessed a creature, it has a +2 to its Hide DC to avoid being found.Spell Focus (Law) XE "Spell Focus (Law)"  [General](CDiv p84)any Lawful alignmentAny spell you cast with the [lawful] subtype receives a +1 bonus to its DC. This does not stack with other Spell Focus feats.Spell Focus XE "Spell Focus"  [General](PH p100)All spells from the chosen school of magic receives +1 DC. May be taken more than once, each time with a different School of Magic.Vow of Nonviolence XE "Vow of Nonviolence"  [Exalted](BoED p47)Sacred Vow Pledge to avoid violence against Humanoids and Monstrous Humanoids+4 DC on spells & special abilities used on Humanoids & Monstrous Humanoids that do not cause lethal damage, ability damage, negative levels, automatic death, etc. If any of your allies slay a helpless / defenseless foe within 120 of you, your ally receives a cumulative 1 Morale penalty for 1 hour per your Character level (max penalty is equal to your Character level). You may ask the helpless foe to make an oath of surrender. If it makes the oath and then breaks it, your allies may slay it without any negative effect.Water Focus XE "Water Focus"  [General](DR314 p45)Any spell you cast with the [water] subtype receives a +1 bonus to its DC. If the spell has not saving throw, you cast it with a +1 effective level. Metamagic Feats Metamagic FeatsSourcePrerequisiteLevel AdjustmentDescriptionAlternative Source Spell XE "Alternative Source Spell"  [Metamagic](DR325 p61)Able to cast both Arcane and Divine spells+0You may prepare an Arcane spell in a Divine spell slot of the same level and/or a Divine spell in an Arcane spell slot of the same level. In each case, the Caster level of that spell is one lower than usual.Black Lore of Moil XE "Black Lore of Moil"  [Metamagic](CArc p75)Caster level 7th Spell Focus (necromancy)+0Any Necromancy spell you cast does an additional +1d6 per two spell levels of Negative Energy Damage (i.e., +1d6 for a 1st level spell, +2d6 for a 2nd & 3rd level spell, etc.). If the Necromancy spell allows a saving throw, the target takes Negative Energy Damage on a successful save. A Moil spell requires a special material component a small bone inscribed with 25gp per Negative Energy die the spell is to cause. Only someone with this feat can create or use these components, which require an hour each to create. Thus, the extra dice of damage a Moil spells does is limited by both the spell level and the cost of the material component expended with that spell.Born of The Three Thunders XE "Born of The Three Thunders"  [Metamagic](CArc p76)Energy Substitution (electricity) Know (nature): 4 ranks+0At cast time, you may declare a spell whose type is [electricity] or [sonic] to be a spell of three thunders, which does the following: 1. The spells type changes to [electricity][sonic]. 2. Damage done by the spell is Electricity and Sonic; 3. Any creature damaged by the spell is Stunned for 1 round (FortNeg); 4. Any creature Stunned by the spell is knocked Prone (RefNeg); 5. The caster of the spell is Dazed for 1 round (no save).Cooperative Spell XE "Cooperative Spell"  [Metamagic](CArc p76)any other Metamagic+0Using this feat, multiple casters can cast the same spell at the same time to result in a single spell with a higher DC and a better chance of penetrating Spell Resistance. To cast a cooperative spell, the following must be true: 1. Each caster must cast the same spell modified by this feat at the same time. 2. Each caster must be next to another cooperative spell caster. The result is a single spell with the following modifications: 1. The spells DC is the highest DC of the cooperative casters (based on stats, feats, etc.) +2 for 1st additional cooperative caster +1 for each additional cooperative caster. 2. The spells chance of penetrating the targets Spell Resistance is the highest cooperative casters chance of defeating the Spell Resistance (based on level, feats, etc.) +1 per additional cooperative caster.Energy Substitution XE "Energy Substitution"  [Metamagic](CArc p79) (DR325 p58)any other Metamagic Know (arcana): 5 ranks+0Choose one Energy Type when you take this feat (i.e., Acid, Cold, Electricity, or Fire). You may change any spell with a different Energy Type to this Energy Type. All other effects of the spell remain the same. You may take this feat multiple times, each with a different Energy Type.Lord of the Uttercold XE "Lord of the Uttercold"  [Metamagic](CArc p80)Energy Substitution (cold) Know(planes): 9 rank+0A [cold] spell can be modified to do Cold damage and Negative Energy Damage. All other aspects of the spell remain the same.Relicguard Spell XE "Relicguard Spell"  [Metamagic](DR347 p89)+0Spell does not affect objects and other nonliving things (including Constructs & Undead).Sanctum Spell XE "Sanctum Spell"  [Metamagic](CArc p82)any other Metamagic+0A spell effected by this feat is cast at +1 Caster level if within your Sanctum and at 1 Caster level if cast outside your Sanctum. A caster can only have one Sanctum, which requires several months to set up and can be no larger than 20 per level in diameter.Blistering Spell XE "Blistering Spell"  [Metamagic](PH2 p91)+1May only be applied to a [fire] spell. 1. +2 hp Fire damage per Spell level. 2. Targets that fail their save receive a 2 penalty on attacks & skill checks until the start of the casters next round.Consecrate Spell XE "Consecrate Spell"  [Metamagic](BoED p42) (CDiv p79)Good alignment+11. Spell gains the [good] subtype. 2. Half the damage dealt by the spell is Untyped, so it is not blocked by any form of energy resistance.Corrupt Spell XE "Corrupt Spell"  [Metamagic](CDiv p79)Evil alignment+11. Spell gains the [evil] subtype. 2. Half the damage dealt by the spell is Untyped, so it is not blocked by any form of energy resistance.Death Frost Spell  XE "Death Frost Spell"  [Metamagic](DU109 p50)Spell Focus (necromancy)+1May only be applied to a Necromancy spell: 1. Spell gains the [cold] subtype. 2. Does +2d6 Cold damage (1st round only). Uses the same save as the base spell.Energize Spell  XE "Energize Spell"  [Metamagic](LM p26)Non-Evil Alignment Must not have the ability to Rebuke Undead+1Effected spell does 150% damage to Undead, but 50% damage to all other targets.Enlarge Spell  XE "Enlarge Spell"  [Metamagic](PH p94)+1Spells whose range is defined as Close-range, Medium-range, or Long-range have their range doubled.Extend Spell XE "Extend Spell"  [Metamagic](PH p94)+1Target spell has its duration doubled. Does not effect spells with duration of Instantaneous, Concentration, or PermanentFell Energy Spell XE "Fell Energy Spell"  [Metamagic](DR312 p37)+1Any numerical bonuses granted by the target spell (such as Bulls Strength granting a bonus to Strength) increases by +2 if cast upon an Undead.Fell Weaken  XE "Fell Weaken"  [Metamagic](LM p27)+1Any living creature damaged by a Fell Weakened spell receives a 4 penalty to Strength for 1 minute. This penalty does not stack with itself.Flash Frost Spell XE "Flash Frost Spell"  [Metamagic](PH2 p91)+1May only be applied to a [cold] spell. 1. +2 hp Cold damage per Spell level. 2. The area-of-effect is coated with frost for 1 round. Any creature moving through the area must make a Balance check or fall Prone (DC 20 if Running or Charging, otherwise DC 10).Imbue Summoning XE "Imbue Summoning"  [Metamagic](PH2 p92)Spell Focus (conjuration) Augment Summoning+1May only be applied to a (summoning) spell. You may cast one spell of up to 3rd level with the range of Touch on the creature(s) summoned by the affected spell. For example, the creature could be summoned with Invisibility already in effect.Nonlethal Substitution XE "Nonlethal Substitution"  [Metamagic](CArc p81) (BoED p44)any other Metamagic Know (arcana): 5 ranks+1Choose one Energy Type when you take this feat. You may change the damage from that spell from its energy type to Nonlethal. You may take this feat multiple times, each with a different Energy Type.Purify Spell XE "Purify Spell"  [Metamagic](BoED p44)Good alignment+11. The spell gains the [good] subtype. 2. Neutral creatures take damage. 3. Good creatures take no damage. 4. Evil Outsiders have the die size of the damage dice increased by one category (i.e., 1d6 becomes a 1d8, a 1d8 becomes 2d6, etc.)Rapid Spell XE "Rapid Spell"  [Metamagic](CDiv p84)+1Decreases the casting time for spells. Old Cast Time New Cast Time Old Cast Time New Cast Time 1 Full Round 1 Standard Action Multiple Minutes 1 Minute Multiple Rounds 1 Full Round Multiple Hours 1 HourSculpt Spell XE "Sculpt Spell"  [Metamagic](CArc p83)any other Metamagic+1An area of effect spell can have its area changed to one of the following: 1. Cylinder with a 10 radius & 30height; 2. 40 Cone; 3. four 10 cubes; 4. 20 radius Sphere; or 5. 120 Line.Silent Spell XE "Silent Spell"  [Metamagic](PH p100)+1The target spell no longer has a verbal component. Cannot be used with Bard spells. Smiting Spell XE "Flash Frost Spell"  [Metamagic](PH2 p92)Baste Attack Bonus +1+1When cast, the affected Touch-range spell charges the weapon or piece of ammunition you hold. The spell discharges on a successful attack if made within one minute, otherwise the spell is lost. Note: Bows, Slings, and other projectile weapons cannot be targeted.Song of the Dead XE "Song of the Dead"  [Metamagic](DR312 p37)+1Mind-Affecting spells prepared with this feat effect Intelligence Undead, but not Mindless Undead, Constructs, or any living creatures of any type. Any spell prepared with this Feat becomes a Necromancy spell.Still Spell XE "Still Spell"  [Metamagic](PH p101)+1The target spell no longer has a somatic component. Casting such a spell in armor does not require an Arcane Penalty check. Transdimensional Spell XE "Transdimensional Spell"  [Metamagic](CDiv p85) (CArc p84)+1Spells modified with this metamagic have full effect on targets that are Incorporeal, Ethereal, using Blink or Rope Trick, etc. You must still perceive a foe to target it with a spell, but area of effect spells work normally.Earthbound Spell XE "Earthbound Spell"  [Metamagic](PH2 p91)+2Place a non-Personal spell onto a square adjacent to you. If this square is stepped on within 1 hour, the spell does off centered / targeting the creature that trod on it (after 1 hour, the spell dissipates). All decision about the spell (such as the direction of a Cone attack, etc.) must be made when the spell is cast. An Earthbound spell may be located with a Search check vs. DC (25 + Spell level) and removed with a Disable Device check vs. the same DC.Empower Spell XE "Empower Spell"  [Metamagic](PH p93)+2All variable numeric values (typically the dice of damage) of the target spell are increased by +50%.Enervate Spell  XE "Enervate Spell"  [Metamagic](LM p26)Non-Good Alignment Must not have the ability to Turn Undead+2Effected spell does 150% damage to Living Creatures, but 50% damage to Constructs, Undead, and objects.Explosive Spell XE "Explosive Spell"  [Metamagic](CArc p79)+2A spell that has a Cone, Cylinder, Line, or Burst that allows a Reflex save will now push any creature that fails its Reflex save out of the area of effect. For every full 10 a target is moved, he/she takes an additional 1d6 damage, plus an extra 1d6 if he/she strikes a barrier. In addition, the target is knocked Prone.Fell Drain  XE "Fell Drain"  [Metamagic](LM p27)+2Any living creature that is dealt damage by a Fell Draining spell gains 1 Negative Level. If the subject has at least as many Negative Level as HD, it dies. Negative Levels gained as a result of Fell Draining spells last one hour per Caster level (max 15 hours).Fell Frighten  XE "Fell Frighten"  [Metamagic](LM p27)+2Any creature damaged by a Fell Frightening spell, are Shaken for 1 minute, assuming it is subject to Fear effects and Mind-Affecting spells.Radiant Spell XE "Radiant Spell"  [Metamagic](DR314 p21)Charisma 15 Ability to cast a spell with the [fire] subtype +2Can only target spells with the [fire] subtype that does damage. Each time an opponent is damaged by the Radiant spell, he/she is Blinded for one round per Spell Level prior to adjustment (Will save to only be Dazzled for 1 round).Reach Spell XE "Reach Spell"  [Metamagic](CDiv p84)+2A spell with range touch now has a range of 30 and effectively becomes a ray (requiring a Ranged Touch attack).Split Ray XE "Split Ray"  [Metamagic](CArc p83)any other Metamagic+2A ray spell generates an additional ray when cast. It must be target within 30 of another ray (a single creature can be targeted twice) and a separate attack roll is needed.Chain Spell XE "Chain Spell"  [Metamagic](CArc p76)any other Metamagic+3A spell with a single target whose range is greater than touch now effects a primary target normally and also a number of secondary target up to your Caster level (max 20). No creature can be targeted more than once. If the spell does damage, the secondary targets take damage and are allowed a Reflex save to cut the damage in half again (even if the original spell did not allow a save). If the spell does not do damage, the secondary targets have a saving throw that is 4 easier.Delay Spell XE "Delay Spell"  [Metamagic](CArc p77)any other Metamagic+3A spell with the range of touch, personal, or that effects an area can be delayed for 1 to 5 rounds. All decisions, such as where to target, are determined at cast time. Once the delay and other decisions are made, they cannot be changed. A delayed spell can be detected and dispelled.Fell Animate  XE "Fell Animate"  [Metamagic](LM p26)+3Any living creature that could normally be raised as a Zombie and that does not possess more than double your HD, when slain outright by damage from a Fell Animated spell, rises as a Zombie under your control at the beginning of your next turn. Even if you kill several creatures with a single Fell Animated spell, you cant create more HD of undead than twice your Caster level. The standard rules for controlling Undead (PH p198) apply to Zombies created with this feat.Maximize Spell XE "Maximize Spell"  [Metamagic](PH p97)+3All variable numeric values (typically the dice of damage) of the target spell automatically roll maximum (i.e., all d6 count as 6). Repeat Spell XE "Repeat Spell"  [Metamagic](CArc p82)any other Metamagic+3On round after a Repeat spell was cast, it is cast again from the same starting location (even if the caster has moved) and at the same target. If targeted on a creature, the spell will target that creature again as long as he/she has not moved more than 30. Otherwise, the spell fails. Spells with range touch cannot be effected by this feat.Widen Spell  XE "Widen Spell"  [Metamagic](PH p102)+3A spell with an area of effect of Burst, Emanation, Line, or Spread has its dimensions doubled. Energy Admixture XE "Energy Admixture"  [Metamagic](CArc p78)Energy Substitution+4Choose an Energy Type that you took with the Energy Substitution feat. Any spell with an energy subtype can be modified to do its damage again with the chosen energy type in addition to its own. For example Energy Admixture (acid) could make a Fireball that does 6d6 Fire damage and 6d6 Acid damage. Alternatively, the same Fireball modified by Energy Admixture (fire) would do 12d6 Fire damage. You may take this feat multiple times, each time choosing a different Energy Type.Quicken Spell  XE "Quicken Spell"  [Metamagic](PH p98)+4The target spell may be cast as a Swift Action. This feat may only be used with Prepared spells whose cast time is no more than 1 Round.Twin Spell  XE "Twin Spell"  [Metamagic](CArc p84) (PGF p46)any other Metamagic+4The target spell takes effect twice, as if you cast it two times simultaneously on the same target & with the same choices. Each must be saved against and/or dispelled separately. Persistent Spell  XE "Persistent Spell"  [Metamagic](CArc p81) (PGF p42)Extend Spell+6The duration of the target spell becomes 24 hours. The spell must be Personal or have a fixed range (such as Detect Magic), cannot have an Instantaneous duration, and cannot be an effect that is discharged (such as Protection from Element). Spells that require concentration (such as Detect Magic) persists even when not being concentrated upon. The first round detection occurs at all times, but the caster must use a Standard Action to begin concentrating again to get extra details.Fortify Spell XE "Fortify Spell"  [Metamagic](CArc p80)By increasing a spells level by +1, the spell receives a +2 bonus on the Caster check to overcome Spell Resistance. This feat may be applied multiple times, each time increasing the spells level by +1 and granting an extra +2 on the roll to overcome Spell Resistance. For example, a Fireball could be fortified to receive a +2 bonus to overcome Spell Resistance, but it would take up a 4th level slot (and still be a 3rd level spell for purposes of DC, Sphere of Invulnerability, etc.). The Fireball could also receive a +4 bonus, but it would then take up the slot of a 5th level spell.Heighten Spell XE "Heighten Spell"  [Metamagic](PH p95)The target spell is treated as if it were a higher level spell. This effects a spells DC, whether it is blocked by a Sphere of Invulnerability, etc.Easy Metamagic XE "Easy Metamagic"  [Metamagic](DR325 p62)any other Metamagic with at least a +2 Level Adjustmentn/aChoose a Metamagic feat you know. When preparing or casting spells with this feat, treat the Level Adjustment as being one lower than it actually is (min +1). For example, Easy Metamagic could reduce Quicken Spell from +4 to +3. You may take this feat multiple times. Each time it applies to a new Metamagic Feat.Eschew Materials XE "Eschew Materials"  [General](PH p94)n/aMaterial components worth 1 gp or less are no longer needed for the target spell. Editors Note: While this is not a Metamagic Feat (i.e., does not slow a Sorcerers spellcasting, etc.), it seems appropriate to include it here.Innate Spell XE "Innate Spell"  [Metamagic](PGF p39)Silent Spell Still Spelln/aChoose a spell you know. You may use this spell 3 times per day as a Spell-Like Ability (i.e., no need for verbal, somatic, & material components). You lose one spell slot of an identical level to your Innate Spell. You may take this Feat more than once, choosing a different spell each time. Sudden Metamagic Feats Sudden MetamagicSourcePrerequisiteDescriptionSudden Empower XE "Sudden Empower"  [Metamagic](CArc p83) (Mini p28)any other MetamagicOnce per day, you may apply Empower Spell to a spell you cast without increasing the spells level.Sudden Energy Substitution XE "Sudden Energy Substitution"  [Metamagic](Mini p28)Energy Substitution (any) Once per day, you may apply an Energy Substitution feat that you know to a spell you cast without increasing the spells level.Sudden Extend XE "Sudden Extend"  [Metamagic](CArc p83) (Mini p28)Once per day, you may apply Extend Spell to a spell you cast without increasing the spells level.Sudden Maximize XE "Sudden Maximize"  [Metamagic](CArc p83) (Mini p28)any other MetamagicOnce per day, you may apply Maximize Spell to a spell you cast without increasing the spells level.Sudden Quicken XE "Sudden Quicken"  [Metamagic](CArc p83) (Mini p28)Quicken Spell Sudden Empower Sudden Extend Sudden Maximize Sudden Silent Sudden StillOnce per day, you may apply Quicken Spell to a spell you cast without increasing the spells level.Sudden Silent XE "Sudden Silent"  [Metamagic](CArc p83) (Mini p28)Once per day, you may apply Silent Spell to a spell you cast without increasing the spells level.Sudden Still XE "Sudden Still"  [Metamagic](CArc p83) (Mini p28)Once per day, you may apply Still Spell to a spell you cast without increasing the spells level.Sudden Widen XE "Sudden Widen"  [Metamagic](CArc p83) (Mini p28)Once per day, you may apply Widen Spell to a spell you cast without increasing the spells level. Feats for Making Undead Undead CreationSourcePrerequisiteDescriptionBolster Resistance  XE "Bolster Resistance"  [General](LM p25)CorpsecrafterEach Undead you animate or create with a Necromancy spell gains +4 Turn Resistance.Corpsecrafter  XE "Corpsecrafter"  [General](LM p25)Each Corporeal Undead you animate or create with a Necromancy spell gains a +4 Enhancement bonus to Strength and +2 hit-points per Hit Die.Deadly Chill  XE "Deadly Chill"  [General](LM p25)CorpsecrafterEach Undead you animate or create with a Necromancy spell deals +1d6 Cold damage with its natural weapons.Destructive Retribution  XE "Destructive Retribution"  [General](LM p26)CorpsecrafterEach Corporeal Undead you animate or create with a Necromancy spell releases a 10 burst of Negative Energy upon its destruction, dealing 1d6 points of damage plus an additional 1d6 per 2 HD (Ref, DC 15).Hardened Flesh  XE "Hardened Flesh"  [General](LM p27)CorpsecrafterEach Corporeal Undead you animate or create with a Necromancy spell gains a +2 Natural Armor bonus to AC.Nimble Bones  XE "Nimble Bones"  [General](LM p29)CorpsecrafterEach Undead you animate or create with a Necromancy spell gains a +4 bonus on Initiative checks and a +10 increase to its base land speed. Arcane Caster Feats Arcane Caster FeatsSourcePrerequisiteDescriptionArcane Consumption XE "Arcane Consumption"  [General](PH2 p74)Arcane spellcaster 6th lvl Arcane Toughness ToughnessAs a Swift Action, you increase the DC of a spell you cast in the current round by +4. Using this ability causes you to receive a 4 penalty on Constitution for 12 hours and to become Fatigued.Arcane Disciple XE "Arcane Disciple"  [General](CDiv p79)Know (religion): 4 ranks Spellcraft: 4 ranks Able to cast Arcane spells Same alignment as your Patron deitySpells from of one of your Patron Deitys Domains are added to your Arcane spell list. You may memorize or spontaneously cast one per level each day. The availability of the spell is based on your Wisdom (i.e., you must have a Wisdom of 10 + spell level to use a given spell) and all save DCs are calculated from your Wisdom score. You may take this feat more than once. Each time, you gain a different Domain from you Patron Deity.Arcane Flourish XE "Arcane Flourish"  [General](PH2 p74)Arcane spellcaster 1st lvl Perform (any): 4 ranksYou may expend a Prepared Spell or a Spell Slot as a Swift Action to grant yourself a Competence bonus on your next Perform check equal to (1 + spell level expended). The Perform check must be made within 1 minute or the bonus is lost.Arcane Mastery XE "Arcane Mastery"  [General](CArc p73) (CArcErrata)+Ability to cast Arcane spells or use spell-like abilitiesYou may Take 10 on Caster level checks (such as with Dispel Magic), even if under stress.Arcane Preparation XE "Arcane Preparation"  [General](CArc p73) (PGF p32)Able to cast Impromptu Arcane spellsYou may use one or more of your spell slots to prepare spells with Metamagic Feats. These prepared spells can be base as a Standard Action. The prepared spell slots cannot be used for any other spell. Normal: Sorcerers & Bards can only apply Metamagics to their spells by increasing their casting time to a Full Round Action.Arcane Strike XE "Arcane Strike"  [General](CWar p96) (DR310 p58)Base Attack Bonus +4 Able to cast Arcane spellsOnce per round as a Free Action, you can sacrifice an Arcane spell for the day to receive a bonus on your next melee or ranged attack. You gain a +2 bonus per spell level (up to your Base Attack Bonus) and +1d4 damage per spell level.Arcane Thesis XE "Arcane Thesis"  [General](PH2 p74)Able to cast Arcane spells Know (arcana): 9 ranksChose an Arcane spell you can cast. When casting this spell, you gain the following benefits: 1. effective Caster Level is +2; 2. when you apply a Metamagic to your Thesis spell, it increases the spell level by one less. You may take this feat multiple times, each time with a different spell.Arcane Toughness XE "Arcane Toughness"  [General](PH2 p75)Arcane spellcaster 3rd lvl ToughnessYou may expend a Prepared Spell or a Spell Slot as an Immediate Action to heal yourself (spell level expended) hp. Only usable when you are reduced to 0 or less hp. The healing also Stabilizes you.Battle Caster XE "Battle Caster"  [General](CArc p75)Class ability to ignore Arcane Spell Failure Chance from ArmorYou may wear armor one category heavier than you could normally wear while avoiding Arcane Spell Failure checks. For example, a Bard with this feat could wear Medium Armor without needing to make an Arcane Spell Failure check.Countenance of the Mage  XE "Countenance of the Mage"  [General](DR359 p124)Arcane spellcaster 9th Intelligence 13 Charisma 111. As a Full-Round Action, you may do any of the following: clean your body / clothes, dry your body / clothes, color / trim your hair (including facial & body hair), etc. 2. When you take this feat, you may make one single, permanent affectation. Examples include unusually colored eyes, unusually shaped pupils, an unusual shadow, always surrounded by a specific, unexpected scent, etc. The affectation has no game effect. 3. You may designate a 3 x 3 x 3 container that can be filled with non-magical clothes & jewelry. As a Full-Round Action, you may swap the clothes & jewelry you are wearing for some of those in your closet. This affect my not be used to conjure weapons or gear.Ears of the Mage  XE "Ears of the Mage"  [General](DR359 p125)Arcane spellcaster 14th Intelligence 13Choose a proper name. If anyone speaks this name within a radius of (10 * Arcane spellcaster level) miles, you immediately know the speakers name, direction, & distance from you. Note that this information does not distract you. You may change the proper name once per year as a Standard Action.Eyes of the Mage  XE "Eyes of the Mage"  [General](DR359 p125)Arcane spellcaster 12th Intelligence 13Gain the following: 1. Low-Light Vision; 2. Darkvision improves by 60; 3. +1 bonus on Search checks; 4. +1 Insight bonus on ranged attacksFootsteps of the Mage  XE "Footsteps of the Mage"  [General](DR359 p125)Arcane spellcaster 12th Intelligence 13You can now move at your normal speed by gliding along the ground: 1. You may walk even if your ankles are bound; 2. +2 bonus on Balance checks; 3. +4 bonus on Reflex saves to avoid falling and/or traps triggered by stepping onto them.Hands of the Mage  XE "Hands of the Mage"  [General](DR359 p125)Arcane spellcaster 14th Intelligence 13Designate an object you can lift without magical help that has been in your possession for at least 8 days. As a Free Action, you may have the designated object fly to your hand. It must be within line-of-sight and line-of-effect. It arrives in 1 round. Usable at will. As a Full Round Action, you may summon the designated object from any distance. Usable 1/week. A new object can only be designated if the previous one has been destroyed. You may take this feat multiple times. Each time, it applies to a different object.Name of the Mage  XE "Name of the Mage"  [General](DR359 p125)Arcane spellcaster 20th Your name gains magical properties, which affect any creature that speaks or hears your name (other than yourself). This is a Mind-Affecting Fear effect. Speaking if the creature has as many HD as you (or greater), he/she is Shaken for 3 rounds (no save). Otherwise, he/she is Frightened for 1d4+1 rounds (no save). Hearing Frightened for 3 rounds (Will save to reduce this to being Shaken for 1 round. DC is 10 + Arcane spellcaster level + your Charisma modifier).Obtain Familiar XE "Obtain Familiar"  [General](CArc p81)Arcane spellcaster 3rd lvl Know (arcana): 4 ranksYou may obtain a Familiar as if you were a Sorcerer or a Wizard.Precocious Apprentice XE "Precocious Apprentice"  [General](CArc p181)Arcane spellcaster 1st lvl Spellcasting Ability score (Int or Cha) 15+ 1st level only+2 bonus on Spellcraft checks. Choose a 2nd level spell from a school of magic to which you have access. You may cast this spell once per day by making a Caster level check vs. DC 8 (failure means the spell is depleted for the day). When you gain 2nd level spells, you continue to have an extra spell slot, though it no longer has to be dedicated to the originally chosen spell.Presence of the Mage  XE "Presence of the Mage"  [General](DR359 p125)Arcane spellcaster 18th Intelligence 11 Charisma 17Your presence of overwhelming: 1. Allies within 25 gain a +1 Morale bonus on attacks & saves; 2. Non-allied creatures within 25 receive a 1 penalty on attacks & saves (Mind-Affecting Fear effect); 3. Natural animals do not like to come within 25 of you. Handle Animal & Wild Empathy checks within that radius receive a 1 penalty, while Ride check receive a 2 penalty (Mind-Affecting Fear effect).Resinbond XE "Resinbond"  [General](DU118 p42)Ability to cast Arcane spells+2 bonus on opposed checks to avoid being Disarmed of a Kaorti Resin Weapon. When wearing Kaorti Resin Armor, its max Dex bonus increases by +2, its Armor check penalty decreases by 2, and its Arcane Spell Failure chance decreases by 10%.Spell Thematics XE "Spell Thematics"  [General](PGF p44)Arcane spellcaster 1st lvlYour spells have a visual theme, such as sphere or lightning. Spells you cast have special effects based on your theme, such as Summon Monster I manifesting as the creature springing from a thrown sphere. 1. Since your spells look different, Spellcraft checks to identify what spell you are casting are at +4 DC. 2. For each of your current and future caster levels, you may designate one spell as a thematic spell, which is thereafter cast at +1 effective Caster level. Note: you cannot make your spell invisible & the effects of your spells are not changed in any way.Vatic Gaze  XE "Vatic Gaze"  [General](PH2 p85)Arcane spellcaster 9th lvl1. Detect Magic, at will. 2. By making a Sense Motive check vs. DC (5 + targets caster level), you may determine the highest level spell the target is still capable of casting.Voice of the Mage  XE "Voice of the Mage"  [General](DR359 p125)Arcane spellcaster 16th Intelligence 13 Your voice becomes magical: 1. +1 bonus on Disguise, Intimidate, & Perform checks related to voice; 2. You may speak to an individual or group within 1 mile. You do not need line of effect, but you must know where you want your voice to be heard (such as in your sanctum). Divine Caster Feats Divine Caster FeatsSourcePrerequisiteDescriptionExtra Divine Power XE "Extra Divine Power"  [General](DR343 p91)Divinely granted class ability with a set number of uses per dayReceive +2 uses of your Divinely granted class ability each day. This includes a Shugenjas Sense Elements ability and a Spirit Shamans Spirit Form ability, but not abilities granted by Domains. This feat may be taken multiple times. Each time it applies to a different class ability.Initiate of Boccob XE "Initiate of Boccob"  [Initiate](DR342 p49)Patron Deity: Boccob Able to cast 3rd level Divine spellsYou can make all Knowledge checks Untrained. +1 caster level on Divination spells. Add the following to one of your Divine spells list: 1st: Memory Jar(DR342 p54) The target gains a bonus on Knowledge checks. 2nd: Identify(PH p243) Determines properties of a magic item. 4th: Research Aid(DR342 p55) Get assistance when performing research.Initiate of Ehlonna  XE "Initiate of Ehlonna"  [Initiate](DR342 p50)Patron Deity: Ehlonna Able to cast 3rd level Divine spellsPass without Trace (self only), 1/day as a Spell-like ability. Add Handle Animal and Survival to the skill list of one of your Divine spellcasting classes. Add the following to one of your Divine spells list: 1st: Longstrider(PH p249) Increases your speed. 2nd: Snare(PH p280) Creates a magical booby trap. 4th: Commune with Nature(PH p211) Learn about terrain for one mile per level. 8th: Animal Shapes(PH p198) One ally per level polymorphs into chosen animal.Initiate of Erythnul  XE "Initiate of Erythnul"  [Initiate](DR342 p50)Patron Deity: Erythnul Able to cast 4th level Divine spellsWhen you bring a creature to 10 hp (i.e., kill it) with a Critical Hit, you automatically receive a Death Knell. Does not apply to the Coup de Grace action. Add the following to one of your Divine spells list: 2nd: Cause Fear, Greater(DR342 p52) As Cause Fear, but affects creatures up to 15 HD. 5th: Erythnuls Slaughter(DR342 p53) Doubles critical threat ranges and prevents stabilization. 6th: Rage, Mass(DR342 p55) As Rage, but affects one subject per level.Initiate of Fharlanghn  XE "Initiate of Fharlanghn"  [Initiate](DR342 p51)Patron Deity: Fharlanghn Able to cast 3rd level Divine spellsYour land speed improves by +10. Add the following to one of your Divine spells list: 1st: Alarm(PH p197) Wards an area for 2 hours per level. 1st: Expeditious Retreat(PH p228) Your land speed increases by 30 4th: Dimension Door(PH p221) Teleports you a short distance. 7th: Phase Door(PH p261) Invisible passage through wood or stone.Initiate of Heironeous  XE "Initiate of Heironeous"  [Initiate](DR342 p51)Patron Deity: Heironeous Able to cast 3rd level Divine spellsYou do the following bonus damage when wielding a Longsword against an Evil-aligned Outsider, +1d6; against a creature with an Aura of Evil (such as a Cleric of an Evil Deity), +1d4. Add the following to one of your Divine spells list: 1st: Mark of Justice, Lesser(DR342 p54) Designates action that will trigger curse on subject. 3rd: Bless, Greater(DR342 p52) Allies gain +1 per 4 levels on attack rolls and saves against fear. 4th: Righteousness of Heironeous(DR342 p55) You deal extra damage against evil targets.Initiate of Hextor  XE "Initiate of Hextor"  [Initiate](DR342 p51)Patron Deity: Hextor Able to cast 3rd level Divine spellsYou do the following bonus damage when wielding a Flail against an Good-aligned Outsider, +1d6; against a creature with an Aura of Good (such as a Cleric of a Good Deity), +1d4. Add the following to one of your Divine spells list: 2nd: Scare(PH p274) Panics creatures up to 5HD. 4th: Bane, Greater(DR342 p52) Enemies gain 1 per 4 levels on attack rolls and saves against fear. 4th: Wrath of Hextor(DR342 p56) You deal extra damage against good.Initiate of Kord  XE "Initiate of Kord"  [Initiate](DR342 p51)Patron Deity: Kord Able to cast 2nd level Divine spellsYou receive a +4 Size bonus on all Bull Rush, Disarm, Grapple, Overrun, Sunder, & Trip attempts. Add the following to one of your Divine spells list: 1st: Kords Power Surge(DR342 p54) Receive a bonus on Strength-based ability checks and skills. 2nd: Kords Greeting(DR342 p54) Bonuses for charging double and penalties reduce to half. 4th: Champion of Kord(DR342 p53) Receive bonuses on acts of strength.Initiate of Nerull  XE "Initiate of Nerull"  [Initiate](DR342 p51)Patron Deity: Nerull Able to cast 4th level Divine spellsWhen using the Death Touch ability granted by the Death Domain, use d8s (instead of d6s) for damage. Add the following to one of your Divine spells list: 2nd: Cause Fear, Greater(DR342 p52) As Cause Fear, but affects creatures up to 15 HD. 3rd: Nerulls Scythe(DR342 p54) You bring a magical scythe into existence. 9th: Wail of the Banshee(PH p298) Kills one creature per level.Initiate of Obad-Hai  XE "Initiate of Obad-Hai"  [Initiate](DR342 p51)Patron Deity: Obad-Hai Able to cast 3rd level Divine spellsIn addition to being able to convert your Prepared Divine spells spontaneously into healing spells, you may also convert them into Summon Natures Ally spells (as a Druid does). Add the following to one of your Divine spells list: 1st: Summer Breezes(DR342 p56) Cools you in uncomfortable environments. 2nd: Spontaneous Combustion(DR342 p56) Target touched catches fire. 3rd: Quicksand(DR342 p54) Creates an area of quicksand. 5th: Waves of Destruction(DR342 p56) Seawater crashes down upon your targets.Initiate of Olidammara  XE "Initiate of Olidammara"  [Initiate](DR342 p51)Patron Deity: Olidammara Able to cast 2nd level Divine spellsAdd Gather Information, Sleight of Hand, and Tumble to the skill list of one of your Divine spellcasting classes. Add the following to one of your Divine spells list: 2nd: Festival Feast(DR342 p41) Creates delicious food for 3 humans per level. 4th: Olidammaras Bard Spell(DR342 p42) You can prepare spell from the Bard spell list. 5th: Olidammaras Carapace(DR342 p42) Creates a protective shell around you, which you can teleport out of secretly.Initiate of Pelor  XE "Initiate of Pelor"  [Initiate](DR342 p52)Patron Deity: Pelor Able to cast 3rd level Divine spellsYou receive a +2 Sacred bonus on Turning Checks and Turning Damage rolls. Add the following to one of your Divine spells list: 1st: True Turning(DR342 p56) You gain bonuses on your next Turn Undead attempt. 3rd: Bless, Greater(DR342 p52) Allies gain +1 per 4 levels on attack rolls and saves against fear. 4th: Immolate the Wicked(DR342 p54) Undead you have turned burst into flames.Initiate of St. Cuthbert  XE "Initiate of St. Cuthbert"  [Initiate](DR342 p52)Patron Deity: St. Cuthbert Able to cast 3rd level Divine spellsProtective Ward once per day per 4 Divine caster levels The touched target gets a Resistance bonus on his/her next saving throw equal to your Divine caster level. If not used in one hour, the ward dissipates. Activation is a Standard Action. Add the following to one of your Divine spells list: 2nd: Mark of Justice, Lesser(DR342 p54) Designates action that will trigger curse on subject. 3rd: Retributive Strike(DR342 p55) You gain an attack of opportunity when attacked. 7th: Spell Turning(PH p282)(PH3.5e)+ Reflects 1d4+6 spell levels back at caster.Initiate of Vecna  XE "Initiate of Vecna"  [Initiate](DR342 p52)Patron Deity: Vecna Able to cast 3rd level Divine spellsYou may use Scrolls, Wands, and other Spell Completion / Spell Trigger items as a Wizard whose level is equal to your Divine Caster level (plus your Wizard level, if any). Add the following to one of your Divine spells list: 3rd: Vecnas Courier(DR342 p56) Deliver secrets without fear of having them revealed. 4th: Arcane Eye(PH p200) Invisible floating eye moves 30 per round. 6th: Eyebite(PH p228) Target becomes panics, sickened, and comatose.Initiate of Wee Jas  XE "Initiate of Wee Jas"  [Initiate](DR342 p52)Patron Deity: Wee Jas Able to cast 3rd level Divine spellsBy expending one of your Turning / Rebuking Attempts, you release a wave of Positive or Negative energy in a 20 radius Burst. If you channel Positive Energy, all Undead in the area of effect take 1d6 per two Divine Caster levels (Will, DC is Charisma-based). If you channel Negative energy, all Undead in the area of effect are cured 1d6 per two Divine Caster levels (up to their maximum, extra hp are lost). Add the following to one of your Divine spells list: 2nd: Disguise Undead(Spell p66) Change appearance of one corporeal undead for 10 minutes per level. 4th: Magic Jar(PH p250) Enables possession of another creature. 6th: Circle of Death(PH p209) Kills 1d4 HD per level of creatures.Spontaneous Healer XE "Spontaneous Healer"  [General](CDiv p84)Know (religion): 4 ranks non-Evil alignment Able to cast Cure Wounds spellsYou may convert your spells into Cure Wound spells of equal or lower level (as a Cleric). You may do this up to Wisdom modifier times per day.Spontaneous Summoner XE "Spontaneous Summoner"  [General](CDiv p85)Wisdom 13 Know (nature): 4 ranks any Neutral alignment Able to cast Summon Natures Ally spellsYou may convert your spells into Summon Natures Ally spells of equal or lower level (as a Druid). You may do this up to Wisdom modifier times per day.Spontaneous Wounder XE "Spontaneous Wounder"  [General](CDiv p84)Wisdom 13 Know (religion): 4 ranks non-Good alignment Able to cast Inflict Wounds spellsYou may convert your spells into Inflict Wound spells of equal or lower level (as a Cleric). You may do this up to Wisdom modifier times per day. Feats that Grant Access to Additional Spells Spell Access Feats SourcePrerequisiteDescriptionCerebrosis XE "Cerebrosis"  [General](DR330 p27)TBDTBDMother Cyst  XE "Mother Cyst"  [General](LM p28)Caster level 1st Know (religion): 2 ranksYou grow an internal cyst of Undead flesh which adds the following spells to your known list: 1st Necrotic Awareness 2nd Necrotic Cyst 3rd Necrotic Bloat 4th Necrotic Domination 5th Necrotic Burst 6th Necrotic Eruption 7th Necrotic Tumor 8th Necrotic Empowerment 9th Necrotic Termination If you are a caster who prepares spells, you can prepare all necrotic spells without your spellbook.Node Spellcasting  XE "Node Spellcasting"  [General](Und p26)Caster level 1stAllows a Spellcraft check (instead of an Intelligence check) to notice nearby Nodes and manipulate their powers. Also a prerequisite for other Node-related feats.War Magic Study XE "War Magic Study"  [General](DR309 p46)Great Fortitude Iron Will Caster level 3rdYou may acquire & cast spells with the [war] subtype. These spells cover a huge area, can feed whole armies, etc., but have very expensive Material Components & long casting times. See DR309 p44 for details.Wormbound XE "Wormbound"  [General](DR343 p76)Living creature Host of a living Kyuss WormThe living Kyuss Worm inside you grants you the knowledge of spells. If the worm dies (such as due to Dispel Evil, Remove Curse, Consume the Parasite, etc.), you loose access to the spells until you consume an new worm. If you die with a living worm inside, you automatically rise as a Spawn of Kyuss in 1d6 rounds: 2nd: Path of Worms(DR343 p78) Receive a +6 Insight bonus on one roll or your AC vs. one attack. 3rd: Consume the Parasite(DR343 p78) Consume the Kyuss Worm inside you for a temporary bonus to your hit-points, Strength, Dexterity, effective caster level, etc. 3rd: The Worm Within(DR343 p79) Create a Kyuss inside of a living creature. If not removed quickly, the creature dies and becomes a Spawn of Kyuss. 4th: Mindworms(DR343 p78) Does Wisdom damage and causes the target to loose spells (if applicable). If the target looses spells, the caster can make use of energy to regain his/her own spells, etc.. 5th: Servant of the Green Corruption(DR343 p79) Target gains bonus on attacks, AC, & movement, but receives a penalty on saves vs. Wormbound spells. 7th: Extrude Wormspawn(DR343 p79) Creates a Wormswarm (i.e., a Swarm of Kyuss Worms). Arcane Focus Feats Arcane Focus FeatsSourcePrerequisiteDescriptionArcane Focus XE "Arcane Focus"  [General, Wizard](DR351 p88)Able to cast 1st level Arcane spellsIf you have at least one prepared Arcane spell or one Arcane spell slot remaining, you may spend a Full Round action to attempt a Concentration check vs. DC 20. If successful, you enter the Arcane Focus state. Once in Arcane Focus, you remain in it until you expend it, become unconscious, go to sleep, or use your last Arcane spell. As a Swift Action, you may expend your Arcane Focus to Take 15 on a Concentration check. This option is available even if you are in combat, etc.Arcane Watchfulness XE "Arcane Watchfulness"  [Arcane, Wizard](DR351 p88)Wisdom 13 Arcane FocusAs a Swift Action, you may expend your Arcane Focus to do one of the following: Danger Sense gain a +4 Circumstance bonus on Spot checks for 1 minute. Empathic Potential gain a +4 Circumstance bonus on Sense Motive checks for 1 minute. Spatial Awareness gain a +4 Circumstance bonus on Search checks for 1 minute.Body Awareness XE "Body Awareness"  [Arcane, Wizard](DR351 p89)Wisdom 13 Arcane FocusAs a Swift Action, you may expend your Arcane Focus to do one of the following: Overcome Distraction you may do one of the following for (Wisdom modifier) round (min 1): ignore Fatigue, treat Exhaustion as Fatigue, ignore Nausea, ignore being Shaken, treat being Frightened as being Shaken, ignore being Sickened. Slowed Breathing you receive a +4 Circumstance bonus on Fortitude saves to resist toxic fumes & inhaled poisons, holding your breath for 1 minute only counts as 5 round, and (assuming you dont move) you can appear dead (Heal check vs. DC 20 to realize the deception). Sudden Effort +4 Circumstance bonus on your Strength, Dexterity, or Constitution until your next turn. Using this ability a second (or further) time each day results in you becoming Fatigued. If you used this ability while Fatigued, you become Exhausted.Defensive Magic XE "Defensive Magic"  [Arcane, Wizard](DR351 p89)Arcane FocusYou may expend your Arcane Focus to do one of the following: Absorb Damage as an Immediate Action, you may expend an Arcane spell / spell slot along with your Arcane Focus to gain Damage Reduction (level of expended spell) / until the start of your next turn Iron Magic as a Swift Action, each spell that grants you an Armor or Shield bonus to AC improves by +2 until the start of your next turn. Protective Aura as an Immediate Action, you may expend one spell that you cast upon yourself along with your Arcane Focus to gain a +(level of expended spell) bonus on your next saving throw. If not used within 1 minute, the bonus fades.Focused Specialist XE "Focused Specialist"  [Arcane, Wizard](DR351 p89)Arcane Focus Specialized WizardAs a Swift Action, you may expend your Arcane Focus to do one of the following: Spell Boost +1 Caster level on the next spell you cast from your specialized school within 1 round. Spell Endowment +1 DC on the next spell you cast from your specialized school within 1 round. Spell Intensity +2 bonus to overcome Spell Resistance on the next spell you cast from your specialized school within 1 round.Magical Insight XE "Magical Insight"  [Arcane, Wizard](DR351 p89)Intelligence 13 Arcane FocusAs a Swift Action, you may expend your Arcane Focus to do one of the following: Detection Enhancement one Divination spell that you are using which gives information over the course of round (e.g., Detect Magic, Detect Thoughts, etc.) give you information on all targets as if you had been using it for an extra round. Spell Interpretation +4 Insight bonus on Spellcraft checks for 1 minute. Spell Intensity +4 Insight bonus on Knowledge(arcana) checks for 1 minute.Potent Dweomercraft XE "Potent Dweomercraft"  [Arcane, Wizard](DR351 p89)Wisdom 13 Arcane Focus Able to cast 2nd level Arcane spellsAs a Swift Action, you may expend your Arcane Focus to do one of the following: Damaging Spell the next melee touch attack spell you cast does +25% damage. Must be used within 1 round. Spell Critical the threat range of the next melee touch attack spell you cast is 19-20 for 1 round. Weaving Strike receive a +2 Competence bonus on your next melee touch attack spell to-hit roll. Other Spellcasting Feats Other Spellcasting FeatsSourcePrerequisiteDescriptionArcane Defense XE "Arcane Defense"  [General](CArc p73)Spell Focus (any school)You receive a +3 bonus on your saves vs. the chosen school of magic. You may take this feat multiple times, each time applying to a different school of magic that you have Spell Focus in.Augment Healing XE "Augment Healing"  [General](CDiv p79)Heal: 4 ranksAny Conjuration (healing) spell you cast that heals damage heals an additional +2 hp per level.Augment Summoning  XE "Augment Summoning"  [General](PH p89)Spell Focus (conjuration)All creatures you conjure with Summon spells gain a +4 Enhancement bonus to Strength and Constitution for the duration of the spell.Battle Casting  XE "Battle Casting"  [General](RotW p148)Dexterity 13 Combat Casting Concentration: 5 ranksWhen casting a spell, gain a +2 Dodge bonus to AC until the beginning of your next turn. You cannot make Attacks of Opportunity when claiming the Dodge bonus from this feat.Burning Focus XE "Burning Focus"  [General](DR314 p21)Charisma 13 Spell Penetration Greater Spell PenetrationIf you fail to beat a creatures Spell Resistance, you may cast another spell on that creature within one minute that has a Spell Resistance check & receive a +1 Morale bonus on the Spell Resistance check. Each time your spell fails to get through, you may try again with a cumulative +1 bonus (up to +10 Morale bonus after 10 consecutive failed spells). If a minute goes by with out an attempt to beat the creatures Spell Resistance, you lose the bonus. If you beat the creatures Spell Resistance, you lose the bonus.Charming XE "Charming"  [General](DR312 p51)Charisma 13 NegotiatorYou receive a +3 bonus on rolls to exert control over the target a Mind-Affecting spell cast by you. This includes opposed Charisma checks when two casters are giving conflicting orders, causing the target to take an action it normally would not, etc.Combat Charm XE "Combat Charm"  [General](DR312 p51)Wisdom 13When you cast a Charm Person, Charm Monster, Charm Animal, etc., on a target that is being threatened by you or your allies, it does not receive a +5 bonus on its saving throw.Dampen Spell XE "Dampen Spell"  [General](PH2 p78)Improved CounterspellAs an Immediate Action, you may attempt to identify a spell being cast with a Spellcraft check. If successful, you may expend any spell or spell slot to reduce the target spells DC by your spells level.Earth Spell  XE "Earth Spell"  [General](RoS p138)Constitution 13 Wisdom 13 Earth Sense Heighten SpellAs long as you are standing on stone or unworked earth, your Heighten Spell feat adds one extra spell level and caster level per level adjustment (i.e. casting a spell with a +2 level adjustment treats the spell as if it were three levels higher, and your caster level is treated as two levels higher).Elven Spell Lore  XE "Elven Spell Lore"  [General](PH2 p78)Elf or Intelligence 17 Know(arcana): 12 ranks1. When using Dispel Magic (and its variants), you receive a +2 bonus on the Caster check. 2. Choose a single spell that you can prepare. From this point forward, you may prepare this spell to do a different type of damage. You may even memorize the spell multiple times in the same day doing different damage in each memorization. Spontaneous spellcasters do not receive this benefit. You may take this feat multiple times, each time applying it to a different spell (benefit 1. does not stack).Eschew Materials XE "Eschew Materials"  [General](PH p94)Material components worth 1 gp or less are no longer needed for the target spell.Excised from the Web of Life XE "Excised from the Web of Life"  [General, Wizard](DR336 p108)Able to cast Blight as a Prepared spellAny spell you cast on an Animal, Fey, or Plant does damage equal to the Caster level (at your option) in addition to its normal effect. If the spell allows a save, then success means the creature does not take the extra damage. If it does not normally allow a save, then the target(s) receive a Fortitude save for dmg. When dealing with an Animal, Fey, Plant or anyone who has Wild Empathy, you receive a penalty on all Charisma-based skills and checks equal to your Character level.Extra Slot XE "Extra Slot"  [General](CArc p79)Ability to cast Impromptu Spells Caster level 4thGain an extra spell slot at any level one lower than your highest spell level. You may take this feat multiple times.Extra Spell XE "Extra Spell"  [General](CArc p79)Caster level 3rdYou learn an extra spell whose level is at least one lower than your highest spell level. You may take this feat multiple times.Extraordinary Spell Aim  XE "Extraordinary Spell Aim"  [General](CAdv p109)Spellcraft: 15 ranksWith a Spellcraft check (DC 25 + spell level) you can shape an area spell so it does not affect one creature within its area. Casting a spell affected by this feat is a Full Round action, unless the spells casting time is greater, in which case the casting time in unchanged.Find Relic XE "Find Relic"  [General](DR347 p89)Ability to cast Locate Object.When you pass within 10 of an object worth 1,000+ gp, you receive an automatic Search check to notice it.Flash Casting XE "Flash Casting"  [General](DR314 p21)Charisma 13 Ability to cast a spell with the [fire] or [light] subtype.When you cast a spell with the [fire] and/or [light] subtype, you glow brightly for one round. You cannot hide, but any attempt to attack you is at a 2 penalty as long as the creature can see.Greater Spell Penetration XE "Greater Spell Penetration"  [General](PH p94)Spell PenetrationGain an additional +2 bonus on Caster checks to overcome Spell Resistance (total of +4)Heads Up XE "Heads Up"  [General](DR328 p69)Ability to cast Arcane or Divine spells or Spell-like abilities If you grasp the severed head of a creature with a Gaze Supernatural ability (such as the Petrifying Gaze of a Medusa) within 1 hour of the creature being slain, you may use that creatures head to employ the slain creatures gaze supernatural ability as a Standard Action up to 3 times during the next 24 hours. Aft that time, the head is rendered useless.Improved Counterspell XE "Counterspell"  [General](PH p95)When counterspelling, you may use any spell of the same school that is one spell levels higher than the target spell.Innate Spell XE "Innate Spell"  [General](CArc p80)Silent Spell Still Spell Quicken SpellChoose a spell you know. You may use once per round as a Spell-Like Ability (i.e., no need for verbal, somatic, & material components). You lose one spell slot eight levels higher than the level of your Innate Spell. You may take this feat more than once, choosing a different spell each time.Magic of the Land  XE "Magic of the Land"  [General](RotW p152)Caster level 1st Concentration: 5 ranks Know (nature): 5 ranks Spellcraft: 5 ranksWhen casting a spell in a natural setting (i.e., one without buildings and/or a community (unworked underground areas count)), you can imbue some of your spells with healing. Make a Know (nature) check vs. DC (15 + spell level) as a Free Action when casting a spell that has a target entry. If the check succeeds, each target of the spell receives 2hp per spell level of Positive Energy, which heal living creatures and damages Undead (WillNeg). If the check fails, the spell is lost. This effect cannot be applies to Necromancy spells or spells with an alignment descriptor.Mobile Spellcasting  XE "Mobile Spellcasting"  [General](CAdv p111)Concentration: 8 ranksYou can make a special Concentration check (DC 20 + spell level) to cast a spell and move as one Standard Action. You cant use this ability to cast spells that normally take longer than a Standard Action to cast. If you fail the check, you lose the spell. You may combine the effect of this feat with casting on the defensive, by raising the DC by 5.Necromatic Might  XE "Necromatic Might"  [General](LM p28)Necromatic PresenceWhenever Undead you control are within 60 of you, they gain a +2 Enhancement bonus on attack rolls and saving throws.Necromatic Presence  XE "Necromatic Presence"  [General](LM p28)Whenever Undead you control are within 60 of you, they gain a +4 bonus to their Turn Resistance.Puppet Master XE "Puppet Master"  [General](DR312 p51)Wisdom 13If the target of one of your Mind-Affecting spells is being checked for magical influence with a Sense Motive check, the DC is at +5 (i.e., DC 20 for Dominate Person or Dominate Monster, DC 30 for most other spells).Ranged Spell Specialization XE "Ranged Spell Specialization"  [General](CArc p82)Caster level 4th Weapon Focus (ranged spell)If you cast a spell that requires a ranged touch attack roll, does hp damage, & your target is within 30, the spell does +2hp of damage. This only applies to one spell target (if there are more than one) and does not apply to subsequent rounds (such as the ongoing damage of Melfs Acid Arrow).Reactive Counterspell XE "Reactive Counterspell"  [General](PGF p42)Improved Counterspell Improved InitiativeYou may attempt to counterspell an opponents spell even if you have not readied an action to do so. This causes you to lose your next turn. You cannot use this feat when Flat-Footed.Sanctify Weapon XE "Sanctify Weapon"  [Exalted](BoED p46)Able to cast Align WeaponWhen you cast Align Weapon, the target weapon also becomes sanctified, which results in +1 hp of Holy damage to Evil creatures & +1d4 Holy damage to Evil Outsiders & Evil Undead. In addition, creatures with the Corrupted template(BoVD p186) do not heal damage done by the Sanctified weapon through natural or Fast healing.Shielded Casting  XE "Shielded Casting"  [General](RoS p144)Combat Casting Shield Proficiency Concentration: 5 ranksAs long as you have a Light, Heavy or Tower Shield ready, you do not provoke Attacks of Opportunity for casting spells in combat.Ships Mage  XE "Ships Mage"  [General](Storm p93)Profession(sailor): 2 ranks Spellcraft: 4 ranksWhen on your bonded ship, cast your spells at +1 Caster Level & your spells do not deal damage to your bonded ship. It takes 1 week of living & working on a ship to bond with it. You may only have one bonded ship at a time. If you spend 1 month away from your bonded ship, you lose the bond.Skincaster  XE "Skincaster"  [General](DR359 p117)Must prepare spells from a SpellbookYou may transcribe your spells on to your own skin (via tattoo, scaring, etc.) at the cost of 100 gp per spell level & a Craft (body modification) or Heal check vs. DC 10. You may then prepare your spells by simply reading your skin.Spell Penetration XE "Spell Penetration"  [General](PH p100)Gain a +2 bonus on Caster checks to overcome Spell Resistance.Spellcasting Prodigy XE "Spellcasting Prodigy"  [General](PGF p44)1st level onlyFor purposes of determining bonus spells, treat your primary spellcasting ability score (i.e., Intelligence for Wizards, Wisdom for Clerics, Druids, Paladins, & Rangers, etc.) as 2 higher. You may take this feat multiple times, each time applying to a different ability score. Note: you do not need to be able to cast spell yet when you take this feat.Steam Magic  XE "Steam Magic"  [General](Storm p93)Spellcraft: 4 ranksYou do not need to make a Spellcraft check to use spells or spell-like abilities with the [fire] subtype underwater.Storm Magic  XE "Storm Magic"  [General](Storm p94)Cast spells at +1 Caster level when in a storm, either natural or magical.Touch Spell Specialization XE "Touch Spell Specialization"  [General](CArc p83)Caster level 4th Weapon Focus (touch spell)If you cast a spell that requires a melee touch attack roll and does hp damage, the spell does +2hp of damage. If the touch spell allows multiple uses with one casting, the bonus damage only applies to the first target of the spell.Verminous Graft XE "Verminous Graft"  [General, Wizard](DR336 p108)Able to cast Contagion as a Prepared spellLoose the use of one hand by transforming it into the nest for a colony of insects. As a Standard Action, you may make a Touch attack that does 1d6 + Intelligence modifier damage. You are always treated as being armed for purposes of not generating Attacks of Opportunity. You may no longer use Two-Handed weapons, equipment, or skills (such as Climb). You also receive a 4 penalty on all Charisma-base skills or checks, except for Intimidate which receives a +2. Class & Class-Ability Feats Note that each Class Ability is only listed once (i.e., the Wild Empathy feats are listed under Druid and not copied to the Ranger section too). Assassin Poison Use Feats Poison Use FeatsSourcePrerequisiteDescriptionDeep Poisoning  XE "Deep Poisoning"  [General](DR322 p37)Sneak Attack class ability Poison Use class abilityWhen making a Sneak Attack with a poisoned weapon, you may forgo +1d6 to gain +1 on the Poisons DC. You may forgo up to 5d6 to get +5.Poison Expert  XE "Poison Expert"  [General](CSco p080)Poison Use class ability Craft (poison): 8 ranksChoose one type of poison: Contact, Ingested, Inhaled, Injury. When you use a poison of this type that you also created, its DC is increased by +1 (both initial & secondary). The DC does not change if someone else uses a poison you make or you use someone elses poison. Does not apply to poisons generated by your body. This feat may be taken multiple times, each time with a different type of poison.Poison Master  XE "Poison Master"  [General](CSco p080)Poison Use class ability Poison Expert Craft (poison): 8 ranksChoose one type of poison that matches your Poison Expert feat: Contact, Ingested, Inhaled, Injury. When you use a poison of this type that you also created, its damage is increased by +1 per die (both initial & secondary) (if the damage is a constant, then just +1). The damage does not change if someone else uses a poison you make or you use someone elses poison. Does not apply to poisons generated by your body. This feat may be taken multiple times, each time with a different type of poison. Barbarian Barbarian Only Feats Barbarian Only SourcePrerequisiteDescriptionAltered State XE "Altered State"  [General](DR332 p84)Barbarian level 1st You may go on a Vision Quest to gain aid from a Totem Spirit by doing the following: 1. Choose a Short (3d20 minutes), Medium (2d12 hours), or Long (1d6 days) quest. 2. For the designated amount of time, you must not eat, drink, or sleep. You may end the quest without penalty. 3. Take 1d4 Wisdom damage. 4. Make a DC 20 Level check. If you fail, your quest is over, though you may restart without penalty. 5. If successful, use the following table to determine which Totem Spirit answered you. If you were on a Short quest, roll a random Totem. A Medium quest grants you the choice of two rolls, while a Long quest lets you choose your spirit. d% Totem Bonus 1 12 Bear +1 Inherent bonus on Strength-based skill checks & +4 Insight bonus on attempts to Disarm a foe when unarmed 13 25 Boar +1 hp per level and +2 bonus on save vs. fear effects 26 37 Eagle +2 bonus on Reflex saves and +1 bonus on damage dealt while Grappling 38 50 Hare +10 land speed and +1 bonus on Initiative checks 51 62 Lion +2 bonus on Will saves and +1 Insight bonus on attack and damage rolls when Charging 63 75 Rat +2 bonus on Fortitude saves and +1 Insight bonus on attack and damage rolls when surrounded by squares threatened by foes 76 87 Shark Cumulative +1 Circumstance bonus on attack rolls for every successful consecutive attack mage against the same target (max +4). The bonus ends at the end of the encounter. 88 00 Wolf +4 bonus on Trip attempts and +1 Insight bonus on attack rolls made against target suffering from Disease, Poison, or Ability damage 6. Spend 10 minutes to attempt a Handle Animal check vs. DC 20. You may retry as often as you wish. 7. Once successful, you gain the listed bonus for 1 day per Barbarian level. Once this time has expired, you may go on a new Vision Quest. Rage & Frenzy Feats Rage & FrenzySourcePrerequisiteDescriptionChanneled Rage XE "Channeled Rage"  [General](RoD p150)Rage class ability Half-OrcSpend one of your uses of rage as an Immediate Action to add your Strength bonus on a Will saving throw.Chaos Rage XE "Chaos Rage"  [Anarchic](DR326 p80)Rage class ability Chaotic alignment Intimidate: 4 ranksYour effective Barbarian level for purposes of using your Barbarian Rage class ability increases by +4, up to your HD. This benefits a multi-classed Barbarian or one with Racial HD. Gain a Chaotic Aura equal to your Character level. It can discerned by Detect Chaos spell or ability.Destructive Rage XE "Destructive Rage"  [General](CWar p97)Rage or Frenzy class abilityWhen in a Rage or Frenzy, you receive a +8 bonus on Strength checks to breaks doors or other inanimate objects.Dragon Rage XE "Dragon Rage"  [General](Eb p52)Rage or Frenzy class ability Base Attack Bonus +4 Dragon Totem Region of origin Argonnesssen or Seren.When Raging or Frenzying, you receive the following benefits: 1. Your Natural Armor bonus to AC improves by 2. 2. The Energy Resistance granted you by the Dragon Totem feat increase to 10.Extend Rage XE "Extend Rage"  [General](CWar p97) (Eb p52)Rage or Frenzy class ability Each use of your Rage and / or Frenzy lasts +5 rounds. You may take this feat multiple times. The extensions stack.Extra Rage XE "Extra Rage"  [General](CWar p98)Rage or Frenzy class abilityYou receive 2 extra Rages or Frenzies per day. You may take this feat multiple times.Frantic Rage  XE "Frantic Rage"  [General](FoE p147)Rage class ability Access to the Madness DomainEach time you enter a Rage, you may choose if the bonus applies to your Strength (as usual) or your Dexterity.Fury of Stone  XE "Fury of Stone"  [General](DR333 p84)Rage or Frenzy class ability Raised UndergroundWhen underground, your Rage lasts twice as long. When above ground, your Rage lasts half as long.Instantaneous Rage XE "Instantaneous Rage"  [General](CWar p102)Rage or Frenzy class abilityYou may enter a Rage or Frenzy on another creatures turn in response to an attack that you are aware of. This feat applies if you are Flat-Footed.Intimidating Rage XE "Intimidating Rage"  [General](CWar p102)Rage or Frenzy class abilityOnce per Rage / Frenzy, you may attempt a Demoralize (i.e., a Intimidate check to make an opponent Shaken) as a Free Action. If successful, the target stays Demoralized for the duration of your rage / frenzy (instead of 1 round as usual).Khybers Fury XE "Khybers Fury"  [General](DR332 p45)Rage or Frenzy class ability Devotion to the Cult of the Dragon BelowYour Rage or Frenzy is changed as follows: 1. the bonus to your Strength increases by +2; 2. the penalty to your AC increases to 4; 3. you cannot voluntarily end your Rage or FrenzyMad Foam Rager XE "Mad Foam Rager"  [General](PH2 p80)Rage or Frenzy class abilityOnce per Rage / Frenzy, you may delay the effect of a single attack, spell, or ability used against you until the end of your next turn.Raging Bull Rush  XE "Raging Bull Rush"  [General](DR310 p30)Rage or Frenzy class ability Strength 13 Power Attack Improved Bull RushWhile Raging and/or Frenzying, you receive a +4 bonus on the opposed Strength check portion of a Bull Rush action. This bonus stacks with the bonus from Improved Bull Rush.Raging Overrun  XE "Raging Overrun"  [General](DR310 p30)Rage or Frenzy class ability Strength 13 Power Attack Improved OverrunWhile Raging and/or Frenzying, you receive a +4 bonus on the opposed Strength check portion of an Overrun action. This bonus stacks with the bonus from Improved Overrun.Raging Sunder XE "Raging Sunder"  [General](DR310 p30)Rage or Frenzy class ability Strength 13 Power Attack Improved SunderWhile Raging and/or Frenzying, you receive a +4 bonus on the attack roll portion of a Sunder action. This bonus stacks with the bonus from Improved Sunder.Reckless Rage  XE "Reckless Rage"  [General](RoS p143)Rage class ability Constitution 13When you Rage, you take an additional 2 on AC, but gain an additional +2 on Strength and Constitution. These effects stack with the effects of Rage, Greater Rage, and Mighty Rage.Righteous Wrath  XE "Righteous Wrath"  [Exalted](BoED p45)Rage class ability 1. You maintain your mental abilities while Raging, allowing you to deal nonlethal damage (if desired), stop attacking, etc. 2. The first time you hit a foe while Raging, your foe is Shaken until you leave the combat (or are defeated) WillNeg (DC 10 + Raging ability class levels + Charisma modifier).Stone Rage  XE "Stone Rage"  [General](RoS p144)Rage class ability Constitution 13 Wisdom 13 Earth SenseAs long as you are touching the ground when you being your Rage, you gain a +1 Enhancement bonus to Natural Armor for the duration of your Rage. Damage Reduction Feats Damage ReductionSourcePrerequisiteDescriptionGreater Resiliency  XE "Greater Resiliency"  [General](CWar p99)Damage Reduction as a class ability or Racial featureYour Damage Reduction absorbs one extra hp. If you have more than one Damage Reduction, you must choose which one is effected when you take this feat. Bard Bardic Music Feats Bardic MusicSourcePrerequisiteDescriptionArcane Accompaniment XE "Arcane Accompaniment"  [General](PH2 p74)Bardic Music class ability Arcane spellcaster 1st lvl Arcane Flourish Perform (any): 4 ranksYou may expend any Arcane Prepared Spell or a Spell Slot as a Swift Action to extend the duration after you stop playing your current Bardic Music ability by 1 round per spell level expended. Can only be used once for a given use of Bardic Music and does not apply to effects that are Instantaneous or Permanent.Battle Dancer  XE "Battle Dancer"  [Bardic Music, Fighter](PH2 p75)Bardic Music class ability Base Attack Bonus +2Gain a +2 Morale bonus on your attack roll if the following are true: a) you are granting an ally a bonus on attack, damage or saves with one your Bardic Music abilities; b) you move at least 1 square; and c) you attack. If you attack but dont move, you loose the benefit for the current round. If you move but dont attack, you loose the benefit for the current round. If you neither move nor attack, you loose the benefit for the remainder of the current use of your Bardic Music.Blasphemous Utterance  XE "Blasphemous Utterance"  [Bardic Music](DR336 p99)Bardic Music class ability Undertone of Heresy Perform: 9 ranksBy consuming one of your daily uses of Bardic Music, all creatures within 60 that can hear you become Panicked (if they have fewer HD than you), Frightened (if they have the same HD as you), or Shaken (if they have more HD than you). WillNeg, DC = 10 + effective Bard level + Charisma modifier. Note: If you have used this ability on a target within the last week, it receives a +2 bonus on its save. Effect lasts (1d4 + Charisma modifier) rounds. Aberrations are immune to this Mind-Affecting ability.Chant of Fortitude  XE "Chaos Music"  [General](CAdv p113)Bardic Music class ability Concentration: 8 ranks Perform: 9 ranksAs an Immediate Action, use your Bardic Music to give all allies (and yourself) the Diehard feat for one round.Chant of the Long Road  XE "Chant of the Long Road"  [Bardic Music](CSco p074)Bardic Music class ability Perform: 6 ranksAfter performing for 1 minute, expend a use of your Bardic Music to cause all allies within 60 & yourself from suffering nonlethal damage due to hustling for the next hour.Chaos Music XE "Chaos Music"  [Anarchic](DR326 p80)Chaotic alignment Bardic Music class ability Perform: 4 ranksYour effective Bard level for purposes of using your Bard Music class ability increases by +4, up to your HD. This means that a multi-classed Bard or one with Racial HD benefits. You gain a Chaotic Aura equal to your Character level. It can discerned by Detect Chaos spell or ability.Chord of Distraction  XE "Chord of Distraction"  [Bardic Music](CSco p075)Bardic Music class ability Perform: 9 ranksAs an Immediate Action, expend three uses of Bardic Music to render a target within 30 Flat-Footed against one of your allies. The target is allowed an opposed check (your Perform vs. his/her Sense Motive + BAB) to resist. The effect ends one the designated ally attack the target or the targets turn begins.Disguise Spell  XE "Disguise Spell"  [General](CAdv p108)Bardic Music class ability Perform: 9 ranksOnlookers realize youre performing, but dont realize youre casting a spell unless they make an opposed Spot check against your Perform check.Dragon Song  XE "Dragon Song"  [General](Dcn p105)Charisma 13 Know (arcana): 4 ranks Perform: 6 ranks Speak Language (Draconic)+2 save DC to resist your mind-affecting effects based generated by your Bardic Music. +2 bonus on Perform checks involving song, poetry, or any other verbal/spoken form of performance.Enchanting Song  XE "Enchanting Song"  [General](RoS p139)Bardic Music class ability Spell Focus(Enchantment) Perform: 6 ranksWhen casting a spell from the School of Enchantment, you may expend one use of Bardic Music to increase the DC and your caster level by 1. This effect stacks with other feats that increase DC or caster level.Epic of the Lost King  XE "Epic of the Lost King"  [Bardic Music](CSco p077)Bardic Music class ability Perform: 6 ranksAs a Move Action, expend one use of Bardic Music to remove Fatigue from up to 3 allies (possibly including yourself) within 30. As a Move Action, expend three uses of Bardic Music to remove Exhaustion from up to 3 allies (possibly including yourself) within 30.Extra Music XE "Extra Music"  [General](Eb p52) (CAdv p109)Bardic Music class abilityYou may use your Bardic Music 4 extra times per day. Note: You may take this feat multiple times.Focused Performance XE "Focused Performance"  [Bardic Music](DR338 p89)Bardic Music class ability Focused Performer Concentration: 1 rank Perform: 6 ranksBy spending one (or more) daily use of Bardic Music and making the indicated Perform check, you may modify your Bardic Music in any of the following ways (though only one for a given use of Bardic Music): Accompaniment spend 3 uses to perform two Bardic Music abilities simultaneously. Each round you must make a Perform check vs. DC (20 + highest Perform ranks required) or both abilities end immediately. You may end one of the Bardic Music abilities at any time and continue the other without requiring any more Perform checks. Usable with all Bardic Music. Dramatic Pause spend 2 uses to stop an ongoing Bardic Music ability for 1 round (in order to cast a spell, attack, etc.) and then resume it as if you had not stopped. Requires a Perform check vs. DC (20 + Perform ranks required). Usable with Fascinate, Inspire Courage, Inspire Greatness, and Inspire Heroics. Harmony spend 1 uses to make a Bardic Music that normally affects one target instead affect two. Requires a Perform check vs. DC (20 + Perform ranks required). Usable with Inspire Competence, Suggestion, and Song of Freedom. Individual Performance spend 1 use to make a Bardic Music that normally affects multiple targets instead only affect one (cannot be you). This target receives 2x the normal bonuses / penalties. Requires a Perform check vs. DC (15 + Perform ranks required). Usable with Fascinate, Inspire Courage, Inspire Greatness, and Inspire Heroics. Projection spend 1 use to make a Bardic Music have 2x the normal area of effect. Requires a Perform check vs. DC (10 + Perform ranks required). Usable with Countersong, Fascinate, Inspire Competence, Inspire Greatness, Inspire Heroics, and Song of Freedom. Rhythm spend 1 use to make a Bardic Music that you have been performing for at least 3 round last two extra rounds after you stop performing. Requires a Perform check vs. DC (10 + Perform ranks required). Usable with Fascinate, Inspire Competence, Inspire Courage, Inspire Greatness, and Inspire Heroics. Riveting Performance spend 1 use to make a Bardic Music affect all target in range that can hear you, even if they cannot see you. Requires a Perform check vs. DC (15 + Perform ranks required). Usable with Fascinate and Inspire Competence.Focused Performer XE "Focused Performer"  [Bardic Music](DR338 p89)Bardic Music class ability Concentration: 1 rank Perform: 4 ranksYou may make a Perform check in place of a Concentration check to maintain an Arcane spell with a Verbal component (not applicable to a spell with the Silent Spell metamagic applied to it).Green Ear  XE "Green Ear"  [General](CAdv p110)Bardic Music class ability Perform: 10 ranksYou may alter any of your mind-affecting Bardic Music abilities to affect Plants creatures only. Plant creatures gain a +5 bonus to saving throws against your music.Haunting Melody XE "Haunting Melody"  [General](Eb p54)Bardic Music class ability Perform: 9 ranksBy consuming one of your daily uses of Bardic Music, you can cause all enemies within 30 that hear your performance to become Shaken for 1 round per rank in Perform (WillNeg, DC = 10 + Bard level + Charisma modifier). This is a [mind][fear] effect.Hymnist XE "Hymnist"  [General](DR325 p62)Bardic Music class ability Ability to cast Divine spellsPerform is always a Class skill for you. Receive your Wisdom modifier as a bonus to all Perform checks.Inspire Spellpower  XE "Inspire Spellpower"  [General](RoS p141)Bardic Music class ability Perform: 8 ranksAs a Standard Action, you can expend one use of your Bardic Music to increase the effective caster level of allies (but not yourself) by 1. This lasts for as long as they hear your performance plus 5 rounds.Ironskin Chant  XE "Ironskin Chant"  [General](CAdv p113)Bardic Music class ability Concentration: 12 ranks Perform: 12 ranksAs a Swift Action, use your Bardic Music to provide Damage Reduction 5 / to yourself or one ally within 30 who can hear you. Lasts until the start of your next turn.Lingering Song  XE "Lingering Song"  [General](CAdv p111)Bardic Music class abilityWhen you use Bardic Music to Inspire Courage, Inspire Greatness, or to Inspire Heroics, the effects lasts for 1 minute after your target stops hearing you perform (instead of 5 rounds).Lyric Spell  XE "Lyric Spell"  [General](CAdv p113)Bardic Music class ability Concentration: 12 ranks Ability to cast 2nd level Spontaneous Arcane spellsAs a Standard Action, you may cast one of your available Spontaneous Arcane Spells by expending (1 + spell level) uses of Bardic Music. You cannot use this feat to cast a spell with the Silent Spell metamagic feat applied to it.Metamagic Song  XE "Metamagic Song"  [General](RoS p142)Bardic Music class ability any two Metamagic featsWhen casting a spontaneous spell enhanced by a metamagic feat, you can spend a number of Bardic Music uses equal to the level adjustment of the feat to cast the modified spell at its normal level. You cannot partially reduce the level adjustment of a metamagic feat (either all or none). You cannot use this feat to improve a spell with the Silent Spell feat.Misleading Song  XE "Misleading Song"  [General](RoS p142)Bardic Music class ability Spell Focus (Illusion) Perform: 12 ranksAs you cast spell from the School of Illusion, you can spend one Bardic Music use to increase the caster level and saving throw DC of the spell by 1. This stacks with other feats that increase caster level and/or DC.Music of Growth XE "Music of Growth"  [General](Eb p57)Bardic Music class ability Perform: 12 ranksBy consuming one of your daily uses of Bardic Music, all Animals & Plants within 30 of you gain a +4 Enhancement bonus to Strength and Constitution as long as you continue performing.Music of Making XE "Music of Making"  [General](Eb p57)Bardic Music class ability Perform: 9 ranksBy consuming one of your daily uses of Bardic Music, you may do one of the following: 1. The duration of a Conjuration (creation) spell you cast is doubled. 2. Gain a +4 Sacred bonus on your Craft check.Requiem  XE "Requiem"  [General](LM p29)Bardic Music class ability Perform: 8 ranksYour mind-affecting Bardic Music and Virtuosos Performance abilities can affect the Undead. All Bardic Music effects on Undead creatures have only half their normal duration.Sickening Sonata  XE "Sickening Sonata"  [Bardic Music](DR336 p99)Bardic Music class ability Undertone of Heresy Blasphemous Utterance Perform: 12 ranksWhen you use Blasphemous Utterance, the following occurs: all creatures within 60 that can hear you become Paralyzed (if they have fewer HD than you), Nauseated (if they have the same HD as you), or Sickened (if they have up to three more HD than you). WillNeg, DC = 10 + effective Bard level + Charisma modifier. Note: If you have used this ability on a target within the last week, it receives a +2 bonus on its save. Effect lasts (1d4 + Charisma modifier) rounds. Aberrations are immune to this Mind-Affecting ability.-Song of the Heart XE "Song of the Heart"  [General](Eb p60)Bardic Music class ability Perform: 6 ranksYour Bardic Music abilities are improved: Inspire Courage, Inspire Competence, Inspire Greatness, & Inspire Heroics have their bonuses increased by 1. Fascinate, Suggestion, & Mass Suggestion have their DC increased by 1. Haunting Melody has its DC increased by 1. Music of Growth has its Enhancement bonuses increased to +6. Music of Making has its Craft bonus increased to +6. Soothe the Beast receives a +2 Circumstance bonus on Perform check to improve the attitude of an Animal or Magical Animal.Soothe the Beast XE "Soothe the Beast"  [General](EB p60)Bardic Music class ability Perform: 6 ranksBy consuming one of your daily uses of Bardic Music, you may attempt to change an Animal or Magical Animals attitude toward you. Using the Diplomacy check table, make a Perform check to change the creatures attitude. Magical Beasts with an Intelligence of 1 or 2 may be targeted, but you receive a 4 penalty to do so. The check takes at least 1 minute. Most Animals start with an attitude of Indifferent & most Magical Animals start at Unfriendly.Sound of Silence  XE "Sound of Silence"  [Bardic Music](CSco p081)Bardic Music class ability Perform: 9 ranksAs a Standard Action, expend two uses of Bardic Music to Deafen a target for 3 rounds (WillNeg, DC = your Perform check). The target must be within 30 & be able to hear you.Speak to the Masses  XE "Speak to the Masses"  [General](DR339 p36)Bardic Music class ability Perform: 9 ranks1. When using your Fascinate bardic music ability, you may affect 2x the normal number of creatures. 2. +2 DC on your Fascinate & Suggestion bardic music abilities.Subsonics  XE "Subsonics"  [General](CAdv p112)Bardic Music class ability Perform: 10 ranksYou can produce music or poetry so subtly, others do not audibly realize you are the source though they are still affected normally.Sunken Song  XE "Sunken Song"  [General](Storm p94)Bardic Music class ability Perform(sing): 4 ranksYou may use Perform (sing) as the basis of your Bardic Music abilities while underwater. Undertone of Heresy  XE "Undertone of Heresy"  [General](DR336 p99)Bardic Music class ability Perform: 4 ranksBy expending two daily uses of Bardic Music (instead of one), the DC for the subject Bardic Music effect has +2 DC.Warning Shout  XE "Warning Shout"  [Bardic Music](CSco p082)Bardic Music class ability Evasion class ability Perform: 9 ranksAs an Immediate Action, expend two uses of Bardic Music grant one ally (not yourself) a +5 Morale bonus on his/her next Reflex save and the Evasion class ability. If not used by the start of your next turn, the ability is lost. Your ally must be within 30 and be able to see or hear you.Windsinger  XE "Windsinger"  [General](Storm p94)Bardic Music class ability Perform(sing): 5 ranks or Perform (wind instrument): 5 ranksBy expending one daily use of Bardic Music, you gain some control over the winds affecting your ship for the length of your performance + 10 rounds. You may adjust the winds by one compass point and the crews Profession (sailor) checks are treated as if the wind was one category less strong (see Storm p23) with no loss of speed. Bardic Knowledge Feats Bardic KnowledgeSourcePrerequisiteDescriptionObscure Lore XE "Obscure Lore"  [General](CAdv p111)Bardic Knowledge or Lore class feature+4 Insight bonus on your Bardic Knowledge or Lore checks. Cleric Domain Feats (general) Domain (general)SourcePrerequisiteDescriptionCustomize Domain  XE "Customize Domain "  [General](DR325 p61)Access to a Domain Able to cast 3rd level Divine spellsYou may permanently change the spells on one of your Domain lists for spells on any spell list you have access to, with the following restrictions: - the new spell must be equal or lower level than the Domain spell level - must be appropriate to the Domain, as per the following rules: Air [air] or [electricity] spells Animal spells that target Animals, summon Animals, or have an animal in its name (i.e., Bulls Strength). Chaos [chaos] spells Death [death] spells or those that apply to Undead Destruction Evocation spells that deal damage Earth [earth] spells Evil [evil] spells Fire [fire] spells Good [good] spells Healing (healing) spells Knowledge Divination spells Law [law] spells Luck Abjuration spells or spells that add a bonus to any d20 roll Magic any spell, but must be 1 level lower that the Domain spell level Plant spells that target plants & Plant creatures, summon Plant creatures, or have a plant in its name (i.e., Treestride) Protection Abjuration spells Strength spells that grant a bonus to Strength or cause a penalty to Strength Sun [light] spells Travel spells that alter speed or provide movement Trickery Illusion or Transmutation spells that alter appearance War spells whose names begin with Mass Water [water] spells and spells which create or modify water May be taken multiple time, each of which applies to a new Domain.Domain Spontaneity XE "Domain Spontaneity"  [Divine](FoE p147) (CDiv p80)Ability to Turn or Rebuke UndeadChoose one of your Domains. You may now convert your Prepared Divine spells into a spell from your chosen Domain list of equal or lower level on-the-fly, though each use requires you to also expend a Turn / Rebuke use. You may take this feat more than once, each time with a different Domain.Domain Focus XE "Domain Focus"  [General](CDiv p80)Access to a DomainAll spells you cast from the chosen Domain are at +1 Caster level. Spells on your Domain list that are cast from non-Domain spell slots do not receive this bonus. You may take this feat multiple times, each with a different Domain.Improved Power  XE "Improved Power"  [General](DR342 p21)Access to a DomainReceive an additional Domain power for the indicated Domain. Examples are listed in the Base Class Index (q.v.). You may take this feat multiple times, each with a different Domain. Domain Feats (specific) Domain (specific)SourcePrerequisiteDescriptionDivine Alacrity XE "Divine Alacrity"  [General](FoE p145)Access to the Travel Domain Ability to Turn or Rebuke UndeadAs a Swift Action, expend one of your Turn / Rebuke Undead uses to give yourself +30 Enhancement bonus to Land movement for 1 round.Frantic Rage  XE "Frantic Rage"  [General](FoE p147)Access to the Madness Domain Ability to RageEach time you enter a Rage, you may choose if the bonus applies to your Strength (as usual) or your Dexterity instead. Turning Undead Feats Turning UndeadSourcePrerequisiteDescriptionAncestral Whispers XE "Ancestral Whispers"  [Divine](FoE p145)Ability to Turn Undead Worshiper of the Undying CourtAs a Standard Action, expend one of your Turn Undead uses to give yourself a +4 Sacred bonus on one skill of your choice. The bonus lasts for 1 + Charisma modifier rounds. You are treated as trained with the designated skill and are able to Take 10 with it no matter what the circumstances.Aura of Life Energy  XE "Aura of Life Energy"  [Divine](DR334 p86)Ability to Turn Undead Know (religion): 7 ranksAs a Standard Action, spend one Turn Attempt to inflict 1d8 + 1 / two levels damage on all Undead within a 20 radius Burst (no save). Consecrate Spell Trigger XE "Consecrate Spell Trigger"  [Exalted](BoED p42)Craft Wand or Craft Staff Able to Turn UndeadWhen using a Wand or Staff, you can consume one of your Turns per day to apply the Consecrate Spell feat to the items effect. Charges are still used up as normal.Corona  XE "Corona"  [Divine](DR334 p86)Ability to Turn Undead Know (religion): 4 ranksAs a Standard Action, spend one Turn Attempt to create a 20 radius Burst of light. Undead creatures in the area of effect that are susceptible to sunlight become Frightened for 1d4 rounds (WillNeg, DC is Charisma-based).Disciple of the Sun XE "Disciple of the Sun"  [Divine](CDiv p80)Ability to Turn UndeadIf you spend two of your daily uses of Turn Undead instead of one, the Undead you turn are Destroyed.Exalted Turning XE "Exalted Turning"  [Exalted](BoED p42)Ability to Turn UndeadAny Undead you successfully Turn also takes 3d6 damage.Pierce the Darkness  XE "Pierce the Darkness"  [Divine](RoS p143)Ability to Turn Undead Darkvision racial abilityAs a Standard Action, spend one of your Turn Attempts to double the range of your darkvision for (Character level) minutes.Purify Spell Trigger XE "Purify Spell Trigger"  [Exalted](BoED p45)Craft Wand or Craft Staff Able to Turn UndeadWhen using a Wand or Staff, you can consume one of your Turns per day to apply the Purify Spell feat to the items effect. Charges are still used up as normal.Sacred Boost XE "Sacred Boost"  [Divine](CDiv p84)Ability to Turn UndeadAll creatures within a 60 radius Burst who are targeted with a Cure spell before the end of your next turn have the Cure spell Maximized for free. This effect requires a Standard Action and consumes one of your Turn Undead uses for the day.Sacred Healing XE "Sacred Healing"  [Divine](CDiv p84)Ability to Turn Undead Heal: 8 ranksAll living creatures within a 60 radius Burst gain Fast Healing 3 for (1 + Charisma modifier) rounds. This effect requires a Full Round Action and consumes one of your Turn Undead uses for the day.Sacred Healing XE "Sacred Healing"  [Divine](PH2 p89)Ability to Turn Undead As a Swift Action, expend one of your daily Turn uses to receive a +5 bonus on Heal checks and a +2 bonus per die on damage healed by Conjuration (healing) spells. Effect lasts until the end of your current turn.Sacred Purification XE "Sacred Purification"  [Divine](PH2 p89)Ability to Turn Undead Sacred HealingAs a Swift Action, expend one of your daily Turn uses to heal all living creatures within a 60 radius Burst by (1d8 + Charisma modifier) hp and damage all Undead by the same amount.Sacred Radiance XE "Sacred Radiance"  [Divine](PH2 p89)Ability to Turn Undead Divine Caster level 9thAs a Standard Action, expend one of your daily Turn uses generate a 60 radius Emanation of Bright Light around yourself and Shadowy Illumination out to 120. All [darkness] effects up to 3rd level within the area-of-effect are suppressed. In addition, all non-Evil creatures within a 60 radius Emanation receive a +2 Morale bonus on saves vs. Fear, Poison, Disease, & Death effects, while Evil creatures receive a 2 penalty on saves vs. Fear. Lasts for 10 minutes.Sacred Resilience  XE "Sacred Resilience"  [Divine](FoE p147)Ability to Turn Undead Unquenchable Flame of Life or Unyielding Bond of SoulYou may grant your bonus with Unquenchable Flame of Life and/or Unyielding Bond of Soul to an ally within 60 as an Immediate Action. Doing so expends one of your Turn Undead uses. This must be done before your ally rolls his/her save. This feat can only be taken once, but applies to both feats if you have them both.Sacred Vitality  XE "Sacred Vitality"  [Divine](LM p30)Ability to Turn UndeadAs a Standard Action, spend one Turn Attempt to gain immunity to Ability Damage, Ability Drain, and Energy Drain for 1 minute.Sanctify Water  XE "Sanctify Water"  [Divine](Storm p93)Ability to Turn Undead As a Standard Action, expend one of your daily Turn uses to cause a 20 radius of water around you to act like Holy Water for (1 + Charisma modifier) rounds. Each creature in the area-of-effect is affected as if it came in contact with a vial of Holy Water each round.Spurn Deaths Touch  XE "Spurn Deaths Touch"  [Divine](LM p30)Ability to Turn UndeadAs a Standard Action that does not provoke an Attack of Opportunity, spend one Turn Attempt to heal a touched ally of one of the following: 1. Heal 1d4 points of Ability Damage 2. Remove a Paralysis effect 3. Remove a Negative level You can only use this feat to heal ability damage or remove effects caused by an Undead creature. Rebuking Undead Feats Rebuking UndeadSourcePrerequisiteDescriptionBlackwater Invocation  XE "Blackwater Invocation"  [Divine](Storm p91)Ability to Rebuke Undead As a Standard Action, expend one of your daily Rebuke uses to cause a 30 radius of water around you to become infused with negative energy. Lasts for 10 minutes. 1. A creature energy the area-of-effect that does not have protection from cold (i.e., warm clothing, Endure Elements, any Cold resistance) takes 1d6 nonlethal damage (FortNeg DC15). The damage occurs each time the creature leaves the area-of-effect and then returns. Creatures that can Channel Negative Energy (including the caster) are immune. 2. The water darkens, granting all within Concealment.Profane Aura XE "Profane Aura"  [Divine](PH2 p89)Ability to Rebuke Undead Divine Caster level 9thAs a Standard Action, expend one of your daily Rebuke uses to generate a 60 radius Emanation of mist around yourself. Up to 5 of mist grants Concealment, while more grants Total Concealment. In addition, all Undead in the area-of-effect receive a +2 Deflection bonus to AC. Lasts for 10 minutes.Profane Boost XE "Profane Boost"  [Divine](CDiv p84)Ability to Rebuke UndeadAll Undead within a 60 radius Burst who are targeted with an Inflict spell before the end of your next turn have the Inflict spell Maximized for free. This effect requires a Standard Action and consumes one of your Rebuke Undead uses for the day.Profane Lifeleech  XE "Profane Lifeleech"  [Divine](LM p29)Ability to Rebuke UndeadAs a Standard Action, spend two Rebuke Attempts to deal 1d6 points of damage to all living creatures within a 30 burst. This effect cant reduce any creatures current hit point to less than 0. You heal the total amount of damage dealt (but do not exceed your normal maximum). Note: This feat deals no damage to Constructs or Undead.Profane Vigor  XE "Profane Vigor"  [Divine](LM p29)Ability to Rebuke Undead Charisma 11As a Standard Action, spend one Rebuke Attempt to heal one Undead ally within 60 2 hit points per Cleric level. This does not allow the Undead to exceed their full normal hit points. Turning or Rebuking Undead Feats Turning or Rebuking UndeadSourcePrerequisiteDescriptionDivine Accuracy  XE "Divine Accuracy"  [Divine](LM p112)Ability to Turn or Rebuke UndeadAs a Standard Action, expend one of your Turn/Rebuke Undead uses to grant all allies in a 60 radius Burst (including yourself) the ability to reroll their miss chance from incorporealness (melee attacks only). This lasts for 1 minute, and can only be used to reroll once per melee attack.Divine Alacrity XE "Divine Alacrity"  [General](FoE p145)Ability to Turn or Rebuke Undead Access to the Travel DomainAs a Swift Action, expend one of your Turn / Rebuke Undead uses to give yourself +30 Enhancement bonus to Land movement for 1 round.Divine Armor XE "Divine Armor"  [Divine](PH2 p88)Ability to Turn or Rebuke Undead Divine Caster level 5thAs a Swift Action, expend one of your daily Turn / Rebuke uses to gain Damage Reduction 5 / until the start of your next turn.Divine Cleansing XE "Divine Cleansing"  [Divine](CWar p106)Ability to Turn or Rebuke creaturesAs a Standard Action, use up one of your daily Turn / Rebuke uses to grant all allies in a 60 radius Burst (including yourself) with a +2 Sacred bonus on Fortitude saves for (Charisma modifier) rounds.Divine Fortune XE "Divine Fortune"  [Divine](PH2 p88)Ability to Turn or Rebuke Undead Divine Caster level 5thAs an Immediate Action, use up one of your daily Turn / Rebuke uses to receive a +4 bonus on your next saving throw. Bonus is lost if not used before the start of your next turn.Divine Justice XE "Divine Justice"  [Divine](PH2 p88)Ability to Turn or Rebuke UndeadAs a Swift Action, designate a target of this feat. The first time the target damages you with an armed melee or natural weapon attack (if within 1 minute of the target being designated), you take the damage normally, but have an opportunity to do the same damage to the target. You must hit the target within 1 minute of taking damage, in which case you do the recorded damage or your weapon damage (whichever is higher). You may have only one outstanding target at a time. You may not designate a new one until you damage the current one or the ability times out.Divine Metamagic XE "Divine Metamagic"  [Divine](CDiv p80) (CDivErrata)+ (DR324 p103)+Ability to Turn or Rebuke creatures any Metamagic featChoose a Metamagic feat you possess. As a Free Action, you may apply that feat to a Divine spell you are casting without changing its level by sacrificing (1 + the feats level adjustment value) of your Turk/Rebuke attempts of the day. You may take this feat multiple times. Each time, it applies to a different Metamagic feat.Divine Might XE "Divine Might"  [Divine](CWar p106)Ability to Turn or Rebuke creatures Strength 13 Power AttackAs a Free Action, use up one of your daily Turn / Rebuke uses to add your Charisma bonus to your weapons damage for 1 Full RoundDivine Resistance XE "Divine Resistance"  [Divine](CWar p106)Ability to Turn or Rebuke creatures Divine CleansingAs a Standard Action, use up one of your daily Turn / Rebuke uses to grant all allies within a 60 radius Burst plus yourself with Cold Resistance 5, Electricity Resistance 5, & Fire Resistance 5. These last for (Charisma modifier) rounds.Divine Shield XE "Divine Shield"  [Divine](CWar p106)Ability to Turn or Rebuke creatures Shield ProficiencyAs a Standard Action, use up one of your daily Turn / Rebuke uses to add you Charisma modifier to your Shield bonus to AC for one round per two Character levels.Divine Spell Power XE "Divine Spell Power"  [Divine](CDiv p80)Ability to Turn or Rebuke Undead Able to cast 1st level Divine spellsYou may expend one of your daily uses of Turn Undead as a Free Action to adjust the Effective Caster level of the next Divine spell you cast. The adjustment is calculated by you making your Turning Check with a +3 bonus. The resulting modifier to your level is the modifier to your Caster level (e.g., a Cleric who rolls a 16 would get a +2).Divine Vigor XE "Divine Vigor"  [Divine](CWar p107)Ability to Turn or Rebuke creaturesAs a Standard Action, use up one of your daily Turn / Rebuke uses to gain +10 movement and +2 Temporary HP per Character level. Both effects last for (Charisma modifier) minutes.Divine Ward XE "Divine Ward"  [Divine](PH2 p88)Ability to Turn or Rebuke Undead Divine Caster level 5thBy spending 10 minutes in contact with a willing creature, you create a magic ward between you and the creature that lasts 24 hours. For that duration, touch spells (typically healing) can be cast on the warded creature at Close-range by expending a Turn / Rebuke use. Multiple creatures may be warded each day, though each creature warded after the 1st each day also costs a Turn / Rebuke use.Divine Warrior XE "Divine Warrior"  [Divine](FoE p146)Ability to Turn or Rebuke Undead Base Attack Bonus +6 Proficiency with Deitys Favored WeaponAs a Swift Action, expend one of your Turn / Rebuke Undead uses to give the copy of your Deitys Favored Weapon you are holding the Holy special ability (if you Turn Undead) or the Unholy special ability (if you Rebuke Undead). The effect applies to the next attack you make, which must be within one turn. Holy +2d6 vs. Evil creatures & weapon damage is considered good for purposes of overcoming DR. Unholy +2d6 vs. Good creatures & weapon damage is considered evil for purposes of overcoming DR.Domain Spontaneity XE "Domain Spontaneity"  [Divine](FoE p147) (CDiv p80)Ability to Turn or Rebuke UndeadChoose one of your Domains. You may now convert your Prepared Divine spells into a spell from your chosen Domain list of equal or lower level on-the-fly, though each use requires you to also expend a Turn / Rebuke use. You may take this feat more than once, each time with a different Domain.Empower Turning XE "Empower Turning"  [General](CDiv p81)Ability to Turn or Rebuke UndeadMultiple your Turning Damage (after adding in your Cleric level & your Charisma modifier) by 1.5 to determine the number of Undead HD you effect.Extra Turning  XE "Extra Turning"  [General](PH p94)Ability to Turn or Rebuke creaturesEach time you take this feat, you gain an additional 4 uses per day of your Turning / Rebuking ability. If you have more than one such ability, you must choose which ability it adds to when you take the feat. You may take this feat multiple times.Frenzied Hunt  XE "Frenzied Hunt"  [General](DR342 p89)Ability to Turn or Rebuke Undead Base Attack Bonus +6 Must have witnessed or been hunted by the Wild HuntAs a Free Action, spend one Turn or Rebuke Attempt to enter a wild state of frenzy. To determine how long the frenzy lasts, make a Turning check. The maximum HD Undead you could have affected is the number of rounds the frenzy lasts on its own. While in the frenzied state, the following apply: 1. Your Base Attack bonus equals your Character Level; 2. +4 Enhancement bonus to Dexterity; 3. +4 Enhancement bonus to Listen and Spot checks; 4. You may only make physical attacks (preferring ranged ones). You may take no action that require concentration; 5. You must seek out and kill non-Allied creatures. If you succeed in killing one, you must immediately start hunting the next. You still know who your allies are and do not hunt them. You may end the frenzied state by making a Will save vs. DC 15 + rounds of frenzy remaining. Once the frenzy has ended, you are Fatigued for a number of minutes equal to the number of rounds you spent in frenzy.Glorious Weapons  XE "Glorious Weapons"  [Divine](CDiv p82)Ability to Turn or Rebuke UndeadAll of your allies weapons within a 60 radius Burst to do good damage (if you channel positive energy) or evil (if you channel negative energy) for purposes of overcoming Damage Reduction. This effect lasts the end of your next turn. This effect requires a Standard Action and consumes one of your Turn Undead uses for the day.Haunting Weapons  XE "Haunting Weapons"  [Divine](DR334 p86)Ability to Turn or Rebuke Undead Know (religion): 4 ranks Know (planes): 4 ranksAs a Standard Action, spend one Turn or Rebuke Attempt to grant the Ghost Touch special ability to all melee weapons (including natural weapons) of your allies within a 30 radius burst. The effect lasts until the end of your next turn.Heighten Turning  XE "Heighten Turning"  [General](LM p27)Ability to Turn or Rebuke Undead Charisma 13 Extra TurningWhen you Turn or Rebuke Undead, you may choose a number no higher than your effective Cleric level. Add that number to your Turning Check, then subtract it from your Turning Damage roll. Heroic Channeling XE "Quicken Turning"  [Divine](FoE p147)Ability to Turn or Rebuke UndeadYou may expend an Action Point in place of a Turn / Rebuke use. This lets you power other Divine feats, even if you have no Turn / Rebuke uses left for the day. It can be combined with other Turn / Rebuke uses for abilities that take multiple Turn / Rebuke uses, though only 1 Action Point may be spent in this way each round.Holy Calling  XE "Holy Calling"  [Divine](DR334 p86)Ability to Turn or Rebuke Undead Charisma 15As a Standard Action, spend one Turn or Rebuke Attempt to goad one Undead within 60 to attack only you for 1d4 rounds (WillNeg, DC is Charisma-based). The target may attack with its choice of melee or ranged attacks, spells, supernatural abilities, etc., and can still fight intelligently. If the target can no longer see you, then the effect ends.Imbue Weapon XE "Imbue Weapon"  [Divine](DR343 p91)Ability to Turn or Rebuke Undead Extra TurningAs a Standard Action, spend one Turn / Rebuke Attempt to imbue your weapon with a bonus against a designated target creature. The effect grants +N on attack and damage and lasts N rounds, where N = +1 per four Cleric levels (min +1).Improved Turning  XE "Improved Turning"  [General](PH p96)Ability to Turn or Rebuke creaturesYou may Turn or Rebuke creatures as if you were one level higher in the class that grants the ability.Quicken Turning  XE "Quicken Turning"  [Divine](CDiv p84) (LM p20)Ability to Turn or Rebuke UndeadYou may make a Turn or Rebuke Undead attempt as Free Action. You may only make an attempt once per round. Other Turning / Rebuking Feats Other Turning / Rebuking FeatsSourcePrerequisiteDescriptionDivine Damage Reduction  XE "Divine Damage Reduction"  [Divine](RoS p137)Ability to Rebuke Earth Creatures Constitution 13 Wisdom 13 Earth Sense Earths WardingAs a Standard Action, use up one of your Rebuke Earth Creature uses to give yourself Damage Reduction 2 / adamantine for a number of rounds equal to your character level. You must be touching the ground to use this feat.Divine Spellshield Reduction  XE "Divine Spellshield"  [Divine](RoS p137)Ability to Rebuke Earth Creatures Racial bonus on saves vs. spellsAs a Standard Action, use up one of your Rebuke Earth Creature uses to grant all allies with 30 a +2 Sacred bonus on saving throws against spells and spell-like effects for a number of rounds equal to your character level. You must be touching the ground to use this feat.Earths Warding  XE "Earths Warding"  [Divine](RoS p137)Ability to Rebuke Earth Creatures Constitution 13 Wisdom 13 Earth SenseAs a Standard Action, use up one of your Rebuke Earth Creature uses to increase your Natural Armor bonus to AC by 2 for (Charisma modifier) minutes. You must be touching the ground to use this feat.Elemental Healing XE "Elemental Healing"  [Divine](CDiv p80)Ability to Rebuke creatures with an Elemental subtypeAs a Standard Action, you may expend one of your Elemental Rebuke attempts to heal of all creatures with the matching subtype within a 60 radius Burst by 1d8 per 2 levels. These special types of Rebukes can be acquired with the Air, Earth, Fire, or Water Domains.Elemental Smiting  XE "Elemental Smiting"  [Divine](CDiv p81)Ability to Turn creatures with an Elemental subtypeAs a Free Action, you may expend one of your Elemental Turn attempts to do extra damage with a melee attack on a creature with the matching subtype. You must decide before you roll your attack. If successful, you do +(Cleric level) damage. This ability can only be used once per round. These special types of Turns can be acquired with the Air, Earth, Fire, or Water Domains.Extra Turning  XE "Extra Turning"  [General](PH p94)Ability to Turn or Rebuke creaturesEach time you take this feat, you gain an additional 4 uses per day of your Turning / Rebuking ability. If you have more than one such ability, you must choose which ability it adds to when you take the feat. You may take this feat multiple times.Imbue Weapon  XE "Imbue Weapon"  [Divine](DR343 p91)Turn or Rebuke Undead class ability Extra TurningAs a Standard Action, spend one Turn / Rebuke Attempt to imbue your weapon with a bonus against a designated target creature. The effect grants +N on attack and damage and lasts N rounds, where N = +1 per four Cleric levels (min +1). Initiate Feats (see also Forgotten Realms-specific Initiate Feats) Initiate FeatsSourcePrerequisiteDescriptionArcane Insight XE "Arcane Insight"  [Initiate](RoD p154)Patron Deity: Boccob Cleric level: 3rdAdd Knowledge (arcana) to your Cleric class skills. Gain +2 Insight bonus on Spellcraft checks. Add the following to your Cleric spell list: 1st: True Strike(PH p296) Add +20 insight bonus to your next attack roll. 3rd: Arcane Sight(PH p201) Magical auras become visible to you. 5th: Rarys Telepathic Bond(PH p268) Link lets allies communicate. 7th: Arcane Sight, Greater(PH p201) As Arcane Sight, but also reveals magic effects on creatures and objects. 8th: Moment of Prescience(PH p255) You gain insight bonus on a single attack roll, check , or save. Dread Tyranny XE "Dread Tyranny"  [Initiate](RoD p154)Patron Deity: Hextor Cleric level: 3rd Strength 13Add Intimidate to your Cleric class skills. Add your Strength and Charisma modifiers to Intimidate checks. When you use a lethal weapon to deal nonlethal damage, you reduce the attack roll penalty to 2. Add the following to your Cleric spells list: 2nd: Scare(PH p274) Panics creatures of less than 6HD. 4th: Evards Black Tentacles(PH p228) Tentacles grapple all within a 15 spread. 5th: Dominate Person(PH p224) Controls humanoid telepathically. 6th: Eyebite(PH p228) Target becomes panics, sickened, and comatose. 8th: Demand(PH p217) As Sending, plus you can send Suggestion. 9th: Dominate Monster(PH p224) As Dominate Person, but any creature. Eternal Strength XE "Eternal Strength"  [Initiate](RoD p155)Patron Deity: Kord Cleric level: 5th Strength 13+4 bonus on saves against Strength damage or drain. Add the following to your Cleric spell list: 3rd: Heroism(PH p240) Gives a +2 on attack rolls, saves, & skill checks. 5th: Waves of Fatigue(PH p301) Several targets become fatigued. 6th: Heroism, Greater(PH p285) Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. 7th: Waves of Exhaustion(PH p301) Several targets become exhausted.Far Horizons XE "Far Horizons"  [Initiate](RoD p155)Patron Deity: Fharlanghn Cleric level: 1stAdd Climb, Jump, and Swim to your Cleric class skills. You always know which direction is North. Add the following to your Cleric spells list: 1st: Expeditious Retreat(PH p228) Your land speed increases by 30. 3rd: Leomunds Tiny Hut(PH p247) Creates shelter for ten creatures. 5th: Overland Flight(PH p259) You fly at a speed of 40 and can hustle over long distances. 6th: Shadow Walk(PH p277) Step into shadow to travel rapidly.Law Inviolate XE "Law Inviolate"  [Initiate](RoD p155)Patron Deity: St. Cuthbert Cleric level 1st Lawful alignmentAny weapons you wield (including natural) are considered Lawful-aligned for overcoming DR. Add the following to your Cleric spell list: 1st: Color Spray(PH p210) Knocks unconscious, blinds, or stuns weak creatures. 2nd: Daze Monster(PH3.5 217) Living creature up to 6HD or less looses next action. 3rd: Suggestion(PH p285) Compels subject to follow stated course of action. 5th: Passwall(PH p259) Creates a passage through wood or stone walls. 6th: Suggestion, Mass(PH p285) As Suggestion, plus one subject per level. 8th: Power Word Stun(PH p263) Stuns creatures with 150 hp or lessRadiant Fire XE "Radiant Fire"  [Initiate](RoD p155)Patron Deity: Pelor Cleric level 3rd+2 Insight bonus to damage rolls against Evil creatures. Add the following to your Cleric spell list: 2nd: Scorching Ray(PH p274) Ranged touch attack, deals 4d6 fire damage, +1 ray/4 levels (max 3). 3rd: Summon Monster III(PH p286) Summons an extraplanar creature to fight for you.*  5th: Summon Monster V(PH p287) Summons an extraplanar creature to fight for you. * 6th: Summon Monster VI(PH p287) Summons an extraplanar creature to fight for you. * 8th: Summon Monster VIII(PH p287) Summons an extraplanar creature to fight for you. * * Fire Elementals only Undying Fate XE "Undying Fate"  [Initiate](RoD p155)Patron Deity: Wee Jas Cleric level 3rdAs a Swift Action, you can determine how close creatures are to death. This is an Extraordinary ability that functions as the Deathwatch spell. Add the following to your Cleric spell list: 2nd: False Life(PH p229) Gain 1d10 temporary hp + 1 per level (max +10). 3rd: Halt Undead(PH p238) Immobilizes undead for 1 round per level. 5th: Blight(PH p206) Withers one plant or deals 1d6 per level damage to a plant creature. 7th: Finger of Death(PH p230) Kills one subject.Whispered Secrets XE "Whispered Secrets"  [Initiate](RoD p155)Patron Deity: Vecna Cleric level 1stAdd Listen and Spot to your Cleric class skills. You automatically become aware of any attempt to observe you by Scrying as an Extraordinary ability. Add the following to your Cleric spell list: 1st: Disguise Self(PH p222) Changes your appearance. 2nd: Darkvision(PH p216) See 60 in total darkness. 3rd: Glibness(PH p235) You gain +30 bonus on Bluff checks, and your lies can escape magical discernment. 4th: Arcane Eye(PH p200) Invisible floating eye moves 30 per round. 5th: Prying Eyes(PH p267) 1d4 floating eyes + 1 per level scout for you. 6th: Analyze Dweomer(PH p197) Reveals magical aspects of subject. 8th: Mind Blank(PH p253) Subject is immune to mental/emotional magic and scrying. Druid Druid Only Feats Druid Only FeatsSourcePrerequisiteDescriptionDderwydd Chymdeithas Initiate XE "Dderwydd Chymdeithas Initiate"  [General](DR332 p87)Ability to spontaneously cast Summon Natures AllyMember of the Dderwydd Chymdeithas Druidic Sect, who have been in hiding and are spread out. Choose one of the following: Knowledge (geography), Know (local), Knowledge (religion), Knowledge (the planes). Add this skill to your Druid Skill List. Add the following spells to your Druidic spell list: 1st: Disguise Self(PH p222) Changes our appearance. 2nd: Undetectable Alignment(PH p297) Conceals alignment for 24 hours. 3rd: Helping Hand(PH p239) Ghostly hand leads subject to you. 4th: Sending(PH p275) Delivers a short message anywhere, instantly. 5th: Teleport(PH p292) Instantly transports you as far as 100 miles per level. 6th: Shadow Walk(PH p277) Step into shadow to travel rapidly. 7th: Sequester(PH p276) Subject is invisible to sight and scrying. 8th: Discern Location(PH p222) Reveals the exact location of a creature or object. 9th: Etherealness(PH p228) Travel to Ethereal Plane with companions.  Animal Companion Feats Animal CompanionSourcePrerequisiteDescriptionCompanion Spellbond XE "Companion Spellbond"  [General](PH2 p77)Animal Companion class ability1. You may share spell with your Animal Companion at a range of 30 (instead of 5). 2. You may cast Touch spells on your Animal Companion at Close-range.Coordinated Strike  XE "Coordinated Strike"  [General](RotW p149)Animal Companion or Special Mount class ability Handle Animal: 5 ranksDuring any round in which your Animal Companion or Special Mount makes a melee attack, you gain a +1 Competence bonus on your attack rolls again the same opponent.Exalted Companion XE "Exalted Companion"  [Exalted](BoED p42)Able to acquire a new Animal CompanionInstead of gaining an Animal as your companion, you get a Magical Beast. See (BoED p42) for a full list.Inspire Beast  XE "Inspire Beast"  [General](DR339 p87)Animal Companion class ability Handle Animal: 6 ranksAs a Standard Action, you may make a Handle Animal check vs. DC 20 to grant your Animal Companion a +3 Morale bonus on Attack and Damage for 1 round. Your Animal Companion must be within 30, have line of effect, and be able to see or hear you.Monstrous Animal Companion XE "Monstrous Animal Companion"  [General](DR326 p32)Animal Companion class ability Savage EmpathyIf you can find a Magical Beast off the Monstrous Animal Companion list in the Creature Index, you can make it your companion if you can changes its attitude towards you to helpful or friendly using Wild Empathy. Mystic Companion  XE "Mystic Companion"  [General](DR339 p87)Animal Companion class ability Able to cast 1st level Divine spells Know (nature): 9 ranksAs long as you have line of sight with your Animal Companion, your effective Caster level for Ranger spells is +4, up to your Ranger level. This does not grant you extra spells, just improves the ones you already can cast.Natural Bond  XE "Natural Bond"  [General](CAdv p114)Animal Companion class abilityAdd three to your Effective Druid level (not to exceed your Character level) for determining your Animal Companions bonuses. If you have more than one Animal Companion, this feat applies to only one. Wild Empathy Feats Wild EmpathySourcePrerequisiteDescriptionAnimal Friend XE "Animal Friend"  [Exalted](BoED p41)Charisma 15 Wild Empathy class abilityGain a +4 Exalted bonus on Wild Empathy checks to change the attitudes of animals and good aligned magical beasts.Beast Totem XE "Beast Totem"  [General](Eb p51)Wild Empathy class abilityChoose one of the following Magical Beasts to be your Totem. You gain a +4 Circumstance bonus on saving throws vs. the listed attack form. Totem Attack Form Totem Attack Form Chimera Breath Weapons Krenshar Fear Digester Acid Unicorn Poison Displacer Beast Targeted Spells Winter Wolf Cold Gorgon Petrification Yrthak SonicCombined Empathy XE "Combined Empathy"  [General](DR325 p61)Druid level 1+ Ranger level 1+Add your Druid and Ranger levels to your Wild Empathy checks.Savage Empathy XE "Savage Empathy"  [General](DR326 p33)Wild Empathy class abilityYou no longer receive a 4 penalty when trying to use Wild Empathy on a Magical Beast. Choose a creature type other than Animals, Construct, Humanoids, or Undead. You can now user Wild Empathy to influence a creature of this type if it has an Intelligence of 3 or less. You may take this feat multiple times. Each time, it applies to a different creature type.Totem Companion XE "Totem Companion"  [General](Eb p61)Wild Empathy class ability Beast Totem Ability to acquire a new Animal Companion Appropriate minimum level You may take the Magical Beast that you chose as your Beast Totem as an Animal Companion. Any spell you normally could cast on an Animal can be cast on your new companion. Your companion gains Animal Companion abilities based on the number of level you are above the minimum needed to summon the creature. As always, a Rangers effective level is his Ranger level. Totem Min. Level Totem Min. Level Chimera 13th Krenshar 7th Digester 10th Unicorn 10th Displacer Beast 7th Winter Wolf 10th Gorgon 16th Yrthak 16th  Wild Shape Feats Wild Shape FeatsSourcePrerequisiteDescriptionBeast Shape XE "Beast Shape"  [General](Eb p50)Wild Shape class ability into a Huge animal Wild Empathy class ability Beast TotemYou may use your Wild Shape ability to take of form of your Beast Totem. You gain its Extraordinary & Supernatural abilities.Blindsense  XE "Blindsense"  [Wild](CAdv p114)Wild Shape class ability Listen: 4 ranksSpend a Wild Shape use to gain Blindsense (30) for 1 minute per HD. You retain this benefit regardless of which form you are in.Boars Ferocity XE "Boars Ferocity"  [Wild](CDiv p79)Wild Shape class abilityIf your hit-points are reduced to 0 or less (but you are still alive), you may spend one of your daily Wild Shape uses as a Free Action (even if it isnt your turn) to continue acting as if you are not Disabled or Dying. This effect lasts 1 minute.Cheetahs Speed XE "Cheetahs Speed"  [Wild](CDiv p79)Wild Shape class abilityYou may spend one of your daily uses of Wild Shape to set your base land speed to 50 for 1 hour. You may move 10x your normal speed as part of a charge, once in the hour.Climb Like an Ape  XE "Climb Like an Ape"  [Wild](CAdv p114)Wild Shape class abilitySpend a Wild Shape use to gain Climb speed equal to your land speed for 10 minutes per HD. You also gain a +8 racial bonus on Climb checks, and can take 10 on Climb checks, even when rushed or threatened.Cougars Vision  XE "Cougars Vision"  [Wild](CAdv p114)Wild Shape class abilitySpend a Wild Shape use to gain Low-Light Vision for 1 hour per HD. You also gain a +4 bonus on all Spot checks. You retain these benefits regardless of which form you are in.Dragon Wild Shape  XE "Dragon Wild Shape"  [General](Dcn p105)Wild Shape class ability Wisdom 19 Know (nature): 15 ranksYou may use your Wild Shape ability to change into a Small or Medium Dragon. You gain all the Extraordinary and Supernatural abilities of the Dragon whose form you take, but not any Spell-like Abilities or Spellcasting powers.Eagles Wings XE "Eagles Wings"  [Wild](CDiv p80)Wild Shape class abilityYou may spend one of your daily uses of Wild Shape to grow feathery wings, which grant you a Flying speed of 60 with Average maneuverability, for 1 hour.Elephants Hide XE "Elephants Hide"  [Wild](CDiv p81)Able to Wild Shape into a Large creatureYou may spend one of your daily uses of Wild Shape to set your Natural Armor bonus to AC to 7 (i.e., does not stack with other Natural Armor bonuses). Lasts for 10 minutes.Exalted Wild Shape XE "Exalted Wild Shape"  [Exalted](BoED p42)Wild Shape class ability Wild Shape Class lvl 8In addition to the normal forms you can take with Wild Shape, you can also take the form of a Blink Dog, Giant Eagle, Giant Owl, Pegasus, Unicorn, or the Celestial version of an Animal that you can normally take the shape of.Extra Wild Shape XE "Extra Wild Shape"  [Wild](CDiv p81) (Und p25)Wild Shape class abilityYou may use your Wild Shape class ability 2 additional times per day. If you have gained the Wild Shape ability to become an Elemental, you gain 1 additional use per day. You may take this feat multiple times.Fast Wild Shape XE "Fast Wild Shape"  [Wild](CDiv p81)Dexterity 13 Wild Shape class abilityYou may use Wild Shape as a Move Action (instead of a Standard Action).Grizzlys Claws XE "Grizzlys Claws"  [Wild](CDiv p82)Wild Shape class abilityYou may spend one of your daily uses of Wild Shape to gain two primary Claw attacks (both at your base attack bonus + Strength). The claws do Slashing & Piercing damage equal to a Short Sword appropriate for your size. This effect lasts for 1 hour.Hawks Vision  XE "Hawks Vision"  [Wild](CAdv p114)Wild Shape class abilitySpend a Wild Shape use to gain a +8 bonus to Spot checks for 1 hour per HD. While this benefit is in effect, you only take 1 on ranged attacks per increment, and are at 1 to Spot per 20 of distance. You retain these benefits regardless of which form you are in.Lions Pounce XE "Lions Pounce"  [Wild](CDiv p82)Wild Shape class abilityYou may spend one of your daily uses of Wild Shape to receive a Full Attack at the end of a Charge (instead of a Single Attack). This effect lasts for 1 hour.Natural Spell  XE "Natural Spell"  [General](PH p98)Wisdom 13 Wild Shape class abilityYou can complete the verbal & somatic components of spells while in a Wild Shape.Natures Fists XE "Natures Fists"  [Wild](DR343 p91)Wild Shape (elemental) class abilitySpend a daily use of Wild Shape to encase your limbs in an element (Air, Earth, Fire, or Water) for 1 minute This grant the following: 1. Gain a Magical Slam attack that does not have a 50% miss chance against Incorporeal creatures and does 1d6 damage plus the effect listed below: Air: +1d4 Sonic damage & foe is Deafened for 1d4 rounds (FortNeg, DC is Charisma-based). Earth: +1d4 Acid damage & ignores Hardness. Fire: +1d4 Fire damage & struck object may Catch Fire (DMG p303). Water: +1d4 Cold damage & foe is Fatigued for 1d4 minutes (FortNeg, DC is Charisma-based). 2. Since your hands are encased, you may not use them for holding objects, casting spells, climbing, etc.Oaken Resilience XE "Oaken Resilience"  [Wild](CDiv p82)Wild Shape (plant) class abilityYou may spend one of your daily uses of Wild Shape to receive immunity to Critical Hits, Poison, Sleep, Paralysis, Polymorph, and Stunning. You also gain +8 bonus to avoid being Bull Rushed or Tripped due to greater stability. This effect lasts for 10 minutes.Photosynthesize XE "Photosynthesize"  [Wild](DR343 p91)Wild Shape (plant) class abilitySpend a daily use of Wild Shape to make your skin photosynthesize sunlight for 24 hours, which grants the following benefits: 1. You are immune to Suffocation. 2. For each 4 hours in natural sunlight, you gain the benefits of consuming one meal. 3. +10 Inherent bonus on Fortitude saves to avoid the dangers of thirst.Powerful Wild Shape  XE "Powerful Wild Shape"  [Wild](RoS p143)Wild Shape class ability Powerful Build racial traitYou can Wild Shape into a Powerful-Build version of a creature you can normally shape into. Powerful Built creatures count as one category larger for the purposes of opposed checks for Bull Rush, Trip, & Grapple; whether another creatures special attack affects him; and for the purpose of using larger weapons.Savage Grapple  XE "Savage Grapple"  [Wild](CAdv p114)Wild Shape class ability Sneak Attack class abilityWhile you are in a Wild Shape, you may apply your Sneak Attack damage to your Grapple damage. Creatures not subject to sneak attacks dont take this extra damage.Savage Mobility XE "Savage Mobility"  [General](DR326 p33)Dexterity 13 Wild Shape class abilityWhen you use Wild Shape, your speed increases by +10. This applies to your land, burrow, climb, fly, and swim speeds.Scent  XE "Scent"  [Wild](CAdv p114)Wild Shape class abilitySpend a Wild Shape use to gain the Scent ability (DMG p314) for 1 hour per HD. In addition, if you have the Track feat, you can track creatures by scent. You retain this benefit regardless of which form you are in.Serpents Venom XE "Serpents Venom"  [Wild](CDiv p84)Wild Shape class abilityYou may spend one of your daily uses of Wild Shape to gain one secondary Bite attack (at your base attack bonus 5 & +(Strength modifier / 2) bonus damage). The bite does Bludgeoning, Slashing, & Piercing damage equal to a Dagger appropriate for your size, plus poison that does 1d6 Constitution / 1d6 Constitution damage (DC is Constitution based). Stone Form  XE "Stone Form"  [Wild](RoS p144)Wild Shape class ability Constitution 13As a Standard Action, spend a Wild Shape use to gain a +4 bonus to Fortitude saves; your Natural Armor bonus becomes +4 (though Enhancement bonuses stack). You also gain a Slam attack which does damage equal to a Morningstar of your size (1d6/1d8/2d6)Swim like a Fish XE "Swim like a Fish"  [Wild](CDiv p85)Wild Shape class abilityYou may spend one of your daily uses of Wild Shape to be able to breath underwater (in addition to air), gain a Swim speed of 40, and gain a +8 bonus on Swim checks. This effect lasts for 1 hour.Wolverines Rage XE "Wolverines Rage"  [Wild](CDiv p86)Wild Shape class abilityIf you have taken damage during the last round, you may spend one of your daily uses of Wild Shape as a Free Action to enter a rage. You gain +2 bonus to Strength & Constitution, and 2 penalty to AC. This effect lasts 5 rounds and cannot be ended early. Favored Soul Energy Resistance Feats Energy ResistanceSourcePrerequisiteDescriptionDeflect Energy XE "Deflect Energy"  [General](DR343 p90)Energy Resistance class abilityIf you are targeted with a Spell, Spell-like ability, or Supernatural ability that does energy damage of the type you have resistance against, you may deflect some of the damage back at its source. Doing so requires you to forgo your saving throw and consume an Immediate Action. You may deflect up to the value of your Energy Resistance class ability + your Divine Caster level + your Charisma modifier. You take any damage not deflected. This ability only applies to targeted effects (i.e., not area-of-effect).Energy Strike XE "Energy Strike"  [General](DR343 p91)Energy Resistance class abilityEach day, you receive a pool of (Divine Caster level / 2) d6s of an energy type to which you have resistance. You may generate a ray of this energy at a target within 30 as a Standard Action. Each ray depletes the pool by the number of d6s of damage it does (min 1d6). Fighter Fighter Only Fighter OnlySourcePrerequisiteDescriptionNecropotent  XE "Necropotent"  [General, Fighter](LM p29)Fighter 4th Weapon Focus with the chosen weapon Weapon Specialization with the chosen weaponYou gain a +4 bonus on all damage rolls you make using the chosen weapon against Undead.Weapon Specialization  XE "Weapon Specialization"  [General, Fighter](PH p102)Fighter 4th Weapon FocusGain a +2 bonus on damage rolls with the chosen weapon.Greater Weapon Focus  XE "Greater Weapon Focus"  [General, Fighter](PH p95)Fighter 8th Weapon Focus with the chosen weaponGain an additional +1 bonus to attack rolls with the chosen weapon.Greater Weapon Specialization  XE "Greater Weapon Specialization"  [General, Fighter](PH p95)Fighter 12th Weapon Focus with the chosen weapon Greater Weapon Focus with the chosen weapon Weapon Specialization with the chosen weaponGain an additional +2 bonus on damage rolls with the chosen weapon. Hexblade Curse Feats Hexblades Curse is a Supernatural ability that can be used on one visible target within 60. It is resisted with a Will save (DC = 10 + Hexblade level + Charisma modifier). A Hexblade has one use per day at 1st level, two at 5th, and +1 per five levels after that. The curse is upgraded to Greater Hexblades Curse at 7th level and Dire Hexblades Curse at 19th level. It can be removed by an ability that removes curses. Curse FeatsSourcePrerequisiteDescriptionCurse of Distraction  XE "Curse of Distraction"  [Hex](DR339 p92)Curse class ability any other Hex featGain a new curse. For one hour, the curses target must make a Concentration check in order to cast a spell. Hexblade Curse: DC = 15 + Spell Level Greater Hexblades Curse: DC = 20 + Spell Level Dire Hexblades Curse: DC = 25 + Spell LevelCurse of Failure  XE "Curse of Failure"  [Hex](DR339 p92)Curse class ability any other Hex featGain a new curse. For one hour, if your allies flank the curses target, they receive the following flanking bonus. Hexblade Curse: +3 bonus Greater Hexblades Curse: +4 bonus Dire Hexblades Curse: +6 bonusCurse of Ignorance  XE "Curse of Ignorance"  [Hex](DR339 p92)Curse class abilityGain a new curse. For one hour, the curses target receives a penalty on two types of skill checks designated by you. Hexblade Curse: 5 penalty Greater Hexblades Curse: 10 penalty Dire Hexblades Curse: 15 penaltyCurse of Paranoia  XE "Curse of Paranoia"  [Hex](DR339 p92)Curse class abilityGain a new curse. For one hour, the curses target receives a penalty on one type of saving throw designated by you. Hexblade Curse: 4 penalty Greater Hexblades Curse: 6 penalty Dire Hexblades Curse: 8 penaltyCurse of Sloth  XE "Curse of Sloth"  [Hex](DR339 p93)Curse class ability any other Hex featGain a new curse. For one hour, the movement rate of the curses target is reduced to the following amount (minimum 5). Hexblade Curse: 75% Greater Hexblades Curse: 50% Dire Hexblades Curse: 25%Curse of the Softened Blade  XE "Curse of the Soften Blade"  [Hex](DR339 p93)Curse class ability any two other Hex featGain a new curse. For one hour, a designated weapon has its damage reduced by the following amount (minimum 1 hp damage). Hexblade Curse: 2 penalty Greater Hexblades Curse: 4 penalty Dire Hexblades Curse: 6 penaltyCurse of the Stricken  XE "Curse of the Stricken"  [Hex](DR339 p93)Curse class ability any two other Hex featGain a new curse. For one hour, the curses targets Armor Bonus to AC is reduced by the following amount (minimum +0). Hexblade Curse: 2 penalty Greater Hexblades Curse: 4 penalty Dire Hexblades Curse: 6 penaltyEmpower Curse  XE "Empower Curse"  [Hex](DR339 p93)Curse class abilityThe penalty imposed by your curse improved by 1.Extend Curse  XE "Extend Curse"  [Hex](DR339 p93)Curse class abilityYour curses last for 1 day instead of 1 hour.Extra Curse  XE "Extra Curse"  [General](DR339 p93)Curse class abilityYou may use your Curse class ability 1 extra time per day. You may take this feat multiple times.Foe of the Unlucky  XE "Foe of the Unlucky"  [Hex](DR339 p93)Curse class abilityYou may expend a daily use of your Hexblade Curse ability to force an enemy who just confirmed a Critical Hit on you to reroll his/her confirmation. The foe must take this second roll. This ability may only be used once per round. Monk Monk Only Feats Monk Only FeatsSourcePrerequisiteDescriptionKung Fu Genius XE "Kung Fu Genius"  [General](DR319 p71)Intelligence 13 Must be taken before or at the same time as gaining Monk level 1stUse your Intelligence modifier in place of your Wisdom modifier for all Monk class abilities normally based on Wisdom.Monastic Training XE "Monastic Training"  [General](Eb p57)Monk level 1st Monk 1st, Monk 2nd, Monk 6th Pick one class. You may now multiclass in the chosen class and still take levels of Monk. You may take this feat as your 1st, 2nd, or 6th level Monk feat. Bonus Monk Feat Options Monk Feat OptionsSourcePrerequisiteDescriptionImproved Grapple  XE "Improved Grapple"  [General, Fighter](PH p95)Dexterity 13 Improved Unarmed Strike Monk 1st When you make a Grapple action, the following apply: Your opponent does not get an Attack of Opportunity against you when you make the touch attack to being a Grapple. You receive a +4 bonus on all Grapple checks, no matter who began the Grapple.Improved Unarmed Strike  XE "Improved Unarmed Strike"  [General, Fighter](PH p96)Monk 1st You are considered armed when not using a weapon (i.e., an armed opponent does not get an Attack of Opportunity against you when you attack). Your Unarmed Strike does Lethal or Nonlethal damage, as you desire.Stunning Fist  XE "Stunning Fist"  [General, Fighter](PH p101)Dexterity 13 Wisdom 13 Base Attack Bonus +8 Improved Unarmed StrikeMonk 1st You must declare you are using this ability before you make an Attack with your Unarmed Strike. If your foe is damaged by the attack, he/she must make a Fortitude save vs. DC (10 + Character level + Wisdom modifier). If your foe fails, he/she is Stunned for 1 round (i.e., until your next action). A Stunned creature cannot take any Action, loses any Dexterity bonus to AC, & has an additional 2 penalty to AC. Creature immune to critical hits are immune to being Stunned. You may use this ability once per four non-Monk levels + one per Monk levels each day. You may use this ability only once per round.Monastic Training XE "Monastic Training"  [General](Eb p57)Monk level 1st Monk 1st, Monk 2nd, Monk 6th Pick one class. You may now multiclass in the chosen class and still take levels of Monk. You may take this feat as your 1st, 2nd, or 6th level Monk feat.Combat Reflexes  XE "Combat Reflexes"  [General, Fighter](PH p92)Monk 2nd 1. You may make Attacks of Opportunity while Flat-Footed. 2. You may make up to your Dexterity modifier in extra Attacks of Opportunity per round (instead of the normal limit of 1), but only one such attack per creature each round.Deflect Arrows  XE "Deflect Arrows"  [General, Fighter](PH p93)Dexterity 13 Improved Unarmed StrikeMonk 2nd You may deflect one projectile per round that would have hit you, but only if the following are true: 1. you are not Flat-Footed and aware of the attack. 2. one of your hands is free. 3. the projectile is not purely magic (such as Melfs Acid Arrow) or massive (such as a giants boulder).Fiery Fist XE "Fiery Fist"  [General, Fighter](PH2 p79)Dexterity 13 Wisdom 13 Base Attack Bonus +8 Improved Unarmed Strike Stunning FistMonk 2nd 1. By using up one of your daily Stunning Fist attacks as a Swift Action, your Unarmed Strikes do +1d6 Fire damage for the rest of your turn. 2. You receive +1 Stunning Fist use per day.Flensing Strike XE "Flensing Strike"  [General](Eb p53)Exotic Weapon Proficiency (kama) Weapon Focus (kama)Monk 2nd, Monk 6th As a Full Round Attack, make a single attack roll with a Kama. If it hits, your opponent takes the normal damage and is wracked with pain for 1 minute, receiving a 4 penalty on attacks, saves, & checks for 1 minute unless he/she makes a Fortitude save. The DC is 10 + Character level + Wisdom modifier. This ability may only be used on living, corporeal creatures that feel pain and are subject to critical hits. An Evil Monk may take this feat for their 2nd or 6th level bonus Monk Feats.Fiery Ki Defense XE "Fiery Ki Defense"  [General, Fighter](PH2 p79)Dexterity 13 Wisdom 13 Base Attack Bonus +8 Improved Unarmed Strike Stunning Fist Fiery FistMonk 6th By using up one of your daily Stunning Fist attacks as a Swift Action, your body is covered in flames, cause 1d6 Fire damage to anyone to hits you in melee for the rest of your turn.Improved Disarm  XE "Improved Disarm"  [General, Fighter](PH p95)Intelligence 13 Combat ExpertiseMonk 6th When you do a Disarm Action, the following apply: 1. Your opponent does not get an Attack of Opportunity against you. 2. You receive a +4 bonus on the Disarm check. 3. If your Disarm attempt fails, your opponent does not get a chance to try to disarm you.Improved Trip  XE "Improved Trip"  [General, Fighter](PH p96)Intelligence 13 Combat ExpertiseMonk 6th When you do a Trip Action, the following apply: 1. Your opponent does not get an Attack of Opportunity against you. 2. You gain a +4 bonus on the Strength roll to knock your opponent prone. 3. If you succeed in tripping your opponent in melee combat, you may immediately make a follow-up attack on him/her at the same attack bonus of the action you used to make the trip.Ki Blast XE "Ki Blast"  [General, Fighter](PH2 p80)Dexterity 13 Wisdom 13 Base Attack Bonus +8 Improved Unarmed Strike Stunning Fist Fiery FistMonk 6th 1. By using up two of your daily Stunning Fist attacks as a Move Action, you may form an orb of force energy in your hand. As a Standard Action, you may throw the orb up to 60. If you hit on a Ranged Touch attack, you do (3d6 + Wisdom modifier) Force damage. If not thrown by the end of your round, the orb dissipates. 2. You receive +1 Stunning Fist use per day.Water Splitting Stone XE "Water Splitting Stone"  [General, Fighter](PH2 p85)Dexterity 13 Wisdom 13 Base Attack Bonus +9 Improved Unarmed Strike Stunning FistMonk 6th If you hit with an Unarmed Strike and its damage would be reduced due to Damage Reduction, receive a +4 bonus to damage (i.e., ignore 4 points of Damage Reduction). Evasion Feats Evasion FeatsSourcePrerequisiteDescriptionCunning Evasion XE "Cunning Evasion"  [General](PH2 p78)Evasion class ability Hide: 9 ranksIf you avoid all the damage from an Area-of-Effect attack due to your Evasion class ability, you may use an Immediate Action to make a 5 Step and a Hide check, assuming there is Cover within 5. If you have the Hide in Plain Sight class ability, you do not need Cover to make your Hide check. Flurry of Blows Feats Flurry of BlowsSourcePrerequisiteDescriptionDouble Steel Strike XE "Double Steel Strike"  [General](Eb p52)Flurry of Blows class ability Exotic Weapon Proficiency (two-bladed sword) Weapon Focus (two-bladed sword)You may perform Flurry of Blows with a Two-Bladed Sword.Pole Fighting XE "Pole Fighting"  [General](DR331 p28)Flurry of Blows class feature Weapon Focus (chosen Polearm)You may perform Flurry of Blows with the chosen PolearmSerpent Strike XE "Serpent Strike"  [General](Eb p60)Flurry of Blows class ability Simple Weapon Proficiency Weapon Focus (longspear)You may perform Flurry of Blows with a Longspear.Sun School  XE "Sun School"  [Tactical](CWar p112)Flurry of Blows class ability Base Attack Bonus +4 You may use the following 3 tactical maneuvers: Inexorable Progress of Dawn If you hit an opponent with the first two attack from a Flurry of Blows, your opponent must move back 5 and you may move forward 5. Neither movement provokes an Attack of Opportunity. Blinding Sun of Noon If you successfully Stun an opponent on two consecutive rounds, your opponent is Confused for 1d4 rounds after recovering from the Stun. Flash of Sunset If you move next to an opponent using the Monk class ability Abundant Step or Dimensional Door, you may make one attack at your highest bonus at the end of your action.Whirling Steel Strike XE "Whirling Steel Strike"  [General](Eb p62)Flurry of Blows class ability Martial Weapon Proficiency (longsword) Weapon Focus (longsword)You may perform Flurry of Blows with a Longsword. Ki Strike Feats Ki Strike FeatsSourcePrerequisiteDescriptionAxiomatic Strike  XE "Axiomatic Strike"  [General](CWar p96)Ki Strike (lawful) class ability Stunning FistBefore you attack, you can declare that you are using one of your Stunning attacks for the day to do +2d6 damage to a Chaotic opponent. Fist of the Heavens XE "Fist of the Heavens"  [Exalted, Fighter](BoED p43)Ki Strike (lawful) class ability Wisdom 15 Charisma 15 Improved Unarmed Strike Sanctify Ki Strike Stunning FistIf you use your Stunning Fist on an Evil Creature, its DC is +2 and the target is Staggered for 1 round following being Stunned.Holy Ki Strike XE "Holy Ki Strike"  [Exalted](BoED p43)Ki Strike (holy) class ability Charisma 15 Improved Unarmed Strike Sanctified Ki StrikeEvil creatures hit by your Unarmed Strike take +2d6 damage (does not stack with Sanctified Ki Strike) and all of the strikes damage is considered Holy for purposes of overcoming Damage Reduction.Pressure Point Strike  XE "Pressure Point Strike"  [General](DR336 p103)Ki Strike (magic) class ability Dexterity 13 Wisdom 13 Base Attack Bonus +8 Improved Unarmed Strike Stunning Fist Know (arcana): 5 ranks The following abilities must be declared before the strike is attempted and the indicated number of Stunning Fist uses are consumed even if it misses. May only be used on Humanoids, Monstrous Humanoids, and Giants. Harmful effects allow a Fortitude save vs. DC = 10 + Character level + Wisdom modifier. Beneficial effects may require a Level check against the level of the detriment being overcome (if magical). #StunFist Effect 1 Target Stunned for 1 round (i.e., base Stunning Fist ability). 1 Remove Stunned, Sickened, or Fatigued. 2 Blind, Deafen, or Paralyze opponent for 1d4 rounds. 2 Remove Paralysis, Blindness, or Deafness 3 Lower targets Spell Resistance by 1d6 + Wisdom modifier for 1 round. 3 Increase allys natural or magical Spell Resistance by 1d6 + Wisdom modifier for 1 round. 3 Delay Poison for 1d4 hours. 3 Foe effected by Injury Poison (1d4 Con / 1d4 Con, DC is Constitution-based). 4 Neutralize Poison. 4 Target receives a penalty of saves vs. Poison of 1 + Wisdom modifier for 1d4 rounds. 5 Target prevented from casting Spells or using Spell-Like Abilities for 1d4 rounds. 5 Target receives Greater Dispel Magic to remove a Spell or Spell-Like Ability effect.Sanctify Ki Strike XE "Sanctify Ki Strike"  [Exalted](BoED p46)Ki Strike (lawful) class ability Charisma 15 Improved Unarmed StrikeYour Unarmed Strike is considered good for purposes of overcoming Damage Reduction. In addition, it does +1 hp of damage to Evil creatures and +1d4 damage to Evil Outsiders & Evil Undead. Ninja Ki Power Feats Ninja abilities that are powered by their Ki Power (including Ki Dodge, Ghost Step, Ghost Strike, etc.) are collectively called Jutsu. Unless otherwise indicated, each can be activated as a Swift Action that does not generate an Attack of Opportunity and requires both hands to be free and empty. Some abilities allow additional expenditures of Ki Power to maintain the effect. Expending Ki Power in this way is a Free Action. Unless otherwise noted, all Jutsu abilities are Extraordinary (even if they are based on a spell). For reference: Ninja 2nd Ghost Step (invisible). Ninja 6th Ki Dodge. Ninja 8th Ghost Strike. Ki Power FeatsSourcePrerequisiteDescriptionEnduring Ki  XE "Enduring Ki"  [General](CSco p077)Ki Power class abilityYour maximum Ki Power increases by +1. By expending one use of your Ki Power when you activate a Ki Power-based ability, the ability lasts for 1 extra round.Expanded Ki Pool XE "Expanded Ki Pool"  [General](CSco p077)Ki Power class abilityYour maximum Ki Power increases by +3.Hidden Kingdom Jutsu  XE "Hidden Kingdom Jutsu"  [Ki](DR342 p84)Ghost Strike class abilityBy expending one use of your Ki Power, you may generate a Hallucinatory Terrain in a 40 radius Emanation around yourself for 1 round. Each additional use of Ki Power you expend increases the duration by 2 rounds.Intuitive Trapsmith XE "Intuitive Trapsmith"  [General](DR351 p87)Ki Power class abilityAdd your Wisdom modifier (instead of your Intelligence modifier) to Disable Device & Search checks.Jutsu Focus XE "Jutsu Focus"  [Ki](DR342 p85)any two [Ki] feats1. +2 DC on all Jutsu abilities. 2. Treat all Jutsu abilities as if you had spent an extra Ki Power use on them (when applicable). For example, Hidden Kingdom Jutsu will always last at least 3 rounds for you. You may still spend even more Ki Power on them if you wish.Karmic Healing XE "Karmic Healing"  [Ki](DR351 p87)Ki Power class abilityBy expending one use of your Ki Power, you may do one of the following to yourself: 1. heal (Wisdom modifier x Ninja level) hit-points; 2. go from being Exhausted to being Fatigued; or 3. remove Fatigue.Ki Smite XE "Ki Smite"  [Ki](DR351 p87)Ki Power class ability Sudden Strike class ability with at least +2d6By expending one use of your Ki Power, gain the following on your next Melee attack: 1. +(Wisdom modifier) on the attack roll; 2. if you hit, receive a bonus to damage of +(Ninja level + remaining uses in your Ki Power pool).One with Earth and Water XE "One with Earth and Water"  [General](DR351 p87)Ki Power class abilityAdd your Wisdom modifier (instead of your Strength modifier) to Climb & Swim checks.Rabbit Prince Jutsu XE "Rabbit Prince Jutsu"  [Ki](DR342 p85)Ghost Step (invisible) class abilityGain Expeditious Retreat and have your Jump distance not be limited by your height for 1 round by expending one use of your Ki Power. Ringing Fist Jutsu XE "Ringing Fist Jutsu"  [Ki](DR342 p85)Ki Dodge class abilityFor one round, your Unarmed Attacks against a objects also produce either Shatter or Knock (chosen at the time of the attack) by expending one use of your Ki Power. River Eel Jutsu XE "River Eel Jutsu"  [Ki](DR342 p85)Ki Dodge class abilityGain Freedom of Movement for 1 round by expending one use of your Ki Power. Shadow Puppet Jutsu XE "Shadow Puppet Jutsu"  [Ki](DR342 p85)Ki Dodge class abilityTarget creature within 30 who can see you becomes Flat-Footed until his/her next turn (WillNeg, DC is Wisdom based). This is a Mind-Affecting effect.Skill Attunement XE "Skill Attunement"  [Ki](DR351 p87)Wisdom 13 Ghost Strike class abilityBy expending one use of your Ki Power, you receive a +(Wisdom modifier (min 1)) bonus on all skill checks for 1 round per 5 Ninja levels (min 1 round).Thousand Faces Jutsu XE "Thousand Faces Jutsu"  [Ki](DR342 p85)Ghost Step (invisible) class abilityGain Alter Self for 1 minute by expending one use of your Ki Power. The form must have the same size and type as you and you do not gain the movement or combat benefits of the new form (any wings, fins, etc. are just decorative). Gain Alter Self as above, but to impersonate a specific person of your type for two uses of your Ki Power (standard opposed Disguise vs. Spot checks apply).Wind Oxen Jutsu XE "Wind Oxen Jutsu"  [Ki](DR342 p85)Ghost Strike class abilityYou may initiate a special Bull Rush against an adjacent target by expending one use of your Ki Power. You do not make a touch attack, generate an Attack of Opportunity, or enter the opponents square. Your Bull Rush bonus is Ninja level + Wisdom modifier + 4 per additional use of Ki Power you apply to the action. If successful, you do not follow your opponent, but he/she still moves an additional 5 per 5 points you exceed his/her check.Wolfs Bite XE "Wolfs Bite"  [Ki](DR351 p87)Ki Power class abilityBy expending one use of your Ki Power, you gain the following Feats for 1 round: Improved Disarm, Improved Feint, & Improved Trip.Zen Fortitude XE "Zen Fortitude"  [General](DR351 p87)Ki Power class abilityAdd your Wisdom modifier (instead of your Constitution modifier) to Fortitude saves. Sudden Strike Feats Sudden Strike FeatsSourcePrerequisiteDescriptionFlurry of Throws  XE "Flurry of Throws"  [Ambush](DR344 p103)Sneak Attack / Sudden Strike class ability with at least +4d6 Dexterity 13 Acrobatics Point Blank Shot Precise Shot Rapid Shot Weapon Focus (shuriken)When making a Full Round Attack with Shuriken & using Rapid Shot, you may throw an extra Shuriken for each die of Sudden Strike damage you forgo (max 3d6). Doing this results in a 2 penalty on all throws, but the extra Shuriken have the following requirements / bonuses: a) thrown at your best attack bonus; b) each must be aimed at a different target that is qualified for your Sudden Strike (i.e., Flat-Footed) and is susceptible to it; and c) your remaining Sudden Strike dice apply to each of the extra Shuriken.Ki Smite XE "Ki Smite"  [Ki](DR351 p87)Ki Power class ability Sudden Strike class ability with at least +2d6By expending one use of your Ki Power, gain the following on your next Melee attack: 1. +(Wisdom modifier) on the attack roll; 2. if you hit, receive a bonus to damage of +(Ninja level + remaining uses in your Ki Power pool). Paladin Paladin Only Feats Paladin Only FeatsSourcePrerequisiteDescriptionKnight Training XE "Knight Training"  [General](Eb p56) (DR330 p91)Paladin level 1st Pick one class. You may now multiclass in the chosen class and still take levels of Paladin. Special Mount Feats Special Mount FeatsSourcePrerequisiteDescriptionCelestial Mount XE "Celestial Mount"  [Exalted](BoED p42)Paladin level 4th Your Special Mount gains the Celestial template.Coordinated Strike  XE "Coordinated Strike"  [General](RotW p149)Animal Companion or Special Mount class ability Handle Animal: 5 ranksDuring any round in which your Animal Companion or Special Mount makes a melee attack, you gain a +1 Competence bonus on your attack rolls again the same opponent.Dragon Steed  XE "Dragon Steed"  [General](Dcn p105)Charisma 13 Ride: 8 ranks Speak Language (Draconic)You gain the service of a Dragonnel(Dcn p150) as a steed. It serves you loyally, like a Cohort. If you have the Special Mount class feature (i.e., a Paladin or similar), the Dragonnel replaces your Special Mount.Holy Mount XE "Holy Mount"  [General](DR325 p62)Special Mount class ability any other Divine caster classWhen determining the abilities of your Special Mount, add your Paladin levels to those of your other Divine caster class (typically Cleric).Theurgic Mount XE "Theurgic Mount"  [General](DR325 p62)Special Mount class ability any Arcane caster classWhen determining the abilities of your Special Mount, add your Paladin levels to those of your Arcane caster classes. Divine Grace Feats Divine Grace FeatsSourcePrerequisiteDescriptionGift of Grace XE "Gift of Grace"  [Exalted](BoED p43)Divine Grace class abilityYou may distribute the bonus you receive from Divine Grace (i.e., a bonus on saving throws equal to your Charisma modifier) to your allies by touch. You may break up the bonus as you wish, keeping some for yourself if you wish. You may not transfer any more points than your Character level. The effect lasts until revoked (a Free Action), up to 24 hours. Lay-on-Hands Feats Lay-on-Hands FeatsSourcePrerequisiteDescriptionAction Healing XE "Action Healing"  [General](FoE p145)Lay on Hands class abilityBy expending 1 Action point, you may apply any one of the following to your use of Lay on Hands: Empower heal 3 hp for every 2 Lay on Hands points spent. Quicken use Lay on Hands as a Swift Action. Reach use Lay on Hands with a range of 30.Hands of the Healer XE "Hands of the Healer"  [Exalted](BoED p43)Lay on Hands class ability Charisma 13When calculating the number of hit-points you can heal each day, treat your Charisma as being +2.Touch of Silver XE "Touch of Silver"  [General](FoE p148)Lay on Hands class ability Ability to Turn Undead Worshiper of the Silver FlameBy expending one Turn Undead use as a Swift Action, your Lay one Hands ability can be used to harm Lycanthropes & Evil Outsiders in the same way you can normally harm Undead. Remove Disease Feats Remove Disease FeatsSourcePrerequisiteDescriptionBane of Decay XE "Bane of Decay"  [Purification](DR337 p98)Remove Disease as a Spell-like abilityThe melee weapon you are holding becomes a +1 Undead-Bane or +1 Vermin-Bane weapon. The Enhancement bonus does not stack with any other Enhancement bonus. The effect lasts for 10 minutes, requires a Standard Action to activate, and consumes one of your weekly uses of Remove Disease.Detoxifying Touch XE "Detoxifying Touch"  [Purification](DR337 p98)Remove Disease as a Spell-like abilityNeutralize Poison, as a Standard Action. This effect consumes two of your weekly uses of Remove Disease.Extra Remove Disease XE "Extra Remove Disease"  [Purification](DR337 p98)Remove Disease as a Spell-like abilityYou may use Remove Disease as a Spell-like ability two more times per week.Smite Carrier XE "Hands of the Healer"  [Purification](DR337 p98)Remove Disease as a Spell-like ability Smite Evil class abilityYou may make a Smite Evil attempt on a non-Good creature that posses a poisonous or infectious natural attack by consuming one of your weekly uses of Remove Disease. If your opponent does not actually qualify, the use is still lost.Strengthen Resilience XE "Strengthen Resilience"  [Purification](DR337 p98)Remove Disease as a Spell-like abilityAs a Standard Action, you and two touched allies gain a +4 Sacred bonus for 1 hour on the following saving throws: avoiding becoming infected by a natural or magical disease, resisting the effects of a disease, fighting off a disease, resisting initial and/or secondary damage of a poison. This ability consumes one of your weekly uses of Remove Disease.Wholesome Fare XE "Wholesome Fare"  [Purification](DR337 p98)Remove Disease as a Spell-like abilityYou may use Purify Food and Drink up to five times in the next 24 hours as a Spell-like ability. This effect consumes one of your weekly uses of Remove Disease. Smiting Feats Smiting FeatsSourcePrerequisiteDescriptionExalted Smite XE "Exalted Smite"  [Exalted](BoED p42)Smite Evil class abilityWhen you use your Smite Evil ability, your weapon is considered good for purposes of bypassing Damage Reduction.Extra Smiting  XE "Extra Smiting"  [General](CWar p98)Smite class ability Base Attack Bonus +4Gain two extra attempts to Smite each day. You may take this feat multiple times.Improved Smiting XE "Improved Smiting"  [General](CDiv p82)Charisma 13 Smite class abilityYour smite ability is considered aligned for purposes of overcoming Damage Reduction. If your smite ability is not inherently aligned (i.e., Smite Evil does good damage, Smite Good does evil damage), you must choose the alignment your Smite will be aligned with. It must be appropriate for your alignment and your Deitys.Ranged Smite Evil XE "Ranged Smite Evil"  [Exalted](BoED p45)Smite Evil class abilityYou may apply your Smite Evil ability to your missile weapons.Silver Smite XE "Silver Smite"  [General](Eb p60)Smite Evil class ability follower of the Silver FlameYour Smite Evil ability does +1d6 Sacred damage & has the appearance of silvery fire.Smite Carrier XE "Smite Carrier"  [Purification](DR337 p98)Remove Disease as a Spell-like ability Smite Evil class abilityYou may make a Smite Evil attempt on a non-Good creature that posses a poisonous or infectious natural attack by consuming one of your weekly uses of Remove Disease. If your opponent does not actually qualify, the use is still lost. Ranger Favored Enemy Feats Favored Enemy FeatsSourcePrerequisiteDescriptionDisabling Strike  XE "Disabling Strike"  [General](DR339 p87)Favored Enemy (any humanoid)When you make a Critical Hit against one of your Humanoid Favored Enemies, it is Stunned for 1 round (FortNeg, DC = 15 + your Favored Enemy bonus against that foe).Favored Dodge XE "Favored Dodge"  [General](DR335 p90)At least one Favored Enemy DodgeChoose one of your Favored Enemies when you take this feat. When a member of that race is your designated Dodge opponent, add your Favored Enemy bonus to your AC as a Dodge bonus. You may take this feat multiple times, each time with a different Favored Enemy.Favored Power Attack  XE "Favored Power Attack"  [General](CWar p98) (DR310 p58)At least one Favored Enemy Base Attack Bonus: +4 Power Attack Choose one of your Favored Enemies when you take this feat. When using power attack against this enemy, the following damage bonuses apply: No damage bonus Light Weapon; secondary end of a Double-Weapon +2X damage bonus One-Handed Weapon used in one hand; primary end of a Double-Weapon +3X damage bonus Two-Handed Weapon; One-Handed Weapon used in two hands; Double-Weapon when only one end is being used for an attack.Improved Favored Enemy  XE "Improved Favored Enemy"  [General] (CWar p101) (DR310 p58)At least one Favored Enemy Base Attack Bonus: +5Choose one of your Favored Enemies when you take this feat. You do an additional +3 damage to that enemy.Intimidate the Enemy XE "Intimidate the Enemy"  [General](DR335 p90)At least one Favored Enemy Intimidate: 3 ranksChoose one of your Favored Enemies when you take this feat. A Demoralize action on a member of that race is a Move Action (instead of a Standard Action) and receives your Favored Enemy bonus. You may take this feat multiple times, each time with a different Favored Enemy.Nemesis XE "Nemesis"  [Exalted](BoED p44)At least one Favored EnemyChoose one of your Favored Enemies when you take this feat. You may detect creatures of that race within 60 (even through walls). Also, you do +1d6 damage to an Evil member of your enemy race.No Threat to Me XE "No Threat to Me"  [General](DR335 p90)At least one Favored Enemy Base Attack Bonus: +7 Pont Blank ShotChoose one of your Favored Enemies when you take this feat. You may make ranged attacks while threatened by a member of that race without generating an Attack of Opportunity. You may take this feat multiple times, each time with a different Favored Enemy.Tactical Advantage XE "Tactical Advantage"  [General](DR335 p90)At least one Favored Enemy Base Attack Bonus: +5Choose one of your Favored Enemies when you take this feat. When fighting a member of this race, add your Favored Enemy bonus to your attack rolls and any opposed checks to initiate or defend against a Trip, Disarm, or Bull Rush. You may take this feat multiple times, each time with a different Favored Enemy.Trophy Hunter XE "Trophy Hunter"  [General](DR332 p91)At least one Favored EnemyChoose one of your Favored Enemies and one type of Trophy (listed below). When you personally kill one of that type of creature, you may take the appropriate trophy and gain the listed benefit. Note that not all types of Trophies are available from some types of creatures (i.e., Plants have no hearts). Trophy Bonus Head By displaying the severed head, you may add your Favored Enemy bonus to any Intimidate checks against that type of creature. For every head after the first, gain a +1 Morale bonus on the Intimidate check (max +4). Without magical preservation, the head loses its usefulness after 7 days. This is a Supernatural, Mind-Affecting Effect. Heart You must consume an enemys heart within 10 minutes of its death (this takes 1 minute) and make a Fortitude save vs. DC 10 + HD + enemys Constitution modifier). If successful, you gain a +2 Morale bonus on attack rolls made against that type of enemy for 10 minutes per HD of the creature. If you eat additional hearts while you still have a bonus, the duration is extended 5 minutes per HD (max 4 hours). If you fail your Fortitude save, you take the following penalty: Dragon Sickened for 1 round per 2 HD Outsider 1 hp per HD of damage Aberration, Magical Beast, Monstrous Humanoid Nauseated for 1 round per 3 HD all others no negative effect Token By forming crude jewelry out of the enemys bones, teeth, etc., you gain a +2 Morale bonus on Fortitude saves vs. the spell-like and supernatural abilities of the designated Favored Enemy. Making the token takes 1 hour and requires a Survival check vs. DC15. The token lasts for ((Survival check 15) / 2) days (minimum 1 day) without magical preservation. The token takes up the necklace slot. Pelt Taking the scalp or hide of a Favored Enemy grants you a +2 Morale bonus on attacks made again the same type of enemy in your next encounter with that type of enemy (up to 24 hours). It takes 5 minutes + 5 minutes per size category above Medium to take the pelt. You may take this feat multiple times, each time with a different Enemy / Trophy combination.Unquenchable Flame of Life XE "Unquenchable Flame of Life"  [General](LM p31) (FoE p148)Receive a +2 bonus on saving throws vs. the Extraordinary & Supernatural abilities of Undead. If Undead are your Favored Enemy, you receive your Favored Enemy bonus vs. Undead instead of the +2.Unyielding Bond of Soul XE "Unyielding Bond of Soul"  [General](FoE p148)Receive a +2 bonus on saving throws vs. the Extraordinary & Supernatural abilities of Outsiders. If Outsiders are your Favored Enemy, you receive your Favored Enemy bonus vs. Outsiders instead of the +2 Bonus Ranger Feat Options Ranger Option FeatsSourcePrerequisiteDescriptionTrack  XE "Track"  [General, Scout](PH p101) (CAdv p10)+Ranger 1st You may attempt to follow tracks by making a Survival check each mile. The DC of the check is determined by the factors listed at PH p101.Rapid Shot  XE "Rapid Shot"  [General, Fighter](PH p99)Dexterity 13 Point Blank ShotRanger 2nd When making a Full Attack action with a ranged weapon, you may take one extra attack (at your highest base attack bonus), but all your attacks are at 2.Two-Weapon Fighting  XE "Two-Weapon Fighting"  [General, Fighter](PH p102)Dexterity 15Ranger 2nd Your penalty for fighting with two weapons simultaneously (or with a double weapon) is reduced by 2 on your primary hand & 6 on your secondary hand. This works out to 2 on both hands when wielding a Light or One-Handed weapon in your primary hand and a Light weapon in your secondary hand. As part of a Full Round Attack, you may make a single attack with your secondary weapon.Endurance  XE "Endurance"  [General, Scout](PH p93) (CAdv p10)+Ranger 3rd 1. +4 bonus on checks for performing a physical action over a period of time, such as swimming or running. 2. +4 bonus on Constitution checks to avoid damage from starvation or thirst. 3. +4 bonus on Fortitude checks to avoid damage from hot or cold weather or from oxygen deprivation.Improved Two-Weapon Fighting  XE "Improved Two-Weapon Fighting"  [General, Fighter](PH p96)Dexterity 17 Base Attack Bonus +6 Two-Weapon FightingRanger 6th As part of a Full Round Attack, you may make an attack with your secondary weapon at 2, a second attack at 7.Manyshot  XE "Manyshot"  [General, Fighter](PH p97)Dexterity 17 Base Attack Bonus +6 Point Blank Shot Rapid Shot Ranger 6th As part of a Standard Action, you may fire two arrows at a single opponent within 30. You make a single attack roll with a 4 penalty. If it hits, then the opponent takes the damage from both arrows, but only takes precision based damage once (this includes Sneak Attack, Ranger Favored Enemy, Critical hits, etc.). Damage Reduction applies to each arrow separately. If your Base Attack Bonus is +11 or higher, you may shoot 3 arrows at once at a penalty of 6. If your Base Attack Bonus is +16 or higher, you may shoot 4 arrows at once at a penalty of 8.Two-Weapon Pounce XE "Two-Weapon Pounce"  [General, Fighter](PH2 p84)Dexterity 15 Base Attack Bonus +6 Two-Weapon FightingRanger 6th At the end of a Charge, you may attack with both your primary & off-hand weapons. The +2 attack bonus for the Charge and the 2 penalty for fighting with two weapons cancel out. You still receive the 2 penalty to AC for the Charge.Greater Two-Weapon Fighting  XE "Greater Two-Weapon Fighting"  [General, Fighter](PH p95)Dexterity 19 Base Attack Bonus +11 Improved Two-Weapon FightingRanger 11th As part of a Full Round Attack, you may make an attack with your secondary weapon at 2, a second attack at 7, and a third attack at 12.Improved Precise Shot  XE "Improved Precise Shot"  [General, Fighter](PH p96)Dexterity 19 Base Attack Bonus +11 Point Blank Shot Precise Shot Ranger 11th When you are making a ranged attack, the following apply: Ignore the AC bonus granted by Cover (but Total Cover still applies). Ignore the miss chance granted by Concealment (but Total Concealment still applies). When attacking an opponent that is being Grappled, you have no chance of hitting the wrong target.Two-Weapon Rend XE "Two-Weapon Rend"  [General, Fighter](PH2 p84)Dexterity 15 Base Attack Bonus +11 Two-Weapon FightingRanger 11th If you damage an opponent with each of your weapons in a given round, you do extra damage equal to 1d6 + 1 Strength modifier. With regards to Damage Reduction, use the off-hand weapons characteristics. A given creature may only take this rending damage once per round. Rogue Rogue Special Ability Feats Rogue Special Ability FeatsSourcePrerequisiteDescriptionSavvy Rogue XE "Savvy Rogue"  [General](CSco p080)Rogue 10th level +Any / all of the following Rogue Special Abilities that you have improves as follows: Crippling Strike deal Strength damage even on a creature who is immune to the extra damage of the Sneak Attack. Defensive Roll usable 3/day (instead of 1/day). Improved Evasion +2 Competence bonus on Reflex saves. Opportunist you may make more than one Opportunistic attack per round, but no more than one per opponent and each counts as a separate Attack of Opportunity. Skill Mastery you may Take 12 with your mastered skills (i.e., Take 10 with a +2 bonus). Slipper Mind +2 Competence bonus on the extra Will save granted by this ability. Sneak Attack Feats Sneak Attack FeatsSourcePrerequisiteDescriptionArterial Strike XE "Arterial Strike"  [Ambush](CWar p96) (CSco p72)+Sneak Attack / Sudden Strike class ability Base Attack Bonus +4On a successful Sneak Attack, you may reduce the Sneak Attack dice by 1d6 to cause a wound that bleeds for 1 hit-point per round. The wound continues to bleed until it is magically healed or successfully bandaged by a Heal check vs. DC 15. Multiple bleeding wounds stack.Burning Link  XE "Burning Link"  [Ambush](DR344 p102)Sneak Attack / Sudden Strike class ability with at least +3d6 Know(arcana): 1 rank Know(nature): 1 rankOn a successful Sneak Attack, you may reduce the Sneak Attack dice by 2d6 to damage both your target and the creature with which your target has a mystic link (i.e., a Sorcerer/Wizards Familiar, a Druid / Rangers Animal Companion, a Paladins Special Mount, a Blackguards Fiendish Servant, etc.). Your target takes the damage from the weapon, your Strength modifier, etc., while the linked creature takes the remaining Sneak Attack dice (assuming it is vulnerable to Sneak Attack damage).Concussion Attack  XE "Concussion Attack"  [Ambush](CSco p075)Sneak Attack / Sudden Strike class ability with at least +3d6On a successful Sneak Attack, you may reduce the Sneak Attack dice by 2d6 to impose a 2 penalty on the targets Intelligence & Wisdom-based ability checks & skill checks for 10 rounds. Subsequent uses of this ability do not stack, but do reset the abilitys duration.Crossbow Sniper  XE "Crossbow Sniper"  [General, Fighter](PH2 p77)Base Attack Bonus +1 Weapon Focus (any crossbow)When firing a Crossbow with which you have Weapon Focus, you receive the following: 1. + Dexterity modifier damage; 2. Sneak Attack & Skirmish class abilities may be used at a range of 60 (instead of 30).Dazzling Strike  XE "Dazzling Strike"  [Ambush](DR344 p102)Sneak Attack / Sudden Strike class ability with at least +2d6On a successful Sneak Attack, your foe is Dazzled for 1 round for each Sneak Attack die you forgo. Both you and your foe must be Bright Illumination to use this ability.Deadeye Shot  XE "Deadeye Shot"  [General, Fighter](PH2 p78)Base Attack Bonus +4 Point Blank Shot Precise Shot Skirmish or Sneak Attack class abilityFollow these steps to use this feat: 1) Ready an Action to make a Ranged Attack on an opponent when any of your allies hit it in melee. 2) If the Action is triggered, the opponent looses its Dexterity bonus to AC against your attack only.Deafening Strike  XE "Deafening Strike"  [Ambush](CSco p076)Sneak Attack / Sudden Strike class ability with at least +4d6On a successful Sneak Attack, you may reduce the Sneak Attack dice by 3d6 to make your foe Deafened for 3 rounds. Subsequent uses of this ability do not stack, but do reset the abilitys duration.Deft Strike  XE "Deft Strike"  [General](Dcn p103)Sneak Attack class ability Intelligence 13 Combat Expertise Spot: 10 ranksAs a Standard Action, you can attempt to find a weak spot in a visible targets armor with a Spot check (DC = targets AC). If you succeed, your next attack (which must be made no later than the end of your next turn) ignores the targets Armor and Natural Armor bonuses, as well as Enhancement bonuses to these. If you use a ranged attack, you must be within 30 to gain the benefit of this feat.Disemboweling Strike  XE "Disemboweling Strike"  [Ambush](CSco p076)Sneak Attack / Sudden Strike class ability with at least +5d6 Weapon Focus (any slashing)On a successful Sneak Attack with a slashing weapon with which you have Weapon Focus, you may reduce the Sneak Attack dice by 4d6 to deal 1d4 Constitution damage. A foe may only receive a Disemboweling Strike once per day.Eldritch Erosion  XE "Eldritch Erosion"  [Ambush](CSco p077) (DR344 p103)Sneak Attack / Sudden Strike class ability with at least +4d6 Know(arcana): 1 rank On a successful Sneak Attack, you may reduce the Sneak Attack dice by 4d6 to reduce your foes Spell Resistance and Power Resistance by 5 for 10 rounds. Multiple uses do not stack, but do reset the duration.Foe Specialist  XE "Foe Specialist"  [General](Mini p26)Sneak Attack class ability Base Attack Bonus +4Choose a creature type from the Ranger Favored Enemy list that is vulnerable to Critical Hits. Your Sneak Attacks do +1d6 damage against this type of creature. You may take this feat multiple times, each with a different type of creature.Hamstring XE "Hamstring"  [Ambush](CWar p100) (CSco p72)+Sneak Attack / Sudden Strike class ability Base Attack Bonus +4On a successful Sneak Attack, you may reduce the Sneak Attack dice by 2d6 to damage your opponents legs, which reduces its movement by half. A creature with 4 legs requires two Hamstring attacks to have its movement impaired. Creatures with more than 4 legs are immune to this effect, as are those immune to sneak attacks. The movement reduction lasts until it is magically healed, successfully bandaged by a Heal check vs. DC 15, or 24 hours pass. This ability may be used one per round.Head Shot  XE "Head Shot"  [Ambush](CSco p077)Sneak Attack / Sudden Strike class ability with at least +6d6 Weapon Focus (any bludgeoning)On a successful Sneak Attack with a bludgeoning weapon with which you have Weapon Focus, you may reduce the Sneak Attack dice by 5d6 to make your foe Confused for 1 round (WillNeg, DC = 10 + your total number of Sneak Attack dice + Dexterity modifier). Subsequent uses of this ability do not stack, but do reset the abilitys duration.Impeding Attack  XE "Impeding Attack"  [Ambush](CSco p078)Sneak Attack / Sudden Strike class ability with at least +4d6On a successful Sneak Attack, you may reduce the Sneak Attack dice by 3d6 to impose a 2 penalty on the targets Strength & Dexterity-based ability checks & skill checks for 10 rounds. Subsequent uses of this ability do not stack, but do reset the abilitys duration.Lacerate  XE "Lacerate"  [Ambush](DR344 p103)Sneak Attack / Sudden Strike class ability with at least +4d6 Strength 13 Intelligence 13 Power Attack Painful Strike Combat Expertise Improved DisarmOn a successful Sneak Attack, you may reduce the Sneak Attack dice by 3d6 to cause your foe to loose use of one of his/her hands for 1 minute (FortNeg, DC = 10 + Character level + damage dealt). Any object is the disabled hand is dropped, the foe cannot wield two-handed weapons, etc. This ability only applies to living creatures who can feel pain.Merciful Strike  XE "Merciful Strike"  [Ambush](CSco p079)Sneak Attack / Sudden Strike class ability with at least +2d6Your Sneak Attacks with a lethal weapon can do nonlethal damage without a 4 penalty, though the damage is reduced by 1d6.Painful Strike  XE "Painful Strike"  [Ambush](DR344 p103)Sneak Attack / Sudden Strike class ability with at least +3d6 Strength 13 Power AttackOn a successful Sneak Attack, you may reduce the Sneak Attack dice by 2d6 to cause your foe intense pain for 1 minute, resulting in a 2 penalty on attacks, skill checks, & ability check. This ability only applies to living creatures who can feel pain.Persistent Attacker  XE "Persistent Attacker"  [Ambush](CSco p080)Sneak Attack / Sudden Strike class ability with at least +5d6On a successful Sneak Attack, you may reduce the Sneak Attack dice by 4d6 to make your first attack on the next round against the same foe be considered a Sneak Attack too, even if circumstances have changed.Precise Strike  XE "Precise Strike"  [General](DR310 p69)Sneak Attack class ability Dexterity 13When making a Sneak Attack, you may reduce the number of Sneak Attack dice that will apply to damage in exchange for a +2 Competence bonus to hit per die sacrificed. Note: The bonus to attack & reduction to damage applies to every Sneak Attack for one round.Ring the Ear  XE "Ring the Ear"  [Ambush](DR344 p103)Sneak Attack / Sudden Strike class ability with at least +2d6 Improved Unarmed StrikeOn a successful Sneak Attack using an Unarmed Strike, you may reduce the Sneak Attack dice by 1d6 to Deafen your foe for 1 minute (FortNeg, DC = 10 + Character level + Strength modifier).Sacred Strike XE "Sacred Strike"  [Exalted](BoED p45)Sneak Attack class ability When you succeed with a sneak attack again an Evil foe, roll d8s for the Sneak Attack damage (instead of d6s) and the damage qualifies as good damage for purposes of overcoming Damage Reduction.Sneak Attack of Opportunity  XE "Sneak Attack of Opportunity"  [General](DR340 p87)Sneak Attack class ability with at least +3d6 Combat Reflexes On your first Attack of Opportunity of the round, add your Sneak Attack dice to the damage.Staggering Strike  XE "Staggering Strike"  [General](CAdv p112)Sneak Attack class ability Base Attack Bonus +4If you deal damage with a melee Sneak Attack, your opponent is Staggered for one round (FortNeg DC = damage dealt). If the target is treated with the Heal skill (DC 15) or any spell that heals at least one hit point, the effect is also removed. This feat has no effect on creatures immune to Sneak Attacks.Subduing Strike XE "Subduing Strike"  [General, Fighter] (BoED p46)You may deal nonlethal damage with a melee weapon without taking a 4 penalty on the attack roll. If you have Sneak Attack dice, you may do nonlethal Sneak Attack damage with any weapon.Telling Blow  XE "Telling Blow"  [General](PH2 p83)Skirmish or Sneak Attack class ability When you confirm a Critical Hit with either a melee or ranged weapon, add your Skirmish or Sneak Attack dice to the damage after the multiplier has been applied.Throat Punch  XE "Throat Punch"  [Ambush](CSco p082)Sneak Attack / Sudden Strike class ability with at least +3d6 Improved Unarmed StrikeOn a successful Sneak Attack with an Unarmed Strike, you may reduce the Sneak Attack dice by 2d6 to impede your foes ability to speak for 3 rounds. The foe receives a 5 penalty on skill checks related to speech and has a 50% failure chance when casting a spell with a Verbal component. Subsequent uses of this ability do not stack, but do reset the abilitys duration.Weaken the Heart  XE "Weaken the Heart"  [Ambush](DR344 p103)Sneak Attack / Sudden Strike class ability with at least +3d6 Base Attack Bonus +4On a successful Sneak Attack, you may reduce the Sneak Attack dice by 2d6 to bring your foe to the border of physical distress (FortNeg, DC = 10 + Character level + Intelligence modifier). If a foe then attempts a Strength, Dexterity, or Constitution-base skill or ability check within 10 minutes, he/she immediately becomes Fatigued. If already Fatigued, he/she becomes Exhausted. Scout Skirmish Feats Skirmish FeatsSourcePrerequisiteDescriptionAcrobatic Skirmisher  XE "Acrobatic Skirmisher"  [General, Scout](DR346 p86)Skirmish class ability Dexterity 13 Tumble: 5 ranksIf you move through an opponents square and successfully use Tumble to avoid an Attack of Opportunity, you receive +1d6 Skirmish damage against that opponent until the start of your next turn.Crossbow Sniper  XE "Crossbow Sniper"  [General, Fighter](PH2 p77)Base Attack Bonus +1 Weapon Focus (any crossbow)When firing a Crossbow with which you have Weapon Focus, you receive the following: 1. + Dexterity modifier damage; 2. Sneak Attack & Skirmish class abilities may be used at a range of 60 (instead of 30).Deadeye Shot  XE "Deadeye Shot"  [General, Fighter](PH2 p78)Skirmish or Sneak Attack class ability Base Attack Bonus +4 Point Blank Shot Precise ShotFollow these steps to use this feat: 1) Ready an Action to make a Ranged Attack on an opponent when any of your allies hit it in melee. 2) If the Action is triggered, the opponent looses its Dexterity bonus to AC against your attack only.Hinder  XE "Hinder"  [Ambush, Scout](DR344 p103)Skirmish class ability with at least +2d6 Improved InitiativeOn a successful Skirmish Attack, you may reduce the Skirmish dice by 1d6 to reduce your foes base land movement by 10 for 1 minute. Multiple Hinder attacks stack, though a foe cannot be reduced to slower than 5. Does not affect foe other forms of movement.Improved Acrobatic Skirmisher  XE "Improved Acrobatic Skirmisher"  [General, Scout](DR346 p86)Skirmish class ability Dexterity 13 Acrobatic Skirmisher Tumble: 10 ranksIf you move through an opponents square and successfully use Tumble to avoid an Attack of Opportunity, you receive +2d6 Skirmish damage against that opponent until the start of your next turn (instead of the +1d6 from Acrobatic Skirmisher).Improved Skirmish  XE "Improved Skirmish"  [Scout](CSco p078)Skirmish class ability with at least +2d6 / +1If you move at least 20 are part of a Skirmish attack, your damage improves by +2d6 and your Competence bonus to AC improves by +2.Ranged Skirmisher  XE "Ranged Skirmisher"  [General, Scout](DR346 p87)Skirmish class ability Dexterity 13 Wisdom 13 Point Blank Shot Far ShotYou apply your Skirmish damage to ranged attack made on opponents within 60 (instead of the normal 30).Telling Blow  XE "Telling Blow"  [General](PH2 p83)Skirmish or Sneak Attack class ability When you confirm a Critical Hit with either a melee or ranged weapon, add your Skirmish or Sneak Attack dice to the damage after the multiplier has been applied. Spirit Shaman Chastise Spirits Feats Chastise SpiritsSourcePrerequisiteDescriptionExtended Spirit Form XE "Extended Spirit Form"  [General](DR343 p91)Chastise Spirits class ability Spirit Form class abilityYou may remain in Sprit Form for +(1 + Charisma modifier) extra minutes (min +1) at the cost of one daily use of Chastise Spirits. Spirit Spell XE "Spirit Spell"  [General](DR343 p91)Chastise Spirits class abilityBy expending 4 of your daily uses of Chastise Spirits as a Standard Action, all spells you cast in the following round are Maximized without a change to their Spell level. Swashbuckler Improved Flanking Feats Improved FlankingSourcePrerequisiteDescriptionSuperior Flanking XE "Superior Flanking"  [General](DR343 p93)Improved Flanking class abilityYou receive a +6 bonus on Attack rolls against an opponent that is Flanked. Allies that flank with you receive a +3 bonus. These bonuses supersede the bonuses from Flanking and Improved Flanking class abilities. Sorcerer See Bloodline Feats (page  PAGEREF _Ref85949859 113). Sorcerer Only Feats Sorcerer Only FeatsSourcePrerequisiteDescriptionBronze Solaris Member XE "Bronze Solaris Member"  [General](DR334 p93)Sorcerer level 1st + 1st Level onlyYou descended from an Ancient Deity and are a member of The Order of the Bronze Solaris. 1. Knowledge (religion) is a Sorcerer class skill for you. Receive a +3 bonus on Knowledge (religion) checks related to your Ancestor Deity. 2. You are proficient with the Favored Weapon of your Ancestor Deity.Celestial Boon  XE "Celestial Boon"  [General](DR338 p97)Sorcerer level 1st + Receive the blessing of a Good Outsider of at least 5HD for your good worksAdd the following to your Sorcerer spell list. You must consume a Known Spell slot to learn each one. 0th: Purify Food and Drink(PH p267) Purifies 1 cubic foot per level of food or water. 1st: Detect Evil(PH p218) Reveals evil creatures, spells, or objects. 2nd: Align Weapon(PH p197) Weapon becomes good, evil, lawful, or chaotic. (good only) 3rd: Searing Light(PH p275) Ray deals 1d8 per two levels, more against undead. 4th: Holy Smite(PH p241) Damages and blinds evil creatures. 5th: Flame Strike(PH p231) Smites foes with divine fire (1d6 / level). 6th: Undeath to Death(PH p297) Destroys 1d4 per level HD of undead (max 20d4). 7th: Holy Word(PH p242) Kills, paralyzes, blinds, or deafens non-good subjects. 8th: Holy Aura(PH p241) +4 to AC, +4 resistance, SR25 against evil spells. 9th: Storm of Vengeance(PH p285) Storm rains acid, lightning, and hail.Divine Sorcery  XE "Divine Sorcery"  [General](DR343 p88)Sorcerer level 1st only Alignment within one step of Patron Deity Member of a Race that the Patron Deity prefersYou have a special connection to your Patron Deity, who grants you partial access to a Domain. 1. Gain the Domain Ability. 2. Add one Domain spell to your Arcane Spell list each day (may be different from day to day). Deity Race Alignment Annam Giant, Half-Giant N: Knowledge, Magic, Plant, Sun CN: Magic LN: Plant NE: Knowledge NG: Sun Bahamut Half-Dragon LG: Air, Cold, Good, Luck, Protection LN: Protection NG: Good Corellon Elf, Half-Elf CG: Chaos, Good, Protection, War CN: Chaos NG: Good Garl Glittergold Gnome NG: Good, Protection, Trickery CG: Trickery LG: Good N: Protection Gruumsh Orc, Half-Orc CE: Chaos, Evil, Strength, War CN: Chaos NE: Evil Heironeous Assimaar, Human LG: Good, Law, War LN: Law NG: Good Hextor Tiefling, Human LE: Evil, Law, War LN: Law NE: Evil Iallanis Giant, Half-Giant NG: Good, Healing, Strength, Sun LG: Good N: Strength Kurtulmak Kobold LE: Evil, Trickery, Earth LN: Earth NE: Evil Laogzed Troglodyte CE: Chaos, Death, War CN: Chaos NE: Death Lolth Drow CE: Chaos, Destruction, Evil, Trickery CN: Chaos NE: Evil Maglubiyet Goblin, Hobgoblin CE: Chaos, Evil, Trickery CN: Chaos NE: Evil Moradin Dwarf LG: Earth, Good, Law, Protection LN: Law NG: Good Panzuriel Merrow, Underwater NE: Destruction, Evil, War, Water Monsters CE: Evil LE: War N: Water Pelor Half-Elf, Half-Orc, NG: Glory, Good, Healing, Strength, Sun Human CG: Good LG: Healing N: Sun Semanya Lizardfolk N: Animal, Plant, Water CN: Animal LN: Plant NE: Water NG: Water Tiamat Half-Dragon LE: Destruction, Evil, Law, Trickery LN: Law NE: Evil Wee Jas Human LN: Death, Law, Magic LE: Law LG: Law N: Magic Vaprak Half-Ogre, Ogre, CE: Chaos, Destruction, Evil, Strength Troll CN: Chaos NE: Evil Yondalla Halfling LG: Good, Law, Protection LN: Law NG: GoodDwarven Ancestry  XE "Dwarven Ancestry"  [General](DR338 p97)Dwarf Sorcerer level 1st + Craft a stone masterpiece of unparalleled beautyYou are descended from a line of great Dwarven craftspersons. Add the following to your Sorcerer spell list. You must consume a Known Spell slot to learn each one. 0th: Guidance(PH p238) +1 on one attack roll, saving throw, or skill check. 1st: Shield of Faith(PH p278) Aura grants +2 (or higher) deflection bonus. 2nd: Make Whole(PH p252) Repairs an object. 3rd: Magic Vestment(PH p251) Armor, shield, or clothes gain +1 enhancement per four levels. 4th: Spike Stones(PH p283) Creatures in area take 1d8 damage, may be slowed. 5th: Spell Resistance(PH p282) Subject gains Spell Resistance of 12 + 1 per level. 6th: Stone Tell(PH p284) Talk to natural or worked stone. 7th: Heroes Feast(PH p240) Ford for one creature per level, cures, and grants combat bonuses. 8th: Earthquake(PH p225) Intense tremor shakes 5 per level radius. 9th: Elemental Swarm(PH p226) Summons multiple elementals. (earth only)Fiendish Pact  XE "Fiendish Pact"  [General](DR338 p97)Sorcerer level 1st + Make a pact with an Evil Outsider of at least 5HD Add the following to your Sorcerer spell list. You must consume a Known Spell slot to learn each one. 0th: Inflict Minor Wounds(PH p244) Touch attack, 1 point of damage. 1st: Detect Good(PH p219) Reveals good creatures, spells, or objects. 2nd: Align Weapon(PH p197) Weapon becomes good, evil, lawful, or chaotic. (evil only) 3rd: Poison(PH p262) Touch deals 1d10 Constitution damage, repeats in 1 minute. 4th: Unholy Blight(PH p297) Damages and sickens good creatures. 5th: Summon Swarm(PH p289) Summons a swarm of bats, rats, or spiders. 6th: Harm(PH p239) Deals 10 hp per level to target. 7th: Blasphemy(PH p205)(PH3.5e)+ Kills, paralyzes, weakens, or dazes non-evil subjects. 8th: Unholy Aura(PH p297) +4 to AC, +4 resistance, SR25 against good spells. 9th: Implosion(PH p243) Kills one creature per round. Orc Descent  XE "Orc Descent"  [General](DR338 p97)Half-Orc or Orc Sorcerer level 1st + Complete a quest to strengthen your tribe assigned by your Chief or ShamanYou are descended from a line of great Orc heroes. Add the following to your Sorcerer spell list. You must consume a Known Spell slot to learn each one. 0th: Virtue(PH p289) Subject gains 1 Temporary HP. 1st: Longstrider(PH p249) Increases your speed. 2nd: Rage(PH p268) Gives +2 to Str and Con, +1 on Will saves, 2 to AC. 3rd: Good Hope(PH p237) Subjects gain +2 on attack rolls, damage rolls, saves, and checks. 4th: Divine Power(PH p224) You gain attack bonus, +6 to Str, and 1 hp per level. 5th: Righteous Might(PH p273)(PH3.5e)+ Your size increases and you gain combat bonuses. 6th: Harm(PH p239) Deals 10 hp per level to target. 7th: Destruction(PH p218) Kills subject and destroys remains. 8th: Earthquake(PH p225) Intense tremor shakes 5 per level radius. 9th: Storm of Vengeance(PH p285) Storm rains acid, lightning, and hail. Familiar Feats Familiar FeatsSourcePrerequisiteDescriptionBetrayal of the Spirit Linked XE "Betrayal of the Spirit Linked"  [General, Wizard](DR336 p108)Having a current Familiar Able to cast Animate Dead as a Prepared spellYou sacrifice your Familiar and turn it into a Skeleton or a Zombie. You lose the bonus it proved to you (such as +3 to Climb for a Lizard) and it will never learn to speak to you or other creatures of its type, but you gain Damage Reduction 5 / slashing if your Familiar is now a Skeleton, or DR 5 / bludgeoning if your Familiar is now a Zombie.Bonded Familiar XE "Bonded Familiar"  [General](PH2 p75)Having a current FamiliarOnce per day, your Familiar can take the hp damage from an attack that would drop you to 0 (or lower) hp. Once per day, you can take the hp damage from an attack that would drop your Familiar to 0 (or lower) hp. Both abilities you and your Familiar to be within 30 of each other.Celestial Familiar XE "Celestial Familiar"  [Exalted](BoED p41)Able to acquire a new FamiliarGet access to a Good Outsider as your familiar. 3rd: Celestial Animal 7th: Coure Eladrin (CG), Lantern Archon (LG), Musteval Guardinal (NG)Combat Familiar XE "Combat Familiar"  [General](PH2 p76)Having a current Familiar Arcane Spellcaster 1stIf your Familiar is holding the charge of a Touch spell, it goes not generate an Attack of Opportunity w hen entering a foes square.Darkness Familiar XE "Darkness Familiar"  [General](DR322 p67)Able to acquire a new Familiar Compatible AlignmentThe following creatures can be taken as Darkness Familiars: 5th: Night Hunter Bat (MoF p18) 6th: Shadow Asp (FF p152) 7th: Darkness Pseudo-Elemental, Small (DR322 p66) 8th: Sinister Bat (MoF p18) 9th: Shadow (MM p221) 10th: Dark Creeper (FF p38) 12th: Darkenbeast (MoF p30) 14th: Cloaker (MM p36), Shadow Mastiff (MM p222), Wraith (MM p257)Dragon Familiar  XE "Dragon Familiar"  [General](Dcn p104)Able to acquire a new Familiar Charisma 13 Arcane Spellcaster 7th Able to speak Draconic Compatible AlignmentWhen you acquire a new familiar, you may select a Wyrmling-aged Dragon as a familiar. See Dcn p141 for details on Dragons as Familiars.Familiar Spell XE "Familiar Spell"  [General](Und p25)Spell Mastery Able to acquire a FamiliarYou may prepare one extra spell per day in your Familiars memory, though the spell must be one with which you have Spell Mastery. You may cast this spell normally as one as your Familiar is within one square of you. Your Familiar may not cast the spell itself. You may take this feat multiple times, each time increasing the number of spells your Familiar may store by one.Improved Familiar XE "Improved Familiar"  [General] (DMG p200) (PGF p039) (CWar p100)+ (CSco p078)+Able to acquire a new FamiliarThe following creatures can be taken as Improved Familiars: 2nd: Small Monstrous Centipede (N) 3rd: Flying Snake, Spitting Crawler Lizard, Lynx, Krenshar, Worg, Small Monstrous Scorpion (N), Badger (N), Medium Viper (N) 4th: Small Monstrous Spider (N) 5th: Osquip (NE), Tressym (NG), Blink Dog (LG), Hell Hound (LE) 6th: Vargouille (lack the Kiss supernatural ability) (NE) 7th: Hippogriff, Howler(CE), Winter Wolf(NE), any Mephit (N) 9th: Deathfang (NE).Lurking Familiar XE "Lurking Familiar"  [General](PH2 p80)Having a current Familiar Arcane Spellcaster 6th Combat FamiliarIf your Familiar is in your square, it gains Cover and can attempt a Hide check. If it succeeds, it gains the normal bonuses of an unseen attacker if it makes an attack.Spell-Linked Familiar XE "Spell-Linked Familiar"  [General](PH2 p83)Having a current Familiar Arcane Spellcaster 9th You can transfer spells to your Familiar, who casts them at your caster level. The spell cannot require XP or significant gp cost, nor a focus. Verbal, Somantic, and trivial Material components are ignored. Caster Level 0th 1st 2nd 9th 11th 1 12th 14th 2 1 15th 17th 3 2 1 18th 20th 4 3 2Stitched Flesh Familiar  XE "Stitched Flesh Familiar"  [General](LM p30)Able to acquire a new Familiar Able to cast three Necromancy spellsWhen choosing a familiar, you may choose a Stitched Flesh Familiar. Hit Dice: d12, with no Constitution bonus; can use own HD or masters for effects dealing with HD Hit Points: Use half the masters total, or the familiars normal, whichever is higher. Attacks: Masters or familiars Base Attack Bonus, whichever is higher. Saving Throws: Masters or familiars base saves, whichever are individually higher. Familiar Special Abilities: Use the second Familiar table (PH p52); instead of the noted special ability, a stitched flesh familiar allows its master to control an additional 4 HD of Undead.  Shugenja Sense Elements Feats Sense ElementsSourcePrerequisiteDescriptionElemental Stalker XE "Elemental Stalker"  [General](DR357 p86)Ki Power class ability Sense Elements class abilityAdd your Shugenja level to your Ninja level to determine 1. the maximum radius and uses per day of your Sense Elements class ability; 2. your Ninja AC bonus; 3. the size of your Ki pool.Elemental Strike XE "Elemental Strike"  [General](DR343 p90)Sense Elements class abilityYou may make an improved attack on an element-based creature by following these steps: 1. Use your Sense Elements class ability to identify an element-based creature. 2. Expend an additional use of Sense Elements as a Standard Action to gain a +20 Insight bonus on your next attack roll against that creature. This attack must be made within a (Wisdom modifier) rounds (minimum 1).  Elemental Focus Feats Elemental FocusSourcePrerequisiteDescriptionTurn Elemental XE "Turn Elemental"  [General](DR343 p91)Elemental Focus class abilityYou may Rebuke / Command / Bolster a creature of your Focus Element or Turn / Destroy a creature of the type that is opposed to your Focus Element. Either use consumes two daily uses of Sense Elements and acts the same as the Turn / Rebuke ability of a Cleric. Warlock Warlock Only Feats Warlock Only FeatsSourcePrerequisiteDescriptionExtra Invocation XE "Extra Invocation"  [General](CArc p79)Warlock 6th levelYou gain an additional Invocation that is one grade less than the highest grade available to you. You may take this feat multiple times, each time gaining a new Invocation. Feats that Improve Eldritch Blast Since Eldritch Blast is a Spell-Like ability, some Feats from the Monster Manual may be used with it. Improve Eldritch BlastSourcePrerequisiteDescriptionAbility Focus  XE "Ability Focus"  [General](MM p303) (MM3 p206)Special AttackThe DC of your Special Attack increases by +2. This feat may be taken multiple times. Each time it applies to a different Special Ability.Empower Spell-Like Ability  XE "Empower Spell-Like Ability"  [General](MM p303) (MM3 p206)Caster level of Spell-like Ability 6th + Meet the minimum Caster Level requirement based on the effective Spell Level of the Spell-like abilityYou may Empower your Spell-like Ability up to 3 times per day, limited by your normal number of uses per day. When Empowered, all variable numeric values (typically the dice of damage) of the target Spell-like Ability are increased by +50%. You may only take this feat if your Caster Level equals ((2 * effective Spell Level) + 2) of the target Spell-like Ability. The table below indicates the minimum Caster level for Warlock Eldritch Blast & associated Eldritch Essence & Blast Shape Invocations. Effective Min Caster Spell Level Level Example 1st 6th Eldritch Blast (CArcErrata), Hideous Blow 2nd 8th Eldritch Spear, Frightful Blast, Sickening Blast 3rd 10th Brimstone Blast, Hellrime Blast 4th 12th Beshadowed Blast, Bewitching Blast, Eldritch Chain 5th 14th Eldritch Cone 6th 16th Noxious Blast, Repelling Blast, Vitriolic Blast 7th 18th n/a 8th 20th Eldritch Doom, Utterdark BlastQuicken Spell-Like Ability  XE "Quicken Spell-Like Ability"  [General](MM p304) (MM3 p207)Caster level of Spell-like Ability 10th + Meet the minimum Caster Level requirement based on the effective Spell Level of the Spell-like abilityYou may activate the target Spell-like Ability as an Immediate Action up to 3 times per day, limited by your normal number of uses per day. You may only take this feat if your Caster Level equals ((2 * effective Spell Level) + 4) of the target Spell-like Ability. The table below indicates the minimum Caster level for Warlock Eldritch Blast & associated Eldritch Essence & Blast Shape Invocations. Effective Min Caster Spell Level Level Example 1st 10th Eldritch Blast (CArcErrata), Hideous Blow 2nd 12th Eldritch Spear, Frightful Blast, Sickening Blast 3rd 14th Brimstone Blast, Hellrime Blast 4th 16th Beshadowed Blast, Bewitching Blast, Eldritch Chain 5th 18th Eldritch Cone 6th 20th Noxious Blast, Repelling Blast, Vitriolic Blast Wizard Wizard Only Feats Wizard Only FeatsSourcePrerequisiteDescriptionAbility Enhancer  XE "Ability Enhancer"  [General](DR325 p77)Transmuter level 1st Spell Focus (transmutation)Any Transmutation spell you cast that enhances an ability score increases by ability score by an additional +2 (i.e., Bulls Strength will grant a +6 Enhancement bonus to Strength).Abjurative Potency  XE "Abjurative Potency"  [General](DR325 p77)Abjurer level 1st Spell Focus (abjuration)Any Abjuration spell you cast that provides a bonus to AC improves adds an additional +1 (i.e., Shield will grant a +5 Shield bonus to AC).Charmer  XE "Charmer"  [General](DR325 p77)Enchanter level 1st Spell Focus (enchantment)Add +1 DC to all Enchantment (charm) spells you cast.Collegiate Wizard  XE "Collegiate Wizard"  [General](CArc p181)Wizard level 1st Intelligence 13 1st level only+2 bonus on Knowledge (arcana) checks. As a 1st level Wizard, you gain six 1st level spells (instead of 4). At each level after 1st, you gain 4 new spell (instead of 2).Diversified Casting  XE "Diversified Casting"  [General](DR325 p61)At least one Prohibited School of MagicYou may add up to three spells from one Prohibited School of Magic to your spell list. This allows you to use spell-completion and spell-trigger items based on these spells in addition to being able cast them. You may take this feat once for each Prohibited School of Magic you have. Each time, this feat applies to a different School. Enhanced Shadow Reality  XE "Enhanced Shadow Reality"  [General](DR325 p77)Illusionist level 1st Spell Focus (illusion)Any Illusion (shadow) spell you cast is 20% more real. For example, Shadow Conjuration would do 40% damage if disbelieved instead of the standard 20%.Evocation Resistance  XE "Evocation Resistance"  [General](DR325 p77)Evoker level 1st Spell Focus (evocation)You take 1 less damage per die from any Evocation spell that damages you.Familiar Spell [General] XE "Familiar Spell" (Und p25)Spell Mastery Able to acquire a FamiliarYou may prepare one extra spell per day in your Familiars memory, though the spell must be one with which you have Spell Mastery. You may cast this spell normally as one as your Familiar is within one square of you. Your Familiar may not cast the spell itself. You may take this feat multiple times, each time increasing the number of spells your Familiar may store by one.Girded Soul  XE "Girded Soul"  [General](DR325 p77)Necromancer level 1st Spell Focus (necromancy)+4 bonus on saves vs. Energy Drain or Death Effects.Heavy Teleport  XE "Heavy Teleport"  [General](DR325 p77)Conjurer level 1st Spell Focus (conjuration)Any Conjuration (teleportation) spell you cast can carry one extra Medium-sized creature.Hidden Thoughts  XE "Hidden Thoughts"  [General](DR325 p77)Diviner level 1st Spell Focus (divination)+4 bonus on Wills saves to resist Divination spells. +4 bonus on Intelligence checks to notice a Scrying Sensor.Potent Enchantment  XE "Potent Enchantment"  [General](DR325 p77)Enchanter level 1st Spell Focus (enchantment)Enchantment spells you cast that effect a fixed number of Hit Dice (such as Sleep or Hypnotism) effect +3HD.Signature Spell  XE "Signature Spell"  [General](PGF p43)Spell MasteryChoose one spell that you have mastered with Spell Mastery when you take this feat. You may spontaneously convert a Prepared Arcane spell into your Signature Spell as long as it is the same level or higher. This ability is similar to a Cleric spontaneously converting a spell into a Cure spell. You may take this feat multiple times, each time granting you a different Signature Spell.Spell Mastery  XE "Spell Mastery"  [General, Wizard](PH p100)Wizard level 1stChoose a number of spells equal to your Int modifier. You may prepare these spells without a spellbook. You may take this feat multiple times, each time with different spells. Note: All Wizards have Spell Mastery of Read Magic.Theurgic Specialist  XE "Theurgic Specialist"  [General](DR325 p62)Specialist Wizard 3rd any other spellcasting classWhen you cast spells from your Specialized School of Magic from any of your spellcasting classes, your effective Caster level is the sum of all your spellcasting classes. Feats for Other Classes Other Class FeatsSourcePrerequisiteDescriptionExtra Edge XE "Extra Edge"  [General](CArc p79)Warmage 4th levelYou gain a +1 bonus to your Warmage Edge, plus an additional 1 per four Warmage levels. Extra Spell Secret XE "Extra Spell Secret"  [General](CArc p80)Spell Secret class feature Able to cast 2nd lvl spellsGain an additional use of the Spell Secret class ability (part of the Lore Master prestige class), which allows you to permanently cast one spell as if it were modified by Enlarge Spell, Extend Spell, Still Spell, or Silent Spell without its level changing.Guardian Spirit XE "Guardian Spirit"  [General](CArc p80)Watchful Spirit class featureReroll your Initiative Roll, usable 2/day. Reroll your Saving Throw, usable 1/day.Improved Fiendish Servant XE "Improved Fiendish Servant"  [General](DU115 p82)Fiendish Servant class featureYour Fiendish Servant gains the Fiendish Creature Template. Add the following creatures to your choice of Servants: Ape, Black Bear, Boar, Crocodile, Dire Badger, Dire Bat, Dire Weasel, Heavy Warhorse, Leopard, Monitor Lizard, Constrictor Snake, Large Viper Snake, & Wolverine.  Feats Aiding Multiclassed Characters Multi-Class FeatsSourcePrerequisiteDescriptionAligned Theurgy XE "Aligned Theurgy"  [General](DR325 p60)At least one Alignment-based Cleric Domain Ability to cast Arcane spells with the same alignment descriptorChoose one Alignment-based Cleric Domain (i.e., Chaos, Evil, Good, or Law). Any spells you cast with this descriptor have a Caster level equal to the sum of your Cleric and Arcane Caster levels. You may take this feat multiple times, each time applying to a different AlignmentAlternative Source Spell XE "Alternative Source Spell"  [Metamagic](DR325 p61)Able to cast both Arcane and Divine spellsYou may prepare an Arcane spell in a Divine spell slot of the same level and/or a Divine spell in an Arcane spell slot of the same level. In each case, the Caster level of that spell is one lower than usual. +0 Level Adjustment.Ascetic Hunter  XE "Ascetic Hunter"  [General](CAdv p105)Improved Unarmed Strike Favored Enemy class abilityWhen you use an Unarmed Strike to deliver a Stunning Attack against a Favored Enemy, add one-half your Favored Enemy bonus to the DC of your Stunning attempt. If you have levels in both Ranger and Monk, those levels stack to determine your Unarmed Damage. You may multiclass between Ranger and Monk freely (alignment and XP penalties still apply as normal).Ascetic Knight  XE "Ascetic Knight"  [General](CAdv p105)Improved Unarmed Strike Smite Evil class abilityYour Paladin and Monk levels stack to determine your Unarmed Damage, as well as your Smite damage. You may multiclass between Paladin and Monk freely (alignment and XP penalties still apply as normal).Ascetic Mage  XE "Ascetic Mage"  [General](CAdv p105)Improved Unarmed Strike Ability to Spontaneously cast 2nd level Arcane spellsAs a Swift Action, you may sacrifice a spell slot to add that slots level as a bonus to attack and damage rolls for one round. Your Sorcerer and Monk levels stack to determine your Monk AC bonus; you may add either your Wisdom or Charisma bonus. You may multiclass between Sorcerer and Monk freely (alignment and XP penalties still apply as normal).Ascetic Rogue  XE "Ascetic Rogue"  [General](CAdv p106)Improved Unarmed Strike Sneak Attack class abilityWhen making a Stunning Attack as a Sneak attack, add 2 to the DC. Your Rogue and Monk levels stack to determine your Unarmed Damage. You may multiclass between Rogue and Monk freely (alignment and XP penalties still apply as normal).Ascetic Stalker  XE "Ascetic Stalker"  [General](CSco p73)Ki Power class ability Ki Strike (magic) class abilityMonk 1st, 2nd, 6th Add your Monk and Ninja levels together to determine the size of your Ki Pool, your Unarmed Strike damage and your Ki Strike class feature. You may multiclass between Monk and Ninja freely (alignment and XP penalties still apply as normal).Combined Empathy XE "Combined Empathy"  [General](DR325 p61)Druid level 1+ Ranger level 1+Add your Druid and Ranger levels to your Wild Empathy checks.Daring Outlaw  XE "Daring Outlaw"  [General](CSco p76)Swashbuckler Grace +1 class feature Sneak Attack +2d6Add your Rogue and Swashbuckler levels together to determine the size of your Grace class feature bonus and the number of your Sneak Attack dice.Daring Warrior  XE "Daring Warrior"  [General, Fighter](CSco p76)Swashbuckler Grace +1 class feature Weapon SpecializationAdd your Fighter and Swashbuckler levels together to determine the size of your Grace class feature bonus and your Fighter level for determining which Fighter only feats you qualify for.Devoted Inquisitor  XE "Devoted Inquisitor"  [General](CAdv p107)Smite Evil class ability Sneak Attack class abilityWhen you successfully use both Smite Evil and Sneak Attack on the same foe in a single attack, it is Dazed for one round (WillNeg DC 10 + character level + Charisma modifier) You may multiclass between Paladin and Rogue freely (alignment and XP penalties still apply as normal).Devoted Performer  XE "Devoted Performer"  [General](CAdv p107)Smite Evil class ability Bardic Music class abilityYour Bard and Paladin levels stack to determine your Smite damage and daily uses of Bardic Music. You may multiclass between Bard and Paladin freely (XP penalties still apply as normal).Devoted Tracker  XE "Devoted Tracker"  [General](CAdv p107)Smite Evil class ability Wild Empathy class ability TrackYour Paladin and Ranger levels stack to determine your Smite damage and Wild Empathy. If you have both the Special Mount and an Animal Companion ability, you may designate your mount as your companion, granting it both sets of bonuses. You may multiclass between Paladin and Ranger freely (alignment and XP penalties still apply as normal).Divine Inspiration  XE "Divine Inspiration"  [General](DR330 p85)Ability to Turn Undead Bardic Music class ability1. Your Bard and Cleric levels stack to determine what Bardic Music abilities are available to you. 2. Perform is always a Class skill for you.Druidic Theurgy XE "Druidic Theurgy"  [General](DR325 p61)Able to cast 3rd level Druid spells Able to cast spells from a different spell listChoose one of your non-Druidic spell lists. Any spell which appears on this list and the Druidic spell list is cast with a Caster level of (Druid level + the level of the other class).Elemental Stalker XE "Elemental Stalker"  [General](DR357 p86)Ki Power class ability Sense Elements class ability1. Add your Shugenja level to your Ninja level to determine the maximum radius and uses per day of your Sense Elements class ability. 2. Add your Shugenja level to your Ninja level to determine your Ninja AC bonus and the size of your Ki pool.Elemental Theurgy XE "Elemental Theurgy"  [General](DR325 p61)At least one Element-based Cleric Domain Ability to cast Arcane spells with the same element descriptorChoose one Element-based Cleric Domain (i.e., Air, Earth, Fire, or Water). Any spells you cast with this descriptor have a Caster level equal to the sum of your Cleric and Arcane Caster levels. You may take this feat multiple times, each time applying to a different Element.Holy Mount XE "Holy Mount"  [General](DR325 p62)Ability to gain a Special Mount any other Divine caster classWhen determining the abilities of your Special Mount, add your Paladin levels to those of your other Divine caster class (typically Cleric).Hymnist XE "Hymnist"  [General](DR325 p62)Bardic Music class ability Ability to cast Divine spellsPerform is always a Class skill for you. Receive your Wisdom modifier as a bonus to all Perform checks.Martial Stalker  XE "Martial Stalker"  [General, Fighter](CSco p79)Proficiency with all martial weapons Ki Power class abilityAdd your Fighter and Ninja levels together to determine the size of your Ki Pool, the AC Bonus granted as a class ability of a Ninja, and your Fighter level for determining which Fighter only feats you qualify for.Master Spellthief  XE "Master Spellthief"  [General](CSco p79)Steal Spell class ability able to cast 2nd level Arcane spellsAdd your Spellthief and Arcane Caster class to determine the highest level spell you can steal, the caster level of your Arcane spells. Also, ignore the Spell Failure chance of any Light Armor you are wearing when casting stolen spells.Practiced Spellcaster XE "Practiced Spellcaster"  [General](CDiv p82) (CArc p82)Spellcraft: 4 ranksChoose one of your spellcasting classes. The spells you cast from this class have +4 Caster level (up to your number of HD). This feat helps multiclassed characters.Rage Casting [General] XE "Rage Casting" (DR310 p30)Ability to Rage or Frenzy Able to cast 1st lvl spells Combat Casting Quicken Spell Concentration: 5 ranksWhile Raging and/or Frenzying, you may cast spell with a casting time of Free Action, typically spells modified by the Quicken Spell metamagic feat. You may also use magic items activated by Spell Trigger, Spell Completion, & Command Word. Normally, you cannot cast spell & use activated magic items while Raging and/or Frenzying.Raging Spell Penetration [General] XE "Raging Spell Penetration" (DR310 p30)Ability to Rage or Frenzy Able to cast 1st lvl spells Combat Casting Quicken Spell Spell Penetration Rage Casting Concentration: 5 ranksBy consuming one of your daily Rages or Frenzies, you gain a +2 bonus on overcoming Spell Resistance for 3 + Constitution modifier rounds. At the end of this time, you are Fatigued for the duration of the current encounter. This bonus stacks with the bonus from Spell Penetration.Razing Strike  XE "Razing Strike"  [General](CAdv p112)Sneak Attack class ability Caster level 6thAs a Swift Action, you may sacrifice one of your allotment of spells to gain bonuses against Constructs (if the spell was Arcane) or Undead (if the spell was Divine). The bonuses apply only to the indicated type of creature and last for 1 round. 1. Gain an Insight bonus equal to the spells level on your attack rolls. 2. Receive a number of extra d6 of damage equal to that spells level plus your Sneak Attack dice bonus. Note: This feat does not enable you to deliver Critical Hits or Sneak Attacks to Constructs or Undead.Sacred Outlaw  XE "Sacred Outlaw"  [General](DR357 p86)Ability to Turn/Rebuke Undead Sneak Attack +2d6Add your effective Cleric level to your Rogue level for 1. resolving Turning Checks & Turning Damage; & 2. to determine how many Sneak Attack dice you receive.Sacred Performer  XE "Sacred Performer"  [General](DR357 p86)Ability to Turn/Rebuke Undead Bardic Music abilityAdd your effective Cleric level to your Bard level for 1. resolving Turning Checks & Turning Damage; & 2. how many uses of Bardic Music you receive each day.Savage Grapple  XE "Savage Grapple"  [Wild](CAdv p114)Wild Shape class ability Sneak Attack class abilityWhile you are in a Wild Shape, you may apply your Sneak Attack damage to your Grapple damage. Creatures not subject to Sneak Attacks dont take this extra damage.Shared Fury  XE "Shared Fury"  [General](RotW p152)Rage class feature Animal Companion class feature Handle Animal: 4 ranksWhen you Rage, your Animal Companion gains the same benefits and penalties from your Rage as you do, but only if it is within 5 of you. The effect ends when your Animal Companion moves more than 5 from you or when your Rage ends.Swift Ambusher  XE "Swift Ambusher"  [General, Scout](CSco p81)Skirmish +1d6 / +1 AC class feature Sneak Attack +1d6Add your Rogue and Scout levels together to determine the value of your Skirmish bonuses. Also, you qualify for [Ambush] feats as if your Sneak Attack dice were the total of your Sneak Attack dice and your Skirmish dice (though you may not use Skirmish dice to activate [Ambush] feats).Swift Avenger  XE "Swift Avenger"  [General, Scout](DR357 p87)Nature Sense class ability Skirmish +1d6Add your Druid level to your Scout level to determine 1. your Skirmish damage and AC bonus; & 2. how many uses of Wild Shape you get each day.Swift Hunter  XE "Swift Hunter"  [General](CSco p81)Skirmish +1d6 / +1 AC class feature Favored Enemy class featureAdd your Ranger and Scout levels together to determine the value of your Skirmish bonuses and- your effective Ranger level for determining the number and value of your Favored Enemies. In addition, your Skirmish bonus damage applies to your Favored Enemies even if it is normally immune to such damage.Theurgic Bond XE "Theurgic Bond"  [General](DR325 p62)Ability to gain a Familiar Ability to gain an Animal CompanionChoose your Familiar or your Animal Companion. When determining its abilities, add the levels of your Familiar granting classes to your Animal Companion granting classes. You may take this feat multiple times. Each time, it either applies to your Familiar or Animal Companion.Theurgic Empathy XE "Theurgic Empathy"  [General](DR325 p62)Bardic Music ability Wild Empathy abilityAdd your Bard level as a bonus to your Wild Empathy checks.Theurgic Mount XE "Theurgic Mount"  [General](DR325 p62)Ability to gain a Special Mount any Arcane caster classWhen determining the abilities of your Special Mount, add your Paladin levels to those of your Arcane caster classes.Theurgic Specialist  XE "Theurgic Specialist"  [General](DR325 p62)Specialist Wizard 3rd any other spellcasting classWhen you cast spells from your Specialized School of Magic from any of your spellcasting classes, your effective Caster level is the sum of all your spellcasting classes. Table of Multiclassing Feats BarbarianBardClericDruidMonkPaladinRangerRogueBardRage Casting Raging Spell PenetrationClericRage Casting Raging Spell PenetrationAligned Theurgy Alternative Source Spell Divine Inspiration Elemental Theurgy Hymnist Practiced Spellcaster Sacred PerformerDruidRage Casting Raging Spell Penetration Shared FuryAlternative Source Spell Druidic Theurgy Hymnist Practiced Spellcaster Theurgic Empathy Practiced SpellcasterMonkPaladinAlternative Source Spell Devoted Performer Hymnist Practiced Spellcaster Theurgic Mount Holy Mount Practiced SpellcasterAscetic KnightRangerRage Casting Raging Spell Penetration Shared FuryAlternative Source Spell Hymnist Practiced Spellcaster Theurgic Empathy Practiced SpellcasterCombined Empathy Druidic Theurgy Practiced SpellcasterAscetic HunterDevoted Tracker Holy Mount Practiced SpellcasterRogueRazing StrikeRazing Strike Sacred OutlawRazing Strike Savage GrappleAscetic RogueDevoted Inquisitor Razing Strike Sacred OutlawRazing StrikeSorcererRage Casting Raging Spell PenetrationPracticed SpellcasterAligned Theurgy Alternative Source Spell Elemental Theurgy Practiced SpellcasterAlternative Source Spell Druidic Theurgy Practiced Spellcaster Theurgic BondAscetic MageAlternative Source Spell Practiced Spellcaster Theurgic MountAlternative Source Spell Practiced Spellcaster Theurgic BondRazing StrikeWizardRage Casting Raging Spell PenetrationPracticed Spellcaster Theurgic SpecialistAligned Theurgy Alternative Source Spell Elemental Theurgy Practiced Spellcaster Theurgic SpecialistAlternative Source Spell Druidic Theurgy Practiced Spellcaster Theurgic Bond Theurgic SpecialistAlternative Source Spell Practiced Spellcaster Theurgic Mount Theurgic SpecialistAlternative Source Spell Practiced Spellcaster Theurgic Bond Theurgic SpecialistRazing Strike // eop Table of Multiclassing Feats BarbarianBardClericDruidMonkFighterPaladinRangerRogueSpellthiefBardRage Casting Raging Spell PenetrationMaster SpellthiefClericRage Casting Raging Spell PenetrationAligned Theurgy Alternative Source Spell Divine Inspiration Elemental Theurgy Hymnist Practiced Spellcaster Sacred PerformerAlternative Source SpellDruidRage Casting Raging Spell Penetration Shared FuryAlternative Source Spell Druidic Theurgy Hymnist Practiced Spellcaster Theurgic Empathy Practiced SpellcasterAlternative Source SpellMonkNinja Ascetic StalkerMartial StalkerPaladinAlternative Source Spell Devoted Performer Hymnist Practiced Spellcaster Theurgic Mount Holy Mount Practiced SpellcasterAscetic KnightAlternative Source SpellRangerRage Casting Raging Spell Penetration Shared FuryAlternative Source Spell Hymnist Practiced Spellcaster Theurgic Empathy Practiced SpellcasterCombined Empathy Druidic Theurgy Practiced SpellcasterAscetic HunterDevoted Tracker Holy Mount Practiced SpellcasterAlternative Source SpellRogueRazing StrikeRazing Strike Sacred OutlawRazing Strike Savage GrappleAscetic RogueDevoted Inquisitor Razing Strike Sacred OutlawRazing StrikeScoutSwift AvengerSwift HunterSwift AmbusherSorcererRage Casting Raging Spell PenetrationPracticed SpellcasterAligned Theurgy Alternative Source Spell Elemental Theurgy Practiced SpellcasterAlternative Source Spell Druidic Theurgy Practiced Spellcaster Theurgic BondAscetic MageAlternative Source Spell Practiced Spellcaster Theurgic MountAlternative Source Spell Practiced Spellcaster Theurgic BondRazing StrikeMaster SpellthiefSwash-buckler Daring WarriorDaring OutlawWizardRage Casting Raging Spell PenetrationPracticed Spellcaster Theurgic SpecialistAligned Theurgy Alternative Source Spell Elemental Theurgy Practiced Spellcaster Theurgic SpecialistAlternative Source Spell Druidic Theurgy Practiced Spellcaster Theurgic Bond Theurgic SpecialistAlternative Source Spell Practiced Spellcaster Theurgic Mount Theurgic SpecialistAlternative Source Spell Practiced Spellcaster Theurgic Bond Theurgic SpecialistRazing StrikeMaster Spellthief // eop Racial Feats Changeling Feats Changeling FeatsSourcePrerequisiteDescriptionDisturbing Visage XE "Disturbing Visage"  [Changeling, Tactical](RoE p117)Changeling Quick Change Bluff: 6 ranks You may use the following 3 tactical maneuvers (a given creature can only be effected once by each in a 24 hour period & creature immune to mind-affecting spell & effects are immune): Cringe Appear weak by using your Minor Change Shape racial ability, taking a Total Defense Action, and then making a Bluff check (as a Free Action). Any foe that attacks you from the end of your turn until the beginning of your next turn must make a Sense Motives check opposed by your Bluff check. If an opponent fails, he/she receives a 5 penalty on weapon damage (min 1hp) against you for 1 minute. Taunt Appear mocking by using your Minor Change Shape racial ability to mimic a Humanoid, Monstrous Humanoid, or a Giant who is within 10 & who missed you with a melee or ranged attack on the previous round. Make a Bluff check as a Free Action opposed by the target creatures Sense Motives check. If you win the check, your target receives a 2 penalty on attack rolls against you for 1 minute. Unnerve Appear hideous by using your Minor Change Shape racial ability after hitting an opponent in melee, then making a Bluff check (as a Free Action). If your opponents Sense Motive check does not beat your Bluff check, it receives a 2 penalty to AC for 1 minute.Mutable Body  XE "Mutable Body"  [General](RoE p110)Shagechanger subtypeTransmutation spells cast on you are at +1 Caster level at your option. By spending 2 Action Points, a Transmutation spell cast on you is treated as Empowered or Extended without adjustment to the spells level or casting time.Perfect Reflection  XE "Perfect Reflection"  [Changeling](PGE p25)Changeling Charisma 15 Wisdom 13Gain a Competence bonus on Disguise checks & Bluff checks to impersonal a person you know. Familiarity Bonus Familiarity Bonus Recognize on Sight +2 Close Friend +8 Friend / Associate +4 Intimate +10 Individual is Present +6Persona Immersion XE "Persona Immersion"  [Changeling](RoE p110)ChangelingWhen using your Minor Change Shape racial ability, if you make a successful save vs. a Divination spell or a Telepathic Psionic power of up to 3rd level, you have the option of giving the spell misleading information. You know what type of information was sought and can react accordingly (typically by filling your mind with information that matches your current persona).Quick Change XE "Quick Change"  [Changeling](RoE p110)ChangelingUsing your Minor Change Shape racial ability is a Move Action (instead of a Full Round Action).Racial Emulation XE "Racial Emulation"  [Changeling](RoE p110)ChangelingWhen using your Minor Change Shape racial ability to assume the form of a Humanoid, you also gain the races subtype. This allows you to use magic items, etc., that are race specific. You do not gain any of the races traits (such as Darkvision). You may only emulate one race at a time and you always retain the shapechanger subtype. Drow Feats Drow FeatsSourcePrerequisiteDescriptionBoomerang Daze XE "Boomerang Daze"  [General] (RoE p108)Base Attack Bonus +5 Proficiency with Talenta Boomerang or Xendrik BoomerangAny creature taking damage from your Boomerang attack is Dazed for 1 round (FortNeg, DC = 10 + damage dealt). Can apply to both targets in the case of a Boomerang Ricochet. Halfling Fighters from the Talenta Plains and Drow Fighters from Xendrik treat this as a [Fighter] feat too.Boomerang Ricochet XE "Boomerang Ricochet"  [General] (RoE p108)Dexterity 13 Base Attack Bonus +4 Proficiency with Talenta Boomerang or Xendrik BoomerangIf you successfully hit your first target, you may make an attack against one foe adjacent to your target with a 2 penalty. The second attack does not gain the benefit of a Sneak Attack, even if the first attack did. Halfling Fighters from the Talenta Plains and Drow Fighters from Xendrik treat this as a [Fighter] feat too.Damage Mastery XE "Damage Mastery"  [Drow](DR327 p71)DrowChoose one of the following types of weapon damage: Bludgeoning, Piercing, or Slashing. When doing this type of damage with a weapon, gain a Competence bonus to your damage of +1 per three other Racial Feats you have (so four Racial Feats are needed for +2). You may take this Feat multiple times, each time applying it to a different type of damage.Daylight Adaptation XE "Daylight Adaptation"  [General](PGF p37) (PGFe)+ (RoE p108) (Und p13)+Must be from a race that has difficulties with sunlight, such as Drow.You are not Dazzled by exposure to bright light or sunlight, though light-related spells affect you normally.Disease Bolt XE "Disease Bolt"  [Drow](DR327 p71)Drow Charisma 13 any two Drow Racial FeatsYou can make a Ranged Touch attack that does 1d6 per Racial Feat of Negative Energy damage. This Supernatural effect is activated as a Standard Action and can be used a number of times per day equal to your number of Racial Feats. As usual, Negative Energy heals Undead.Disease Shield XE "Disease Shield"  [Drow](DR327 p71)Drow Charisma 17 any three Drow Racial FeatsAs a Standard Action, you can surround yourself with a 5 radius Emanation. Any creature that comes in contact with it becomes Sickened for one round per Racial Feat you possess (FortNeg, DC = 10 + Charisma modifier + number of Racial Feats). The Disease Shield may be active for 1 round per Racial Feat per day, though the rounds may be broken up as desired. This is a Supernatural effect.Drow Skirmisher XE "Drow Skirmisher"  [Racial] (RoE p109)Drow from XendrikTreat Xendrik Boomerang, Drow Scorpion Chain, and Drow Long Knife as Martial Weapons. Gain +1 bonus on damage when making a melee attack with a Drow Scorpion Chain or Drow Long Knife as long as you have moved at least 5 this round. If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or Greater Weapon Specialization with Daggers or Short Swords, these feats also apply to your Drow Long Knife. If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or Greater Weapon Specialization with Spiked Chain, these feats also apply to your Drow Scorpion Chain. If you use an Action Point to improve an attack roll made with a Xendrik Boomerang, Drow Scorpion Chain, or Drow Long Knife, add the result of the Action Point roll to the weapons damage too.Elfhunter  XE "Elfhunter"  [General](Und p25)Drow Choose one subrace of elf. When fighting that subtype, you gain +1 Competence bonus on melee damage rolls and ranged attack rolls within 30 feet. You also gain the benefits of the Improved Critical feat (though this does not stack with that feat). You may take this feat multiple times, choosing a new subtype.Highborn Drow  XE "Highborn Drow"  [General](Und p25)Drow Base Will Save +2 You may use Detect Good, Detect Magic, and Levitate once per day as spell-like abilities, with a caster level equal to your character level.Improved Levitation  XE "Improved Levitation"  [General](Und p25)Levitate as a Spell-like abilityYou may use your Levitate ability in 10 minute increments instead of using the entire duration at once. The number of times per day that you can use Levitate at the shorter duration is equal to your caster level.Increased Carrying Capacity XE "Increased Carrying Capacity"  [Drow](DR327 p71)Drow Add the number of Racial Feats you possess to your Strength score when determining your carrying capacity.Life Tap XE "Life Tap"  [Drow](DR327 p71)Drow Wisdom 13 any one Drow Racial FeatWhen you kill a living creature with a melee weapon, you heal 1hp per 2HD the creature possessed (minimum 1hp). You may activate this Supernatural Ability as a Free Action a number of times per day equal to the number of Racial Feats you possess.Lolths Meat  XE "Lolths Meat"  [General](Und p26)Drow If you kill a living creature with an Intelligence of 3 or higher with a melee attack, you gain a +1 Morale bonus on attack rolls, damage rolls, and saving throws for the rest of the encounter. If you kill such a creature with a Coup de Grace or touch spell, the bonus is +2. Note: Reducing a creature to negative hp is not sufficient to claim this bonus. The creature must be at 10 hp or have suffered a Death effect.Sting Strike XE "Sting Strike"  [Drow](DR345 p40)Drow from Xendrik Drow Skirmisher Base Attack Bonus +6When making a Full Round Attack while wielding a Drow Long Knife, a Drow Scorpion Chain, or a Xendrik Boomerang, you receive a +1 bonus on your 1st attack, a +2 bonus on your 2nd attack, etc. The attacks do not need to be aimed at the same foe, but you cannot move more than 5 during the round. Note: this ability cannot be combined with feats that modify the number of attack you get, such as Rapid Shot or Whirlwind Attack.Tainted Strike XE "Tainted Strike"  [Drow](DR327 p71)Drow any two Drow Racial FeatsWhen you do a Critical Hit with a melee weapon, you have the option of doing +1 hp damage per Racial Feat of Negative Energy damage. This is a Supernatural Effect.Undead Command XE "Undead Command"  [Drow](DR327 p71)Drow Charisma 19 any two Drow Racial FeatsYou can vocally order a single Undead within 30 to take a named action, as per Command (WillNeg, DC = 10 + Charisma modifier + number of Racial Feats). You may activate this Supernatural & Language-Dependant Ability as a Standard Action a number of times per day equal to the number of Racial Feats you possess.White Scorpion Strike XE "White Scorpion Strike"  [Racial] (RoE p112)Drow Class Ability: Ki Strike (magic) Your Unarmed Strikes gain the Ghost Touch ability (allowing them to ignore Miss Chance due to Incorporealness) and does +1d6 damage to Undead. Dwarf Feats Dwarf FeatsSourcePrerequisiteDescriptionAncestral Knowledge  XE "Ancestral Knowledge"  [General](RoS p130)Dwarf Wisdom 15You can make any Knowledge check untrained You can use your Wisdom modifier (instead of your Intelligence modifier) on Knowledge checks.Battle Hardened  XE "Battle Hardened"  [General](RoS p137)Dwarf Base Attack Bonus +4+2 bonus on Initiative checks. +4 bonus on Saving Throws vs. Fear.Clan Prestige  XE "Clan Prestige"  [General](RoS p137)Dwarf Charisma 13+4 bonus on all Charisma-based skill checks when dealing with other members of your clan. The clan must be specified when this feat is taken and cannot be changed. This feat cannot be taken more than once.Dwarven Ancestry  XE "Dwarven Ancestry"  [General](DR338 p97)Dwarf Sorcerer level 1st Craft a stone masterpiece of unparalleled beautyYou are descended from a line of great Dwarven craftspersons. Add the following to your Sorcerer spell list. You must consume a Known Spell slot to learn each one. 0th: Guidance(PH p238) +1 on one attack roll, saving throw, or skill check. 1st: Shield of Faith(PH p278) Aura grants +2 (or higher) deflection bonus. 2nd: Make Whole(PH p252) Repairs an object. 3rd: Magic Vestment(PH p251) Armor, shield, or clothes gain +1 enhancement per four levels. 4th: Spike Stones(PH p283) Creatures in area take 1d8 damage, may be slowed. 5th: Spell Resistance(PH p282) Subject gains Spell Resistance of 12 + 1 per level. 6th: Stone Tell(PH p284) Talk to natural or worked stone. 7th: Heroes Feast(PH p240) Ford for one creature per level, cures, and grants combat bonuses. 8th: Earthquake(PH p225) Intense tremor shakes 5 per level radius. 9th: Elemental Swarm(PH p226) Summons multiple elementals. (earth only)Earth Fist  XE "Earth Fist"  [General, Fighter](RoS p138)Dwarf, Gnome, or Goliath Constitution 13 Wisdom 13 Improved Unarmed Strike Earth SenseAs long as you are touching the ground, your unarmed attacks are treated as Cold Iron weapons for the purpose of overcoming Damage Reduction.Moradins Smile [General] XE "Moradins Smile(RoS p153)Dwarf+2 bonus on all Charisma-based skill checks.Mror Stalwart XE "Mror Stalwart"  [Racial](RoE p109)Dwarf from the Mror Holds Proficiency with Battleaxe, Warhammer, Dwarven Warhammer, or Dwarven UrgroshGain +1 bonus on damage when making a melee attack with a Battleaxe, Warhammer, Dwarven Warhammer, or Dwarven Urgrosh as long as you have not moved this round. If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or Greater Weapon Specialization with Battleaxe, Warhammer, Dwarven Warhammer, or Dwarven Urgrosh, these feats also apply to the other weapons listed. If you use an Action Point to improve an attack roll made with a Battleaxe, Warhammer, Dwarven Warhammer, or Dwarven Urgrosh, add the result of the Action Point roll to the weapons damage too.Stable Footing XE "Stable Footing"  [Racial](RoE p112)Dwarf or Warforged You gain a +4 bonus on ability checks made to resist being Bull Rushed or Tripped while you standing on the ground. You take no movement penalty when moving over difficult terrain.Titan Fighting  XE "Titan Fighting"  [General, Fighter](RoS p145)Racial Dodge bonus against Giants DodgeAgainst your Dodge-designated Giant-type opponent, you gain your Racial Dodge bonus, instead of the usual +1 for Dodge (e.g. a typical Dwarf would gain a +4 Dodge bonus from this feat against one giant, which stacks with his usual +4 Dodge bonus so +8 AC against one Giant, and +4 AC against all others). Elf Feats Elf FeatsSourcePrerequisiteDescriptionElf Dilettante  XE "Elf Dilettante"  [General](RotW p150)Elf Intelligence 13Gain a +1 bonus on all untrained skill checks (i.e., a skill that you have no ranks in). You may attempt an untrained skill checks with skills that do not normally allow them (such as Open Lock).Elven Spell Lore XE "Elven Spell Lore"  [General](PH2 p78)Elf or Intelligence 17 Know(arcana): 12 ranks1. When using Dispel Magic (and its variants), you receive a +2 bonus on the Caster check. 2. Choose a single spell that you can prepare. From this point forward, you may prepare this spell to do a different type of damage. You may even memorize the spell multiple times in the same day doing different damage in each memorization. Spontaneous spellcasters do not receive this benefit. You may take this feat multiple times, each time applying it to a different spell (benefit 1. does not stack).Focused Mind  XE "Focused Mind"  [General](RotW p151)Elf Concentration: 2 ranksWhen you Take 10 or Take 20 on an Intelligence check or an Intelligence-based skill check, you gain a +2 bonus on the check.Lightfeet  XE "Lightfeet"  [General](RotW p151)Elf Dexterity 13 Balance: 2 ranks Move Silently: 2 ranks1. When making a Move Silently check while moving through noisy or very noisy terrain, you do not receive a terrain penalty. 2. The DC to track you is at +5 (or +10 if you are moving at speed to cover your trail). Gnome Feats Gnome FeatsSourcePrerequisiteDescriptionBurrow Friend  XE "Burrow Friend"  [General](RoS p137)Gnome Charisma 13+2 bonus on Handle Animal checks and Wild Empathy checks involving burrowing mammals. If you have a Spell-like ability to speak with burrowing animals, you get (Charisma mod.) extra uses / day.Earth Fist  XE "Earth Fist"  [General, Fighter](RoS p138)Dwarf, Gnome, or Goliath Constitution 13 Wisdom 13 Improved Unarmed Strike Earth SenseAs long as you are touching the ground, your unarmed attacks are treated as Cold Iron weapons for the purpose of overcoming Damage Reduction.Extra Silence  XE "Extra Silence"  [General](RoS p139)Whisper Gnome only You can use your Racial Silence spell-like ability (3 + Charisma modifier) times per day. You can take this feat more than once.Gnome Foe Killer  XE "Gnome Foe Killer"  [General](RoS p140)GnomeYou gain a +2 Racial bonus on weapon damage rolls against Kobolds and Goblinoids.Natural Trickster XE "Natural Trickster"  [General](RoS p143)GnomeYou gain the ability to use one of the following spell-like abilities, as a 1st level caster, once per day: Disguise Self, Silent Image, or Ventriloquism. Save DC = 10 + spell level + your Charisma modifier. You may gain this feat up to three times, selecting a different spell each time.Piercing Sight  XE "Piercing Sight"  [General](RoS p143)Gnome+4 bonus on saving throws to disbelieve Illusions (must have disbelief in the saving throw entry).Ship Savvy XE "Ship Savvy"  [Racial](RoE p112)Gnome from Zilargo Balance: 5 ranks Profession (sailor) or Profession (shipwright): 3 ranks While aboard a sea or air ship, gain a +1 bonus to AC and on attack rolls.Silencing Strike  XE "Silencing Strike"  [General](RoS p144)Whisper Gnome only Sneak Attack abilityBefore making a Sneak Attack, you may infuse the attack with one of your daily Silence uses. If the attack succeeds, your opponent is affected by Silence (no save) for Character level)rounds. You can dismiss the effect as a Standard Action. If your attack misses, your Silence use is wasted.Titan Fighting  XE "Titan Fighting"  [General, Fighter](RoS p145)Racial Dodge bonus against Giants DodgeAgainst your Dodge-designated Giant-type opponent, you gain your Racial Dodge bonus, instead of the usual +1 for Dodge (e.g. a typical Dwarf would gain a +4 Dodge bonus from this feat against one giant, which stacks with his usual +4 Dodge bonus so +8 AC against one Giant, and +4 AC against all others).Trivial Knowledge XE "Trivial Knowledge"  [General](RoS p145)Gnome Intelligence 13Whenever you make a Knowledge check or a Bardic Knowledge check, roll twice and use the better result. Goliath Feats Goliath FeatsSourcePrerequisiteDescriptionAuspicious Marking XE "Auspicious Marking"  [General](RoS p136)Goliath+2 bonus on all Charisma-based skill checks when dealing with other Goliaths. You may reroll any Stabilization check once per turn.Fling Ally  XE " Fling Ally "  [General](RoS p139)Goliath or Large size Strength 19 Rock Hurling (or the racial ability to do so)You can pick up and ally at least one size category smaller (as a Move Action) and throw him/her (as a Standard Action) towards a specific square. You make a ranged touch attack against the target square (AC 5) with a range increment of 5 (15 if your ally is two or more categories smaller). Your ally does not provoke an Attack of Opportunity for being flung. If the target square is occupied your ally lands in the square prone. If you have Improved Rock Hurling, the increment is 20 or 40. Goliaths count as Large size owing to their stature. You ally must be under your maximum load to be flung.Fling Foe  XE " Fling Foe "  [General](RoS p140)Goliath or Large size Strength 19 Rock Hurling (or the racial ability to do so)As a Standard Action you may fling an opponent with a successful Grappling check. For every 5 points by which you beat your opponents check you can throw them 10. You foe lands in the square you designate. If your opponent is one size category smaller, you may throw them no more than 25; if two categories or more smaller, no more than 75. If you have Improved Rock Hurling, the maximums are 100/200. Their movement does not provoke an Attack of Opportunity.Heavy Lithoderms  XE "Heavy Lithoderms"  [General](RoS p141)Goliath+1 Natural Armor bonus to AC.Improved Rock Hurling  XE "Improved Rock Hurling"  [General](RoS p141)Goliath or Large size Strength 23 Rock Hurling (or the racial ability to do so)You can hurl rocks weighing 40-50 pounds with range increment 80 for 2d6 + Strength modifier. +1 on attack rolls when hurling rocks.Knockback  XE "Knockback"  [General, Fighter](RoS p142)Goliath or Large size Improved Bull Rush Power AttackIf you hit while using Power Attack, you may make a free Bull Rush, with a bonus equal to your Power Attack damage bonus. This does not provoke an Attack of Opportunity, nor may you move with the enemy you knock backwards.Marking of the Blessed  XE "Marking of the Blessed"  [General](RoS p142)Goliath Auspicious MarkingYou may roll two dice on a Saving Throw and take the better result. Usable 3 times per day.Marking of the Hunter  XE "Marking of the Hunter"  [General](RoS p142)Goliath Auspicious MarkingYou may roll two dice on an Initiative roll and take the better result. Usable 3 times per day.Marking of the Magi  XE "Marking of the Magi"  [General](RoS p142)Goliath Auspicious MarkingYou may roll two dice on a Caster level check and take the better result. Usable 3 times per day.Marking of the Maker  XE "Marking of the Maker"  [General](RoS p142)Goliath Auspicious MarkingYou may roll two dice on a Skill check and take the better result. Usable 3 times per day.Marking of the Warrior  XE "Marking of the Warrior"  [General](RoS p142)Goliath Auspicious MarkingYou may roll two dice on an Attack roll and take the better result. Usable 3 times per day.Rampaging Bull Rush  XE "Rampaging Bull Rush"  [General](RoS p150)Goliath or Large size Ability to Rage Improved Bull RushWhile you Rage, you can attempt to knock down a creature your have successfully Bull Rushed. You take a 4 penalty to your Strength check, but if you win, the opponent is knocked prone at the end of the Bull Rush.Rock Hurling  XE "Rock Hurling"  [General](RoS p143)Goliath or Large size Strength 19You can hurl rocks weighing 40-50 pounds with range increment 15 for 2d6 + Strength modifier.Steady Mountaineer XE "Steady Mountaineer"  [General](RoS p144)Goliath -or- Climb: 8 ranks Jump: 8 ranksYou can always Take 10 on Climb checks. Half-Elf Feats Half-Elf FeatsSourcePrerequisiteDescriptionComplementary Insight  XE "Complementary Insight"  [General](RoD p150)Half-Elf Having 5 or more ranks gives you a +3 bonus on skill checks with each of its synergistic skills, instead of the usual +2.Diverse Background  XE "Diverse Background"  [General](RoD p150)Half-Human 1st level onlyChoose one class. This class is a Favored Class for you.Heroic Destiny  XE "Heroic Destiny"  [General](RoD p152)Human or Half-HumanOnce per day, before you make an attack roll, ability check, skill check, saving throw, or caster level check, you may roll 1d6 and add it as a bonus to the roll, check, or save.Human Blood XE "Human Blood"  [Racial](DR324 p78)Partial Human ancestry (i.e., Half-Elf, etc) 1st level onlyGain +1 Skill point at 1st level and every level afterwards. For all effects related to race, you are human.Protected Destiny  XE "Protected Destiny"  [General](RoD p153)Human or Half-Human Character level 3rd Heroic DestinyIf you roll a Natural 1 on a saving throw, you may reroll it. Usable once per day.Sociable Personality XE "Sociable Personality"  [General](RoD p153)Half-Elf Charisma 13 You may reroll any Diplomacy or Gather Information check. You must take the new result. Half-Orc Feats Half-Orc FeatsSourcePrerequisiteDescriptionChanneled Rage XE "Channeled Rage"  [General](RoD p150)Half-Orc Ability to RageSpend one of your uses of rage as an immediate action to add your Strength bonus on a Will saving throw.Diverse Background  XE "Diverse Background"  [General](RoD p150)Half-Human 1st level onlyChoose one class. This class is a Favored Class for you.Heroic Destiny  XE "Heroic Destiny"  [General](RoD p152)Human or Half-HumanOnce per day, before you make an attack roll, ability check, skill check, saving throw, or caster level check, you may roll 1d6 and add it as a bonus to the roll, check, or save.Human Blood XE "Human Blood"  [Racial](DR324 p78)Partial Human ancestry (i.e., Half-Elf, etc) 1st level onlyGain +1 Skill point at 1st level and every level afterwards. For all effects related to race, you are human.Menacing Demeanor [General] XE " Menacing Demeanor"(RoS p142)Orc or Orc blood +4 bonus on Intimidate checks.Orc Descent  XE "Orc Descent"  [General](DR338 p97)Half-Orc or Orc Sorcerer 1st + Complete a quest to strengthen your tribe assigned by your Chief or ShamanYou are descended from a line of great Orc heroes. Add the following to your Sorcerer spell list. You must consume a Known Spell slot to learn each one. 0th: Virtue(PH p289) Subject gains 1 Temporary HP. 1st: Longstrider(PH p249) Increases your speed. 2nd: Rage(PH p268) Gives +2 to Str and Con, +1 on Will saves, 2 to AC. 3rd: Good Hope(PH p237) Subjects gain +2 on attack rolls, damage rolls, saves, and checks. 4th: Divine Power(PH p224) You gain attack bonus, +6 to Str, and 1 hp per level. 5th: Righteous Might(PH p273)(PH3.5e)+ Your size increases and you gain combat bonuses. 6th: Harm(PH p239) Deals 10 hp per level to target. 7th: Destruction(PH p218) Kills subject and destroys remains. 8th: Earthquake(PH p225) Intense tremor shakes 5 per level radius. 9th: Storm of Vengeance(PH p285) Storm rains acid, lightning, and hail.Protected Destiny  XE "Protected Destiny"  [General](RoD p153)Human or Half-Human Character level 3rd Heroic DestinyIf you roll a Natural 1 on a saving throw, you may reroll it. Usable once per day.Ritual Blood Bonds XE "Ritual Blood Bonds"  [General](PH2 p86)Half-Orc or Orc Know (religion): 4 ranksYou may use the following rituals if you have enough ranks in Knowledge (religion). Blood Brothers min ranks: 4 Spend 10 minutes and a Vial of Holy/Unholy Water to join yourself and up to 6 allies. For 24 hours, each subject receives a +4 Morale bonus on saves vs. Fear as long as a subject can see at least one other subject. Vengeful Bonds of Brotherhood min ranks: 8 Spend 10 minutes, a Vial of Holy Water, and 10gp powdered Silver to join yourself and up to 6 allies. For 24 hours, each subject receives a +2 Morale bonus on attacks vs. a creature who brought another subject to 0hp (or lower). The benefit lasts for 10 rounds each time it is triggered.Shadow Marches Warmonger XE "Shadow Marches Warmonger"  [Racial](RoE p111)Orc or Half-Orc from the Shadow Marches Treat Orc Double Axe as a Martial Weapon. Gain +1 bonus on damage when making a melee attack with a Battleaxe, Great Axe, or Orc Double Axe as part of a Charge. If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or Greater Weapon Specialization with Battleaxe, Great Axe, or Orc Double Axe, these feats also apply to the other weapons listed. If you use an Action Point to improve an attack roll made with a Battleaxe, Great Axe, or Orc Double Axe, add the result of the Action Point roll to the weapons damage too. Halfling Feats Halfling FeatsSourcePrerequisiteDescriptionBoomerang Daze XE "Boomerang Daze"  [General] (RoE p108)Base Attack Bonus +5 Proficiency with Talenta Boomerang or Xendrik BoomerangAny creature taking damage from your Boomerang attack is Dazed for 1 round (FortNeg, DC = 10 + damage dealt). Can apply to both targets in the case of a Boomerang Ricochet. Halfling Fighters from the Talenta Plains and Drow Fighters from Xendrik treat this as a [Fighter] feat too.Boomerang Ricochet XE "Boomerang Ricochet"  [General] (RoE p108)Dexterity 13 Base Attack Bonus +4 Proficiency with Talenta Boomerang or Xendrik BoomerangIf you successfully hit your first target, you may make an attack against one foe adjacent to your target with a 2 penalty. The second attack does not gain the benefit of a Sneak Attack, even if the first attack did. Halfling Fighters from the Talenta Plains and Drow Fighters from Xendrik treat this as a [Fighter] feat too.Dallah Thauns Luck  XE "Dallah Thauns Luck"  [General](RotW p149)Halfling Charisma 13Once per day, gain a +5 Luck bonus on one saving throw. After using this ability, you receive a 2 penalty on all saving throws until the next sunrise.Dinosaur Hunter XE "Dinosaur Hunter"  [Racial] (RoE p108)Halfling from the Talenta Plains Know (nature): 1 rank Survival: 1 rank+2 bonus on Listen, Knowledge (nature), Spot, and Survival checks related to Dinosaurs. +2 weapon damage against Dinosaurs.Dinosaur Wrangler XE "Dinosaur Wrangler"  [Racial] (RoE p108)Halfling from the Talenta Plains Handle Animal: 1 rank+4 bonus on Handle Animal, Ride, and Wild Empathy checks related to Dinosaurs.League Militiaman  XE "League Militiaman"  [General](DR337 p92)Halfling Dodge Belong to a member tribe of the League of the Free PeopleOnce per turn, you may designate one opponent who threatens you in combat. The opponent must be a Fey, Giant, Humanoid, or Monstrous Humanoid of Medium size (or larger). Gain of one of the following benefits with regards to your opponent: a) +1 Dodge bonus to your AC (this is separate from the bonus from the Dodge feat); or b) +2 Shield bonus the AC of an adjacent creature of up to Small size who is also threatened by your opponent.Shaped Splash XE "Shaped Splash"  [Racial] (RoE p111)Halfling Dexterity 13 Base Attack Bonus +1If you hit a target with a thrown splash weapon, you may make a second attack roll on another target that is adjacent to the first. If successful, that target takes damage as if it received a direct hit too. In addition, you may choose not to deal splash damage to one (or more) targets adjacent to a target that takes a direct hit.Talenta Warrior XE "Talenta Warrior"  [Racial] (RoE p112)Halfling from the Talenta Plains Treat Talenta Sharrash, Talenta Tangat, and the Talenta Boomerang as Martial Weapons. Gain +1 bonus on damage when making a attack with a Talenta Sharrash, Talenta Tangat, and the Talenta Boomerang while mounted. If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or Greater Weapon Specialization with Talenta Sharrash, Talenta Tangat, or the Talenta Boomerang, these feats also apply to the other weapons listed. If you use an Action Point to improve an attack roll made with a Talenta Sharrash, Talenta Tangat, or the Talenta Boomerang, add the result of the Action Point roll to the weapons damage too.Wanderers Diplomacy XE "Wanderers Diplomacy"  [General](PH2 p85)Halfling or Bluff: 4 ranks Diplomacy: 4 ranks Sense Motive: 4 ranksGain the following abilities: Canny Merchant you can make a Diplomacy check to locate a desired object that is normally too expensive for the current settlement to sell. You must still purchase the object after locating it. The DC of the check is 10 + ((items gp cost settlements gp limit) / 1000). Intuitive Communication you may communicate in a simple way with a creature whose language you do not share by spending 1 minute interacting with it and then making a Sense Motive check vs. DC 20 if you and the creature are of the same type, otherwise DC 30. Social Agility you may temporarily change a creatures Attitude towards you by using Bluff (instead of Diplomacy as usual). The attempt takes a Standard Action and its DC is the same as changing an Attitude with Diplomacy. You may not use this ability on a creature with the Attitude of Hostile. If successful, the effect lasts for 1 minute, after which the creatures Attitude becomes one category worse than it started for 10 minutes.Yondallas Sense  XE "Yondallas Sense"  [General](RotW p152)HalflingAdd your Wisdom modifier to your Initiative checks. Human Feats Human FeatsSourcePrerequisiteDescriptionAble Learner  XE "Able Learner"  [General](RoD p150)Human or Doppelganger 1st Level onlyAll skills are in-class and only cost 1 skill point. Does not effect the cost of learning a language or gaining literacy.Heroic Destiny  XE "Heroic Destiny"  [General](RoD p152)Human or Half-HumanOnce per day, before you make an attack roll, ability check, skill check, saving throw, or caster level check, you may roll 1d6 and add it as a bonus to the roll, check, or save.Human Heritage  XE "Human Heritage"  [General](RoD p152)Half-Human or Human-descended(RoD p150) 1st level onlyYou are considered Humanoid(human) for the purpose of adjudicating all effects. You retain any other subtypes you had (such as orc or extraplanar). You gain 4 additional skill points.Protected Destiny  XE "Protected Destiny"  [General](RoD p153)Human or Half-Human Character level 3rd Heroic DestinyIf you roll a Natural 1 on a saving throw, you may reroll it. Usable once per day. Illumian Feats Illumian FeatsSourcePrerequisiteDescriptionBright Sigil  XE "Bright Sigil"  [General](RoD p150)IllumianAs a Standard Action, increase the illumination of your sigils to 60 bright + 60 dim, for as long as you maintain Concentration, plus one round.Enhanced Power Sigils  XE "Enhanced Power Sigils"  [General](RoD p152)Illumian any two power sigilsThe bonuses granted by each of your power sigils improve by 1.Improved Sigil (Aesh)  XE "Improved Sigil (Aesh)"  [General](RoD p152)Illumian Aesh power sigilsYour Aesh power sigil grants you a +1 insight bonus per power sigil on melee weapon damage rolls with any weapon with which you have Weapon Focus.Improved Sigil (Hoon)  XE "Improved Sigil (Hoon)"  [General](RoD p152)Illumian Hoon power sigilsYour Hoon power sigil grants you a +1 Insight bonus per power sigil on saving throws against death effects, on saves to avoid death my massive damage, and on Fortitude saves to avoid nonlethal damage from hot and cold environments or to resist damage from suffocation.Improved Sigil (Krau)  XE "Improved Sigil (Krau)"  [General](RoD p153)Illumian Krau power sigilsChoose a number of spell with verbal components that you can cast equal to the number of power sigils you have. When you cast one of these spells, its effective spell level is increased by 1. Whenever you gain the ability to cast a new level of spells, you may reassign the spells affected by this feat. If you cast one of the chosen spells with the Silent Spell feat, this feat has no effect.Improved Sigil (Naen)  XE "Improved Sigil (Naen)"  [General](RoD p153)Illumian Naen power sigilsYour Naen power sigil grants you a +1Iinsight bonus per power sigil on saving throws against illusions and against language-dependent effects.Improved Sigil (Uur)  XE "Improved Sigil (Uur)"  [General](RoD p153)Illumian Uur power sigilsYour Uur power sigil grants you a +1 Insight bonus per power sigil on ranged weapon damage rolls whenever your target is denied its Dexterity bonus to Armor Class.Improved Sigil (Vaul)  XE "Improved Sigil (Vaul)"  [General](RoD p153)Illumian Vaul power sigilsYour Vaul power sigil grants you a +1 Insight bonus per power sigil on saving throws against mind-affecting spells and abilities.Subtle Sigil  XE " Subtle Sigil"  [General](RoD p154)IllumianYou can make your sigils appear or disappear as a Free Action. You gain the full benefits of your power sigils even when they are not visible. Normally, making a sigil disappear is a Standard Action and you do not benefit from your Sigils when they are not visible. Shifter Feats Shifter FeatsSourcePrerequisiteDescriptionBattleshifter Training XE "Battleshifter Training"  [Shifter, Tactical](RoE p116)Shifter Base Attack Bonus +6 You may not have Feat: Ragewild Fighting.You may use the following 3 tactical maneuvers: Tiring Defense If an opponent attacks and misses you in melee on two consecutive round while you are either Fighting Defensively or using Combat Expertise (minimum 2 on your attack) and you hit him/her at least once, your opponent becomes Fatigued for as long as you continue Fighting Defensively or using Combat Expertise as above. If already Fatigued, your opponent becomes Exhausted. Exploit Weakness If you hit an opponent in melee who is suffering from being Fatigued, Exhausted, Dazed, or Dazzled, you do +1d6 damage. You may not be using Combat Expertise or Fighting Defensively. Riposte If an opponent attacks and misses you with a Full Round Attack while you are either Fighting Defensively or using Combat Expertise (minimum 2 on your attack), you may spend 1 Action Point to make an extra melee attack against this opponent as an Immediate Action.Beast Strike XE "Beast Strike"  [General, Fighter](DR355 p76)Improved Unarmed Strike Base Attack Bonus +5 Claw or Slam attackWhen making an Unarmed Strike or Grapple check to deal damage, add your Claw or Slam damage.Beasthide Elite XE "Beasthide Elite"  [Shifter](Eb p51)Shifter with BeasthideWhen Shifting, your Natural Armor improves by +4 (instead of +2).Cliffwalk Elite XE "Cliffwalk Elite"  [Shifter](Eb p52) (RoE p113)Shifter with CliffwalkWhen Shifting, your Climb speed becomes 30 (instead of 20).Disrupting Strike XE "Disrupting Strike"  [Shifter, Fighter](DR355 p76)Shifter Improved Unarmed Strike Stunning FistYou must declare you are using this ability before you make an Attack with your Unarmed Strike. If your foe is damaged by the attack, he/she must make a Fortitude save vs. DC (10 + Character level + Wisdom modifier). If your foe fails and is a shapechanger, he/she reverts immediately to his/her natural form. This also ends a Shifters Shifting racial ability. Creature immune to critical hits are immune to being Stunned. You may use this ability once per four non-Monk levels + once per Monk levels each day. You may use this ability only once per round.Dreamsight Elite XE "Dreamsight Elite"  [Shifter] (RoE p113)Shifter with DreamsightWhen Shifting, gain a +5 bonus on Spot checks and can see Invisibly creatures and objects as if under the effect of a See Invisibility spell.Extra Shifter Trait XE "Extra Shifter Trait"  [Shifter](Eb p53) (RoE p114) (MM3 p150)Shifter any 2 [Shifter] featsChoose a second Shifter trait. You gain the special ability (but not the ability score increase) when you are ShiftingFierce Mind XE "Fierce Mind"  [Shifter, Fighter](DR355 p76)ShifterYou may expend a daily use of our Shifting ability to negate any Fear effect that is affecting you.Gorebrute Elite XE "Gorebrute Elite"  [Shifter] (RoE p114)Shifter with GorebruteWhen Shifting, any creature who takes damage from your Charge attack is knocked Prone, unless it beats you on an Opposed Strength check (Stability and having more than 2 legs grants a +4 bonus, creatures who cant be tripped are immune).Great Bite XE "Great Bite"  [Shifter](Eb p54)Shifter with Longtooth Base Attack Bonus +6When Shifting, your Bite attack has a x3 Critical multiplier (instead of x2).Great Rend XE "Great Rend"  [Shifter](Eb p54)Shifter with Razorclaws Base Attack Bonus +4When Shifting, if both your Claw attacks hit the same target in the same round, do an additional (1d4 + Strength modifier + 1 per 4 levels) Rending damage. Healing Factor XE "Healing Factor"  [Shifter](Eb p55) (MM3 p150)Shifter Constitution 13When your Shifting ends, heal Hit-Points equal to your Character level.Improved Natural Attack XE "Improved Natural Attack"  [Shifter](Eb p55)Shifter with Longtooth or Razorclaws Base Attack Bonus +4Increase the damage of your natural attack by one size category. A Longtooths Bite attack now does 1d8 (instead of 1d6). A Razorclaws Claw attack now does 1d6 (instead of 1d4).Longstride Elite XE "Longstride Elite"  [Shifter](Eb p57) (RoE p114)Shifter with LongstrideWhen Shifting, your Movement increases by +20 (instead of +10).Longtooth Elite XE "Longtooth Elite"  [Shifter](RoE p114)Shifter with LongtoothWhen Shifting, any living creature that takes damage from your Bite attack also takes 1 point of Constitution damage.Mutable Body  XE "Mutable Body"  [General](RoE p110)Shagechanger subtypeTransmutation spells cast on you are at +1 Caster level at your option. By spending 2 Action Points, a Transmutation spell cast on you is treated as Empowered or Extended without adjustment to the spells level or casting time.Ragewild Fighter XE "Ragewild Fighter"  [Shifter, Tactical](RoE p118)Shifter Power Attack Base Attack Bonus +6 You may not have Feat: Battleshifter Training.You may use the following 3 tactical maneuvers: Instinctive Strike If you fail a Will save against a non-harmless spell, you may make a single melee attack as an Immediate Action before the spell takes effect. Rattle the Weakling If you hit an opponent of your size or smaller, and then in the following round hit the opponent again while using Power Attack (minimum 5 penalty on the attack), your opponent is Dazed (FortNeg, DC is Strength-based). Brutal Charge If you hit an opponent at the end of a Charge, you may spend 1 Action Point to do bonus damage equal to your Strength modifier (+1 Strength modifier if it was a Two-Handed Weapon).Razorclaw Elite XE "Razorclaw Elite"  [Shifter](RoE p114)Shifter with RazorclawsWhen Shifting, at the end of a Charge, you may attack with both Claws at full attack bonus.Reactive Shifting XE "Reactive Shifting"  [Shifter](RoE p115)Shifter Improved InitiativeYou may Shift as an Immediate Action, allowing you to begin shifting even when Flat-Footed or when its not your turn.Shifter Acrobatics  XE "Shifter Acrobatics"  [Shifter](PGE p135)Shifter with Cliffwalk, Longstride, or Swiftwing Balance: 4 ranks Jump: 4 ranks Tumble: 4 ranksWhen Shifting, gain a bonus on Balance, Jump, and Tumble checks equal to twice your number of Shifter feats.Shifter Agility XE "Shifter Agility"  [Shifter](RoE p115)Shifter with Cliffwalk, Longstride, or SwiftwingWhen Shifting, gain a +1 Dodge bonus to AC and a +1 bonus on Reflex saves.Shifter Defense XE "Shifter Defense"  [Shifter](Eb p60) (MM3 p150)Shifter any 2 [Shifter] featsWhen Shifting, gain Damage Reduction 2 / silver.Shifter Defense, Greater XE "Greater Shifter Defense"  [Shifter](Eb p54)Shifter Shifter Defense any 3 [Shifter] featsWhen Shifting, gain Damage Reduction 4 / silver.Shifter Ferocity XE "Shifter Ferocity"  [Shifter](Eb p60) (RoE p115) (EbErrata)+Shifter Wisdom 13When Shifting, you may continue to fight without penalty if you are Disabled (0 hp) or Dying (1 to 9 hp). While Disabled, you are not limited to one Standard or Move Action and do not lose 1 hp for performing such an action. While Dying, you are not Unconscious and do not automatically lose 1 hp per round.Shifter Instincts XE "Shifter Instincts"  [Shifter](MM3 p150) (RoE p115)Shifter+1 bonus to Listen, Sense Motive, & Spot checks. +2 bonus to Initiative rolls.Shifter Magnetism  XE "Shifter Magnetism"  [Shifter](PGE p135)Shifter+(number of Shifter feats) bonus on all Handle Animal, Intimidate, and Wild Empathy checks.Shifter Multiattack XE "Shifter Multiattack"  [Shifter](Eb p60)Shifter with Longtooth or Razorclaws Base Attack Bonus +6Your secondary attack with a Natural Weapon takes only a 2 penalty.Shifter Savagery XE "Shifter Savagery"  [Shifter](RoE p115)Shifter with Gorebrute, Longtooth, Razorclaws Base Attack Bonus +6 Ability to Rage or FrenzyWhen Shifting and Raging at the same time, the threat range with your natural weapons doubles (typically to 1920) and the base damage improves as if you were a creature two sizes larger. Does not stack with any other feat or effect that improves threat range. Does not stack with any other feat (such as Improved Natural Attack) that improves the base damage of you natural weapons (unless it actually makes you larger, such as Enlarge Person).Shifter Stamina XE "Shifter Stamina"  [Shifter](RoE p115)Shifter with Beasthide, Truedive, or Wildhunt EnduranceWhen Shifting, you are immune to nonlethal damage and the effects of Fatigue & Exhaustion are suppressed.Shifter Stealth  XE "Shifter Stealth"  [Shifter](PGE p135)Shifter with Longstride, Swiftwing, or Wildhunt Hide: 4 ranks Move Silently: 4 ranksWhen Shifting, gain a bonus on Hide and Move Silently checks equal to twice your number of Shifter feats.Shiftsilver Mastery XE "Shiftsilver Mastery"  [Shifter](DR355 p76)Shifter Base Attack Bonus +8 any 2 [Shifter] feats Must have crafted a Shiftsilver weaponIf you confirm a Critical Hit on a creature with Damage Reduction vs. Silver with a weapon you crafted out of Shiftsilver, it does a bonus +2d4 Constitution damage.Swiftwing Elite XE "Swiftwing Elite"  [Shifter](RoE p116)Shifter with SwiftwingWhen Shifting, gain Fly 30 (good) (instead of Fly 20 (average)).Truedive Elite XE "Truedive Elite"  [Shifter](RoE p116)Shifter with TruediveWhen Shifting, gain Swim 40 and receive no penalties when using melee attacks underwater.Wildhunt Elite XE "Wildhunt Elite"  [Shifter](RoE p116)Shifter with WildhuntWhen Shifting, gain Blindsense 30. Shifter Feats limited to Specific Shifter Types Shifter TypeFeatsAbilityBonusBeasthideBeasthide Elite Shifter Stamina+2 ConstitutionWhen Shifting, gain +2 Natural Armor.CliffwalkCliffwalk Elite Shifter Acrobatics Shifter Agility+2 DexterityWhen Shifting, gain Climb 20.DreamsightDreamsight Elite+2 WisdomWhen Shifting, gain Speak with Animals. Always receives a +2 on Handle Animals & Wild Empathy checks.GorebruteGorebrute Elite Shifter Savagery+2 StrengthWhen Shifting, gain a Gore attack when Charging.LongstrideLongstride Elite Shifter Acrobatics Shifter Agility Shifter Stealth+2 DexterityWhen Shifting, gain +10 Land movement.LongtoothGreat Bite Improved Natural Attack Longtooth Elite Shifter Multiattack Shifter Savagery+2 StrengthWhen Shifting, gain a Bite Attack.RazorclawsGreat Rend Improved Natural Attack Razorclaws Elite Shifter Multiattack Shifter Savagery+2 StrengthWhen Shifting, gain two Claw attacks.SwiftwingShifter Acrobatics Shifter Agility Shifter Stealth Swiftwing Elite+2 DexterityWhen Shifting, gain Fly 20 with Average maneuverability.TruediveShifter Stamina Truedive Elite+2 ConstitutionWhen Shifting, gain Swim 30. Always be able to Hold your Breath for 5x Constitution score rounds.WildhuntShifter Stamina Shifter Stealth Wildhunt Elite+2 ConstitutionWhen Shifting, gain Scent ability. Always receives a +2 on Survival checks. Umbragen Feats Umbragen FeatsSourcePrerequisiteDescriptionCloak of Shadows XE "Cloak of Shadows"  [Racial](DR330 p48)Umbragen Shadow Shift Warlock level 1st When in shadow form (granted by Feat: Shadow Shift), you have the option of reducing the lighting in a 10 radius around yourself to shadowy. Once activated, the effect lasts until you dismiss it, you leave shadow form, you go unconscious, or you die.Dark Blood XE "Dark Blood"  [Racial](DR330 p48)Umbragen 3+ Umbragen Racial featsRacial Spell Resistance improves by +3. This feat counts as two Racial feats for purposes of the number of times you can use shadow form per day. Note: You cannot be brought back to life.Dread Shadow XE "Dread Shadow"  [Racial](DR330 p48)Umbragen 2+ Umbragen Racial featsOnce per day as a Supernatural ability, you may use Enlarge Person on yourself while in shadow form. This is a Full Round Action. Once activated, the effect lasts until you dismiss it, you leave shadow form, you go unconscious, or you die.Indistinct XE "Indistinct"  [Racial](DR330 p48)Umbragen Shadow ShiftWhen in shadow form, you have no scent (defeating the Scent ability) and leave almost no trail (+4 DC on Survival checks to track you).One with the Darkness XE "One with the Darkness"  [Racial](DR330 p48)Umbragen Shadow ShiftYou may enter shadow form as a Free Action. Your Character level is considered +2 for determining the duration of your shadow form.Shadow Shift XE "Shadow Shift"  [Racial](DR330 p48)UmbragenAs a Move Action, you can enter shadow form, which grants you a +2 Circumstance bonus on Hide checks and a +5 Circumstance bonus on Disguise checks to conceal your identity. You may enter shadow form a number of times per day equal to 1 + the number of Umbragen Racial feats you possess. Shadow form lasts up to 1 minute per Character level, but can be dismissed as a Standard Action.Strength of the Shadows XE "Strength of the Shadows"  [Racial](DR330 p48)Umbragen Shadow ShiftIf you cast a spell with the (shadow) or [darkness] descriptors while in shadow form, the spell is at +1 Caster level and had a +1 bonus to its DC.Sustaining Darkness XE "Sustaining Darkness"  [Racial](DR330 p48)Umbragen Dark Blood Character level 12thWhile resting in total darkness, you heal damage at twice the normal rate. As long as you spend at least 8 hours per day in total darkness, you do not need to eat or drink.Voice of the Void XE "Voice of the Void"  [Racial](DR330 p48)Umbragen Indistinct Shadow ShiftWhen in shadow form and in an area of shadowy or no illumination, you may remove the verbal component of any non-Bard Spell or Invocation you cast. Note: Even when using this ability, you cant cast spells with Verbal Components in an area of magical Silence.Wings of the Wraith XE "Wings of the Wraith"  [Racial](DR330 p48)Umbragen Indistinct Fell Flight InvocationWhen in shadow form, Fell Flight has a speed of 30. Warforged Feats Warforged FeatsSourcePrerequisiteDescriptionAdamantine Body XE "Adamantine Body"  [Warforged](Eb p50) (RoE p118)Warforged 1st level only Your body is effectively wearing Heavy Armor at all times. +8 Armor bonus to AC. Max Dexterity bonus to AC is +1. 5 Armor check penalty. 35% Arcane Spell Failure chance. Damage Reduction 2 / adamantine Base Speed is 20Blade Communion of Slashing XE "Blade Communion of Slashing"  [Warforged](DR359 p55)Warforged Adamantine Body Power Attack Improved Bull Rush Warforged Juggernaut prestige class must be a follower of the Lord of BladesYour Adamantine Armor Spikes (gained as a Warforged Juggernaut class feature) now deal 1d8 Slashing damage (instead of 1d6 Piercing damage).Brute Fighting XE "Brute Fighting"  [Warforged, Tactical](RoE p118)Warforged Power Attack Base Attack Bonus +3 Strength 13You may use the following 3 tactical maneuvers: Combat Momentum If you hit your opponent at the end of a Charge with a Two-Handed Weapon, and your opponent doesnt hit you on the following round, you receive a +1 bonus on attacks against that opponent during your next round. Dispatch the Fallen If you successfully Bull Rush or Overrun an opponent, you receive +4 damage on the next round against that opponent if you attack with a Two-Handed Weapon. Frenzied Attack While using Power Attack (minimum 2 on attack rolls), if you hit your opponent on two consecutive rounds with a Two-Handed Weapon, you gain +2 bonus on all attacks against that opponent with that weapon for the rest of the round.Cold Iron Tracery XE "Cold Iron Tracery"  [Warforged](RoE p119)Warforged Your Natural Weapons and Grapple checks are treated as cold iron for purposes of overcoming Damage Reduction. +1 bonus on Will saves vs. spell and spell-like abilities.Construct Lock XE "Construct Lock"  [Warforged](RoE p119)Warforged Base Attack Bonus +2 Receive a +2 bonus on damage vs. Constructs. If you threaten an critical on a Construct, you have the option of skipping the confirmation roll (i.e., no critical) in exchange for a second attack roll at the same bonus. If this deals at least one point of damage, your opponent is rendered immobile (i.e., Construct equivalent of Paralyzed) for 1 round (FortNeg, DC is Constitution based). If you use an Action Point to improve your attack roll vs. a Construct and it hits, the attack automatically triggers the special ability above as if the roll had threatened a critical.Improved Damage Reduction XE "Improved Damage Reduction"  [Warforged](Eb p55)Warforged Gain Damage Reduction 1 / adamantine or improve your current Damage Reduction by 1. If you have the Adamantine Body feat, you may take this feat multiple times.Improved Fortification XE "Improved Fortification"  [Warforged](Eb p55)Warforged Base Attack Bonus +6You become immune to Critical Hits and Sneak Attacks, but cannot be healed by Conj(healing) spells.Improved Resiliency XE "Improved Resiliency"  [Warforged](RoE p119)Warforged You are immune to nonlethal damage. You cannot benefit from Regeneration or Fast Healing, no mater if they come from magic, the application of a Template, etc.Ironwood Body XE "Ironwood Body"  [Warforged](RoE p119)Warforged 1st level only Your body is effectively wearing Light Armor at all times. +3 Armor bonus to AC. Max Dexterity bonus to AC is +4. 3 Armor check penalty. 20% Arcane Spell Failure chance. Gain Damage Reduction 2 / slashing. If you take Feat: Improved Damage Reduction, you can choose the normal Damage Reduction 1 / adamantine or improve your current Damage Reduction by +2 (i.e., DR 4 / slashing). A Warforged Druid with this feat may cast Druid spells and use Druids Supernatural and Spell-Like Abilities.Jaws of Death XE "Jaws of Death"  [Warforged](RoE p119)Warforged Gain a 1d6 Bite attack as a secondary natural weapon (5 on your attack roll, only Strength modifier as a bonus to your damage). If you are not Medium-size, adjust the damage by size normally.Mithral Body XE "Mithral Body"  [Warforged](Eb p57) (RoE p119)Warforged 1st level only Your body is effectively wearing Light Armor at all times. +5 Armor bonus to AC. Max Dexterity bonus to AC is +5. 2 Armor check penalty. 15% Arcane Spell Failure chance. Mithral Fluidity XE "Mithral Fluidity"  [Warforged](Eb p57)Warforged Mithral BodyYour Mithral Body moves more efficiently than before. Reduce your Armor check penalty by 1 and increase your Max Dexterity bonus to AC by 1. You may take this Feat multiple times.Overload Metabolism XE "Overload Metabolism"  [Warforged](PGE p151)Warforged Strength 13 Constitution 13You may heal yourself (5 + your HD) hit-point, usable 1/day as a Standard Action. For the following 10 minutes, you receive a 2 penalty on your Strength and Dexterity scores. If you go Unconscious and have not yet used this ability for the day, any Infusion that targets you automatically activates it.Second Slam XE "Second Slam"  [Warforged](RoE p120)Warforged Base Attack Bonus +6If you make a Full Round Attack that includes a Slam attack, you may make a second Slam attack with a 5 penalty on the attack roll and does your normal Slam damage.Shocking Fist XE "Shocking Fist"  [Warforged](PGE p151)Warforged Base Attack Bonus +3You may declare that your Slam attack will have a Shocking Fist effect once per round as a Free Action. Choose a number up to your Base Attack Bonus. You take this much damage (DR does not apply). If your Slam attack hits, do +1d4 Electrical damage per point you chose (e.g., taking 3 hp of damage produces in +3d4 Electrical damage).Silver Tracery XE "Silver Tracery"  [Warforged](RoE p120)Warforged Your Natural Weapons and Grapple checks are treated as silver for purposes of overcoming Damage Reduction. +1 bonus on Fortitude saves vs. spell and spell-like abilities.Spiked Body XE "Spiked Body"  [Warforged](RoE p120)Warforged Your body has the equivalent of Armor Spikes, allowing you to do 1d6 Piercing damage on a successful Grapple attack. This does not change the damage of your Slam attack, but it now does Piercing and Bludgeoning damage.Stable Footing XE "Stable Footing"  [Racial](RoE p112)Warforged or Dwarf You gain a +4 bonus on ability checks made to resist being Bull Rushed or Tripped while you standing on the ground. You take no movement penalty when moving over difficult terrain.Unarmored Body XE "Unarmored Body"  [Warforged] (RoE p120)Warforged 1st level only Your body is does not have the standard Composite Plating of a Warforged. +0 Armor bonus to AC. Max Dexterity bonus to AC is unlimited. No Armor check penalty. No Arcane Spell Failure chance. No Light Fortification You may wear Armor and/or Magical Robes. Plating TypeCounts asArmor Bonus to ACMax Dex bonus to ACArmor Check PenaltyArcane Spell Failure FortificationDamage ReductionUnarmored+0Composite (i.e., default plating type)+25%25%IronwoodLight Armor+3+4320%25%2 / slashingIronwood + Improved Damage ReductionLight Armor+3+4320%25%4 / slashingMithralLight Armor+5+5215%25%Mithral + Mithral FluidityLight Armor+5+6115%25%AdamantineHeavy Armor+8+1535%25%2 / adamantineAdamantine + Improved Damage ReductionHeavy Armor+8+1535%25%3 / adamantine Feats for Small Races Small Race FeatsSourcePrerequisiteDescriptionConfound the Big Folk  XE "Confound the Big Folk"  [Tactical](RotW p153)Small size (or smaller) Underfoot Combat Tumble: 10 ranksYou may use the following 3 tactical maneuvers: Knee Striker When you occupy a square with a creature at least two size categories larger than you, the creature is considered Flat-Footed against you and you receive a +4 bonus on rolls to confirm critical hits. Underfoot Defense When you occupy a square with a creature at least two size categories larger than you, and you Fight Defensively, use Total Defense, or use Combat Expertise, any melee or ranged attack on you has a 50% chance of striking the creature who shares the square with you (that creature does not have a 50% chance of striking itself). Unsteady Footing When you occupy a square with a creature at least two size categories larger than you, you may initiate a Trip attack on the creature you share the square with and not provoke an Attack of Opportunity. You can add your choice of Strength or Dexterity modifier to you check (your opponent gets the better of its Strength or Dexterity as usual). Your opponent does not get to add his/her size bonus to its roll. If the Trip attempt fails, your opponent does not get to try to trip you.Swarm Fighting XE "Swarm Fighting"  [General](CWar p105)Small size Dexterity 13 Base Attack Bonus +1You may share a 5 hex with your Small-sized allies that also have this feat. Against a creature of at least Medium-size, each attacker with Swarm Fighting who also has this feat (after the first) grants all of his/her allies a +1 Morale bonus on the attack roll, up to a maximum of your Dexterity modifier. For example, if 4 Halflings swarm fight an Ogre, each receives a +3 Moral bonus to attack.Underfoot Combat  XE "Underfoot Combat"  [General](RotW p152)Small size (or smaller) Tumble: 10 ranksYou can move into or through a square occupied by a creature at least two size categories larger than you. You do not provoke Attacks of Opportunity for doing so. When you are in a square occupied by a creature at least two size categories larger than you, you gain the benefit of Soft Cover (+4 bonus to AC) again all attacks (including those of the creature whose space you occupy). Feats for Aquatic Races Aquatic Race FeatsSourcePrerequisiteDescriptionBreathing Link  XE "Breathing Link"  [General](Storm p92)Aquatic Elf or Water Genasi Base Will Save +2You may share your ability to breath underwater with a creature within 5 of you as a Free Action. There is no limit on the duration, though the effect must be reactivated each round. If the subject is ever more than 5 from you, the effect ends. Does not interfere with the subjects ability to breath air. You may take this feat more than once. Each time you may add one more person to your breathing link at a time.Landwalker  XE "Landwalker"  [General](Storm p92)Aquatic ElfYou may survive out of water for 3 hours per point of Constitution. After that amount of time, you must make a Fortitude save each hour vs. D (15 +1 per pervious check) to avoid beginning to suffocate.Water Adaptation  XE "Water Adaptation"  [General](Storm p94)Aquatic Half-ElfYou can breath air & water equally well. Your racial Swim speed improves to 20. Feats for Other Races Feats for Other RacesSourcePrerequisiteDescriptionAble Learner  XE "Able Learner"  [General](RoD p150)Doppelganger or Human 1st Level onlyAll skills are in-class and only cost 1 skill point. Does not effect the cost of learning a language or gaining literacy.Axeshield  XE "Axeshield"  [General, Fighter](Und p24)GrimlockIn any combat round during which you make a Full Attack while wielding a Battleaxe, you gain a +2 Dodge bonus to Armor Class that lasts until your next action.Catfolk Pounce  XE "Catfolk Pounce"  [General, Fighter](RotW p148)Catfolk Dexterity 13If you Charge a Flat-Footed opponent, you can make a Full Attack at the end of the charge. Caustic Adaptation  XE "Caustic Adaptation"  [General](Und p24)Kuo-toaA creature that makes a successful bite attack against you takes 1d4 acid damage. Creatures immune to poison are not affected.Centaur Trample  XE "Centaur Trample"  [General, Fighter](RotW p148)Centaur Dexterity 15When you make take Overrun action, your opponent may not choose to avoid you. If you knock your opponent prone, you may make one Hoof attack on him/her.Darguun Mauler XE "Darguun Mauler"  [Racial](RoE p108)Humanoid (goblinoid) from Darguun Proficient with Flail or Heavy Flail.Treat Dire Flail and Spiked Chain as Martial Weapons. Gain +1 bonus on damage when making a melee attack with a Light Flail, a Heavy Flail, a Dire Flail, or a Spiked Chain as long as you have not moved this round. If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or Greater Weapon Specialization with any of the above, the feats apply to all four weapons. If you use an Action Point to improve an attack roll made with the weapons listed above, add the result of the Action Point roll to the weapons damage too.Enhanced Adhesive  XE "Enhanced Adhesive"  [General](Und p24)Kuo-toa+2 DC to saves/checks involving your natural adhesive.Gnoll Ferocity  XE "Gnoll Ferocity"  [General](RotW p151)Gnoll Rage or Frenzy class abilityWhen using a Rage or Frenzy class ability, gain a 1d6 Bite attack that can be used in two ways: 1. Single attack, in which case you add your full Strength modifier to the damage. 2. Secondary attack in a Full Attack, in which case it has a 5 penalty on the attack roll (but the other attacks receive no penalty) and you add your Strength modifier to the damage.Human Blood XE "Human Blood"  [Racial](DR324 p78)Partial Human ancestry (i.e., Half-Elf, etc) 1st level onlyGain +1 Skill point at 1st level and every level afterwards. For all effects related to race, you are human.Human Heritage  XE "Human Heritage"  [General](RoD p152)Half-Human or Human-descended(RoD p150) 1st level onlyYou are considered Humanoid(human) for the purpose of adjudicating all effects. You retain any other subtypes you had (such as orc or extraplanar). You gain 4 additional skill points.Killoren Ancient  XE "Killoren Ancient"  [General](RotW p151)KillorenWhen manifesting the Aspect of the Ancient, you may spend 10 minutes concentrating on a question. After this time, you may make a Knowledge check with a +4 Insight bonus to receive an answer. The question can be based on any Knowledge skill, even if you have no ranks in it.Killoren Destroyer  XE "Killoren Destroyer"  [General](RotW p151)KillorenWhen manifesting the Aspect of the Destroyer, any foe struck by your Killoren Smite attack is Dazed for 1 round (WillNeg, DC 10 + character level + Charisma modifier). The foe must be vulnerable to the Smite attack.Killoren Hunter  XE "Killoren Hunter"  [General](RotW p151)KillorenWhen manifesting the Aspect of the Hunter, you can take a Move Action to pinpoint the location of any living creature within 30 that you have Line of Effect with. If you cannot see the creature, it still benefits from Total Concealment.Orc Descent  XE "Orc Descent"  [General](DR338 p97)Orc or Half-Orc Sorcerer 1st + Complete a quest to strengthen your tribe assigned by your Chief or ShamanYou are descended from a line of great Orc heroes. Add the following to your Sorcerer spell list. You must consume a Known Spell slot to learn each one. 0th: Virtue(PH p289) Subject gains 1 Temporary HP. 1st: Longstrider(PH p249) Increases your speed. 2nd: Rage(PH p268) Gives +2 to Str and Con, +1 on Will saves, 2 to AC. 3rd: Good Hope(PH p237) Subjects gain +2 on attack rolls, damage rolls, saves, and checks. 4th: Divine Power(PH p224) You gain attack bonus, +6 to Str, and 1 hp per level. 5th: Righteous Might(PH p273)(PH3.5e)+ Your size increases and you gain combat bonuses. 6th: Harm(PH p239) Deals 10 hp per level to target. 7th: Destruction(PH p218) Kills subject and destroys remains. 8th: Earthquake(PH p225) Intense tremor shakes 5 per level radius. 9th: Storm of Vengeance(PH p285) Storm rains acid, lightning, and hail.Portal Sensitive  XE "Portal Sensitive"  [General](Und p27)Deep Imaskar or GloamingYou can detect an active or inactive portal with a DC 20 Search check. If you pass within 5 of one, you get an automatic check to detect it. You also gain a +2 bonus on your caster level check when trying to discern portal properties with the analyze portal spell.Rapid Swimming  XE "Rapid Swimming"  [General](Storm p93)Racial Swim speed Base Fortitude Save +2Swim speed increases by +20.Ritual Blood Bonds XE "Ritual Blood Bonds"  [General](PH2 p86)Orc or Half-Orc Know (religion): 4 ranksYou may use the following rituals if you have enough ranks in Knowledge (religion). Blood Brothers min ranks: 4 Spend 10 minutes and a Vial of Holy/Unholy Water to join yourself and up to 6 allies. For 24 hours, each subject receives a +4 Morale bonus on saves vs. Fear as long as a subject can see at least one other subject. Vengeful Bonds of Brotherhood min ranks: 8 Spend 10 minutes, a Vial of Holy Water, and 10gp powdered Silver to join yourself and up to 6 allies. For 24 hours, each subject receives a +2 Morale bonus on attacks vs. a creature who brought another subject to 0hp (or lower). The benefit lasts for 10 rounds each time it is triggered.Sahuagin Flip  XE "Sahuagin Flip"  [General, Fighter](Storm p93)Racial Swim speed DodgeAfter making a Standard Action melee attack, you may withdraw (i.e., 2x movement) as a Move Action as long as your are swimming away.Shadow Marches Warmonger XE "Shadow Marches Warmonger"  [Racial](RoE p111)Orc or Half-Orc from the Shadow Marches Treat Orc Double Axe as a Martial Weapon. Gain +1 bonus on damage when making a melee attack with a Battleaxe, Great Axe, or Orc Double Axe as part of a Charge. If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or Greater Weapon Specialization with Battleaxe, Great Axe, or Orc Double Axe, these feats also apply to the other weapons listed. If you use an Action Point to improve an attack roll made with a Battleaxe, Great Axe, or Orc Double Axe, add the result of the Action Point roll to the weapons damage too.Stone Soul  XE "Stone Soul"  [General](Und p27)Deep Imaskar or Slyth+2 on Search checks to notice unusual stonework; approaching within 10 of such = free check Special: You may take this feat only as a 1st level character.Swim-By Attack  XE "Swim-By Attack"  [General](Storm p94)Racial Swim speedYou may take a Move Action and have a Standard Action (typically an attack) occur at some point in the movement. In effect, Spring Attack when you are swimming.Tunnelrunner  XE "Tunnelrunner"  [General](Und p27)Chitine or GrimlockYou ignore speed and armor class reductions for moving in a narrow or low space. If a space is both low and narrow, you function as if only one of the penalties applied.Wisdom Breeds Caution  XE "Wisdom Breeds Caution"  [General](Und p27)Slyth or SvirfneblinAt first level, use your Wisdom modifier to determine bonus HP; after first level, use Constitution. Gain one permanent HP for each permanent point of Wisdom gained. Note: This feat can only be taken at 1st level. Non-Specific Racial Feats Non-Specific Racial FeatsSourcePrerequisiteDescriptionImproved Weapon Familiarity  XE "Improved Weapon Familiarity"  [General, Fighter](CWar p101)Base Attack Bonus +1All Exotic Weapons that have your races name associated with them (i.e., Elven Thinblade) are considered Martial Weapons for you.Innate Magic XE "Innate Magic"  [Racial](DR324 p78)1st level only Intelligence 3 Charisma 11Choose a 0th level spell. You may cast this spell once per day as a 1st level Caster. The DC (if any) is 10 + Charisma modifier.Moonwarrior  XE "Moonwarrior"  [General](DR313 p31)Strength 15 Low-Light Vision racial abilityWhen in low-light conditions, such as starlight, torchlight, or even a Light spell, you gain a +1 Morale bonus on attack rolls. When in moonlight, you also gain a +1 Morale bonus on damage rolls.Mutable Body  XE "Mutable Body"  [General](RoE p110)Shagechanger subtypeTransmutation spells cast on you are at +1 Caster level at your option. By spending 2 Action Points, a Transmutation spell cast on you is treated as Empowered or Extended without adjustment to the spells level or casting time.Slender XE "Slender"  [Racial](DR324 p78)1st level only +1 Racial bonus on Disable Device, Escape Artist, Move Silently, & Tumble checks. Decrease your weight by 10%.Slow Maturation XE "Slow Maturation"  [Racial](DR324 p78)1st level only Must be younger than Middle AgeIt takes you 50% longer than normal for your race to react the next age category.Stocky  XE "Stocky"  [Racial](DR324 p78)1st level only+4 bonus on ability checks to resist being Bull Rushed or Tripped when standing on the ground. Stacks with a Dwarfs Stability racial ability. Increase your weight by 10%.Superior Hearing XE "Superior Hearing"  [Racial](DR324 p78)1st level only+1 bonus on Listen, Perform (keyboard instruments), Perform (percussion instruments), Perform (string instruments), perform (wind instruments), and Perform (sing) checks.Superior Sense of Smell XE "Superior Sense of Smell"  [Racial](DR324 p78)1st level only+1 bonus on Craft (alchemy) and Heal checks. +2 bonus on Survival checks.Superior Taste XE "Superior Taste"  [Racial](DR324 p78)1st level only+3 bonus on Spellcraft checks made to identify a Potion. +3 bonus on Fortitude saves to resist the effects of an Ingested Poison.Superior Touch XE "Superior Touch"  [Racial](DR324 p78)1st level only+1 bonus on Disable Device, Open Lock, and Sleight of Hand checks. +2 bonus on Spot checks made to pinpoint the location of an Invisible creature.Superior Vision XE "Superior Vision"  [Racial](DR324 p78)1st level onlyGain Low-Light Vision. If you already have Low-Light Vision, you can now see 3x as far as a human (instead of only 2x). Birthright Feats Native Bloodlines Native BloodlinesSourcePrerequisiteDescriptionDwarven Ancestry  XE "Dwarven Ancestry"  [General](DR338 p97)Dwarf Sorcerer level 1st + Craft a stone masterpiece of unparalleled beautyYou are descended from a line of great Dwarven craftspersons. Add the following to your Sorcerer spell list. You must consume a Known Spell slot to learn each one. 0th: Guidance(PH p238) +1 on one attack roll, saving throw, or skill check. 1st: Shield of Faith(PH p278) Aura grants +2 (or higher) deflection bonus. 2nd: Make Whole(PH p252) Repairs an object. 3rd: Magic Vestment(PH p251) Armor, shield, or clothes gain +1 enhancement per four levels. 4th: Spike Stones(PH p283) Creatures in area take 1d8 damage, may be slowed. 5th: Spell Resistance(PH p282) Subject gains Spell Resistance of 12 + 1 per level. 6th: Stone Tell(PH p284) Talk to natural or worked stone. 7th: Heroes Feast(PH p240) Ford for one creature per level, cures, and grants combat bonuses. 8th: Earthquake(PH p225) Intense tremor shakes 5 per level radius. 9th: Elemental Swarm(PH p226) Summons multiple elementals. (earth only)Orc Descent  XE "Orc Descent"  [General](DR338 p97)Orc Sorcerer 1st + Complete a quest to strengthen your tribe assigned by your Chief or ShamanYou are descended from a line of great Orc heroes. Add the following to your Sorcerer spell list. You must consume a Known Spell slot to learn each one. 0th: Virtue(PH p289) Subject gains 1 Temporary HP. 1st: Longstrider(PH p249) Increases your speed. 2nd: Rage(PH p268) Gives +2 to Str and Con, +1 on Will saves, 2 to AC. 3rd: Good Hope(PH p237) Subjects gain +2 on attack rolls, damage rolls, saves, and checks. 4th: Divine Power(PH p224) You gain attack bonus, +6 to Str, and 1 hp per level. 5th: Righteous Might(PH p273)(PH3.5e)+ Your size increases and you gain combat bonuses. 6th: Harm(PH p239) Deals 10 hp per level to target. 7th: Destruction(PH p218) Kills subject and destroys remains. 8th: Earthquake(PH p225) Intense tremor shakes 5 per level radius. 9th: Storm of Vengeance(PH p285) Storm rains acid, lightning, and hail. Inner Plane Bloodlines Inner Plane BloodlinesSourcePrerequisiteDescriptionAir Bloodline  XE "Air Bloodline"  [Bloodline](DR311 p34)Able to cast Impromptu Arcane spells Able to summon a FamiliarYou are descended from a creature of air, including an Air Elemental, a Storm Giant, Air Mephit, etc. 1. You cannot learn spells with the [earth] subtype. These spells are removed from your spell list. 2. Add the following to your Known spells: 1. Obscuring Mist 4. Shout 7. Ethereal Jaunt 2. Gust of Wind 5. Telekinesis 8. Summon Monster VII (air subtype only) 3. Wind Wall 6. Control Winds 9. FreedomVoice of Winds  XE "Voice of Winds"  [Bloodline](DR311 p40)Air Bloodline Able to cast 2nd lvl Arcane spells+2 bonus on Diplomacy & Intimidate checks.Earth Bloodline  XE "Earth Bloodline"  [Bloodline](DR311 p36)Able to cast Impromptu Arcane spells Able to summon a FamiliarYou are descended from a creature of earth, including an Earth Elemental, a Stone Giant, Gargoyle, etc. 1. You cannot learn spells with the [air] subtype. These spells are removed from your spell list. 2. Add the following to your Known spells: 1. Enlarge Person 4. Stone Shape 7. Statue 2. Shatter 5. Transmute Mud to Rock 8. Iron Body 3. Keen Edge 6. Move Earth 9. Summon Monster IX (earth subtype only)Friend of the Earth  XE "Friend of the Earth"  [Bloodline](DR311 p40)Earth Bloodline Able to cast 2nd lvl Arcane spells+3 Circumstance bonus on Climb & Tumble checks when in contact with stone and/or earth.Fire Bloodline  XE "Fire Bloodline"  [Bloodline](DR311 p38)Able to cast Impromptu Arcane spells Able to summon a FamiliarYou are descended from a creature of fire, including a Fire Elemental, a Fire Giant, an Azer, etc. 1. You cannot learn spells with the [water] subtype. These spells are removed from your spell list. 2. Add the following to your Known spells: 1. Hypnotism 4. Tongues 7. Summon Monster VII (fire subtype only) 2. Pyrotechnics 5. Fire Shield 8. Delayed Blast Fireball 3. Keen Edge 6. Cloud Kill 9. Meteor SwarmFire Feet  XE "Fire Feet"  [Bloodline](DR311 p40)Fire Bloodline Able to cast 2nd lvl Arcane spells+10 to movement.Water Bloodline  XE "Water Bloodline"  [Bloodline](DR311 p40)Able to cast Impromptu Arcane spells Able to summon a FamiliarYou are descended from a creature of water, including a Water Elemental, a Triton, etc. 1. You cannot learn spells with the [fire] subtype. These spells are removed from your spell list. 2. Add the following to your Known spells: 1. Expeditious Retreat 4. Quench 7. Control Weather 2. Fog Cloud 5. Transmute Rock to Mud 8. Summon Monster VIII (water subtype only) 3. Water Breathing 6. Otilukes Freezing Sphere 9. Elemental Swarm (water elementals only)Waterborn  XE "Waterborn"  [Bloodline](DR311 p40)Water Bloodline Able to cast 2nd lvl Arcane spells+4 bonus on Swim checks.Penumbra Bloodline  XE "Penumbra Bloodline"  [Bloodline](DR325 p51)Able to cast Impromptu Arcane spells Able to summon a FamiliarYou are descended from a creature of the Ethereal or Shadow Plane. 1. You cannot learn spells with the [light] subtype. These spells are removed from your spell list. 2. Add the following to your Known spells: 1. Obscuring Mist 4. Evards Black Tentacles 7. Plane Shift 2. Darkness 5. Shadow Evocation 8. Greater Shadow Evocation 3. Nondetection 6. Shadow Walk 9. Etherealness Outer Plane Bloodlines Outer Plane BloodlinesSourcePrerequisiteDescriptionAnarchic Bloodline XE "Anarchic Bloodline"  [Bloodline](DR325 p48)Able to cast Impromptu Arcane spells Able to summon a FamiliarYou are descended from a Chaotic Outsider, possibly a Demon, an Eladrin, or even a Slaad. 1. You cannot learn spells with the [law] subtype. These spells are removed from your spell list. 2. Add the following to your Known spells: 1. Color Spray 4. Confusion 7. Prismatic Spray 2. Tashas Hideous Laughter 5. Mind Fog 8. Maze 3. Rage 6. Mislead 9. WeirdFickle Fate  XE "Fickle Fate"  [Bloodline](DR325 p49)Anarchic Bloodline Able to cast 2nd lvl Arcane spellsImprove a single d20 roll with an additional d6. You must declare you are using this ability before rolling either die. Usable 1/day as a Supernatural Action.Axiomatic Bloodline XE "Axiomatic Bloodline"  [Bloodline](DR325 p48)Able to cast Impromptu Arcane spells Able to summon a FamiliarYou are descended from a Lawful Outsider, possibly a Devil, an Archon, etc. 1. You cannot learn spells with the [chaos] subtype. These spells are removed from your spell list. 2. Add the following to your Known spells: 1. Detect Chaos 4. Locate Creature 7. Forcecage 2. Locate Object 5. Dismissal 8. Discern Location 3. Magic Circle vs. Chaos 6. True Seeing 9. Dominate Monster Lawful Disciple  XE "Lawful Disciple"  [Bloodline](DR325 p50)Axiomatic Bloodline Able to cast 2nd lvl Arcane spells+2 bonus on Will saves vs. mind-affecting effects.Celestial Bloodline XE "Celestial Bloodline"  [Bloodline](DR311 p34)Able to cast Impromptu Arcane spells Able to summon a FamiliarYou are descended from a Good Outsider, possibly a Titan, a Deva, an Archon, etc. 1. You cannot learn spells with the [evil] subtype. These spells are removed from your spell list. 2. Add the following to your Known spells: 1. Protection from Evil 4. Rainbow Pattern 7. Sequester 2. Daylight 5. Dismissal 8. Sunburst 3. Magic Circle against Evil 6. Guards and Wards 9. Summon Monster IX (good subtype only)Celestial Light XE "Celestial Light"  [Bloodline](DR311 p35)Celestial Bloodline Able to cast 2nd lvl Arcane spellsLight, 5 times per day as a Spell-like ability.Celestial Sorcerer Heritage XE "Celestial Sorcerer Heritage"  [Heritage](PH2 p90)Sorcerer 1stYou are descended from a Good Outsider, possibly a Titan, a Deva, an Archon, etc. 1. Gain Protection from Evil as a bonus 1st level Known spell. 2. Receive a bonus on saves vs. Electricity & Petrification equal to the number of Celestial Sorcerer Heritage feats you possess.Celestial Sorcerer Aura XE "Celestial Sorcerer Aura"  [Heritage](PH2 p90)Sorcerer 1st Celestial Sorcerer HeritageAura of Menace by sacrificing a spell slot, all enemies in a 20 radius Burst around you receive a 2 penalty on attacks, saves, skill checks & ability checks until they damage you, up to 24 hours (WillNeg, DC = 10 + level of sacrificed spell + Charisma modifier). A creature that breaks your Aura of Menace cannot be affected by it again for 24 hours. This Supernatural ability is activated as a Standard Action.Celestial Sorcerer Lance XE "Celestial Sorcerer Lance"  [Heritage](PH2 p90)Sorcerer 1st Celestial Sorcerer HeritageBy sacrificing a spell slot as a Standard Action, generate a 60 long Line that does (1d8 per level of sacrificed spell) to Evil creatures only (Ref, DC = 10 + level of sacrificed spell + Charisma modifier).Celestial Sorcerer Lore XE "Celestial Sorcerer Lore"  [Heritage](PH2 p90)Sorcerer 1st Celestial Sorcerer Heritage any 2 other Celestial Sorcerer featsAdd the following to your Known Sorcerer spells at the indicated level: 3. Tongues 5. Teleport 5. Magic Circle against EvilCelestial Sorcerer Wings XE "Celestial Sorcerer Wings"  [Heritage](PH2 p91)Sorcerer 1st Celestial Sorcerer HeritageBy sacrificing a spell slot as a Standard Action, gain a Fly speed of (2 x land speed) with Good maneuverability. Lasts 1 round per level of sacrificed spell.Fiendish Bloodline XE "Fiendish Bloodline"  [Bloodline](DR311 p37)Able to cast Impromptu Arcane spells Able to summon a FamiliarYou are descended from an Evil Outsider, possibly a Demon, a Devil, etc. 1. You cannot learn spells with the [good] subtype. These spells are removed from your spell list. 2. Add the following to your Known spells: 1. Protection from Good 4. Bestow Curse 7. Insanity 2. Darkness 5. Nightmare 8. Maze 3. Sepia Snake Sigil 6. Mislead 9. ImprisonmentInfernal Sorcerer Heritage XE "Infernal Sorcerer Aura"  [Heritage](PH2 p91)Sorcerer 1st You are descended from an Evil Outsider, possibly a Demon, a Devil, etc. 1. Cast Conjuration (summoning) spells at +2 Caster level when summoning Evil Outsiders. 2. Receive a bonus on saves vs. Fire & Poison equal to the number of Infernal Sorcerer Heritage feats you possess.Infernal Sorcerer Eyes XE "Infernal Sorcerer Eyes"  [Heritage](PH2 p91)Sorcerer 1st Infernal Sorcerer HeritageBy sacrificing a spell slot as a Swift Action, gain the ability to see through natural & magical darkness, out to the limit of your sight. Lasts 10 minutes per level of sacrificed spell.Infernal Sorcerer Howl XE "Infernal Sorcerer Howl"  [Heritage](PH2 p91)Sorcerer 1st Infernal Sorcerer HeritageBy sacrificing a spell slot as a Standard Action, generate a 30 long Cone that does (2d6 per level of sacrificed spell) Sonic damage (Fort, DC = 10 + level of sacrificed spell + Charisma modifier).Infernal Sorcerer Resistance XE "Infernal Sorcerer Resistance"  [Heritage](PH2 p91)Sorcerer 1st Infernal Sorcerer HeritageReceive Acid & Cold Resistance equal to the number of Infernal Sorcerer Heritage feats you possess. Other Hereditary Bloodlines Other Hereditary BloodlinesSourcePrerequisiteDescriptionAquatic Fey Bloodline XE "Aquatic Fey Bloodline"  [Bloodline](DR335 p93)Able to cast Impromptu Arcane spells Able to summon a FamiliarYou are descended from a Siren, Selkie, Kelpie, etc. 1. You cannot learn spells from the Conjuration (creation) or Conjuration (healing) subschools. These spells are removed from your spell list. 2. Add the following to your Known spells: 1. Charm Person 4. Charm Monster 7. Control Weather 2. Alter Self 5. Mind Fog 8. Horrid Wilting 3. Water Breathing 6. Control Water 9. ShapechangerFey Prescience  XE "Fey Prescience"  [Bloodline](DR335 p93)Aquatic Fey Bloodline Able to cast 5th lvl Arcane spellsDivination, 1 time per day as a Spell-like ability. Only usable on a stormy night. Caster level is your Arcane Caster level. Draconic Bloodline XE "Draconic Bloodline"  [Bloodline](DR311 p35)Able to cast Impromptu Arcane spells Able to summon a FamiliarYou are descended from a Dragon. 1. You cannot learn spells with a subtype specified when this feat is taken. Typically the subtype is the antithesis of the dragon from which you are descended (i.e., someone of a White Dragon Bloodline could not cast [fire] spells). These spells are removed from your spell list. 2. Add the following to your Known spells: 1. Comprehend Languages 4. Fear 7. Vision 2. Darkvision 5. Mind Fog 8. Mind Blank 3. Protection from Elements 6. True Seeing 9. Dominate MonsterDragon Sight  XE "Dragon Sight"  [Bloodline](DR311 p36)Draconic Bloodline Able to cast 2nd lvl Arcane spellsDetect Magic, 3 times per day as a Spell-like ability.Fey Bloodline  XE "Fey Bloodline"  [Bloodline](DR311 p36)Able to cast Impromptu Arcane spells Able to summon a FamiliarYou are descended from a Fey creature, including a Dryad, Grig, Pixie, etc. 1. You cannot learn spells that create or control undead. These spells are removed from your spell list. 2. Add the following to your Known spells: 1. Detect Secret Doors 4. Hallucinatory Terrain 7. Sequester 2. Glitterdust 5. Seeming 8. Ottos Irresistible Dance 3. Tongues 6. Mislead 9. Wail of the BansheeFeys Fate  XE "Feys Fate"  [Bloodline](DR311 p36)Fey Bloodline Able to cast 2nd lvl Arcane spells+1 bonus on all Saving Throws.Necromatic Bloodline  XE "Necromatic Bloodline"  [Bloodline](DR325 p50)Able to cast Impromptu Arcane spells Able to summon a FamiliarThere was an Undead in your family line. 1. You cannot learn spells from the Conj(healing) subschool. These spells are removed from your spell list. 2. Add the following to your Known spells: 1. Cause Fear 4. Contagion 7. Control Undead 2. Ghoul Touch 5. Dominate Person 8. Trap the Soul 3. Vampiric Touch 6. Eyebite 9. Wail of the BansheeGrave Friend  XE "Grave Friend"  [Bloodline](DR325 p49)Necromatic Bloodline Able to cast 3rd lvl Arcane spells+2 bonus on saves to resist the extraordinary and supernatural abilities of Undead.Plant Bloodline  XE "Plant Bloodline"  [Bloodline](DR325 p51)Able to cast Impromptu Arcane spells Able to summon a FamiliarYou are descended from a Plant Creature. 1. You cannot learn spells with the [death] subtype. These spells are removed from your spell list. 2. Add the following to your Known spells: 1. Endure Elements 4. Minor Creation 7. Control Weather 2. False Life 5. Transmute Rock to Mud 8. Control Plants 3. Water Breathing 6. Control Water 9. ImprisonmentGreen Heart  XE "Green Heart"  [Bloodline](DR325 p49)Plant Bloodline Able to cast 2nd lvl Arcane spells+2 bonus on saves to resist poisons & diseases.Voice of the Green  XE "Voice of the Green"  [Bloodline](DR325 p52)Plant Bloodline Able to cast 5th lvl Arcane spellsSpeak with Plants, 1/day as a spell-like ability. Caster level equals your Arcane Caster level. Bloodlines Due to Experiments Bloodlines Due to ExperimentsSourcePrerequisiteDescriptionIllithid Bloodline  XE "Illithid Bloodline"  [Bloodline](DR325 p49)Able to cast Impromptu Arcane spells Able to summon a FamiliarYou were part of an Illithid experiment. 1. You cannot learn spells that change a creatures size or shape. These spells are removed from your spell list 2. Add the following to your Known spells: 1. Hypnotism 4. Confusion 7. Insanity 2. Detect Thoughts 5. Feeblemind 8. Mind Blank 3. Suggestion 6. Mass Suggestion 9. Dominate MonsterMind Weapon  XE "Mind Weapon"  [Bloodline](DR325 p50)Illithid Bloodline Able to cast 2nd lvl Arcane spellsDaze, 3/day as a spell-like ability. Caster level equals your Arcane Caster level.Serpent Bloodline  XE "Serpent Bloodline"  [Bloodline](DR325 p51)Able to cast Impromptu Arcane spells Able to summon a FamiliarYou were part of a Yuan-Ti experiment. 1. You cannot learn spells that allow you to fly or levitate. These spells are removed from your spell list. 2. Add the following to your Known spells: 1. Cause Fear 4. Phantasmal Killer 7. Power Word Blind 2. Hypnotic Pattern 5. Dominate Person 8. Power Word Stun 3. Sepia Snake Sigil 6. Repulsion 9. Power Word KillVenomless  XE "Venomless"  [Bloodline](DR325 p50)Serpent Bloodline Able to cast 5th lvl Arcane spellsNeutralize Poison, 1/day as a spell-like ability. Caster level equals your Arcane Caster level. Feats for any Bloodline Feats for any BloodlineSourcePrerequisiteDescriptionArcane Kinship  XE "Arcane Kinship"  [Bloodline](DR311 p34)Any [Bloodline] feat Able to cast 3rd lvl Arcane spells+4 bonus on Diplomacy & Gather Information checks with creatures that share your heritage.Familiarity  XE "Familiarity"  [Bloodline](DR325 p49)Any [Bloodline] feat Able to cast 3rd lvl Arcane spellsYour familiar gains abilities as if your Arcane Caster level was +2.Kin Mastery  XE "Kin Mastery"  [Bloodline](DR311 p40)Any [Bloodline] feat Able to cast 3rd lvl Arcane spellsWhen you take this Feat, you choose either to Turn / Destroy or Rebuke / Command creature of the same heritage as yourself. This is the same as a Cleric whose level is your Arcane caster level. Usable 1/day. You may take this feat multiple times. Each grants you another use per day.Power in the Blood  XE "Power in the Blood"  [Bloodline](DR311 p40)Any [Bloodline] feat Able to cast 3rd lvl Arcane spellsYou can cast one extra spell per day, but it must be a spell from your Bloodline list. Draconic Heritage Feats Draconic HeritageSourcePrerequisiteDescriptionDraconic Heritage [Draconic] XE "Draconic Heritage" (CArc p77)Sorcerer level 1stChoose one of the following types of Dragons. 1. Gain the listed skill as an in-class skill. 2. You receive a +1 bonus per Draconic feat on save vs. Sleep, Paralysis, & spells of the listed Energy Type. Dragon Energy Type Skill Dragon Energy Type Skill Black Acid Hide Brass Fire Gather Info. Blue Electricity Listen Bronze Electricity Survival Green Acid Move Silently Copper Acid Hide Red Fire Intimidate Gold Fire Heal White Cold Balance Silver Cold DisguiseDraconic Breath [Draconic]  XE "Draconic Breath" (CArc p77)Draconic HeritageAs a Standard Action, you may convert one of your spells into a Supernatural breath weapon that does 2d6 damage per level of the spell expended. The Energy Type of the damage is determined by your Draconic Heritage. If the damage is Fire or Cold, the breath weapon is a 30 Cone. If it is Acid or Electricity, it is a 60 Line. Subjects are allowed a Reflex save for half damage (DC = 10 + spell level expended + your Charisma modifier).Draconic Claw [Draconic]  XE "Draconic Claw" (CArc p77)Draconic HeritageGain a Natural Claw attack that does 1d6 damage if your are Medium (1d4 if you are Small). Any round that you cast a Standard Action spell, you may makes a single claw attack as a Swift Action against a foe that you threaten.Draconic Flight [Draconic]  XE "Draconic Flight" (CArc p77)Draconic HeritageAny round that you cast a Standard Action Arcane spell, you gain a Fly speed of 10 per level of the spell just cast for the remainder of your turn.Draconic Power [Draconic]  XE "Draconic Power" (CArc p78)Draconic HeritageAny Arcane spell you cast that has the same Energy Type as your Draconic Heritage (even if it is because of applying the feat Energy Substitution) is cast at +1 Caster level and has a +1 bonus to DC.Draconic Presence [Draconic]  XE "Draconic Presence" (CArc p78)Draconic HeritageWhen you cast an Arcane spell, all opponents within 10 are Shaken for a number of round equal to the cast spells level (WillNeg, DC = 10 + spell level + Charisma modifier). If the save is successful, that opponent is immune to your Draconic Presence for 24 hours. This ability does not effect Dragons, creatures with more HD than you, or creatures with Intelligence up to 3.Draconic Resistance [Draconic]  XE "Draconic Resistance" (CArc p78)Draconic HeritageGain Energy Resistance to the Energy Type of your Draconic Heritage equal to 3 * your total number of Draconic feats.Draconic Skin [Draconic]  XE "Draconic Skin" (CArc p78)Draconic HeritageYour Natural Armor bonus to AC increases by +1.Draconic Legacy [Draconic]  XE "Draconic Legacy" (CArc p78)any four Draconic FeatsThe following spells are added to your Known Spell list at the listed level. If you already have the listed spell, you may choose another from the Sorcerer list as a replacement. Dragon Spells Black Charm Animal (snakes and lizards only), Deeper Darkness, Insect Plague. Blue Major Image, Mirage Arcane, Ventriloquism. Green Charm Person, Dominate Person, Plant Growth. Red Detect Secret Doors, Suggestion, True Seeing. White Obscuring Mist, Sleep Storm, Wall of Ice (5th level) Brass Control Winds, Endure Elements, Tongues Bronze Control Water (5th level), Speak with Animals, Water Breathing Copper Silent Image, Stone Shape, Wall of Stone Gold Bless, Daylight, Dispel Evil. Silver Air Walk (5th level), Feather Fall, Wind Wall. Abyss-Related Feats Abyss-Related FeatsSourcePrerequisiteDescriptionBlood of the Witch Queen [General] XE "Blood of the Witch Queen" (DR359 p62)Charisma 13You have the blood of the Archmage Iggwilv running in your veins. Receive a +2 Circumstance bonus on all Charisma-based checks opposed by Demons (such as with Planar Ally). Receive a +2 Circumstance bonus on Will saves vs. effects directed at you by a Demon.Mark of Lemoriax [General] XE "Mark of Lemoriax" (DR359 p64)Chaotic Evil Outsider Thrall to Demon Base Fortitude Save +8Bound to the Abyss Plane of Lemoriax, under the rulership of Demogorgon. +4 bonus on Bluff & Diplomacy checks vs. denizens of the Gaping Maw. 4 penalty on Bluff & Diplomacy checks vs. denizens of other Abyssal Layers. +4 bonus on all Intimidate checks. You can breath water and air. Natural Armor improves by +1.Spawn of the Dark Prince [Abyssal Heritor] XE "Spawn of the Dark Prince" (DR359 p61)Charisma 15You have the blood of Demon Prince Grazzt running in your veins. Receive a +10 bonus on Bluff checks to convince others you are telling the truth. Activated as a Full Round Action. Lasts for (Charisma modifier) minutes. You have a 2 penalty on all Spot checks. Feats related to Time of Birth Time of Birth FeatsSourcePrerequisiteDescriptionBorn under a High Sun  XE "Born under a High Sun"  [Birth](DR340 p48)1st level only May not have another [Birth] feat+1 bonus on Intimidate checks. +2 bonus on saves vs. Fire effects. +1 bonus on all other Fortitude saves.Born under a Rising Sun  XE "Born under a Rising Sun"  [Birth](DR340 p48)1st level only May not have another [Birth] feat+1 bonus on Heal checks. +2 bonus on Will saves vs. Fear. +1 bonus on all other Will saves.Born under a Setting Sun  XE "Born under a Setting Sun"  [Birth](DR340 p48)1st level only May not have another [Birth] featConcentration is always an in-class skill for you. +1 bonus on any two Knowledge skills.Born under the Crescent Moon  XE "Born under the Crescent Moon"  [Birth](DR340 p56)1st level only May not have another [Birth] feat+1 bonus on Sense Motive & Spot checks. Detect Thoughts, 1/day as a Spell-like Ability. DC is Charisma-based. Caster level is your Character level.Born under the Full Moon  XE "Born under the Full Moon"  [Birth](DR340 p57)1st level only May not have another [Birth] feat+1 bonus on Intimidate & Use Magical Device checks. Command, 1/day as a Spell-like Ability. DC is Charisma-based. Caster level is your Character level.Born under the Gibbous Moon  XE "Born under the Gibbous Moon."  [Birth](DR340 p57)1st level only May not have another [Birth] feat+1 bonus on Bluff & Gather Information checks. Calm Animals, 1/day as a Spell-like Ability. DC is Charisma-based. Caster level is your Character level.Born under the Half Moon  XE "Born under the Half Moon"  [Birth](DR340 p56)1st level only May not have another [Birth] feat+1 bonus on Balance & Concentration checks. Expeditious Retreat, 1/day as a Spell-like Ability. Caster level is your Character level.Born under the New Moon  XE "Born under the New Moon"  [Birth](DR340 p56)1st level only May not have another [Birth] feat+1 bonus on Hide & Sleight of Hand checks. Disguise Self, 1/day as a Spell-like Ability. Caster level is your Character level.Secrets of Dusk  XE "Secrets of Dusk"  [General](DR340 p48)Character level 6th Born under a Setting Sun Skill Focus (any Knowledge)You may Take 10 on Concentration checks at any time. You may Take 20 with a Knowledge skill that you have Skill Focus with, usable 1/day.Spirit of Dawn  XE "Spirit of Dawn"  [General](DR340 p48)Character level 6th Born under a Rising Sun Diplomacy: 2 ranks+4 bonus on Will saves vs. Fear (supersedes the bonus from Feat: Born under a Rising Sun). You may encourage all allies that can hear & understand you. Each ally (and yourself) receives a +2 Moral bonus on Will saves for Charisma modifier rounds. This is a Swift Action, usable 1/day.Vengeance of Noon  XE "Vengeance of Noon"  [General](DR340 p48)Character level 6th Born under a High Sun Power Attack+4 bonus on saves vs. Fire effects (supersedes the bonus from Feat: Born under a High Sun). One of your weapons gains the Flaming weapon quality (doing +1d6 Fire damage) for Charisma modifier rounds. This is a Swift Action, usable 1/day. Feats with a Skill Prerequisite Appraise Require AppraiseSourcePrerequisiteDescriptionAppraise Magic Value XE "Appraise Magic Value"  [General](CAdv p103)Appraise: 5 ranks Know (arcana): 5 ranks Spellcraft: 5 ranksIf you know an item is magical, you may spend 8 hours and 25 gp in special materials to make an Appraise check (DC 10 + items caster level) to determine its exact properties.Chronicle XE "Chronicle"  [General] (DR347 p89)Intelligence 13 Able to cast Arcane spells Appraise: 4 rank+1 bonus on Appraise checks. By succeeding on an Appraise check vs. DC 20, you may determine a non-magical objects age. If old enough, you can bring it to a museum, university, etc. to improve your standing or to sell it for extra.Relic Hunter XE "Relic Hunter"  [General] (RoE p111)Appraise: 1 rank Know (history): 1 rankGain a +5 bonus on Appraise, Knowledge, and Bardic Knowledge check involving items from the Dharaani Empire or from ancient Xendrik. Balance Requires BalanceSourcePrerequisiteDescriptionLightfeet  XE "Lightfeet"  [General](RotW p151)Elf Dexterity 13 Balance: 2 ranks Move Silently: 2 ranks1. When making a Move Silently check while moving through noisy or very noisy terrain, you do not receive a terrain penalty. 2. The DC to track you is at +5 (or +10 if you are moving at speed to cover your trail).Combat Acrobat  XE "Combat Acrobat"  [General, Fighter](PH2 p76)Balance: 9 ranks Tumble: 2 ranksAcrobatic Recovery make a Balance check vs. DC 20 to avoid being knocked Prone. Sure Footed Maneuver make a Balance check vs. DC 15 to treat up to 4 squares of Difficult Terrain as normal terrain with regards to movement.Roofwalker  XE "Roofwalker"  [Tactical](RoD p156)Dodge Mobility Balance: 5 ranks Jump: 5 ranks You may use the following 3 tactical maneuvers: Fleet of Feet You can walk across a precarious surface at full speed without a penalty on your Balance check. Graceful Drop If you intentionally jump from a height, you take less damage than if you had fallen. On a successful Jump check, you take falling damage as if you had dropped 20 fewer. Master of the Roof Gain a +1 Dodge bonus to AC against any opponent at a different elevation than you.Ship Savvy XE "Ship Savvy"  [Racial] (RoE p112)Gnome from Zilargo Balance: 5 ranks Profession (sailor) or Profession (shipwright): 3 ranks While aboard a sea or air ship, gain a +1 bonus to AC and on attack rolls. Bluff Requires BluffSourcePrerequisiteDescriptionCombat Panache XE "Combat Panache"  [Tactical, Fighter](PH2 p93)Bluff: 8 ranks Intimidate: 8 ranks Perform: 8 ranksYou may use the following 3 tactical maneuvers: Fortuitous Tumble On the round after being struck by an opponent in melee, you may make an opposed Bluff vs. Sense Motive check as a Move Action against the opponent. If successful, you may use an Immediate Action at the start of the opponents next round to designate a different creature he/she threatens as the target of his/her next melee attack (even if is the opponents ally). Play Dead As an Immediate Action after taking at least 10 hp of damage from a single hit, you may play dead by making a successful Bluff vs. Sense Motive check. If successful, you may later rise without generating an Attack of Opportunity against that foe, who also looses his/her Dexterity bonus to AC against your next attack. Only usable once per encounter. Sneering Glower On the round after you do at least 1 hp of damage to an opponent, you may make an Intimidate check as a Move Action to inflict a (Charisma modifier) penalty on the opponents attack rolls against you for the remainder of the encounter (unless you use this ability on another foe). Creatures that are Mindless or Immune to Fear effects are immune to this ability.Disturbing Visage XE "Disturbing Visage"  [Changeling, Tactical](RoE p117)Changeling Quick Change Bluff: 6 ranks You may use the following 3 tactical maneuvers (a given creature can only be effected once by each in a 24 hour period & creature immune to mind-affecting spell & effects are immune): Cringe Appear weak by using your Minor Change Shape racial ability, taking a Total Defense Action, and then making a Bluff check (as a Free Action). Any foe that attacks you from the end of your turn until the beginning of your next turn must make a Sense Motives check opposed by your Bluff check. If an opponent fails, he/she receives a 5 penalty on weapon damage (min 1hp) against you for 1 minute. Taunt Appear mocking by using your Minor Change Shape racial ability to mimic a Humanoid, Monstrous Humanoid, or a Giant who is within 10 & who missed you with a melee or ranged attack on the previous round. Make a Bluff check as a Free Action opposed by the target creatures Sense Motives check. If you win the check, your target receives a 2 penalty on attack rolls against you for 1 minute. Unnerve Appear hideous by using your Minor Change Shape racial ability after hitting an opponent in melee, then making a Bluff check (as a Free Action). If your opponents Sense Motive check does not beat your Bluff check, it receives a 2 penalty to AC for 1 minute.Fade into Violence XE "Fade into Violence"  [General](PH2 p79)Bluff: 6 ranks Hide: 6 ranksChoose an opponent as an Immediate Action. For the current encounter, if that opponent is threatening you and an ally of yours, you may make a Bluff check opposed by your opponents Sense Motive check to make your opponent attack your ally (+4 bonus on your Bluff check if your opponent is a larger size category than you). You may only use this ability if you are wearing light armor or no armor, have nothing in your hands, have made no attacks, & have targeted no enemies with spells. Once you void any of these conditions, your opponent sees you as a threat and can attack you normally.Improved Diversion XE "Improved Diversion"  [General, Fighter](CAdv p110)Bluff: 4 ranksYou can use Bluff to create a diversion as a Move Action. You gain a +4 bonus when doing so. Pack Feint XE "Pack Feint"  [General](DR313 p31)Dexterity 13 Wisdom 13 Base Attack Bonus +3 Bluff: 3 ranksWhen you successfully use Bluff to Feint in Combat, the target loses its Dexterity bonus to AC for your next attack and the next attack of any allies adjacent to the foe when you made your Bluff check. To benefit from this Feat, each allys next attack and your next attack must be made on or before your next turn.Tumbling Feint XE "Tumbling Feint"  [General, Fighter](PH2 p84)Bluff: 4 ranks Tumble: 4 ranksDesignate an opponent at the start of your turn as a Swift Action. If you avoid provoking an Attack of Opportunity against this opponent by using your Tumble skill, you receive a +5 bonus on a Bluff check to Feint in Combat against that opponent on your next turn.Wanderers Diplomacy XE "Wanderers Diplomacy"  [General](PH2 p85)Halfling or Bluff: 4 ranks Diplomacy: 4 ranks Sense Motive: 4 ranksGain the following abilities: Canny Merchant you can make a Diplomacy check to locate a desired object that is normally too expensive for the current settlement to sell. You must still purchase the object after locating it. The DC of the check is 10 + ((items gp cost settlements gp limit) / 1000). Intuitive Communication you may communicate in a simple way with a creature whose language you do not share by spending 1 minute interacting with it and then making a Sense Motive check vs. DC 20 if you and the creature are of the same type, otherwise DC 30. Social Agility you may temporarily change a creatures Attitude towards you by using Bluff (instead of Diplomacy as usual). The attempt takes a Standard Action and its DC is the same as changing an Attitude with Diplomacy. You may not use this ability on a creature with the Attitude of Hostile. If successful, the effect lasts for 1 minute, after which the creatures Attitude becomes one category worse than it started for 10 minutes. Climb Requires ClimbSourcePrerequisiteDescriptionAgile Athlete  XE "Agile Athlete"  [General](RotW p148)Climb: 1 rank Jump: 1 rankWhen making Climb and Jump checks, add your Dexterity modifier instead of your Strength modifier.Brachiation  XE "Brachiation"  [General, Scout](CAdv p106) (CAdv p10)+Climb: 4 ranks Jump: 4 ranksYou can move through medium and dense forest area at your normal land speed. You must be at least 20 from the ground to use this ability.Steady Mountaineer XE "Steady Mountaineer"  [General](RoS p144)Climb: 8 ranks Jump: 8 ranks -or- GoliathYou can always Take 10 on Climb checks. Concentration Requires ConcentrationSourcePrerequisiteDescriptionBattle Casting  XE "Battle Casting"  [General](RotW p148)Dexterity 13 Combat Casting Concentration: 5 ranksWhen casting a spell, gain a +2 Dodge bonus to AC until the beginning of your next turn. You cannot make Attacks of Opportunity when claiming the Dodge bonus from this feat.Chant of Fortitude  XE "Chaos Music"  [General](CAdv p113)Bardic Music class ability Concentration: 8 ranks Perform: 9 ranksAs an Immediate Action, use your Bardic Music to give all allies (and yourself) the Diehard feat for one round.Defensive Metered Foot XE "Defensive Metered Foot"  [General](DR337 p97)Concentration: 6 ranks Improved Unarmed StrikeChoose an opponent as a Free Action. Each time this opponent misses you consecutively, you gain a cumulative +1 Dodge bonus to AC (max +5). If this opponent hits you, the bonus is lost. If this opponent misses you again, the count restarts at +1. This feat only applies on one opponent at a time.Extraordinary Concentration  XE "Extraordinary Concentration"  [General](CAdv p109)Concentration: 10 ranksYou may maintain Concentration on a spell as a Move Action (DC 25 + spell level). If you beat the DC by 10 or more, you can maintain concentration as a Swift Action. If you fail your check, you lose concentration.Focused Mind  XE "Focused Mind"  [General](RotW p151)Elf Concentration: 2 ranksWhen you Take 10 or Take 20 on an Intelligence check or an Intelligence-based skill check, you gain a +2 bonus on the check.Focused Performance XE "Focused Performance"  [Bardic Music](DR338 p89)Bardic Music class ability Focused Performer Concentration: 1 rank Perform: 6 ranksBy spending one (or more) daily use of Bardic Music and making the indicated Perform check, you may modify your Bardic Music in any of the following ways (though only one for a given use of Bardic Music): Accompaniment spend 3 uses to perform two Bardic Music abilities simultaneously. Each round you must make a Perform check vs. DC (20 + highest Perform ranks required) or both abilities end immediately. You may end one of the Bardic Music abilities at any time and continue the other without requiring any more Perform checks. Usable with all Bardic Music. Dramatic Pause spend 2 uses to stop an ongoing Bardic Music ability for 1 round (in order to cast a spell, attack, etc.) and then resume it as if you had not stopped. Requires a Perform check vs. DC (20 + Perform ranks required). Usable with Fascinate, Inspire Courage, Inspire Greatness, and Inspire Heroics. Harmony spend 1 uses to make a Bardic Music that normally affects one target instead affect two. Requires a Perform check vs. DC (20 + Perform ranks required). Usable with Inspire Competence, Suggestion, and Song of Freedom. Individual Performance spend 1 use to make a Bardic Music that normally affects multiple targets instead only affect one (cannot be you). This target receives 2x the normal bonuses / penalties. Requires a Perform check vs. DC (15 + Perform ranks required). Usable with Fascinate, Inspire Courage, Inspire Greatness, and Inspire Heroics. Projection spend 1 use to make a Bardic Music have 2x the normal area of effect. Requires a Perform check vs. DC (10 + Perform ranks required). Usable with Countersong, Fascinate, Inspire Competence, Inspire Greatness, Inspire Heroics, and Song of Freedom. Rhythm spend 1 use to make a Bardic Music that you have been performing for at least 3 round last two extra rounds after you stop performing. Requires a Perform check vs. DC (10 + Perform ranks required). Usable with Fascinate, Inspire Competence, Inspire Courage, Inspire Greatness, and Inspire Heroics. Riveting Performance spend 1 use to make a Bardic Music affect all target in range that can hear you, even if they cannot see you. Requires a Perform check vs. DC (15 + Perform ranks required). Usable with Fascinate and Inspire Competence.Focused Performer XE "Focused Performer"  [Bardic Music](DR338 p89)Bardic Music class ability Concentration: 1 rank Perform: 4 ranksYou may make a Perform check in place of a Concentration check to maintain an Arcane spell with a Verbal component (not applicable to a spell with the Silent Spell metamagic applied to it).Ironskin Chant  XE "Ironskin Chant"  [General](CAdv p113)Bardic Music class ability Concentration: 12 ranks Perform: 12 ranksAs a Swift Action, use your Bardic Music to provide Damage Reduction 5 / to yourself or one ally within 30 who can hear you. Lasts until the start of your next turn.Lyric Spell  XE "Lyric Spell"  [General](CAdv p113)Bardic Music class ability Concentration: 12 ranks Ability to cast 2nd level Spontaneous Arcane spellsAs a Standard Action, you may cast one of your available Spontaneous Arcane Spells by expending (1 + spell level) uses of Bardic Music. You cannot use this feat to cast a spell with the Silent Spell metamagic feat applied to it.Magic of the Land  XE "Magic of the Land"  [General](RotW p152)Caster level 1st Concentration: 5 ranks Know (nature): 5 ranks Spellcraft: 5 ranksWhen casting a spell in a natural setting (i.e., one without buildings and/or a community (unworked underground areas count)), you can imbue some of your spells with healing. Make a Know (nature) check vs. DC (15 + spell level) as a Free Action when casting a spell that has a target entry. If the check succeeds, each target of the spell receives 2hp per spell level of Positive Energy, which heal living creatures and damages Undead (WillNeg). If the check fails, the spell is lost. This effect cannot be applies to Necromancy spells or spells with an alignment descriptor.Mobile Spellcasting  XE "Mobile Spellcasting"  [General](CAdv p111)Concentration: 8 ranksYou can make a special Concentration check (DC 20 + spell level) to cast a spell and move as one Standard Action. You cant use this ability to cast spells that normally take longer than a Standard Action to cast. If you fail the check, you lose the spell. You may combine the effect of this feat with casting on the defensive, by raising the DC by 5.Offensive Metered Foot XE "Offensive Metered Foot"  [General](DR337 p97)Concentration: 6 ranks Improved Unarmed StrikeChoose an opponent as a Free Action. Each time you hit this opponent consecutively, you gain a cumulative +1 Insight bonus on attacks against that opponent (max +5). If you miss this opponent, the bonus is lost. If you hit this opponent again, the count restarts at +1. This feat only applies on one opponent at a time.Rage Casting [General] XE "Rage Casting" (DR310 p30)Ability to Rage or Frenzy Able to cast 1st lvl spells Combat Casting Quicken Spell Concentration: 5 ranksWhile Raging and/or Frenzying, you may cast spell with a casting time of Free Action, typically spells modified by the Quicken Spell metamagic feat. You may also use magic items activated by Spell Trigger, Spell Completion, & Command Word. Normally, you cannot cast spell & use activated magic items while Raging and/or Frenzying.Raging Spell Penetration [General] XE "Raging Spell Penetration" (DR310 p30)Ability to Rage or Frenzy Able to cast 1st lvl spells Combat Casting Quicken Spell Spell Penetration Rage Casting Concentration: 5 ranksBy consuming one of your daily Rages or Frenzies, you gain a +2 bonus on overcoming Spell Resistance for 3 + Constitution modifier rounds. At the end of this time, you are Fatigued for the duration of the current encounter. This bonus stacks with the bonus from Spell Penetration.Shielded Casting  XE "Shielded Casting"  [General](RoS p144)Combat Casting Shield Proficiency Concentration: 5 ranksAs long as you have a Light, Heavy or Tower Shield ready, you do not provoke Attacks of Opportunity for casting spells in combat.Spellrazor  XE "Spellrazor"  [Style](RoS p144)Combat Casting Exotic Weapon Proficiency (Gnome Quickrazor) Two-Weapon Fighting Concentration: 5 ranksAs a Full-Round action, you can cast a melee touch attack spell, attack with the spell, and make an off-hand attack with your Gnome Quickrazor.Steady Concentration XE "Steady Concentration"  [General](RoS p144)Concentration: 8 ranksYou can always Take 10 on Concentration checks. Craft Requires CraftSourcePrerequisiteDescriptionMad Alchemist XE "Mad Alchemist"  [Tactical](PH2 p94)Craft (alchemy): 6 ranks Grenadier You may use the following 3 tactical maneuvers: Distracting Blast The target of your Thunderstone receives a 2 penalty on all attacks, skill checks, ability checks, & saving throws until the start of your next round (WillNeg, DC = your Craft(alchemy) check) or if the target was casting a spell, he/she must make an opposed Craft(alchemy) vs. Concentration check to keep the spell. Fiery Blast If you strike an opponent with Alchemist Fire (or lantern oil, etc.) and then on the next round you attack with a spell / weapon that does Fire damage, your opponent takes +1d6 Fire damage and Catches Fire. Tanglefoot Defense Expend a Tanglefoot Bag to change a square of Clear Terrain to Difficult Terrain for 10 minutes.Master Bowyer  XE "Master Bowyer"  [General](DR350 p90)Craft (bowyer): 6 ranksYou may create Masterwork Bows & Arrows in half the standard time & for half the standard cost.Poison Expert  XE "Poison Expert"  [General](CSco p080)Craft (poison): 8 ranks Poison Use class ability Choose one type of poison: Contact, Ingested, Inhaled, Injury. When you use a poison of this type that you also created, its DC is increased by +1 (both initial & secondary). The DC does not change if someone else uses a poison you make or you use someone elses poison. Does not apply to poisons generated by your body. This feat may be taken multiple times, each time with a different type of poison.Poison Master  XE "Poison Master"  [General](CSco p080)Craft (poison): 8 ranks Poison Use class ability Poison Expert Choose one type of poison that matches your Poison Expert feat: Contact, Ingested, Inhaled, Injury. When you use a poison of this type that you also created, its damage is increased by +1 per die (both initial & secondary) (if the damage is a constant, then just +1). The damage does not change if someone else uses a poison you make or you use someone elses poison. Does not apply to poisons generated by your body. This feat may be taken multiple times, each time with a different type of poison.Trophy Collector  XE "Trophy Collector"  [General](PH2 p83)Craft(taxidermy): 6 ranksYou may create trophies from creatures you defeat, which give you courage. The creature must have a CR higher than your current level and you must use Craft (taxidermy) to make part of the creature into a Belt, Cloak, Necklace, or pair of Boots (treat the cost as being its CR * 100 gp). When worn by you, the trophies grant the following effects: a) +2 bonus on Intimidate checks vs. creatures of the same type (multiple trophies from the same type of creature stack); b) 4 penalty on Diplomacy check vs. creatures of the same type (multiple trophies from the same type of creature stack); c) +1 bonus on saves vs. Fear effects (multiple trophies stack); d) once per day, gain a Morale bonus on a Will save equal to the number of trophies you are wearing. If the save is vs. Fear, then this bonus stacks with the bonus above. Diplomacy Requires DiplomacySourcePrerequisiteDescriptionHigh Society XE "High Society"  [General](DR333 p89)Diplomacy: 4 ranks+3 bonus on Bluff, Diplomacy, & Disguise checks made when interacting with members of the highest level of society.Master Manipulator  XE "Master Manipulator"  [General](PH2 p80)Diplomacy: 9 ranks Charisma 13Gain the following two abilities. Each cannot be used in combat & you must share a language with your target. Captivating Speech you may distract (1 + Charisma modifier) creatures within 20 as long as you speak, inflicting a 4 penalty on each ones Listen, Sense Motive, & Spot checks. You must make a Diplomacy check opposed by the targets Diplomacy or Will save (whichever is better). Trap of Words if a creature attempts a Bluff vs. Sense Motive check against you and you win, you lead the creature to believe his/her lie worked. After 1 minute, make a Diplomacy check opposed by the creatures Bluff check. If successful, you trick the creature into revealing the lie & the reason making itSpirit of Dawn  XE "Spirit of Dawn"  [General](DR340 p48)Character level 6th Born under a Rising Sun Diplomacy: 2 ranks+4 bonus on Will saves vs. Fear (supersedes the bonus from Feat: Born under a Rising Sun). You may encourage all allies that can hear & understand you. Each ally (and yourself) receives a +2 Moral bonus on Will saves for Charisma modifier rounds. This is a Swift Action, usable 1/day.Wanderers Diplomacy XE "Wanderers Diplomacy"  [General](PH2 p85)Halfling or Bluff: 4 ranks Diplomacy: 4 ranks Sense Motive: 4 ranksGain the following abilities: Canny Merchant you can make a Diplomacy check to locate a desired object that is normally too expensive for the current settlement to sell. You must still purchase the object after locating it. The DC of the check is 10 + ((items gp cost settlements gp limit) / 1000). Intuitive Communication you may communicate in a simple way with a creature whose language you do not share by spending 1 minute interacting with it and then making a Sense Motive check vs. DC 20 if you and the creature are of the same type, otherwise DC 30. Social Agility you may temporarily change a creatures Attitude towards you by using Bluff (instead of Diplomacy as usual). The attempt takes a Standard Action and its DC is the same as changing an Attitude with Diplomacy. You may not use this ability on a creature with the Attitude of Hostile. If successful, the effect lasts for 1 minute, after which the creatures Attitude becomes one category worse than it started for 10 minutes. Disguise Requires DisguiseSourcePrerequisiteDescriptionImproved Disguise  XE "Improved Disguise"  [General](DR335 p92)Charisma 13 Disguise: 7 ranks Sense Motive: 5 ranksYou do not suffer the normal 2 penalty when disguising yourself as another gender, race, or age category. You can don a disguise in half the normal time. Escape Artist Requires Escape ArtistSourcePrerequisiteDescriptionFear No Binds XE "Fear No Binds"  [General, Fighter](DR355 p76)Improved Unarmed Strike Escape Artist: 4 ranksYou are difficult to contain: 1. you do not receive penalties on attack rolls while grappling 2. you may make Unarmed Strike attacks while bound with non-magical bindings 3. you do not receive penalties on attack or Dexterity when Entangled 4. if you are targeted with a Net and defeat your opponents Strength check to control your movement, you may drag your opponent around instead (if he/she does not release the Net)Tunnel Rat XE "Tunnel Rat"  [General](DR326 p55)Escape Artist: 4 ranksWhen squeezing, each space counts as 1 square of movement and you only suffer a 2 penalty on attack rolls. Normally, each space squeezed through costs 2 squares of movement and the penalty is 4. Handle Animal Requires Handle AnimalSourcePrerequisiteDescriptionCoordinated Strike  XE "Coordinated Strike"  [General](RotW p149)Animal Companion or Special Mount class ability Handle Animal: 5 ranksDuring any round in which your Animal Companion or Special Mount makes a melee attack, you gain a +1 Competence bonus on your attack rolls again the same opponent.Dinosaur Wrangler XE "Dinosaur Wrangler"  [Racial] (RoE p108)Halfling from the Talenta Plains Handle Animal: 1 rank+4 bonus on Handle Animal, Ride, and Wild Empathy checks related to Dinosaurs.Inspire Beast  XE "Inspire Beast"  [General](DR339 p87)Animal Companion class ability Handle Animal: 6 ranksAs a Standard Action, you may make a Handle Animal check vs. DC 20 to grant your Animal Companion a +3 Morale bonus on Attack and Damage for 1 round. Your Animal Companion must be within 30, have line of effect, and be able to see or hear you.Shared Fury  XE "Shared Fury"  [General](RotW p152)Rage class feature Animal Companion class feature Handle Animal: 4 ranksWhen you Rage, your Animal Companion gains the same benefits and penalties from your Rage as you do, but only if it is within 5 of you. The effect ends when your Animal Companion moves more than 5 from you or when your Rage ends. Heal Requires HealSourcePrerequisiteDescriptionAugment Healing XE "Augment Healing"  [General](CDiv p79)Heal: 4 ranksAny Conjuration (healing) spell you cast that heals damage heals an additional +2 hp per level.Graft Flesh Aboleth  XE "Graft Flesh Aboleth"  [Item Creation](LM p27)Aboleth only Heal: 10 ranksCreate Aboleth Grafts and apply them to another living creature (including yourself).Graft Flesh Beholder  XE "Graft Flesh Beholder"  [Item Creation](LM p27)Heal: 10 ranksCreate Beholder Grafts and apply them to another living creature (including yourself).Graft Flesh Fiendish  XE "Graft Flesh Fiendish"  [Item Creation](LM p27)Fiends only Heal: 10 ranksCreate Fiendish Grafts and apply them to another living creature (including yourself).Graft Flesh Undead  XE "Graft Flesh Undead"  [Item Creation](LM p27)Heal: 10 ranksCreate Undead Grafts and apply them to another living creature (including yourself). Examples are given at LM p79.Graft Flesh Yuan-ti  XE "Graft Flesh Yuan-ti"  [Item Creation](LM p27)Heal: 10 ranksCreate Yuan-ti Grafts and apply them to another living creature (including yourself).Graft Flesh Illithid  XE "Graft Flesh Illithid"  [Item Creation](LM p27) (Und p25)Illithids only Heal: 10 ranksCreate Illithid Grafts and apply them to another living creature (including yourself).Sacred Healing XE "Sacred Healing"  [Divine](CDiv p84)Ability to Turn Undead Heal: 8 ranksAll living creatures within a 60 radius Burst gain Fast Healing 3 for (1 + Charisma modifier) rounds. This effect requires a Full Round Action and consumes one of your Turn Undead uses for the day. Hide Requires HideSourcePrerequisiteDescriptionAble Sniper  XE "Able Sniper"  [General](RotW p148)Dexterity 13 Hide: 5 ranksWhen using at ranged attack on a flat-footed opponent who is at least 30 away, you gain a +2 bonus on the attack roll. Gain a +4 bonus on Hide checks to hide again after making an attack roll from hiding (PH p76). Concealed Ambush XE "Concealed Ambush"  [General](DR339 p87)Point Blank Shot Precise Shot Hide: 10 ranks Move Silently: 10 ranksWhen attempting a Hide check after making a ranged attack while hidden (i.e., Sniping), you only receive a 10 penalty on your Hide check (instead of the standard 20).Crowd Tactics  XE "Crowd Tactics"  [Tactical](RoD p156)Dodge Hide: 5 ranks You may use the following 3 tactical maneuvers when in a crowd that is Indifferent or Friendly to you: Moving with the Flow Entering a crowd square does not cost you extra movement. One with the Crowd +4 bonus to Hide checks while in a crowd square. Master of the Mob +4 bonus to Diplomacy checks to direct a crowd.Cunning Evasion XE "Cunning Evasion"  [General](PH2 p78)Evasion class ability Hide: 9 ranksIf you avoid all the damage from an Area-of-Effect attack due to your Evasion class ability, you may use an Immediate Action to make a 5 Step and a Hide check, assuming there is Cover within 5. If you have the Hide in Plain Sight class ability, you do not need Cover to make your Hide check.Fade into Violence XE "Fade into Violence"  [General](PH2 p79)Bluff: 6 ranks Hide: 6 ranksChoose an opponent as an Immediate Action. For the current encounter, if that opponent is threatening you and an ally of yours, you may make a Bluff check opposed by your opponents Sense Motive check to make your opponent attack your ally (+4 bonus on your Bluff check if your opponent is a larger size category than you). You may only use this ability if you are wearing light armor or no armor, have nothing in your hands, have made no attacks, & have targeted no enemies with spells. Once you void any of these conditions, your opponent sees you as a threat and can attack you normally.Shadow Striker XE "Shadow Striker"  [Tactical, Fighter](PH2 p94)Hide: 12 ranks Move Silently: 12 ranksYou may use the following 3 tactical maneuvers: Evade Notice If you take no hostile action against an opponent who threatens you and another creature he/she is interested in attacking, you may make an opposed Hide vs. Spot check to make the opponent attack the other creature. You loose the benefit of this feat if you attack or the other creature is not longer threatened (due to moving, dropping, etc.). Fade Away If you strike an opponent as a Standard Action, you may take a Move Action to move and then make a Hide check at +5. Ghost Strike If you and an ally threaten the same opponent, you may make an opposed Move Silently vs. Listen check as a Standard Action. If successful, the opponent looses his/her Dexterity bonus to AC vs. your first attack the next round as long as your ally still threatens the opponent too. Intimidate Requires IntimidateSourcePrerequisiteDescriptionChaos Rage XE "Chaos Rage"  [Anarchic](DR326 p80)Ability to Rage Chaotic alignment Intimidate: 4 ranksYour effective Barbarian level for purposes of using your Barbarian Rage class ability increases by +4, up to your HD. This benefits a multi-classed Barbarian or one with Racial HD. You gain a Chaotic Aura equal to your Character level. It can discerned by Detect Chaos spell or ability.Combat Panache XE "Combat Panache"  [Tactical, Fighter](PH2 p93)Bluff: 8 ranks Intimidate: 8 ranks Perform: 8 ranksYou may use the following 3 tactical maneuvers: Fortuitous Tumble On the round after being struck by an opponent in melee, you may make an opposed Bluff vs. Sense Motive check as a Move Action against the opponent. If successful, you may use an Immediate Action at the start of the opponents next round to designate a different creature he/she threatens as the target of his/her next melee attack (even if is the opponents ally). Play Dead As an Immediate Action after taking at least 10 hp of damage from a single hit, you may play dead by making a successful Bluff vs. Sense Motive check. If successful, you may later rise without generating an Attack of Opportunity against that foe, who also looses his/her Dexterity bonus to AC against your next attack. Only usable once per encounter. Sneering Glower On the round after you do at least 1 hp of damage to an opponent, you may make an Intimidate check as a Move Action to inflict a (Charisma modifier) penalty on the opponents attack rolls against you for the remainder of the encounter (unless you use this ability on another foe). Creatures that are Mindless or Immune to Fear effects are immune to this ability.Frightful Presence  XE "Frightful Presence"  [General](Dcn p106)Charisma 15 Intimidate: 9 ranksWhenever you attack or charge, all opponents within a 30 radius, who have fewer levels/HD than you do become Shaken for (1d6 + Charisma modifier) rounds (WillNeg, DC = 10 + character level + Charisma modifier). On a successful save, the opponent is immune to your Frightful Presence for 24 hours. This ability cannot affect creatures with Intelligence 3 or lower, nor does it work on Dragons.Intimidate the Enemy XE "Intimidate the Enemy"  [General](DR335 p90)At least one Favored Enemy Intimidate: 3 ranksChoose one of your Favored Enemies when you take this feat. A Demoralize action on a member of that race is a Move Action (instead of a Standard Action) and receives your Favored Enemy bonus. You may take this feat multiple times, each time with a different Favored Enemy.Intimidating Strike XE "Intimidating Strike"  [General, Fighter](PH2 p79)Intimidate: 4 ranksWhen attacking as a Standard Action, subtract X from your attack roll, where X is from 0 to your Base Attack Bonus. If you hit, immediately make an Intimidate check with a bonus of X vs. the opponent you just hit. If successful, the opponent is Shaken for the rest of this encounter.Quell the Profane XE "Quell the Profane"  [Exalted](BoED p45)Strength 13 Base Attack Bonus +8 Power Attack Resounding Blow Intimidate: 7 ranksOn a confirmed critical hit upon an Evil creature using a melee weapon with which you are proficient, your opponent takes 1d4+1 Strength damage (FortNeg, DC is Charisma-based). This feat applies to a Monks Unarmed Strike.Resounding Blow XE "Resounding Blow"  [General, Fighter](BoED p45)Strength 13 Power Attack Intimidate: 7 ranksOn a confirmed critical hit using a melee weapon with which you are proficient, your opponent is Cowered for 1 round (WillNeg, DC is Charisma-based). This feat applies to a Monks Unarmed Strike.Scourge of the Seas XE "Scourge of the Seas"  [General](Storm p93)Charisma 15 Intimidate: 5 ranksYou may use Intimidate to attempt to daunt an opposing captain. See (Storm p25) for details. Jump Requires JumpSourcePrerequisiteDescriptionAgile Athlete  XE "Agile Athlete"  [General](RotW p148)Climb: 1 rank Jump: 1 rankWhen making Climb and Jump checks, add your Dexterity modifier instead of your Strength modifier.Brachiation  XE "Brachiation"  [General, Scout](CAdv p106) (CAdv p10)+Climb: 4 ranks Jump: 4 ranksYou can move through medium and dense forest area at your normal land speed. You must be at least 20 from the ground to use this ability.Flying Fish Leap  XE "Flying Fish Leap"  [General](Storm p92)Jump: 8 ranks Swim: 4 ranks1. When you make a High Jump out of the water, you do not receive the normal 10 penalty. 2. In addition, you can move as far horizontally as you jump vertically.Flying Kick XE "Flying Kick"  [General](CWar p99)Strength 13 Jump: 4 ranks Improved Unarmed Strike Power AttackYou do +1d12 damage when you Charge & end with an Unarmed Strike.Leap Attack  XE "Leap Attack"  [General](CAdv p110) (CAdvErrata)+Power Attack Jump: 8 ranksYou can combine a jump with a charge against an opponent. If your jump covers at least 10 of horizontal distance and end in a square which threatens your opponent, you deal +100% Power Attack damage.Leap of the Heavens  XE "Leap of the Heavens"  [General](PH2 p80)Jump: 4 ranksIf you do not get a running start, your Jump checks do not have their DCs doubled. If you do get a running start, you receive a +5 Competence bonus on your Jump checksManifest Leap XE "Manifest Leap"  [General] (Sharn p157)Know(planes): 4 ranks Jump: 6 ranksWhen you are within a manifest zone linked to Syrania (such as the city of Sharn), you gain the following: 1. +5 Competence bonus on Jump checks. 2. Only take 1d4 damage per 10 you fall. 3. If you have the Slow Fall class ability, add 10 to the distance you can fall safely.Raptor School XE "Raptor School"  [Tactical](CWar p111)Wisdom 13 Jump: 5 ranks Base Attack Bonus +6You may use the following 3 tactical maneuvers: Eagles Swoop If you Charge or jump down at least 10 onto your foe, you may make a Jump check to do extra damage. You DC is 15 to do +2 damage or DC 25 to do +4 damage. If you fail the Jump check, you miss your foe entirely & if the check misses by 5+, you end up Prone. Falcons Feathers As a Standard Action, you may attempt a Feint action using a cloak to cause the distraction. For this maneuver, you use your Base Attack Bonus in place of your ranks in Bluff for the Feint. If successful, your opponent is Flat-Footed for the next melee attack you make against him/her. Hawks Eye As a Full Round Action, you observe your opponent (you can do this for up to 3 consecutive rounds). The next melee attack you make on that opponent receives a +2 bonus to attack & damage for each round you observed (maximum of +6). If you do not attack within 3 round of observing or your opponent attacks you first, the bonuses are lost.Roofwalker  XE "Roofwalker"  [Tactical](RoD p156)Dodge Mobility Balance: 5 ranks Jump: 5 ranks You may use the following 3 tactical maneuvers: Fleet of Feet You can walk across a precarious surface at full speed without a penalty on your Balance check. Graceful Drop If you intentionally jump from a height, you take less damage than if you had fallen. On a successful Jump check, you take falling damage as if you had dropped 20 fewer. Master of the Roof Gain a +1 Dodge bonus to AC against any opponent at a different elevation than you.Steady Mountaineer XE "Steady Mountaineer"  [General](RoS p144)Climb: 8 ranks Jump: 8 ranks -or- GoliathYou can always Take 10 on Climb checks.Vault XE "Vault"  [General](DR331 p28)Strength 13 Jump: 4 ranksWhile wielding a Polearm during a Total Defense Action, you gain the following: a) the DC for a Long Jump is reduced by 5; and b) the DC for a High Jump is equal to 3x the distance to be cleared (instead of 4x). Knowledge arcana Requires Knowledge arcanaSourcePrerequisiteDescriptionAppraise Magic Value XE "Appraise Magic Value"  [General](CAdv p103)Appraise: 5 ranks Know (arcana): 5 ranks Spellcraft: 5 ranksIf you know an item is magical, you may spend 8 hours and 25 gp in special materials to make an Appraise check (DC 10 + items caster level) to determine its exact properties.Arcane Thesis XE "Arcane Thesis"  [General](PH2 p74)Able to cast Arcane spells Know (arcana): 9 ranksChose an Arcane spell you can cast. When casting this spell, you gain the following benefits: 1. effective Caster Level is +2; 2. when you apply a Metamagic to your Thesis spell, it increases the spell level by one less. You may take this feat multiple times, each time with a different spell.Burning Link  XE "Burning Link"  [Ambush](DR344 p102)Sneak Attack / Sudden Strike class ability with at least +3d6 Know(arcana): 1 rank Know(nature): 1 rankOn a successful Sneak Attack, you may reduce the Sneak Attack dice by 2d6 to damage both your target and the creature with which your target has a mystic link (i.e., a Sorcerer/Wizards Familiar, a Druid / Rangers Animal Companion, a Paladins Special Mount, a Blackguards Fiendish Servant, etc.). Your target takes the damage from the weapon, your Strength modifier, etc., while the linked creature takes the remaining Sneak Attack dice (assuming it is vulnerable to Sneak Attack damage).Dragon Song  XE "Dragon Song"  [General](Dcn p105)Charisma 13 Know (arcana): 4 ranks Perform: 6 ranks Speak Language (Draconic)+2 save DC to resist your mind-affecting effects based generated by your Bardic Music. +2 bonus on Perform checks involving song, poetry, or any other verbal/spoken form of performance.Dragoncrafter  XE "Dragoncrafter"  [General](Dcn p105)Know (arcana): 2 ranksYou can create Dragoncraft Items whose prerequisites you meet. See Dcn p116 for details on Dragoncrafted Items.Eldritch Erosion  XE "Eldritch Erosion"  [Ambush](CSco p077) (DR344 p103)Sneak Attack / Sudden Strike class ability with at least +4d6 Know(arcana): 1 rank On a successful Sneak Attack, you may reduce the Sneak Attack dice by 4d6 to reduce your foes Spell Resistance and Power Resistance by 5 for 10 rounds. Multiple uses do not stack, but do reset the duration.Elven Spell Lore XE "Elven Spell Lore"  [General](PH2 p78)Elf or Intelligence 17 Know(arcana): 12 ranks1. When using Dispel Magic (and its variants), you receive a +2 bonus on the Caster check. 2. Choose a single spell that you can prepare. From this point forward, you may prepare this spell to do a different type of damage. You may even memorize the spell multiple times in the same day doing different damage in each memorization. Spontaneous spellcasters do not receive this benefit. You may take this feat multiple times, each time applying it to a different spell (benefit 1. does not stack).Energy Substitution XE "Energy Substitution"  [Metamagic](CArc p79) (DR325 p58)any other Metamagic Know (arcana): 5 ranksChoose one Energy Type when you take this feat (i.e., Acid, Cold, Electricity, or Fire). You may change any spell with a different Energy Type to this Energy Type. All other effects of the spell remain the same. You may take this feat multiple times, each with a different Energy Type. Caster level +0Nonlethal Substitution XE "Nonlethal Substitution"  [Metamagic](CArc p81) (BoED p44)any other Metamagic Know (arcana): 5 ranksChoose one Energy Type when you take this feat. You may change the damage from that spell from its energy type to Nonlethal. You may take this feat multiple times, each with a different Energy Type. Caster level +1Obtain Familiar XE "Obtain Familiar"  [General](CArc p81)Arcane spellcaster 3rd lvl Know (arcana): 4 ranksYou may obtain a Familiar as if you were a Sorcerer or a Wizard.Occult Opportunist  XE "Occult Opportunist"  [General](DR340 p87)Know(arcana): 5 ranks Spellcraft: 5 ranksIf an opponent you threaten does any of the following, you may make an Attack of Opportunity on him/her: Dismiss a Spell, Direct / Redirect an Active Spell, cast a Quickened or Swift Spell, makes a Turn / Rebuke attempt. If damage, your opponent looses the spell / action attempted unless he/she makes a Concentration check vs. DC (10 + damage).Pressure Point Strike  XE "Pressure Point Strike"  [General](DR336 p103)Dexterity 13 Wisdom 13 Base Attack Bonus +8 Improved Unarmed Strike Stunning Fist Know (arcana): 5 ranks Ki Strike (magic) class abilityThe following abilities must be declared before the strike is attempted and the indicated number of Stunning Fist uses are consumed even if it misses. May only be used on Humanoids, Monstrous Humanoids, and Giants. Harmful effects allow a Fortitude save vs. DC = 10 + Character level + Wisdom modifier. Beneficial effects may require a Level check against the level of the detriment being overcome (if magical). #StunFist Effect 1 Target Stunned for 1 round (i.e., base Stunning Fist ability). 1 Remove Stunned, Sickened, or Fatigued. 2 Blind, Deafen, or Paralyze opponent for 1d4 rounds. 2 Remove Paralysis, Blindness, or Deafness 3 Lower targets Spell Resistance by 1d6 + Wisdom modifier for 1 round. 3 Increase allys natural or magical Spell Resistance by 1d6 + Wisdom modifier for 1 round. 3 Delay Poison for 1d4 hours. 3 Foe effected by Injury Poison (1d4 Con / 1d4 Con, DC is Constitution-based). 4 Neutralize Poison. 4 Target receives a penalty of saves vs. Poison of 1 + Wisdom modifier for 1d4 rounds. 5 Target prevented from casting Spells or using Spell-Like Abilities for 1d4 rounds. 5 Target receives Greater Dispel Magic to remove a Spell or Spell-Like Ability effect.Spell Graft  XE "Spell Graft"  [Item Creation](DR337 p101)Craft Wondrous Item Know (arcana): 8 ranks Able to cast Impromptu Arcane spellsYou may sacrifice the ability to cast one spell permanently to imbue a part of your body with a Supernatural ability. Examples are given at DR337 p101. For example, by permanently sacrificing Burning Hands, you gain the ability to set your hands on fire. This grants your hands (and only your hands) immunity to fire, your unarmed strikes do +1d4 Fire damage, etc. This is usable 1 round per caster level and is usable each day once per 4 caster levels. This feat may be taken multiple times. Knowledge architecture & engineering Requires Knowledge architecture & engineeringSourcePrerequisiteDescriptionCombat Engineer [General, Fighter] XE "Combat Engineer" (DR334 p88)Strength 13 Intelligence 13 Power Attack Improved Sunder Know (architecture and engineering): 4 ranks+2 bonus on attack & damage when making a Sunder attempt. If you attack an unattended inanimate object (including a wall or structure), you may ignore up to 10 points of its Hardness.Trap Mastery [General] XE "Trap Mastery" (DR347 p88)Investigator or Nimble Fingers Know (architecture and engineering): 9 ranks+1 bonus on Disable Device & Search checks to locate & disable traps. +1 bonus on saves to avoid the effects of traps. Knowledge geography Requires Knowledge geographySourcePrerequisiteDescriptionGreat Captain  XE "Great Captain"  [General](Storm p92)Know(geography): 7 ranks Profession(sailor): 7 ranks Leadership1. You may command your vessel in combat as a Move Action (normally a Standard Action). 2. You may perform an Aid Other action that applies to all on board the vessel you command. The action applies to one check, typically Profession (sailor) or Profession (siege engineer).Pathfinder  XE "Pathfinder"  [General](DR339 p87)Track Know(geography): 1 rank Survival: 1 rankYou may not become lost due to poor visibility or difficult terrain. By making a Survival check vs. DC 20, you may reduce the effect of difficult terrain on movement by th (max 3/4x). By making a Survival check vs. DC 30, you may reduce the effect of difficult terrain on movement by th (max 1x). Pilgrim  XE "Pilgrim"  [General](DU142 p93)Know(geography): 5 ranks Able to speak at least 3 languagesWhen undertaking a pilgrimage, you receive a +1 Morale bonus on Will saves & on all Charisma-based skill checks for 1 month. After this time, you instead receive a 1 penalty on both until you reach your destination. Once at your destination & you have undertaken the appropriate rituals, you receive a +4 Competence bonus on a skill related to the destination (but loose the bonus / penalty indicated above). When you decide to undertake a new pilgrimage, you love the skill bonus but again gain the bonus on Will saves & Charisma-based skill checks. Knowledge local Requires Knowledge localSourcePrerequisiteDescriptionUrban Stealth  XE "Urban Stealth"  [General](RoD p154)Know (local): 4 ranks+3 bonus to Hide and Move Silently checks in a small city (or larger) community. Knowledge history Requires Knowledge historySourcePrerequisiteDescriptionRelic Hunter XE "Relic Hunter"  [General] (RoE p111)Appraise: 1 rank Know (history): 1 rankGain a +5 bonus on Appraise, Knowledge, and Bardic Knowledge check involving items from the Dharaani Empire or from ancient Xendrik. Knowledge nature Requires Knowledge natureSourcePrerequisiteDescriptionBorn of The Three Thunders XE "Born of The Three Thunders"  [Metamagic](CArc p76)Energy Substitution (electricity) Know (nature): 4 ranksAt cast time, you may declare a spell whose type is [electricity] or [sonic] to be a spell of three thunders, which does the following: 1. The spells type changes to [electricity][sonic]. 2. Damage done by the spell is electricity and sonic; 3. Any creature damaged by the spell is Stunned for 1 round (FortNeg); 4. Any creature Stunned by the spell is knocked Prone (RefNeg); 5. The caster of the spell is Dazed for 1 round (no save). Caster level +0Burning Link  XE "Burning Link"  [Ambush](DR344 p102)Sneak Attack / Sudden Strike class ability with at least +3d6 Know(arcana): 1 rank Know(nature): 1 rankOn a successful Sneak Attack, you may reduce the Sneak Attack dice by 2d6 to damage both your target and the creature with which your target has a mystic link (i.e., a Sorcerer/Wizards Familiar, a Druid / Rangers Animal Companion, a Paladins Special Mount, a Blackguards Fiendish Servant, etc.). Your target takes the damage from the weapon, your Strength modifier, etc., while the linked creature takes the remaining Sneak Attack dice (assuming it is vulnerable to Sneak Attack damage).Dinosaur Hunter XE "Dinosaur Hunter"  [Racial] (RoE p108)Halfling from the Talenta Plains Know (nature): 1 rank Survival: 1 rank+2 bonus on Listen, Knowledge (nature), Spot, and Survival checks related to Dinosaurs. +2 weapon damage against Dinosaurs.Dragon Wild Shape  XE "Dragon Wild Shape"  [General](Dcn p105)Wild Shape class ability Wisdom 19 Know (nature): 15 ranksYou may use your Wild Shape ability to change into a Small or Medium Dragon. You gain all the Extraordinary and Supernatural abilities of the Dragon whose form you take, but not any Spell-like Abilities or Spellcasting powers.Magic of the Land  XE "Magic of the Land"  [General](RotW p152)Caster level 1st Concentration: 5 ranks Know (nature): 5 ranks Spellcraft: 5 ranksWhen casting a spell in a natural setting (i.e., one without buildings and/or a community (unworked underground areas count)), you can imbue some of your spells with healing. Make a Know (nature) check vs. DC (15 + spell level) as a Free Action when casting a spell that has a target entry. If the check succeeds, each target of the spell receives 2hp per spell level of Positive Energy, which heal living creatures and damages Undead (WillNeg). If the check fails, the spell is lost. This effect cannot be applies to Necromancy spells or spells with an alignment descriptor.Mystic Companion  XE "Mystic Companion"  [General](DR339 p87)Animal Companion class ability Able to cast 1st level Divine spells Know(nature): 9 ranksAs long as you have line of sight with your Animal Companion, your effective Caster level for Ranger spells is +4, up to your Ranger level. This does not grant you extra spells, just improves the ones you already can cast.Spontaneous Summoner XE "Spontaneous Summoner"  [General](CDiv p85)Wisdom 13 Know (nature): 4 ranks any Neutral alignment Able to cast Summon Natures Ally spellsYou may convert your spells into Summon Natures Ally spells of equal or lower level (as a Druid). You may do this up to Wisdom modifier times per day. Knowledge religion Requires Knowledge religionSourcePrerequisiteDescriptionArcane Disciple XE "Arcane Disciple"  [General](CDiv p79)Know (religion): 4 ranks Spellcraft: 4 ranks Able to cast Arcane spells Same alignment as your Patron deitySpells from of your Patron Deitys Domains are added to your Arcane spell list. You may memorize or spontaneously cast one per level each day. The availability of the spell is based on your Wisdom (i.e., you must have a Wisdom of 10 + spell level to use a given spell) and all save DCs are calculated from your Wisdom score. You may take this feat more than once. Each time, you gain a different Domain from you Patron Deity.Aura of Life Energy  XE "Aura of Life Energy"  [Divine](DR334 p86)Ability to Turn Undead Know (religion): 7 ranksAs a Standard Action, spend one Turn Attempt to inflict 1d8 + 1 / two levels damage on all Undead within a 20 radius Burst (no save). Corona  XE "Corona"  [Divine](DR334 p86)Ability to Turn Undead Know (religion): 4 ranksAs a Standard Action, spend one Turn Attempt to create a 20 radius Burst of light. Undead creatures in the area of effect that are susceptible to sunlight become Frightened for 1d4 rounds (WillNeg, DC is Charisma-based).Ecclesiarch XE "Ecclesiarch"  [General](Eb p52)Know (religion): 6 ranksYou are respected by a church hierarchy. Add Gather Information and Know (local) to your In-Class Skill List. If you have the Leadership Feat, receive a +2 bonus on your Leadership score.Ghost Scarred  XE "Ghost Scarred"  [General](LM p27)Know (religion): 8 ranks+2 Insight bonus on attack rolls and weapon damage against Incorporeal Undead. +2 bonus on all saving throws to resist the spells and abilities of Incorporeal Undead.Haunting Weapons  XE "Haunting Weapons"  [Divine](DR334 p86)Ability to Turn or Rebuke Undead Know (religion): 4 ranks Know (planes): 4 ranksAs a Standard Action, spend one Turn or Rebuke Attempt to grant the Ghost Touch special ability to all melee weapons (including natural weapons) of your allies within a 30 radius burst. The effect lasts until the end of your next turn.Mother Cyst  XE "Mother Cyst"  [General](LM p28)Caster level 1st Know (religion): 2 ranksYou grow an internal cyst of Undead flesh which adds the following spells to your known list: 1st Necrotic Awareness 2nd Necrotic Cyst 3rd Necrotic Bloat, 4th Necrotic Domination 5th Necrotic Burst 6th Necrotic Eruption, 7th Necrotic Tumor 8th Necrotic Empowerment 9th Necrotic Termination If you are a caster who prepares spells, you can prepare all necrotic spells without your spellbook.Ritual Blessing XE "Ritual Blessing"  [General](PH2 p86)Good Alignment Know (religion): 4 ranksYou may use the following rituals if you have enough ranks in Knowledge (religion). Anoint min ranks: 4 Spend 2 minutes and a Vial of Holy Water to anoint a subject. For 24 hours, any Cure spell you cast on the subject heals +2 hp of damage. Cleanse min ranks: 8 Spend 10 minutes and a Vial of Holy Water to cleans a subject. For 24 hours, the subject receives a +2 bonus on saves vs. Disease and Poison. Ward min ranks: 13 Spend 10 minutes, a Vial of Holy Water, and 30gp powdered Silver to ward a subject. For 24 hours, the subject receives a +1 bonus on saves vs. the spells and special attacks of Evil Outsiders.Ritual Blood Bonds XE "Ritual Blood Bonds"  [General](PH2 p86)Orc or Half-Orc Know (religion): 4 ranksYou may use the following rituals if you have enough ranks in Knowledge (religion). Blood Brothers min ranks: 4 Spend 10 minutes and a Vial of Holy/Unholy Water to join yourself and up to 6 allies. For 24 hours, each subject receives a +4 Morale bonus on saves vs. Fear as long as a subject can see at least one other subject. Vengeful Bonds of Brotherhood min ranks: 8 Spend 10 minutes, a Vial of Holy Water, and 10gp powdered Silver to join yourself and up to 6 allies. For 24 hours, each subject receives a +2 Morale bonus on attacks vs. a creature who brought another subject to 0hp (or lower). The benefit lasts for 10 rounds each time it is triggered.Spontaneous Healer XE "Spontaneous Healer"  [General](CDiv p84)Know (religion): 4 ranks non-Evil alignment Able to cast Cure Wounds spellsYou may convert your spells into Cure Wound spells of equal or lower level (as a Cleric). You may do this up to Wisdom modifier times per day.Spontaneous Wounder XE "Spontaneous Wounder"  [General](CDiv p84)Wisdom 13 Know (religion): 4 ranks non-Good alignment Able to cast Inflict Wounds spellsYou may convert your spells into Inflict Wound spells of equal or lower level (as a Cleric). You may do this up to Wisdom modifier times per day.Undead Leadership  XE "Undead Leadership"  [General](LM p31)Character level 6th Non-Good Alignment Know (religion): 1 rankYou attract followers and a Cohort as if you had the Leadership Feat. Your Leadership score is +2 for attracting Undead, and 4 for attracting living followers. If you decide to attract an Undead Cohort, its maximum ECL is two below yours.Vampire Hunter  XE "Vampire Hunter"  [General](LM p31)Know (religion): 6 ranksAs a Move Action, you can unfailingly determine if a Vampire or Vampire Spawn is within 30. You are immune to the Dominating Gaze ability of Vampires and Vampire Spawn. Knowledge the planes Requires Knowledge the planesSourcePrerequisiteDescriptionAstral Tracking [General] XE "Astral Tracking" (DR313 p110)Track Know (planes): 11 ranks Spellcraft: 8 ranks Survival: 10 ranksYou may make Survival checks to track creatures through the planes. 1. Track through the featureless Astral Plane DC 25. 2. Determine the destination of a Teleport spell or effect when standing at the point of departure DC 30. If you succeed and can teleport, then you may attempt to follow as if you had viewed the destination once.Haunting Weapons  XE "Haunting Weapons"  [Divine](DR334 p86)Ability to Turn or Rebuke Undead Know (religion): 4 ranks Know (planes): 4 ranksAs a Standard Action, spend one Turn or Rebuke Attempt to grant the Ghost Touch special ability to all melee weapons (including natural weapons) of your allies within a 30 radius burst. The effect lasts until the end of your next turn.Improved Flight Item XE "Improved Flight Item"  [Item Creation] (Sharn p157)Craft Wondrous Item Know (planes): 6 ranksYou can make magic items that take advantage of a manifest zone linked to Syrania (such as the city of Sharn). 1. If you create an item with a Fly speed, within the manifest zone, the fly speed in increased by 50%, and it can be used+2 times per day. If it normally could be used 3+ times per day, it now can be used continuously. 2. Some magic items (such as a Soarslead or a Flying Buttress) have this feat as a prerequisite. 3. Any Construct you create that has a Fly speed automatically gains the Feat: Manifest Flight.Lord of the Uttercold XE "Lord of the Uttercold"  [Metamagic](CArc p80)Energy Substitution (cold) Know (planes): 9 rankA [cold] spell can be modified to do Cold damage and Negative Energy Damage. All other aspects of the spell remain the same. Caster level +0Manifest Flight XE "Manifest Flight"  [General] (Sharn p157)Fly speed Know (planes): 4 ranksWhen you are within a manifest zone linked to Syrania (such as the city of Sharn), your Fly speed increases by 50% and your maneuverability is increased by one step.Manifest Leap XE "Manifest Leap"  [General] (Sharn p157)Know (planes): 4 ranks Jump: 6 ranksWhen you are within a manifest zone linked to Syrania (such as the city of Sharn), you gain the following: 1. +5 Competence bonus on Jump checks. 2. Only take 1d4 damage per 10 you fall. 3. If you have the Slow Fall class ability, add 10 to the distance you can fall safely. Listen Requires ListenSourcePrerequisiteDescriptionBlindsense  XE "Blindsense"  [Wild](CAdv p114)Wild Shape class ability Listen: 4 ranksSpend a Wild Shape use to gain Blindsense (30) for 1 minute per HD. You retain this benefit regardless of which form you are in.Hear the Unseen  XE "Hear the Unseen"  [General, Fighter, Scout](CAdv p119) (CAdv p10)+Blind-Fight Listen: 5 ranksAs a Move Action, you can attempt a Listen check vs. DC 25 to pinpoint all foes within 30 (as long as you have line of effect on them). This benefit does not eliminate your miss chance. If an opponent is using Move Silently, it is an opposed check, with a +15 bonus for your opponent. If you are Deafened, or in an area of Silence, you cannot use this feat.Quick Reconnoiter XE "Quick Reconnoiter"  [General, Scout](CAdv p112) (CAdv p10)+Listen: 5 ranks Spot: 5 ranksYou can make one Spot check and one Listen check each round as a Free Action.Keen-Eared Scout XE "Keen-Eared Scout"  [General](PH2 p80)Listen: 6 ranks Alertness or Skill Focus (listen)If your Listen check exceeds the DC by the indicated amount, you lead additional information (cumulative): Exceed DC Additional Information +5 Size, Speed, & Direction of noise source +10 Exact current position of noise source +15 Armor worn & items carried by noise source (if any) +20 Type & Subtype of the noise source Also, you gain a +5 bonus to pinpoint the location of Invisible creatures. Move Silently Requires Move SilentlySourcePrerequisiteDescriptionConcealed Ambush XE "Concealed Ambush"  [General](DR339 p87)Point Blank Shot Precise Shot Hide: 10 ranks Move Silently: 10 ranksWhen attempting a Hide check after making a ranged attack while hidden (i.e., Sniping), you only receive a 10 penalty on your Hide check (instead of the standard 20).Lightfeet  XE "Lightfeet"  [General](RotW p151)Elf Dexterity 13 Balance: 2 ranks Move Silently: 2 ranks1. When making a Move Silently check while moving through noisy or very noisy terrain, you do not receive a terrain penalty. 2. The DC to track you is at +5 (or +10 if you are moving at speed to cover your trail).Shadow Striker XE "Shadow Striker"  [Tactical, Fighter](PH2 p94)Hide: 12 ranks Move Silently: 12 ranksYou may use the following 3 tactical maneuvers: Evade Notice If you take no hostile action against an opponent who threatens you and another creature he/she is interested in attacking, you may make an opposed Hide vs. Spot check to make the opponent attack the other creature. You loose the benefit of this feat if you attack or the other creature is not longer threatened (due to moving, dropping, etc.). Fade Away If you strike an opponent as a Standard Action, you may take a Move Action to move and then make a Hide check at +5. Ghost Strike If you and an ally threaten the same opponent, you may make an opposed Move Silently vs. Listen check as a Standard Action. If successful, the opponent looses his/her Dexterity bonus to AC vs. your first attack the next round as long as your ally still threatens the opponent too. Perform any Requires Perform anySourcePrerequisiteDescriptionArcane Accompaniment XE "Arcane Accompaniment"  [General](PH2 p74)Bardic Music class ability Arcane spellcaster 1st lvl Arcane Flourish Perform (any): 4 ranksYou may expend any Arcane Prepared Spell or a Spell Slot as a Swift Action to extend the duration after you stop playing your current Bardic Music ability by 1 round per spell level expended. Can only be used once for a given use of Bardic Music and does not apply to effects that are Instantaneous or Permanent.Arcane Flourish XE "Arcane Flourish"  [General](PH2 p74)Arcane spellcaster 1st lvl Perform (any): 4 ranksYou may expend a Prepared Spell or a Spell Slot as a Swift Action to grant yourself a Competence bonus on your next Perform check equal to (1 + spell level expended). The Perform check must be made within 1 minute or the bonus is lost.Blasphemous Utterance  XE "Blasphemous Utterance"  [Bardic Music](DR336 p99)Bardic Music class ability Undertone of Heresy Perform: 9 ranksBy consuming one of your daily uses of Bardic Music, all creatures within 60 that can hear you become Panicked (if they have fewer HD than you), Frightened (if they have the same HD as you), or Shaken (if they have more HD than you). WillNeg, DC = 10 + effective Bard level + Charisma modifier. Note: If you have used this ability on a target within the last week, it receives a +2 bonus on its save. Effect lasts (1d4 + Charisma modifier) rounds. Aberrations are immune to this Mind-Affecting ability.Chant of Fortitude  XE "Chaos Music"  [General](CAdv p113)Bardic Music class ability Concentration: 8 ranks Perform: 9 ranksAs an Immediate Action, use your Bardic Music to give all allies (and yourself) the Diehard feat for one round.Chant of the Long Road  XE "Chant of the Long Road"  [Bardic Music](CSco p074)Bardic Music class ability Perform: 6 ranksAfter performing for 1 minute, expend a use of your Bardic Music to cause all allies within 60 & yourself from suffering nonlethal damage due to hustling for the next hour.Chaos Music XE "Chaos Music"  [Anarchic](DR326 p80)Chaotic alignment Bardic Music class ability Perform: 4 ranksYour effective Bard level for purposes of using your Bard Music class ability increases by +4, up to your HD. This means that a multi-classed Bard or one with Racial HD benefits. You gain a Chaotic Aura equal to your Character level. It can discerned by Detect Chaos spell or ability.Chord of Distraction  XE "Chord of Distraction"  [Bardic Music](CSco p075)Bardic Music class ability Perform: 9 ranksAs an Immediate Action, expend three uses of Bardic Music to render a target within 30 Flat-Footed against one of your allies. The target is allowed an opposed check (your Perform vs. his/her Sense Motive + BAB) to resist. The effect ends one the designated ally attack the target or the targets turn begins.Combat Panache XE "Combat Panache"  [Tactical, Fighter](PH2 p93)Bluff: 8 ranks Intimidate: 8 ranks Perform: 8 ranksYou may use the following 3 tactical maneuvers: Fortuitous Tumble On the round after being struck by an opponent in melee, you may make an opposed Bluff vs. Sense Motive check as a Move Action against the opponent. If successful, you may use an Immediate Action at the start of the opponents next round to designate a different creature he/she threatens as the target of his/her next melee attack (even if is the opponents ally). Play Dead As an Immediate Action after taking at least 10 hp of damage from a single hit, you may play dead by making a successful Bluff vs. Sense Motive check. If successful, you may later rise without generating an Attack of Opportunity against that foe, who also looses his/her Dexterity bonus to AC against your next attack. Only usable once per encounter. Sneering Glower On the round after you do at least 1 hp of damage to an opponent, you may make an Intimidate check as a Move Action to inflict a (Charisma modifier) penalty on the opponents attack rolls against you for the remainder of the encounter (unless you use this ability on another foe). Creatures that are Mindless or Immune to Fear effects are immune to this ability.Disguise Spell  XE "Disguise Spell"  [General](CAdv p108)Bardic Music class ability Perform: 9 ranksOnlookers realize youre performing, but dont realize youre casting a spell unless they make an opposed Spot check against your Perform check.Dragon Song  XE "Dragon Song"  [General](Dcn p105)Charisma 13 Know (arcana): 4 ranks Perform: 6 ranks Speak Language (Draconic)+2 save DC to resist your mind-affecting effects based generated by your Bardic Music. +2 bonus on Perform checks involving song, poetry, or any other verbal/spoken form of performance.Enchanting Song  XE "Enchanting Song"  [General](RoS p139)Bardic Music class ability Spell Focus(Enchantment) Perform: 6 ranksWhen casting a spell from the School of Enchantment, you may expend one use of Bardic Music to increase the DC and your caster level by 1. This effect stacks with other feats that increase DC or caster level.Epic of the Lost King  XE "Epic of the Lost King"  [Bardic Music](CSco p077)Bardic Music class ability Perform: 6 ranksAs a Move Action, expend one use of Bardic Music to remove Fatigue from up to 3 allies (possibly including yourself) within 30. As a Move Action, expend three uses of Bardic Music to remove Exhaustion from up to 3 allies (possibly including yourself) within 30.Focused Performance XE "Focused Performance"  [Bardic Music](DR338 p89)Bardic Music class ability Focused Performer Concentration: 1 rank Perform: 6 ranksBy spending one (or more) daily use of Bardic Music and making the indicated Perform check, you may modify your Bardic Music in any of the following ways (though only one for a given use of Bardic Music): Accompaniment spend 3 uses to perform two Bardic Music abilities simultaneously. Each round you must make a Perform check vs. DC (20 + highest Perform ranks required) or both abilities end immediately. You may end one of the Bardic Music abilities at any time and continue the other without requiring any more Perform checks. Usable with all Bardic Music. Dramatic Pause spend 2 uses to stop an ongoing Bardic Music ability for 1 round (in order to cast a spell, attack, etc.) and then resume it as if you had not stopped. Requires a Perform check vs. DC (20 + Perform ranks required). Usable with Fascinate, Inspire Courage, Inspire Greatness, and Inspire Heroics. Harmony spend 1 uses to make a Bardic Music that normally affects one target instead affect two. Requires a Perform check vs. DC (20 + Perform ranks required). Usable with Inspire Competence, Suggestion, and Song of Freedom. Individual Performance spend 1 use to make a Bardic Music that normally affects multiple targets instead only affect one (cannot be you). This target receives 2x the normal bonuses / penalties. Requires a Perform check vs. DC (15 + Perform ranks required). Usable with Fascinate, Inspire Courage, Inspire Greatness, and Inspire Heroics. Projection spend 1 use to make a Bardic Music have 2x the normal area of effect. Requires a Perform check vs. DC (10 + Perform ranks required). Usable with Countersong, Fascinate, Inspire Competence, Inspire Greatness, Inspire Heroics, and Song of Freedom. Rhythm spend 1 use to make a Bardic Music that you have been performing for at least 3 round last two extra rounds after you stop performing. Requires a Perform check vs. DC (10 + Perform ranks required). Usable with Fascinate, Inspire Competence, Inspire Courage, Inspire Greatness, and Inspire Heroics. Riveting Performance spend 1 use to make a Bardic Music affect all target in range that can hear you, even if they cannot see you. Requires a Perform check vs. DC (15 + Perform ranks required). Usable with Fascinate and Inspire Competence.Focused Performer XE "Focused Performer"  [Bardic Music](DR338 p89)Bardic Music class ability Concentration: 1 rank Perform: 4 ranksYou may make a Perform check in place of a Concentration check to maintain an Arcane spell with a Verbal component (not applicable to a spell with the Silent Spell metamagic applied to it).Green Ear  XE "Green Ear"  [General](CAdv p110)Bardic Music class ability Perform: 10 ranksYou may alter any of your mind-affecting Bardic Music abilities to affect Plants creatures only. Plant creatures gain a +5 bonus to saving throws against your music.Haunting Melody XE "Haunting Melody"  [General](Eb p54)Bardic Music class ability Perform: 9 ranksBy consuming one of your daily uses of Bardic Music, you can cause all enemies within 30 that hear your performance to become Shaken for 1 round per rank in Perform (WillNeg, DC = 10 + Bard level + Charisma modifier). This is a [mind][fear] effect.Inspire Spellpower  XE "Inspire Spellpower"  [General](RoS p141)Bardic Music class ability Perform: 8 ranksAs a Standard Action, you can expend one use of your Bardic Music to increase the effective caster level of allies (but not yourself) by 1. This lasts for as long as they hear your performance plus 5 rounds.Ironskin Chant  XE "Ironskin Chant"  [General](CAdv p113)Bardic Music class ability Concentration: 12 ranks Perform: 12 ranksAs a Swift Action, use your Bardic Music to provide Damage Reduction 5 / to yourself or one ally within 30 who can hear you. Lasts until the start of your next turn.Misleading Song  XE "Misleading Song"  [General](RoS p142)Bardic Music class ability Spell Focus (Illusion) Perform: 12 ranksAs you cast spell from the School of Illusion, you can spend one Bardic Music use to increase the caster level and saving throw DC of the spell by 1. This stacks with other feats that increase caster level and/or DC.Music of Growth XE "Music of Growth"  [General](Eb p57)Bardic Music class ability Perform: 12 ranksBy consuming one of your daily uses of Bardic Music, all Animals & Plants within 30 of you gain a +4 Enhancement bonus to Strength and Constitution as long as you continue performing.Music of Making XE "Music of Making"  [General](Eb p57)Bardic Music class ability Perform: 9 ranksBy consuming one of your daily uses of Bardic Music, you may do one of the following: 1. The duration of a Conjuration (creation) spell you cast is doubled. 2. Gain a +4 Sacred bonus on your Craft check.Requiem  XE "Requiem"  [General](LM p29)Bardic Music class ability Perform: 8 ranksYour mind-affecting Bardic Music and Virtuosos Performance abilities can affect the Undead. All Bardic Music effects on Undead creatures have only half their normal duration.Sickening Sonata  XE "Sickening Sonata"  [Bardic Music](DR336 p99)Bardic Music class ability Undertone of Heresy Blasphemous Utterance Perform: 12 ranksWhen you use Blasphemous Utterance, the following occurs: all creatures within 60 that can hear you become Paralyzed (if they have fewer HD than you), Nauseated (if they have the same HD as you), or Sickened (if they have up to three more HD than you). WillNeg, DC = 10 + effective Bard level + Charisma modifier. Note: If you have used this ability on a target within the last week, it receives a +2 bonus on its save. Effect lasts (1d4 + Charisma modifier) rounds. Aberrations are immune to this Mind-Affecting ability.-Song of the Heart XE "Song of the Heart"  [General](Eb p60)Bardic Music class ability Perform: 6 ranksYour Bardic Music abilities are improved: Inspire Courage, Inspire Competence, Inspire Greatness, & Inspire Heroics have their bonuses increased by 1. Fascinate, Suggestion, & Mass Suggestion have their DC increased by 1. Haunting Melody has its DC increased by 1. Music of Growth has its Enhancement bonuses increased to +6. Music of Making has its Craft bonus increased to +6. Soothe the Beast receives a +2 Circumstance bonus on Perform check to improve the attitude of an Animal or Magical Animal.Soothe the Beast XE "Soothe the Beast"  [General](EB p60)Bardic Music class ability Perform: 6 ranksBy consuming one of your daily uses of Bardic Music, you may attempt to change an Animal or Magical Animals attitude toward you. Using the Diplomacy check table, make a Perform check to change the creatures attitude. Magical Beasts with an Intelligence of 1 or 2 may be targeted, but you receive a 4 penalty to do so. The check takes at least 1 minute. Most Animals start with an attitude of Indifferent & most Magical Animals start at Unfriendly.Sound of Silence  XE "Sound of Silence"  [Bardic Music](CSco p081)Bardic Music class ability Perform: 9 ranksAs a Standard Action, expend two uses of Bardic Music to Deafen a target for 3 rounds (WillNeg, DC = your Perform check). The target must be within 30 & be able to hear you.Speak to the Masses  XE "Speak to the Masses"  [General](DR339 p36)Bardic Music class ability Perform: 9 ranks1. When using your Fascinate bardic music ability, you may affect 2x the normal number of creatures. 2. +2 DC on your Fascinate & Suggestion bardic music abilities.Subsonics  XE "Subsonics"  [General](CAdv p112)Bardic Music class ability Perform: 10 ranksYou can produce music or poetry so subtly, others do not audibly realize you are the source though they are still affected normally.Undertone of Heresy  XE "Undertone of Heresy"  [General](DR336 p99)Bardic Music class ability Perform: 4 ranksBy spending two daily uses of Bardic Music (instead of one), the DC for the subject Bardic Music effect has +2 DC.Versatile Performer XE "Versatile Performer"  [General](CAdv p112)Perform: 5 ranksPick a number of Perform categories equal to your Intelligence modifier (minimum 1). When making checks, treat all categories as if they had as many ranks as your highest-ranked category. You gain a +2 bonus to check when using more than one of these Performance categories together.Warning Shout  XE "Warning Shout"  [Bardic Music](CSco p082)Bardic Music class ability Evasion class ability Perform: 9 ranksAs an Immediate Action, expend two uses of Bardic Music grant one ally (not yourself) a +5 Morale bonus on his/her next Reflex save and the Evasion class ability. If not used by the start of your next turn, the ability is lost. Your ally must be within 30 and be able to see or hear you. Perform specific Requires Perform specificSourcePrerequisiteDescriptionBreath Control  XE "Breath Control"  [General, Fighter](DR333 p88)Perform (wind instrument): 5 ranks+2 bonus on Perform (wind instrument) checks. +2 bonus on saves vs. inhaled poisons and nauseating vapors. Able to hold your breath for either 2 times Constitution score or Perform (wind instrument) check rounds, whichever is higherDeadly Concussion  XE "Deadly Concussion"  [General, Fighter](DR333 p88)Strength 13 Power Attack Improved Sunder Perform (percussion): 6 ranksWhen you take a Sunder action with a Bludgeoning weapon against a foes armor or shield and you destroy it in one blow, you deal the same damage to the foe that you dealt to the armor or shield.Elusive Dance  XE "Elusive Dance"  [General, Fighter](DR333 p88)Perform (dance): 5 ranksDuring your action, you may designate an opponent who may not make attacks of opportunity against you. If you have the feat Dodge, your designated Dodge and Elusive Dance opponent must be the same creature.Master of Mockery  XE "Master of Mockery"  [General, Fighter](DR333 p88)Perform(comedy): 8 ranksAs a Standard Action, you may attempt to enrage a single melee opponent. If your opponent fails his/her Will save (DC = your Perform (comedy) check), the enraged opponent must focus all his/her attacks on you (ignoring all others). The enraged opponent gains a +2 Morale bonus on attack rolls against you, but receives a 2 penalty to AC. This is a mind-affecting, language-dependant effect.Sunken Song  XE "Sunken Song"  [General](Storm p94)Bardic Music class ability Perform(sing): 4 ranksYou may use Perform (sing) as the basis of your Bardic Music abilities while underwater. Windsinger  XE "Windsinger"  [General](Storm p94)Bardic Music class ability Perform(sing): 5 ranks or Perform (wind instrument): 5 ranksBy expending one daily use of Bardic Music, you gain some control over the winds affecting your ship for the length of your performance + 10 rounds. You may adjust the winds by one compass point and the crews Profession (sailor) checks are treated as if the wind was one category less strong (see Storm p23) with no loss of speed.Nimble Deflections [General, Fighter] XE "Nimble Deflections" (DR335 p88)Dexterity 13 Dodge Perform (keyboard): 7 ranksWhen wielding a two-handed weapon, you receive a +2 Shield bonus to AC against your Dodge opponent.Supremely Confident [General, Fighter] XE "Supremely Confident" (DR335 p88)Perform (act): 7 ranksWhen making a Demoralize actions, you may use a Perform (act) check in place of an Intimidate check. On a confirmed Critical Hit, you immediately may attempt a Demoralize action on the foe you struck as a Free Action.War Chant  XE "War Chant"  [General, Fighter](DR335 p88)Perform (sing): 7 ranksBy chanting for at least 3 rounds before combat begins (a Free Action each round), the following occur: 1. You gain a +2 bonus on your Initiative check. 2. Allies within 30 who were listening to the chant receive a +1 Morale bonus on their Initiative check. The effects of multiple chanters on their allies stack (up to a max of +4).We Few, We Happy Few  XE "We Few, We Happy Few"  [General, Fighter](DR335 p88)Perform (oratory): 7 ranksFollowing a 1 minute speech, you may make a Perform (oratory) check. Any ally who listened to the whole speech and understood it may use this check in place of his/her next Will save (though the subject must decide before rolling). If not used within 10 minutes, the effect dissipates. Profession Requires ProfessionSourcePrerequisiteDescriptionGreat Captain  XE "Great Captain"  [General](Storm p92)Know(geography): 7 ranks Profession(sailor): 7 ranks Leadership1. You may command your vessel in combat as a Move Action (normally a Standard Action). 2. You may perform an Aid Other action that applies to all on board the vessel you command. The action applies to one check, typically Profession (sailor) or Profession (siege engineer).Ship Savvy XE "Ship Savvy"  [Racial] (RoE p112)Gnome from Zilargo Balance: 5 ranks Profession (sailor) or Profession (shipwright): 3 ranks While aboard a sea or air ship, gain a +1 bonus to AC and on attack rolls.Old Salt  XE "Old Salt"  [General](Storm p93)Profession(sailor): 5 ranks Gain a +1 bonus on Balance, Profession (sailor), and Use Rope checks. You may use Profession (sailor) when making a Predict Weather check (usually uses Survival).Sailors Balance  XE "Sailors Balance"  [General](Storm p93)Profession(sailor): 4 ranks Gain a +5 Competence bonus on Balance checks made while on a deck or in the ships riggings. You may move across a slipper deck at your normal speed.Ships Mage  XE "Ships Mage"  [General](Storm p93)Profession(sailor): 2 ranks Spellcraft: 4 ranksWhen on your bonded ship, cast your spells at +1 Caster Level & your spells do not deal damage to your bonded ship. It takes 1 week of living & working on a ship to bond with it. You may only have one bonded ship at a time. If you spend 1 month away from your bonded ship, you lose the bond. Ride Requires RideSourcePrerequisiteDescriptionDragon Steed  XE "Dragon Steed"  [General](Dcn p105)Ride: 8 ranks Charisma 13 Speak Language (Draconic)You gain the service of a Dragonnel(Dcn p150) as a steed. It serves you loyally, like a Cohort. If you have the Special Mount class feature (i.e., a Paladin or similar), the Dragonnel replaces your special mount.Improved Mounted Archery XE "Improved Mounted Archery"  [General, Fighter](CWar p101)Mounted Combat Mounted Archery Ride: 1 rankIf you make a ranged attack from the back of a mount making a double-move, you receive no penalty on the attack roll. If your mount is running, you receive a 2 penalty. You may attack at any point in your mounts movement.Mounted Archery [General, Fighter] XE "Mounted Archery" (PH p98)Mounted Combat Ride: 1 rankIf you make a ranged attack from the back of a mount making a double-move, you receive a 2 penalty on the attack roll (instead of the standard 4 penalty). If your mount is running, you receive a 4 penalty (instead of 8).Mounted Casting  XE "Mounted Casting"  [General](Mini p27)Mounted Combat Ride: 1 rankReceive a +10 bonus on Concentration checks to cast while mounted.Mounted Combat [General, Fighter] XE "Mounted Combat" (PH p98)Ride: 1 rankOnce per round, if your mount is hit in combat, you may make a Ride check. If this check is greater than the attack roll, you negate the hit.Mounted Fighting  XE "Mounted Fighting"  [General, Fighter, Scout](DR346 p86)Mounted Combat Base Attack Bonus +8 Ride: 11 ranks+1 bonus on attack and damage while mounted.Ride-By Attack [General, Fighter] XE "Ride-By Attack" (PH p99)Mounted Combat Ride: 1 rankWhen doing a Charge action on your mount, you may move, attack, and then continue the movement (up to a double move). This does not provoke an Attack of Opportunity from the creature you attack.Spirited Charge [General, Fighter] XE "Spirited Charge" (PH p101)Mounted Combat Ride-By Attack Ride: 1 rankWhen attacking as part of a Charge action while on a mount, you do double damage (triple with a Lance).Talenta Dinosaur Bond  XE "Talenta Dinosaur Bond"  [Racial](PGE p75)Halfling Mounted Combat Ride: 6 ranksChoose a Dinosaur Mount with which you are familiar. With this mount, you receive a +4 Insight bonus on Ride checks and when you are riding it, both of you receive a +1 Insight bonus to AC & Reflex saves. If the Mount is killed, you may apply this feat to a new Mount after 7 days.Trample [General, Fighter] XE "Trample" (PH p101)Mounted Combat Ride: 1 rankWhen doing an Overrun action while mounted, your foe may not avoid you. If you knock the foe down, your mount may make one hoof attack (including the +4 bonus because the foe is Prone). Sense Motive Requires Sense Motive SourcePrerequisiteDescriptionCombat Intuition  XE "Combat Intuition"  [General, Fighter](CAdv p106)Base Attack Bonus +5 Sense Motive: 4 ranks As a Free Action, you can make a Sense Motive check to assess the challenge presented by an opponent (CAdv p102). You gain a +4 bonus to the check, and narrow the result to a single category. Whenever you make a melee attack against a creature you also attacked in melee last round, gain a +1 Insight bonus to your attack roll.Eye for Talent  XE "Eye for Talent"  [General](DR346 p53)Leadership Character level 6th Leadership score 2 higher than your level Sense Motive: 9 ranks+1 bonus on your Leadership score. You can replace Followers in 1d4 weeks (instead of the usual 1d4 months).Improved Disguise [General] XE "Improved Disguise" (DR335 p92)Charisma 13 Disguise: 7 ranks Sense Motive: 5 ranksYou do not suffer the normal 2 penalty when disguising yourself as another gender, race, or age category. You can don a disguise in half the normal time.Recognize Imposter XE "Recognize Imposter"  [General](Eb p58)Sense Motive: 3 ranks Spot: 3 ranks+4 bonus on Spot check to oppose Disguise checks. +4 bonus on Sense Motive checks to oppose Bluff checks.Wanderers Diplomacy XE "Wanderers Diplomacy"  [General](PH2 p85)Halfling or Bluff: 4 ranks Diplomacy: 4 ranks Sense Motive: 4 ranksGain the following abilities: Canny Merchant you can make a Diplomacy check to locate a desired object that is normally too expensive for the current settlement to sell. You must still purchase the object after locating it. The DC of the check is 10 + ((items gp cost settlements gp limit) / 1000). Intuitive Communication you may communicate in a simple way with a creature whose language you do not share by spending 1 minute interacting with it and then making a Sense Motive check vs. DC 20 if you and the creature are of the same type, otherwise DC 30. Social Agility you may temporarily change a creatures Attitude towards you by using Bluff (instead of Diplomacy as usual). The attempt takes a Standard Action and its DC is the same as changing an Attitude with Diplomacy. You may not use this ability on a creature with the Attitude of Hostile. If successful, the effect lasts for 1 minute, after which the creatures Attitude becomes one category worse than it started for 10 minutes. Sleight of Hand Requires Sleight of HandSourcePrerequisiteDescriptionCutpurse XE "Cutpurse"  [General](DR322 p37)Improved Unarmed Strike Sleight of Hand: 5 ranksWhen is melee combat, you may attempt a Sleight of Hand check to pickpocket your opponent without generating an Attack of Opportunity. If you beat his/her Spot check, opponent thinks the attempt was some type of combat movement.Flick of the Wrist XE "Flick of the Wrist"  [General](CWar p99) (RotW p150)Dexterity 17 Quick Draw Sleight of Hand: 5 ranksIf you draw a Light weapon and attack with it in the same round, your opponent is Flat-Footed for the first attack. This ability can only be used once per round and only once per opponent in a given battle. Spellcraft Requires SpellcraftSourcePrerequisiteDescriptionAppraise Magic Value XE "Appraise Magic Value"  [General](CAdv p103)Appraise: 5 ranks Know (arcana): 5 ranks Spellcraft: 5 ranksIf you know an item is magical, you may spend 8 hours and 25 gp in special materials to make an Appraise check (DC 10 + items caster level) to determine its exact properties.Arcane Disciple XE "Arcane Disciple"  [General](CDiv p79)Know (religion): 4 ranks Spellcraft: 4 ranks Able to cast Arcane spells Same alignment as your Patron deitySpells from of your Patron Deitys Domains are added to your Arcane spell list. You may memorize or spontaneously cast one per level each day. The availability of the spell is based on your Wisdom (i.e., you must have a Wisdom of 10 + spell level to use a given spell) and all save DCs are calculated from your Wisdom score. You may take this feat more than once. Each time, you gain a different Domain from you Patron Deity.Astral Tracking [General] XE "Astral Tracking" (DR313 p110)Track Know (planes): 11 ranks Spellcraft: 8 ranks Survival: 10 ranksYou may make Survival checks to track creatures through the planes. 1. Track through the featureless Astral Plane DC 25. 2. Determine the destination of a Teleport spell or effect when standing at the point of departure DC 30. If you succeed and can teleport, then you may attempt to follow as if you had viewed the destination once.Extraordinary Spell Aim  XE "Extraordinary Spell Aim"  [General](CAdv p109)Spellcraft: 15 ranksWith a Spellcraft check (DC 25 + spell level) you can shape an area spell so it does not affect one creature within its area. Casting a spell affected by this feat is a Full Round action, unless the spells casting time is greater, in which case the casting time in unchanged.Mage Slayer XE "Mage Slayer"  [General, Fighter](CArc p81) (Mini p27)Base Attack Bonus +3 Spellcraft: 2 ranks1. You receive a +1 bonus on Will saves. 2. If you threaten a spellcaster, he/her cannot take the cast defensively action. 3. Your Caster level (if any) of all spell and spell-like abilities is reduced by 4.Magic of the Land  XE "Magic of the Land"  [General](RotW p152)Caster level 1st Concentration: 5 ranks Know (nature): 5 ranks Spellcraft: 5 ranksWhen casting a spell in a natural setting (i.e., one without buildings and/or a community (unworked underground areas count)), you can imbue some of your spells with healing. Make a Know (nature) check vs. DC (15 + spell level) as a Free Action when casting a spell that has a target entry. If the check succeeds, each target of the spell receives 2hp per spell level of Positive Energy, which heal living creatures and damages Undead (WillNeg). If the check fails, the spell is lost. This effect cannot be applies to Necromancy spells or spells with an alignment descriptor.Occult Opportunist  XE "Occult Opportunist"  [General](DR340 p87)Know(arcana): 5 ranks Spellcraft: 5 ranksIf an opponent you threaten does any of the following, you may make an Attack of Opportunity on him/her: Dismiss a Spell, Direct / Redirect an Active Spell, cast a Quickened or Swift Spell, makes a Turn / Rebuke attempt. If damage, your opponent looses the spell / action attempted unless he/she makes a Concentration check vs. DC (10 + damage).Practiced Spellcaster XE "Practiced Spellcaster"  [General](CDiv p82) (CArc p82)Spellcraft: 4 ranksChoose one of your spellcasting classes. The spells you cast from this class have +4 Caster level (up to your number of HD). This feat helps multiclassed characters.Resist Telekinesis [General] XE "Resist Telekinesis" (DR309 p110)Intelligence 13 Combat Expertise Spellcraft: 2 ranksYou are practiced at avoiding the various effects of Telekinesis. 1. +8 bonus to resist the effects of Telekinesis (combat maneuver) (which includes Bull Rush, etc.). 2. +4 bonus on Will saves to avoid Telekinesis (violent thrust).Ships Mage  XE "Ships Mage"  [General](Storm p93)Profession(sailor): 2 ranks Spellcraft: 4 ranksWhen on your bonded ship, cast your spells at +1 Caster Level & your spells do not deal damage to your bonded ship. It takes 1 week of living & working on a ship to bond with it. You may only have one bonded ship at a time. If you spend 1 month away from your bonded ship, you lose the bond.Steam Magic  XE "Steam Magic"  [General](Storm p93)Spellcraft: 4 ranksYou do not need to make a Spellcraft check to use spells or spell-like abilities with the [fire] subtype underwater. Spot Requires SpotSourcePrerequisiteDescriptionDeft Strike  XE "Deft Strike"  [General](Dcn p103)Sneak Attack class ability Intelligence 13 Combat Expertise Spot: 10 ranksAs a Standard Action, you can attempt to find a weak spot in a visible targets armor with a Spot check (DC = targets AC). If you succeed, your next attack (which must be made no later than the end of your next turn) ignores the targets Armor and Natural Armor bonuses, as well as Enhancement bonuses to these. If you use a ranged attack, you must be within 30 to gain the benefit of this feat.Quick Reconnoiter XE "Quick Reconnoiter"  [General, Scout](CAdv p112) (CAdv p10)+Listen: 5 ranks Spot: 5 ranksYou can make one Spot check and one Listen check each round as a Free Action.Recognize Imposter XE "Recognize Imposter"  [General](Eb p58)Sense Motive: 3 ranks Spot: 3 ranks+4 bonus on Spot check to oppose Disguise checks. +4 bonus on Sense Motive checks to oppose Bluff checks. Survival Requires SurvivalSourcePrerequisiteDescriptionAstral Tracking [General] XE "Astral Tracking" (DR313 p110)Track Know (planes): 11 ranks Spellcraft: 8 ranks Survival: 10 ranksYou may make Survival checks to track creatures through the planes. 1. Track through the featureless Astral Plane DC 25. 2. Determine the destination of a Teleport spell or effect when standing at the point of departure DC 30. If you succeed and can teleport, then you may attempt to follow as if you had viewed the destination once.Dinosaur Hunter XE "Dinosaur Hunter"  [Racial] (RoE p108)Halfling from the Talenta Plains Know (nature): 1 rank Survival: 1 rank+2 bonus on Listen, Knowledge (nature), Spot, and Survival checks related to Dinosaurs. +2 weapon damage against Dinosaurs.Efficient Hunter  XE "Efficient Hunter"  [General](DR333 p84)Survival: 1 rank Raised in a Plains environment+2 bonus on Survival checks. When you are living off the land, you may provide food for a number of people equal to your Wisdom modifier (minimum 1) without a change in the DC of your Survival check.Mountain Warrior  XE "Mountain Warrior"  [General](RoS p142)Base Attack Bonus +3 Survival: 5 ranks+1 bonus to attack rolls on ranged attacks made from higher ground. +1 bonus to damage rolls on melee attacks made from higher ground. Opponents making a melee attack from higher ground do not receive the normal +1 to attack roll. +2 bonus on Balance checks made when moving on steep slopes.Natural Dowser XE "Natural Dowser"  [General](DR323 p90)Survival: 4 ranks+4 bonus on Survival checks to get along in the wild.Passive Reconnoiter  XE "Passive Reconnoiter"  [General, Scout](DR346 p87)Survival: 4 ranksWhen you spend a Full Round Action looking for opponents, you receive a +3 Circumstance bonus on Listen and Spot checks.Pathfinder  XE "Pathfinder"  [General](DR339 p87)Track Know(geography): 1 rank Survival: 1 rankYou may not become lost due to poor visibility or difficult terrain. By making a Survival check vs. DC 20, you may reduce the effect of difficult terrain on movement by th (max 3/4x). By making a Survival check vs. DC 30, you may reduce the effect of difficult terrain on movement by th (max 1x). Scout the Path  XE "Scout the Path"  [General, Scout](DR346 p87)Survival: 4 ranks+3 bonus when making a Survival check to Trailblaze (see the Skill Index for details). In addition, all allies within 20 receive a +1 bonus on their Hide and Move Silently checks. Swim Requires SwimSourcePrerequisiteDescriptionExpert Swimmer  XE "Expert Swimmer"  [General](Storm p92)Endurance Swim: 4 ranks1. You may hold your breath for 3 rounds per point of Constitution (vs. the normal 1 round per Con point). 2. On a successful Swim check, you may move your Land speed as a Full Round Action & your Land speed as a Move Action. 3. If you have a racial swim speed, it increases by +10.Floatation  XE "Floatation"  [General](DR314 p45)Skill Focus (Swim) Swim: 4 ranksYou may float on calm water as a Free Action. You are considered Prone, but otherwise may cast spell and/or attack. You may sleep while floating on the water.Flow with the Current  XE "Flow with the Current"  [General](DR314 p45)Skill Focus (Swim) Floatation Swim: 4 ranksWhile swimming, you receive a +2 bonus to Initiative checks & Reflex saving throws.Flying Fish Leap  XE "Flying Fish Leap"  [General](Storm p92)Jump: 8 ranks Swim: 4 ranks1. When you make a High Jump out of the water, you do not receive the normal 10 penalty. 2. In addition, you can move as far horizontally as you jump vertically.Improved Swimming  XE "Improved Swimming"  [General, Scout](CAdv p110) (CAdv p10)+Swim: 6 ranksYou can swim half your speed as a Move Action, or your speed as a Full Round Action.Savvy Swimmer  XE "Savvy Swimmer"  [General](DR323 p90)Swim: 4 ranksWhen swimming in armor that you have proficiency with, you only receive the Armor Check Penalty (instead of 2x) on your Swim check. Tumble Requires TumbleSourcePrerequisiteDescriptionAcrobatic Skirmisher  XE "Acrobatic Skirmisher"  [General, Scout](DR346 p86)Skirmish class ability Dexterity 13 Tumble: 5 ranksIf you move through an opponents square and successfully use Tumble to avoid an Attack of Opportunity, you receive +1d6 Skirmish damage against that opponent until the start of your next turn.Acrobatic Strike  XE "Acrobatic Strike"  [General, Fighter](PH2 p71)Tumble: 12 ranksIf you successfully use Tumble to avoid an opponents Attack of Opportunity, you receive a +4 bonus on your next attack roll against that opponent as long as it occurs before the end of your current turn.Combat Acrobat  XE "Combat Acrobat"  [General, Fighter](PH2 p76)Balance: 9 ranks Tumble: 2 ranksAcrobatic Recovery make a Balance check vs. DC 20 to avoid being knocked Prone. Sure Footed Maneuver make a Balance check vs. DC 15 to treat up to 4 squares of Difficult Terrain as normal terrain with regards to movement.Confound the Big Folk  XE "Confound the Big Folk"  [Tactical](RotW p153)Small size (or smaller) Underfoot Combat Tumble: 10 ranksYou may use the following 3 tactical maneuvers: Knee Striker When you occupy a square with a creature at least two size categories larger than you, the creature is considered Flat-Footed against you and you receive a +4 bonus on rolls to confirm critical hits. Underfoot Defense When you occupy a square with a creature at least two size categories larger than you, and you Fight Defensively, use Total Defense, or use Combat Expertise, any melee or ranged attack on you has a 50% chance of striking the creature who shares the square with you (that creature does not have a 50% chance of striking itself). Unsteady Footing When you occupy a square with a creature at least two size categories larger than you, you may initiate a Trip attack on the creature you share the square with and not provoke an Attack of Opportunity. You can add your choice of Strength or Dexterity modifier to you check (your opponent gets the better of its Strength or Dexterity as usual). Your opponent does not get to add his/her size bonus to its roll. If the Trip attempt fails, your opponent does not get to try to trip you.Defensive Opportunist  XE "Defensive Opportunity"  [General, Fighter](DR340 p87)Intelligence 13 Combat Expertise Tumble: 5 ranksIf you make an Attack of Opportunity while Fighting Defensively, the attack does not receive the normal penalty for Fighting Defensibly.Einhander XE "Einhander"  [Tactical, Fighter](PH2 p94)Base Attack Bonus +6 Tumble: 6 ranksYou may use the following 3 tactical maneuvers: Narrow Profile When fighting with a Light or One-Handed weapon in one hand and with nothing in the other, you receive a +2 Dodge bonus to AC when Fighting Defensively or taking a Total Defense Action. Off-Hand Balance When fighting with a Light or One-Handed weapon in one hand and with nothing in the other and you hit your foe, you receive a +2 bonus on Tumble checks to avoid his/her Attacks of Opportunity until the start of your next turn. Off-Hand Swap When fighting with a Light or One-Handed weapon in one hand and with nothing in the other and you hit your foe at least twice as part of a Full Round Attack, on the next round you may make a Feint in Combat as a Free Action, except it is based on Sleight of Hand (instead of Bluff). This ability may only be used against an opponent once.Expert Tumbler  XE "Expert Tumbler"  [General](DR322 p37)Tumble: 5 ranksYou may make Tumble checks while moving at your normal speed with only a 5 penalty (instead of the normal 10).Giantbane XE "Giantbane"  [Tactical, Fighter](CWar p111)Medium-size or smaller Base Attack Bonus +6 Tumble: 5 ranks You may use the following 3 tactical maneuvers: Duck Underneath If you take a Total Defense action against a foe who is at least two size categories larger than you, you gain an additional +4 bonus on your AC. If your foe misses on his/her attack, you may make a Tumble check vs. DC 15 to move to the opposite side of your foe. Death from Below If you successfully performed a Duck Underneath maneuver the round before, you can make an immediate single attack on the foe you ducked under. Your foe is Flat-Footed & you gain a +4 bonus on your attack. Climb Aboard If you are adjacent to a foe at least two size categories larger than you, you may make a Climb check vs. DC 10 to climb onto your foe. As long as you are on your foe, he/she has a 4 penalty on attack rolls to hit you & you are carried with him/her. Your foe may get you off with a Grapple check opposed by your Climb check.Improved Acrobatic Skirmisher  XE "Improved Acrobatic Skirmisher"  [General, Scout](DR346 p86)Skirmish class ability Dexterity 13 Acrobatic Skirmisher Tumble: 10 ranksIf you move through an opponents square and successfully use Tumble to avoid an Attack of Opportunity, you receive +2d6 Skirmish damage against that opponent until the start of your next turn (instead of the +1d6 from Acrobatic Skirmisher).Sidestep  XE "Sidestep"  [General](Mini p28)Dexterity 15 Dodge Mobility Tumble: 7 ranksAfter making an Attack of Opportunity, you may take a bonus 5 step.Tumbling Feint XE "Tumbling Feint"  [General, Fighter](PH2 p84)Bluff: 4 ranks Tumble: 4 ranksDesignate an opponent at the start of your turn as a Swift Action. If you avoid provoking an Attack of Opportunity against this opponent by using your Tumble skill, you receive a +5 bonus on a Bluff check to Feint in Combat against that opponent on your next turn.Underfoot Combat  XE "Underfoot Combat"  [General](RotW p152)Small size (or smaller) Tumble: 10 ranksYou can move into or through a square occupied by a creature at least two size categories larger than you. You do not provoke Attacks of Opportunity for doing so. When you are in a square occupied by a creature at least two size categories larger than you, you gain the benefit of Soft Cover (+4 bonus to AC) again all attacks (including those of the creature whose space you occupy). Use Magic Device Requires Use Magic DeviceSourcePrerequisiteDescriptionReckless Wand Wielder XE "Reckless Wand Wielder"  [General](CArc p82)Craft Wand Use Magic Device: 1 rankYou may increase a Wands caster level by +2 by consuming one extra charge when using it. Wandstrike XE "Wandstrike"  [General](CArc p84)Use Magic Device: 4 rankYou may make a Melee Touch Attack with a Wand which does 1d6 damage & consumes 1 charge. Since it is a touch attack, you may not apply extra damage bonuses (such as your Strength modifier) or bonus dice (such as Sneak Attack or Smite enemy). The Wands effect automatically hits (in the case of a Ray or Touch attack) or is centered on the opponent. A Wands spell effect that does not cover an area (such as Summon Monster I) cannot be used with this feat.Wild Touch XE "Wild Touch"  [Anarchic](DR326 p80)Chaotic alignment Use Magic Device: 8 ranksWhen determining the random effect of a magic item (i.e., drawing a card from a Deck of Many Things, activating a Rod of Wonder, etc.), you may roll twice and choose the more appropriate of the two. This ability may be used once per day. You gain a Chaotic Aura equal to your Character level. It can discerned by Detect Chaos spell or ability. Forgotten Realms Specific Feats Initiate Feats Initiate FeatsSourcePrerequisiteDescriptionInitiate of Bane  XE "Initiate of Bane"  [Initiate](PGF p80)Patron Deity: Bane. Cleric level: 5thGain Frightful Presence When you attack or charge, all enemies within 30 become Shaken for 1d4 rounds (WillNeg, DC 10 + Cleric level + Charisma modifier). Add the following spells to your Cleric spell list: 3rd: Mystic Lash(PGF p106) Creates energy whip that deals 1d6 Electricity damage per 3 levels (max 4d6) and Stuns for 1 round. 5th: Battle Tide(PGF p99) Targets take 2 penalty on saving throws, attack rolls, and weapon damage to grant you benefits. 6th: Stone Walk(PGF p113) Links two stones for teleportation. 7th: Undeath after Death(PGF p117) Deals 2 Constitution damage and causes subject to rise as a Crypt Spawn after death.Initiate of Cyric  XE "Initiate of Cyric"  [Initiate](PGF p80)Patron Deity: Cyric. Cleric level: 3rdBecome immune to normal or magical Fear effects. Add the following spells to your Cleric spell list: 2nd: Black Talon(PGF p100) Your arm becomes a claw that gives +5 reach and +1 per four levels Profane bonus on attack rolls, deals 1d6 damage +1 per level negative energy damage (max +10). 4th: Dread Blast(PGF p101) Fires a ray of negative energy that deals 4d8 damage +1 per level (max +20) and Dazes target for 1 round. 4th: Skull of Secrets(PGF p111) Creates an illusionary flaming skull that speaks a message and spits a tongue of flame that deals 1d8 Fire damage per two caster levels (max 5d8). 5th: Skull Eyes(PGF p111) Grants you a gaze attack that acts as either Charm Monster or Confusion. 7th: Triple Mask(PGF p116) Creates three shadow duplicates of you.Initiate of Gond  XE "Initiate of Gond"  [Initiate](PGF p80)Patron Deity: Gond. Cleric level: 1stDisable Device and Open Lock become Cleric Class Skills. Add the following spells to your Cleric spell list: 1st: Wieldskill(PGF p118) Grants +5 Competence bonus on a skill check, or proficiency with a weapon, armor, or shield. 3rd: Understand Device(PGF p117) Grants an Insight bonus equal to caster level on Disable Device or Open Lock checks. 6th: Fantastic Machine(PGF p69) Creates illusory many-armed machine that functions as a Large Animated Object.Initiate of Helm  XE "Initiate of Helm"  [Initiate](PGF p80)Patron Deity: Helm. Cleric or Paladin lvl: 5thYou may make an Attack of Opportunity when you are Flat-Footed Add the following spells to your Cleric or Paladin spell list: 2nd: Warning(PGF p118) Grants Uncanny Dodge and a +4 Insight bonus on Listen and Spot checks. 3rd: Forceward(PGF p103) Creates a sphere of force that prevents entry by enemies, grants a +2 Sacred bonus on saves vs. attacks by Evil creatures. 3rd: Mace of Odo(PGF p106) Creates a glowing mace that deals 1d6 Force damage per level (max 10d6) and Paralysis, more against Undead.Initiate of Ilmater  XE "Initiate of Ilmater"  [Initiate](PGF p80) (PGFe)+Patron Deity: Ilmater. Cleric or Paladin lvl: 7thWhen you cast a Cure spell that would result in more damage being healed than the target is missing hit-points, the excess hit-points become Temporary Hit-Points, up to a maximum of 3 x targets HD. As long as the target has the Temporary HP, he/she receives a +2 Sacred bonus on Fortitude saves & a +2 Sacred bonus to resist being Bull Rushed or Tripped. It not consumed by damage, the Temporary HP dissipate after one hour. Add the following spells to your Cleric or Paladin spell list: 4th: Favor of Ilmater(PGF p102) Subject gains Feat: Endurance, plus immunity to nonlethal damage, charm and compulsion effects, pain attacks, and other adverse conditions, subject can function at 1 to 9 hp. 4th: Glory of the Martyr(PGF p103) Grants each subject +1 Deflection bonus to AC and +1 Resistance bonus on saves, splits their damage with you. 4th: Pact of Martyrdom(PGF p108) You exchange hit-point totals with the target.Initiate of Lathander  XE "Initiate of Lathander"  [Initiate](PGF p80)Patron Deity: Lathander Cleric level: 1stYou may Spontaneously give up a prepared spell and cast a spell on your Clerical spell list that is of the [light] subtype or has Light in the title, such as Searing Light. Add the following spells to your Cleric spell list: 1st: Rosemantle(PGF p109) Target gains a +1 per level Sacred bonus (max +10) on saves vs. effects that cause Pain, Sickness, Nausea, or Fear. 3rd: Sunrise(PGF p114) Burst of light blinds and damages creatures. 5th: Shield of Lathander(PGF p110) Touched creature gains Damage Reduction 15 / for 1 round. 7th: Shield of Lathander, Greater(PGF p110) As Shield of Lathander, except grants Damage Reduction 20 / , immunity to negative energy and energy drain, and Acid Resistance 10, Cold Resistance 10, Electricity Resistance 10, Fire Resistance 10, & Sonic Resistance 10. 9th: Undeaths Eternal Foe(PGF p117) Grants subjects numerous combat advantages against Undead opponents.Initiate of Malar  XE "Initiate of Malar"  [Initiate](PGF p81)Patron Deity: Malar Cleric or Druid lvl: 3rdWhen you use Summon Monster or Summon Natures Ally to summon a natural or Fiendish Animal, the Animal gains a +4 Enhancement bonus to its Strength and Constitution scores. Add the following spells to your Cleric spell list: 2nd: Spectral Stag(PGF p112) Conjures a phantom stag that you can ride or direct to attack a target. 3rd: Possess Animal(PGF p108) You possess a normal animal. 4th: Strength of the Beast(PGF p114) You gain benefits of your Lycanthropic animal form while in human form.Initiate of Mystra  XE "Initiate of Mystra"  [Initiate](PGF p81)Patron Deity: Mystra Cleric level: 3rdYou may attempt to cast spells in Dead Magic zones or within an Antimagic Field. In a Dead Magic zone, you must make a Caster check vs. DC 20 + spell level. In an Antimagic Field, you must make a Caster check vs. DC 11 + the Antimagic Fields Caster level. Add the following spells to your Cleric spell list: 2nd: Spell Shield(PGF p113) Grants a +3 Resistance bonus on saving throws vs. spell and spell-like abilities. 3rd: Anyspell(FR p67) You can read and prepared up to a 2nd level Arcane spell from a scroll or spellbook in a 3rd level Domain spell slot. 5th: Spell Phylactery(PGF p113) Activates a spell on a scroll when a triggering condition is met. 6th: Anyspell, Greater(FR p70) As Anyspell, but you can read and prepare any Arcane spell up to 5th level in a 6th level Domain spell slot. 7th: Holy Star(PGF p104) Creates a glowing star that turns 1d6+3 spell levels as Spell Turning, grants a +10 Circumstance bonus to AC, or fires an energy bolt that deals 1d6 damage per two levels.Initiate of Nature  XE "Initiate of Nature"  [Initiate](PGF p81)Patron Deity: Eldath, Mielikki, or Silvanus. Cleric or Druid lvl: 5th You can Rebuke or Command Animals or Plant Creatures up to 3 + Charisma modifier times per day Add the following spells to your Cleric spell list: 3rd: Mold Touch(PGF p106) Creates a 5 patch of Brown Mold. 4th: Briar Tangle(PGF p100) As Entangle, except the targets take 1d8 damage + 1 per two levels. 4th: Thorn Spray(PGF p115) Your ranged attack deals 1d6 damage per level (max 20d6), divided among multiple targets, Sickens on a successful hit. 5th: Fireward(PGF p102) As Quench, but also suppresses Magical Fire effects in the affected area. 5th: Tree Healing(PGF p116) You enter a tree that nourishes and heals you.Initiate of Selne  XE "Initiate of Selne"  [Initiate](PGF p81) (PGFe)+Patron Deity: Selne. Cleric, Druid, Ranger, Harper Agent level: 3rd Cast Augury and Divination at +5 Caster level. Add the following spells to your Cleric, Druid, Ranger, and/or Harper Agent spell list: 1st: Handfire(PGF p103) Your melee touch attack deals 1d8 damage +1 per level (max +5) against a living creature or 2d6 damage + 1 per level (max +5) against Undead. 3rd: Moon Blade(FR p72) Touch attack deals 1d8 + 1 per two levels, more to Undead, plus scrambles spellcasting. 4th: Strength of the Beast(PGF p114) You gain benefits of your Lycanthropic animal form while in human form. 4th: Wall of Moonlight(PGF p118) Creates aluminous wall that deals 3d12 damage to Undead and 2d10 damage to Evil creatures and Clergy of Shar or Umberlee, illuminates area and counters / dispels darkness. 5th: Moonpath(FR p72) Grants sanctuary to 1 creature per level. 5th: Moonweb(PGF p106) Creates a glowing shield that gives +8 bonus to AC and +4 bonus on Reflex saves, plus Improved Evasion.Initiate of Tyr  XE "Initiate of Tyr"  [Initiate](PGF p81)Patron Deity: Tyr Cleric level: 7th Access to the War domain.+1 bonus to damage when attacking with a Longsword. Add the following spells to your Cleric spell list: 4th: Sword and Hammer(PGF p115) As Spiritual Hammer, but creates a Longsword and Warhammer of Force, +1 on attack rolls, automatically Flanks opponents. 6th: Sword and Hammer, Greater(PGF p115) As Sword and Hammer, but each weapon has a +2 bonus on attack rolls and benefit from the Improved Critical Feat. Shadow Weave Shadow Weave FeatsSourcePrerequisiteDescriptionShadow Weave Magic  XE "Shadow Weave Magic"  [General](PGF p43)Wisdom 15 or Shar is your Patron DeityInstead of using The Weave to cast magic (like everyone else), you now use The Shadow Weave. 1. When casting a spell from school of Enchantment, Illusion, or Necromancy, gain a +1 bonus to DC and a +1 bonus for overcoming Spell Resistance. 2. When casting a spell from the school of Evocation or Transmutation that does not have the [darkness] subtype, your effective Caster level is one lower. 3. You cannot cast spells with the [light] subtype. 4. You can use magic items that are based on The Shadow Weave.Insidious Magic  XE "Insidious Magic"  [Metamagic](PGF p40)Shadow Weave MagicAttempts to use Divination spells to detect (i.e., Detect Magic) or reveal (i.e., See Invisibility) your spells by creatures without the Shadow Weave Magic feat require a Caster check to succeed. This bonus does not apply to spell of the Evocation or Transmutation schools.Pernicious Magic XE "Pernicious Magic"  [Metamagic](PGF p42)Shadow Weave MagicWhen casting a spell on a creature without the Shadow Weave Magic feat, receive a +4 bonus to overcome Spell Resistance. This bonus does not apply to spell of the Evocation or Transmutation schools.Tenacious Magic XE "Tenacious Magic"  [General](PGF p45)Shadow Weave MagicAttempts to dispel your spells by creatures without the Shadow Weave Magic feat are at +5. This bonus does not apply to spell of the Evocation or Transmutation schools. Misc. Forgotten Realms Feats Misc. Forgotten Realms FeatsSourcePrerequisiteDescriptionCaver  XE "Caver"  [General](Und p24)  +2 bonus on Heal and Survival checks made in the Underdark.Metanode Spell  XE "Metanode Spell" [Metamagic](Und p26)Node Spellcasting Caster level 1stWhen casting a spell improved by a metamagic feat, deduct the earth node layers class from the increased spell level (ex: casting a maximized spell in the innermost layer of a Class 1 node (+1) would be two levels higher, instead of the normal three). This is more useful for spontaneous casters than preparation casters.Node Defense  XE "Node Defense"  [General](Und p26)Node Spellcasting Caster level 1stYou gain an Insight bonus to your Armor Class and saving throws equal to the class of any earth node layer you currently occupy, to a maximum of +4.Node Sensitive  XE "Node Sensitive"  [General](Und p26)You automatically detect the presence of an Earth Node within 30Node Spellcasting  XE "Node Spellcasting"  [General](Und p26)Caster level 1stAllows a Spellcraft check (instead of an Intelligence check) to notice nearby Nodes and manipulate their powers. Also a prerequisite for other Node-related feats.Node Store  XE "Node Store"  [General](Und p26)Node Spellcasting Caster level 1stEach time taken, allows access to two spells which you already know and can cast as if you had two extra spell slots. These extra spells/slots are only available while in a node area. Regional Feats A Regional feat may only be taken at 1st level by a character of the appropriate Race & Region. You may have only one Regional feat. Regional FeatsSourcePrerequisiteDescriptionArcane Schooling [Regional] XE "Arcane Schooling" (PGF p33) (PGFe)+Must be from one of the following races & regions: Human Chessenta, Golden Water, Halruaa, Lantan, Mulhorand, Nimbral, Unther, or Wizards Reach Planetouched Chessenta Choose one Arcane spell casting class (i.e., Bard, Sorcerer, or Wizard). You may activate spell trigger magic items as if you had 1 level in that class. This class is now an additional Favored Class for you. If you are a specialized Wizard who chooses Sorcerer, then you can activate magic items based on your restricted schools of magic.Artist [Regional] XE "Artist" (PGF p33)Must be from one of the following races & regions: Elf Sidyuir, Snow Eagle Aerie Gnome Thesk, Western Heartlands Half-Elf Dalelands Human Chessenta, Waterdeep, Western Heartlands+2 bonus on all Perform checks +2 bonus on checks with one Craft skill involving art (such as painting. If you have the Bardic Music class ability, you receive 3 extra uses of it per day.Axethrower XE "Axethrower"  [Regional](PGF p33)Must be from one of the following races & regions: Dwarf Great Glacier Human Great Glacier, Moonshae Isles, the North, VaasaWhen you make a ranged attack with a thrown weapon, you may add your Strength bonus instead of your Dexterity bonus wit the attack roll.Blooded [Regional] XE "Blooded" (PGF p35) (PGFe)+Must be from one of the following races & regions: Dwarf Underdark [Earthroot] Elf Cormanthor Drow, Inner Sea, Menzoberranyr, Outer Sea Halfling Chondalwood Human Dalelands, Nelanther Isles, Silverymoon, Tethyr+2 bonus on Initiative checks +2 bonus on Spot checks. Cannot be Shaken, though you can still be Frightened or Panicked.Bloodline of Fire XE "Bloodline of Fire"  [Regional](PGF p35)Must be from one of the following races & regions: Human Calimshan Planetouched Calimshan+4 bonus on saving throws vs. Fir effects. You can cast spells with the [fire] descriptor at +2 Caster level.Bullheaded [Regional] XE "Bullheaded" (PGF p37)Must be from one of the following races & regions: Dwarf Underdark [Earthroot], Underdark [Northdark], Great Rift, Spine of the World Human Altumbel, Damara, Great Dale, Rashemen, Western Heartlands+2 bonus on all Will Saves Cannot be Shaken, though you can still be Frightened or Panicked.Cosmopolitan XE "Cosmopolitan"  [Regional](PGF p37)Must be from one of the following races & regions: Dwarf Waterdeep Elf Waterdeep Half-Elf Waterdeep Halfling Amn, Waterdeep Human Amn, Golden Water, Sword Coast, Waterdeep+2 bonus on Bluff, Gather Information & Sense Motives checks.Dauntless [Regional] XE "Dauntless" (PGF p37) (PGFe)+Must be from one of the following races & regions: Dwarf Galena Mountains, Smoking Mountains, Turmish, Underdark [Earthroot], Underdark [Old Shantar] Human Damara, Great Dale, Impiltur, Moonshae Isles, Underdark [Old Shanatar]+5 hit points. This feat can only be taken once. It does stack with Toughness.Discipline [Regional] XE "Discipline" (PGF p38)Must be from one of the following races & regions: Elf Evereska, Yuirwood Gnome Western Heartlands Halfling Luiren Human Aglarond, Cormyr, Shadovar, Shou Expatriate, Thay Planetouched Mulhorand+2 bonus on Will saves. +2 Concentration check.Dreadful Wrath XE "Dreadful Wrath"  [Regional](PGF p38)Must be from one of the following races & regions: Human Rashemen Planetouched Impiltur, Silver Marches, Thay, Western HeartlandsWhen you Charge, make a Full Attack, or cast a spell that targets an enemy or includes an enemy in its area of effect, you gain the Frightening Presence ability for that round. Each enemy within 20 is Shaken for 1 minute (WillNeg DC = 10 + Character level + Charisma modifier). A creature may only be targeted by this Extraordinary Morale effect once per 24 hours (whether the save is successful or not).Education [Regional] XE "Education" (PGF p38)Must be from one of the following races & regions: Elf Evermeet, Silverymoon, Snow Eagle Aerie Gnome Lantan Half-Elf Silverymoon Human Chessenta, Lantan, Silverymoon, WaterdeepAll Knowledge skills are always In-Class for you. +2 bonus on any two Knowledge skills (determined when this feat is taken).Ethran [Regional] XE "Ethran" (PGF p38)Must be Female. Must be from one of the following races & regions: Human Rasheman+2 bonus on Handle Animal & Survival checks. +2 bonus on Charisma-based skill & ability checks when dealing with other people from Rasheman. Able to join in Circle Magic(FR p59).Fearless [Regional] XE "Fearless" (PGF p38)Must be from one of the following races & regions: Elf Elven Court, Snow Eagle Aerie Gnome Lantan Halfling Channath Vale, Western Heartlands Human Anauroch, ImpiturImmune to Fear effects, both natural & magical.Fleet of Foot XE "Fleet of Foot"  [Regional](PGF p38)Must be from one of the following races & regions: Elf Forest of Lethyr, High Forest, Wealdath Half-Elf Dalelands, High Forest Human Shaar, ThindolWhen wearing up to Light armor and up to Medium encumbrance, your land movement rate is +10.Foe Hunter XE "Foe Hunter"  Goblinoids [Regional](PGF p38) (PGFe)+Must be from one of the following races & regions: Dwarf Galena Mountains Human Chult, CormyrGain Favored Enemy (humanoids goblinoids). This grants you a +2 bonus on Bluff, Listen, Sense Motive, Spot, & Survival checks made against your enemy. You also do +2 damage on melee attacks & ranged attacks within 30. These bonuses stack with any Ranger bonuses.Foe Hunter Dragons [Regional](PGF p38) (PGFe)+Must be from one of the following races & regions: Half-Elf Dragon CoastGain Favored Enemy (dragons). This grants you a +2 bonus on Bluff, Listen, Sense Motive, Spot, & Survival checks made against your enemy. You also do +2 damage on melee attacks & ranged attacks within 30. These bonuses stack with any Ranger bonuses.Foe Hunter Orcs [Regional](PGF p38) (PGFe)+Must be from one of the following races & regions: Dwarf Spine of the World Halfling the North Human Moonsea, the NorthGain Favored Enemy (humanoids orcs). This grants you a +2 bonus on Bluff, Listen, Sense Motive, Spot, & Survival checks made against your enemy. You also do +2 damage on melee attacks & ranged attacks within 30. These bonuses stack with any Ranger bonuses.Foe Hunter Demons [Regional](PGF p38) (PGFe)+Must be from one of the following races & regions: Human ImpilturGain Favored Enemy (demons). This grants you a +2 bonus on Bluff, Listen, Sense Motive, Spot, & Survival checks made against your enemy. You also do +2 damage on melee attacks & ranged attacks within 30. These bonuses stack with any Ranger bonuses.Foe Hunter Yuan-ti [Regional](PGF p38) (PGFe)+Must be from one of the following races & regions: Human Samarach, Tashalar, ThindolGain Favored Enemy (yuan-ti). This grants you a +2 bonus on Bluff, Listen, Sense Motive, Spot, & Survival checks made against your enemy. You also do +2 damage on melee attacks & ranged attacks within 30. These bonuses stack with any Ranger bonuses.Forester [Regional] XE "Forester" (PGF p39)Must be from one of the following races & regions: Elf Chondalwood, Forest of Lethry, High Forest, Sildyuir Gnome Great Dale Half-Elf Aglarond, High Forest Halfling Chondalwood Human Dalelands, Great Dale+1 bonus to Hide, Listen, Move Silently, & Spot checks. When you are within forest terrain, these bonuses increase to +3.Forgeheart [Regional] XE "Forgeheart" (PGF p39)Must be from one of the following races & regions: Dwarf Smoking Mountains, Sword CoastGain Fire Resistance 5.Furious Charge XE "Furious Charge"  [Regional](PGF p39)Must be from one of the following races & regions: Human Cormyr, the Ride, Tethyr, Uthgardt TribesfolkAt the end of a Charge, your attack bonus is +4 (instead of +2).Horse Nomad XE "Horse Nomad"  [Regional](PGF p39) (PGFe)+ (DR349 p58)Must be from one of the following races & regions: Human Hordelands, Nimbral, the Ride, the Shaar+3 bonus on all Ride checks. You are proficient with Lance, Scimitar, & Shortbow.Knifefighter XE "Knifefighter"  [Regional](PGF p40)Must be from one of the following races & regions: Half-Elf Dambrath, Dragon Coast Halfling Channath Vale Human Anauroch, Dambrath, Lake of Steam, Sword Coast Planetouched ChessentaYou may use a Light weapon to attack your opponent in a Grapple with no penalty on the attack roll. You do not need to make a Grapple check to draw a light weapon while Grappling (though it still costs a Move Action). If your base attack bonus is +6 or higher, you may make a Full Attack with a Light weapon while Grappling as long as it is already in your hand.Luck of Heroes XE "Luck of Heroes"  [Regional](PGF p40)Must be from one of the following races & regions: Elf Elven Court, Forest of Lethyr, Yuirwood Half-Elf Aglarond Halfling Channath Vale, Western Heartlands Human Aglarond, Dalelands, Tethyr, Turmish, the Vast+1 Luck bonus on all Saving Throws. +1 Luck bonus on AC.Magic in the Blood XE "Magic in the Blood"  [Regional](PGF p40)Must be from one of the following races & regions: Dwarf Oldonnar, Underdark [Darklands] Elf Menzoberranyr Gnome Great Dale, Thesk, Underdark [Northdark] Planetouched Calimshan, Mulhorand, UntherRacial Spell-Like abilities that your race can use once per day, you can use these abilities 3 times per day. For example, a Gnomes Dancing Lights.Magical Training XE "Magical Training"  [Regional](PGF p41)Intelligence 10 or Charisma 10 Must be from one of the following races & regions: Elf Evereska, Evermeet Human Halruaa, NimbralChoose to be trained as a Sorcerer or a Wizard when this feat is taken. Sorcerer: You may cast three 0th level spells per day. You know two 0th level spells. The saves of the spells are based on your Charisma. If you take levels in Sorcerer, you can cast three extra 0th level spells each day. Wizard: You may cast three 0th level spells per day. You receive a spellbook with three 0th level spells in it. If you take levels in Wizard, you can cast three extra 0th level spells each day.Mercantile Background XE "Mercantile Background"  [Regional](PGF p41) (PGFe)+Must be from one of the following races & regions: Dwarf Sword Coast, Underdark [Darklands] Gnome Lantan, Underdark [Northdark] Halfling Amn, Calimsham Human Amn, Lantan, Sembia, Shou Expatriate, Tashalar, Tharsult, Thesk, Turmish, Vast, Waterdeep+300 gp at character creation. When selling weapons, magic items, & other adventuring goods, you get 75% of list price instead of 50%. Once per month, you may buy one item at 75% of its offered price.Militia XE "Militia"  [Regional](PGF p41)Must be from one of the following races & regions: Half-Elf Aglarond Halfling Luiren Human Altumbel, Dalelands, Impiltur, Samarach, Thindol, TurmishGain proficiency with all Martial Weapons.Mind over Body XE "Mind over Body"  [Regional](PGF p41)Must be from one of the following races & regions: Elf Silverymoon, Snow Eagle Aerie Half-Elf Silverymoon Human Calimshan, Mulhorand, Shou Expatriate, Thay Planetouched Calimshan, Thay When determining your hit-points at first level, use your Intelligence or Charisma modifier (whichever is higher) instead of you Constitution modifier for bonus hit-points. All other level use Constitution as normal. Gain +1 hp every time you lean a Metamagic Feat. If you can cast Arcane spells, gain a +1 Insight bonus to AC.Otherwordly XE "Otherwordly"  [Regional](PGF p41)Must be from one of the following races & regions: Elf Evermeet, SildyuirYour creature type is Outsider (native) instead of Humanoid. Gain Darkvision 60. +2 bonus on Diplomacy checks.Raumathar Heritor XE "Raumathar Heritor"  [Regional](DR349 p58)Must be from one of the following races & regions: Human Hordelands, Lake of Mists, Rasheman, Thay+2 bonus on Knowledge (the planes). Your favored class becomes Wizard. Detect Evil Outsiders, 3/day (as Detect Undead, but detects Evil Outsiders).Resist Poison XE "Resist Poison"  [Regional](PGF p43) (PGFe)+Must be from one of the following races & regions: Dwarf Underdark [Northdark] Human Dambrath, Lapaliiya, Underdark [Old Shanatar]+4 bonus on Fortitude saves vs. poison.Pureheart XE "Pureheart"  [Regional](DR346 p66)Must be from one of the following races & regions: Human Damara, Impiltur, Vaasa+4 bonus on saves vs. attacks, spells, & special abilities of Evil OutsidersSaddleback XE "Saddleback"  [Regional](PGF p43)Must be from one of the following races & regions: Human Cormyr, Dambrath, Hordelands, Narfell, Nimbral, the North, Western HeartlandsYou may always Take 10 on Ride checks. If either you or your mount fail a Reflex save while mounted, you may make a Ride check to use instead of the saving throw roll. If both you and your mount failed, you both can use the new roll. This ability can be used once per round.Silver Palm XE "Silver Palm"  [Regional](PGF p43)Must be from one of the following races & regions: Dwarf Great Rift, Turmish, Waterdeep Halfling Amn Human Amn, Dragon Coast, Golden Water, Sembia, Tharsult, Thesk, Vilhon Reach, Waterdeep+2 bonus on Appraise, Bluff, & Sense Motive checks.Smooth Talk XE "Smooth Talk"  [Regional](PGF p43)Must be from one of the following races & regions: Elf Waterdeep Gnome Thesk Half-Elf Waterdeep Human Silverymoon, Thesk, WaterdeepWhen you make a Diplomacy check as a Full Round Action, you only receive a 5 penalty (instead of 10).Snake Blood XE "Snake Blood"  [Regional](PGF p43)Must be from one of the following races & regions: Human Chult, Lake of Steam, Lapaliiya, Samarach, Tashalar, Tharsult, Thindol, Vilhon Reach, Western Heartlands+2 bonus on all Reflex saves. +2 bonus on Fortitude saves vs. Poison.Spellwise XE "Spellwise"  [Regional](PGF p44) (PGFe)+Must be from one of the following races & regions: Elf Evermeet Human Calimshan, Halruaa, Nimbral, Shadovar, Wizards Reach+2 bonus on Knowledge (arcana) checks. +2 bonus on Spellcraft checks. +2 bonus on saving throws vs. Illusions.Stormheart XE "Stormheart"  [Regional](PGF p44)Must be from one of the following races & regions: Human Altumbel, Dragon Coast, Lake of Steam, Lapaliiya, Nelanther Isles, Sword Coast, Tharsult+2 bonus on Balance checks. + bonus on Profession (sailor) checks. You may ignore any hampered movement penalties for fighting on pitching or slippery decks. You gain a +1 Dodge bonus to AC during any fight that takes place on a ship.Street Smart XE "Street Smart"  [Regional](PGF p44)Must be from one of the following races & regions: Halfling Amn, Calimshan Human Amn, Calimshan, Chessenta, Moonsea, Unther, Wizards Reach Planetouched Chessenta, Western Heartlands+2 bonus on Gather Information checks. +2 bonus on Intimidate checks. +2 bonus on Sense Motive checks. Strong Soul XE "Strong Soul"  [Regional](PGF p44)Must be from one of the following races & regions: Dwarf Oldonnar Elf Elven Court, Silverymoon Gnome Underdark [Northdark], Western Heartlands Half-Elf Dalelands, Dambrath, Silverymoon Halfling Channath Vale, Luiren Human Moonshae Isles+1 bonus on all Fortitude & Will saves. Against death effects, energy drain, & ability drain attacks, this bonus increase to +3.Surefooted XE "Surefooted"  [Regional](PGF p45)Must be from one of the following races & regions: Human Great Glacier, Uthgardt Tribesfolk+2 bonus on Climb checks. +2 bonus on Jump checks. You ignore hampered movement penalties for ice & steep slopes. If the surface is both steep and icy, you treat it as a x2 movement (instead of x4).Survivor XE "Survivor"  [Regional](PGF p45)Must be from one of the following races & regions: Dwarf Chult, Great Glacier Elf Chondalwood, Inner Sea, Outer Sea Human Anauroch, Chult, Great Glacier, Narfell, Shaar+2 bonus on Fortitude saves. +2 bonus on Survival checks.Swift and Silent XE "Swift and Silent"  [Regional](PGF p45) (PGFe)+Must be from one of the following races & regions: Elf Cormanthor Drow, Wealdath Halfling Chondalwood, the North Human Underdark [Old Shanatar], Uthgardt TribesfolkYou can move up to your normal speed while suing Hide or Move silently skill at no penalty (instead of a 5 penalty).Tattoo Focus XE "Tattoo Focus"  [Regional](PGF p45)Must be specialized in a school of magic. Must be from one of the following races & regions: Human Thay Planetouched ThayWhen casting a spell from your specialized school, its DC is increased by 1 & you receive a +1 bonus to overcome Spell Resistance. You may participate in Red Wizard Circle Magic.Thug XE "Thug"  [Regional](PGF p45)Must be from one of the following races & regions: Dwarf Underdark [Northdark], Waterdeep Human Dragon Coast, Moonsea, Nelanther Isles, Unther, Vast, Vilhon Reach Planetouched Impiltur, Silver Marches, Unther, Western Heartlands+2 bonus on Initiative checks. +2 bonus on Appraise checks. +2 bonus on Intimidate checks.Thunder Twin XE "Thunder Twin"  [Regional](PGF p46)Must be from one of the following races & regions: Dwarf Galena Mountains, Great Rift, Smoking Mountains, Spine of the World, Sword Coast, Turmish, Underdark [Old Shanatar], Waterdeep+2 bonus on Diplomacy checks. +2 bonus on Intimidate checks. You have a twin brother or sister (wither fraternal or identical). You may determine the direction towards your twin as long as he/she is alive by making a Wisdom check vs. DC 12 (repeat each hour)Tireless XE "Tireless"  [Regional](PGF p46)Must be from one of the following races & regions: Dwarf Galena Mountains, Sword Coast, Underdark [Old Shanatar] Human Hordelands, the Ride, Thindol, VassaYou cannot become Exhausted (instead you become Fatigued). If something normally would make you Fatigued, there is no effect.Treetopper XE "Treetopper"  [Regional](PGF p46)Must be from one of the following races & regions: Elf Chondalwood, High Forest, Yuirwood Half-Elf Aglarond, High Forest Halfling Chondalwood Human Aglarond+2 bonus on Balance checks. +2 bonus on Climb checks. You do not lose your Dexterity bonus to AC while climbing. Your opponents do no get a bonus to hit you when you are climbing.Twin-Sword Style XE "Twin-Sword Style"  [Regional](PGF p46)Proficiency with all Martial Weapons. Must be from one of the following races & regions: Elf Menzoberranyr, Waterdeep Half-Elf Waterdeep Human Sembia, WaterdeepWhen fighting with two blades (i.e., Dagger, Longsword, Rapier, Scimitar, or Short Sword, in any combination), you can designate a melee opponent during your action and receive a +2 Shield bonus to your AC against that opponent. This bonus stacks with a Buckler. You lose this bonus if you are Flat-Footed or do not receive your Dexterity bonus to AC. Regional Feats of the Forgotten Realms Cross-reference by Race & Region RegionDwarfElfGnomeHalf-ElfHalflingHumanPlanetouchedAglarondLuck of Heroes Militia TreetopperDiscipline Luck of Heroes TreetopperAltumbelBullheaded Militia StormheartAmnCosmopolitan Mercantile Background Silver Palm Street SmartCosmopolitan Mercantile Background Silver Palm Street SmartAnaurochFearless Knifefighter SurvivorCalimshanMercantile Background Street SmartBloodline of Fire Mind over Body Spellwise Street SmartBloodline of Fire Magic in the Blood Mind over BodyChannath ValeFearless Knifefighter Luck of Heroes Strong SoulChessentaArcane Schooling Artist Education Street SmartArcane Schooling Knifefighter Street SmartChondalwoodForester Survivor TreetopperBlooded Forester Swift and Silent TreetopperChultSurvivorFoe Hunter Goblins Snake Blood SurvivorCormanthor DrowBlooded Swift and SilentCormyrDiscipline Foe Hunter Goblins Furious Charge SaddlebackDalelandsArtist Fleet of Foot Strong SoulBlooded Forester Luck of Heroes MilitiaDambrathKnifefighter Strong SoulKnifefighter Resist Poison SaddlebackDarmaraBullheaded Dauntless PureheartDragon CoastFoe Hunter Dragons KnifefighterSilver Palm Stormheart ThugElven CourtFearless Luck of Heroes Strong SoulEvereskaDiscipline Magical TrainingEvermeetEducation Magical Training Mind over Body Otherworldly SpellwiseForest of LethyrFleet of Foot Forester Luck of HeroesGalena MountainsDauntless Foe Hunter Goblins Thunder Twin TirelessGolden WaterArcane Schooling Cosmopolitan Silver PalmGreat DaleForester Magic in the BloodBullheaded Dauntless ForesterGreat GlacierAxethrower SurvivorAxethrower Surefooted SurvivorGreat RiftBullheaded Silver Palm Thunder TwinHalruaaArcane Schooling Magical Training SpellwiseHigh ForestFleet of Foot Forester TreetopperFleet of Foot Forester TreetopperHordelandsHorse Nomad Raumathar Heritor Saddleback TirelessImpilturDauntless Fearless Foe Hunter Demons Militia PureheartDreadful Wrath ThugInner SeaBlooded SurvivorLake of MistsRaumathar HeritorLake of SteamKnifefighter Snake Blood StormheartLantanEducation Fearless Mercantile BackgroundArcane Schooling Education Mercantile BackgroundLapaliiyaResist Poison Snake Blood StormheartLuirenDiscipline Militia Strong SoulMenzoberranyrBlooded Magic in the Blood Two Sword StyleMoonshae IslesAxethrower Dauntless Strong SoulMoonseaFoe Hunter Orcs Street Smart ThugMulhorandArcane Schooling Mind over BodyDiscipline Magic in the BloodNarfellSaddleback SurvivorNelanther IslesBlooded Stormheart ThugNimbralArcane Schooling Magical Training Horse Nomad Saddleback SpellwiseOldonnarMagic in the Blood Strong SoulOuter SeaBlooded SurvivorRashemenBullheaded Dreadful Wrath Ethran Raumathar HeritorSamarachFoe Hunter Yuan-ti Militia Snake BloodSembiaSilver Palm Two Sword StyleShaarFleet of Foot Horse Nomad SurvivorShadovarDiscipline SpellwiseShou ExpatriateDiscipline Mercantile Background Mind over BodySidyuirArtist Forester Mind over Body OtherworldlySilver MarchesDreadful Wrath ThugSilverymoonEducation Mind over Body Strong SoulEducation Mind over Body Strong SoulBlooded Education Smooth TalkSmoking MountainsDauntless Forgeheart Thunder TwinSnow Eagle AerieArtist Education Fearless Mind over BodySpine of the WorldBullheaded Foe Hunter Orcs Thunder TwinSword CoastForgeheart Mercantile Background Thunder Twin TirelessCosmopolitan Knifefighter StormheartTashalarFoe Hunter Yuan-ti Mercantile Background Snake BloodTethyrBlooded Furious Charge Luck of HeroesTharsultMercantile Background Silver Palm Snake Blood StormheartThayDiscipline Mind over Body Raumathar Heritor Tattoo FocusDreadful Wrath Mind over Body Tattoo FocusThe NorthFoe Hunter Orcs Swift and SilentAxethrower Foe Hunter Orcs SaddlebackThe RideFurious Charge Horse Nomad TirelessThe VastLuck of HeroesTheskArtist Magic in the Blood Smooth TalkMercantile Background Silver Palm Smooth TalkThindolFleet of Foot Foe Hunter Yuan-ti Militia Snake Blood TirelessTurmishSilver Palm Thunder TwinLuck of Heroes Mercantile Background MilitiaUnderdark [Darklands]Mercantile BackgroundUnderdark [Earthroot]Blooded Bullheaded DauntlessUnderdark [Northdark]Bullheaded Resist Poison ThugMagic in the Blood Mercantile Background Strong SoulUnderdark [Old Shanatar]Dauntless Thunder Twin TirelessDauntless Resist Poison Swift and SilentUntherArcane Schooling Street Smart ThugMagic in the Blood ThugUthgardt TribefolkFurious Charge Surefooted Swift and SilentVaasaAxethrower Pureheart TirelessVastMercantile Background ThugVilhon ReachSilver Palm Snake Blood ThugWaterdeepCosmopolitan Silver Palm Thug Thunder TwinCosmopolitan Smooth Talk Two Sword StyleCosmopolitan Two Sword StyleCosmopolitan Smooth TalkArtist Cosmopolitan Education Mercantile Background Silver Palm Smooth Talk Two Sword StyleWealdathFleet of Foot Swift and SilentWestern HeartlandsArtist Discipline Strong SoulFearlessArtist Bullheaded Saddleback Snake Blood Street SmartDreadful Wrath Street Smart ThugWizards ReachArcane Schooling Spellwise Street SmartYuirwoodDiscipline Luck of Heroes Treetopper Eberron Specific Feats Action Point Feats Action Point FeatsSourcePrerequisiteDescriptionAction Boost XE "Action Boost"  [General](Eb p47)Trade in 1 Action Point to add 1d8 to an Attack roll, a Skill check, an Ability check, a Level check, or a Saving Throw. You must spend the Action Point before knowing if the check succeeded. At 8th level, you receive 2d8. At 15th level, you receive 3d8.Action Healing XE "Action Healing"  [General](FoE p145)Lay on Hands class abilityBy expending 1 Action point, you may apply any one of the following to your use of Lay on Hands: Empower heal 3 hp for every 2 Lay on Hands points spent. Quicken use Lay on Hands as a Swift Action. Reach use Lay on Hands with a range of 30.Action Surge XE "Action Surge"  [General](Eb p50)Trade in 2 Action Points to gain an extra Move Action or Standard Action either before or after your normal action.Aerenal Half-Life  XE "Aerenal Half-Life"  [General](PGE p20)Elf from Aerenal1. Your skin becomes sallow & pinched, making you look like a Lich or Zombie. 2. +1 Caster level when casting a Necromancy spell. 3. When you spend an Action point to Turn/Rebuke Undead, the result applies to your Turning Check and the Turning Damage.Ancestral Guidance XE "Ancestral Guidance"  [Racial](RoE p105)Elf from ValenarWhen you use an Action Point to modify a d20 roll, you have the option of rerolling a single die. You must keep the new value. You must be in good standing with your ancestral spirits to make use of this ability.Battleshifter Training XE "Battleshifter Training"  [Shifter, Tactical](RoE p116)Shifter Base Attack Bonus +6 You may not have Feat: Ragewild Fighting.You may use the following 3 tactical maneuvers: Tiring Defense If an opponent attacks and misses you in melee on two consecutive round while you are either Fighting Defensively or using Combat Expertise (minimum 2 on your attack) and you hit him/her at least once, your opponent becomes Fatigued for as long as you continue Fighting Defensively or using Combat Expertise as above. If already Fatigued, your opponent becomes Exhausted. Exploit Weakness If you hit an opponent in melee who is suffering from being Fatigued, Exhausted, Dazed, or Dazzled, you do +1d6 damage. You may not be using Combat Expertise or Fighting Defensively. Riposte If an opponent attacks and misses you with a Full Round Attack while you are either Fighting Defensively or using Combat Expertise (minimum 2 on your attack), you may spend 1 Action Point to make an extra melee attack against this opponent as an Immediate Action.Bladebearer of the Valenar XE "Bladebearer of the Valenar"  [Racial](RoE p107)Elf from Valenar Proficient with Scimitar and/or FalchionTreat a Valenar Double Scimitar as a Martial Weapon. Gain +1 bonus on damage when making a melee attack with a Scimitar, Falchion, or a Valenar Double Scimitar while mounted. If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or Greater Weapon Specialization with a Scimitar, Falchion, or Valenar Double Scimitar, the feats apply to all three weapons. If you use an Action Point to improve an attack roll made with Scimitar, Falchion, or Valenar Double Scimitar, add the result of the Action Point roll to the weapons damage too.Construct Lock XE "Construct Lock"  [Warforged](RoE p119)Warforged Base Attack Bonus +2 Receive a +2 bonus on damage vs. Constructs. If you threaten an critical on a Construct, you have the option of skipping the confirmation roll (i.e., no critical) in exchange for a second attack roll at the same bonus. If this deals at least one point of damage, your opponent is rendered immobile (i.e., Construct equivalent of Paralyzed) for 1 round (FortNeg, DC is Constitution based). If you use an Action Point to improve your attack roll vs. a Construct and it hits, the attack automatically triggers the special ability above as if the roll had threatened a critical.Darguun Mauler XE "Darguun Mauler"  [Racial](RoE p108)Humanoid (goblinoid) from Darguun Proficient with Flail or Heavy Flail.Treat Dire Flail and Spiked Chain as Martial Weapons. Gain +1 bonus on damage when making a melee attack with a Light Flail, a Heavy Flail, a Dire Flail, or a Spiked Chain as long as you have not moved this round. If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or Greater Weapon Specialization with any of the above, the feats apply to all four weapons. If you use an Action Point to improve an attack roll made with the weapons listed above, add the result of the Action Point roll to the weapons damage too.Drow Skirmisher XE "Drow Skirmisher"  [Racial] (RoE p109)Drow from XendrikTreat Xendrik Boomerang, Drow Scorpion Chain, and Drow Long Knife as Martial Weapons. Gain +1 bonus on damage when making a melee attack with a Drow Scorpion Chain or Drow Long Knife as long as you have moved at least 5 this round. If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or Greater Weapon Specialization with Daggers or Short Swords, these feats also apply to your Drow Long Knife. If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or Greater Weapon Specialization with Spiked Chain, these feats also apply to your Drow Scorpion Chain. If you use an Action Point to improve an attack roll made with a Xendrik Boomerang, Drow Scorpion Chain, or Drow Long Knife, add the result of the Action Point roll to the weapons damage too.Heroic Channeling XE "Quicken Turning"  [Divine](FoE p147)Ability to Turn or Rebuke UndeadYou may expend an Action Point in place of a Turn / Rebuke use. This lets you power other Divine feats, even if you have no Turn / Rebuke uses left for the day. It can be combined with other Turn / Rebuke uses for abilities that take multiple Turn / Rebuke uses, though only 1 Action Point may be spent in this way each round.Heroic Metamagic XE "Heroic Metamagic"  [General] (RoE p111)any Metamagic feat Able to cast spell of at least 2nd levelYou may spend 1 or more Action points to spontaneously apply a Metamagic you know to a spell you are casting without increasing its spell level. Instead, you consume 1 Action point for each level increase that would have been applied to the spell (minimum 1).Mror Stalwart XE "Mror Stalwart"  [Racial](RoE p109)Dwarf from the Mror Holds Proficiency with Battleaxe, Warhammer, Dwarven Warhammer, or Dwarven UrgroshGain +1 bonus on damage when making a melee attack with a Battleaxe, Warhammer, Dwarven Warhammer, or Dwarven Urgrosh as long as you have not moved this round. If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or Greater Weapon Specialization with Battleaxe, Warhammer, Dwarven Warhammer, or Dwarven Urgrosh, these feats also apply to the other weapons listed. If you use an Action Point to improve an attack roll made with a Battleaxe, Warhammer, Dwarven Warhammer, or Dwarven Urgrosh, add the result of the Action Point roll to the weapons damage too.Mutable Body XE "Mutable Body"  [General](RoE p110)Shagechanger subtypeTransmutation spells cast on you are at +1 Caster level at your option. By spending 2 Action Points, a Transmutation spell cast on you is treated as Empowered or Extended without adjustment to the spells level or casting time.Pursue XE "Pursue"  [General](Eb p58)Combat ReflexesWhen an opponent in an adjacent square takes a single 5 step into a square that you do not threaten, you can spend 1 Action Point to move into the square the opponent just left. This movement occurs after the 5 step but before any other actions, and it does not provoke attacks of opportunity.Ragewild Fighter XE "Ragewild Fighter"  [Shifter, Tactical](RoE p118)Shifter Power Attack Base Attack Bonus +6 You may not have Feat: Battleshifter Training.You may use the following 3 tactical maneuvers: Instinctive Strike If you fail a Will save against a non-harmless spell, you may make a single melee attack as an Immediate Action before the spell takes effect. Rattle the Weakling If you hit an opponent of your size or smaller, and then in the following round hit the opponent again while using Power Attack (minimum 5 penalty on the attack), your opponent is Dazed (FortNeg, DC is Strength-based). Brutal Charge If you hit an opponent at the end of a Charge, you may spend 1 Action Point to do bonus damage equal to your Strength modifier (1 Strength modifier if it was a Two-Handed Weapon).Raging Luck XE "Raging Luck"  [General](Eb p58)Rage or Frenzy class abilityYou gain 1 temporary Action Point each time you Rage / Frenzy. If it has not been used when your Rage / Frenzy ends, the point is lost.Shadow Marches Warmonger XE "Shadow Marches Warmonger"  [Racial](RoE p111)Orc or Half-Orc from the Shadow Marches Treat Orc Double Axe as a Martial Weapon. Gain +1 bonus on damage when making a melee attack with a Battleaxe, Great Axe, or Orc Double Axe as part of a Charge. If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or Greater Weapon Specialization with Battleaxe, Great Axe, or Orc Double Axe, these feats also apply to the other weapons listed. If you use an Action Point to improve an attack roll made with a Battleaxe, Great Axe, or Orc Double Axe, add the result of the Action Point roll to the weapons damage too.Spontaneous Casting XE "Spontaneous Casting"  [General](Eb p61)Caster level 5thTrade in 1 Action Point to swap out one prepared spell for another of the same level.Talenta Warrior XE "Talenta Warrior"  [Racial] (RoE p112)Halfling from the Talenta Plains Treat Talenta Sharrash, Talenta Tangat, and the Talenta Boomerang as Martial Weapons. Gain +1 bonus on damage when making a attack with a Talenta Sharrash, Talenta Tangat, and the Talenta Boomerang while mounted. If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or Greater Weapon Specialization with Talenta Sharrash, Talenta Tangat, or the Talenta Boomerang, these feats also apply to the other weapons listed. If you use an Action Point to improve an attack roll made with a Talenta Sharrash, Talenta Tangat, or the Talenta Boomerang, add the result of the Action Point roll to the weapons damage too. Dragonmark Feats Dragonmark FeatsSourcePrerequisiteDescriptionDragons Insight  XE "Dragons Insight"  [General](PGE p48)Least Dragonmark or Siberys Dragonmark class abilityExpend one of your Daily Uses of your Dragonmark power as a Free Action to gain a +4 Insight bonus on the Skill associated with the Least Dragonmark (e.g., Sense Motive check for the Mark of Sentinel). The bonus applies to a single use of the skill that begins within the following amount of time of the activation. Mark Time Mark Time Least 1 minute Greater 1 hour Lesser 10 minutes Siberys 24 hoursDragonmarked Sorcerer XE "Dragonmarked Sorcerer"  [General](DR351 p77)Sorcerer level 1st Member of a Dragon-marked race & house Does not have a Dragonmark1. Gain the Dragonmark of your House. It initially is the Least Dragonmark. 2. Add all Sorcerer spells that are spell-like abilities of the Least, Lesser, & Greater Dragonmarks of your House to your Known Sorcerer spell list. Naturally, you cannot cast a spell until you are high enough level. 3. When you can cast the first spell from the Lesser Dragonmark spell list, your Dragonmark changes to the Lesser Dragonmark. It changes again when you start casting Greater Dragonmark spells. Note: Once you take this feat, you may not take Least Dragonmark or Aberrant Dragonmark.Favored in House XE "Favored in House"  [General](Eb p53)Member of a Dragon-marked race & houseMay try to call in favors from other house members Character level times per week. You must make a d20 roll + a modifier based on your level. The DC is determined by the difficulty & danger of the favor.Greater Dragonmark XE "Greater Dragonmark"  [General](Eb p54)Least Dragonmark Lesser Dragonmark Member of a Dragon-marked race & house any two skills with 12 ranksGain use of one of the Greater Dragonmark ability of your Dragonmark. You may use the abilities of your Least and Lesser Dragonmarks one extra time per day. DC for your Dragonmark abilities is 10 + spell level + your Charisma modifier. Caster level is 10 + your level in the Dragonmark Heir prestige class (if any).Least Dragonmark XE "Least Dragonmark"  [General](Eb p56)Member of a Dragon-marked race & houseGain use of one of the Least Dragonmark abilities of your Dragonmark. DC for your Dragonmark abilities is 10 + spell level + your Charisma modifier. Caster level is 1 + your level in the Dragonmark Heir prestige class (if any).Lesser Dragonmark  XE "Lesser Dragonmark"  [General](Eb p56)Least Dragonmark Member of a Dragon-marked race & house any two skills with 9 ranksGain use of one of the Lesser Dragonmark abilities of your Dragonmark. You may use the abilities of your Least Dragonmarks one extra time per day. DC for your Dragonmark abilities is 10 + spell level + your Charisma modifier. Caster level is 6 + your level in the Dragonmark Heir prestige class (if any).Shield of Deneith  XE "Shield of Deneith"  [General](PGE p48)Least or Siberys Dragonmark of SentinelExpend one of your Daily Uses of your Dragonmark power as an Immediate Action to gain the indicated Dodge bonus to AC. The bonus lasts for (Wisdom modifier + Character level) rounds. Mark Bonus Mark Bonus Least +1 Greater +3 Lesser +2 Siberys +4Swiftness of Orien  XE "Swiftness of Orien"  [General](PGE p48)Least or Siberys Dragonmark of PassageExpend one of your Daily Uses of your Dragonmark power as a Swift Action to grant an Enhancement bonus to movement to yourself or a creature you are riding. The bonus lasts for 1 round. Mark Bonus Mark Bonus Least +20 Greater +60 Lesser +40 Siberys +90 Dragon Mark Houses Ability to use Dragon Marks improves by taking levels in the Dragon Mark Heir Prestige Class. The Siberys Dragon Mark is only available to those who take a the Heir of Siberys Prestige Class. FamilyPageRaceGuildMark of LeastLesserGreaterSiberysCannith(EB p65) (EB p80)+HumanTinkers Guild Fabricators GuildMaking+2 on Craft checks Make Whole (1), or Mending (2), or Repair Light Damage (1)Minor Creation (1) or Repair Serious Damage (1)Fabricate (1) or Major Creation (1)True Creation (1)Deneith(EB p66) (EB p80)+HumanBlademakers Guild Defenders GuildSentinel+2 on Sense Motive checks Mage Armor (1) or Shield of Faith (1) or Shield Other (1) or Protection from Arrows (1)Protection from Energy (1) or Lesser Globe of Invulnerability (1)Globe of Invulnerability (1)Mind Blank (1)Ghallanda(EB p64) (EB p80)+HalflingHostellers GuildHospitality+2 on Diplomacy checks Purify Food and Drink (2) or Prestidigitation (2) or Unseen Servant (1)Create Food and Water (1) or Leomunds Secure Shelter (1)Heroes Feast (1) or Mordenkainens Magnificent Mansion (1)Refuge (1)Jorasco(EB p64) (EB p80)+HalflingHealers GuildHealing+2 on Heal checks Cure Light Wounds (1) or Lesser Restoration (1)Cure Serious Wounds (1) or Remove Disease (1) or Restoration (1)Heal (1)Mass Heal (1)Kundarak(EB p67) (EB p80)+DwarfBanking Guild Warding GuildWarding+2 on Search checks Alarm (1) or Arcane Lock (1) or Fire Trap (1) or Misdirection (1)Explosive Runes (1) or Glyph of Warding (1) or Nondetection (1)Mordenkainens Faithful Hound (1) or Greater Glyph of Warding (1) or Guards and Wards (1)Prismatic Wall (1)Lyrandar(EB p66) (EB p80)+Half-ElfWindwrights Guild Raincallers GuildStorm+2 on Balance checks Endure Elements (1) or Fog Cloud (1) or Gust of Wind (1)Sleet Storm (1) or Winds Favor (1) or Wind Wall (1)Control Winds (1) or Control Weather (1)Storm of Vengeance (1)Medani(EB p63) (EB p80)+Half-ElfWarning GuildDetection+2 on Spot checks Detect Magic (2) or Detect Poison (2)Detect Scrying (1) or See Invisibility (1) True Seeing (1)Moment of Prescience (1)Orien(EB p65) (EB p80)+HumanCouriers Guild Transportation GuildPassage+2 on Survival checks Expeditious Retreat (1), or Mount (1), or Dimensional Leap (1)Dimension Door (1) or Phantom Steed (1)Overland Flight (1) or Teleport (1)Greater Teleport (1)Phiarlan(EB p66) (EB p80)+ElfEntertainers & Artisans Guild Shadow+2 on Gather Information Darkness (1) or Disguise Self (1) or Minor Image (1)Clairaudience / Clairvoyance (1) or Scrying (1) or Shadow Conjuration (1) Mislead (1) or Prying Eyes (1) or Shadow Walk (1)Greater Prying Eyes (1) or Greater Scrying (1)Sivis(EB p65) (EB p80)+GnomeNotaries Guild Speakers GuildScribing+2 on Decipher Script checks Arcane Mark (2) or Whispering Wind (1) or Comprehend Languages (1) Illusory Script (1) or Secret Page (1) or Tongues (1)Sending (1)Symbol of Death (1)Tharashk(EB p64) (EB p80)+Half-Orc HumanFinders GuildFinding+2 on Search checks Identify (1) or Know Direction (2) or Locate Object (1)Helping Hand (1) or Locate Creature (1)Find the Path (2)Discern Location (1)Thuranni(EB p66) (EB p80)+ElfShadow NetworkShadow+2 on Gather Information Darkness (1) or Disguise Self (1) or Minor Image (1)Clairaudience / Clairvoyance (1) or Scrying (1) or Shadow Conjuration (1) Mislead (1) or Prying Eyes (1) or Shadow Walk (1)Greater Prying Eyes (1) or Greater Scrying (1)Vadalis(EB p64) (EB p80)+HumanHandlers GuildHandling+2 on Handle Animal checks Calm Animals (1) or Charm Animal (1) or Speak with Animals (1)Dominate Animal (1) or Greater Magic Fang (1)Animal Growth (1) or Summon Natures Ally V (1)Awaken (1) or Summon Natures Ally VI (1) Aberrant Dragonmark Feats Aberrant Dragonmark FeatsSourcePrerequisiteDescriptionAberrant Dragonmark  XE "Aberrant Dragonmark"  [General](Eb p47)Human, Dwarf, Elf, Gnome, Halfling, Half-Elf, or Half-Orc May not have Least Dragonmark or any levels in Heir of SiberysGain a spell-like ability that you can use once per day. The chosen spell cannot be changed and is chosen from the following list: Burning Hands, Cause Fear, Charm Person, Chill Touch, Detect Secret Doors, Feather Fall, Inflect Light Wounds, Jump, Light, Pass without Trace, Produce Flame, Shield, Tensers Floating Disk. DC for your Dragonmark abilities is 11 + your Charisma modifier. Spell level is always treated as 1st. Caster level is Character level.Aberrant Dragonmark Gift  XE "Aberrant Dragonmark Gift"  [General](PGE p49)Aberrant DragonmarkYou may use the spell-like ability granted by your Aberrant Dragonmark three times per day.Aberrant Dragonmark Mystery  XE "Aberrant Dragonmark Mystery"  [General](PGE p49)Aberrant Dragonmark Concentration: 6 ranksYou may expend one of your daily uses of the spell-like ability granted by your Aberrant Dragonmark as a Free Action to increase the Caster level by +1 of any of the following: Spell, Artificer Infusion, Psionic Power, or Warlock Invocation.Aberrant Dragonmark Vigor  XE "Aberrant Dragonmark Vigor"  [General](PGE p49)Aberrant DragonmarkYou may expend one of your daily uses of the spell-like ability granted by your Aberrant Dragonmark as a Free Action to gain Temporary Hit-Point equal to your number of Hit-Dice. Last a maximum of 1 hour. Eberron Elf Feats Eberron Elf FeatsSourcePrerequisiteDescriptionAerenal Beastmaster XE "Aerenal Beastmaster"  [Racial](RoE p105)Elf from Aerenal Able to acquire a new Animal CompanionYou may choose a Baboon as a possible Animal Companion. Treat your effective Druid level as being +3 when determining its abilities. You may add Baboon to your list of Summon Natures Ally I creatures (instead of a Monkey).Ancestral Guidance XE "Ancestral Guidance"  [Racial](RoE p105)Elf from ValenarWhen you use an Action Point to modify a d20 roll, you have the option of rerolling a single die. You must keep the new value. You must be in good standing with your ancestral spirits to make use of this ability.Bladebearer of the Valenar XE "Bladebearer of the Valenar"  [Racial](RoE p107)Elf from Valenar Proficient with Scimitar and/or FalchionTreat a Valenar Double Scimitar as a Martial Weapon. Gain +1 bonus on damage when making a melee attack with a Scimitar, Falchion, or a Valenar Double Scimitar while mounted. If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or Greater Weapon Specialization with a Scimitar, Falchion, or Valenar Double Scimitar, the feats apply to all three weapons. If you use an Action Point to improve an attack roll made with Scimitar, Falchion, or Valenar Double Scimitar, add the result of the Action Point roll to the weapons damage too.Call of the Undying XE "Call of the Undying"  [Racial](RoE p108)Elf from Aerenal Access to the Deathless DomainInstead of the standard granted power of the Deathless Domain, you may recall one previously prepared spell per day as a Swift Action. The spell may not be from the highest level you can cast.Right of Counsel XE "Right of Counsel"  [General] (Eb p59)ElfYou may enter the City of the Dead and get help from one of your Deathless Ancestors. This is typically advice, a curative spell (such as Remove Curse), or a Divination spell. Overuse will annoy the dead.Aereni Focus  XE "Aereni Focus"  [General](PGE p20)Elf from Aerenal 1st level onlyChoose one Skill. This skill is always a Class Skill for you and you gain a +3 bonus with it. Counts as Skill Focus with the indicated skill for purposes of meeting requirements or prerequisites.Aerenal Arcanist  XE "Aerenal Arcanist"  [General](PGE p20)Elf from Aerenal1. Gain a +2 bonus on Knowledge (arcana) checks. 2. Each time you take a level in Wizard, receive one extra spell in your spellbook.Aerenal Half-Life  XE "Aerenal Half-Life"  [General](PGE p20)Elf from Aerenal1. Your skin becomes sallow & pinched, making you look like a Lich or Zombie. 2. +1 Caster level when casting a Necromancy spell. 3. When you spend an Action point to Turn/Rebuke Undead, the result applies to your Turning Check and the Turning Damage. Druidic Sect Feats Druidic Sect FeatsSourcePrerequisiteDescriptionAshbound XE "Ashbound"  [General](Eb p50)Ability to spontaneously cast Summon Natures AllyMember of the Ashbound Druidic Sect, who believe Arcane Magic is vile & unnatural. Duration of Summon Natures Ally spells is doubled. Creatures summoned by Summon Natures Ally spells receive a +3 Luck bonus on attack rolls.Child of Winter XE "Child of Winter"  [General](Eb p51)Ability to spontaneously cast Summon Natures Ally Non-Good alignmentMember of the Child of Winter Druidic Sect, who embrace death & decay, and focus on Vermin. You may target Vermin with spells that usually only target Animal, such as Calm Animal. You may use Wild Empathy on Vermin. You may summon Vermin with your Summon Natures Ally spells. Vermin Companion XE "Vermin Companion"  [General](Eb p62)Child of Winter Druid level 3rd Non-Good Alignment Ability to acquire a new Animal Companion Appropriate minimum levelYou may take a Vermin as an Animal Companion. Any spell you normally could cast on an Animal can be cast on your new companion. Your companion gains Animal Companion abilities based on the number of level you are above the minimum needed to summon the creature. As always, a Rangers effective level is his Ranger level. Min. Lvl. Vermin 3rd Giant Ant, Worker; Giant Ant, Soldier; Giant Bee; Giant Bombardier Beetle; Giant Fire Beetle; Monstrous Centipede, Medium; Monstrous Scorpion, Small; Monstrous Spider, Small. 4th Giant Praying Mantis; Giant Wasp 7th Giant Stag BeetleSwarms Embrace XE "Swarms Embrace"  [General] (Sharn p158)Child of WinterYou are immune to the Distraction effect of a swarm and receive Damage Reduction 6 / vs. swarm attacks.Vermin Shape XE "Vermin Shape"  [General](Eb p62)Child of Winter Druid level 3rd Non-Good AlignmentReplace your ability to turn into an Animal with Wild Shape with the ability to turn into a Vermin with Wild Shape. The Vermins HD may not exceed your Druid level. The Vermins size is determined by your Druid level. Level Size Level Size 1st Small or Medium 11th Tiny 8th Large 15th HugeGatekeeper Initiate XE "Gatekeeper Initiate"  [General](Eb p54)Ability to spontaneously cast Summon Natures AllyMember of the Gatekeeper Druidic Sect, who are trained to ward off extra-dimensional attacks by Aberrations. +2 bonus on saves vs. the supernatural & spell-like abilities of Aberrations. Add Knowledge (the planes) to your Druid Skill List. You can make Knowledge (the planes) checks to learn details about Aberrations (instead of Know (dungeoneering)). Add the following spells to your Druidic spell list: 1st: Protection from Evil(PH p266) +2 bonus to AC & saves against evil, counters mind control, & hedges out elementals & outsiders. 2nd: Zone of Natural Purity(Eb p117) Aberrations in area become weaker, fey & plants become stronger. 3rd: Dimensional Anchor(PH p221)(PH p250)+ Bars extradimensional movement. 4th: Natures Wrath(Eb p114) Damages & dazes aberrations, damages other creatures. 5th: Banishment(PH p202) Banishes 2 HD per level of extraplanar creatures. 6th: Dimensional Lock(PH p221) Teleportation and interplanar travel are blocked for 1 day per level. 7th: Return to Nature(Eb p114) Reduces Intelligence and magical abilities of target. 8th: Mind Blank(PH p253) Subject is immune to mental/emotional magic and scrying.Repel Aberration XE "Repel Aberration"  [General](Eb p58)Gatekeeper Initiate Druid level 3rdYou may keep Aberrations from approaching in the same way that Clerics can turn Undead. As a Standard Action, make a Turn check to determine the greatest number of HD of Aberration that you can effect. Only targets within 60 are effected. An effected Aberration cannot approach you, though it still may use spells, attack with ranged weapons, etc. You may use this ability 3 + Charisma modifier times per day. You may take the feat Extra Turning to increase this number.Greensinger Initiate XE "Greensinger Initiate"  [General](Eb p54)Ability to spontaneously cast Summon Natures AllyMember of the Greensinger Druidic Sect, who have close ties to the Fey. Add Bluff, Hide, & Perform to your Druid Skill List. Add the following spells to your Druidic spell list: 1st: Charm Person(PH p209) Make one person your friend. 2nd: Daze Monster(PH3.5 217) Living creature up to 6HD or less looses next action. 3rd: Displacement(PH p223) Attacks miss subject 50% of the time. 4th: Charm Monster(PH p209) Makes monster believe it is your ally. 5th: Hold Monster(PH p241) As Hold Person, but can effect any creature. 6th: Cats Grace, Mass(PH p208) As Cats Grace, affects one subject per level. 7th: Ethereal Jaunt(PH p227) You become ethereal for 1 round per level. 8th: Charm Monster, Mass(PH p206) As Charm Monster, but all within 30. 9th: Etherealness(PH p228) Travel to Ethereal Plane with companions.Warden Initiate XE "Warden Initiate"  [General](Eb p62)Ability to spontaneously cast Summon Natures AllyMember of the Warden of the Wood Druidic Sect, who protect the Great Woods. Gain +2 Deflection bonus to AC when fighting in a forest. Add the following spells to your Druidic spell list: 1st: Protection from Evil(PH p266) +2 bonus to AC & saves against evil, counters mind control, & hedges out elementals & outsiders. 2nd: Detect Thoughts(PH p220) Allows listening to surface thoughts. 3rd: Displacement(PH p223) Attacks miss subject 50% of the time. 4th: Locate Creature(PH p249) Indicates direction to familiar creature. 5th: Hold Monster(PH p241) As Hold Person, but can effect any creature. 6th: Repulsion(PH p271) Creatures cant approach you. 7th: Banishment(PH p202) Banishes 2 HD per level of extraplanar creatures. 8th: Screen(PH p274) Illusion hides area from vision, scrying. 9th: Hold Monster, Mass(PH p241) As Hold Monster, but all within 30.Nightbringer Initiate XE "Nightbringer Initiate"  [General](FoE p147)Ability to spontaneously cast Summon Natures Ally Non-Good alignmentMember of the Nightbringer Druidic Sect, who are connected with darkness, undead, & the plane of Mabar. Hide & Move Silently become Druid class skills for you. Add the following spells to your Druidic spell list: 1st: Inflict Light Wounds(PH p244) Touch deals 1d8 damage +1 per level (max +5). 2nd: Darkness(PH p216) 20 radius of supernatural shadow. 3rd: Deeper Darkness(PH p217) Object sheds supernatural shadow in 60 radius. 4th: Enervation(PH p226) Subject gains 1d4 negative levels. 5th: Summon Monster V(PH p287) Summons an extraplanar creature to fight for you (Shadow Mastiff only) 6th: Planar Ally(PH p261) As Planar Ally, Lesser, but up to 12 HD. (native of Mabar only) 7th: Control Undead(PH p214) Undead dont attack you while under your command. 8th: Create Greater Undead(PH p215) Creates shadows, wraiths, spectres, or devourers (Shadows only). 9th: Gate(PH p234) Connects two planes for travel or summoning (Mabar only) Religion-Specific Feats Religion-Specific FeatsSourcePrerequisiteDescriptionAncestral Whispers XE "Ancestral Whispers"  [Divine](FoE p145)Ability to Turn Undead Worshiper of the Undying CourtAs a Standard Action, expend one of your Turn Undead uses to give yourself a +4 Sacred bonus on one skill of your choice. The bonus lasts for 1 + Charisma modifier rounds. You are treated as trained with the designated skill and are able to Take 10 with it no matter what the circumstances.Divine Alacrity XE "Divine Alacrity"  [Divine](FoE p145)Ability to Turn or Rebuke Undead Must have the Travel DomainAs a Swift Action, expend one of your Turn / Rebuke Undead uses to give yourself +30 Enhancement bonus to Land movement for 1 round.Divine Countermagic XE "Divine Countermagic"  [Divine](FoE p146)Ability to Turn or Rebuke Undead Must have the Magic or Spell DomainWhen Counterspelling, you may expend (1 + target spell level) Turn / Rebuke Undead uses instead of Dispel Magic or your copy of the target spell.Divine Warrior XE "Divine Warrior"  [Divine](FoE p146)Ability to Turn or Rebuke Undead Base Attack Bonus +6 Proficiency with Deitys Favored WeaponAs a Swift Action, expend one of your Turn / Rebuke Undead uses to give the copy of your Deitys Favored Weapon you are holding the Holy special ability (if you Turn Undead) or the Unholy special ability (if you Rebuke Undead). The effect applies to the next attack you make, which must be within one turn. Holy +2d6 vs. Evil creatures & weapon damage is considered good for purposes of overcoming DR. Unholy +2d6 vs. Good creatures & weapon damage is considered evil for purposes of overcoming DR.Worldly Focus XE "Worldly Focus"  [General](FoE p147)Worshipper of the Sovereign HostYou can cast Cleric spells without a Divine Focus Sharn-Specific Feats Sharn-Specific FeatsSourcePrerequisiteDescriptionImproved Flight Item XE "Improved Flight Item"  [Item Creation] (Sharn p157)Craft Wondrous Item Know(planes): 6 ranksYou can make magic items that take advantage of a manifest zone linked to Syrania (such as the city of Sharn). 1. If you create an item with a Fly speed, within the manifest zone, the fly speed in increased by 50%, and it can be used+2 times per day. If it normally could be used 3+ times per day, it now can be used continuously. 2. Some magic items (such as a Soarslead or a Flying Buttress) have this feat as a prerequisite. 3. Any Construct you create that has a Fly speed automatically gains the Feat: Manifest Flight.Manifest Flight XE "Manifest Flight"  [General] (Sharn p157)Fly speed Know(planes): 4 ranksWhen you are within a manifest zone linked to Syrania (such as the city of Sharn), your Fly speed increases by 50% and your maneuverability is increased by one step.Manifest Leap XE "Manifest Leap"  [General] (Sharn p157)Know(planes): 4 ranks Jump: 6 ranksWhen you are within a manifest zone linked to Syrania (such as the city of Sharn), you gain the following: 1. +5 Competence bonus on Jump checks. 2. Only take 1d4 damage per 10 you fall. 3. If you have the Slow Fall class ability, add 10 to the distance you can fall safely. Eberron Region-Specific Feats Region-Specific FeatsSourcePrerequisiteDescriptionBinding Brand  XE "Binding Brand"  [General](PGE p36)You have the mark of the Binding Brand, a stylized flame. Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer: Guidance, Protection from Evil, Resistance. DC is Charisma-based.Child of the Swamps XE "Child of the Swamps"  [General](PGE p119)From the Shadow Marches region of Eberron1. +2 bonus on Spot and Survival checks while in marsh regions. 2. You can take a 5 step while in Shallow Bog or Light Undergrowth in a Marsh.Mourning Mutate [Aberrant] XE "Mourning Mutate" (DR359 p110)From the Mournlands Must be 1st levelYou survived the Mourning. You look warped and unusual (maybe even monstrous). Choose one of the following: Feature Benefit Disturbing Sores +3 on saves vs. Poison & Disease (if you make your save by 3 or less, you avoid the disease entirely). Hideous Features +3 on Intimidate checks. Spongy Flesh DR 3 / vs. nonlethal damage. Unnaturally Flexible +3 on Escape Artist checks. Warped Ears +3 on Listen checks. Warped Eyes +3 on Spot checks. Warped Limb That limb does +2 damage with Unarmed StrikesTouch of Captivation XE "Touch of Captivation"  [General] (PGE p35)From the Demon Wastes region of EberronYour eyes look unnatural, such as being slitted or having strangely colored pupils. Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer: Charm Person, Daze, Prestidigitation. DC is Charisma-based.Touch of Deception XE "Touch of Deception"  [General](PGE p35)From the Demon Wastes region of EberronWhen not disguised, your hair looks unusual, such as a strange color or unusual pattern. Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer: Disguise Self, Ghost Sound, Open/Close. DC is Charisma-based.Touch of Summoning XE "Touch of Summoning"  [General](PGE p35)From the Demon Wastes region of EberronYour facial features look unusual, such as a heavy brow ridge, deeply sunken eyes, etc. Cast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer: Acid Splash, Mage Hand, Summon Monster I (fiendish creatures only). DC is Charisma-based. Dragon Below Feats Dragon Below FeatsSourcePrerequisiteDescriptionComforting Madness XE "Comforting Madness"  [General](DR332 p44)Devotion to the Cult of the Dragon BelowYou are immune to any spell or effect that causes confusion or insanity. You are immune to Feeblemind.Compelling Madness XE "Compelling Madness"  [General](DR332 p44)Devotion to the Cult of the Dragon BelowAny Mind-Affecting Spell or Power you cast or manifest has its DC increased by +1. You receive a 2 penalty on all Will saves.Disturbing Spell XE "Disturbing Spell"  [General](DR332 p44)Devotion to the Cult of the Dragon Below Able to cast Spontaneous spellsWhen you apply a Metamagic to a Spontaneous spell, you may reduce the level increase by 1 for each point of Wisdom damage you take. For example, an Empowered Fireball could be cast as a 3rd level spell (instead of a 5th level spell) in exchange for 2 points of Wisdom damage. The lowest you may reduce your Wisdom with this feat is 1. This damage may not be magically healed. Instead, it must heal naturally at the rate of 1 point per day.Gift of the Xoriat XE "Gift of the Xoriat"  [General](DR332 p45)Devotion to the Cult of the Dragon BelowCast the following 1/day as a Spell-Like Ability as a 1st level Sorcerer: Daze, Lesser Confusion, Lullaby. DC is Charisma-based.Khybers Fury XE "Khybers Fury"  [General](DR332 p45)Devotion to the Cult of the Dragon Below Able to Rage or FrenzyYour Rage or Frenzy is changed as follows: 1. the bonus to your Strength increases by +2; 2. the penalty to your AC increases to 4; 3. you cannot voluntarily end your Rage or FrenzyTouch of Madness XE "Touch of Madness"  [General](DR332 p45)Devotion to the Cult of the Dragon Below Able to use a spell, psionic power, etc., that confuses its targetWhen you use your ability that confuses a target, you may deliver it as a Touch attack instead of a Ranged attack. If you do so, its DC is increased by +2. Other Eberron Feats Other Eberron FeatsSourcePrerequisiteDescriptionBoomerang Daze XE "Boomerang Daze"  [General] (RoE p108)Base Attack Bonus +5 Proficiency with Talenta Boomerang or Xendrik BoomerangAny creature taking damage from your Boomerang attack is Dazed for 1 round (FortNeg, DC = 10 + damage dealt). Can apply to both targets in the case of a Boomerang Ricochet. Halfling Fighters from the Talenta Plains and Drow Fighters from Xendrik treat this as a [Fighter] feat too.Boomerang Ricochet XE "Boomerang Ricochet"  [General] (RoE p108)Dexterity 13 Base Attack Bonus +4 Proficiency with Talenta Boomerang or Xendrik BoomerangIf you successfully hit your first target, you may make an attack against one foe adjacent to your target with a 2 penalty. The second attack does not gain the benefit of a Sneak Attack, even if the first attack did. Halfling Fighters from the Talenta Plains and Drow Fighters from Xendrik treat this as a [Fighter] feat too.Darguun Mauler XE "Darguun Mauler"  [Racial] (RoE p108)Humanoid (goblinoid) from Darguun Proficient with Flail or Heavy Flail.Treat Dire Flail and Spiked Chain as Martial Weapons. Gain +1 bonus on damage when making a melee attack with a Light Flail, a Heavy Flail, a Dire Flail, or a Spiked Chain as long as you have not moved this round. If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or Greater Weapon Specialization with any of the above, the feats apply to all four weapons. If you use an Action Point to improve an attack roll made with the weapons listed above, add the result of the Action Point roll to the weapons damage too.Dinosaur Hunter XE "Dinosaur Hunter"  [Racial] (RoE p108)Halfling from the Talenta Plains Know (nature): 1 rank Survival: 1 rank+2 bonus on Listen, Knowledge (nature), Spot, and Survival checks related to Dinosaurs. +2 weapon damage against Dinosaurs.Dinosaur Wrangler XE "Dinosaur Wrangler"  [Racial] (RoE p108)Halfling from the Talenta Plains Handle Animal: 1 rank+4 bonus on Handle Animal, Ride, and Wild Empathy checks related to Dinosaurs.Drow Skirmisher XE "Drow Skirmisher"  [Racial] (RoE p109)Drow from XendrikTreat Xendrik Boomerang, Drow Scorpion Chain, and Drow Long Knife as Martial Weapons. Gain +1 bonus on damage when making a melee attack with a Drow Scorpion Chain or Drow Long Knife as long as you have moved at least 5 this round. If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or Greater Weapon Specialization with Daggers or Short Swords, these feats also apply to your Drow Long Knife. If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or Greater Weapon Specialization with Spiked Chain, these feats also apply to your Drow Scorpion Chain. If you use an Action Point to improve an attack roll made with a Xendrik Boomerang, Drow Scorpion Chain, or Drow Long Knife, add the result of the Action Point roll to the weapons damage too.Friend of the Tribes  XE "Friend of the Tribes"  [General](PGE p75)+2 bonus on Diplomacy, Gather Information, & Sense Motive checks when dealing with a Halfling. When you first meet a given Halfling, you may make a Sense Motive check vs. DC 15 as a Full Round Action to identify which tribe he/she is from. If this fails, you may make one more check after 10 minutes.Galifaran Scholar  XE "Galifaran Scholar"  [Racial](PGE p77)Knowledge (history): 4 ranks+4 Insight bonus on Knowledge check pertaining to events associated w/it ht he Last War & the Royal Family of Galifar. You may make Untrained Knowledge checks on these topics untrained.Heroic Metamagic XE "Heroic Metamagic"  [General] (RoE p111)any Metamagic feat Able to cast spell of at least 2nd levelYou may spend 1 or more Action points to spontaneously apply a Metamagic you know to a spell you are casting without increasing its spell level. Instead, you consume 1 Action point for each level increase that would have been applied to the spell (minimum 1).Lucid Channeling  XE "Lucid Channeling"  [General](FoE p147)Intelligence 13 Wisdom 13 Charisma 13 Good AlignmentWhen channeling (Eb p102) a Celestial, the Celestial uses its own Int, Wis, & Cha scores, you and the Celestial have full access to each others thoughts, & all spells are shared.Master Linguist XE "Master Linguist"  [General] (RoE p111)Able to speak four (or more) languagesEach time you gain a level (including the level you gained to take this feat), you learn an additional language.Mror Stalwart XE "Mror Stalwart"  [Racial] (RoE p109)Dwarf from the Mror Holds Proficiency with Battleaxe, Warhammer, Dwarven Warhammer, or Dwarven UrgroshGain +1 bonus on damage when making a melee attack with a Battleaxe, Warhammer, Dwarven Warhammer, or Dwarven Urgrosh as long as you have not moved this round. If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or Greater Weapon Specialization with Battleaxe, Warhammer, Dwarven Warhammer, or Dwarven Urgrosh, these feats also apply to the other weapons listed. If you use an Action Point to improve an attack roll made with a Battleaxe, Warhammer, Dwarven Warhammer, or Dwarven Urgrosh, add the result of the Action Point roll to the weapons damage too.Relic Hunter XE "Relic Hunter"  [General] (RoE p111)Appraise: 1 rank Know (history): 1 rankGain a +5 bonus on Appraise, Knowledge, and Bardic Knowledge check involving items from the Dharaani Empire or from ancient Xendrik.Shadow Marches Warmonger XE "Shadow Marches Warmonger"  [Racial] (RoE p111)Orc or Half-Orc from the Shadow Marches Treat Orc Double Axe as a Martial Weapon. Gain +1 bonus on damage when making a melee attack with a Battleaxe, Great Axe, or Orc Double Axe as part of a Charge. If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or Greater Weapon Specialization with Battleaxe, Great Axe, or Orc Double Axe, these feats also apply to the other weapons listed. If you use an Action Point to improve an attack roll made with a Battleaxe, Great Axe, or Orc Double Axe, add the result of the Action Point roll to the weapons damage too.Shaped Splash XE "Shaped Splash"  [Racial] (RoE p111)Halfling Dexterity 13 Base Attack Bonus +1If you hit a target with a thrown splash weapon, you may make a second attack roll on another target that is adjacent to the first. If successful, that target takes damage as if it received a direct hit too. In addition, you may choose not to deal splash damage to one (or more) targets adjacent to a target that takes a direct hit.Ship Savvy XE "Ship Savvy"  [Racial] (RoE p112)Gnome from Zilargo Balance: 5 ranks Profession (sailor) or Profession (shipwright): 3 ranks While aboard a sea or air ship, gain a +1 bonus to AC and on attack rolls.Talenta Dinosaur Bond  XE "Talenta Dinosaur Bond"  [Racial](PGE p75)Halfling Mounted Combat Ride: 6 ranksChoose a Dinosaur Mount with which you are familiar. With this mount, you receive a +4 Insight bonus on Ride checks and when you are riding it, both of you receive a +1 Insight bonus to AC & Reflex saves. If the Mount is killed, you may apply this feat to a new Mount after 7 days.Talenta Drifter  XE "Talenta Drifter"  [Racial](PGE p75)Halfling+2 bonus on Hide, Spot, & Survival checks while on the Talenta Plains.Talenta Warrior XE "Talenta Warrior"  [Racial] (RoE p112)Halfling from the Talenta Plains Treat Talenta Sharrash, Talenta Tangat, and the Talenta Boomerang as Martial Weapons. Gain +1 bonus on damage when making a attack with a Talenta Sharrash, Talenta Tangat, and the Talenta Boomerang while mounted. If you have Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, and/or Greater Weapon Specialization with Talenta Sharrash, Talenta Tangat, or the Talenta Boomerang, these feats also apply to the other weapons listed. If you use an Action Point to improve an attack roll made with a Talenta Sharrash, Talenta Tangat, or the Talenta Boomerang, add the result of the Action Point roll to the weapons damage too.White Scorpion Strike XE "White Scorpion Strike"  [Racial] (RoE p112)Drow Class Ability: Ki Strike (magic) Your Unarmed Strikes gain the Ghost Touch ability (allowing them to ignore Miss Chance due to Incorporealness) and does +1d6 damage to Undead.Wrest Possession  XE "Wrest Possession"  [General](FoE p148)Charisma 15 Non-Good AlignmentWhen being possessed by a Fiend(EB p100), you can attempt to take control of its abilities instead. See the description of the feat for more details Greyhawk Specific Feats Regional Feats The following feats require that the character be from the indicated area or have at least 2 ranks of Knowledge (local) for that locality. Greyhawk FeatsReferencePrerequisiteDescriptionAtlans Mark  XE "Atlans Mark"  [General](DR315 p51)Must be from one of the following races & regions: OlmanYour skin is covered with tattoos that indicate you are a follower of Chitza-Atlan, an evil Deity of the Underworld. +1 bonus on saves vs. energy draining & death effects. You have a 50% chance of Stabilizing (instead of the normal 10%).Badge of Bondage  XE "Badge of Bondage"  [General](DR315 p51)Must be from one of the following races & regions: Ahlissa, Bandit Kingdoms, Flan, Half-Orc, Ket, Lordship of the Isles, North Kingdom, Olman, Onnwal, Pomarj, Scarlet Brotherhood, Sea Barons, Sea Princes, Tiger Nomads, Wild Coast, Yomanry, ZeifYour body shows you were a slave (e.g., whip scars, owners brand, etc.). +1 Insight bonus on all Fortitude & Will saves. +2 Competence bonus on Bluff checks.Bareback Soul  XE "Bareback Soul"  [General](DR315 p51)Ride: 1 rank Must be from one of the following races & regions: Paynims, Rovers of the Barrens, Tiger Nomads, Ull, Wolf NomadsYou receive no penalty when making Ride checks without a saddle. You automatically succeed when making a Ride check to guide your mount with your knees. +1 Competence bonus on ranged attacks while riding bareback.Blackmoorian Rhymes  XE "Blackmoorian Rhymes"  [General](DR315 p51)Must be from one of the following races & regions: Blackmoor+2 bonus on all Knowledge (arcana) checks. When making a Bardic Knowledge check, roll twice and keep the bestBlood of Kord  XE "Blood of Kord"  [General](DR315 p51)Rage class ability Must be from one of the following races & regions: SuelEach time you Rage, you receive a pool of 2 points per Character level. After you hit with a Melee weapon, but before damage is rolled, you may remove points from the pool to be added to your damage. Up to Character level points may be removed at a time. This extra damage is not multiplied in the case of a Critical Hit. Any unused points in the pool are lost when your Rage ends.Blooded  XE "Blooded"  [General](DR315 p51)Must be from one of the following races & regions: Bandit Kingdoms, Bissel, Bone March, Bright Lands, Furyondy, Geoff, Gran March, Iuz, Ket, Nyrond, Oeridian, Onnwal, Paynims, Pomarj, Rovers of the Barrens, Scarlet Brotherhood, Sea Princes, Shield Lands, Sterich, Stonehold, Tenh, Wild Coast, Wolf Nomads, Yeomanry+2 bonus on Initiative checks +2 bonus on Spot checks.Border Watch  XE "Border Watch"  [General](DR315 p51)Must be from one of the following races & regions: Bissel, Furyondy, Geoff, Gran March, Highfolk, Irongate Ket, Nyrond, Ratik, Shield Lands, Sterich, Sunndi+2 bonus on Spot checks. +5 bonus on Profession (soldier) checks.Born Follower  XE "Born Follower"  [General](DR315 p52)1st Level only Must be from one of the following races & regions: Gran March, Oeridian, Pale+2 Morale bonus on attacks & saves vs. fear when you are within 30 of an ally with Feat: Leadership.Celestial Scion Cranden  XE "Celestial Scion Cranden"  [General](DR315 p52)1st Level only Must be from one of the following races & regions: Ahlissa, North Kingdom, Solnor CompactMember of the Cranden Noble family of the former Great Kingdom. Receive maximum starting gold at 1st level. +3 bonus on Diplomacy checks. Citizens of the former Great Kingdom typically have an initial attitude of Friendly towards you.Celestial Scion Darmen  XE "Celestial Scion Darmen"  [General](DR315 p52)1st Level only Must be from one of the following races & regions: Ahlissa, North Kingdom, Solnor CompactMember of the Darmen Noble family of the former Great Kingdom. If you are caught in a lie due to a failed Bluff check, you may make a second check immediately to cover up the error. If successful, the initial failure is ignored. Middle & Upper Class citizens of the former Great Kingdom typically have an initial attitude of Friendly towards you. Lower Class citizens of the former Great Kingdom typically have an initial attitude of Unfriendly towards you.Celestial Scion Garasteth  XE "Celestial Scion Garasteth"  [General](DR315 p52)1st Level only Must be from one of the following races & regions: Ahlissa, North Kingdom, Solnor CompactMember of the Garasteth Noble family of the former Great Kingdom. +2 bonus on Spellcraft checks. Wizard becomes your favored class. Citizens of the former Great Kingdom typically have an initial attitude of Friendly towards you.Celestial Scion Naelax  XE "Celestial Scion Naelax"  [General](DR315 p52)1st Level only Must be from one of the following races & regions: Ahlissa, North Kingdom, Solnor CompactMember of the Naelax Noble family of the former Great Kingdom. +2 bonus on Intimidate checks. True Seeing vs. the cloaking spells of Demons & Devils only, always on as a Supernatural ability (effective caster level 16th). Citizens of the former Great Kingdom typically have an initial attitude of Unfriendly towards you.Celestial Scion Rax-Nyrond  XE "Celestial Scion Rax-Nyrond"  [General](DR315 p52)1st Level only Must be from one of the following races & regions: Ahlissa, North Kingdom, Solnor CompactMember of the Rax-Nyrond Noble family of former Great Kingdom. +3 bonus on Gather Information checks & they only take 1d2 hours. Citizens of the former Great Kingdom typically have an initial attitude of Friendly towards you.Celestial Scion Torquaan  XE "Celestial Scion Torquaan"  [General](DR315 p52)1st Level only Must be from one of the following races & regions: Ahlissa, North Kingdom, Solnor CompactMember of the Torquaan Noble family of the former Great Kingdom. 10% discount on all purchases anywhere House Torquaan has influence. Citizens of the former Great Kingdom typically have an initial attitude of Unfriendly towards you.Companion Guard Style  XE "Companion Guard Style"  [General, Fighter](DR315 p52)Base Attack Bonus +4 Proficient with Longsword, Longspear, & Bow Must be from one of the following races & regions: Celene, Gray ElfYou may use your Dexterity modifier instead of your Strength modifier on attacks rolls with Longswords & Longspears, though Armor Check penalties due to a Shield are applied to these attack rolls. +2 bonus on rolls to Confirm a critical hit with any Bow.Deepseer  XE "Deepseer"  [General](DR319 p56)Must be from one of the following races & regions: Deep Gnome, Stout Halfling, Mountain DwarfDarkvision +30.Defensive Expert  XE "Defensive Expert"  [General, Fighter](DR315 p52)Must be from one of the following races & regions: Irongate, Shield Lands, Sunndi, Valley Elf, Valley of the Mage, YeomanryYour bonus to AC due to Cover is +2 better than for others. When Fighting Defensively, your Dodge bonus to AC is always +1 better than for others.Desert Fighter  XE "Desert Fighter"  [General](DR319 p56)Must be from one of the following races & regions: Bright Lands+2 Dodge bonus to AC when fighting in dessert terrain.Driftwalker  XE "Driftwalker"  [General](DR315 p52)Must be from one of the following races & regions: Frost Barbarians, Ice Barbarians, Perrenland, Snow Barbarians, Stonehold, Wild Elf, Wood ElfYou only leave tracks in the snow if you want to. Moving through Snow Covered & Heavy Snow Covered squares is not slower than normal squares (instead of 2 & 4 respectively).Dwarf Lore  XE "Dwarf Lore"  [General](DR315 p53)Must be from one of the following races & regions: Hill Dwarf, Irongate, Mountain Dwarf, Ulek States+1 bonus on all Knowledge checks. +1 bonus on one Craft skill of your choice.Ehlonnas Way  XE "Ehlonnas Way"  [General](DR315 p53)Must be from one of the following races & regions: Celene, High Elf, Highfolk, Wild Elf, Wood Elf+3 bonus on Hide & Survival checks made in woodland areas. +4 bonus on attack rolls vs. enemies who have Cover from trees & plants. Elemental Focus  XE "Elemental Focus"  [General](DR319 p56)Must be from one of the following races & regions: Baklunish+1 DC to all [air], [earth], [fire], [water] spells you cast.Elf Lore  XE "Elf Lore"  [General](DR315 p53)Must be from one of the following races & regions: Celene, Gray Elf, Half-Elf, High Elf, Highfolk, Lendore Isles, Sunndi, Tallfellow Halfling, Ulek States, Valley Elf, Verbobonc+1 bonus on all Knowledge checks. +1 bonus on Spellcraft checks.Exercises of Arn  XE "Exercises of Arn"  [General, Fighter](DR319 p56)Toughness Must be from one of the following races & regions: Furyondy, Nyrond, Oeridian, RatikAfter 8 hours of sleep/rest, you can do one of the following sets of exercises & receive the listed benefit until you do another one of the exercises (though only one exercise can be done per day). Rite of Battle +1 Morale bonus on attacks with the weapon you practiced with. Rite of Calm +1 Resistance bonus to all saving throws. Right of Fitness +6 Temporary Hit-Points.Expert Dungeoneer  XE "Expert Dungeoneer"  [General](DR315 p53)Must be from one of the following races & regions: Blackmoor, Deep Gnome, Greyhawk, Hill Dwarf, Mountain Dwarf+4 Competence bonus on saves vs. Mechanical Traps.Faerie Mysteries Initiate  XE "Faerie Mysteries"  [General](DR319 p58)Must be from one of the following races & regions: Celene, Gray Elf, High Elf, Lendore Isles, Tallfellow Halfling, Verbobonc, Wild Elf, Wood ElfAfter 4 hours of a restful trance, you and another creature with this Feat spend 15 minutes doing cultural rituals, which grants you both one of the following bonuses until you and other do a different set of cultural rituals (though only once per day). Carols when fighting Orcs and/or Goblins, you receive a +1 Competence bonus on damage rolls with Melee weapons & Ranged weapons within 30 and are treated as having Feat: Improved Critical with the weapon you are wielding. Frolics +4 Insight bonus on Perform (dance) & Tumble checks. Gyres +1 resistance bonus on all saving throws. Passions use your Intelligence modifier instead of your Constitution modifier to determine your hit-points.Fiendsign  XE "Fiendsign"  [General](DR315 p53)Must be from one of the following races & regions: Greyhawk, Iuz, North Kingdom, Perrenland, Solnor Compact, Sterich, UllYou have a birthmark that identifies you as trafficking with fiends. Your spells have +2 DC & +2 bonus to overcome Spell Resistance vs. Outsiders with the Evil subtype.Giantkiller  XE "Giantkiller"  [General, Fighter](DR315 p53)Must be from one of the following races & regions: Geoff, Keoland, Sterich+2 Dodge bonus to AC vs. Giant attacks. +4 bonus on rolls to Confirm a critical hit vs. a Giant.Gnome Lore  XE "Gnome Lore"  [General](DR315 p53)Must be from one of the following races & regions: Rock Gnome, Ulek States, Valley Elf+1 bonus on all Knowledge checks. +1 bonus on all Perform checks.Great Fervor  XE "Great Fervor"  [General](DR315 p53)Must be from one of the following races & regions: Ekbir, Pale, Scarlet Brotherhood, Tusmit, Veluna, VerboboncYou may reroll a failed saving throw once per day. Add your Wisdom modifier as a bonus to the new roll. You must use the new roll.Greyhawk Method  XE "Greyhawk Method"  [General](DR315 p53)Able to prepare & cast Arcane spells Must be from one of the following races & regions: GreyhawkTrained with Greyhawks School of Wizardry. You gain 4 new spell per level (instead of 3). If you are a Specialized Wizard, 2 of them must be in your Specialized School. The following feats are possible Bonus Wizard feats for you: Combat Casting, Greater Spell Focus, Greater Spell Penetration, Magical Aptitude, Spell Focus, Spell Penetration.Halfling Lore  XE "Halfling Lore"  [General](DR315 p53)Must be from one of the following races & regions: Lightfoot Halfling, Stout Halfling, Tallfellow Halfling, Ulek States+2 bonus on Know (local) checks. +2 bonus on Know (history) checks. +4 bonus on Profession (cook) checks.Heir of Lendore  XE "Heir of Lendore"  [General](DR319 p59)1st Level only. Must be from one of the following races & regions: SuelYour eyes are all-white, though you can see normally. Divination spells you cast receive a +2 DC.Horse Lore  XE "Horse Lore"  [General](DR315 p53)Must be from one of the following races & regions: Baklunish, Flan, Paynims, Rovers of the Barrens, Tiger Nomads, Wolf Nomads+3 bonus on Ride checks & Handle Animal checks when dealing with horses. Horses have an initial attitude of Friendly towards you.Jinnbound Dao  XE "Jinnbound Dao"  [General](DR319 p60)1st Level only. Must be from one of the following races & regions: BaklunishDescended from a Dao, which is a Genie of Earth. +4 bonus on saves vs. [earth] spells & effects. +4 bonus on saves vs. Petrification. Sorcerers only: Spells you cast with the [earth] subtype have a +2 DC.Jinnbound Djinni  XE "Jinnbound Djinni"  [General](DR319 p60)1st Level only. Must be from one of the following races & regions: BaklunishDescended from a Djinn, which is a Genie of Air. +4 bonus on saves vs. [air] spells & effects. +4 bonus on saves vs. the following spells: Acid Fog, Call Lightning, Cloudkill, Stinking Cloud, and Storm of Vengeance. Sorcerers only: Spells you cast with the [air] subtype have a +2 DC.Jinnbound Efreeti  XE "Jinnbound Efreeti"  [General](DR319 p60)1st Level only. Must be from one of the following races & regions: BaklunishDescended from a Effreet, which is a Genie of Fire. +4 bonus on saves vs. [fire] spells & effects. Sorcerers only: Spells you cast with the [fire] subtype have a +2 DC.Jinnbound Marid  XE "Jinnbound Marid"  [General](DR319 p60)1st Level only. Must be from one of the following races & regions: BaklunishDescended from a Marid, which is a Genie of Water. +4 bonus on saves vs. [water] spells & effects. +4 bonus on saves vs. the following spells: Acid Fog, Cone of Cold, Horrid Wilting, Ice Storm, and Sleet Storm. +2 bonus on Constitution checks to resist drowning. Sorcerers only: Spells you cast with the [water] subtype have a +2 DC.Jungle Fighter  XE "Jungle Fighter"  [General, Fighter](DR315 p53)Must be from one of the following races & regions: Bandit Kingdoms, Lordship of the Isles, Olman, Scarlet Brotherhood, Sea Princes+2 Dodge bonus to AC when fighting in jungle terrain.Landless Nobility  XE "Landless Nobility"  [General](DR315 p53)Must be from one of the following races & regions: Bone March, Geoff, Sea Prince, Shield Lands, Sterich, Tenh, Ulek States (Principality only)Receive maximum starting gold at 1st level. +4 bonus on Charisma-based skill check against people from your homeland (wherever they now live).Lays of the Northern Adepts  XE "Lays of the Northern Adepts"  [General](DR315 p54)Must be from one of the following races & regions: Blackmoor, FlanIn order for someone to dispel an Abjuration spell cast by your, he/she must make a Dispel Check vs. DC 13 + Caster level (instead of 11 + Caster level).Lore of the Ur-Flan  XE "Lore of the Ur-Flan"  [General](DR315 p54)Must be from one of the following races & regions: Bright Lands, Flan+2 bonus to the DC of Necromancy spells with the Evil subtype that you cast.Mercantile Background  XE "Mercantile Background"  [General](DR315 p54)Must be from one of the following races & regions: Bissel, Deep Gnome, Dyvers, Ekbir, Gran March, Greyhawk, Highfolk, Hill Dwarf, Irongate, Ket, Lightfoot Halfling, Lordship of the Isles, Mountain Dwarf, Onnwal, Rock Gnome, Sea Barons, Solnor Compact, Stout Halfling, Tusmit, Ulek States, Urnst States, Verbobonc.+2 bonus on Appraise checks. +2 bonus on a Craft or Profession skill of your choice.Mercenary Background  XE "Mercenary Background"  [General](DR315 p54)Must be from one of the following races & regions: Bissel, Half-Orc, Hill Dwarf, Paynims, Perrenland, Stonehold, Tenh, Tusmit, UllSpeak Language is always a class skill for you. +2 bonus on all Knowledge (local) checks.Mountain Fighter  XE "Mountain Fighter"  [General, Fighter](DR315 p54)Must be from one of the following races & regions: Frost Barbarians, Geoff, Hill Dwarf, Ice Barbarians, Irongate, Mountain Dwarf, Perrenland, Pomarj, Ratik, Snow Barbarians, Sterich, Stonehold, Tusmit, Ulek States, Ull, Urnst States (Duchy only), Valley Elf, Valley of the Mage, Yeomanry+2 Dodge bonus to AC when fighting in mountain terrain.Nexus Method  XE "Nexus Method"  [General](DR319 p60)Able to prepare and cast Arcane spells. Must be from one of the following races & regions: Solnor CompactTrained with the Sorcerers Nexus of Rel Astra, who specialize in summoning. You may expend a prepared non-Conjuration spell to cast the Summon Monster spell of the same level (i.e., you can lose a Fireball to cast Summon Monster III). The following feats are possible Bonus Wizard feats for you: Augment Summoning, Fiendsign, Greater Spell Focus, Greater Spell Penetration, Spell Focus, Spell Penetration.Noble Soul  XE "Noble Soul"  [General](DR315 p54)Must be from one of the following races & regions: Deep Gnome, Furyondy, Half-Elf, Lightfoot Halfling, Oeridian, Pale, Shield Lands, Ulek States, Veluna, Yeomanry+1 bonus on Will saves. +2 bonus on Diplomacy checksOrc Blooded  XE "Orc Blooded"  [General](DR315 p54)1st Level only. Must be from one of the following races & regions: Bandit Kingdoms, Bone March, Iuz, North Kingdom, Pomarj, Stonehold, Ull, ZeifDarkvision 30 Barbarian is your favored class You do not count as an Orc for effects related to race.Pureblooded Suel  XE "Pureblooded Suel"  [General](DR319 p60)1st Level only. Must be from one of the following races & regions: Suel+1 bonus on Intimidate checks. +1 bonus on all saves vs. Spells & Spell-like effects. +2 bonus on Charisma-based skill checks made against members of the Scarlet Brotherhood.Raiders Spirit  XE "Raiders Spirit"  [General](DR315 p54)Must be from one of the following races & regions: Bone March, Frost Barbarians, Half-Orc, Ice Barbarians, Iuz, Olman, Paynims, Pomarj, Rovers of the Barren, Snow Barbarians, Stonehold, Tiger Nomads, Ull, Wolf Nomads+4 bonus on save vs. Fear effects. +2 bonus on Intimidate checks.Rapscallion  XE "Rapscallion"  [General](DR315 p54)Intelligence 13 Must be from one of the following races & regions: Bandit Kingdoms, Dyvers, Half-Elf, Half-Orc, Rhennee, Rock Gnome, Sea Barons, Urnst States (Country only), Wild CoastAdd your Intelligence modifier (in addition to your Charisma modifier) to Bluff checks.Rhenn Lore  XE "Rhenn Lore"  [General](DR315 p54)Must be from one of the following races & regions: Dyvers, Greyhawk, Rhennee+1 bonus on all Knowledge checks. +1 bonus on Tumble checks.Rustic Charm  XE "Rustic Charm"  [General](DR319 p60)Must be from one of the following races & regions: Ahlissa, Furyondy, Keoland, Nyrond, Rock Gnome, Sunndi, Urnst States, VelunaYou suffer no penalties on Diplomacy checks related to social class. People who are not part of the upper class receive a 2 penalty when they make a Sense Motive check on you.Sagacious Method  XE "Sagacious Method"  [General](DR319 p60)Able to prepare and cast Arcane spells. Must be from one of the following races & regions: NyrondTrained with the Sagacious Society of Nyrond. +4 bonus on Spellcraft checks to decipher a Scroll. +4 bonus on Caster level checks to cast a spell from a Scroll that has a higher Caster level than you. The following feats are possible Bonus Wizard feats for you: Eschew Materials, Greater Spell Focus, Greater Spell Penetration, Magical Aptitude, Spell Focus, Spell Penetration.Second Sight  XE "Second Sight"  [General](DR319 p60)Must be from one of the following races & regions: RhenneeAugury as a 3rd level Cleric, usable 1/day as a Spell-like ability.Shadowbound  XE "Shadowbound"  [General](DR319 p60)Must be from one of the following races & regions: Valley of the Mage+2 bonus on Hide checks. Once per day, you may cast a spell with the (shadow) descriptor as if it had Feat: Embower Spell applied to it without raising its level.Silent Method  XE "Silent Method"  [General](DR319 p60)Must be from one of the following races & regions: KeolandTrained with at the Lonely Tower of the Silent Ones of Keoland. +2 bonus on all Dispel checks and on Break Enchantments Caster level checks. The following feats are possible Bonus Wizard feats for you: Combat Casting, Greater Spell Focus, Greater Spell Penetration, Magical Aptitude, Spell Focus, Spell Penetration.Spirit of the Sea  XE "Spirit of the Sea"  [General](DR319 p60)Must be from one of the following races & regions: Ekbir, Lendore Isles, Lordship of the Isles, Scarlet Brotherhood, Sea Barons, Sea Princes, Wild Coast, Zeif+8 bonus on all Survival checks made while on board a boat or ship.Tested Gift of Prophesy  XE "Tested Gift of Prophesy"  [General](DR319 p61)Faerie Mysteries Initiate Character Level 10th Must be from one of the following races & regions: Gray Elf, High Elf, Wild Elf, Wood Elf+2 bonus on Charisma-based skill checks made against Elves. +4 bonus on Charisma-based skill checks made against creatures that have any of the Tested Feats. Commune as a 10th level Cleric, usable 1/day as a Supernatural ability.Tested Gift of Sight  XE "Tested Gift of Sight"  [General](DR319 p61)Faerie Mysteries Initiate Character Level 10th Must be from one of the following races & regions: Gray Elf, High Elf, Wild Elf, Wood Elf+2 bonus on Charisma-based skill checks made against Elves. +4 bonus on Charisma-based skill checks made against creatures that have any of the Tested Feats. True Seeing as a 10th level Cleric, usable 1/day as a Spell-like ability.Tested YeCinds Ear  XE "Tested YeCinds Ear"  [General](DR319 p61)Faerie Mysteries Initiate Character Level 10th Must be from one of the following races & regions: Gray Elf, High Elf, Wild Elf, Wood Elf+2 bonus on Charisma-based skill checks made against Elves. +4 bonus on Charisma-based skill checks made against creatures that have any of the Tested Feats. +6 on your effective Bard level for purposes of Bardic Music effects, usable 1/day as a Supernatural ability.Tongue of Mouqol  XE "Tongue of Mouqol"  [General](DR315 p54)Must be from one of the following races & regions: Baklunish, Bissel, Ket+3 bonus on Bluff check & Diplomacy checks related to business dealings.Troll Blooded  XE "Troll Blooded"  [General](DR319 p61)1st Level only. Toughness Must be from one of the following races & regions: Frost Barbarians, Ice Barbarians, Pale, Snow BarbariansGain Regeneration 1 as an Extraordinary ability. Fire and Acid deal normal damage to you. Removed body parts reattached after being held to the stump for 1 Full Round. Otherwise, they regrow in 3d6 days. If exposed to Sunlight, you become Fatigued.Vathrin Stigmata  XE "Vathrin Stigmata"  [General](DR319 p61)Must be a follower of Vathris. Must be from one of the following races & regions: Bright LandsOnce per day, you can generate a substance that, if consumed within 1 hour, acts as Neutralize Poison and Remove Disease. The substances level for Dispel Checks is 5. Generating the substance leaves you Exhausted.Vatuns Touch  XE "Vatuns Touch"  [General](DR319 p61)Must be from one of the following races & regions: Frost Barbarians, Ice Barbarians, Ratik, Snow Barbarians, StoneholdAutomatically make your saves to avoid nonlethal dmg due to cold. You to not add a cumulative +1 to the DC of checks to resist cold weather effects.Wastris Blessing  XE "Wastris Blessing"  [General](DR315 p54)Must be from one of the following races & regions: Blackmoor, Keoland, Sea Princes, SunndiYou only leave tracks in the swamp if you want to. You can hold your breath 3x Constitution score rounds (instead of 2x).Well Read  XE "Well Read"  [General](DR315 p54)Must be from one of the following races & regions: Ahlissa, Celene, Dyvers, Ekbir, Furyondy, Gray Elf, Greyhawk, High Elf, Irongate, Keoland, Lendore Isles, Lordship of the Isles, Yrond, Solnor Compact, Suel, Urnst States, Valley of the Mage, Veluna, Verbobonc, ZeifAll Knowledge skills are considered class skills for you.Blessed of Osprem  XE "Blessed of Osprem"  [Regional](DR350 p69)Endurance Swim: 5 ranks Must be from one of the following races & regions: Vouhoun Sea+2 Competence bonus on Swim checks to resist nonlethal damage & to hold your breath. May always Take 10 on Swim checks.Last Survivor  XE "Last Survivor"  [Regional](DR350 p69)Survival: 5 ranks Sole survivor of a deadly encounter in the Amedio Jungle Must be from one of the following races & regions: Amedio Jungle+2 Circumstance bonus on Hide, Listen, & Spot checks made vs. predators & natural hazards in jungle & forest environments.Stowaway  XE "Stowaway"  [Regional](DR350 p69)Hide: 5 ranks Move Silently: 5 ranks Profession(sailor): 1 rank Must be from one of the following races & regions: Jeklea Bay, Azure Sea+2 Circumstance bonus on Disguise, Hide, & Move Silently checks on Large Sailing Vessels.Vohoun Eye  XE "Vohoun Eye"  [Regional](DR350 p69)Sense Motive: 5 ranks Must be from one of the following races & regions: Pirate IslesWhen you observe someone casting a spell, you may identify the spells school of magic as a Free Action by making a Sense Motive check (DC = 20 + spell level). If successful, you receive a +2 Circumstance bonus on your save vs. that spell.Well Traveled  XE "Well Traveled"  [General](DR319 p61)Must be from one of the following races & regions: Half-Elf, Lightfoot Halfling, Rhennee, Stout Halfling, Tallfellow HalflingReceive 2 ranks in Knowledge (local). When dealing with a non-hostile creature with which you can speak, you may use your Knowledge (local) skill in place of Diplomacy.World Weary  XE "World Weary"  [General](DR319 p61)Must be from one of the following races & regions: Ahlissa, Bandit Kingdoms, Bone March, Geoff, Iuz, North Kingdom, Pomarj, Rovers of the Barrens, Scarlet Brotherhood, Sea Princes, Shield Lands, Sterich, Tenh+4 Competence bonus on saves vs. Fear. A Fear effect that would make you Panicked leaves you Frightened. A Fear effect that would make you Frightened leaves you Shaken.Zagygs Favor  XE "Zagygs Favor"  [General](DR319 p61)Must be from one of the following races & regions: Greyhawk+4 bonus on saves vs. Compulsion effects, such as Confusion, Dominate Person, & Insanity. Regional Feats of Greyhawk Cross-reference by Race & Region Race / RegionFeatsAhlissaBadge of Bondage, Celestial Scion, Rustic Charm, Well Read, World WearyBaklunishElemental Focus, Horse Lore, Jinnbound, Tongue of MouqolBandit KingdomsBadge of Bondage, Blooded, Jungle Fighter, Orc Blooded Rapscallion, World WearyBisselBlooded, Border Watch, Mercantile Background, Mercenary Background, Tongue of MouqolBlackmoorBlackmoorian Rhymes, Expert Dungeoneer, Lays of the Northern Adepts, Wastris BlessingBone MarchBlooded, Landless Nobility, Orc Blooded, Raiders Spirit, World WearyBright LandsBlooded, Desert Fighter, Lore of the Ur-Flan, Vathrin StigmataCeleneCompanion Guard Style, Ehlonnas Way, Faerie Mysteries Initiate, Well ReadDwarf, HillDwarf Lore, Expert Dungeoneer, Mercantile Background, Mercenary Background, Mountain FighterDwarf MountainDeepseer, Dwarf Lore, Expert Dungeoneer, Mercantile Background, Mountain FighterDyversMercantile Background, Rapscallion, Rhenn Lore, Well ReadEkbirGreat Fervor, Mercantile Background, Spirit of the Sea, Well ReadElf, GrayCompanion Guard Style, Elf Lore, Faerie Mysteries Initiate, Tested, Well ReadElf, HighEhlonnas Way, Elf Lore, Faerie Mysteries Initiate, Tested, Well ReadElf, ValleyElf Lore, Defensive Expert, Gnome Lore, Mountain FighterElf, WildDriftwalker, Ehlonnas Way, Faerie Mysteries Initiate, TestedElf, WoodDriftwalker, Ehlonnas Way, Faerie Mysteries Initiate, TestedFlanBadge of Bondage, Horse Lore, Lays of the Northern Adepts, Lore of the Ur-FlanFrost BarbariansDriftwalker, Mountain Fighter, Raiders Spirit, Troll Blooded, Vatuns TouchFuryondyBlooded, Border Watch, Exercises of Arn, Noble soul, Rustic Charm, Well ReadGeoffBlooded, Border Watch, Giantkiller, Landless Nobility, Mountain Fighter, World WearyGnome, DeepDeepseer, Expert Dungeoneer, Mercantile Background, Noble SoulGnome, RockGnome Lore, Mercantile Background, Rapscallion, Rustic CharmGran MarchBlooded, Border Watch, Born Follower, Mercantile BackgroundGreyhawkExpert Dungeoneer, Fiendsign, Greyhawk Method, Mercantile Background, Rhenn Lore, Well Read, Zagygs FavorHalf-ElfElf Lore, Noble Soul, Rapscallion, Well TraveledHalf-OrcBadge of Bondage, Mercenary Background, Raiders Spirit, RapscallionHalfling, LightfootHalfling Lore, Mercantile Background, Noble Soul, Well TraveledHalfling, StoutDeepseer, Halfling Lore, Mercantile Background, Well TraveledHalfling, TallfellowElf Lore, Faerie Mysteries Initiate, Halfling Lore, Well TraveledHighfolkBorder Watch, Ehlonnas Way Elf Lore, Mercantile BackgroundIce BarbariansDriftwalker, Mountain Fighter, Raiders Spirit, Troll Blooded, Vatuns TouchIrongateBorder Watch, Defensive Expert, Dwarf Lore, Mercantile Background, Mountain Fighter, Well ReadIuzBlooded, Fiendsign, Orc Blooded, Raiders Spirit, Would WearyKetBadge of Bondage, Blooded, Border Watch, Mercantile Background, Tongue of MouqolLendore IslesElf Lore, Faerie Mysteries, Initiate, Spirit of the Sea, Well Read Lordship of the IslesBadge of Bondage, Jungle Fighter, Mercantile Background, Spirit of the Sea, Well ReadNorth KingdomBadge of Bondage, Celestial Scion, Fiendsign, Orc Blooded, World WearyNyrondBlooded, Border Watch, Exercises of Arn, Rustic Charm, Sagacious Method, Well ReadOeridianBlooded, Born Follower, Exercises of Arn, Noble SoulOlmanAtlans Mark, Badge of Bondage, Jungle Fighter, Raiders SpiritOnnwalBadge of Bondage, Blooded, Mercantile Background, World WearyPaleBorn Follower, Great Fervor, Noble Soul, Troll BloodedPaynimsBareback Soul, Blooded, Horse Lore, Mercenary Background, Raiders SpiritPearl SeaBlessed of Osprem, Last Survivor, Stowaway, Vohoun EyePerrenlandDriftwalker, Fiendsign, Mercenary Background, Mountain FighterPomarjBadge of Bondage, Blooded, Mountain Fighter, Orc Blooded, Raiders Spirit, World WearyRatikBorder Watch, Exercises of Arn, Mountain Fighter, Vatuns TouchRhenneeRapscallion, Rhenn Lore, Second Sight, Well TraveledRovers of the BarrensBareback Soul, Blooded, Horse Lore, Raiders Spirit, World WearyScarlet BrotherhoodBadge of Bondage, Blooded, Great Fervor, Jungle Fighter, Spirit of the Sea, World WearySea BaronsBadge of Bondage, Mercantile Background, Rapscallion, Spirit of the SeaSea PrincesBadge of Bondage, Blooded, Jungle Fighter, Landless Nobility, Spirit of the Sea, Wastris Blessing, World WearyShield LandsBlooded, Border Watch, Defensive Expert, Noble Soul, World WearySnow BarbariansDriftwalker, Mountain Fighter, Raiders Spirit, Troll Blooded, Vatuns TouchSolnor CompactCelestial Scion, Fiendsign, Mercantile Background, Nexus Method, Well ReadSterichBlooded, Border Watch, Fiendsign, Giantkiller, Landless Nobility, Mountain Fighter, World WearyStoneholdBlooded, Driftwalker, Mercenary Background, Mountain Fighter, Orc Blooded, Raiders Spirit, Vatuns TouchSuelBlood of Kord, Heir of Lendore, Pureblooded Suel, Well ReadSunndiBorder Watch, Defensive Expert, Elf Lore, Rustic Charm, Wastris BlessingTenhBlooded, Landless Nobility, Mercenary Background, World WearyTiger NomadsBadge of Bondage, Bareback Soul, Horse Lore, Raiders SpiritTusmitGreat Fervor, Mercantile Background, Mercenary Background, Mountain FighterUlek StatesDwarf Lore, Elf Lore, Gnome Lore, Halfling Lore, Landless Nobility (Principality only), Mercantile Background, Mountain Fighter, Noble SoulUllBareback Soul, Fiendsign, Mercenary background, Mountain Fighter, Orc Blooded, Raiders SpiritUrnst StatesMercantile Background, Mountain Fighter (Duchy only), Rapscallion (Country only), Rustic Charm, Well ReadValley of the MageDefensive Expert, Mountain Fighter, Shadowbound, Well ReadVelunaGreat Fervor, Noble soul, Rustic Charm, Well ReadVerboboncGreat Fervor, Elf Lore, Faerie Mysteries Initiate, Mercantile Background, Well ReadWild CoastBadge of Bondage, Blooded, Rapscallion, Spirit of the SeaWolf NomadsBareback Soul, Blooded, Horse Lore, Raiders SpiritYeomanryBadge of Bondage, Blooded, Defensive Expert, Mountain Fighter, Noble SoulZeifBadge of Bondage, Orc Blooded, Spirit of the Sea, Well Read Selected Feats by Category Feats for 1st level Characters Feats for 1st LevelSourcePrerequisiteDescriptionAble Learner [General] XE "Able Learner" (RoD p150)Human or Doppelganger 1st level onlyAll skills are in-class and only cost 1 skill point. Does not effect the cost of learning a language or gaining literacy.Adamantine Body XE "Adamantine Body"  [Warforged](Eb p50)Warforged 1st level only Your body is effectively wearing Heavy Armor at all times. +8 Armor bonus to AC. Damage Reduction 2 / adamantine; Base Speed is 20; Max Dexterity bonus to AC is +1. 5 Armor check penalty. 35% Arcane Spell Failure chance.Aereni Focus  XE "Aereni Focus"  [General](PGE p20)Elf from Aerenal 1st level onlyChoose one Skill. This skill is always a Class Skill for you and you gain a +3 bonus with it. Counts as Skill Focus with the indicated skill for purposes of meeting requirements or prerequisites.Born under a High Sun  XE "Born under a High Sun"  [Birth](DR340 p48)1st level only May not have another [Birth] feat+1 bonus on Intimidate checks. +2 bonus on saves vs. Fire effects. +1 bonus on all other Fortitude saves.Born under a Rising Sun  XE "Born under a Rising Sun"  [Birth](DR340 p48)1st level only May not have another [Birth] feat+1 bonus on Heal checks. +2 bonus on Will saves vs. Fear. +1 bonus on all other Will saves.Born under a Setting Sun  XE "Born under a Setting Sun"  [Birth](DR340 p48)1st level only May not have another [Birth] featConcentration is always an in-class skill for you. +1 bonus on any two Knowledge skills.Born under the Crescent Moon  XE "Born under the Crescent Moon"  [Birth](DR340 p56)1st level only May not have another [Birth] feat+1 bonus on Sense Motive & Spot checks. Detect Thoughts, 1/day as a Spell-like Ability. DC is Charisma-based. Caster level is your Character level.Born under the Full Moon  XE "Born under the Full Moon"  [Birth](DR340 p57)1st level only May not have another [Birth] feat+1 bonus on Intimidate & Use Magical Device checks. Command, 1/day as a Spell-like Ability. DC is Charisma-based. Caster level is your Character level.Born under the Gibbous Moon  XE "Born under the Gibbous Moon."  [Birth](DR340 p57)1st level only May not have another [Birth] feat+1 bonus on Bluff & Gather Information checks. Calm Animals, 1/day as a Spell-like Ability. DC is Charisma-based. Caster level is your Character level.Born under the Half Moon  XE "Born under the Half Moon"  [Birth](DR340 p56)1st level only May not have another [Birth] feat+1 bonus on Balance & Concentration checks. Expeditious Retreat, 1/day as a Spell-like Ability. Caster level is your Character level.Born under the New Moon  XE "Born under the New Moon"  [Birth](DR340 p56)1st level only May not have another [Birth] feat+1 bonus on Hide & Sleight of Hand checks. Disguise Self, 1/day as a Spell-like Ability. Caster level is your Character level.Bronze Solaris Member XE "Knight Training"  [General](DR334 p93)Sorcerer level 1st 1st Level onlyYou descended from an Ancient Deity and are a member of The Order of the Bronze Solaris. 1. Knowledge (religion) is a Sorcerer class skill for you. Receive a +3 bonus on Knowledge (religion) checks related to your Ancestor Deity. 2. You are proficient with the Favored Weapon of your Ancestor Deity.City Slicker [General] XE "City Slicker" (RoD p150)1st level only Disguise, Forgery, Gather Information, and Knowledge (local) are always class skills for you.Collegiate Wizard XE "Collegiate Wizard"  [General](CArc p181)Wizard level 1st Intelligence 13 1st level only+2 bonus on Knowledge (arcana) checks. As a 1st level Wizard, you gain six 1st level spells (instead of 4). At each level after 1st, you gain 4 new spell (instead of 2).Diverse Background  XE "Diverse Background"  [General](RoD p150)Half-Human only 1st level onlyChoose one class. This class is a Favored Class for you.Education XE "Education"  [General](Eb p52)1st level onlyAll Knowledge skills are added to your In-Class Skill List. +1 bonus on two specific Knowledge skills of your choice.Human Blood XE "Human Blood"  [Racial](DR324 p78)1st level only Partial Human ancestry (i.e., Half-Elf, etc)Gain +1 Skill point at 1st level and every level afterwards. For all effects related to race, you are human.Human Heritage  XE "Human Heritage"  [General](RoD p152)1st level only Half-Human or Human-descended(RoD p150)You are considered Humanoid(human) for the purpose of adjudicating all effects. You retain any other subtypes you had (such as orc or extraplanar). You gain 4 additional skill points.Innate Magic XE "Innate Magic"  [Racial](DR324 p78)1st level only Intelligence 3 Charisma 11Choose a 0th level spell. You may cast this spell once per day as a 1st level Caster. The DC (if any) is 10 + Charisma modifier.Mithral Body XE "Mithral Body"  [Warforged](Eb p57)Warforged 1st level only Your body is effectively wearing Light Armor at all times. +5 Armor bonus to AC. Max Dexterity bonus to AC is +5. 2 Armor check penalty. 15% Arcane Spell Failure chance. Noble Born [General] XE "Noble Born" (DR333 p45)1st Level onlyDiplomacy & Knowledge (nobility & royalty) are always class skills for you. If you take the feat Leadership, receive +2 bonus on your Leadership score.Precocious Apprentice XE "Precocious Apprentice"  [General](CArc p181)Arcane spellcaster 1st lvl Spellcasting Ability score (Int or Cha) 15+ 1st level only+2 bonus on Spellcraft checks. Choose a 2nd level spell from a school of magic to which you have access. You may cast this spell once per day by making a Caster level check vs. DC 8 (failure means the spell is depleted for the day). When you gain 2nd level spells, you continue to have an extra spell slot, though it no longer has to be dedicated to the originally chosen spell.Slender XE "Slender"  [Racial](DR324 p78)1st level only+1 Racial bonus on Disable Device, Escape Artist, Move Silently, & Tumble checks. Decrease your weight by 10%.Slow Maturation XE "Slow Maturation"  [Racial](DR324 p78)1st level only Must be younger than Middle AgeIt takes you 50% longer than normal for your race to react the next age category.Spellcasting Prodigy XE "Spellcasting Prodigy"  [General](PGF p44)1st level onlyFor purposes of determining bonus spells, treat your primary spellcasting ability score (i.e., Intelligence for Wizards, Wisdom for Clerics, Druids, Paladins, & Rangers, etc.) as 2 higher. You may take this feat multiple times, each time applying to a different ability score. Note: you do not need to be able to cast spell yet when you take this feat.Startouched [General] XE "Startouched" (DR340 p26)1st level onlyGain the Startouched bonus (see page  PAGEREF _Ref126044169 196) that matches the Astrological Sign that was in ascendance on the day of your birth. You are able to use & create magic items tuned only to your sign.Stocky XE "Stocky"  [Racial](DR324 p78)1st level only+4 bonus on ability checks to resist being Bull Rushed or Tripped when standing on the ground. Stacks with a Dwarfs Stability racial ability. Increase your weight by 10%.Superior Hearing XE "Superior Hearing"  [Racial](DR324 p78)1st level only+1 bonus on Listen, Perform (keyboard instruments), Perform (percussion instruments), Perform (string instruments), Perform (wind instruments), and Perform (sing) checks.Superior Sense of Smell XE "Superior Sense of Smell"  [Racial](DR324 p78)1st level only+1 bonus on Craft (alchemy) and Heal checks. +2 bonus on Survival checks.Superior Taste XE "Superior Taste"  [Racial](DR324 p78)1st level only+3 bonus on Spellcraft checks made to identify a Potion. +3 bonus on Fortitude saves to resist the effects of an Ingested Poison.Superior Touch XE "Superior Touch"  [Racial](DR324 p78)1st level only+1 bonus on Disable Device, Open Lock, and Sleight of Hand checks. +2 bonus on Spot checks made to pinpoint the location of an Invisible creature.Superior Vision XE "Superior Vision"  [Racial](DR324 p78)1st level onlyGain Low-Light Vision. If you already have Low-Light Vision, you can now see 3x as far as a human (instead of only 2x). Anarchic Feats Must has a Chaotic alignment and must fully live a chaotic lifestyle. Feats for the ChaoticSourcePrerequisiteDescriptionChaos Music XE "Chaos Music"  [Anarchic](DR326 p80)Chaotic alignment Bardic Music class ability Perform: 4 ranksYour effective Bard level for purposes of using your Bard Music class ability increases by +4, up to your HD. This means that a multi-classed Bard or one with Racial HD benefits. You gain a Chaotic Aura equal to your Character level. It can discerned by Detect Chaos spell or ability.Chaos Rage XE "Chaos Rage"  [Anarchic](DR326 p80)Chaotic alignment Ability to Rage Intimidate: 4 ranksYour effective Barbarian level for purposes of using your Barbarian Rage class ability increases by +4, up to your HD. This benefits a multi-classed Barbarian or one with Racial HD. You gain a Chaotic Aura equal to your Character level. It can discerned by Detect Chaos spell or ability.Flexible Mind XE "Flexible Mind"  [Anarchic](DR326 p80)Chaotic alignmentChoose two skills that you have ranks in. These skills are always in-class for you from now on. Both skills receive a +1 bonus. You gain a Chaotic Aura equal to your Character level. It can discerned by Detect Chaos spell or ability.Wild Touch XE "Wild Touch"  [Anarchic](DR326 p80)Chaotic alignment Use Magic Device: 8 ranksWhen determining the random effect of a magic item (i.e., drawing a card from a Deck of Many Things, activating a Rod of Wonder, etc.), you may roll twice and choose the more appropriate of the two. This ability may be used once per day. You gain a Chaotic Aura equal to your Character level. It can discerned by Detect Chaos spell or ability. Exalted Feats To take an Exalted Feat, you must have a Good alignment and live by the highest moral standards. Feats for the GoodSourcePrerequisiteDescriptionAnimal Friend XE "Animal Friend"  [Exalted](BoED p41)Charisma 15 Wild Empathy class abilityGain a +4 Exalted bonus on Wild Empathy checks to change the attitudes of animals and Good-aligned Magical Beasts.Celestial Familiar XE "Celestial Familiar"  [Exalted](BoED p41)Able to acquire a new FamiliarGet access to a Good Outsider as your familiar. 3rd: Celestial Animal 7th: Coure Eladrin (CG), Lantern Archon (LG), Musteval Guardinal (NG)Celestial Mount XE "Celestial Mount"  [Exalted](BoED p42)Paladin level 4th Your Special Mount gains the Celestial template.Consecrate Spell Trigger XE "Consecrate Spell Trigger"  [Exalted](BoED p42)Craft Wand or Craft Staff Able to Turn UndeadWhen using a Wand or Staff, you can consume one of your Turns per day to apply the Consecrate Spell feat to the items effect. Charges are still used up as normal.Exalted Companion XE "Exalted Companion"  [Exalted](BoED p42)Able to acquire a new Animal CompanionInstead of gaining an Animal as your companion, you get a Magical Beast. See (BoED p42) for a full list.Exalted Smite XE "Exalted Smite"  [Exalted](BoED p42)Smite Evil class abilityWhen you use your Smite Evil ability, your weapon is considered good for purposes of bypassing Damage Reduction.Exalted Turning XE "Exalted Turning"  [Exalted](BoED p42)Ability to Turn UndeadAny Undead you successfully Turn also takes 3d6 damage.Exalted Wild Shape XE "Exalted Wild Shape"  [Exalted](BoED p42)Wild Shape class ability Wild Shape Class lvl 8In addition to the normal forms you can take with Wild Shape, you can also take the form of a Blink Dog, Giant Eagle, Giant Owl, Pegasus, Unicorn, or the Celestial version of an Animal that you can normally take the shape of.Favored of the Companions XE "Favored of the Companions"  [Exalted](BoED p43)Pledged fealty to one of the Paragon of the Guardinals (NG)Once per day, you receive a +1 Luck bonus on any one roll or check. You must be performing a good act. You may not take Knight of Stars or Servant of the Heavens after taking this feat.Gift of Faith XE "Gift of Faith"  [Exalted](BoED p43)Wisdom 13+2 bonus on saving throws to resist [fear], despair effects, or similar mind-affecting conditions (but not charms or compulsions).Gift of Grace XE "Gift of Grace"  [Exalted](BoED p43)Divine Grace class abilityYou may distribute the bonus you receive from Divine Grace (i.e., a bonus on saving throws equal to your Charisma modifier) to your allies by touch. You may break up the bonus as you wish, keeping some for yourself if you wish. You may not transfer any more points than your Character level. The effect lasts until revoked (a Free Action), up to 24 hours.Hands of the Healer XE "Hands of the Healer"  [Exalted](BoED p43)Charisma 13 Lay on Hands class abilityWhen calculating the number of hit-points you can heal each day, treat your Charisma as being +2.Holy Ki Strike XE "Holy Ki Strike"  [Exalted](BoED p43)Charisma 15 Improved Unarmed Strike Ki Strike (holy) class ability Sanctified Ki StrikeEvil creatures hit by your Unarmed Strike take +2d6 damage (does not stack with Sanctified Ki Strike) and all of the strikes damage is considered Holy for purposes of overcoming Damage Reduction.Holy Radiance XE "Holy Radiance"  [Exalted](BoED p44)Charisma 15 Nimbus of LightYou may create bright light in a 10 radius and shadowy illumination out to 20 as a Free Action. Any Undead within 10 of you when this power is in effect take 1d4 damage per round.Knight of Stars XE "Knight of Stars"  [Exalted](BoED p44)Pledged fealty to a member of the Court of Stars (CG)Once per day, you receive a +1 Luck bonus on any one roll or check. You must be performing a good act. You may not take Favored of the Companions or Servant of the Heavens after taking this feat.Nemesis XE "Nemesis"  [Exalted](BoED p44)At least one Favored EnemyChoose one of your Favored Enemies when you take this feat. You may detect creatures of that race within 60 (even through walls). Also, you do +1d6 damage to an Evil member of your enemy race.Nimbus of Light XE "Nimbus of Light"  [Exalted](BoED p44)You may create bright light in a 5 radius and shadowy illumination out to 10 as a Free Action. You receive a +2 Circumstance bonus on Diplomacy & Sense Motive checks with Good creatures.Nymphs Kiss XE "Nymphs Kiss"  [Exalted](BoED p44)1. +2 bonus on all Charisma-based skill checks. 2. +1 bonus on saving throws against spells & spell-like abilities. 3. +1 skill point per level, starting at this level.Purify Spell Trigger XE "Purify Spell Trigger"  [Exalted](BoED p45)Craft Wand or Craft Staff Able to Turn UndeadWhen using a Wand or Staff, you can consume one of your Turns per day to apply the Purify Spell feat to the items effect. Charges are still used up as normal.Quell the Profane XE "Quell the Profane"  [Exalted](BoED p45)Strength 13 Base Attack Bonus +8 Power Attack Resounding Blow Intimidate: 7 ranksOn a confirmed Critical Hit upon an Evil creature using a melee weapon with which you are proficient, your opponent takes 1d4+1 Strength damage (FortNeg, DC is Charisma-based). This feat applies to a Monks Unarmed Strike.Ranged Smite Evil XE "Ranged Smite Evil"  [Exalted](BoED p45)Smite Evil class abilityYou may apply your Smite Evil ability to your missile weapons.Righteous Wrath XE "Righteous Wrath"  [Exalted](BoED p45)Ability to Rage 1. You maintain your mental abilities while Raging, allowing you to deal nonlethal damage (if desired), stop attacking, etc. 2. The first time you hit a foe while Raging, your foe is Shaken until you leave the combat (or are defeated) WillNeg (DC 10 + Raging ability class levels + Charisma modifier).Sacred Strike XE "Sacred Strike"  [Exalted](BoED p45)Sneak Attack +1d6If you deal damage with a melee Sneak Attack, your opponent is Staggered for one round (FortNeg DC = damage dealt). If the target is treated with the Heal skill (DC 15) or any spell that heals at least one hit point, the effect is also removed. This feat has no effect on creatures immune to Sneak Attacks.Sacred Vow [Exalted] XE "Sacred Vow" (BoED p45)Willingly give yourself into the service of a Good deity or cause.+2 Perfection bonus on Diplomacy checks.Sanctify Ki Strike XE "Sanctify Ki Strike"  [Exalted](BoED p46)Charisma 15 Improved Unarmed Strike Ki Strike (lawful) class abilityYour Unarmed Strike is considered good for purposes of overcoming Damage Reduction. In addition, it does +1 hp of damage to Evil creatures and +1d4 damage to Evil Outsiders & Evil Undead.Sanctify Martial Strike XE "Sanctify Martial Strike"  [Exalted](BoED p46)Charisma 15 Weapon Focus Damage done by chosen weapon is considered good for the purposes of overcoming Damage Reduction. In addition, the chosen does +1 hp of damage to Evil creatures and +1d4 damage to Evil Outsiders & Evil Undead.Sanctify Weapon XE "Sanctify Weapon"  [Exalted](BoED p46)Able to cast Align WeaponWhen you cast Align Weapon, the target weapon also becomes sanctified, which results in +1 hp of Holy damage to Evil creatures & +1d4 Holy damage to Evil Outsiders & Evil Undead. In addition, creatures with the Corrupted Template(BoVD p186) do not heal damage done by the Sanctified weapon through Natural or Fast Healing.Servant of the Heavens XE "Servant of the Heavens"  [Exalted](BoED p46)Pledged fealty to one of the rulers of the Seven Heavens (LG)Once per day, you receive a +1 Luck bonus on any one roll or check. You must be performing a good act. You may not take Favored of the Companions or Knight of Stars after taking this feat.Stigmata XE "Stigmata"  [Exalted](BoED p46)Nimbus of LightAs a Free Action, take N points of Constitution damage (minimum of 2) that still keeps you conscious. For one hour, the following apply: 1. You may touch up to N allies. Each ally heals ((N / 2) * their Character level) hit points and gets a new saving through against any disease he/she is suffering from with a +N Sacred bonus. If the save is successful, the ally is free of the disease. A single creature can only benefit once per an activation of this ability. 2. Until the hour ends, you cannot heal the Constitution damage in any way. 3. Once the hour is over, you may activate the ability again (as long as you remain conscious).Touch of Golden Ice XE "Touch of Golden Ice"  [Exalted](BoED p47)Constitution 13When you touch an Evil creature with your hand, with an unarmed strike, or with a natural weapon, it is ravaged by Golden Ice(BoED p35).Vow of Abstinence XE "Vow of Abstinence"  [Exalted](BoED p47)Sacred Vow Pledge to avoid alcohol, drugs, caffeine, etc.+4 Perfection bonus on Fortitude saves vs. poison & drugs. If you intentionally consume alcohol, caffeine, stimulants, etc., you lose the benefit of this Feat. If you were magically forced to break your vow, you can regain the benefit after atoning.Vow of Chastity XE "Vow of Chastity"  [Exalted](BoED p47)Sacred Vow Pledge to refrain from marriage and sexual intercourse+4 Perfection bonus on Will saves vs. charm & phantasm spells & effects. If you intentionally have any sexual contact with another creature, you lose the benefit of this Feat. If you were magically forced to break your vow, you can regain the benefit after atoning.Vow of Nonviolence XE "Vow of Nonviolence"  [Exalted](BoED p47)Sacred Vow Pledge to avoid violence against Humanoids and Monstrous Humanoids+4 DC on spells & special abilities used on Humanoids & Monstrous Humanoids that do not cause lethal damage, ability damage, negative levels, automatic death, etc. If any of your allies slay a helpless / defenseless foe within 120 of you, your ally receives a cumulative 1 Morale penalty for 1 hour per your Character level (max penalty is equal to your Character level). You may ask the helpless foe to make an oath of surrender. If it makes the oath and then breaks it, your allies may slay it without any negative effect.Vow of Obedience XE "Vow of Obedience"  [Exalted](BoED p48)Sacred Vow Pledge to follow the dictates of your religious superior+4 Perfection bonus on Will saves vs. compulsion spells & effects. If you intentionally do not obey your superior, you lose the benefit of this Feat. If you were magically forced to break your vow, you can regain the benefit after atoning.Vow of Peace XE "Vow of Peace"  [Exalted](BoED p48)Sacred Vow Pledge to not harm any living creature (Undead and Constructs are fair game)1. Calm Emotion, in a 20 radius around you, always on (DC is Charisma-based). 2. +2 Natural Armor bonus to your AC. 3. +2 Deflection bonus to your AC. 4. +2 Exalted bonus to your AC (does not stack with Armor bonuses, but applies to incorporeal attacks). 5. If you are struck by a manufactured weapon, the weapon must make Fortitude save (DC is Constitution-based) to avoid shattering and doing no damage. 6. +4 Exalted bonus on Diplomacy checks. You may not cause lethal damage, ability damage, pain effect, death effects, etc., to any living creature, including magic & weapons. Incapacitated foes must be taken prisoner. If you intentionally harm a living creature or help your allies harm a living creature, you lose the benefit of this Feat. If you were magically forced to break your vow, you can regain the benefit after atoning.Vow of Poverty XE "Vow of Poverty"  [Exalted](BoED p48) (DR324 p103)+Sacred Vow Pledge to not have any material possessions, except for a simple, non-magical, non-masterwork weapon, one set of non-magical cloths, one day worth of food, and a pouch of spell components.You gain level-based bonuses and abilities, such as being able to do good damage with your attacks. The specifics are listed at BoED p29. If you intentionally use a magic item or claim excess possessions, you lose the benefit of this Feat. If you were magically forced to break your vow, you can regain the benefit after atoning.Vow of Purity XE "Vow of Purity"  [Exalted](BoED p48)Sacred Vow Pledge to avoid dead flesh, including meat (even if cooked).+4 Perfection bonus on Fortitude saves vs. disease & death-effects. If you touch an Undead in the process of fighting it, you must spend 1 hour afterwards purifying yourself. You may only touch a dead body if you are casting a spell to bring it back to life. If you intentionally touch something dead (beside what is listed above), you lose the benefit of this Feat. If you were magically forced to break your vow, you can regain the benefit after atoning.Words of Creation XE "Words of Creation"  [Exalted](BoED p48)Intelligence 15 Charisma 15 Base Will save bonus +5You know one or two Words of Creation(BoED p31), which were used to form the cosmos. These words can be used to enhance the following effects: 1. Bardic Music the benefits of most Bardic Music abilities are improved (often doubled). 2. Conjuration (creation) spells have their duration doubled. 3. +4 Sacred bonus on Craft checks. 4. +1 Caster level when casting [good] spells 5. +1 Caster level when creating a magic item without extra cost. 6. Able to research a creatures True Name. This effect is combined with a Commune or Contact Other Plane spell and a Knowledge check. If successful, you gain advantages against the creature, such as gaining a +6 bonus when using Planar Binding upon it, decreasing its Spell Resistance for 1 min, etc. Most of the listed uses cause nonlethal damage to you. Tactical Feats Tactical FeatsSourcePrerequisiteDescriptionBattleshifter Training XE "Battleshifter Training"  [Tactical, Shifter](RoE p116)Shifter Base Attack Bonus +6 You may not have Feat: Ragewild Fighting.You may use the following 3 tactical maneuvers: Tiring Defense If an opponent attacks and misses you in melee on two consecutive round while you are either Fighting Defensively or using Combat Expertise (minimum 2 on your attack) and you hit him/her at least once, your opponent becomes Fatigued for as long as you continue Fighting Defensively or using Combat Expertise as above. If already Fatigued, your opponent becomes Exhausted. Exploit Weakness If you hit an opponent in melee who is suffering from being Fatigued, Exhausted, Dazed, or Dazzled, you do +1d6 damage. You may not be using Combat Expertise or Fighting Defensively. Riposte If an opponent attacks and misses you with a Full Round Attack while you are either Fighting Defensively or using Combat Expertise (minimum 2 on your attack), you may spend 1 Action Point to make an extra melee attack against this opponent as an Immediate Action.Blinding Strike XE "Blinding Strike"  [Tactical, Fighter](DR345 p90)Base Attack Bonus +5 Strength 13 Dexterity 13 Power Attack You may use the following 3 tactical maneuvers: Blind the Foe If you use a Full Round Action to make one melee attack with a Power Attack of at least 5, your foe takes no damage, but becomes Blind for 1d4 rounds (FortNeg, DC = 10 + Power Attack value). Weaken Gaze If you use a Full Round Action to make one melee attack with a Power Attack of at least 5, your foe takes normal damage and the DC of one of the creatures Gaze Attacks has its DC reduced by 2 for 10 rounds. Multiple uses of this maneuver stack. Eye Gouge If you use a Full Round Action to make one melee attack with a Power Attack of at least 5, your foe takes normal damage and looses the use of one of its Gaze Attacks for 1d4 rounds (FortNeg, DC = 10 + Power Attack value). Unlike the other two maneuvers, Eye Gouge generates and Attack of Opportunity. If you take damage from the attack, the maneuver is negated.Blood-Spiked Charger XE "Blood-Spiked Charger"  [Tactical, Fighter](PH2 p92)Base Attack Bonus +6 Strength 13 Power Attack Weapon Focus (spiked armor) Weapon Focus (spiked shield)You may use the following 3 tactical maneuvers: Spiked Avalanche If you make a Charge while wearing Spiked Armor and using a Spiked Shield (or with your hands empty), you may make a single attack with the Spiked Armor or the Spiked Shield that receives a 2x Strength modifier bonus to damage or attacks with both your Spiked Armor and your Spiked Shield that each receive a 1x Strength modifier bonus to damage (two weapon penalties apply). Spiked Rebuke When you Fight Defensively with a Spiked Shield and an opponent missed your AC but would have hit if not for your Shield, your next attack against that opponent with your Spiked Shield (if in the next round) receives a +2 bonus on its attack roll. Spiked Slam As a Full Round Action, you may make a single attack with your Spiked Shield that generates an Attack of Opportunity, has a 2x Strength modifier bonus to damage in addition to the damage below. You do not threaten adjacent squares until the start of your next round. Size Bonus Dmg Size Bonus Dmg Size Bonus Dmg Small +1d4 Large +1d8 Gargantuan +2d8 Medium +1d6 Huge +2d6 Colossal +3d6Brute Fighting XE "Brute Fighting"  [Tactical, Warforged](RoE p118)Warforged Power Attack Base Attack Bonus +3 Strength 13You may use the following 3 tactical maneuvers: Combat Momentum If you hit your opponent at the end of a Charge with a Two-Handed Weapon, and your opponent doesnt hit you on the following round, you receive a +1 bonus on attacks against that opponent during your next round. Dispatch the Fallen If you successfully Bull Rush or Overrun an opponent, you receive +4 damage on the next round against that opponent if you attack with a Two-Handed Weapon. Frenzied Attack While using Power Attack (minimum 2 on attack rolls), if you hit your opponent on two consecutive rounds with a Two-Handed Weapon, you gain +2 bonus on all attacks against that opponent with that weapon for the rest of the round.Cavalry Charger XE "Cavalry Charger"  [Tactical, Fighter](CWar p108)Base Attack Bonus +7 Mounted Combat Spirited Charge Trample You may use the following 3 tactical maneuvers: Unhorse While mounted, if you Charge and successfully hit a mounted opponent, you may make an immediate Bull Rush attempt. If successful, your opponent moves back but his/her mount does not. Leaping Charge While mounted, if you Charge a foe at least one size category smaller than you, you may choose to make a Ride check at the end of movement to do extra damage (either DC 10 for +2 damage or DC 20 for +4 damage). If you fail, you do not get an attack. If you fail by 5+, you also fall off your mount. Fell Trample While mounted, you may Overrun more than one foe. Each successfully Overrun foe receives an attack (typically a hoof).Combat Brute XE "Combat Brute"  [Tactical, Fighter](CWar p110)Base Attack Bonus +6 Improved Sunder Power Attack You may use the following 3 tactical maneuvers: Advancing Blows If you successfully Bull Rush an opponent, you receive a +1 bonus per 5 you moved the opponent on attack & damage rolls against that opponent on the next round only. Sundering Cleave If you destroy an opponents weapon or shield with a Sunder action, you receive an immediate melee attack on the opponent at the same attack bonus which the Sunder used. Momentum Swing If you successfully Charge an opponent, and then on the following round use Power Attack with at least a 5 penalty, the bonus damage for the power attack is x1 for a One-Handed weapon or x3 for a Two-Handed weapon.Combat Cloak Expert XE "Combat Cloak Expert"  [Tactical, Fighter](PH2 p93)Base Attack Bonus +6 Dexterity 15 Intelligence 13 Combat Expertise DodgeYou may use the following 3 tactical maneuvers: Cloak Defense When Fighting Defensively while wearing a cloak, receive a +1 Shield bonus to AC. If you take a Total Defense Action, you receive a +2 Shield bonus to AC. Cloaked Strike In the first round, advance without wielding a weapon until you are adjacent to your opponent. On the next round, make an opposed Bluff vs. Sense Motive check as a Move Action while you draw your Light weapon. If successful, your opponent looses his/her Dexterity bonus to AC or his/her Shield bonus to AC (your choice) until the end of your round. Whirling Cloak After striking an opponent in melee, you may spend a Move Action to make a melee touch attack against the same opponent. If successful, the opponent may not make Attacks of Opportunity against an ally of your choice until the start of your opponents next round.Combat Panache XE "Combat Panache"  [Tactical, Fighter](PH2 p93)Bluff: 8 ranks Intimidate: 8 ranks Perform: 8 ranksYou may use the following 3 tactical maneuvers: Fortuitous Tumble On the round after being struck by an opponent in melee, you may make an opposed Bluff vs. Sense Motive check as a Move Action against the opponent. If successful, you may use an Immediate Action at the start of the opponents next round to designate a different creature he/she threatens as the target of his/her next melee attack (even if is the opponents ally). Play Dead As an Immediate Action after taking at least 10 hp of damage from a single hit, you may play dead by making a successful Bluff vs. Sense Motive check. If successful, you may later rise without generating an Attack of Opportunity against that foe, who also looses his/her Dexterity bonus to AC against your next attack. Only usable once per encounter. Sneering Glower On the round after you do at least 1 hp of damage to an opponent, you may make an Intimidate check as a Move Action to inflict a (Charisma modifier) penalty on the opponents attack rolls against you for the remainder of the encounter (unless you use this ability on another foe). Creatures that are Mindless or Immune to Fear effects are immune to this ability.Confound the Big Folk  XE "Confound the Big Folk"  [Tactical](RotW p153)Small size (or smaller) Underfoot Combat Tumble: 10 ranksYou may use the following 3 tactical maneuvers: Knee Striker When you occupy a square with a creature at least two size categories larger than you, the creature is considered Flat-Footed against you and you receive a +4 bonus on rolls to confirm critical hits. Underfoot Defense When you occupy a square with a creature at least two size categories larger than you, and you Fight Defensively, use Total Defense, or use Combat Expertise, any melee or ranged attack on you has a 50% chance of striking the creature who shares the square with you (that creature does not have a 50% chance of striking itself). Unsteady Footing When you occupy a square with a creature at least two size categories larger than you, you may initiate a Trip attack on the creature you share the square with and not provoke an Attack of Opportunity. You can add your choice of Strength or Dexterity modifier to you check (your opponent gets the better of its Strength or Dexterity as usual). Your opponent does not get to add his/her size bonus to its roll. If the Trip attempt fails, your opponent does not get to try to trip you.Crowd Tactics  XE "Crowd Tactics"  [Tactical](RoD p156)Dodge Hide: 5 ranks You may use the following 3 tactical maneuvers when in a crowd that is Indifferent or Friendly to you: Moving with the Flow Entering a crowd square does not cost you extra movement. One with the Crowd +4 bonus to Hide checks while in a crowd square. Master of the Mob +4 bonus to Diplomacy checks to direct a crowd.Deafening Blow XE "Deafening Blow"  [Tactical, Fighter](DR345 p91)Base Attack Bonus +4 Strength 13 Power Attack You may use the following 3 tactical maneuvers: Battle Clangor If you succeed on a bludgeoning melee attack with a Power Attack of at least 4, your foe takes no damage, but receives a 4 penalty on saves vs. sonic & language-dependent effects for 1 minute. Disorienting Blow If you succeed on a bludgeoning melee attack with a Power Attack of at least 4, your foe takes no damage, but becomes Shaken for 1d4 rounds (FortNeg, DC = 10 + Power Attack value). Note: the bludgeoning weapon must weigh at least 4 pounds). Deafen Foe If you use a Full Round Action to make one bludgeoning melee attack with a Power Attack of at least 4, your foe takes normal damage and becomes Deaf for 1d4 rounds (FortNeg, DC = 10 + Power Attack value).Disturbing Visage XE "Disturbing Visage"  [Tactical, Changeling](RoE p117)Changeling Quick Change Bluff: 6 ranks You may use the following 3 tactical maneuvers (a given creature can only be effected once by each in a 24 hour period & creature immune to mind-affecting spell & effects are immune): Cringe Appear weak by using your Minor Change Shape racial ability, taking a Total Defense Action, and then making a Bluff check (as a Free Action). Any foe that attacks you from the end of your turn until the beginning of your next turn must make a Sense Motives check opposed by your Bluff check. If an opponent fails, he/she receives a 5 penalty on weapon damage (min 1hp) against you for 1 minute. Taunt Appear mocking by using your Minor Change Shape racial ability to mimic a Humanoid, Monstrous Humanoid, or a Giant who is within 10 & who missed you with a melee or ranged attack on the previous round. Make a Bluff check as a Free Action opposed by the target creatures Sense Motives check. If you win the check, your target receives a 2 penalty on attack rolls against you for 1 minute. Unnerve Appear hideous by using your Minor Change Shape racial ability after hitting an opponent in melee, then making a Bluff check (as a Free Action). If your opponents Sense Motive check does not beat your Bluff check, it receives a 2 penalty to AC for 1 minute.Einhander XE "Einhander"  [Tactical, Fighter](PH2 p94)Base Attack Bonus +6 Tumble: 6 ranksYou may use the following 3 tactical maneuvers: Narrow Profile When fighting with a Light or One-Handed weapon in one hand and with nothing in the other, you receive a +2 Dodge bonus to AC when Fighting Defensively or taking a Total Defense Action. Off-Hand Balance When fighting with a Light or One-Handed weapon in one hand and with nothing in the other and you hit your foe, you receive a +2 bonus on Tumble checks to avoid his/her Attacks of Opportunity until the start of your next turn. Off-Hand Swap When fighting with a Light or One-Handed weapon in one hand and with nothing in the other and you hit your foe at least twice as part of a Full Round Attack, on the next round you may make a Feint in Combat as a Free Action, except it is based on Sleight of Hand (instead of Bluff). This ability may only be used against an opponent once.Elusive Target XE "Elusive Target"  [Tactical](CWar p110)Base Attack Bonus +6 Dodge Mobility You may use the following 3 tactical maneuvers: Negate Power Attack If the opponent that you have chosen to use your Dodge against uses Power Attack on you, he/she still takes the penalty on the attack, but does not gain the bonus on the damage. Diverting Defense If you are flanked and have chosen one of the flankers as your Dodge opponent, that opponents first attack on you each round actually targets the other flanker, who is considered Flat-Footed. Any additional attacks that round are treated normally. Cause Overreach If you provoke an Attack of Opportunity by moving out of a threatened hex and your opponent misses, you receive an automatic Trip attempt against the foe. If the Trip attempt misses, your opponent does not get an attempt to trip you.Exhausting Defense XE "Exhausting Defense"  [Tactical, Fighter](DR345 p91)Base Attack Bonus +5 Dexterity 13 Intelligence 13 Combat Expertise Dodge You may use the following 3 tactical maneuvers: Fatigue the Foe If you fight the same foe for 3 consecutive rounds with Combat Expertise of at least 2 and the foe is your Dodge target, then on each consecutive round, the foe must make a Fortitude save vs. DC 15 or become Fatigued until the end of the encounter. Exhaust the Foe If you fight the same foe who is already Fatigued for 3 consecutive rounds with Combat Expertise of at least 4 and the foe is your Dodge target, then on each consecutive round, the foe must make a Fortitude save vs. DC 15 or become Exhausted until the end of the encounter (at which point he/she becomes Fatigued). The Best Offense If you fight a foe who is already Fatigued or Exhausted for 1 round using the All-Out Defense Action and then on the following round attack without using Combat Expertise, the foe is considered Flat-Footed against your attacks and you receive a +2 bonus on attacks vs. that foe for 1 round.Formation Expert XE "Formation Expert"  [Tactical, Fighter](CWar p110)Base Attack Bonus +5You may use the following 3 tactical maneuvers, even if your allies do not have the feat too: Lock Shield If you and the two allies on either side of you are wielding shield, you gain a +1 bonus to AC. Step into the Breach If there is a line of adjacent allies and one ally within a single move falls, you may make a single move to that allys location as if you had a Readied Action. Wall of Polearms Gain a +2 attack bonus if you and your adjacent allies are each wielding the same weapon, which must be off the following list: Shortspear, Longspear, Trident, Glaive, Gisarme, Halberd, or Ranseur.Giantbane XE "Giantbane"  [Tactical, Fighter](CWar p111)Medium-size or smaller Base Attack Bonus +6 Tumble: 5 ranks You may use the following 3 tactical maneuvers: Duck Underneath If you take a Total Defense action against a foe who is at least two size categories larger than you, you gain an additional +4 bonus on your AC. If your foe misses on his/her attack, you may make a Tumble check vs. DC 15 to move to the opposite side of your foe. Death from Below If you successfully performed a Duck Underneath maneuver the round before, you can make an immediate single attack on the foe you ducked under. Your foe is Flat-Footed & you gain a +4 bonus on your attack. Climb Aboard If you are adjacent to a foe at least two size categories larger than you, you may make a Climb check vs. DC 10 to climb onto your foe. As long as you are on your foe, he/she has a 4 penalty on attack rolls to hit you & you are carried with him/her. Your foe may get you off with a Grapple check opposed by your Climb check.Mad Alchemist XE "Mad Alchemist"  [Tactical](PH2 p94)Grenadier Craft(alchemy): 6 ranksYou may use the following 3 tactical maneuvers: Distracting Blast The target of your Thunderstone receives a 2 penalty on all attacks, skill checks, ability checks, & saving throws until the start of your next round (WillNeg, DC = your Craft(alchemy) check) or if the target was casting a spell, he/she must make an opposed Craft(alchemy) vs. Concentration check to keep the spell. Fiery Blast If you strike an opponent with Alchemist Fire (or lantern oil, etc.) and then on the next round you attack with a spell / weapon that does Fire damage, your opponent takes +1d6 Fire damage and Catches Fire. Tanglefoot Defense Expend a Tanglefoot Bag to change a square of Clear Terrain to Difficult Terrain for 10 minutes.Ragewild Fighter XE "Ragewild Fighter"  [Tactical, Shifter](RoE p118)Shifter Power Attack Base Attack Bonus +6 You may not have Feat: Battleshifter Training.You may use the following 3 tactical maneuvers: Instinctive Strike If you fail a Will save against a non-harmless spell, you may make a single melee attack as an Immediate Action before the spell takes effect. Rattle the Weakling If you hit an opponent of your size or smaller, and then in the following round hit the opponent again while using Power Attack (minimum 5 penalty on the attack), your opponent is Dazed (FortNeg, DC is Strength-based). Brutal Charge If you hit an opponent at the end of a Charge, you may spend 1 Action Point to do bonus damage equal to your Strength modifier (1 Strength modifier if it was a Two-Handed Weapon).Raptor School XE "Raptor School"  [Tactical](CWar p111)Wisdom 13 Base Attack Bonus +6 Jump: 5 ranks You may use the following 3 tactical maneuvers: Eagles Swoop If you Charge or jump down at least 10 onto your foe, you may make a Jump check to do extra damage. You DC is 15 to do +2 damage or DC 25 to do +4 damage. If you fail the Jump check, you miss your foe entirely & if the check misses by 5+, you end up Prone. Falcons Feathers As a Standard Action, you may attempt a Feint action using a cloak to cause the distraction. For this maneuver, you use your Base Attack Bonus in place of your ranks in Bluff for the Feint. If successful, your opponent is Flat-Footed for the next melee attack you make against him/her. Hawks Eye As a Full Round Action, you observe your opponent (you can do this for up to 3 consecutive rounds). The next melee attack you make on that opponent receives a +2 bonus to attack & damage for each round you observed (maximum of +6). If you do not attack within 3 round of observing or your opponent attacks you first, the bonuses are lost.Roofwalker  XE "Roofwalker"  [Tactical](RoD p156)Dodge Mobility Balance: 5 ranks Jump: 5 ranks You may use the following 3 tactical maneuvers: Fleet of Feet You can walk across a precarious surface at full speed without a penalty on your Balance check. Graceful Drop If you intentionally jump from a height, you take less damage than if you had fallen. On a successful Jump check, you take falling damage as if you had dropped 20 fewer. Master of the Roof Gain a +1 Dodge bonus to AC against any opponent at a different elevation than you.Shadow Striker XE "Shadow Striker"  [Tactical, Fighter](PH2 p94)Hide: 12 ranks Move Silently: 12 ranksYou may use the following 3 tactical maneuvers: Evade Notice If you take no hostile action against an opponent who threatens you and another creature he/she is interested in attacking, you may make an opposed Hide vs. Spot check to make the opponent attack the other creature. You loose the benefit of this feat if you attack or the other creature is not longer threatened (due to moving, dropping, etc.). Fade Away If you strike an opponent as a Standard Action, you may take a Move Action to move and then make a Hide check at +5. Ghost Strike If you and an ally threaten the same opponent, you may make an opposed Move Silently vs. Listen check as a Standard Action. If successful, the opponent looses his/her Dexterity bonus to AC vs. your first attack the next round as long as your ally still threatens the opponent too.Shock Trooper XE "Shock Trooper"  [Tactical, Fighter](CWar p112)Base Attack Bonus +6 Improved Bull Rush Power AttackYou may use the following 3 tactical maneuvers: Directed Bull Rush On a successful Bull Rush at the end of a Charge, you may move your opponent one hex to the left or right for each hex you move him/her backwards. Domino Rush On a successful Bull Rush that pushes your opponent into the same hex as another opponent, you may attempt to Trip both opponents & they cannot attempt to trip you if you fail. Heedless Charge If you make a Charge that ends in an attack that uses Power Attack (at least a 5 to your attack roll), you may transfer part or all of the attack roll penalty to your AC as a penalty. This is in additional to the 2 AC due to the Charge.Sun School [Tactical] XE "Sun School" (CWar p112)Flurry of Blows class ability Base Attack Bonus +4 You may use the following 3 tactical maneuvers: Inexorable Progress of Dawn If you hit an opponent with the first two attack from a Flurry of Blows, your opponent must move back 5 and you may move forward 5. Neither movement provokes an Attack of Opportunity. Blinding Sun of Noon If you successfully Stun an opponent on two consecutive rounds, your opponent is Confused for 1d4 rounds after recovering from the Stun. Flash of Sunset If you move next to an opponent using the Monk class ability Abundant Step or Dimensional Door, you may make one attack at your highest bonus at the end of your action.Winged Warrior  XE "Winged Warrior"  [Tactical, Fighter](RotW p153)Must have Wings Hover Base Attack Bonus +4 You may use the following 3 tactical maneuvers: Dustup If you are standing in or flying no more than 10 above an area of lots of loose debris, you can use a Move Action to create a 20 radius hemispherical cloud. Creatures looking through 10 of the cloud have Concealment, while 20 grants Total Concealment & any within the cloud must make a Concentration check vs. DC 10 + your character level to cast a spell. Flying Leap If you move greater than your base Land speed, you a +4 bonus on Jump, Balance, and Climb checks due to the lift and stabilization effects of your wings. Shroud of Feathers By spending a Move Action to surround your body with your wings, you can make a Feint in combat as part of an attack. You cannot be flying to use this maneuver. You can only use this maneuver once per foe per combat.Wolfpack  XE "Wolfpack"  [Tactical](RotW p153)Dexterity 15 Dodge Mobility Spring Attack Base Attack Bonus +6You may use the following 3 tactical maneuvers: Distract Foe You and an ally must have Flanked your foe for at least one round to use this ability. As a Full Round Action, make a single melee attack. If it hits, make a Bluff check with the damage as a bonus vs. your foes Sense Motive check with his/her BAB as a bonus. If you are successful, all of your allies that give you a Flanking bonus receives an Attack of Opportunity on the foe. Drive Back You and at least one ally must Threaten the same foe and an ally must perform an Aid Other action to help your attack on t hat foe. As a Full Round Action, make a melee attack. If you hit, you do damage and initiate a Bull Rush that does not provoke an Attack of Opportunity or move you into your foes square. Resolve the Bull Rush normally, except the damage you did is a bonus on your Strength check and your foe cannot be moved back more than 5. Gang Dodge You and at least one ally must Threaten the same foe. Perform an Aid Other action to give every one of your allies that threaten the same foe a +2 bonus to AC. This bonus lasts until your next turn, provided you still threaten the same foe.Woodland Archer  XE "Woodland Archer"  [Tactical, Fighter](RotW p154)Point Blank Shot Base Attack Bonus +6You may use the following 3 tactical maneuvers: Adjust for Range If you miss a foe with a projectile weapon, you gain a +4 bonus on all other attacks in the same round to hit the same foe. Pierce the Foliage If you hit a foe with a Miss Chance due to Concealment with a ranged attack, you can ignore the Miss Chance against the same foe in the following round. Moving Sniper If you succeed in a Sniping Attack (i.e., hit your foe and make a Hide check to remain hidden), the following round you can make a single attack, take a Move Action (normally not allowed), and then make a Hide check to remain hidden. As long as you remain unseen, you can continue making Sniping Attacks. Fighter Feats Fighter FeatsSourcePrerequisiteDescriptionAcrobatic Strike  XE "Acrobatic Strike"  [General, Fighter](PH2 p71)Tumble: 12 ranksIf you successfully use Tumble to avoid an opponents Attack of Opportunity, you receive a +4 bonus on your next attack roll against that opponent as long as it occurs before the end of your current turn.Active Shield Defense XE "Active Shield Defense"  [General, Fighter](PH2 p71)Shield Proficiency Shield SpecializationWhen Fighting Defensively while using a Shield, you do not take the normal 4 penalty on attack when you make an Attack of Opportunity. When using an All Out Defense action using a Shield, you still threaten the area around you as normal and can make Attacks of Opportunity at a 4 penalty on the attack roll.Adaptable Flanker [General, Fighter] XE "Adaptable Flanker" (PH2 p71)Base Attack Bonus +4 Combat Reflexes Vexing FlankerDesignate an opponent as a Swift Action. When adjacent to that opponent, your current hex and one other you threaten count as being occupied by you for purposes of determining whether you and your allies gain Flanking bonuses.Agile Shield Fighter XE "Agile Shield Fighter"  [General, Fighter](PH2 p74)Shield Proficiency Improved Shield Bash Shield SpecializationWhen making a Full Round Attack with a weapon and a Shield Bash, the penalty is 2 on each, instead of whatever the penalty would have been (i.e., due to not having Two-Weapon Fighting, etc.).Aid Giver  XE "Simple Weapon Proficiency"  [General, Fighter](DR343 p92)Combat Expertise Dodge Power AttackAs a Full Round Action, you may use an Aid Other action to benefit every adjacent ally, granting either a +2 bonus on Attack rolls or a +2 bonus to AC.Aquatic Shot  XE "Aquatic Shot"  [General, Fighter](Storm p90)Point Blank Shot1. Water does not provide Cover when making a ranged attack into the water. 2. You may make an attack with a Thrown Piercing Weapon underwater with a 2 penalty per 5 of water, plus the normal range penalty (normally, thrown weapons cannot be used underwater). 3. You may make an attack with a Bow or Crossbow underwater with a 2 penalty per 10 of water, plus the normal range penalty. 4. You may make an attack with an Aquatic Longbow with a range increment of 30Armor Specialization  XE "Armor Specialization"  [General, Fighter](PH2 p75)Armor Proficiency (appropriate type) Base Attack Bonus +12Choose a type of Medium or Heavy Armor that you are proficient with. When wearing a Masterwork (including Magical) version of this armor, you gain Damage Reduction 2 / . Does not apply when you loose your Dexterity bonus to AC. May be taken multiple times, each time with a different type of armor.Axeshield  XE "Axeshield"  [General, Fighter](Und p24)GrimlockIn any combat round during which you make a Full Attack while wielding a Battleaxe, you gain a +2 Dodge bonus to Armor Class that lasts until your next action.Backstab  XE "Backstab"  [General, Fighter](DR340 p86)Combat ReflexesYou may make an Attack of Opportunity against an opponent that you flank who attacks a target other than you.Battle Dancer  XE "Battle Dancer"  [Bardic Music, Fighter](PH2 p75)Bardic Music class ability Base Attack Bonus +2Gain a +2 Morale bonus on your attack roll if the following are true: a) you are granting an ally a bonus on attack, damage or saves with one your Bardic Music abilities; b) you move at least 1 square; and c) you attack. If you attack but dont move, you loose the benefit for the current round. If you move but dont attack, you loose the benefit for the current round. If you neither move nor attack, you loose the benefit for the remainder of the current use of your Bardic Music.Battle Hardened XE "Battle Hardened"  [General, Fighter](DR343 p93)Base Attack Bonus +4You gain a +1 Circumstance bonus to your AC if two (or more) opponents who threaten you.Beast Strike XE "Beast Strike"  [General, Fighter](DR355 p76)Improved Unarmed Strike Base Attack Bonus +5 Claw or Slam attackWhen making an Unarmed Strike or Grapple check to deal damage, add your Claw or Slam damage.Blind-Fight [General, Fighter, Scout] XE "Blind-Fight" (PH p89) (CAdv p10)+If you miss a melee attack due to Concealment, you may reroll the miss chance to see if you can attempt to hit. You keep your Dexterity bonus to AC when attacked in melee by an invisible attacker. Also, your attacker does not get a +2 bonus due to being invisible. Darkness & poor lighting only reduce your movement to 75%, instead of 50%.Blinding Strike XE "Blinding Strike"  [Tactical, Fighter](DR345 p90)Base Attack Bonus +5 Strength 13 Dexterity 13 Power Attack You may use the following 3 tactical maneuvers: Blind the Foe If you use a Full Round Action to make one melee attack with a Power Attack of at least 5, your foe takes no damage, but becomes Blind for 1d4 rounds (FortNeg, DC = 10 + Power Attack value). Weaken Gaze If you use a Full Round Action to make one melee attack with a Power Attack of at least 5, your foe takes normal damage and the DC of one of the creatures Gaze Attacks has its DC reduced by 2 for 10 rounds. Multiple uses of this maneuver stack. Eye Gouge If you use a Full Round Action to make one melee attack with a Power Attack of at least 5, your foe takes normal damage and looses the use of one of its Gaze Attacks for 1d4 rounds (FortNeg, DC = 10 + Power Attack value). Unlike the other two maneuvers, Eye Gouge generates and Attack of Opportunity. If you take damage from the attack, the maneuver is negated.Blood-Spiked Charger XE "Blood-Spiked Charger"  [Tactical, Fighter](PH2 p92)Base Attack Bonus +6 Strength 13 Power Attack Weapon Focus (spiked armor) Weapon Focus (spiked shield)You may use the following 3 tactical maneuvers: Spiked Avalanche If you make a Charge while wearing Spiked Armor and using a Spiked Shield (or with your hands empty), you may make a single attack with the Spiked Armor or the Spiked Shield that receives a 2x Strength modifier bonus to damage or attacks with both your Spiked Armor and your Spiked Shield that each receive a 1x Strength modifier bonus to damage (two weapon penalties apply). Spiked Rebuke When you Fight Defensively with a Spiked Shield and an opponent missed your AC but would have hit if not for your Shield, your next attack against that opponent with your Spiked Shield (if in the next round) receives a +2 bonus on its attack roll. Spiked Slam As a Full Round Action, you may make a single attack with your Spiked Shield that generates an Attack of Opportunity, has a 2x Strength modifier bonus to damage in addition to the damage below. You do not threaten adjacent squares until the start of your next round. Size Bonus Dmg Size Bonus Dmg Size Bonus Dmg Small +1d4 Large +1d8 Gargantuan +2d8 Medium +1d6 Huge +2d6 Colossal +3d6Boomerang Daze XE "Boomerang Daze"  [General] (RoE p108)Base Attack Bonus +5 Proficiency with Talenta Boomerang or Xendrik BoomerangAny creature taking damage from your Boomerang attack is Dazed for 1 round (FortNeg, DC = 10 + damage dealt). Can apply to both targets in the case of a Boomerang Ricochet. Halfling Fighters from the Talenta Plains and Drow Fighters from Xendrik treat this as a [Fighter] feat too.Boomerang Ricochet XE "Boomerang Ricochet"  [General] (RoE p108)Dexterity 13 Base Attack Bonus +4 Proficiency with Talenta Boomerang or Xendrik BoomerangIf you successfully hit your first target, you may make an attack against one foe adjacent to your target with a 2 penalty. The second attack does not gain the benefit of a Sneak Attack, even if the first attack did. Halfling Fighters from the Talenta Plains and Drow Fighters from Xendrik treat this as a [Fighter] feat too.Bow Feint  XE "Bow Feint"  [General, Fighter](DR350 p90)Intelligence 13 Point Blank ShotYou may make a Feint in Combat action with a ranged weapon (this feat is not bow-specific). Your target must be within 30 and be able to see you. This action requires a Standard Action with a loaded weapon. Normally, you may only Feint in Combat with a melee weapon.Bowslinger  XE "Bowslinger"  [General, Fighter](Und p24)Base Attack Bonus +1+2 bonus on your attack roll when you fire or throw a ranged weapon at a Flat Footed opponent.Breath Control  XE "Breath Control"  [General, Fighter](DR333 p88)Perform (wind instrument): 5 ranks+2 bonus on Perform (wind instrument) checks. +2 bonus on saves vs. inhaled poisons and nauseating vapors. Able to hold your breath for either 2 times Constitution score or Perform (wind instrument) check rounds, whichever is higherBrutal Strike [General, Fighter] XE "Brutal Strike" (PH2 p76)Base Attack Bonus +6 Strength 13 Power AttackYou must declare you are attempting a Brutal Strike before attacking with a Bludgeoning weapon & only one Brutal Strike can be attempted each round. If your Brutal Strike hits, your foe is Sickened for 1 round (FortNeg, DC is 10 + the number you subtracted from your attack roll). Creatures not vulnerable to Critical Hits are immune.Brutal Throw  XE "Brutal Throw"  [General, Fighter](CAdv p106)Use your Strength modifier instead of your Dexterity modifier as a bonus to attack rolls with thrown weapons.Canny Opportunist  XE "Canny Opportunist"  [General, Fighter](DR340 p86)Dexterity 13 Intelligence 13 Combat ExpertiseIf an opponent you threaten does any of the following, you may make an Attack of Opportunity on him/her, even if you are Flat-Footed: Draw a Weapon, Ready / Loosen a Shield, or Attempts a Feint in Combat.Catfolk Pounce  XE "Catfolk Pounce"  [General, Fighter](RotW p148)Catfolk Dexterity 13If you Charge a Flat-Footed opponent, you can make a Full Attack at the end of the charge. Cavalry Charger XE "Cavalry Charger"  [Tactical, Fighter](CWar p108)Base Attack Bonus +7 Mounted Combat Spirited Charge Trample You may use the following 3 tactical maneuvers: Unhorse While mounted, if you Charge and successfully hit a mounted opponent, you may make an immediate Bull Rush attempt. If successful, your opponent moves back but his/her mount does not. Leaping Charge While mounted, if you Charge a foe at least one size category smaller than you, you may choose to make a Ride check at the end of movement to do extra damage (either DC 10 for +2 damage or DC 20 for +4 damage). If you fail, you do not get an attack. If you fail by 5+, you also fall off your mount. Fell Trample While mounted, you may Overrun more than one foe. Each successfully Overrun foe receives an attack (typically a hoof).Centaur Trample  XE "Centaur Trample"  [General, Fighter](RotW p148)Centaur Dexterity 15When you make take Overrun action, your opponent may not choose to avoid you. If you knock your opponent prone, you may make one Hoof attack on him/her.Cleave [General, Fighter] XE "Cleave" (PH p92)Strength 13 Power AttackIf you drop a creature (i.e., put it to 0 hp or below, or simply kill it) in melee, you can immediately make a melee attack with the same weapon and at the same attack bonus against a creature within reach. You may not take a 5 step. This ability may be used once per round.Close-Quarter Defense [General, Fighter] XE "Close-Quarter Defense" (DR309 p110)Combat ReflexesYou gain a +2 bonus on attack rolls for an Attack of Opportunity generated by any of the following actions: an opponent entering your hex, making an unarmed attack, starting a grapple, bull rushing you, sundering your weapon or armor, etc. If your opponent has a Feat that allows them to do one of the above actions without generating an Attack of Opportunity, you may still take an Attack of Opportunity with a 10 penalty to your attack roll (instead of a +2).Close-Quarters Fighting XE "Close-Quarters Fighting"  [General, Fighter](CWar p97)Base Attack Bonus +3You receive an Attack of Opportunity when a creature attempts to Grapple you, even if the creature has Improved Grapple or an ability that lets its start a Grapple without an Attack of Opportunity. If you cause damage on your Attack of Opportunity, the Grapple attempt automatically fails unless the attacker has Improved Grapple or a similar ability. In this case, add you damage to the initial Grapple check to see if the creature starts its Grapple. This Feat does not grant an extra Attack of Opportunity.Combat Acrobat  XE "Combat Acrobat"  [General, Fighter](PH2 p76)Balance: 9 ranks Tumble: 2 ranksAcrobatic Recovery make a Balance check vs. DC 20 to avoid being knocked Prone. Sure Footed Maneuver make a Balance check vs. DC 15 to treat up to 4 squares of Difficult Terrain as normal terrain with regards to movement.Combat Awareness XE "Combat Awareness"  [Combat Focus, Fighter](PH2 p86)Base Attack Bonus +12 Wisdom 13 Combat Focus Blind-FightWhile in Combat Focus, you know the number of hit-points of each adjacent creature. If you have 3+ Combat Focus feats, you also gain Blindsight 5.Combat Brute XE "Combat Brute"  [Tactical, Fighter](CWar p110)Base Attack Bonus +6 Improved Sunder Power Attack You may use the following 3 tactical maneuvers: Advancing Blows If you successfully Bull Rush an opponent, you receive a +1 bonus per 5 you moved the opponent on attack & damage rolls against that opponent on the next round only. Sundering Cleave If you destroy an opponents weapon or shield with a Sunder action, you receive an immediate melee attack on the opponent at the same attack bonus which the Sunder used. Momentum Swing If you successfully Charge an opponent, and then on the following round use Power Attack with at least a 5 penalty, the bonus damage for the power attack is x1 for a One-Handed weapon or x3 for a Two-Handed weapon.Combat Cloak Expert XE "Combat Cloak Expert"  [Tactical, Fighter](PH2 p93)Base Attack Bonus +6 Dexterity 15 Intelligence 13 Combat Expertise DodgeYou may use the following 3 tactical maneuvers: Cloak Defense When Fighting Defensively while wearing a cloak, receive a +1 Shield bonus to AC. If you take a Total Defense Action, you receive a +2 Shield bonus to AC. Cloaked Strike In the first round, advance without wielding a weapon until you are adjacent to your opponent. On the next round, make an opposed Bluff vs. Sense Motive check as a Move Action while you draw your Light weapon. If successful, your opponent looses his/her Dexterity bonus to AC or his/her Shield bonus to AC (your choice) until the end of your round. Whirling Cloak After striking an opponent in melee, you may spend a Move Action to make a melee touch attack against the same opponent. If successful, the opponent may not make Attacks of Opportunity against an ally of your choice until the start of your opponents next round.Combat Defense XE "Combat Defense"  [Combat Focus, Fighter](PH2 p87)Base Attack Bonus +6 Dexterity 13 Wisdom 13 Combat Focus DodgeWhile in Combat Focus, you can change your Dodge opponent as an Immediate Action. If you have 3+ Combat Focus feats, you receive an extra +1 Dodge bonus to AC vs. your Dodge opponent.Combat Engineer [General, Fighter] XE "Combat Engineer" (DR334 p88)Strength 13 Intelligence 13 Power Attack Improved Sunder Know (architecture and engineering): 4 ranks+2 bonus on attack & damage when making a Sunder attempt. If you attack an unattended inanimate object (including a wall or structure), you may ignore up to 10 points of its Hardness.Combat Expertise [General, Fighter, Scout] XE "Combat Expertise" (PH p92) (CAdv p10)+Intelligence 13When you take an Attack action or a Full Attack action, you may take X to hit and get +X to your AC until your next action. X can be up to your base attack bonus, with a maximum of 5.Combat Focus XE "Combat Focus"  [Combat Focus, Fighter](PH2 p87)Wisdom 13 Combat FocusThe first time you successfully hit an opponent in an encounter, you enter Combat Focus, which lasts for 10 round + 1 per Combat Focus feat. You may only enter Combat Focus once per encounter. While in Combat Focus, you receive a +2 bonus on Will saves. If you have 3+ Combat Focus feats, the bonus improves to +4.Combat Intuition  XE "Combat Intuition"  [General, Fighter](CAdv p106)Base Attack Bonus +5 Sense Motive: 4 ranks As a Free Action, you can make a Sense Motive check to assess the challenge presented by an opponent (CAdv p102). You gain a +4 bonus to the check, and narrow the result to a single category. Whenever you make a melee attack against a creature you also attacked in melee last round, gain a +1 Insight bonus to your attack roll.Combat Panache XE "Combat Panache"  [Tactical, Fighter](PH2 p93)Bluff: 8 ranks Intimidate: 8 ranks Perform: 8 ranksYou may use the following 3 tactical maneuvers: Fortuitous Tumble On the round after being struck by an opponent in melee, you may make an opposed Bluff vs. Sense Motive check as a Move Action against the opponent. If successful, you may use an Immediate Action at the start of the opponents next round to designate a different creature he/she threatens as the target of his/her next melee attack (even if is the opponents ally). Play Dead As an Immediate Action after taking at least 10 hp of damage from a single hit, you may play dead by making a successful Bluff vs. Sense Motive check. If successful, you may later rise without generating an Attack of Opportunity against that foe, who also looses his/her Dexterity bonus to AC against your next attack. Only usable once per encounter. Sneering Glower On the round after you do at least 1 hp of damage to an opponent, you may make an Intimidate check as a Move Action to inflict a (Charisma modifier) penalty on the opponents attack rolls against you for the remainder of the encounter (unless you use this ability on another foe). Creatures that are Mindless or Immune to Fear effects are immune to this ability.Combat Reflexes [General, Fighter] XE "Combat Reflexes" (PH p92)Monk 2nd 1. You may make Attacks of Opportunity while Flat-Footed. 2. You may make up to your Dexterity modifier in extra Attacks of Opportunity per round (instead of the normal limit of 1), but only one such attack per creature each round.Combat Stability XE "Combat Stability"  [Combat Focus, Fighter](PH2 p87)Base Attack Bonus +3 Wisdom 13 Combat FocusWhile in Combat Focus, you receive a +4 bonus on checks to resist Bull Rush, Disarm, Grapple, Overrun, & Trip actions. If you have 3+ Combat Focus feats, the bonus improves to +8.Combat Strike XE "Combat Strike"  [Combat Focus, Fighter](PH2 p87)Base Attack Bonus +15 Wisdom 13 Combat Focus any two other Combat Focus featsBy ending Combat Focus early as a Swift Action, you receive a bonus on all attack and damage rolls equal to your number of Combat Focus feats for the remainder of the current round.Combat Vigor XE "Combat Vigor"  [Combat Focus, Fighter](PH2 p88)Base Attack Bonus +9 Wisdom 13 Combat FocusWhile in Combat Focus, you gain Fast Healing 2. If you have 3+ Combat Focus feats, you gain Fast Healing 4.Cometary Collision [General, Fighter] XE "Cometary Collision" (PH2 p77)Strength 13 Power Attack Improved Bull RushThis feat is used to derail an opponent in the process of a charge. To use it, you must Ready an Action to Charge an opponent who is charging you or an ally. When an opponent charges, it triggers your Readied Action. If you can Charge a minimum of 10 to meet the foe, the following occurs: a) the foes Charge ends at the point there your two paths cross; b) in addition to the normal benefits / penalties of a Charge, you receive a +4 bonus on damage; c) your foe does not receive the benefits of a Charge, but retains the penalties. He/she may switch the target of the charge attack to you.Crossbow Sniper  XE "Crossbow Sniper"  [General, Fighter](PH2 p77)Base Attack Bonus +1 Weapon Focus (any crossbow)When firing a Crossbow with which you have Weapon Focus, you receive the following: 1. + Dexterity modifier damage; 2. Sneak Attack & Skirmish class abilities may be used at a range of 60 (instead of 30).Curling Wave Strike  XE "Curling Wave Strike"  [General, Fighter](Storm p92)Intelligence 13 Combat Expertise Improved TripIf you successfully trip an opponent in melee, you may forgo your free follow-up attack to instead attempt to trip another opponent within reach at the same attack bonus total as the previous attack. You may only use this feat once per round (i.e., if you trip the second opponent, you dont get to try to trip a third).Daring Warrior  XE "Daring Warrior"  [General, Fighter](CSco p76)Swashbuckler Grace +1 class feature Weapon SpecializationAdd your Fighter and Swashbuckler levels together to determine the size of your Grace class feature bonus and your Fighter level for determining which Fighter only feats you qualify for.Daunting Nuisance  XE "Daunting Nuisance"  [General, Fighter](DR343 p93)Intelligence 13 Combat Expertise Base Attack Bonus +4By making a successful Touch Attack, your opponent is treated as being Flat-Footed by all creatures adjacent to it, except for you. This is a Mind-Affecting Extraordinary effect.Daunting Presence  XE "Daunting Presence"  [General, Fighter](LM p25) (Mini p25)Charisma 13 Base Attack Bonus +1 You may take a Standard Action to Awe an opponent with 30, who can see you, and who has an Intelligence score. If the opponent fails a Will saving throw (DC 10 + your character level + your Charisma modifier) it is Shaken for 10 minutes. This fear has no effect on a creature that is already ShakenDeadeye Shot  XE "Deadeye Shot"  [General, Fighter](PH2 p78)Base Attack Bonus +4 Point Blank Shot Precise Shot Skirmish or Sneak Attack class abilityFollow these steps to use this feat: 1) Ready an Action to make a Ranged Attack on an opponent when any of your allies hit it in melee. 2) If the Action is triggered, the opponent looses its Dexterity bonus to AC against your attack only.Deadly Concussion  XE "Deadly Concussion"  [General, Fighter](DR333 p88)Strength 13 Power Attack Improved Sunder Perform (percussion): 6 ranksWhen you take a Sunder action with a Bludgeoning weapon against a foes armor or shield and you destroy it in one blow, you deal the same damage to the foe that you dealt to the armor or shield.Deadly Defense XE "Deadly Defense"  [General, Fighter](CSco p076)When Fighting Defensively or using Combat Expertise with at least a 2 penalty, you do +1d6 damage with a Light or Finesse melee weapon. You may only use this feat if you are wearing Light Armor or less.Deafening Blow XE "Deafening Blow"  [Tactical, Fighter](DR345 p91)Base Attack Bonus +4 Strength 13 Power Attack You may use the following 3 tactical maneuvers: Battle Clangor If you succeed on a bludgeoning melee attack with a Power Attack of at least 4, your foe takes no damage, but receives a 4 penalty on saves vs. sonic & language-dependent effects for 1 minute. Disorienting Blow If you succeed on a bludgeoning melee attack with a Power Attack of at least 4, your foe takes no damage, but becomes Shaken for 1d4 rounds (FortNeg, DC = 10 + Power Attack value). Note: the bludgeoning weapon must weigh at least 4 pounds). Deafen Foe If you use a Full Round Action to make one bludgeoning melee attack with a Power Attack of at least 4, your foe takes normal damage and becomes Deaf for 1d4 rounds (FortNeg, DC = 10 + Power Attack value).Defensive Archery  XE "Defensive Archery"  [General, Fighter](RotW p148)Point Blank Shot+4 bonus to AC vs. Attacks of Opportunity provoked when you make a ranged attack.Defensive Opportunist  XE "Defensive Opportunity"  [General, Fighter](DR340 p87)Intelligence 13 Combat Expertise Tumble: 5 ranksIf you make an Attack of Opportunity while Fighting Defensively, the attack does not receive the normal penalty for Fighting Defensibly.Defensive Strike XE "Defensive Strike"  [General, Fighter](CWar p97)Dexterity 13 Intelligence 13 Dodge Combat ExpertiseIf you take a Total Defense action and an opponent attacks & misses you, on your next turn, you receive a +4 bonus to attack that opponent.Defensive Sweep XE "Defensive Sweep"  [General, Fighter](PH2 p78)Base Attack Bonus +15If an opponent begins his/her round adjacent to you and does not move for the entire round (including a 5 Step), he/she generates an Attack of Opportunity for you just after his/her round ends.Deflect Arrows [General, Fighter] XE "Deflect Arrows" (PH p93)Dexterity 13 Improved Unarmed StrikeMonk 2nd You may deflect one projectile per round that would have hit you, but only if the following are true: 1. you are not Flat-Footed and aware of the attack. 2. one of your hands is free. 3. the projectile is not purely magic (such as Melfs Acid Arrow) or massive (such as a giants boulder).Disrupting Strike XE "Disrupting Strike"  [Shifter, Fighter](DR355 p76)Shifter Improved Unarmed Strike Stunning FistYou must declare you are using this ability before you make an Attack with your Unarmed Strike. If your foe is damaged by the attack, he/she must make a Fortitude save vs. DC (10 + Character level + Wisdom modifier). If your foe fails and is a shapechanger, he/she reverts immediately to his/her natural form. This also ends a Shifters Shifting racial ability. Creature immune to critical hits are immune to being Stunned. You may use this ability once per four non-Monk levels + once per Monk levels each day. You may use this ability only once per round.Distracting Attack XE "Distracting Attack"  [General, Fighter](Mini p25)Base Attack Bonus +1Any creature who attacks an opponent you attacked in the last round (even if you missed), receives a +1 Circumstance bonus on attack rolls against the opponent.Dodge [General, Fighter, Scout] XE "Dodge" (PH p93) (CAdv p10)+Dexterity 13 During your action, you may specify one opponent against which you gain a +1 Dodge bonus to AC until your next action. If you lose your Dex bonus to AC for any reason, you also lose your Dodge bonus.Double Weapon Disarm [General, Fighter] XE "Double Weapon Disarm" (DR309 p110)Intelligence 13 Combat Expertise Improved DisarmWhen you attempt to disarm an opponent wielding a double weapon, you gain a +4 bonus on the check (in addition to the bonus from Improved Disarm).Dual Strike  XE "Dual Strike"  [General, Fighter](CAdv p108)Two-Weapon Fighting Improved Two-Weapon FightingAs a Standard Action, you can make a melee attack with your primary and off-hand weapon. Both attacks use the same attack roll and the worse of the two weapons attack modifier. If you are using a one-handed or light weapon in your off-hand, you take a 4 penalty; otherwise the penalty is 10. Each weapon deals its damage normally and reduction/resistance is applied separately. Precision damage (such as sneak attack) is only applied once. A critical hit only deals critical damage from the primary.Dwarven Armor Proficiency  XE "Dwarven Armor Proficiency"  [General, Fighter](RoS p138)Dwarf only Armor Proficiency (heavy)You are proficient with Battle Plate, Interlocking Plate, Interlocking Scale, and Mountain Plate.Earth Fist  XE "Earth Fist"  [General, Fighter](RoS p138)Dwarf, Gnome, or Goliath Constitution 13 Wisdom 13 Improved Unarmed Strike Earth SenseAs long as you are touching the ground, your unarmed attacks are treated as Cold Iron weapons for the purpose of overcoming Damage Reduction.Efficient Pull  XE "Efficient Pull"  [General, Fighter](DR350 p90)Point Blank ShotTreat your Strength as being +2 when wielding a Strength-rated (i.e., Mighty) Longbow.Einhander XE "Einhander"  [Tactical, Fighter](PH2 p94)Base Attack Bonus +6 Tumble: 6 ranksYou may use the following 3 tactical maneuvers: Narrow Profile When fighting with a Light or One-Handed weapon in one hand and with nothing in the other, you receive a +2 Dodge bonus to AC when Fighting Defensively or taking a Total Defense Action. Off-Hand Balance When fighting with a Light or One-Handed weapon in one hand and with nothing in the other and you hit your foe, you receive a +2 bonus on Tumble checks to avoid his/her Attacks of Opportunity until the start of your next turn. Off-Hand Swap When fighting with a Light or One-Handed weapon in one hand and with nothing in the other and you hit your foe at least twice as part of a Full Round Attack, on the next round you may make a Feint in Combat as a Free Action, except it is based on Sleight of Hand (instead of Bluff). This ability may only be used against an opponent once.Elusive Dance  XE "Elusive Dance"  [General, Fighter](DR333 p88)Perform (dance): 5 ranksDuring your action, you may designate an opponent who may not make Attacks of Opportunity against you. If you have the feat Dodge, your designated Dodge and Elusive Dance opponent must be the same creature.Exhausting Defense XE "Exhausting Defense"  [Tactical, Fighter](DR345 p91)Base Attack Bonus +5 Dexterity 13 Intelligence 13 Combat Expertise Dodge You may use the following 3 tactical maneuvers: Fatigue the Foe If you fight the same foe for 3 consecutive rounds with Combat Expertise of at least 2 and the foe is your Dodge target, then on each consecutive round, the foe must make a Fortitude save vs. DC 15 or become Fatigued until the end of the encounter. Exhaust the Foe If you fight the same foe who is already Fatigued for 3 consecutive rounds with Combat Expertise of at least 4 and the foe is your Dodge target, then on each consecutive round, the foe must make a Fortitude save vs. DC 15 or become Exhausted until the end of the encounter (at which point he/she becomes Fatigued). The Best Offense If you fight a foe who is already Fatigued or Exhausted for 1 round using the All-Out Defense Action and then on the following round attack without using Combat Expertise, the foe is considered Flat-Footed against your attacks and you receive a +2 bonus on attacks vs. that foe for 1 round.Exotic Armor Proficiency  XE "Exotic Armor Proficiency"  [General, Fighter](Und p25) (RoS p139)Armor Proficiency (appropriate type)You are proficient with a specific type of Exotic Armor.Exotic Shield Proficiency  XE "Exotic Shield Proficiency"  [General, Fighter](RoS p139)Shield Proficiency Base Attack Bonus +1You are proficient with a specific type of Exotic Shield.Exotic Weapon Proficiency XE "Exotic Weapon Proficiency"  [General, Fighter](PH p94)Base Attack Bonus +1 For Dwarven Waraxe or Bastard Sword, Str 13Become proficient in chosen exotic weapon (i.e., Exotic Weapon Proficiency (spiked chain)) grants proficiency with a Spiked Chain.Expeditious Dodge  XE "Expeditious Dodge"  [General, Fighter](RotW p150)Dexterity 13Gain a +2 Dodge bonus to AC when you move 40 or more in a single turn. Lasts until your next turn. Note: This feat counts as Dodge for purposes of qualifying for other feats, prestige classes, etc.Exploit Adjustment  XE "Exploit Adjustment"  [General, Fighter](DR340 p87)Dexterity 13 Intelligence 13 Combat Expertise Canny OpportunistYou may make an Attack of Opportunity on an opponent you threaten who takes a 5 step from one square adjacent to you to another square adjacent to you.Far Shot [General, Fighter, Scout] XE "Far Shot" (PH p94) (CAdv p10)+Point Blank ShotRange increment of projectile weapons you use is multiplied by 1.5. Range increment for thrown weapons is multiplied by 2.Fear No Binds XE "Fear No Binds"  [General, Fighter](DR355 p76)Improved Unarmed Strike Escape Artist: 4 ranksYou are difficult to contain: 1. you do not receive penalties on attack rolls while grappling 2. you may make Unarmed Strike attacks while bound with non-magical bindings 3. you do not receive penalties on attack or Dexterity when Entangled 4. if you are targeted with a Net and defeat your opponents Strength check to control your movement, you may drag your opponent around instead (if he/she does not release the Net)Fierce Mind XE "Fierce Mind"  [Shifter, Fighter](DR355 p76)ShifterYou may expend a daily use of our Shifting ability to negate any Fear effect that is affecting you.Fiery Fist XE "Fiery Fist"  [General, Fighter](PH2 p79)Dexterity 13 Wisdom 13 Base Attack Bonus +8 Improved Unarmed Strike Stunning FistMonk 2nd 1. By using up one of your daily Stunning Fist attacks as a Swift Action, your Unarmed Strikes do +1d6 Fire damage for the rest of your turn. 2. You receive +1 Stunning Fist use per day.Fiery Ki Defense XE "Fiery Ki Defense"  [General, Fighter](PH2 p79)Dexterity 13 Wisdom 13 Base Attack Bonus +8 Improved Unarmed Strike Stunning Fist Fiery FistMonk 6th By using up one of your daily Stunning Fist attacks as a Swift Action, your body is covered in flames, cause 1d6 Fire damage to anyone to hits you in melee for the rest of your turn.Find Flaw  XE "Find Flaw"  [General, Fighter](DR359 p123)Base Attack Bonus +6 Strength 13 Power AttackWhen you use Power Attack while attacking an object, reduce the Hardness of the target by 1 for each point of Power Attack you do.Fist of the Heavens XE "Fist of the Heavens"  [Exalted, Fighter](BoED p43)Wisdom 15 Charisma 15 Improved Unarmed Strike Ki Strike (lawful) class ability Sanctify Ki Strike Stunning FistIf you use your Stunning Fist on an Evil Creature, its DC is +2 andthe target is Staggered for 1 round following being Stunned.Flay XE "Flay"  [General, Fighter](PH2 p79)Strength 13 Power AttackWhen you hit a creature without a Natural Armor bonus to AC with a Slashing or Piercing weapon while doing a Power Attack, the creature receives a 2 penalty on attacks for 1 round (FortNeg, DC = 10 + the Power Attack amount). This ability may only be used on a given creature once per round.Formation Expert XE "Formation Expert"  [Tactical, Fighter](CWar p110)Base Attack Bonus +5You may use the following 3 tactical maneuvers, even if your allies do not have the feat too: Lock Shield If you and the two allies on either side of you are wielding shield, you gain a +1 bonus to AC. Step into the Breach If there is a line of adjacent allies and one ally within a single move falls, you may make a single move to that allys location as if you had a Readied Action. Wall of Polearms Gain a +2 attack bonus if you and your adjacent allies are each wielding the same weapon, which must be off the following list: Shortspear, Longspear, Trident, Glaive, Gisarme, Halberd, or Ranseur.Freezing the Lifeblood XE "Freezing the Lifeblood"  [General, Fighter](CWar p99)Wisdom 17 Base Attack Bonus +10 Improved Unarmed Strike Stunning FistYou must declare that you are using this ability before you attack. If it hits, you do no damage, but your Humanoid opponent is Paralyzed for 1d4+1 rounds unless it makes a Fortitude save (DC = 10 + Character level + Wisdom modifier). Does not effect non-Humanoids & opponents immune to Stunning. Depletes one use of Stunning Fist even if the attack misses.Giantbane XE "Giantbane"  [Tactical, Fighter](CWar p111)Medium-size or smaller Base Attack Bonus +6 Tumble: 5 ranks You may use the following 3 tactical maneuvers: Duck Underneath If you take a Total Defense action against a foe who is at least two size categories larger than you, you gain an additional +4 bonus on your AC. If your foe misses on his/her attack, you may make a Tumble check vs. DC 15 to move to the opposite side of your foe. Death from Below If you successfully performed a Duck Underneath maneuver the round before, you can make an immediate single attack on the foe you ducked under. Your foe is Flat-Footed & you gain a +4 bonus on your attack. Climb Aboard If you are adjacent to a foe at least two size categories larger than you, you may make a Climb check vs. DC 10 to climb onto your foe. As long as you are on your foe, he/she has a 4 penalty on attack rolls to hit you & you are carried with him/her. Your foe may get you off with a Grapple check opposed by your Climb check.Goad  XE "Goad"  [General, Fighter](CAdv p109) (Mini p26)Charisma 13 Base Attack Bonus +1As a Move Action, you can goad an opponent who threatens you, has line of sight on you, can hear you, and has an Intelligence of 3 or higher (Goad is mind-affecting). On the goaded opponents next turn, if the above still applies, it cannot make melee attacks against anyone but you (WillNeg, DC = 10+ character level + Charisma modifier). The opponent may still move, cast spells, and use ranged attacks normally.Graceful Edge XE "Graceful Edge"  [General, Fighter](DU128 p44)Base Attack Bonus +1 Weapon Finesse Weapon Focus with the chosen One-Handed Slashing weaponWhen fighting with the chosen weapon in your primary hand and no weapon or shield in your off-hand, receive the following benefits: a) treat the chosen weapon as Light (i.e., Weapon Finesse applies to it); b) receive a +1 Shield bonus to AC; and c) if Fighting Defensively or using Total Defense, receive a +2 Shield bonus to AC.Great Cleave [General, Fighter] XE "Great Cleave" (PH p94)Strength 13 Base Attack Bonus +4 Cleave Power AttackAs Cleave, but you may use the ability as many times per round as you are able to drop creatures.Greater Combat Reflexes [General, Fighter] XE "Greater Combat Reflexes" (DR340 p87)Dexterity 15 Base Attack Bonus +11 Combat Reflexes Improved Combat ReflexesWhen you make an Attack of Opportunity, you are allowed three attacks. The first is at your normal attack bonus, the second is at 5, and the third is at 10. This counts as three of your Attacks of Opportunity per round and your maximum is not increased.Greater Heavy Armor Optimization  XE "Greater Heavy Armor Optimization"  [General, Fighter](RoS p141)Armor Proficiency (heavy) Heavy Armor Optimization Base Attack Bonus +8When wearing Heavy Armor, increase the AC by 1 and reduce the Armor Check penalty by 2. These benefits stack with those of Heavy Armor Optimization, for a total increase in AC of 2 and a total reduction of Armor Check penalty of 3.Greater Powerful Charge XE "Greater Powerful Charge"  [General, Fighter](Eb p54) (Mini p27)Medium-size or larger Base Attack Bonus +4 Powerful ChargeAs Powerful Charge, but treat yourself as one size category larger.Greater Two-Weapon Defense XE "Greater Two-Weapon Defense"  [General, Fighter](CWar p100)Dexterity 19 Base Attack Bonus +11 Improved Two-Weapon Defense Two-Weapon Defense Two-Weapon FightingWhen wielding two weapons (but not when using Unarmed Strikes or Natural Weapons), you gain a +3 Shield bonus to AC. If Fighting Defensively or using Total Defense, you gain a +6 Shield bonus to AC.Greater Two-Weapon Fighting [General, Fighter] XE "Greater Two-Weapon Fighting" (PH p95)Dexterity 19 Base Attack Bonus +11 Improved Two-Weapon FightingRanger 11th As part of a Full Round Attack, you may make an attack with your secondary weapon at 2, a second attack at 7, and a third attack at 12.Greater Weapon Focus [General, Fighter] XE "Greater Weapon Focus" (PH p95)Fighter 8th Weapon Focus with the chosen weaponGain an additional +1 bonus to attack rolls with the chosen weapon.Greater Weapon Specialization [General, Fighter] XE "Greater Weapon Specialization" (PH p95)Fighter 12th Weapon Focus with the chosen weapon Greater Weapon Focus with the chosen weapon Weapon Specialization with the chosen weaponGain an additional +2 bonus on damage rolls with the chosen weapon.Grenadier  XE "Grenadier"  [General, Fighter](PH2 p79)You receive a +1 bonus to hit with splash weapons and do +1 damage with them (including those only subjected to the splash).Hear the Unseen  XE "Hear the Unseen"  [General, Fighter, Scout](CAdv p119) (CAdv p10)+Blind-Fight Listen: 5 ranksAs a Move Action, you can attempt a Listen check vs. DC 25 to pinpoint all foes within 30 (as long as you have line of effect on them). This benefit does not eliminate your miss chance. If an opponent is using Move Silently, it is an opposed check, with a +15 bonus for your opponent. If you are Deafened, or in an area of Silence, you cannot use this feat.Heavy Armor Optimization  XE "Heavy Armor Optimization"  [General, Fighter](RoS p141)Armor Proficiency (heavy) Base Attack Bonus +4When wearing Heavy Armor, increase the AC by 1 and reduce the Armor Check penalty by 1.Holy Subdual XE "Holy Subdual"  [Exalted, Fighter](BoED p44)Stunning StrikeIf you cause your weapon to do nonlethal damage, you have the option of making the following do nonlethal damage too: bonus damage from a Holy Sword, Smite Evil class ability, or any other Smite ability.Improved Buckler Defense XE "Improved Buckler Defense"  [General, Fighter](CWar p100)Shield ProficiencyWhen you attack with a weapon in your off-hand, you may still apply your Bucklers Shield bonus to your AC. Improved Combat Expertise XE "Improved Combat Expertise"  [General, Fighter](CWar p100)Intelligence 13 Base Attack Bonus +6 Combat ExpertiseWhen you take an Attack action or a Full Attack action, you may take X to hit and get +X to your AC until your next action. X can be up to your base attack bonus, with a maximum of your Base Attack Bonus (instead of +5).Improved Combat Reflexes [General, Fighter] XE "Improved Combat Reflexes" (DR340 p87)Dexterity 13 Base Attack Bonus +6 Combat ReflexesWhen you make an Attack of Opportunity, you are allowed two attacks. The first is at your normal attack bonus, while the second is at 5. This counts as two of your Attacks of Opportunity per round and your maximum is not increased.Improved Critical [General, Fighter] XE "Improved Critical" (PH p95)Base Attack Bonus +8 Proficiency with the chosen weaponThe threat range for the chosen weapon is doubled (20 becomes 19-20, 19-20 becomes 17-20, 18-20 becomes 15-20). Does not stack with Keen Edge or any other effect which also improves threat range.Improved Disarm [General, Fighter] XE "Improved Disarm" (PH p95)Intelligence 13 Combat ExpertiseMonk 6th When you do a Disarm Action, the following apply: Your opponent does not get an Attack of Opportunity against you. You receive a +4 bonus on the Disarm check. If your Disarm attempt fails, your opponent does not get a chance to try to disarm you.Improved Diversion [General, Fighter] XE "Improved Diversion" (CAdv p110)Bluff: 4 ranksYou can use Bluff to create a diversion as a Move Action. You gain a +4 bonus when doing so. Improved Feint [General, Fighter] XE "Improved Feint" (PH p95)Intelligence 13 Combat ExpertiseYou may make a Feint in Combat as a Move Action (instead of a Full Round Action).Improved Grapple [General, Fighter] XE "Improved Grapple" (PH p95)Dexterity 13 Improved Unarmed Strike Monk 1st When you make a Grapple action, the following apply: Your opponent does not get an Attack of Opportunity against you when you make the touch attack to being a Grapple. You receive a +4 bonus on all Grapple checks, no matter who began the Grapple.Improved Initiative [General, Fighter, Scout] XE "Improved Initiative" (PH p96) (CAdv p10)+Gain a +4 bonus on Initiative checks.Improved Mounted Archery XE "Improved Mounted Archery"  [General, Fighter](CWar p101)Mounted Combat Mounted Archery Ride: 1 rankIf you make a ranged attack from the back of a mount making a double-move, you receive no penalty on the attack roll. If your mount is running, you receive a 2 penalty. You may attack at any point in your mounts movement.Improved Overrun [General, Fighter] XE "Improved Overrun" (PH p96)Strength 13 Power AttackWhen you do an Overrun Action, the following apply: Your opponent does not have the option of avoiding being Overrun. You receive a +4 bonus on the Overrun check to knock your opponent prone.Improved Precise Shot [General, Fighter] XE "Improved Precise Shot" (PH p96)Dexterity 19 Base Attack Bonus +11 Point Blank Shot Precise Shot Ranger 11th When you are making a ranged attack, the following apply: Ignore the AC bonus granted by Cover (but Total Cover still applies). Ignore the miss chance granted by Concealment (but Total Concealment still applies). When attacking an opponent that is being Grappled, you have no chance of hitting the wrong target.Improved Rapid Shot XE "Improved Rapid Shot"  [General, Fighter](CWar p101)Point Blank Shot Rapid Shot ManyshotWhen making a Full Attack action with a ranged weapon, you may take one extra attack (at your highest base attack bonus) without the standard 2 penalty.Improved Shield Bash [General, Fighter] XE "Improved Shield Bash" (PH p96)Shield ProficiencyYou may attack with your shield and still keep your Shield bonus to AC.Improved Shield Snare [General, Fighter] XE "Improved Shield Snare" (DR309 p110)Shield Proficiency Combat Reflexes Improved Shield Bash Shield SnareIf your opponent is disarmed due to the use of your Shield Snare feat, you can make an Attack of Opportunity against your opponent immediately. You gain a +2 bonus on your attacks against this opponent as long as he/she remains disarmed.Improved Shieldmate XE "Improved Shieldmate"  [General, Fighter](Mini p27)Base Attack Bonus +4 ShieldmateAdjacent allies receive a +2 Shield bonus to AC when you are using a Shield with which you are proficient and can take actions. The bonus increases to +3 if you are using a Tower Shield.Improved Sunder [General, Fighter] XE "Improved Sunder" (PH p96)Strength 13 Power AttackWhen you strike at an object held or carried by an opponent, the following apply: Your opponent does not get an Attack of Opportunity against you. You gain a +4 bonus on the attack roll.Improved Toughness XE "Improved Toughness"  [General, Fighter](CWar p101) (MM3 p207)Base Fortitude Save +2Gain 1hp per hit-die. This applies to future hit-dice too. If a hit-die is permanently lost, you lose the bonus hp.Improved Trip [General, Fighter] XE "Improved Trip" (PH p96)Intelligence 13 Combat ExpertiseMonk 6th When you do a Trip Action, the following apply: 1. Your opponent does not get an Attack of Opportunity against you. 2. You gain a +4 bonus on the Strength roll to knock your opponent prone. 3. If you succeed in tripping your opponent in melee combat, you may immediately make a follow-up attack on him/her at the same attack bonus of the action you used to make the trip.Improved Two-Weapon Defense XE "Improved Two-Weapon Defense"  [General, Fighter](CWar p101)Dexterity 17 Base Attack Bonus +6 Two-Weapon Defense Two-Weapon FightingWhen wielding two weapons (but not when using Unarmed Strikes or Natural Weapons), you gain a +2 Shield bonus to AC. If Fighting Defensively or using Total Defense, you gain a +4 Shield bonus to AC.Improved Two-Weapon Fighting [General, Fighter] XE "Improved Two-Weapon Fighting" (PH p96)Dexterity 17 Base Attack Bonus +6 Two-Weapon FightingRanger 6th As part of a Full Round Attack, you may make an attack with your secondary weapon at 2, a second attack at 7.Improved Unarmed Strike [General, Fighter] XE "Improved Unarmed Strike" (PH p96)Monk 1st You are considered armed when not using a weapon (i.e., an armed opponent does not get an Attack of Opportunity against you when you attack). Your Unarmed Strike does Lethal or Nonlethal damage, as you desire.Improved Weapon Familiarity [General, Fighter] XE "Improved Weapon Familiarity" (CWar p101)Base Attack Bonus +1All Exotic Weapons that have your races name associated with them (i.e., Elven Thinblade) are considered Martial Weapons for you.Improved Whirlwind Attack [General, Fighter] XE "Improved Whirlwind Attack" (DR343 p93)Intelligence 13 Dexterity 13 Base Attack Bonus +4 Combat Expertise Dodge Mobility Spring Attack Whirlwind AttackWhen making a Full Round Attack, you get one attack on each opponent within your reach at your best attack bonus, plus a single attack at each of your other attack bonuses vs. a legal target of your choice. For example, an 11th level Fighter has a Base Attack Bonus of +11 / +6 / +1. He/she would take an attack at +11 (plus modifiers) against all opponents within reach, plus one attack at +6 and one attack at +1. Using this feat means you forfeit all bonus attacks, such as those from Cleave, Haste, etc.Intimidating Strike XE "Intimidating Strike"  [General, Fighter](PH2 p79)Intimidate: 4 ranksWhen attacking as a Standard Action, subtract X from your attack roll, where X is from 0 to your Base Attack Bonus. If you hit, immediately make an Intimidate check with a bonus of X vs. the opponent you just hit. If successful, the opponent is Shaken for the rest of this encounter.Intuitive Attack XE "Intuitive Attack"  [Exalted, Fighter](BoED p44)Base Attack Bonus +1When fighting with a Simple Weapon appropriate for your size, or a natural attack, you have the option of using your Wisdom modifier in place of your Strength modifier as a bonus on your attacks.Ki Blast XE "Ki Blast"  [General, Fighter](PH2 p80)Dexterity 13 Wisdom 13 Base Attack Bonus +8 Improved Unarmed Strike Stunning Fist Fiery FistMonk 6th 1. By using up two of your daily Stunning Fist attacks as a Move Action, you may form an orb of force energy in your hand. As a Standard Action, you may throw the orb up to 60. If you hit on a Ranged Touch attack, you do (3d6 + Wisdom modifier) Force damage. If not thrown by the end of your round, the orb dissipates. 2. You receive +1 Stunning Fist use per day.Knockback  XE "Knockback"  [General, Fighter](RoS p142)Goliath or Large size Improved Bull Rush Power AttackIf you hit while using Power Attack, you may make a free Bull Rush, with a bonus equal to your Power Attack damage bonus. This does not provoke an Attack of Opportunity, nor may you move with the enemy you knock backwards.Lunging Strike XE "Lunging Strike"  [General, Fighter](PH2 p80)Base Attack Bonus +6 As a Full Round Attack, you may make one attack with +5 reach. May be used with armed, unarmed, & touch attacks.Mage Slayer XE "Mage Slayer"  [General, Fighter](CArc p81) (Mini p27)Base Attack Bonus +3 Spellcraft: 2 ranks1. You receive a +1 bonus on Will saves. 2. If you threaten a spellcaster, he/her cannot take the cast defensively action. 3. Your Caster level (if any) of all spell and spell-like abilities is reduced by 4.Manyshot [General, Fighter] XE "Manyshot" (PH p97)Dexterity 17 Base Attack Bonus +6 Point Blank Shot Rapid Shot Ranger 6th As part of a Standard Action, you may fire two arrows at a single opponent within 30. You make a single attack roll with a 4 penalty. If it hits, then the opponent takes the damage from both arrows, but only takes precision based damage once (this includes Sneak Attack, Ranger Favored Enemy, Critical hits, etc.). Damage Reduction applies to each arrow separately. If your Base Attack Bonus is +11 or higher, you may shoot 3 arrows at once at a penalty of 6. If your Base Attack Bonus is +16 or higher, you may shoot 4 arrows at once at a penalty of 8.Martial Stalker  XE "Martial Stalker"  [General, Fighter](CSco p79)Proficiency with all martial weapons Ki Power class abilityAdd your Fighter and Ninja levels together to determine the size of your Ki Pool, the AC Bonus granted as a class ability of a Ninja, and your Fighter level for determining which Fighter only feats you qualify for.Martial Throw  XE "Martial Throw"  [General, Fighter](Mini p27)Dexterity 17 Improved Unarmed Strike If you hit an opponent up to your size with an Unarmed Strike, you may initiate a Dexterity-based Grapple check. If you win, you and your opponent swap positions. This does not generate Attacks of Opportunity. Usable once per round.Master of Mockery  XE "Master of Mockery"  [General, Fighter](DR333 p88)Perform(comedy): 8 ranksAs a Standard Action, you may attempt to enrage a single melee opponent. If your opponent fails his/her Will save (DC = your Perform (comedy) check), the enraged opponent must focus all his/her attacks on you (ignoring all others). The enraged opponent gains a +2 Morale bonus on attack rolls against you, but receives a 2 penalty to AC. This is a mind-affecting, language-dependant effect.Melee Evasion  XE "Melee Evasion"  [General, Fighter](PH2 p81)Dexterity 13 Intelligence 13 Combat Expertise DodgeWhen Fighting Defensively, you may use an Immediate Action to improve your AC against one attack made by the creature that is your designated dodge target. Against this attack only, your Normal & Touch AC is (d20 + your Base Attack Bonus). Note: Your Dexterity bonus to AC must apply to the designated attack.Melee Weapon Mastery Bludgeoning  XE "Melee Weapon Mastery Bludgeoning"  [General, Fighter](PH2 p81)Base Attack Bonus +8 Weapon Focus (any bludgeoning melee) Weapon Specialization (any bludgeoning melee)Any Melee Bludgeoning weapon you wield has a +2 bonus on attack & damage rolls.Melee Weapon Mastery Piercing  XE "Melee Weapon Mastery Piercing"  [General, Fighter](PH2 p81)Base Attack Bonus +8 Weapon Focus (any piercing melee) Weapon Specialization (any piercing melee)Any Melee Piercing weapon you wield has a +2 bonus on attack & damage rolls.Melee Weapon Mastery Slashing  XE "Melee Weapon Mastery Slashing"  [General, Fighter](PH2 p81)Base Attack Bonus +8 Weapon Focus (any slashing melee) Weapon Specialization (any slashing melee)Any Melee Slashing weapon you wield has a +2 bonus on attack & damage rolls.Mighty Are Fallen XE "Mighty Are Fallen"  [General, Fighter](DR309 p110)Intelligence 13 Dexterity 13 Combat Expertise Dodge MobilityYou receive a +4 bonus to AC when your opponent is using Power Attack on his/her attack.Mobility [General, Fighter, Scout] XE "Mobility" (PH p98) (CAdv p10)+Dexterity 13 Dodge+4 Dodge bonus to AC vs. Attacks of Opportunity due to moving out of or within a threatened area. Any condition that could cause you to lose your Dexterity bonus to AC against an attack causes you to lose this bonus too.Mounted Archery [General, Fighter] XE "Mounted Archery" (PH p98)Mounted Combat Ride: 1 rankIf you make a ranged attack from the back of a mount making a double-move, you receive a 2 penalty on the attack roll (instead of the standard 4 penalty). If your mount is running, you receive a 4 penalty (instead of 8).Mounted Combat [General, Fighter] XE "Mounted Combat" (PH p98)Ride: 1 rankOnce per round, if your mount is hit in combat, you may make a Ride check. If this check is greater than the attack roll, you negate the hit.Mounted Fighting  XE "Mounted Fighting"  [General, Fighter, Scout](DR346 p86)Mounted Combat Base Attack Bonus +8 Ride: 11 ranks+1 bonus on attack and damage while mounted.Necropotent  XE "Necropotent"  [General, Fighter](LM p29)Fighter 4th Weapon Focus with the chosen weapon Weapon Specialization with the chosen weaponYou gain a +4 bonus on all damage rolls you make using the chosen weapon against Undead.Nimble Deflections [General, Fighter] XE "Nimble Deflections" (DR335 p88)Dexterity 13 Dodge Perform (keyboard): 7 ranksWhen wielding a two-handed weapon, you receive a +2 Shield bonus to AC against your Dodge opponent.Opportunistic Tactician  XE "Opportunist Tactician"  [General, Fighter](DR340 p87)Combat Reflexes Dodge MobilityAfter making an Attack of Opportunity, you may take a bonus 5 step.Oversized Two-Weapon Fighting  XE "Oversized Two-Weapon Fighting"  [General, Fighter](CAdv p111)Strength 13 Two-Weapon FightingWhen wielding a one-handed weapon in your off hand, you only take penalties as if it were a Light weapon.Penetrating Shot  XE "Penetrating Shot"  [General, Fighter](PH2 p81)Strength 15 Base Attack Bonus +10 Point Blank ShotAs a Standard Action, you may attack all creatures in a 60 Line with a single projectile weapon attack. Roll separately for each creature and special damage (i.e., Sneak Attack, Flaming weapon, etc.) only applies to the first.Phalanx Fighting XE "Phalanx Fighting"  [General, Fighter](CWar p103)Base Attack Bonus +1 Shield Proficiency1. If you are fighting with a Light Weapon and a Heavy Shield, you gain a +1 bonus to AC. 2. If you are fighting as above and within 5 of an ally who is also fighting with a Light Weapon and a Heavy Shield, you may form a Shield Wall, which grants an additional +2 bonus to AC & a +1 bonus on Reflex saves to all members of the Shield Wall.Pierce Magical Concealment XE "Pierce Magical Concealment"  [General, Fighter](CArc p81)Constitution 13 Mage Slayer Blind-Fight1. You may disregard a Miss Chance that results from a spell or spell-like abilities, such as from Blur, Darkness, Invisibility, Obscuring Mist, etc. You can not ignore non-magical Concealment (such as fog). 2. When fighting a creature under the effect of Mirror Image, you automatically know which image is real. 3. Your Caster level (if any) of all spell and spell-like abilities is reduced by 4.Pierce Magical Protection XE "Pierce Magical Protection"  [General, Fighter](CArc p82)Constitution 13 Mage Slayer1. As a Standard Action, you may make a melee attack that ignores bonuses to AC granted by spells. If this attack deals damage, all spells and spell effects that grant a bonus to AC are immediately dispelled. 2. Your Caster level (if any) of all spell and spell-like abilities is reduced by 4.Pike Hedge XE "Pike Hedge"  [General, Fighter](DR317 p83)Base Attack Bonus +2 Combat Reflexes Hold the LineWhen readying an action to receive a charge, weapons that normally do 2x vs. a charge (such as a Spear, Halberd, etc.) do 3x, while all other melee weapons do 2x.Point Blank Shot [General, Fighter, Scout] XE "Point Blank Shot" (PH p98) (CAdv p10)++1 bonus on attack & damage rolls with ranged weapons when used within 30 of their target. A spellcaster receives this bonus when using a Ray or Energy Missile spell.Power Attack [General, Fighter] XE "Power Attack" (PH p98)Strength 13On your round before making an attack, you may choose a number X to subtract from all melee attacks and add it to your damage (as indicated below) until your next round. The number X may be no more than your Base Attack Bonus. Damage bonus: No damage bonus Light Weapon; secondary end of a Double-Weapon +X damage bonus One-Handed Weapon used in one hand; primary end of a Double-Weapon +2X damage bonus Two-Handed Weapon; One-Handed Weapon used in two hands; Double-Weapon when only one end is being used for an attack.Power Critical XE "Power Critical"  [General, Fighter](CWar p103)Weapon Focus Base Attack Bonus +4Gain a +4 bonus to confirm a threatened critical with your chosen weapon.Power Throw  XE "Power Throw"  [General, Fighter](CAdv p111)Strength 13 Brutal Throw Power AttackOn your round before making an attack, you may choose a number X to subtract from all thrown weapon attacks and add it to your damage until your next round. The number X may be no more than your base attack bonus.Powerful Charge XE "Powerful Charge"  [General, Fighter](Eb p57) (MM3 p207) (Mini p27)Medium-size or larger Base Attack Bonus +1If the melee attack you make at the end of a Charge hits, you do extra damage. If you have multiple attacks at the end of a Charge, the bonus damage only applies to one of them. Size Bonus Damage Size Bonus Damage Medium +1d8 Gargantuan +4d6 Large +2d6 Colossal +6d6 Huge +3d6 Precise Shot [General, Fighter, Scout] XE "Precise Shot" (PH p98) (CAdv p10)+Point Blank ShotYou can use ranged weapons into melee without taking a 4 penalty on your attack. A spellcaster receives this bonus when using a Ray or Energy Missile spell.Prone Attack XE "Prone Attack"  [General, Fighter](CWar p103)Dexterity 15 Base Attack Bonus +2 Lightning Reflexes1. Opponents do not receive a bonus on their melee attack roll when you are Prone. 2. If you attack while Prone, you receive no penalty on the attack roll. If it is successful, you regain your feet as a Free Action.Pushback XE "Pushback"  [General, Fighter](Mini p27)Strength 13 Power Attack Improved Bull RushIf you hit an opponent of up to your size with a Melee attack, you may initiate a special Bull Rush against that opponent. If successful, you force your opponent back 5 (straight or diagonally) and you move into the square he/she previously occupied. Neither movement generates Attacks of Opportunity. Usable once per round.Quick Cleave [General, Fighter] XE "Quick Cleave" (DR343 p93)Strength 13 Dexterity 13 Power Attack CleaveReceive a +2 Circumstance bonus on attacks made because of Cleave and/or Great Cleave.Quick Draw [General, Fighter, Scout] XE "Quick Draw" (PH p98) (CAdv p10)+Base Attack Bonus +1You may draw a weapon as a Free Action. You may draw a hidden weapon as a Move Action. You may draw thrown weapons as Free Actions, which allows you to make multiple attacks as part of a Full Round Attack (if your BAB is high enough).Ranged Disarm XE "Ranged Disarm"  [General, Fighter](CWar p103)Dexterity 15 Base Attack Bonus +5 Point Blank Shot Precise ShotThis feat applies to one ranged weapon with which you are proficient. You may make a Disarm Attempt with the chosen weapon as long as you are within 30 of your opponent. This feat does not stack with Improved Disarm. This feat may be taken multiple times, each with a different weapon.Ranged Pin XE "Ranged Pin"  [General, Fighter](CWar p104)Dexterity 15 Base Attack Bonus +5 Point Blank Shot Precise ShotYou may pin your opponents clothes / armor to a wall, tree, etc., that is within 5. You must succeed on a Ranged Attack and then win an Opposed Grapple Check (size modifier still apply). If successful, you opponent must make an Escape Artist check vs. DC 15 as a Standard Action to become free. This feat does not stack with Improved Grapple.Ranged Sunder XE "Ranged Sunder"  [General, Fighter](CWar p104)Strength 13 Base Attack Bonus +5 Point Blank Shot Precise ShotWhen attacking an object, you deal full damage (instead of damage) with Slashing or Bludgeoning Ranged Weapons or damage (instead of no damage) with Piercing Ranged Weapons. You must be within 30 of your target to use this feat. This feat does not stack with Improved Sunder.Ranged Threat  XE "Ranged Threat"  [General, Fighter](DR350 p90)Base Attack Bonus +6 Combat Reflexes Point Blank Shot Precise ShotIf a creature within 15 of you takes an action that provokes an Attack of Opportunity, you may make a single ranged attack against him/her/it at your highest attack bonus. This consumes all of your remaining Attacks of Opportunity for the round.Ranged Weapon Mastery Bludgeoning  XE "Ranged Weapon Mastery Bludgeoning"  [General, Fighter](PH2 p82)Base Attack Bonus +8 Weapon Focus (any bludgeoning ranged) Weapon Specialization (any bludgeoning ranged)Any Ranged Bludgeoning weapon you wield has a +2 bonus on attack & damage and +20 range increment.Ranged Weapon Mastery Piercing  XE "Ranged Weapon Mastery Piercing"  [General, Fighter](PH2 p82)Base Attack Bonus +8 Weapon Focus (any piercing ranged) Weapon Specialization (any piercing ranged)Any Ranged Piercing weapon you wield has a +2 bonus on attack & damage rolls and +20 range increment.Ranged Weapon Mastery Slashing  XE "Ranged Weapon Mastery Slashing"  [General, Fighter](PH2 p82)Base Attack Bonus +8 Weapon Focus (any slashing ranged) Weapon Specialization (any slashing ranged)Any Ranged Slashing weapon you wield has a +2 bonus on attack & damage rolls and +20 range increment.Rapid Reload [General, Fighter, Scout] XE "Rapid Reload" (PH p99) (CAdv p10)+Weapon Proficiency with a CrossbowYou may reload a specific type of Crossbow more quickly than is standard. A Hand Crossbow or a Light Crossbow may be reloaded as a Free Action (which allows you to make multiple attacks as part of a Full Round Attack (if your BAB is high enough)). A Heavy Crossbow may be reloaded as a Move Action. Note: You may take this feat multiple times. Each time it applies to a different type of crossbow.Rapid Shot [General, Fighter] XE "Rapid Shot" (PH p99)Dexterity 13 Point Blank ShotRanger 2nd When making a Full Attack action with a ranged weapon, you may take one extra attack (at your highest base attack bonus), but all your attacks are at 2.Rapid Stunning XE "Rapid Stunning"  [General, Fighter](CWar p104)Combat Reflexes Base Attack Bonus +6 Stunning FistYou may make one extra Stunning Fist-based attack in a round (normally you can only make one such attack each round). This feat does not grant extra uses overall, just the ability to try more than once in a single round. You make take this feat multiple times. Their effects stack.Reckless Charge  XE "Reckless Charge"  [General, Fighter](Mini p27)When you Charge, you may increase the penalty to your AC to 4 and increase your attack bonus to +4.Resounding Blow XE "Resounding Blow"  [General, Fighter](BoED p45)Strength 13 Power Attack Intimidate: 7 ranksOn a confirmed critical hit using a melee weapon with which you are proficient, your opponent is Cowered for 1 round (WillNeg, DC is Charisma-based). This feat applies to a Monks Unarmed Strike.Ricochet  XE "Ricochet"  [General, Fighter](DR343 p93)Dexterity 19 Blind-Fight Point Blank Shot Precise Shot Improved Precise Shot Base Attack Bonus +15When you hit a creature with a thrown weapon that does Bludgeoning damage, you may make an additional attack at a creature adjacent to your initial target. The second attack roll receives a 5 penalty to hit. If successful, the second target takes * (weapon damage + Strength modifier), and cannot be used for a Sneak Attack. Usable once per round. Only one additional target can be struck by a ricochet.Ride-By Attack [General, Fighter] XE "Ride-By Attack" (PH p99)Mounted Combat Ride: 1 rankWhen doing a Charge action on your mount, you may move, attack, and then continue the movement (up to a double move). This does not provoke an Attack of Opportunity from the creature you attack.Robilars Gambit  XE "Robilars Gambit"  [General, Fighter](PH2 p82)Base Attack Bonus +12 Combat ReflexesIf you activate this ability at the start of your turn, you gain the following: a) foes receive a +4 bonus on their attack & damage rolls against you; b) after a foe strikes you, you receive an Attack of Opportunity against that foe which is resolved after his/her attack.Sahuagin Flip  XE "Sahuagin Flip"  [General, Fighter](Storm p93)Racial Swim speed DodgeAfter making a Standard Action melee attack, you may withdraw (i.e., 2x movement) as a Move Action as long as your are swimming away.Sanctify Martial Strike XE "Sanctify Martial Strike"  [Exalted](BoED p46)Charisma 15 Weapon Focus Damage done by chosen weapon is considered Good for the purposes of overcoming Damage Reduction. In addition, the chosen weapon does +1 hp of damage to Evil creatures and +1d4 damage to Evil Outsiders & Evil Undead.Shadow Striker XE "Shadow Striker"  [Tactical, Fighter](PH2 p94)Hide: 12 ranks Move Silently: 12 ranksYou may use the following 3 tactical maneuvers: Evade Notice If you take no hostile action against an opponent who threatens you and another creature he/she is interested in attacking, you may make an opposed Hide vs. Spot check to make the opponent attack the other creature. You loose the benefit of this feat if you attack or the other creature is not longer threatened (due to moving, dropping, etc.). Fade Away If you strike an opponent as a Standard Action, you may take a Move Action to move and then make a Hide check at +5. Ghost Strike If you and an ally threaten the same opponent, you may make an opposed Move Silently vs. Listen check as a Standard Action. If successful, the opponent looses his/her Dexterity bonus to AC vs. your first attack the next round as long as your ally still threatens the opponent too.Sharp-Shooting XE "Sharp-Shooting"  [General, Fighter](CWar p105)Base Attack Bonus +3 Point Blank Shot Precise ShotIf your target has Cover (but not Total Cover), he/she only gain a +2 bonus to AC (instead of the standard +4 bonus to AC).Shield and Pike Style XE "Shield and Pike Style"  [General, Fighter](DR338 p92)Proficient with Light ShieldsWhen wielding a Piercing Two-Handed Polearm with Reach with which you have proficiency, you receive the full Shield bonus to AC of a Light Shield you are wearing. Note: Normally, you cannot wield a Two-Handed weapon and use a Light Shield simultaneously.Shield Charge XE "Shield Charge"  [General, Fighter](CWar p105)Base Attack Bonus +3 Improved Shield Bash If you successful hit your opponent with your Shield at the end of a Charge, you may make a Trip attack immediately without provoking an Attack of Opportunity. If it fails, your opponent does not get an attempt to trip you.Shield Proficiency [General, Fighter] XE "Shield Proficiency" (PH p100)You are proficient with all shields (except Tower Shields).Shield Slam XE "Shield Slam"  [General, Fighter](CWar p105)Base Attack Bonus +6 Improved Shield Bash Shield Charge You may make a Shield Slam as a Full Attack or at the end of a Charge. If it hits, your opponent takes normal damage and is Dazed for 1 round (FortNeg, DC is Strength-based).Shield Sling XE "Shield Sling"  [General, Fighter](PH2 p82)Shield Proficiency Base Attack Bonus +9 Improved Shield Bash Shield SpecializationYou can use your Light Shield or Heavy Shield as a Thrown Weapon. It does its normal bashing damage plus your Strength modifier. The Shield can also be used to make a Ranged Trip, though the Size modifier on the attempt can be no more than +0 (though it can be lower for a Small sized creature).Shield Snare [General, Fighter] XE "Shield Snare" (DR309 p110)Shield Proficiency Improved Shield BashTo use this Feat, you must ready a Shield Snare action in response to an opponents melee attack. When your opponent attacks, you immediately make a Disarm attempt with your shield that does not generate an Attack of Opportunity. If you fail, your opponent cannot attempt to disarm you in response. When making the disarm check, treat a Buckler as a Light weapon, a Light Shield as a One-Handed weapon, and a Heavy or Tower Shield as a Two-Handed weapon. If you attempt a Shield Snare action, you lose your Shield Bonus to AC until the start of your next turn.Shield Ward XE "Shield Ward"  [General, Fighter](PH2 p 82)Shield Proficiency Shield SpecializationAdd your Shield bonus to AC to the following: a) Touch AC; and b) resisting Bull Rush, Disarm, Grapple, Overrun, & Trip attempts.Shieldmate XE "Shieldmate"  [General, Fighter](Mini p28)Base Attack Bonus +1Adjacent allies receive a +1 Shield bonus to AC when you are using a Shield with which you are proficient and can take actions. The bonus increases to +2 if you are using a Tower Shield.Shiftsilver Mastery XE "Shiftsilver Mastery"  [Shifter](DR355 p76)Shifter Base Attack Bonus +8 any 2 [Shifter] feats Must have crafted a Shiftsilver weaponIf you confirm a Critical Hit on a creature with Damage Reduction vs. Silver with a weapon you crafted out of Shiftsilver, it does a bonus +2d4 Constitution damage.Shock Trooper XE "Shock Trooper"  [Tactical, Fighter](CWar p112)Base Attack Bonus +6 Improved Bull Rush Power AttackYou may use the following 3 tactical maneuvers: Directed Bull Rush On a successful Bull Rush at the end of a Charge, you may move your opponent one hex to the left or right for each hex you move him/her backwards. Domino Rush On a successful Bull Rush that pushes your opponent into the same hex as another opponent, you may attempt to Trip both opponents & they cannot attempt to trip you if you fail. Heedless Charge If you make a Charge that ends in an attack that uses Power Attack (at least a 5 to your attack roll), you may transfer part or all of the attack roll penalty to your AC as a penalty. This is in additional to the 2 AC due to the Charge.Short Haft XE "Short Haft"  [General, Fighter](PH2 p82)Base Attack Bonus +3 Weapon Focus (reach weapon)As a Swift Action, you may reduce the Reach of any reach weapon (other than Spiked Chain & Whip) by 5. This changed the squares that you threaten. Returning the weapon to its normal reach is also a Swift Action.Snatch Arrows [General, Fighter] XE "Snatch Arrows" (PH p100)Dexterity 15 Improved Unarmed Strike Deflect ArrowsYou may catch one projectile per round that would have hit you, but only if the following are true: 1. you are not Flat-Footed and aware of the attack. 2. one of your hands is free. 3. the projectile is not magic (such as Melfs Acid Arrow) or massive (such as a Giants boulder). If you catch a thrown weapon (such as a Spear), you may throw it immediately at the person who threw it at you, even though it is not your turn.Spear Master XE "Spear Master"  [General, Fighter](DR30 p89)You may choose to wield a spear or Shortspear as a Double Weapon. The blunt end does Bludgeoning damage in the same amount as the Piercing end. Each end must be Enchanted separately.Spectral Skirmisher XE "Spectral Skirmisher"  [General, Fighter](PH2 p83)Base Attack Bonus +6When you are Invisible, you gain the following benefits: a) creatures who cannot see you receive a 5 penalty on Listen checks to hear you. b) a creature attempting a melee attack against the square you are in generates an Attack of Opportunity. If you attack the creature, then he/she automatically knows where you are (assuming you are still Invisible).Spirited Charge [General, Fighter] XE "Spirited Charge" (PH p101)Mounted Combat Ride-By Attack Ride: 1 rankWhen attacking as part of a Charge action while on a mount, you do double damage (triple with a Lance).Spring Attack [General, Fighter, Scout] XE "Spring Attack" (PH p101) (CAdv p10)+Dexterity 13 Base Attack Bonus +4 Dodge MobilityWhen doing an Attack Action with a melee weapon, you may move, attack, and then continue the movement (up to your speed). This does not provoke an Attack of Opportunity from the person you are attacking. You must move at least 5 before and after the attack to make use of this feat.Stoneback  XE "Stoneback"  [General, Fighter](RoS p144)Shield Proficiency Tunnel FightingIf you have a ready Shield (with which you are proficient) and one side of your space is entirely in contact with a solid wall, you cannot be Flanked.Stunning Fist [General, Fighter] XE "Stunning Fist" (PH p101)Dexterity 13 Wisdom 13 Base Attack Bonus +8 Improved Unarmed StrikeMonk 1st You must declare you are using this ability before you make an Attack with your Unarmed Strike. If your foe is damaged by the attack, he/she must make a Fortitude save vs. DC (10 + Character level + Wisdom modifier). If your foe fails, he/she is Stunned for 1 round (i.e., until your next action). A Stunned creature cannot take any Action, loses any Dexterity bonus to AC, & has an additional 2 penalty to AC. Creature immune to critical hits are immune to being Stunned. You may use this ability once per four non-Monk levels + one per Monk levels each day.Subduing Strike XE "Subduing Strike"  [General, Fighter] (BoED p46)You may deal nonlethal damage with a melee weapon without taking a 4 penalty on the attack roll. If you have Sneak Attack dice, you may do nonlethal Sneak Attack damage with any weapon.Supremely Confident [General, Fighter] XE "Supremely Confident" (DR335 p88)Perform (act): 7 ranksWhen making a Demoralize actions, you may use a Perform (act) check in place of an Intimidate check. On a confirmed Critical Hit, you immediately may attempt a Demoralize action on the foe you struck as a Free Action.Sweeping Trip [General, Fighter] XE "Sweeping Trip" (PH p96)Intelligence 13 Combat Expertise Improved TripWhen you successfully Trip an opponent, you may forgo the follow-up attack and instead make a Trip attack against a new opponent that is adjacent to both you and the tripped opponent (i.e., you are trying to knock the first opponent into the second). This action does not provoke an Attack of Opportunity, but if it fails, the second opponent may attempt to Trip you. You may only use this ability once per round.Terrifying Warrior [General, Fighter] XE "Terrifying Warrior" (DR343 p93)Strength 13 Power Attack Cleave Base Attack Bonus +3If you drop a creature with a Cleave attack (i.e., you dropped two creatures in a row), all opponents within your reach are Panicked for 1d4 rounds (WillNeg, DC is Charisma-based). Creatures with HD equal or greater than you are not effected. This is an Extraordinary Mind-Affecting Fear Effect.Throw Anything XE "Throw Anything"  [General, Fighter](CWar p105)Dexterity 15 Base Attack Bonus +2You may throw a melee weapon with which you are proficient as if it were a ranged weapon with a range increment of 10 with no penalty on the attack roll.Titan Fighting  XE "Titan Fighting"  [General, Fighter](RoS p145)Racial Dodge bonus against Giants DodgeAgainst your Dodge-designated Giant-type opponent, you gain your Racial Dodge bonus, instead of the usual +1 for Dodge (e.g. a typical Dwarf would gain a +4 Dodge bonus from this feat against one giant, which stacks with his usual +4 Dodge bonus so +8 AC against one Giant, and +4 AC against all others).Tower Shield Proficiency [General, Fighter] XE "Tower Shield Proficiency" (PH p101)Shield ProficiencyYou are proficient with Tower Shields.Trample [General, Fighter] XE "Trample" (PH p101)Mounted Combat Ride: 1 rankWhen doing an Overrun action while mounted, your foe may not avoid you. If you knock the foe down, your mount may make one hoof attack (including the +4 bonus because the foe is Prone).Tumbling Feint XE "Tumbling Feint"  [General, Fighter](PH2 p84)Bluff: 4 ranks Tumble: 4 ranksDesignate an opponent at the start of your turn as a Swift Action. If you avoid provoking an Attack of Opportunity against this opponent by using your Tumble skill, you receive a +5 bonus on a Bluff check to Feint in Combat against that opponent on your next turn.Tunnel Fighting  XE "Tunnel Fighting"  [General, Fighter](RoS p145)Base Attack Bonus +1You do not take a penalty on your attack rolls or to your AC when squeezing into or through a tight space.Two-Weapon Attack of Opportunity  XE "Two-Weapon Attack of Opportunity"  [General, Fighter](DR340 p87)Dexterity 17 Combat Reflexes Two-Weapon FightingWhen you make an Attack of Opportunity, you are allowed an attack with each of your weapons, with the normal penalties for doing so. This counts as two of your Attacks of Opportunity per round and your maximum is not increased.Two-Weapon Defense [General, Fighter] XE "Two-Weapon Defense" (PH p102)Dexterity 15 Two-Weapon FightingWhen wielding two weapons or a double weapon (but not when using Unarmed Strikes or Natural Weapons), you gain a +1 Shield bonus to AC. If Fighting Defensively or using Total Defense, you gain a +2 Shield bonus to AC.Two-Weapon Fighting [General, Fighter] XE "Two-Weapon Fighting" (PH p102)Dexterity 15Ranger 2nd Your penalty for fighting with two weapons simultaneously (or with a double weapon) is reduced by 2 on your primary hand & 6 on your secondary hand. This works out to 2 on both hands when wielding a Light or One-Handed weapon in your primary hand and a Light weapon in your secondary hand. As part of a Full Round Attack, you may make a single attack with your secondary weapon.Two-Weapon Pounce XE "Two-Weapon Pounce"  [General, Fighter](PH2 p84)Dexterity 15 Base Attack Bonus +6 Two-Weapon FightingRanger 6th At the end of a Charge, you may attack with both your primary & off-hand weapons. The +2 attack bonus for the Charge and the 2 penalty for fighting with two weapons cancel out. You still receive the 2 penalty to AC for the Charge.Two-Weapon Rend XE "Two-Weapon Rend"  [General, Fighter](PH2 p84)Dexterity 15 Base Attack Bonus +11 Two-Weapon FightingRanger 11th If you damage an opponent with each of your weapons in a given round, you do extra damage equal to 1d6 + 1 Strength modifier. With regards to Damage Reduction, use the off-hand weapons characteristics. A given creature may only take this rending damage once per round.Versatile Unarmed Strike [General, Fighter] XE "Versatile Unarmed Strike" (PH2 p85)Improved Unarmed StrikeAs a Swift Action, you may change the damage type of your Unarmed Strikes to bludgeoning (default), piercing, or slashing. The damage type remains until you use this ability again to change it.Vexing Flanker [General, Fighter] XE "Vexing Flanker" (PH2 p85)Combat ReflexesYou receive a +4 bonus on attack rolls to hit a Flanked opponent (instead of the normal +2).War Chant [General, Fighter] XE "War Chant" (DR335 p88)Perform (sing): 7 ranksBy chanting for at least 3 rounds before combat begins (a Free Action each round), the following occur: 1. You gain a +2 bonus on your Initiative check. 2. Allies within 30 who were listening to the chant receive a +1 Morale bonus on their Initiative check. The effects of multiple chanters on their allies stack (up to a max of +4).Water Splitting Stone XE "Water Splitting Stone"  [General, Fighter](PH2 p85)Dexterity 13 Wisdom 13 Base Attack Bonus +9 Improved Unarmed Strike Stunning FistMonk 6th If you hit with an Unarmed Strike and its damage would be reduced due to Damage Reduction, receive a +4 bonus to damage (i.e., ignore 4 points of Damage Reduction).We Few, We Happy Few [General, Fighter] XE "We Few, We Happy Few" (DR335 p88)Perform (oratory): 7 ranksFollowing a 1 minute speech, you may make a Perform (oratory) check. Any ally who listened to the whole speech and understood it may use this check in place of his/her next Will save (though the subject must decide before rolling). If not used within 10 minutes, the effect dissipates.Weakening Touch XE "Weakening Touch"  [General, Fighter](CWar p106)Wisdom 17 Base Attack Bonus +2 Improved Unarmed Strike Stunning FistOn a successful Unarmed Strike, you cause no damage, but your opponent receives a 6 penalty to his/her Strength for 1 minute. Multiple uses do not stack. Depletes one use of Stunning Fist even if the attack misses.Weapon Finesse [General, Fighter] XE "Weapon Finesse" (PH p102)Base Attack Bonus +1Use your Dexterity modifier instead of your Strength modifier as the bonus to your melee attacks when using any Light Weapon, a Rapier, a Spiked Chain, or a Whip. (note: this feat now applies to all appropriate weapons).Weapon Focus XE "Weapon Focus"  [General, Fighter](PH p102)Base Attack Bonus +1 Proficiency with the chosen weaponGain a +1 bonus to attack rolls with the chosen weapon. You may take this feat with Unarmed Attacks, Rays, Grapple, or even a Natural Attack.Weapon Specialization [General, Fighter] XE "Weapon Specialization" (PH p102)Fighter 4th Weapon FocusGain a +2 bonus on damage rolls with the chosen weapon.Whirlwind Attack [General, Fighter] XE "Whirlwind Attack" (PH p102)Intelligence 13 Dexterity 13 Base Attack Bonus +4 Combat Expertise Dodge Mobility Spring AttackWhen making a Full Round Attack, you get one attack on each opponent within your reach at your best attack bonus. Using this feat means you forfeit all bonus attacks, such as those from Cleave, Haste, etc.Winged Warrior  XE "Winged Warrior"  [Tactical, Fighter](RotW p153)Must have Wings Hover Base Attack Bonus +4 You may use the following 3 tactical maneuvers: Dustup If you are standing in or flying no more than 10 above an area of lots of loose debris, you can use a Move Action to create a 20 radius hemispherical cloud. Creatures looking through 10 of the cloud have Concealment, while 20 grants Total Concealment & any within the cloud must make a Concentration check vs. DC 10 + your character level to cast a spell. Flying Leap If you move greater than your base Land speed, you a +4 bonus on Jump, Balance, and Climb checks due to the lift and stabilization effects of your wings. Shroud of Feathers By spending a Move Action to surround your body with your wings, you can make a Feint in combat as part of an attack. You cannot be flying to use this maneuver. You can only use this maneuver once per foe per combat.Woodland Archer  XE "Woodland Archer"  [Tactical, Fighter](RotW p154)Point Blank Shot Base Attack Bonus +6You may use the following 3 tactical maneuvers: Adjust for Range If you miss a foe with a projectile weapon, you gain a +4 bonus on all other attacks in the same round to hit the same foe. Pierce the Foliage If you hit a foe with a Miss Chance due to Concealment with a ranged attack, you can ignore the Miss Chance against the same foe in the following round. Moving Sniper If you succeed in a Sniping Attack (i.e., hit your foe and make a Hide check to remain hidden), the following round you can make a single attack, take a Move Action, and then make a Hide check to remain hidden). As long as you remain unseen, you can continue making Sniping Attacks. Scout Feats The following may be taken as bonus Scout feats (available at 4th, 8th, etc., levels). Scout FeatsSourcePrerequisiteDescriptionAcrobatic [General, Scout] XE "Acrobatic" (PH p89) (CAdv p10)++2 bonus to Jump & Tumble checks.Acrobatic Skirmisher  XE "Acrobatic Skirmisher"  [General, Scout](DR346 p86)Skirmish class ability Dexterity 13 Tumble: 5 ranksIf you move through an opponents square and successfully use Tumble to avoid an Attack of Opportunity, you receive +1d6 Skirmish damage against that opponent until the start of your next turn.Agile [General, Scout] XE "Agile" (PH p89) (CAdv p10)++2 bonus to Balance & Escape Artist checks.Alertness [General, Scout] XE "Alertness" (PH p89) (CAdv p10)++2 bonus to Listen & Spot checks.Athletic XE "Athletic"  [General, Scout](PH p89) (CAdv p10)++2 bonus to Climb & Swim checks.Blind-Fight [General, Fighter, Scout] XE "Blind-Fight" (PH p89) (CAdv p10)+If you miss a melee attack due to Concealment, you may reroll the miss chance to see if you can attempt to hit. You keep your Dexterity bonus to AC when attacked in melee by an invisible attacker. Also, your attacker does not get a +2 bonus due to being invisible. Darkness & poor lighting only reduce your movement to 75%, instead of 50%.Brachiation  XE "Brachiation"  [General, Scout](CAdv p106) (CAdv p10)+Climb: 4 ranks Jump: 4 ranksYou can move through medium and dense forest area at your normal land speed. You must be at least 20 from the ground to use this ability.Combat Expertise [General, Fighter, Scout] XE "Combat Expertise" (PH p92) (CAdv p10)+Intelligence 13When you take an Attack action or a Full Attack action, you may take X to hit and get +X to your AC until your next action. X can be up to your base attack bonus, with a maximum of 5.Danger Sense  XE "Danger Sense"  [General, Scout](CAdv p106) (CAdv p10)+ (Mini p25)Improved InitiativeYou may roll two dice when making your Initiative check and take the better roll. Usable 1/day. Dodge [General, Fighter, Scout] XE "Dodge" (PH p93) (CAdv p10)+Dexterity 13 During your action, you may specify one opponent against which you gain a +1 Dodge bonus to AC until your next action. If you lose your Dex bonus to AC for any reason, you also lose your Dodge bonus.Endurance [General, Scout] XE "Endurance" (PH p93) (CAdv p10)+Ranger 3rd 1. +4 bonus on checks for performing a physical action over a period of time, such as swimming or running. 2. +4 bonus on Constitution checks to avoid damage from starvation or thirst. 3. +4 bonus on Fortitude checks to avoid damage from hot or cold weather or from oxygen deprivation.Far Shot [General, Fighter, Scout] XE "Far Shot" (PH p94) (CAdv p10)+Point Blank ShotRange increment of projectile weapons you use is multiplied by 1.5. Range increment for thrown weapons is multiplied by 2.Great Fortitude [General, Scout] XE "Great Fortitude" (PH p94) (CAdv p10)++2 bonus to all Fortitude saving throws.Hear the Unseen  XE "Hear the Unseen"  [General, Fighter, Scout](CAdv p119) (CAdv p10)+Blind-Fight Listen: 5 ranksAs a Move Action, you can attempt a Listen check vs. DC 25 to pinpoint all foes within 30 (as long as you have line of effect on them). This benefit does not eliminate your miss chance. If an opponent is using Move Silently, it is an opposed check, with a +15 bonus for your opponent. If you are Deafened, or in an area of Silence, you cannot use this feat.Hinder  XE "Hinder"  [Ambush, Scout](DR344 p103)Skirmish class ability with at least +2d6 Improved InitiativeOn a successful Skirmish Attack, you may reduce the Skirmish dice by 1d6 to reduce your foes base land movement by 10 for 1 minute. Multiple Hinder attacks stack, though a foe cannot be reduced to slower than 5. Does not affect foe other forms of movement.Improved Acrobatic Skirmisher  XE "Improved Acrobatic Skirmisher"  [General, Scout](DR346 p86)Skirmish class ability Dexterity 13 Acrobatic Skirmisher Tumble: 10 ranksIf you move through an opponents square and successfully use Tumble to avoid an Attack of Opportunity, you receive +2d6 Skirmish damage against that opponent until the start of your next turn (instead of the +1d6 from Acrobatic Skirmisher).Improved Initiative [General, Fighter, Scout] XE "Improved Initiative" (PH p96) (CAdv p10)+Gain a +4 bonus on Initiative checks.Improved Skirmish  XE "Improved Skirmish"  [Scout](CSco p078)Skirmish class ability with at least +2d6 / +1If you move at least 20 are part of a Skirmish attack, your damage improves by +2d6 and your Competence bonus to AC improves by +2.Improved Swimming  XE "Improved Swimming"  [General, Scout](CAdv p110) (CAdv p10)+Swim: 6 ranksYou can swim half your speed as a Move Action, or your speed as a Full Round Action.Iron Will [General, Scout] XE "Iron Will" (PH p97) (CAdv p10)++2 bonus to all Will saving throws.Lightning Reflexes XE "Lightning Reflexes"  [General, Scout](PH p97) (CAdv p10)++2 bonus to all Reflex saving throws.Mobility [General, Fighter, Scout] XE "Mobility" (PH p98) (CAdv p10)+Dexterity 13 Dodge+4 Dodge bonus to AC vs. Attacks of Opportunity due to moving out of or within a threatened area. Any condition that could cause you to lose your Dexterity bonus to AC against an attack causes you to lose this bonus too.Mounted Fighting  XE "Mounted Fighting"  [General, Fighter, Scout](DR346 p86)Mounted Combat Base Attack Bonus +8 Ride: 11 ranks+1 bonus on attack and damage while mounted.Passive Reconnoiter  XE "Passive Reconnoiter"  [General, Scout](DR346 p87)Survival: 4 ranksWhen you spend a Full Round Action looking for opponents, you receive a +3 Circumstance bonus on Listen and Spot checks.Point Blank Shot [General, Fighter, Scout]  XE "Point Blank Shot" (PH p98) (CAdv p10)++1 bonus on attack & damage rolls with ranged weapons when used within 30 of their target. A spellcaster receives this bonus when using a Ray or Energy Missile spell.Precise Shot [General, Fighter, Scout]  XE "Precise Shot" (PH p98) (CAdv p10)+Point Blank ShotYou can use ranged weapons into melee without taking a 4 penalty on your attack. A spellcaster receives this bonus when using a Ray or Energy Missile spell.Quick Draw [General, Fighter, Scout]  XE "Quick Draw" (PH p98) (CAdv p10)+Base Attack Bonus +1You may draw a weapon as a Free Action. You may draw a hidden weapon as a Move Action. You may draw thrown weapons as Free Actions, which allows you to make multiple attacks as part of a Full Round Attack (if your BAB is high enough).Quick Reconnoiter XE "Quick Reconnoiter"  [General, Scout](CAdv p112) (CAdv p10)+Listen: 5 ranks Spot: 5 ranksYou can make one Spot check and one Listen check each round as a Free Action.Ranged Skirmisher  XE "Ranged Skirmisher"  [General, Scout](DR346 p87)Skirmish class ability Dexterity 13 Wisdom 13 Point Blank Shot Far ShotYou apply your Skirmish damage to ranged attack made on opponents within 60 (instead of the normal 30).Rapid Reload [General, Fighter, Scout]  XE "Rapid Reload" (PH p99) (CAdv p10)+Weapon Proficiency with a CrossbowYou may reload a specific type of Crossbow more quickly than is standard. A Hand Crossbow or a Light Crossbow may be reloaded as a Free Action (which allows you to make multiple attacks as part of a Full Round Attack (if your BAB is high enough)). A Heavy Crossbow may be reloaded as a Move Action. Note: You may take this feat multiple times. Each time it applies to a different type of crossbow.Scout the Path  XE "Scout the Path"  [General, Scout](DR346 p87)Survival: 4 ranks+3 bonus when making a Survival check to Trailblaze (see the Skill Index for details). In addition, all allies within 20 receive a +1 bonus on their Hide and Move Silently checks.Shot on the Run [General, Fighter, Scout]  XE "Shot on the Run" (PH p100) (CAdv p10)+Dexterity 13 Base Attack Bonus +4 Point Blank Shot Dodge MobilityWhen making a Standard Action attack with a ranged weapon, you can move before and after the attack, up to your base movement.Skill Focus XE "Skill Focus"  [General, Scout](PH p100) (CAdv p10)++3 bonus to all checks involving one skill. This feat may be taken multiple times, once per skill.Spring Attack [General, Fighter, Scout]  XE "Spring Attack" (PH p101) (CAdv p10)+Dexterity 13 Base Attack Bonus +4 Dodge MobilityWhen doing an Attack Action with a melee weapon, you may move, attack, and then continue the movement (up to your speed). This does not provoke an Attack of Opportunity from the person you are attacking. You must move at least 5 before and after the attack to make use of this feat.Swift Ambusher  XE "Swift Ambusher"  [General, Scout](CSco p81)Skirmish +1d6 / +1 AC class feature Sneak Attack +1d6Add your Rogue and Scout levels together to determine the value of your Skirmish bonuses. Also, you qualify for [Ambush] feats as if your Sneak Attack dice were the total of your Sneak Attack dice and your Skirmish dice (though you may not use Skirmish dice to activate [Ambush] feats).Swift Avenger  XE "Swift Avenger"  [General, Scout](DR357 p87)Nature Sense class ability Skirmish +1d61. Add your Druid level to your Scout level to determine your Skirmish damage and AC bonus. 2. Add your Druid level to your Scout level to determine how many uses of Wild Shape you get each day.Track [General, Scout]  XE "Track" (PH p101) (CAdv p10)+Ranger 1st You may attempt to follow tracks by making a Survival check each mile. The DC of the check is determined by the factors listed at PH p101. Wizard Feats The following may be taken as bonus Wizard feats (available at 5th, 10th, etc., levels). These are in addition to Metamagic and Item Creation feats. Wizard FeatsSourcePrerequisiteDescriptionArcane Focus XE "Arcane Focus"  [General, Wizard](DR351 p88)Able to cast 1st level Arcane spellsIf you have at least one prepared Arcane spell or one Arcane spell slot remaining, you may spend a Full Round action to attempt a Concentration check vs. DC 20. If successful, you enter the Arcane Focus state. Once in Arcane Focus, you remain in it until you expend it, become unconscious, go to sleep, or use your last Arcane spell. As a Swift Action, you may expend your Arcane Focus to Take 15 on a Concentration check. This option is available even if you are in combat, etc.Arcane Watchfulness XE "Arcane Watchfulness"  [Arcane, Wizard](DR351 p88)Wisdom 13 Arcane FocusAs a Swift Action, you may expend your Arcane Focus to do one of the following: Danger Sense gain a +4 Circumstance bonus on Spot checks for 1 minute. Empathic Potential gain a +4 Circumstance bonus on Sense Motive checks for 1 minute. Spatial Awareness gain a +4 Circumstance bonus on Search checks for 1 minute.Betrayal of the Spirit Linked XE "Betrayal of the Spirit Linked"  [General, Wizard](DR336 p108)Having a current Familiar Able to cast Animate Dead as a Prepared spellYou sacrifice your Familiar and turn it into a Skeleton or a Zombie. You lose the bonus it proved to you (such as +3 to Climb for a Lizard) and it will never learn to speak to you or other creatures of its type, but you gain Damage Reduction 5 / slashing if your Familiar is now a Skeleton, or DR 5 / bludgeoning if your Familiar is now a Zombie.Body Awareness XE "Body Awareness"  [Arcane, Wizard](DR351 p89)Wisdom 13 Arcane FocusAs a Swift Action, you may expend your Arcane Focus to do one of the following: Overcome Distraction you may do one of the following for (Wisdom modifier) round (min 1): ignore Fatigue, treat Exhaustion as Fatigue, ignore Nausea, ignore being Shaken, treat being Frightened as being Shaken, ignore being Sickened. Slowed Breathing you receive a +4 Circumstance bonus on Fortitude saves to resist toxic fumes & inhaled poisons, holding your breath for 1 minute only counts as 5 round, and (assuming you dont move) you can appear dead (Heal check vs. DC 20 to realize the deception). Sudden Effort +4 Circumstance bonus on your Strength, Dexterity, or Constitution until your next turn. Using this ability a second (or further) time each day results in you becoming Fatigued. If you used this ability while Fatigued, you become Exhausted.Defensive Magic XE "Defensive Magic"  [Arcane, Wizard](DR351 p89)Arcane FocusYou may expend your Arcane Focus to do one of the following: Absorb Damage as an Immediate Action, you may expend an Arcane spell / spell slot along with your Arcane Focus to gain Damage Reduction (level of expended spell) / until the start of your next turn Iron Magic as a Swift Action, each spell that grants you an Armor or Shield bonus to AC improves by +2 until the start of your next turn. Protective Aura as an Immediate Action, you may expend one spell that you cast upon yourself along with your Arcane Focus to gain a +(level of expended spell) bonus on your next saving throw. If not used within 1 minute, the bonus fades.Excised from the Web of Life XE "Excised from the Web of Life"  [General, Wizard](DR336 p108)Able to cast Blight as a Prepared spellAny spell you cast on an Animal, Fey, or Plant does damage equal to the Caster level (at your option) in addition to its normal effect. If the spell allows a save, then success means the creature does not take the extra damage. If it does not normally allow a save, then the target(s) receive a Fortitude save for dmg. When dealing with an Animal, Fey, Plant or anyone who has Wild Empathy, you receive a penalty on all Charisma-based skills and checks equal to your Character level.Focused Specialist XE "Focused Specialist"  [Arcane, Wizard](DR351 p89)Arcane Focus Specialized WizardAs a Swift Action, you may expend your Arcane Focus to do one of the following: Spell Boost +1 Caster level on the next spell you cast from your specialized school within 1 round. Spell Endowment +1 DC on the next spell you cast from your specialized school within 1 round. Spell Intensity +2 bonus to overcome Spell Resistance on the next spell you cast from your specialized school within 1 round.Magical Insight XE "Magical Insight"  [Arcane, Wizard](DR351 p89)Intelligence 13 Arcane FocusAs a Swift Action, you may expend your Arcane Focus to do one of the following: Detection Enhancement one Divination spell that you are using which gives information over the course of round (e.g., Detect Magic, Detect Thoughts, etc.) give you information on all targets as if you had been using it for an extra round. Spell Interpretation +4 Insight bonus on Spellcraft checks for 1 minute. Spell Intensity +4 Insight bonus on Knowledge(arcana) checks for 1 minute.Potent Dweomercraft XE "Potent Dweomercraft"  [Arcane, Wizard](DR351 p89)Wisdom 13 Arcane Focus Able to cast 2nd level Arcane spellsAs a Swift Action, you may expend your Arcane Focus to do one of the following: Damaging Spell the next melee touch attack spell you cast does +25% damage. Must be used within 1 round. Spell Critical the threat range of the next melee touch attack spell you cast is 19-20 for 1 round. Weaving Strike receive a +2 Competence bonus on your next melee touch attack spell to-hit roll.Spell Mastery [General, Wizard] XE "Spell Mastery" (PH p100)Wizard level 1stChoose a number of spells equal to your Int modifier. You may prepare these spells without a spellbook. You may take this feat multiple times, each time with different spells. Note: All Wizards have Spell Mastery of Read Magic.Verminous Graft XE "Verminous Graft"  [General, Wizard](DR336 p108)Able to cast Contagion as a Prepared spellLoose the use of one hand by transforming it into the nest for a colony of insects. As a Standard Action, you may make a Touch attack that does 1d6 + Intelligence modifier damage. You are always treated as being armed for purposes of not generating Attacks of Opportunity. You may no longer use Two-Handed weapons, equipment, or skills (such as Climb). You also receive a 4 penalty on all Charisma-base skills or checks, except for Intimidate which receives a +2. Initiate Feats Follower of a Specific Deity or Druidic Sect. Initiate FeatsSourcePrerequisiteDescriptionArcane Insight XE "Arcane Insight"  [Initiate](RoD p154)Patron Deity: Boccob Cleric level: 3rdAdd Knowledge (arcana) to your Cleric class skills. Gain +2 Insight bonus on Spellcraft checks. Add the following to your Cleric spell list: 1st: True Strike(PH p296) Add +20 insight bonus to your next attack roll. 3rd: Arcane Sight(PH p201) Magical auras become visible to you. 5th: Rarys Telepathic Bond(PH p268) Link lets allies communicate. 7th: Arcane Sight, Greater(PH p201) As Arcane Sight, but also reveals magic effects on creatures and objects. 8th: Moment of Prescience(PH p255) You gain insight bonus on a single attack roll, check , or save. Ashbound XE "Ashbound"  [General](Eb p50)Ability to spontaneously cast Summon Natures AllyMember of the Ashbound Druidic Sect, who believe Arcane Magic is vile & unnatural. Duration of Summon Natures Ally spells is doubled. Creatures summoned by Summon Natures Ally spells receive a +3 Luck bonus on attack rolls.Child of Winter XE "Child of Winter"  [General](Eb p51)Ability to spontaneously cast Summon Natures Ally Non-Good alignmentMember of the Child of Winter Druidic Sect, who embrace death & decay, and focus on Vermin. You may target Vermin with spells that usually only target Animal, such as Calm Animal. You may use Wild Empathy on Vermin. You may summon Vermin with your Summon Natures Ally spells. Dderwydd Chymdeithas Initiate XE "Dderwydd Chymdeithas Initiate"  [General](DR332 p87)Ability to spontaneously cast Summon Natures AllyMember of the Dderwydd Chymdeithas Druidic Sect, who have been in hiding and are spread out. Choose one of the following: Knowledge (geography), Know (local), Knowledge (religion), Knowledge (the planes). Add this skill to your Druid Skill List. Add the following spells to your Druidic spell list: 1st: Disguise Self(PH p222) Changes our appearance. 2nd: Undetectable Alignment(PH p297) Conceals alignment for 24 hours. 3rd: Helping Hand(PH p239) Ghostly hand leads subject to you. 4th: Sending(PH p275) Delivers a short message anywhere, instantly. 5th: Teleport(PH p292) Instantly transports you as far as 100 miles per level. 6th: Shadow Walk(PH p277) Step into shadow to travel rapidly. 7th: Sequester(PH p276) Subject is invisible to sight and scrying. 8th: Discern Location(PH p222) Reveals the exact location of a creature or object. 9th: Etherealness(PH p228) Travel to Ethereal Plane with companions. Dread Tyranny XE "Dread Tyranny"  [Initiate](RoD p154)Patron Deity: Hextor Cleric level: 3rd Strength 13Add Intimidate to your Cleric class skills. Add your Strength and Charisma modifiers to Intimidate checks. When you use a lethal weapon to deal nonlethal damage, you reduce the attack roll penalty to 2. Add the following to your Cleric spells list: 2nd: Scare(PH p274) Panics creatures of less than 6HD. 4th: Evards Black Tentacles(PH p228) Tentacles grapple all within a 15 spread. 5th: Dominate Person(PH p224) Controls humanoid telepathically. 6th: Eyebite(PH p228) Target becomes panics, sickened, and comatose. 8th: Demand(PH p217) As Sending, plus you can send Suggestion. 9th: Dominate Monster(PH p224) As Dominate Person, but any creature. Eternal Strength XE "Eternal Strength"  [Initiate](RoD p155)Patron Deity: Kord Cleric level: 5th Strength 13+4 bonus on saves against Strength damage or drain. Add the following to your Cleric spell list: 3rd: Heroism(PH p240) Gives a +2 on attack rolls, saves, & skill checks. 5th: Waves of Fatigue(PH p301) Several targets become fatigued. 6th: Heroism, Greater(PH p285) Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. 7th: Waves of Exhaustion(PH p301) Several targets become exhausted.Far Horizons XE "Far Horizons"  [Initiate](RoD p155)Patron Deity: Fharlanghn Cleric level: 1stAdd Climb, Jump, and Swim to your Cleric class skills. You always know which direction is North. Add the following to your Cleric spells list: 1st: Expeditious Retreat(PH p228) Your land speed increases by 30. 3rd: Leomunds Tiny Hut(PH p247) Creates shelter for ten creatures. 5th: Overland Flight(PH p259) You fly at a speed of 40 and can hustle over long distances. 6th: Shadow Walk(PH p277) Step into shadow to travel rapidly.Gatekeeper Initiate XE "Gatekeeper Initiate"  [General](Eb p54)Ability to spontaneously cast Summon Natures AllyMember of the Gatekeeper Druidic Sect, who are trained to ward off extra-dimensional attacks by Aberrations. +2 bonus on saves vs. the supernatural & spell-like abilities of Aberrations. Add Knowledge (the planes) to your Druid Skill List. You can make Knowledge (the planes) checks to learn details about Aberrations (instead of Know (dungeoneering)). Add the following spells to your Druidic spell list: 1st: Protection from Evil(PH p266) +2 bonus to AC & saves against evil, counters mind control, & hedges out elementals & outsiders. 2nd: Zone of Natural Purity(Eb p117) Aberrations in area become weaker, fey & plants become stronger. 3rd: Dimensional Anchor(PH p221)(PH p250)+ Bars extradimensional movement. 4th: Natures Wrath(Eb p114) Damages & dazes aberrations, damages other creatures. 5th: Banishment(PH p202) Banishes 2 HD per level of extraplanar creatures. 6th: Dimensional Lock(PH p221) Teleportation and interplanar travel are blocked for 1 day per level. 7th: Return to Nature(Eb p114) Reduces Intelligence and magical abilities of target. 8th: Mind Blank(PH p253) Subject is immune to mental/emotional magic and scrying.Greensinger Initiate XE "Greensinger Initiate"  [General](Eb p54)Ability to spontaneously cast Summon Natures AllyMember of the Greensinger Druidic Sect, who have close ties to the Fey. Add Bluff, Hide, & Perform to your Druid Skill List. Add the following spells to your Druidic spell list: 1st: Charm Person(PH p209) Make one person your friend. 2nd: Daze Monster(PH3.5 217) Living creature up to 6HD or less looses next action. 3rd: Displacement(PH p223) Attacks miss subject 50% of the time. 4th: Charm Monster(PH p209) Makes monster believe it is your ally. 5th: Hold Monster(PH p241) As Hold Person, but can effect any creature. 6th: Cats Grace, Mass(PH p208) As Cats Grace, affects one subject per level. 7th: Ethereal Jaunt(PH p227) You become ethereal for 1 round per level. 8th: Charm Monster, Mass(PH p206) As Charm Monster, but all within 30. 9th: Etherealness(PH p228) Travel to Ethereal Plane with companions.Initiate of Bane [Initiate] XE "Initiate of Bane" (PGF p80)Patron Deity: Bane Cleric level: 5thGain Frightful Presence When you attack or charge, all enemies within 30 become Shaken for 1d4 rounds (WillNeg, DC 10 + Cleric level + Charisma modifier). Add the following spells to your Cleric spell list: 3rd: Mystic Lash(PGF p106) Creates energy whip that deals 1d6 Electricity damage per 3 levels (max 4d6) and Stuns for 1 round. 5th: Battle Tide(PGF p99) Targets take 2 penalty on saving throws, attack rolls, and weapon damage to grant you benefits. 6th: Stone Walk(PGF p113) Links two stones for teleportation. 7th: Undeath after Death(PGF p117) Deals 2 Constitution damage and causes subject to rise as a Crypt Spawn after death.Initiate of Boccob XE "Initiate of Boccob"  [Initiate](DR342 p49)Patron Deity: Boccob Able to cast 3rd level Divine spellsYou can make all Knowledge checks Untrained. +1 caster level on Divination spells. Add the following to one of your Divine spells list: 1st: Memory Jar(DR342 p54) The target gains a bonus on Knowledge checks. 2nd: Identify(PH p243) Determines properties of a magic item. 4th: Research Aid(DR342 p55) Get assistance when performing research.Initiate of Cyric [Initiate] XE "Initiate of Cyric" (PGF p80)Patron Deity: Cyric Cleric level: 3rdBecome immune to normal or magical Fear effects. Add the following spells to your Cleric spell list: 2nd: Black Talon(PGF p100) Your arm becomes a claw that gives +5 reach and +1 per four levels Profane bonus on attack rolls, deals 1d6 damage +1 per level negative energy damage (max +10). 4th: Dread Blast(PGF p101) Fires a ray of negative energy that deals 4d8 damage +1 per level (max +20) and Dazes target for 1 round. 4th: Skull of Secrets(PGF p111) Creates an illusionary flaming skull that speaks a message and spits a tongue of flame that deals 1d8 Fire damage per two caster levels (max 5d8). 5th: Skull Eyes(PGF p111) Grants you a gaze attack that acts as either Charm Monster or Confusion. 7th: Triple Mask(PGF p116) Creates three shadow duplicates of you.Initiate of Ehlonna  XE "Initiate of Ehlonna"  [Initiate](DR342 p50)Patron Deity: Ehlonna Able to cast 3rd level Divine spellsPass without Trace (self only), 1/day as a Spell-like ability. Add Handle Animal and Survival to the skill list of one of your Divine spellcasting classes. Add the following to one of your Divine spells list: 1st: Longstrider(PH p249) Increases your speed. 2nd: Snare(PH p280) Creates a magical booby trap. 4th: Commune with Nature(PH p211) Learn about terrain for one mile per level. 8th: Animal Shapes(PH p198) One ally per level polymorphs into chosen animal.Initiate of Erythnul  XE "Initiate of Erythnul"  [Initiate](DR342 p50)Patron Deity: Erythnul Able to cast 4th level Divine spellsWhen you bring a creature to 10 hp (i.e., kill it) with a Critical Hit, you automatically receive a Death Knell. Does not apply to the Coup de Grace action. Add the following to one of your Divine spells list: 2nd: Cause Fear, Greater(DR342 p52) As Cause Fear, but affects creatures up to 15 HD. 5th: Erythnuls Slaughter(DR342 p53) Doubles critical threat ranges and prevents stabilization. 6th: Rage, Mass(DR342 p55) As Rage, but affects one subject per level.Initiate of Fharlanghn  XE "Initiate of Fharlanghn"  [Initiate](DR342 p51)Patron Deity: Fharlanghn Able to cast 3rd level Divine spellsYour land speed improves by +10. Add the following to one of your Divine spells list: 1st: Alarm(PH p197) Wards an area for 2 hours per level. 1st: Expeditious Retreat(PH p228) Your land speed increases by 30 4th: Dimension Door(PH p221) Teleports you a short distance. 7th: Phase Door(PH p261) Invisible passage through wood or stone.Initiate of Gond [Initiate] XE "Initiate of Gond" (PGF p80)Patron Deity: Gond Cleric level: 1stDisable Device and Open Lock become Cleric Class Skills. Add the following spells to your Cleric spell list: 1st: Wieldskill(PGF p118) Grants +5 Competence bonus on a skill check, or proficiency with a weapon, armor, or shield. 3rd: Understand Device(PGF p117) Grants an Insight bonus equal to caster level on Disable Device or Open Lock checks. 6th: Fantastic Machine(PGF p69) Creates illusory many-armed machine that functions as a Large Animated Object.Initiate of Heironeous  XE "Initiate of Heironeous"  [Initiate](DR342 p51)Patron Deity: Heironeous Able to cast 3rd level Divine spellsYou do the following bonus damage when wielding a Longsword against an Evil-aligned Outsider, +1d6; against a creature with an Aura of Evil (such as a Cleric of an Evil Deity), +1d4. Add the following to one of your Divine spells list: 2nd: Mark of Justice, Lesser(DR342 p54) Designates action that will trigger curse on subject. 3rd: Bless, Greater(DR342 p52) Allies gain +1 per 4 levels on attack rolls and saves against fear. 4th: Righteousness of Heironeous(DR342 p55) You deal extra damage against evil targets.Initiate of Helm [Initiate] XE "Initiate of Helm" (PGF p80)Patron Deity: Helm Cleric or Paladin lvl: 5thYou may make an Attack of Opportunity when you are Flat-Footed Add the following spells to your Cleric or Paladin spell list: 2nd: Warning(PGF p118) Grants Uncanny Dodge and a +4 Insight bonus on Listen and Spot checks. 3rd: Forceward(PGF p103) Creates a sphere of force that prevents entry by enemies, grants a +2 Sacred bonus on saves vs. attacks by Evil creatures. 3rd: Mace of Odo(PGF p106) Creates a glowing mace that deals 1d6 Force damage per level (max 10d6) and Paralysis, more against Undead.Initiate of Hextor  XE "Initiate of Hextor"  [Initiate](DR342 p51)Patron Deity: Hextor Able to cast 3rd level Divine spellsYou do the following bonus damage when wielding a Flail against an Good-aligned Outsider, +1d6; against a creature with an Aura of Good (such as a Cleric of a Good Deity), +1d4. Add the following to one of your Divine spells list: 2nd: Scare(PH p274) Panics creatures up to 5HD. 4th: Bane, Greater(DR342 p52) Enemies gain 1 per 4 levels on attack rolls and saves against fear. 4th: Wrath of Hextor(DR342 p56) You deal extra damage against good.Initiate of Ilmater [Initiate] XE "Initiate of Ilmater" (PGF p80) (PGFe)+Patron Deity: Ilmater Cleric or Paladin lvl: 7thWhen you cast a Cure spell that would result in more damage being healed than the target is missing hit-points, the excess hit-points become Temporary Hit-Points, up to a maximum of 3 x targets HD. As long as the target has the Temporary HP, he/she receives a +2 Sacred bonus on Fortitude saves & a +2 Sacred bonus to resist being Bull Rushed or Tripped. It not consumed by damage, the Temporary HP dissipate after one hour. Add the following spells to your Cleric or Paladin spell list: 4th: Favor of Ilmater(PGF p102) Subject gains Feat: Endurance, plus immunity to nonlethal damage, charm and compulsion effects, pain attacks, and other adverse conditions, subject can function at 1 to 9 hp. 4th: Glory of the Martyr(PGF p103) Grants each subject +1 Deflection bonus to AC and +1 Resistance bonus on saves, splits their damage with you. 4th: Pact of Martyrdom(PGF p108) You exchange hit-point totals with the target.Initiate of Kord  XE "Initiate of Kord"  [Initiate](DR342 p51)Patron Deity: Kord Able to cast 2nd level Divine spellsYou receive a +4 Size bonus on all Bull Rush, Disarm, Grapple, Overrun, Sunder, & Trip attempts. Add the following to one of your Divine spells list: 1st: Kords Power Surge(DR342 p54) Receive a bonus on Strength-based ability checks and skills. 2nd: Kords Greeting(DR342 p54) Bonuses for charging double and penalties reduce to half. 4th: Champion of Kord(DR342 p53) Receive bonuses on acts of strength.Initiate of Lathander [Initiate] XE "Initiate of Lathander" (PGF p80)Patron Deity: Lathander Cleric level: 1stYou may Spontaneously give up a prepared spell and cast a spell on your Clerical spell list that is of the [light] subtype or has Light in the title, such as Searing Light. Add the following spells to your Cleric spell list: 1st: Rosemantle(PGF p109) Target gains a +1 per level Sacred bonus (max +10) on saves vs. effects that cause Pain, Sickness, Nausea, or Fear. 3rd: Sunrise(PGF p114) Burst of light blinds and damages creatures. 5th: Shield of Lathander(PGF p110) Touched creature gains Damage Reduction 15 / for 1 round. 7th: Shield of Lathander, Greater(PGF p110) As Shield of Lathander, except grants Damage Reduction 20 / , immunity to negative energy and energy drain, and Acid Resistance 10, Cold Resistance 10, Electricity Resistance 10, Fire Resistance 10, & Sonic Resistance 10. 9th: Undeaths Eternal Foe(PGF p117) Grants subjects numerous combat advantages against Undead opponents.Initiate of Malar [Initiate] XE "Initiate of Malar" (PGF p81)Patron Deity: Malar Cleric or Druid level: 3rdWhen you use Summon Monster or Summon Natures Ally to summon a natural or Fiendish Animal, the Animal gains a +4 Enhancement bonus to its Strength and Constitution scores. Add the following spells to your Cleric spell list: 2nd: Spectral Stag(PGF p112) Conjures a phantom stag that you can ride or direct to attack a target. 3rd: Possess Animal(PGF p108) You possess a normal animal. 4th: Strength of the Beast(PGF p114) You gain benefits of your Lycanthropic animal form while in human form.Initiate of Mystra [Initiate] XE "Initiate of Mystra" (PGF p81)Patron Deity: Mystra Cleric level: 3rdYou may attempt to cast spells in Dead Magic zones or within an Antimagic Field. In a Dead Magic zone, you must make a Caster check vs. DC 20 + spell level. In an Antimagic Field, you must make a Caster check vs. DC 11 + the Antimagic Fields Caster level. Add the following spells to your Cleric spell list: 2nd: Spell Shield(PGF p113) Grants a +3 Resistance bonus on saving throws vs. spell and spell-like abilities. 3rd: Anyspell(FR p67) You can read and prepared up to a 2nd level Arcane spell from a scroll or spellbook in a 3rd level Domain spell slot. 5th: Spell Phylactery(PGF p113) Activates a spell on a scroll when a triggering condition is met. 6th: Anyspell, Greater(FR p70) As Anyspell, but you can read and prepare any Arcane spell up to 5th level in a 6th level Domain spell slot. 7th: Holy Star(PGF p104) Creates a glowing star that turns 1d6+3 spell levels as Spell Turning, grants a +10 Circumstance bonus to AC, or fires an energy bolt that deals 1d6 damage per two levels.Initiate of Nature [Initiate] XE "Initiate of Nature" (PGF p81)Patron Deity: Eldath, Mielikki, or Silvanus. Cleric or Druid lvl: 5th You can Rebuke or Command Animals or Plant Creatures up to 3 + Charisma modifier times per day Add the following spells to your Cleric spell list: 3rd: Mold Touch(PGF p106) Creates a 5 patch of Brown Mold. 4th: Briar Tangle(PGF p100) As Entangle, except the targets take 1d8 damage + 1 per two levels. 4th: Thorn Spray(PGF p115) Your ranged attack deals 1d6 damage per level (max 20d6), divided among multiple targets, Sickens on a successful hit. 5th: Fireward(PGF p102) As Quench, but also suppresses Magical Fire effects in the affected area. 5th: Tree Healing(PGF p116) You enter a tree that nourishes and heals you.Initiate of Nerull  XE "Initiate of Nerull"  [Initiate](DR342 p51)Patron Deity: Nerull Able to cast 4th level Divine spellsWhen using the Death Touch ability granted by the Death Domain, use d8s (instead of d6s) for damage. Add the following to one of your Divine spells list: 2nd: Cause Fear, Greater(DR342 p52) As Cause Fear, but affects creatures up to 15 HD. 3rd: Nerulls Scythe(DR342 p54) You bring a magical scythe into existence. 9th: Wail of the Banshee(PH p298) Kills one creature per level.Initiate of Obad-Hai  XE "Initiate of Obad-Hai"  [Initiate](DR342 p51)Patron Deity: Obad-Hai Able to cast 3rd level Divine spellsIn addition to being able to convert your Prepared Divine spells spontaneously into healing spells, you may also convert them into Summon Natures Ally spells (as a Druid does). Add the following to one of your Divine spells list: 1st: Summer Breezes(DR342 p56) Cools you in uncomfortable environments. 2nd: Spontaneous Combustion(DR342 p56) Target touched catches fire. 3rd: Quicksand(DR342 p54) Creates an area of quicksand. 5th: Waves of Destruction(DR342 p56) Seawater crashes down upon your targets.Initiate of Olidammara  XE "Initiate of Olidammara"  [Initiate](DR342 p51)Patron Deity: Olidammara Able to cast 2nd level Divine spellsAdd Gather Information, Sleight of Hand, and Tumble to the skill list of one of your Divine spellcasting classes. Add the following to one of your Divine spells list: 2nd: Festival Feast(DR342 p41) Creates delicious food for 3 humans per level. 4th: Olidammaras Bard Spell(DR342 p42) You can prepare spell from the Bard spell list. 5th: Olidammaras Carapace(DR342 p42) Creates a protective shell around you, which you can teleport out of secretly.Initiate of Pelor  XE "Initiate of Pelor"  [Initiate](DR342 p52)Patron Deity: Pelor Able to cast 3rd level Divine spellsYou receive a +2 Sacred bonus on Turning Checks and Turning Damage rolls. Add the following to one of your Divine spells list: 1st: True Turning(DR342 p56) You gain bonuses on your next Turn Undead attempt. 3rd: Bless, Greater(DR342 p52) Allies gain +1 per 4 levels on attack rolls and saves against fear. 4th: Immolate the Wicked(DR342 p54) Undead you have turned burst into flames.Initiate of Selne [Initiate]  XE "Initiate of Selne" (PGF p81) (PGFe)+Patron Deity: Selne Cleric, Druid, Ranger, Harper Agent level: 3rd Cast Augury and Divination at +5 Caster level. Add the following spells to your Cleric, Druid, Ranger, and/or Harper Agent spell list: 1st: Handfire(PGF p103) Your melee touch attack deals 1d8 damage +1 per level (max +5) against a living creature or 2d6 damage + 1 per level (max +5) against Undead. 3rd: Moon Blade(FR p72) Touch attack deals 1d8 + 1 per two levels, more to Undead, plus scrambles spellcasting. 4th: Strength of the Beast(PGF p114) You gain benefits of your Lycanthropic animal form while in human form. 4th: Wall of Moonlight(PGF p118) Creates aluminous wall that deals 3d12 damage to Undead and 2d10 damage to Evil creatures and Clergy of Shar or Umberlee, illuminates area and counters / dispels darkness. 5th: Moonpath(FR p72) Grants sanctuary to 1 creature per level. 5th: Moonweb(PGF p106) Creates a glowing shield that gives +8 bonus to AC and +4 bonus on Reflex saves, plus Improved Evasion.Initiate of St. Cuthbert  XE "Initiate of St. Cuthbert"  [Initiate](DR342 p52)Patron Deity: St. Cuthbert Able to cast 3rd level Divine spellsProtective Ward once per day per 4 Divine caster levels The touched target gets a Resistance bonus on his/her next saving throw equal to your Divine caster level. If not used in one hour, the ward dissipates. Activation is a Standard Action. Add the following to one of your Divine spells list: 2nd: Mark of Justice, Lesser(DR342 p54) Designates action that will trigger curse on subject. 3rd: Retributive Strike(DR342 p55) You gain an attack of opportunity when attacked. 7th: Spell Turning(PH p282)(PH3.5e)+ Reflects 1d4+6 spell levels back at caster.Initiate of Tyr [Initiate] XE "Initiate of Tyr" (PGF p81)Patron Deity: Tyr Cleric level: 7th Access to the War domain.+1 bonus to damage when attacking with a Longsword. Add the following spells to your Cleric spell list: 4th: Sword and Hammer(PGF p115) As Spiritual Hammer, but creates a Longsword and Warhammer of Force, +1 on attack rolls, automatically Flanks opponents. 6th: Sword and Hammer, Greater(PGF p115) As Sword and Hammer, but each weapon has a +2 bonus on attack rolls and benefit from the Improved Critical Feat.Initiate of Vecna  XE "Initiate of Vecna"  [Initiate](DR342 p52)Patron Deity: Vecna Able to cast 3rd level Divine spellsYou may use Scrolls, Wands, and other Spell Completion / Spell Trigger items as a Wizard whose level is equal to your Divine Caster level (plus your Wizard level, if any). Add the following to one of your Divine spells list: 3rd: Vecnas Courier(DR342 p56) Deliver secrets without fear of having them revealed. 4th: Arcane Eye(PH p200) Invisible floating eye moves 30 per round. 6th: Eyebite(PH p228) Target becomes panics, sickened, and comatose.Initiate of Wee Jas  XE "Initiate of Wee Jas"  [Initiate](DR342 p52)Patron Deity: Wee Jas Able to cast 3rd level Divine spellsBy expending one of your Turning / Rebuking Attempts, you release a wave of Positive or Negative energy in a 20 radius Burst. If you channel Positive Energy, all Undead in the area of effect take 1d6 per two Divine Caster levels (Will, DC is Charisma-based). If you channel Negative energy, all Undead in the area of effect are cured 1d6 per two Divine Caster levels (up to their maximum, extra hp are lost). Add the following to one of your Divine spells list: 2nd: Disguise Undead(Spell p66) Change appearance of one corporeal undead for 10 minutes per level. 4th: Magic Jar(PH p250) Enables possession of another creature. 6th: Circle of Death(PH p209) Kills 1d4 HD per level of creatures.Law Inviolate XE "Law Inviolate"  [Initiate](RoD p155)Patron Deity: St. Cuthbert Cleric level: 1st Lawful alignmentAny weapons you wield (including natural) are considered Lawful-aligned for overcoming DR. Add the following to your Cleric spell list: 1st: Color Spray(PH p210) Knocks unconscious, blinds, or stuns weak creatures. 2nd: Daze Monster(PH3.5 217) Living creature up to 6HD or less looses next action. 3rd: Suggestion(PH p285) Compels subject to follow stated course of action. 5th: Passwall(PH p259) Creates a passage through wood or stone walls. 6th: Suggestion, Mass(PH p285) As Suggestion, plus one subject per level. 8th: Power Word Stun(PH p263) Stuns creatures with 150 hp or lessNightbringer Initiate XE "Nightbringer Initiate"  [General](FoE p147)Ability to spontaneously cast Summon Natures Ally Non-Good alignmentMember of the Nightbringer Druidic Sect, who are connected with darkness, undead, & the plane of Mabar. Hide & Move Silently become Druid class skills for you. Add the following spells to your Druidic spell list: 1st: Inflict Light Wounds(PH p244) Touch deals 1d8 damage +1 per level (max +5). 2nd: Darkness(PH p216) 20 radius of supernatural shadow. 3rd: Deeper Darkness(PH p217) Object sheds supernatural shadow in 60 radius. 4th: Enervation(PH p226) Subject gains 1d4 negative levels. 5th: Summon Monster V(PH p287) Summons an extraplanar creature to fight for you. (shadow mastiff only) 6th: Planar Ally(PH p261) As Planar Ally, Lesser, but up to 12 HD. (native of Mabar only) 7th: Control Undead(PH p214) Undead dont attack you while under your command. 8th: Create Greater Undead(PH p215) Creates shadows, wraiths, spectres, or devourers. (shadows only) 9th: Gate(PH p234) Connects two planes for travel or summoning (Mabar only)Radiant Fire XE "Radiant Fire"  [Initiate](RoD p155)Patron Deity: Pelor Cleric level: 3rd+2 Insight bonus to damage rolls against Evil creatures. Add the following to your Cleric spell list: 2nd: Scorching Ray(PH p274) Ranged touch attack, deals 4d6 fire damage, +1 ray/4 levels (max 3). 3rd: Summon Monster III(PH p286) Summons an extraplanar creature to fight for you.*  5th: Summon Monster V(PH p287) Summons an extraplanar creature to fight for you. * 6th: Summon Monster VI(PH p287) Summons an extraplanar creature to fight for you. * 8th: Summon Monster VIII(PH p287) Summons an extraplanar creature to fight for you. * * Fire Elementals only Undying Fate XE "Undying Fate"  [Initiate](RoD p155)Patron Deity: Wee Jas Cleric level: 3rdAs a Swift Action, you can determine how close creatures are to death. This is an Extraordinary ability that functions as the Deathwatch spell. Add the following to your Cleric spell list: 2nd: False Life(PH p229) Gain 1d10 temporary hp + 1 per level (max +10). 3rd: Halt Undead(PH p238) Immobilizes undead for 1 round per level. 5th: Blight(PH p206) Withers one plant or deals 1d6 per level damage to a plant creature. 7th: Finger of Death(PH p230) Kills one subject.Warden Initiate XE "Warden Initiate"  [General](Eb p62)Ability to spontaneously cast Summon Natures AllyMember of the Warden of the Wood Druidic Sect, who protect the Great Woods. Gain +2 Deflection bonus to AC when fighting in a forest. Add the following spells to your Druidic spell list: 1st: Protection from Evil(PH p266) +2 bonus to AC & saves against evil, counters mind control, & hedges out elementals & outsiders. 2nd: Detect Thoughts(PH p220) Allows listening to surface thoughts. 3rd: Displacement(PH p223) Attacks miss subject 50% of the time. 4th: Locate Creature(PH p249) Indicates direction to familiar creature. 5th: Hold Monster(PH p241) As Hold Person, but can effect any creature. 6th: Repulsion(PH p271) Creatures cant approach you. 7th: Banishment(PH p202) Banishes 2 HD per level of extraplanar creatures. 8th: Screen(PH p274) Illusion hides area from vision, scrying. 9th: Hold Monster, Mass(PH p241) As Hold Monster, but all within 30.Whispered Secrets XE "Whispered Secrets"  [Initiate](RoD p155)Patron Deity: Vecna Cleric level: 1stAdd Listen and Spot to your Cleric class skills. You automatically become aware of any attempt to observe you by Scrying as an Extraordinary ability. Add the following to your Cleric spell list: 1st: Disguise Self(PH p222) Changes your appearance. 2nd: Darkvision(PH p216) See 60 in total darkness. 3rd: Glibness(PH p235) You gain +30 bonus on Bluff checks, and your lies can escape magical discernment. 4th: Arcane Eye(PH p200) Invisible floating eye moves 30 per round. 5th: Prying Eyes(PH p267) 1d4 floating eyes + 1 per level scout for you. 6th: Analyze Dweomer(PH p197) Reveals magical aspects of subject. 8th: Mind Blank(PH p253) Subject is immune to mental/emotional magic and scrying. Variant Feats Ceremonial Feats The following feats allow a spellcaster to apply spell templates to their spells. Each template adds an effect to a category of spells at the cost of one or more of the following: irremovable verbal component (i.e., cannot be removed with the Silent Spell Metamagic), irremovable somatic component, an expensive material component, and/or a new material focus. Ceremonial FeatsSourcePrerequisiteDescriptionBloodthirsty [Ceremonial] XE "Bloodthirsty" (DR311 p44)1. You may apply the Bloodleech template(DR311 p44) to your spells that cause hit-point damage. One target affected by the spell is designated as the Bloodleech target. If he/she is damaged by the spell, the target takes an extra 1d6 damage & the caster heals the same amount immediately (excess hp are lost). Cost: Verbal(guttural phrase) Material(50gp Ruby). 2. If you have cast a Bloodleech spell in the last 24 hours, your natural healing is increased, resulting in the recovery of 2 x Character Level in hit-points for a night of rest or 3 x Character Level in hit-points for a full day & night of rest.Elemalefic Spellcaster [Ceremonial] XE "Elemalefic Spellcaster" (DR311 p44)1. You may apply the Elemalefic template(DR311 p44) to your spells that cause energy damage. Once the target spell would normally end, anyone who damaged by the spell continues to take 1d4 damage of the same energy type for 1 round per spell level. Note that this effect can be dispelled. Cost based on damage type: Acid 50gp of Black Dragon drool, Cold 50gp Diamond dust, Electricity 50gp Copper star, Fire 50gp Ruby dust, Sonic 50gp Gold Tuning Fork. 2. +2 bonus on Survival checks made on an Elemental Plane of existence.Ethereal Tendril [Ceremonial] XE "Ethereal Tendril" (DR311 p44)1. You may apply the Ghost Touch template(DR311 p44) to your spells. That target one or more creatures. The target spell now effects Incorporeal creatures 100% of the time (instead of 50% of the time). Cost: Material(50gp silver orb). 2. When on the Ethereal Plane, you can travel at your normal movement (instead of the normal movement).Invigorating Spellcaster [Ceremonial] XE "Invigorating Spellcaster" (DR311 p44)1. You may apply the Invigorating template(DR311 p44) to your spells that heal hit-points. In additional to healing hit-points, the target spell also removes all of the following: Dazed, Exhausted, Fatigued, Sickened, & Stunned. Cost: Verbal(ancient healing incantation). 2. +2 bonus on Heal checks.Spellbinder [Ceremonial] XE "Spellbinder" (DR311 p44)1. You may apply the Shackled template(DR311 p44) to your spells that do not have a duration of Instantaneous or Permanent. Each creature under the effect of the target spell has its movement reduced by for the spells duration Cost: Somatic(grasping gesture), Focus(100gp silver shackles), Material(25gp gold key). 2. +2 bonus on Use Rope checks to bind a creature.Spellstrike [Ceremonial] XE "Spellstrike" (DR311 p44)1. You may apply the Concussive template(DR311 p44) to your spells that cause hit-point damage. Any creature who takes damage from the target spell must make a Balance check vs. DC 10 + Caster level or be knocked prone. Cost: Somatic(pushing gesture), Material(25gp pearl). 2. +2 bonus on Concentration checks made to ignore vigorous, violent, or extraordinarily violent motion while casting spells.Superior Summons [Ceremonial] XE "Superior Summons" (DR311 p44)1. You may apply the Champion template(DR311 p44) to your Conjuration (summoning) spells. The creatures summoned by the target spell have maximum hit-points. In addition, you can target them with beneficial touch spells at a range of up to 30. 2. You cast Conjuration (summoning) spells at +1 effective Caster level. Spell-Touched Spell-Touched FeatsSourcePrerequisiteDescriptionAccurate Jaunt [Spelltouched]  XE "Accurate Jaunt" (UA p92)Exposure to Greater Teleport, Plane Shift, Teleport, or Shadow Walk spells.When you use the spells Teleport, Plane Shift, or Shadow Walk, you may make your targeting / destination roll twice and take the better of the two rolls.Bladeproof Skin  XE "Bladeproof Skin"  [Spelltouched](UA p92)Exposure to Stoneskin or Ironbody spells.Gain Damage Reduction 3 / bludgeoning, but your tougher skin now imposes an Armor Check penalty of 2, which stacks with all other Armor Check penalties.Breadth of Knowledge XE "Breadth of Knowledge"  [Spelltouched](UA p92)Exposure to Legend Lore or Vision spells.You may make a check against any Knowledge skill, even if you have no ranks in it. If you have at least one rank in a specific Knowledge skill, you gain a +1 bonus on any check based upon it.Conductivity XE "Conductivity"  [Spelltouched](UA p92)Exposure to Call Lighting, Lightning Bolt, or Chain LightningIf you take Electricity damage, you may send an arc of electricity at one target within 30. The base damage is half the electrical damage you took (Ref, DC 16 + your Charisma modifier).Controlled Immolation XE "Controlled Immolation"  [Spelltouched](UA p92)Exposure to Fireball or Delayed Blast FireballIf you catch on fire (DMG p303), you take no hit-point damage & your body burns for 1d4 rounds. During this time, any creature striking you with a hand-held weapon or its body takes 1d6 fire damage. Note that this ability does not negate damage from normal and/or magical fire, only catching on fire. Also, it does not protect your equipment.Eyes to the Sky XE "Eyes to the Sky"  [Spelltouched](UA p93)Exposure to Scrying or Greater ScryingYou automatically spot the magical sensor created by any spell of the [scrying] subtype (including Arcane Eye, Clairaudience / Clairvoyance, Greater Scrying, and Scrying) if it is within 40.False Pretenses XE "False Pretenses"  [Spelltouched](UA p93)Exposure to a Charm or Dominate spellIf you succeed on your save against a (charm) or a (compulsion), the caster thinks you failed your save. You have the option of playing along. If the spell involved mental commands, you receive the commands but do not have to follow them.Ineluctable Echo XE "Ineluctable Echo"  [Spelltouched](UA p93)Exposure to Wail of the Banshee or any Power Word spellIf you are targeted with a Power Word or Wail of the Banshee, the caster is effected also. Note that you are still effected normally.Life Leech XE "Life Leech"  [Spelltouched](UA p93)Exposure to Death Knell or the death touch domain abilityEach dying or stable creature (i.e., any creature with 1 to 9 hp) within 30 of you at the start of your turn loses 1 hp, which you gain as a Temporary HP for 10 minutes. You cannot suppress this power and it effects everyone in the area of effect.Live My Nightmare XE "Live My Nightmare"  [Spelltouched](UA p94)Exposure to Phantasmal Killer spellIf you are targeted with a Divination spell or effect, you have the option of inflicting a Phantasmal Killer on the caster (WillDisbelief DC 14 + your Charisma bonus. If unsuccessful, FortNeg to avoid dying (same DC)).Momentary Alteration  XE "Momentary Alteration"  [Spelltouched](UA p94)Exposure to Alter Self spellWhen you take this feat, choose one of the forms that you have turned into using Alter Self. You may change into that form for 1 minute, once per day. You may take this feat multiple times. Each time, either choose another form or the same form again (granting 1 extra minute per day).Naturalized Denizen  XE "Naturalized Denizen"  [Spelltouched](UA p94)Exposure to Dimen-sional Anchor spellYou lose your extraplanar subtype. This makes you immune to Banishment, Dismissal, and similar effects.Omniscient Whispers  XE "Omniscient Whispers"  [Spelltouched](UA p94)Exposure to Commune or Contact Other Plane spellsCommune, 1/week. Using this ability leaves you Exhausted.Photosynthetic Skin  XE "Photosynthetic Skin"  [Spelltouched](UA p94)Exposure to Barkskin spell+2 Enhancement bonus to your Natural Armor when outside during the day.Polar Chill  XE "Polar Chill"  [Spelltouched](UA p94)Exposure to Cone of Cold or Ice Storm spellsCoat the ground around you in a 20 radius with ice, once per day. The effect lasts for 1 minute. Any creature trying to go through one of the frozen spaces requires 2 spaces of movement & any Balance or Tumble check has +5 DC. You must be touching the ground in less than 100 degree temperature air to use this ability.Residual Rebound  XE "Residual Rebound"  [Spelltouched](UA p94)Exposure to Spell Resistance or Spell Turning spellsIf you roll a Natural 20 on a saving throw against a Targeted Spell (i.e., not area of effect), the spell reflects back at its caster as if effected by Spell Turning (except this ability effects Touch spells too). This ability does not effect spells that to not allow a saving throw.Stench of the Dead  XE "Stench of the Dead"  [Spelltouched](UA p94)Exposure to Ghoul Touch or Vampiric Touch spellsAny creature adjacent to you becomes Sickened due to the smell (FortNeg DC 12 + your Charisma modifier). The effect lasts until the creature has not been adjacent to you for 1d4 rounds. You cannot suppress this ability. Astrological Astrological FeatsSourcePrerequisiteDescriptionStartouched [General] XE "Startouched" (DR340 p26)1st level onlyGain the Startouched bonus (see page  PAGEREF _Ref126044169 196) that matches the Astrological Sign that was in ascendance on the day of your birth. You are able to use & create magic items tuned only to your sign.Starborn [General] XE "Starborn" (DR340 p26)StartouchedGain the Startborn bonus of your sign. In addition, you may reroll one skill check per day for the skill indicated in your Starborn bonus. You must declare the reroll before the DM indicated success or failure and you must keep the new roll.Starblessed [General] XE "Starblessed" (DR340 p26)Startouched StarbornWhen carrying your Birthstone (worth at least 100gp), gain the Starblessed bonus of your sign. In addition, you are allowed two rerolls per day of your Starborn skill. Astrological Signs NameSourceStartouched bonusStarborn bonusBirthstone & Starblessed bonusBasilisk(DR340 p32)+2 bonus on Intimidate checks+2 bonus on Sense Motives checksRuby +2 Luck bonus on Fortitude saves vs. Transmutation spells & effectsBeholders(DR340 p27)+2 bonus on Decipher Script checks+2 bonus on Spot checksAgate +2 Luck bonus on saves vs. Illusion spells & effectsDragon(DR340 p30)+2 bonus on Appraise checks+2 bonus on Listen checksGarnet +1 bonus to AC for one round when you use the Aid Another actionDryad(DR340 p28)+2 bonus on Handle Animal checks+2 bonus on Heal checksPearl +1 Luck bonus to AC when an ally occupies an adjacent squareEttin(DR340 p28)+2 bonus on Sleight of Hand checks+2 bonus on Disable Device checksOpal +1 Luck bonus to AC vs. Attacks of Opportunity.Harpy(DR340 p27)+2 bonus on Perform (sing) and Perform (oratory) checks+2 bonus on Bluff checksTurquoise +1 Luck bonus on AC vs. ranged attacks.Hydra(DR340 p31)+2 bonus on Gather Information checks+2 bonus on Tumble checksDiamond +2 Luck bonus to AC when a foe is trying to confirm a Critical HitKraken(DR340 p31)+2 bonus on Swim checks+2 bonus on Hide checksAquamarine +1 Luck bonus to AC vs. Touch AttacksStirge(DR340 p28)+2 bonus on Craft (alchemy) checks+2 bonus on Concentration checksEmerald +2 Luck bonus on Will saves vs. Enchantment spells & effectsUnicorn(DR340 p30)+2 bonus on Climb checks+2 bonus on Jump checksTopaz +2 Luck bonus on saves vs. Poison & DiseaseWyvern(DR340 p29)+2 bonus on Survival checks+2 bonus on Ride checksSapphire +1 Luck bonus to AC on any round that you move more than 5 Skipped Feats Epic Feats Armor Skin XE "Armor Skin (epic)" (CWar p151) Augmented Alchemy XE "Augmented Alchemy (epic)" (CAdv p191) Axiomatic Strike XE "Axiomatic Strike (epic)" (PGF p135) Bonus Domain XE "Bonus Domain (epic)" (CDiv p89) Automatic Quicken Spell XE "Automatic Quicken Spell (epic)" (CArc p191) Automatic Silent Spell XE "Automatic Silent Spell (epic)" (CArc p191) Automatic Still Spell XE "Automatic Still Spell (epic)" (CArc p191) Chosen Weapon Specialization XE "Chosen Weapon Specialization (epic)" (PGF p135) Combat Archery XE "Combat Archery (epic)" (CWar p151) Combat Insight XE "Combat Insight (epic)" (CWar p151) Damage Reduction XE "Damage Reduction (epic)" (CWar p151) Divine Spell Penetration XE "Divine Spell Penetration (epic)"  (PGF p135) Enhance Effect XE "Enhance Effect (epic)" (PGF p135) Enhance Spell XE "Enhance Spell (epic)" (CArc p191) Epic Combat Expertise XE "Epic Combat Expertise (epic)" (CWar p151) Epic Counterspell XE "Epic Counterspell (epic)" (PGF p135) Epic Dodge XE "Epic Dodge (epic)" (CAdv p191) Epic Devotion XE "Epic Devotion (epic)" (PGF p135) (CDiv p89) Epic Prowess XE "Epic Prowess (epic)" (CWar p151) Epic Reputation XE "Epic Reputation (epic)" (CAdv p191) Epic Spell Focus XE "Epic Spell Focus (epic)" (CArc p192) (CAdv p192) Epic Spell Penetration XE "Epic Spell Penetration (epic)" (CArc p192) Epic Spellfire Wielder XE "Epic Spellfire Wielder (epic)" (PGF p136) Epic Sunder XE "Epic Sunder (epic)" (CWar p151) Epic Toughness XE "Epic Toughness (epic)" (CWar p151) Epic Weapon Focus XE "Epic Weapon Focus (epic)" (CWar p151) Familiar Spell XE "Familiar Spell (epic)" (DMG p209) Great Smiting XE "Great Smiting (epic)" (DMG p209) Group Inspiration XE "Group Inspiration (epic)" (CAdv p192) Holy Strike XE "Holy Strike (epic)" (CDiv p89) Improved Combat Casting XE "Improved Combat Casting (epic)" (CArc p192) Improved Cooperative Metamagic XE "Improved Cooperative Metamagic (epic)" (PGF p136) Improved Elemental Wild Shape XE "Improved Elemental Wild Shape (epic)" (DMG p209) Improved Favored Enemy XE "Improved Favored Enemy (epic)" (DMG p210) Improved Metamagic XE "Improved Metamagic (epic)" (DMG p210) Improved Skirmish XE "Improved Skirmish (epic)" (CAdv p192) Improved Snatch Spell XE "Improved Snatch Spell (epic)" (PGF p136) Improved Sneak Attack XE "Improved Sneak Attack (epic)" (DMG p210) Improved Spell Capacity XE "Improved Spell Capacity (epic)" (DMG p210) Improved Spellpool Access XE "Improved Spellpool Access (epic)" (PGF p136) Improved Stunning Fist XE "Improved Stunning Fist (epic)" (DMG p210) Improved Sudden Strike XE "Improved Sudden Strike (epic)" (CAdv p192) Inscribe Epic Rune XE "Inscribe Epic Rune (epic)" (PGF p136) Lasting Inspiration XE "Lasting Inspiration (epic)" (DMG p210) Legendary Acrobat XE "Legendary Acrobat (epic)" (CAdv p192) Legendary Climber XE "Legendary Climber (epic)" (CAdv p192) Legendary Leaper XE "Legendary Leaper (epic)" (CAdv p192) Legendary Rider XE "Legendary Rider (epic)" (CWar p152) Legendary Tracker XE "Legendary Tracker (epic)" (CAdv p192) Magical Beast Wild Shape XE "Magical Beast Wild Shape (epic)" (CDiv p90)(CDivErrata)+ Master Staff XE "Master Staff (epic)" (CArc p192) Master Wand XE "Master Wand (epic)" (CArc p192) Negative Energy Burst XE "Negative Energy Burst (epic)" (CDiv p90) Overwhelming Critical XE "Overwhelming Critical (epic)" (DMG p210) Perfect Two-Weapon Fighting XE "Perfect Two-Weapon Fighting (epic)" (CWar p152) Planar Turning XE "Planar Turning (epic)" (DMG p210) Polyglot XE "Polyglot (epic)" (CAdv p192) Positive Energy Aura XE "Positive Energy Aura (epic)" (CDiv p90) Spectral Strike XE "Spectral Strike (epic)" (CDiv p90) Spell Knowledge XE "Spell Knowledge (epic)" (DMG p210) Terrifying Rage XE "Terrifying Rage (epic)" (DMG p210) Undead Mastery XE "Undead Mastery (epic)" (CDiv p90) Unholy Strike XE "Unholy Strike (epic)" (CDiv p90) Wield Oversized Weapon XE "Wield Oversized Weapon (epic)" (CWar p153) Zone of Animation XE "Zone of Animation (epic)" (CDiv p90) Psionics Adamantine Mind Blade XE "Adamantine Mind Blade" (DR341 p88) Agitated Causticity XE "Agitated Causticity" (DR313 p47) Align Mind Blade XE "Align Mind Blade" (DR341 p88) Anti-Psionic Magic XE "Anti-Psionic Magic" (DR309 p108) Astral Fire XE "Astral Fire" (DR313 p48) Bioelectrical Surge XE "Bioelectrical Surge" (DR313 p48) Bull Blast XE "Bull Blast" (DR313 p48) Cannibalize Spell XE "Cannibalize Spell" (DR349 p88) Cerebremetamagic XE "Cerebremetamagic" (DR349 p89) Chameleon Crafting XE "Chameleon Crafting" (DR349 p89) Concussive Blast XE "Concussive Blast" (DR313 p48) Deep Vision XE "Deep Vision" (RoS p137) Deflective Armor XE "Deflective Armor" (RoS p137) Duulora Ancestor XE "Duulora Ancestor" (PEG p83) Dual-Plane Summons XE "Dual-Plane Summons" (DR313 p49) Earth Power  XE "Earth Power" (RoS p138) Energize Armor  XE "Energize Armor" (RoS p139) Energy Flare XE "Energy Flare" (DR313 p49) Focused Shield  XE "Energize Armor" (RoS p140) Gestalt Anchor XE "Gestalt Anchor" (RoE p112) Ghost Attack XE "Ghost Attack" (DR316 p80) Ghost Attack, Greater XE "Ghost Attack, Greater" (DR316 p80) Greater Mind Shield XE "Greater Mind Shield" (DR341 p88) Harden Energy XE "Harden Energy" (DR313 p49) Hashalaq Ancestor XE "Hashalaq Ancestor" (PEG p83) Hypnotic Focus XE "Hypnotic Focus" (DR349 p88) Instinctive Consummator XE "Instinctive Consummator" (DR316 p80) Instinctive Dispatcher XE "Instinctive Dispatcher" (DR316 p80) Invest Armor  XE "Invest Armor" (RoS p141) Mind Daggers XE "Mind Daggers" (DR341 p89) Mind Drain XE "Mind Drain" (CSco p79) Mind Shield XE "Mind Shield" (DR341 p89) Mystic Focus XE "Mystic Focus" (DR349 p89) Mystic Stability XE "Mystic Stability" (DR349 p89) Path of Shadows XE "Path of Shadows" (RoE p110) Phrenic Blast XE "Phrenic Blast" (DR316 p80) Phrenic Leech XE "Phrenic Leech" (DR316 p80) Practiced Mind Blade XE "Practiced Mind Blade" (DR341 p89) Psiomancer XE "Psiomancer" (DR349 p89) Psionic Feedback XE "Psionic Feedback" (DR316 p80) Psiotheurgist XE "Psiotheurgist" (DR349 p89) Psychic Luck XE "Psychic Luck" (CSco p080) Psithief XE "Psithief" (CSco p080) Psymbiot XE "Psymbiot" (DR316 p80) Reshape Mind Blade XE "Reshape Mind Blade" (DR341 p89) Shield of Thought XE "Shield of Thought" (RoE p113) Shielded Manifesting  XE "Shielded Manifesting" (RoS p144) Silver Mind Blade XE "Silver Mind Blade" (DR341 p89) Solid Freeze XE "Solid Freeze" (DR313 p49) Soulblade Warrior XE "Soulblade Warrior" (RoE p112) Spiritual Force XE "Spiritual Force" (RoE p113) Strategic Reassignment XE "Strategic Reassignment" (DR341 p89) Strength of Two XE "Strength of Two" (RoE p113) Tactical Reassignment XE "Tactical Reassignment" (DR341 p89) Feats for Monsters Ability Focus XE "Ability Focus" (MM p303) (MM3 p206) Agile Tyrant XE "Agile Tyrant" (DR313 p56) Awesome Blow XE "Awesome Blow" (MM p303) (MM3 p206) Baleful Moan XE "Baleful Moan" (LM p24) Battle Weaver XE "Battle Weaver" (DR338 p68) Bolster Power XE "Bolster Power" (DR312 p38) Burning Rage XE "Burning Rage" (DR314 p53) Chameleon Blood XE "Chameleon Blood" (DR335 p56) Consecrate Spell-Like Ability XE "Consecrate Spell-Like Ability" (BoED p42) Contagious Paralysis XE "Contagious Paralysis" (LM p25) Corrupted Wild Shape XE "Corrupted Wild Shape" (LM p25) Crushing Hug XE "Crushing Hug" (DR313 p30) Death Curse XE "Death Curse" (DR312 p38) Death Master XE "Death Master" (LM p26) Dream Haunting XE "Dream Haunting" (DR121 p57) Empower Spell-Like Ability XE "Empower Spell-Like Ability" (MM p303) (MM3 p206) Empowered Ability Damage XE "Empowered Ability Damage" (LM p26) Endure Sunlight XE "Endure Sunlight" (LM p26) Evolved XE "Evolved" (DR350 p37) Eviscerator XE "Eviscerator" (LM p26) Exalted Spell Resistance XE "Exalted Spell Resistance" (BoED p42) Extra Tricks XE "Extra Tricks" (CAdv p101) Flyby Attack XE "Flyby Attack" (MM p303) (MM3 p206) Ghostly Grasp XE "Ghostly Grasp" (LM p27) Gore Toss XE "Gore Toss" (DR313 p30) Gout of Flame XE "Gout of Flame" (DR314 p53) Graveborn Expert XE "Graveborn Expert" (DR312 p38) Graveborn Warrior XE "Graveborn Warrior" (DR312 p38) Hamstring Attack XE "Hamstring Attack" (DR313 p30) Heighten Spell-Like Ability XE "Heighten Spell-Like Ability" (CArc p80) Heightened Agility XE "Heightened Agility" (DR312 p38) Heightened Strength XE "Heightened Strength" (DR312 p38) Hover XE "Hover" (MM p304) Improved Domination XE "Improved Domination" (DU128 p87) Improved Energy Drain XE "Improved Energy Drain" (LM p27) Improved Natural Armor XE "Improved Natural Armor" (MM p304) (MM3 p206) Improved Natural Attack XE "Improved Natural Attack" (MM p304)(Eb p55) (MM3 p206) Improved Paralysis XE "Improved Paralysis" (LM p27) Improved Turn Resistance XE "Improved Turn Resistance" (LM p27) Life Drain XE "Life Drain" (LM p28) Lifebond XE "Lifebond" (LM p28) Lifesense XE "Lifesense" (LM p28) Maw of Power XE "Maw of Power" (DR313 p57) Maximize Spell-Like Ability XE "Heighten Spell-Like Ability" (CArc p81) Mixed Omens XE "Mixed Omens" (DR340 p62) Multiattack XE "Multiattack" (MM p304) (MM3 p207) Multiweapon Fighting XE "Multiweapon Fighting" (MM p304) Necrotic Reserve XE "Necrotic Reserve" (LM p28) Nimble Flier XE "Nimble Flier" (DR313 p57) Omen of Bones XE "Omen of Bones" (DR340 p62) Omen of Crows XE "Omen of Crows" (DR340 p63) Omen of Flies XE "Omen of Flies" (DR340 p63) Omen of Loss XE "Omen of Loss" (DR340 p63) Omen of Snakes XE "Omen of Snakes" (DR340 p63) Omen of Storms XE "Omen of Storms" (DR340 p63) Positive Energy Resistance XE "Positive Energy Resistance" (LM p29) Power Soar XE "Power Soar" (DR313 p57) Power Surge XE "Power Surge" (DR313 p57) Purify Spell-Like Ability XE "Purify Spell-Like Ability" (BoED p45) Quick Change XE "Quick Change" (DR313 p31) Quicken Manifestation XE "Quicken Manifestation" (LM p29) Quicken Spell-Like Ability XE "Quicken Spell-Like Ability" (MM p304) (MM3 p207) Reptilian Healing XE "Reptilian Healing" (DR335 p57) Sanctify Natural Attack XE "Sanctify Natural Attack" (BoED p46) Skilled Telekinetic XE "Skilled Telekinetic" (DR313 p57) Snatch XE "Snatch" (MM p304) Spell Drain XE "Spell Drain" (LM p30) Spirit of the Beast XE "Spirit of the Beast" (DR313 p31) Spit Venom XE "Spit Venom" (DR313 p91) Strong Coils XE "Strong Coils" (DR313 p91) Tail Snap XE "Tail Snap" (DR314 p53) Tentacular Stalk XE "Tentacular Stalk" (DR313 p57) Uncanny Speed XE "Uncanny Speed" (DR312 p38) Versatile Tyrant XE "Versatile Tyrant" (DR313 p57) Vicious Claws XE "Vicious Claws" (DR312 p38) Wightblade XE "Wightblade" (DR348 p64) Wingover XE "Wingover" (MM p304) Skipped Feats (continued) Feats Tied to Old Campaign Worlds Birthright Bloodline XE "Bloodline" (DR315 p76) Alter Appearance XE "Alter Appearance" (DR315 p76) Animal Affinity XE "Animal Affinity" (DR315 p76) Battlewise XE "Battlewise" (DR315 p76) Character Reading XE "Character Reading" (DR315 p76) Direction Sense XE "Direction Sense" (DR315 p76) Fear XE "Fear" (DR315 p76) Strengthen Bloodline XE "Strengthen Bloodline" (DR315 p76) Dark Sun Defiler XE "Defiler" (DR351 p35) Hollow World Clawed Spell XE "Clawed Spell" (DR315 p25) Megaraptors Leap XE "Megaraptors Leap" (DR315 p25) Piercing Spell XE "Piercing Spell" (DR315 p26) Predators Step XE "Predators Step" (DR315 p26) Rage of the Raptor XE "Rage of the Raptor" (DR315 p26) Triceratops Charge XE "Triceratops Charge" (DR315 p26) Kara-Tur Adventurous Explorer XE "Adventurous Explorer" (DR315 p64) Ally of the Ki-Rin XE "Ally of the Ki-Rin" (DR315 p64) Audacious Attempt XE "Audacious Attempt" (DR315 p64) Backstabbing Traitor XE "Backstabbing Traitor" (DR315 p64) Forest Ambusher XE "Forest Ambusher" (DR315 p64) Cultured Courtier XE "Cultured Courtier" (DR315 p64) Disciple XE "Disciple" (DR315 p64) Gifted General XE "Gifted General" (DR315 p64) Hardy Soul XE "Hardy Soul" (DR315 p64) Horse Nomad XE "Horse Nomad" (DR315 p64) Legendary Tracker XE "Legendary Tracker" (DR315 p64) Mercantile Background XE "Mercantile Background" (DR315 p65) Mind over Body XE "Mind over Body" (DR315 p65) Mountain Hunter XE "Mountain Hunter" (DR315 p65) Renowned Courtesan XE "Renowned Courtesan" (DR315 p65) Saddleback XE "Saddleback" (DR315 p65) Secret Society XE "Secret Society" (DR315 p65) Smooth Talk XE "Smooth Talk" (DR315 p65) Stalwart Defender XE "Stalwart Defender" (DR315 p65) Survivor XE "Survivor" (DR315 p65) Maztica Armor Dance XE "Armor Dance" (DR315 p96) Improved Armor Dance XE "Improved Armor Dance" (DR315 p96) Red Steel Inheritor XE "Inheritor" (DR315 p71) Truename Feats Denouncement of Energy XE "Denouncement of Energy" (DR346 p88) Denouncement of Focused Aggression XE "Denouncement of Focused Aggression" (DR346 p88) Denouncement of Garbled Words XE "Denouncement of Garbled Words" (DR346 p89) Denouncement of the Stalwart Shield XE "Denouncement of the Stalwart Shield" (DR346 p89) Denouncement of the Unleashed Spell XE "Denouncement of the Unleashed Spell" (DR346 p89) Denouncement of Untoucheable Form XE "Denouncement of Untoucheable Form" (DR346 p89) Greater Named Spell XE "Greater Named Spell" (DR346 p89) Named Spell XE "Named Spell" (DR346 p89) Truename Scholar XE "Truename Scholar" (DR346 p89) Commander Feats Artful Commander XE "Artful Commander" (DR348 p93) Brawling Commander XE "Brawling Commander" (DR348 p93) Cavalry Commander XE "Cavalry Commander" (DR348 p93) Charioteer Commander XE "Charioteer Commander" (DR348 p93) Guard Commander XE "Guard Commander" (DR348 p93) Guerilla Commander XE "Guerilla Commander" (DR348 p93) Hardy Commander XE "Hardy Commander" (DR348 p93) Inspiring Commander XE "Inspiring Commander" (DR348 p93) Navel Commander XE "Naval Commander" (DR348 p93) Picket Commander XE "Picket Commander" (DR348 p93) Rampart Commander XE "Rampart Commander" (DR348 p93) Siege Commander XE "Siege Commander" (DR348 p93) Volley Commander XE "Volley Commander" (DR348 p93) Luck Feats Advantageous Avoidance XE "Advantageous Avoidance" (CSco p073) Better Lucky than Good XE "Better Lucky than Good" (CSco p074) Dumb Luck XE "Dumb Luck" (CSco p077) Fortuitous Strike XE "Fortuitous Strike" (CSco p077) Good Karma XE "Good Karma" (CSco p077) Healers Luck XE "Healers Luck" (CSco p078) Lucky Break XE "Lucky Break" (CSco p079) Lucky Catch XE "Lucky Catch" (CSco p079) Lucky Fingers XE "Lucky Fingers" (CSco p079) Lucky Start XE "Lucky Start" (CSco p079) Magical Fortune XE "Magical Fortune" (CSco p079) Make Your Own Luck XE "Make Your Own Luck" (CSco p079) Misers Fortune XE "Misers Fortune" (CSco p080) Psychic Luck XE "Psychic Luck" (CSco p080) Sly Fortune XE "Sly Fortune" (CSco p081) Survivors Luck XE "Survivors Luck" (CSco p081) Tempting Fate XE "Tempting Fate" (CSco p081) Third Times the Charm XE "Third Times the Charm" (CSco p081) Unbelievable Luck XE "Unbelievable Luck" (CSco p082) Victors Luck XE "Victors Luck" (CSco p082) Requiring Changes of Core Rules The following variant feats require changes to the default game to be used (such as replacing Simple, Martial, & Exotic weapons with Weapon Groups). Craft Masterwork XE "Craft Masterwork" (UA p99) Low Profile XE "Low Profile"  (UA p182) Pious Defense XE "Pious Defense"  (CDiv p86) Pious Soul XE "Pious Soul"  (CDiv p86) Pious Spellsurge XE "Pious Spellsurge"  (CDiv p87) Renown XE "Renown"  (UA p182) Weapon Groups XE "Weapon Groups"  (UA p95) Missing Prerequisites Distant Touch XE "Distant Touch" (DR309 p68) Pressure Resistance XE "Pressure Resistance" (DR314 p45) Skipped From Dragon Magazine Friend to the Tribe XE "Friend to the Tribe" (DR352 p72) Kaiko  XE "Kaiko" (DR352 p72) Kaiko Master XE "Kaiko Master" (DR352 p72) Slave Seeker XE "Slave Seeker" (DR352 p99) Tribal Trait XE "Tribal Traits" (DR352 p72) Miscellaneous Skipped Feats Far Look XE "Far Look" (DR330 p27) Inspiring Leader XE "Inspiring Leader"  (DR320 p100) Sacrificial Divination XE "Sacrificial Divination" (DR336 p101) Truename XE "Truename" (DR317 p40) Appendix Revision History April 2, 2004 Initial July 30, 2004 Added Players Guide to Faern. Added Complete Warrior & Unearthed Arcana. Dragon #309 #314. Added Players Guide to Faern Errata. October 12, 2004 Added Complete Divine. November 12, 2004 Added Eberron Campaign Setting. Added Monster Manual 3. Change the abbreviation of Monster Manual v3.5 from MM3.5 to MM to avoid confusion with MM3 Added Dragon #325. March 16, 2005 Change the abbreviation of Players Handbook v3.5 from PH3.5 to PH. Change the abbreviation of Dungeonmasters Guide v3.5 from DMG3.5 to DMG. Added Dragon #324 & Dragon #326 #329. With the help of Outlands (d20@outlands.com), added Complete Arcane, Complete Adventurer, Races of Stone, Races of Destiny, Races of the Wild, Draconomicon, Underdark, and the non-Monstrous feats from Libris Mortis. September 7, 2005 Added Races of Eberron. Added Dragon #330 #335. December 9, 2005 Added Races of Stone, Races of Destiny, Races of the Wild, Unearthed Arcana, & Underdark Added Dragon #336 #338. April 14. 2006 Added Dragon #339 #343. Added Dungeon #104 #134. February 28, 2007 Added Dragon #315 #323, #344 #352. Added Dungeon #135 #144.  REF _Ref88035697 \* MERGEFORMAT March 25, 2007 Added Miniature Handbook. Added Dragon #353 #355. Key to Sourcebooks PHPlayers Handbook v.3.5DMGDungeon Masters Guide v.3.5MMMonster Manual v.3.5MM3Monster Manual 3CWarComplete WarriorCDivComplete DivineCArcComplete ArcaneCAdvComplete AdventurerRoSRaces of StoneRoDRaces of DestinyRotWRaces of the WildRoERaces of EberronBoEDBook of Exalted DeedsUAUnearthed ArcanaDcnDraconomiconLMLibris MortisFRForgotten Realms Campaign SettingMoFMagic of FaernLoDLords of DarknessRoFRaces of FaernSMSilver MarchesUndUnderdarkPGFPlayers Guide to FaernEbEberron Campaign SettingDR###Dragon Magazine (with issue number)DU##Dungeon Magazine (with issue number) 3.5upD&D v.3.5 Accessory Update HYPERLINK "http://www.wizards.com/dnd/files/DnD35_update_booklet.zip" http://www.wizards.com/dnd/files/DnD35_update_booklet.zipPH3.5ePlayers Handbook v.3.5 Errata HYPERLINK "http://www.wizards.com/dnd/files/PHB_Errata09242003.zip" http://www.wizards.com/dnd/files/PHB_Errata09242003.zipPGFePlayers Guide to Faern Errata HYPERLINK "http://www.wizards.com/dnd/files/PgtF_Errata07192004.zip" http://www.wizards.com/dnd/files/PgtF_Errata07192004.zipCDivErrataComplete Divine Errata HYPERLINK "http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip" http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip CArcErrataComplete Arcane Errata HYPERLINK "http://www.wizards.com/dnd/files/CompArcaneErrata03162005.zip" http://www.wizards.com/dnd/files/CompArcaneErrata03162005.zip CAdvErrataComplete Adventurer Erratahttp://www.wizards.com/dnd/files/CompleteAdventurer_Errata08022005.zipEbErrataEberron Erratahttp://www.wizards.com/dnd/files/ECSerrata_02062006.zip Note: If a Key reference is followed by a +, then it is partially superseded the entry above it.  Editors Note: I think the intention was to make the next level's summon spell available, but only for Fire Elementals. That way the Follows of Pelor could get an extra powerful Fire creature or the normal other summoned creatures. That would make the list as follows: 2nd Scorching Ray 3rd Summon Monster IV* 5th Summon Monster VI* 6th Summon Monster VII* 8th Summon Monster IX* * Fire Elementals only  Editors Note: I decided not to place the Regional Feats into the general Feats section because they have been made more powerful than standard feats. For example, the original feat Luck of Heroes granted a +1 Luck bonus on all saves. The new version of the feat also grants a +1 Luck bonus to AC.  Sleet Storm(EB p66) May be warm rain (good for farming) or freezing sleet.  Winds Favor(EB p66) Creates a 30 mph wind for 1 hour per Caster level (good for moving boats).  Dimensional Leap(EB p65) Teleport up to 10 per Character level per day as a Spell-Like ability as a Standard Action.  Editors Note: I think the intention was to make the next level's summon spell available, but only for Fire Elementals. That way the Follows of Pelor could get an extra powerful Fire creature or the normal other summoned creatures. That would make the list as follows: 2nd Scorching Ray 3rd Summon Monster IV* 5th Summon Monster VI* 6th Summon Monster VII* 8th Summon Monster IX* * Fire Elementals only     Dungeons & Dragons 3.5 Edition Index Feats  REF _Ref88035697 \* MERGEFORMAT March 25, 2007 Table of Contents Page  PAGE 2 Index Page  PAGE 9 General Feats Page  PAGE 17 Combat Feats Page  PAGE 49 Enemy-Specific Feats Page  PAGE 51 Spellcaster Feats Page  PAGE 64 Feats based on Class Page  PAGE 84 Dungeons & Dragons 3.5 Edition Index Feats  REF _Ref88035697 \* MERGEFORMAT March 25, 2007 Feats based on Class Page  PAGE 98 Dungeons & Dragons 3.5 Edition Index Feats  REF _Ref88035697 \* MERGEFORMAT March 25, 2007 Racial Feats Page  PAGE 113 Bloodline Feats Page  PAGE 119 Feats with Skill Prerequisites Page  PAGE 138 Feats of the Forgotten Realms Page  PAGE 148 Eberron Feats Page  PAGE 157 Greyhawk Feats Page  PAGE 163 Feats by Category Page  PAGE 193 -./Nhi @ A P [ \ t u ֝zvnvnaXhWh!v0JjhWh!v0JUjh+n$Uh+n$hi"jh+n$aJ h+n$aJ h+n$>*hDWh+n$>*B*CJphhjh+n$0JCJjhjh+n$CJUh h+n$CJh+n$0JCJjh+n$CJUjh+n$CJUh+n$>*B*CJph h+n$CJ h+n$CJ h+n$CJ aJ -.NA P Q R S T U V W X Y Z [ \ s t # r  gd+n$  ()B(gd+n$gd+n$ ^`<gd+n${d:q:      ! 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3$Ifgd+n$ |H$If^H`gdr$$Ifa$gd+n$ +dO?( |H$If^H`gdr$$Ifa$gd+n$H$If^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf4+gCDEFlmIDB@>gd+n$kd$$Ifl4\T ,(T T 04 lalf4ytX 3$Ifgd+n$ 3$Ifgd+n$mH$If^H`gd+n$$$Ifa$gd+n$H$If^H`Ҝޜ JaO?//H$If^H`$$Ifa$gd+n$H$If^H`kd#$$Ifl44\T ,(T   T   04 lalf4ҜޜJaz{ߞƟ՟֟۟7áġšΡϡۡ բ֢G깯Ꝕ깯Ꝕ깯Ꝕ h 0/h >hvh >CJh>fh >CJaJ h >CJhvh >CJjhvh >CJU h >>*h_Yh >CJaJ jh_Yh >CJUaJ h >CJh > h >CJ h >CJ 4JabL7H$If^H`gd+n$kdM$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$ߞş 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$şƟdO?(H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdh$$Ifl4\T ,(T T 04 lalf47֠79kd$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$ϡۡ o֢ 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$֢ע(dO?(H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdֹ$$Ifl4\T ,(T T 04 lalf4GI^̤ͤҤߤ,'(-<>?@IJUWlnž޳ž޳wjh >CJU h >6h9{h >6H*h9{h >6h9{h >6CJ h >CJ hvh >CJh>fh >CJaJ h >CJhvh >CJjhvh >CJU h >CJ h 0/h >h > h >CJhPPh >CJH*.(^ޣU9kd)$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$,n 3$Ifgd+n$ 3$Ifgd+n$H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$JUldO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd|$$Ifl4\T ,(T T 04 lalf4l.9kdϽ$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$ǧȧԧ1@AFSUVW`al567GHM[]^_qr}stuܲܝˋ}ܲܝˋ}ܲܝ h 0/h > h9{h >h9{h >CJhvh >CJh>fh >CJaJhvh >CJjhvh >CJUh > h >CJ h >CJ h:Uh >CJaJ h >CJjh >CJU h >CJh>fh >CJ1ȧԧ1 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$12aldO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd"$$Ifl4\T ,(T T 04 lalf478rF1H$If^H`gd+n$kdu$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$r}uv6kd$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$vԪ 3$Ifgd+n$ 3$Ifgd+n$H$If]^H`gd+n$H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$TUY!2456?@L;LMRacdeno{ $689:CDP"#9:;DEQ_a_qĽݲĽݲĽݲݝ h >>* h >CJH*jh >CJUhvh >CJh>fh >CJaJ h >CJhvh >CJjhvh >CJU h >CJh>fh >] h >]h > h >CJ h >CJ 9 @LedO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf4e;<9kdn$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$<o{   3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$  DPgdO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf4g9kd$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$EQu_ 3$Ifgd+n$H$If^H`$$Ifa$gd+n$H$If^H`_`ֱdRB22H$If^H`$$Ifa$gd+n$H$If^H`kdg$$Ifl4\T ,(T T 04 lalf4qrֱ>L˲ݲ޲v[lmr理톐hvh >CJjhvh >CJUhr"Rh >CJaJhr"Rh >CJh>fh >CJh+h >CJaJh>fh >CJ h >6h > h >CJ h >CJ h >CJ h >CJjh >CJU4ֱ\˲̲<'H$If^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf43$If^`gd+n$3$If^`gd+n$7v9 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$dO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf4F1H$If^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$յ[ 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$H$If]^H`gd+n$$$Ifa$gd+n$[\ȶdO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4ȶ˶߶(+QX˷̷ѷ#%:'()>?[\]fg};IRɬׂɬ杓|qh+h >CJaJ h >CJh9{h >CJH* h >CJhvh >CJjhvh >CJU h 0/h > h9{h  h9{h >h9{h >6h >h9{h >6CJh9{h >CJ h >CJ hvh >CJh>fh >CJaJ h >CJ*ȶ߶F1H$If^H`gd+n$kd^$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$:()6kd$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$)g}; 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$;<htdO?(H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf4RSXdfghtߺ,FOPUmopq}#238EGHIRS_7;ݸݩ㟩ݔсyoh>fh >\]hj|Oh >>*hPPh >CJH*hvh >CJh>fh >CJaJhvh >CJjhvh >CJUh+h >CJaJh >h+h >CJH* h >CJ h >CJ h >CJ h >CJh>fh >CJjh >CJU)Ǻߺvѻ, 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$,-q}dO?(H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdW$$Ifl4\T ,(T T 04 lalf4¼м# 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$#$S_zdO?(H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf4zο7 3$Ifgd+n$3$If^gd+n$ 3$Ifgd+n$H$If^H`gd+n$;<MP !.൬൬~sঠhLK=h >CJaJhJh >CJhJh >CJjhJh >CJU h >CJ h >CJ hvh >CJh>fh >CJaJ h >CJhvh >CJjhvh >CJU h >CJ h 0/h >h>fh >>*h > h>fh >+dO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf4 F1H$If^H`gd+n$kdP$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$ !6kd$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$. 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$ dRB+H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`kd$$Ifl4\T ,(T T 04 lalf4 S<LMR`bcdtu# DȾ糪ۡםז׈Ⱦ糀Ⱦh >CJaJ h 0/h > h9{h  h9{h >h h9{h >CJhvh >CJh>fh >CJaJhvh >CJjhvh >CJUh > h >CJ h >CJ h >CJ h >CJjh >CJU2;S<=uE0H$If^H`gd+n$kdI$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If]^H`u6kdd$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$6D 3$Ifgd+n$H$If^H`gd+n$H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$ 0dO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf4 L79|}!"9:;DEQ{+,ӺӺǰӥӑ jh_Yh >CJUaJh_Yh >CJaJh>fh >CJh+h >CJaJh>fh >CJ h >CJ h >CJjh >CJU h >CJ h 0/h >h h >h9{h >CJ h >CJ hvh >CJ-0L}~F1H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$ 3$Ifgd+n$ 3$Ifgd+n$H$If]^H`gd+n$$$Ifa$gd+n$EQf{dRB22H$If^H`$$Ifa$gd+n$H$If^H`kd]$$Ifl4\T ,(T T 04 lalf4{YD4$$Ifa$gd+n$H$If^H`gd+n$kdx$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$,F1H$If^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$(U] 5ABZjstܼzrh+n$CJ aJ h h+n$CJaJh)+yh+n$CJ aJ h+n$CJaJhOh+n$CJaJh+n$h h+n$>*CJaJh >>*CJaJh+n$>*CJaJh > h >CJH* h >CJ h >CJ h >CJ jh_Yh >CJUaJh_Yh >CJaJ, 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$d__ZQEE $$Ifa$gd+n$ 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|H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd$$Ifl44\T ,(T   T   04 lalf4^ ^ %^ =^ ^ _ 3$If^`gd+n$3$If^`gd+n$ |H$If^H`gd+n$_ _ T_ ^_ p_ dO?( |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf4p_ _ _ c` d` %kd3$$Ifl4\T ,(T T 04 lalf43$If^`gd+n$3$If^`gd+n$ |H$If^H`gd+n$_ _ _ _ b` c` o` p` u` ` ` ` ` ` ` ` ` ` ` ` ` ` a ja wa &b 8b b b b b b b b b b շ櫱擂vmvbh Qkh+n$CJaJh+n$CJaJh Qkh+n$CJaJ jh Qkh+n$CJUaJh+n$CJaJ h+n$>*h ih+n$CJaJ h+n$CJ h+n$CJhurh+n$CJaJ h+n$CJhurh+n$CJaJ jhurh+n$CJUaJ h+n$CJ hFh+n$h+n$h ih+n$>*#d` ` ` ` ` ` ` ` ` ja &b b 3$Ifgd+n$ 3$Ifgd+n$ 5$Ifgd+n$ |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$ b b b b b dO?$ |H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf4b b b b b #c nc oc qc wc xc c c c c c c c c c c c d Pd ad e e e Cg Rg h h h h h h h i i i 0i 1i ԰ږڏږڈ|u|jh/;h+n$CJaJ h+n$CJjh+n$CJU hKh+n$ h_kh+n$ h+n$>*h+n$CJaJhPh+n$CJaJ jhPh+n$CJUaJh4Oh+n$CJaJh+n$CJaJ h+n$CJh+n$h ih+n$CJaJ h+n$CJ h+n$CJ h?h+n$CJaJ)b b #c nc oc pc qc >99gd+n$kd$$Ifl4\T ,(T T 04 lalf4 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Ju Ku Su su u v v w w Iy Jy Ky My Sy Ty Ƶ}}}v h h+n$ h+n$>*h?h+n$CJaJh+n$CJaJh Qkh+n$CJaJh+n$CJaJh Qkh+n$CJaJ jh Qkh+n$CJUaJh+n$CJaJh+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJ jhULh+n$CJUaJ*Ps s s s s t 3$Ifgd+n$ |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$t t t u dK;$$Ifa$gd+n$H$If]^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf4u u u 'u ;u Su su v w Jy 3$Ifgd+n$ 3$Ifgd+n$ |H$If]^H`gd+n$ Jy Ky Ly My Sy Ty cy d__Z_EH$If^H`gd+n$gd+n$gd+n$kd$$Ifl4\T ,(T T 04 lalf4Ty cy y y y y y y y y y y y y y y y @z Lz Mz Nz Sz ^z `z az bz rz sz z z z z z z 7{ J{ K{ P{ b{ d{ e{ f{ o{ p{ {{ { { { { { { { { ɸɸɴ﫜ϒɸɸɴɸɸɴhE-h+n$CJaJhh+n$CJjhh+n$CJUhh+n$CJh+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJhh+n$CJjhh+n$CJU h+n$CJh4Oh+n$CJaJ4cy jy wy y y y y <kd$$Ifl44\T ,(T   T   04 lalf4H$If^H`gd+n$$$Ifa$gd+n$y y y @z Az >kd!$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If]^H`gd+n$Az sz z z z z 7{ 3$Ifgd+n$ 3$Ifgd+n$ |H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$7{ 8{ p{ {{ { dO?$ |H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdt$$Ifl4\T ,(T T 04 lalf4{ { { { { { { >9gd+n$kd$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If]^H`gd+n${ { { { { | | | H$If^H`gd+n$$$Ifa$gd+n$H$If]^H`gd+n$gd+n$gd+n${ { { { { ,| -| 2| @| B| C| D| M| N| Z| | | | =} >} Q} R} d} e} f} o} p} |} } } } } } 1~ H~ I~ N~ d~ f~ g~ h~ 㷽㷽sggsh X+h+n$CJaJ jh X+h+n$CJUaJhh+n$CJaJhh+n$CJaJ jhh+n$CJUaJh/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJhh+n$CJjhh+n$CJU h+n$CJh4Oh+n$CJaJh+n$h+n$CJaJ(| | N| Z| aL<$$Ifa$gd+n$H$If^H`gd+n$kd$$Ifl44\T ,(T   T   04 lalf4Z| g| v| | =} >} >kdD$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$>} p} |} } } } 1~ 3$Ifgd+n$ H$If^H`gd+n$ H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$1~ 2~ r~ ~~ ~ dO?$ H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf4h~ q~ r~ ~~ ~ ~ ~         & ' 3 A C L ! " # 0 1 D E P \ n p x   & ƿ߸߉xlch+n$CJaJhh+n$CJaJ jhh+n$CJUaJ hFh+n$hh+n$CJaJ jhh+n$CJUaJhh+n$CJaJ h 0/h+n$ h+n$CJhh+n$CJjhh+n$CJUh+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJ&~ ~   ' >)H$If^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$' 3 L " # .kd$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$$$Ifa$gd+n$# P \ ` x 3$Ifgd+n$ H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$ 9 E ` dO?$ H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf4& ( ) * + 7 8 9 E i v ҄   G Q K Q s t zpzghh+n$CJhh+n$CJjhh+n$CJU hJh+n$hJh+n$>*h"6 h+n$>* h+n$>*h+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJh+n$CJaJh$sh+n$CJaJhu2h+n$CJ jhh+n$CJUaJhh+n$CJaJ(` r i ҄ G K t 3$If^gd+n$3$If^gd+n$ 3$Ifgd+n$ H$If^H`gd+n$ t u ׋ dO?$ H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdW$$Ifl4\T ,(T T 04 lalf4׋  >kd$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$  D L Ќ ь ֌ ' ) < = F       ( R S m o u v ϾטϾzmhR'h+n$B*CJphh+n$B*CJphhh+n$CJhh+n$CJaJ h+n$CJ hh+n$CJaJh+n$CJaJhh+n$CJaJ jhh+n$CJUaJh+n$CJaJ h+n$CJ hlnTh+n$ hh+n$h+n$ h+n$CJh/;h+n$CJaJ*  2 F 3$Ifgd+n$ H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$  ( C dO?$ H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf4C \  u v 1kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$ H$If]^H`gd+n$ Ǐ ɏ ۏ ܏  Y Z n o  0 1 ĵįrhrW jh X+h+n$CJUaJh*h+n$CJjh*h+n$CJUh*h+n$CJ h+n$CJh+n$h/;h+n$CJaJhldh+n$CJH* h+n$CJ h+n$CJ hR'h+n$B*CJaJphhR'h+n$B*CJphh+n$B*CJphhR'h+n$B*CJph%jhR'h+n$B*CJUph"v ˏ  Ð ב Y 3$Ifgd+n$ 3$Ifgd+n$ H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$ Y Z dO?$ H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd]$$Ifl4\T ,(T T 04 lalf4   Z L7H$If^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$1 6 L N O P Y Z f u v ڕ ە     ; = u v ~ ˗ ̗     D F ™ Ù ԙ ՙ ϾϺկωϾϺկωϾϺՁp jhw;h+n$CJUaJh+n$CJaJhh+n$CJhh+n$CJaJ jhh+n$CJUaJhh+n$CJaJh+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJ jh X+h+n$CJUaJ h+n$CJh X+h+n$CJaJ)Z f ~ ڕ ە .kd$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$$$Ifa$gd+n$ە   - I X f ~  p ˗ 3$Ifgd+n$ 3$Ifgd+n$ H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$ ˗ ̗   6 dO?$ H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf46 R a o ™ 3$Ifgd+n$ 3$Ifgd+n$ H$If]^H`gd+n$™ Ù   dO?( H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdq$$Ifl4\T ,(T T 04 lalf4ՙ ڙ  4 5 = ˚ ̚ њ ۚ ݚ ޚ ߚ Q R Z      & ' 2 A B J | } ͼ͸ӧͼ͸~tt~ͼ͸hh+n$CJjhh+n$CJU h 0/h+n$ h+n$CJh X+h+n$CJaJ jh X+h+n$CJUaJh+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJ jhw;h+n$CJUaJh+n$CJaJhw;h+n$CJaJ* % = B-H$If^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If^H`gd+n$  . B Z 3$Ifgd+n$ H$If^H`gd+n$$$Ifa$gd+n$ ' 2 J dO?$ H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf4J | } ~  YTTOTgd+n$gd+n$kd$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$}  Ü Ĝ ɜ ֜ ؜ ٜ ڜ  C T v        ( 7 ƽ㱷㋁zqf㱷h+g*hXCJaJh2HthXCJ hXCJh2HthXCJjh2HthXCJU hKhX h_khX hX>*hX hXCJ hXCJhXCJaJhPhXCJaJ jhPhXCJUaJ hXCJh4OhXCJaJh+n$h+n$CJaJ# <kd?$$Ifl44\T ,(T   T   04 lalf4$$Ifa$gd+n$H$If^H`gd+n$    C v 3$Ifgd+n$ 3$Ifgd+n$ 5$Ifgd+n$ H$If^H`gd+n$ H$If^H`gdX$$If^a$gd+n$  ( A dO?& |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdi$$Ifl4\T ,(T T 04 lalf47 9 A à Š Ơ Ǡ Р Ѡ ݠ  | ʢ ̢ ͢ ΢ ע آ $ ȣ Σ   0 1 6 F H I J ޲޲ޏ~uh2HthXCJ hXCJh2HthXCJjh2HthXCJUh"hX>* hvhX hX>* hXCJ hXCJaJh_YhXCJaJ jh_YhXCJUaJ hXCJ hFIhXhX hXCJh/;hXCJaJ+A Ѡ ݠ [F6$$Ifa$gdXH$If^H`gdXkdv$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ݠ   V ?kd$$Ifl4\T ,(T T 04 lalf4ytX 3$IfgdX |H$If^H`gdX آ  # $ ̤  3$IfgdX |$IfgdX |H$If^H`gdX$$Ifa$gdXH$If^H`gdX  T ^ aL<$$Ifa$gd+n$H$If^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf4ytXJ S T ^ x è ͨ Ψ   " # $ - . : F G O é ĩ ש ة ݩ ̻}h\N\hh+n$B*CJaJphh?h+n$CJaJ)jh?h+n$B*CJUaJphh+n$B*CJphh/;h+n$CJaJ h+n$CJ h+n$CJh$h+n$CJaJ jh$h+n$CJUaJ h+n$CJh4Oh+n$CJaJh+n$h+n$CJaJ hFIhXhX hXCJ hXCJ hXCJh+g*hXCJaJ^ x ۦ V ѧ  3$If^`gd+n$ 3$Ifgd+n$ |H$If^H`gd+n$ ¨ è ͨ Ψ d__Z_EH$If^H`gd+n$gd+n$gd+n$kd $$Ifl4\T ,(T T 04 lalf4   . : <kd^$$Ifl44\T ,(T   T   04 lalf4H$If^H`gd+n$$$Ifa$gd+n$: O é ĩ >%H$If]^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If]^H`gd+n$    (        ) : < b c k í 괨ՈՁyh jh Qkh+n$CJUaJh+n$CJaJ h5h+n$h5h+n$>*h5h+n$CJH*h+n$B*CJaJphh?h+n$CJaJ)jh?h+n$B*CJUaJph h h+n$ h+n$>*h+n$h/;h+n$CJaJ h+n$CJ h+n$B*CJph h+n$CJ h+n$CJ$   ( 3$If^gd+n$ 3$Ifgd+n$ |H$If^H`gd+n$$$Ifa$gd+n$  ) > dK;$ |H$If^H`gd+n$$$Ifa$gd+n$H$If]^H`gd+n$kd$$Ifl4\T ,(T T 04 lalf4> V k ƭ Bkd$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If^H`gd+n$ Ʈ Ǯ Ȯ Ү    > L S j Y g     ! " 4 g h λ{j^jh_h+n$CJaJ jh_h+n$CJUaJh4Oh+n$CJaJh+n$CJaJ h+n$CJ h h+n$ h+n$>*h+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h?h+n$CJaJh+n$CJaJh Qkh+n$CJaJ jh Qkh+n$CJUaJh+n$CJaJh Qkh+n$CJaJ$ Ȯ Ү ܮ   > S Y  3$Ifgd+n$ 3$Ifgd+n$ |H$If]^H`gd+n$$$Ifa$gd+n$H$If]^H`gd+n$     ! " 4 d__Z_EH$If^H`gd+n$gd+n$gd+n$kd$$Ifl4\T ,(T T 04 lalf44 ; H T U <kd,$$Ifl44\T ,(T   T   04 lalf4H$If^H`gd+n$$$Ifa$gd+n$ dz ȳ г k l n } ~ ô Ĵ ɴ ִ ش ٴ ڴ ! " * ֶ   #  3 F ߻ߕhth+n$H*h_h+n$CJaJ jh_h+n$CJUaJh+n$CJaJh X+h+n$CJaJ jh X+h+n$CJUaJh4Oh+n$CJaJh+n$CJaJ h+n$CJh+n$h/;h+n$CJaJ h+n$CJ h+n$CJ . г ; k l m D?gd+n$kdV$$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If^H`gd+n$m n } ~ H$If^H`gd+n$$$Ifa$gd+n$H$If]^H`gd+n$gd+n$gd+n$ aL<$$Ifa$gd+n$H$If^H`gd+n$kdc$$Ifl44\T ,(T   T   04 lalf4  * H ׵  ֶ 3$If^`gd+n$3$If^gd+n$ 3$Ifgd+n$ |H$If]^H`gd+n$ֶ ׶ # dO?( |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4# [VVQVgd+n$gd+n$kd $$Ifl4\T ,(T   T   04 lalf4 3$Ifgd+n$   & 2 3 4kd $$Ifl44\T ,(T   T   04 lalf4$$If^`a$gd+n$H$If^H`gd+n$F G L ^ ` a k l r u v x d e v w | ֹ ׹ ޹ Ŀת|qf`ZOZh/;h+n$CJaJ h+n$CJ h+n$CJ h?h+n$CJaJh?h+n$CJaJh+n$CJaJh:[h+n$CJaJ jh:[h+n$CJUaJh+n$CJaJ h+n$CJhh+n$\ h/;h+n$ h+n$\hh+n$CJ aJ h+n$CJ aJ h+n$h.Oh+n$CJaJ h+n$hh+n$jhh+n$U3 l x d 3$Ifgd+n$7 |H$If^H`gd+n$7$$If^`a$gd+n$6H$If^H`gd+n$d e dO7$$If^`a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 ǹ ޹ - . >kd2 $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If]^H`gd+n$޹ - . ; < = B O Q R S \ ] i » λ        : I J ƽ㱷~i)jh_h+n$B*CJUaJphh+n$B*CJphh4Oh+n$CJaJ h+n$CJjh+n$CJUh/;h+n$CJaJ h+n$CJ h+n$CJh+n$CJaJhh+n$CJaJ jhh+n$CJUaJhh+n$CJaJh+n$CJaJ h+n$CJh+n$%. ] i 3$Ifgd+n$ |H$If^H`gd+n$$$If^`a$gd+n$H$If^H`gd+n$ » λ dO7$$If^`a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4λ     @;gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If]^H`gd+n$    - 9 $$Ifa$gd+n$H$If^H`gd+n$gd+n$gd+n$9 : l w aL<% |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl44\T ,(T   T   04 lalf4J O ^ ` a b k l w ~        , - 6 J K T ¾ þ Ⱦ ɾ ξ ޾ ǚ~ririr~DZ~ririr~h+n$CJaJhw;h+n$CJaJ jhw;h+n$CJUaJhw;h+n$CJaJh+n$CJaJh+n$h/;h+n$CJaJ h+n$CJ h+n$B*CJph h+n$CJ h+n$CJ)jh_h+n$B*CJUaJph h_h+n$B*CJaJphh_h+n$CJaJ) - 6 YD4$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$6 C T B-H$If^H`gd+n$kd8 $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If^H`gd+n$   d e j { | ǿ ȿ ѿ ( ) * / > ? D E J X Z [ \ k l u | }       - / 0 1 @ A J Q R [ ׻׻׻h+n$CJaJhw;h+n$CJaJ jhw;h+n$CJUaJhw;h+n$CJaJh+n$CJaJh+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJA c d 2kdE $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If^H`gd+n$$$Ifa$gd+n$d ѿ ( 3$Ifgd+n$ |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$( ) l u dO?( |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdR $$Ifl4\T ,(T T 04 lalf4 A J YD4$$Ifa$gd+n$H$If^H`gd+n$kd_ $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$J [ B-H$If^H`gd+n$kdl $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If^H`gd+n$ ! " + uf\h2Hth+n$CJjh2Hth+n$CJUh4Oh+n$CJaJh/;h+n$aJh_h+n$CJaJ jh_h+n$CJUaJh+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJh+n$CJaJhw;h+n$CJaJ jhw;h+n$CJUaJhw;h+n$CJaJh+n$CJaJ$  + 2kdy $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If^H`gd+n$$$Ifa$gd+n$ J 3$Ifgd+n$ 3$Ifgd+n$3 |0$IfXDgd+n$3 |0$IfXD]gd+n$$$Ifa$gd+n$H$If^H`gd+n$ d__Z_EH$If^H`gd+n$gd+n$gd+n$kd $$Ifl4\T ,(T T 04 lalf4  <kd $$Ifl44\T ,(T   T   04 lalf4H$If^H`gd+n$$$Ifa$gd+n$     - . 6 s {    7 8 9 B C O t u B Q R W d ſłvŹſeYhurh+n$CJaJ jhurh+n$CJUaJh_h+n$CJaJ jh_h+n$CJUaJ h(2=h+n$h(2=h+n$CJ aJ h+n$>*h+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJh+g*h+n$CJaJh2Hth+n$CJjh2Hth+n$CJUh2Hth+n$CJ h+n$CJ" & 6   5kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$ C O ` m ~ B 3$Ifgd+n$ |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$B C s ~ dO?( |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4d f g h r s ~   M _  1 2 9 : b u v { ѺѶ˙Ѻфsg^gsh+n$CJaJhFh+n$CJaJ jhFh+n$CJUaJh+n$6CJ]hE h+n$CJaJ jhE h+n$CJUaJ h<h+n$ h+n$>*h+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJhurh+n$CJaJ jhurh+n$CJUaJhurh+n$CJaJ$ M 3$Ifgd+n$ 3$Ifgd+n$ 5$Ifgd+n$ |H$If^H`gd+n$  * dO?( |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd9 $$Ifl4\T ,(T T 04 lalf4* : b c 5kdF $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$  ( ) . < > ? @ S T ^   '    ( ) ¹ߴ߭ߴߦߞymyhxph+n$CJaJ jhxph+n$CJUaJhh+n$CJh4Oh+n$CJaJh+n$CJaJ hKh+n$ h_kh+n$ h+n$>*h+n$CJaJhPh+n$CJaJ jhPh+n$CJUaJh+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJ)c  3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$  T ^ m dO;$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kda $$Ifl4\T ,(T T 04 lalf4m  3$Ifgd+n$ 3$Ifgd+n$ 5$Ifgd+n$ H$If^H`gd+n$ d__Z_EH$If^H`gd+n$gd+n$gd+n$kdn $$Ifl4\T ,(T T 04 lalf4 5 A <kd{ $$Ifl44\T ,(T   T   04 lalf4H$If^H`gd+n$$$Ifa$gd+n$) 4 5 A p q y |  D U 7 F PԢԛԢԔ{t{kh2Hth+n$CJ h+n$CJh2Hth+n$CJjh2Hth+n$CJU hKh+n$ h_kh+n$ h+n$>*h+n$CJaJhPh+n$CJaJ jhPh+n$CJUaJ hh+n$h+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJhxph+n$CJaJ%A Q c y 0 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$ |H$If^H`gd+n$ |H$If]^H`gd+n$ dO;$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4   D 7 3$Ifgd+n$ 3$Ifgd+n$ 5$Ifgd+n$ H$If^H`gd+n$  dO?( |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4      # 5 I J d e f x y D E M , < = ﶪԢﶪ h+n$CJh[1jh+n$CJjh+n$CJUh h+n$>*h6h+n$CJaJ jh6h+n$CJUaJh32ih+n$] h+n$]h+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJh+g*h+n$CJaJ4  I 5kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$ # 5 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$ |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$5 6 y dO?( |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdX $$Ifl4\T ,(T T 04 lalf4 YD4$$Ifa$gd+n$H$If^H`gd+n$kds $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$   ' 7 M , 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$ |H$If^H`gd+n$, - h s  dO?( |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd! $$Ifl4\T ,(T T 04 lalf4= S T U g h s f z { / 0 2 7 8 F u v { ! - . ܰܖ|hh+n$CJ h+n$CJhh+n$CJjhh+n$CJUh4Oh+n$CJaJh+n$CJaJh+n$CJaJh+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJ jh6h+n$CJUaJh6h+n$CJaJ/ 8 f 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$ |H$If^H`gd+n$f g dO?( |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd" $$Ifl4\T ,(T T 04 lalf4 / 0 1 2 7 @;;6gd+n$gd+n$kd# $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If^H`gd+n$7 8 F M Z f $$If^a$gd+n$H$If^H`gd+n$gd+n$f g aL8$$If^a$gd+n$H$If^H`gd+n$kd$ $$Ifl44\T ,(T   T   04 lalf4 ! " >kd& $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If]^H`gd+n$. / 4 ? A B C S T l t u  * + 0 @ B C D M N Z a b q r z  + , > ? @ I J U h ԿڰরڛԿ~r~h_h+n$CJaJ jh_h+n$CJUaJ h= h+n$ h+n$>*hHIh+n$CJaJhh+n$CJjhh+n$CJUh+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJ h+n$CJhh+n$CJjhh+n$CJU," T l }  3$Ifgd+n$ 3$Ifgd+n$ |H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$  N Z j dO?( |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdj' $$Ifl4\T ,(T T 04 lalf4j z  3$If^`gd+n$3$If^`gd+n$ |H$If^H`gd+n$ J U dO;$$If^a$gd+n$H$If^H`gd+n$kd( $$Ifl4\T ,(T T 04 lalf4U a q >kd* $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If]^H`gd+n$h i    2 3 ;       $ 2 4 5 6 ? @ J Q R Z       $ & ' ( 1 ܽïܽ囊~u~h+n$CJaJh'u5h+n$CJaJ jh'u5h+n$CJUaJh+n$CJaJ h8h+n$ h+n$>* h+n$CJ h 0/h+n$ h+n$CJ h6Oh+n$CJjh6Oh+n$CJUh6Oh+n$CJ h+n$CJh+n$ h+n$CJh/;h+n$CJaJ.   + ;  3$Ifgd+n$ |H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$  @ J dO;$$If^a$gd+n$H$If^H`gd+n$kd+ $$Ifl4\T ,(T T 04 lalf4J Z   1kdp, $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$ |H$If]^H`gd+n$ 2 @ W g % ~ 3$If^gd+n$3$If^gd+n$ 3$Ifgd+n$ |H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$1 2 @ M O ^ _ g ~  & 0 A d n   & ' 0 ` m  ߽߽߽߽߽߽jhh+n$CJUhurh+n$CJaJ h+n$CJhurh+n$CJaJ jhurh+n$CJUaJ h+n$>*h_h+n$CJaJ jh_h+n$CJUaJh+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJ2~  dO;$$If^a$gd+n$H$If^H`gd+n$kd- $$Ifl4\T ,(T T 04 lalf4  0 d 3$Ifgd+n$ 3$Ifgd+n$ |H$If]^H`gd+n$ dO;$$If^a$gd+n$H$If^H`gd+n$kd. $$Ifl4\T ,(T T 04 lalf4   / 0 ` 3$Ifgd+n$ 3$Ifgd+n$ 5$Ifgd+n$ |H$If]^H`gd+n$ . 9 dO;$$If^a$gd+n$H$If^H`gd+n$kd/ $$Ifl4\T ,(T T 04 lalf4  " # $ - . 9 A B Q R g  ӾٲٝӾن{pj h >CJh4Oh >CJaJhiZh+n$CJaJh+n$CJaJ h6h+n$h+n$CJaJh\h+n$CJaJh6Oh+n$CJjh+n$CJUh+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJjhh+n$CJU h+n$CJhh+n$CJ%9 J Z _ g >kd0 $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If]^H`gd+n$ ( W 3$If^`gd+n$3$If^`gd+n$ 3$Ifgd+n$ |H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$ d__Z_AH$If]^H`gd4Ogd+n$gd+n$kdK2 $$Ifl4\T ,(T T 04 lalf4  8kd3 $$Ifl44\T ,(T   T   04 lalf4H$If^H`gd+n$$$If^a$gd+n$   / 1 2 3 < = I R T j l  9 : G H M Z \ ] ^ g h r оִдо~maahh >CJaJ jhh >CJUaJ hK h >h >B*CJaJphh{h >CJaJ)jh{h >B*CJUaJphh >B*CJphh >h >CJaJ h >CJ h >CJ h >CJ h >CJh}h >CJaJ jh}h >CJUaJ& = I \ t 9 3$Ifgd+n$ |H$If^H`gd+n$$$If^a$gd+n$H$If]^H`gd+n$9 : h r dO;$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd4 $$Ifl4\T ,(T T 04 lalf4  & 3$Ifgd+n$3$If^gd+n$ 3$Ifgd+n$ |H$If^H`gd+n$  dO;$$If^a$gd+n$H$If^H`gd+n$kd5 $$Ifl4\T ,(T T 04 lalf4  % S U j l s c d p q v òˋznnzhw;h >CJaJ jhw;h >CJUaJ h 0/h >hh >CJaJh >CJaJhh >CJaJ jhh >CJUaJh >CJaJh >h >CJaJ h=CJ h >CJ h >CJ h >CJ jhh >CJUaJ+ F ] s c d >kd6 $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If]^H`gd+n$d A 3$Ifgd+n$ 3$Ifgd+n$ |H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$ dO;$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd 8 $$Ifl4\T ,(T T 04 lalf4 g h z {       P _ k D E Y Z 鿵铇Ň|wpdjh >CJU hh > h >6hKbh >CJaJhKbh >CJaJ jhKbh >CJUaJh/;h >CJaJ h=CJh8h >7CJ h >CJ h >CJhh >CJaJ jhh >CJUaJ h >CJ h 0/h >h > h >CJ$ 7 h i L7H$If^H`gd+n$kd9 $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$ 3$Ifgd+n$ BH$If]^H`gd+n$$$If^a$gd+n$   8 aL8%H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd%: $$Ifl4\T ,(T T 04 lalf4yt+n$8 P E F 1kdF; $$Ifl4\T ,(T T 04 lalf43$If^`gd+n$ 3$Ifgd+n$H$If^H`gd+n$Z _ r t u v  + , - 8 9 D N O r s { T U d e j y { ŽŹܨːŽŹ~iX h_h >B*CJaJph)jh_h >B*CJUaJphh >B*CJphhv~Wh >>*h/ ch >7CJ aJ h_h >CJaJ jh_h >CJUaJh >h >CJaJ h >CJ h >CJ hh >CJaJ h >CJjh >CJU h >CJhh >CJ"F 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$ 9 O c dO;$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd< $$Ifl4\T ,(T T 04 lalf4c { D T 3$Ifgd+n$3$If]gd+n$ 3$Ifgd+n$ |H$If^H`gd+n$T U dO;$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd= $$Ifl4\T ,(T T 04 lalf4{ | }    " 4 6 7 8 A B N ] ^ s t |   $ * > n o p ޼޸䩟޼޼޸{޼޸vo h9xh > h >6h_h >CJaJ jh_h >CJUaJ h >CJh2Hth >CJjh2Hth >CJUh >h >CJaJhRoh >CJH* h >CJ h >B*CJph h >CJ h >CJ)jh_h >B*CJUaJph+  B B-H$If^H`gd+n$kd? $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If^H`gd+n$B N f | Z 5$Ifgd+n$ 5$Ifgd+n$ |H$If^H`gd+n$$$If^a$gd+n$  $ dO;$$If^a$gd+n$H$If^H`gd+n$kdZ@ $$Ifl4\T ,(T T 04 lalf4$ 1 ; P h v   N a    6    O f   3 ~@$Ifgd+n$ 3$Ifgd+n$ |H$If]^H`gd+n$ o p   S>*$$If^a$gd+n$H$If^H`gd+n$kdgA $$Ifl4\T ,(T T 04 lalf43 ~@$Ifgd+n$p w | }                    J k z {    vp[Ohg1h+n$CJaJ)jhg1h+n$B*CJUaJph h+n$CJh+n$B*CJph h+n$CJh4Oh+n$CJaJh+n$h+n$CJaJ h!h > h >6h >h >CJaJ h >CJ h >CJ h >CJh >CJaJhw;h >CJaJ jhw;h >CJUaJhw;h >CJaJh >CJaJ       3$Ifgd+n$ 3$Ifgd+n$3 |$Ifgd+n$ |H$If^H`gd+n$      J d__Z_AH$If]^H`gd4Ogd+n$gd+n$kdB $$Ifl4\T ,(T T 04 lalf4J Q ^ j k   <kdC $$Ifl44\T ,(T   T   04 lalf4H$If^H`gd+n$$$Ifa$gd+n$         R S [ 9 : ; @ M O P ľģľwf]fh+n$CJaJ jhg1h+n$CJUaJhg1h+n$CJaJh4Oh+n$CJaJh+n$CJaJh+n$B*CJaJph h+n$CJh+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$B*CJph)jhg1h+n$B*CJUaJphhg1h+n$CJaJ hg1h+n$B*CJaJph$      T 3$Ifgd+n$ |H$If^H`gd+n$H$If^H`gd+n$ , dO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdD $$Ifl4\T ,(T T 04 lalf4, [ D??gd+n$kdE $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If^H`gd+n$   + $$Ifa$gd+n$H$If^H`gd+n$gd+n$gd+n$+ , [ g aL<$$Ifa$gd+n$H$If^H`gd+n$kdF $$Ifl44\T ,(T   T   04 lalf4P Q Z [ g  ' I K X ` a b p q r { |         M N S ꗌ}shh+n$CJjhh+n$CJUh4Oh+n$CJaJh+n$CJaJhg1h+n$CJaJh Eh+n$H*h Eh+n$H*h4h+n$H*h/;h+n$CJaJhg1h+n$CJaJ jhg1h+n$CJUaJh+n$ h+n$CJ h+n$CJ h+n$CJ-g 5$If^`gd+n$5$If^`gd+n$ H$If]^H`gd+n$ H$If]^H`gd+n$ dO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdG $$Ifl4\T ,(T T 04 lalf4  ' l X 5$Ifgd+n$ H$If^H`gd+n$H$If]^H`gd+n$X Y |   dO?(H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdI $$Ifl4\T ,(T T 04 lalf4   _     D??gd+n$kd3J $$Ifl4\T ,(T T 04 lalf4 5$Ifgd+n$H$If]^H`gd+n$    % 2 > $$Ifa$gd+n$H$If^H`gd+n$gd+n$gd+n$> ? n y aL<$$Ifa$gd+n$H$If^H`gd+n$kdNK $$Ifl44\T ,(T   T   04 lalf4S ` b c d m n y          7 C D I U W X Z a b c o x z      " 5 6 R  ӾٶٶzrzgӾٶh?h+n$CJaJh+n$CJaJh Qkh+n$CJaJh+n$CJaJh Qkh+n$CJaJ jh Qkh+n$CJUaJh4Oh+n$CJaJh+n$CJaJh+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJjhh+n$CJUhh+n$CJ h+n$CJ(y      >99gd+n$kdxL $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If]^H`gd+n$     * 6 $$Ifa$gd+n$H$If^H`gd+n$gd+n$gd+n$6 7 c o aL4$$If]^a$gd+n$H$If^H`gd+n$kdM $$Ifl44\T ,(T   T   04 lalf4o     ! " >99gd+n$kdN $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If]^H`gd+n$" 5 6 R Y f r $$If^a$gd+n$H$If^H`gd+n$gd+n$gd+n$r s   aL8$$If^a$gd+n$H$If^H`gd+n$kdVP $$Ifl44\T ,(T   T   04 lalf4           $ + s x               % S U j l s c d s t ºµµ®ݝф|k jh:[h+n$CJUaJh+n$CJaJ h=CJ h+n$CJhh+n$CJaJ jhh+n$CJUaJ hMh+n$ h+n$>*hMh+n$>*h+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJhg1h+n$CJaJ jhg1h+n$CJUaJ&      C    3$$Ifa$gd+n$3$$If^a$gd+n$ 3$If^gd+n$ 3$Ifgd+n$ |H$If^H`gd+n$     dO;$$If^a$gd+n$H$If^H`gd+n$kdQ $$Ifl4\T ,(T T 04 lalf4 F ] s c d @kdR $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If]^H`gd+n$t y             g h z {              û~r~g`Vh+n$B*CJph h 0/h+n$hh+n$CJaJhh+n$CJaJ jhh+n$CJUaJhh+n$CJaJ h+n$CJh+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJaJh?h+n$CJaJh?h+n$CJaJ jh:[h+n$CJUaJh+n$CJaJh:[h+n$CJaJd      C g 3$Ifgd+n$ |H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$g h    dO;( |$If]gd+n$$$If^a$gd+n$H$If^H`gd+n$kdS $$Ifl4\T ,(T T 04 lalf4   3   HkdT $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |$If]gd+n$             - / E G Z \ d             򯩟wfZQZfwwh+n$CJaJhh+n$CJaJ jhh+n$CJUaJhh+n$CJaJh+n$CJaJ h+n$CJh+n$h/;h+n$CJaJhldh+n$CJH* h+n$CJ h+n$CJ hR'h+n$B*CJaJphh+n$B*CJphhR'h+n$B*CJph%jhR'h+n$B*CJUphhR'h+n$B*CJph    7 O d  ) P  3$Ifgd+n$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$      dO;$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kdNV $$Ifl4\T ,(T T 04 lalf4    > @ H ( ) = > C W Y Z [ d e p          j k n ˻zqibZZh+n$CJaJ h?h+n$h% zh+n$6h?h+n$CJhh+n$6CJh% zh+n$B*CJaJphh?h+n$B*CJphh+n$B*CJphh?h+n$B*CJphjh+n$B*CJUphh+n$B*CJph h+n$CJh+n$h/;h+n$CJaJh/zh+n$CJH* h+n$CJ h+n$CJ  1 H ( ) e D/H$If^H`gd+n$kdW $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If^H`gd+n$e p z    j 3$Ifgd+n$ |H$If^H`gd+n$$$If^a$gd+n$j k l m n d___Z_EH$If^H`gd+n$gd+n$gd+n$kdX $$Ifl4\T ,(T T 04 lalf4 ! ! ! 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" # 3$Ifgd+n$ H$If]^H`gd+n$ H$If^H`gd+n$# # X# d# {# dO?, $If]gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdq[ $$Ifl4\T ,(T T 04 lalf4{# # $ $ >$ H3H$If^H`gd+n$kd\ $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ $If]gd+n$$ %$ &$ 3$ 4$ 5$ =$ >$ J$ q$ s$ {$ Z% f% g% y% z% {% % % % % % % d& r& s& t& y& & & & & Ǿdž}nd]dn h+n$CJhh+n$CJjhh+n$CJUhh+n$CJ h+n$CJhg1h+n$CJ aJ jhg1h+n$CJ UaJ h+n$CJh+n$h/;h+n$CJaJhh+n$CJ h+n$CJ h]Eh+n$CJaJhh+n$CJaJ jhh+n$CJUaJhh+n$CJaJ >$ J$ a$ {$ Z% [% 8kd^ $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ $If]gd+n$$$Ifa$gd+n$[% % % % % & d& 3$Ifgd+n$ H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$d& e& & & & dO?$ H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdj_ $$Ifl4\T ,(T T 04 lalf4& & & & & & & ]' ^' _' p' q' ' ' ' ' ' ' ' ' ' ' ' ( ( ( ( ( ( ) ) ) ) ) ) ±šؑؑ~maXamh+n$CJaJh!4h+n$CJaJ jh!4h+n$CJUaJh!4h+n$CJaJh+n$CJaJhh+n$CJhh+n$CJaJhh+n$CJaJ jhh+n$CJUaJhh+n$CJaJ h 0/h+n$h+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJh_>h+n$CJaJ"& ' ^' _' ' ' [F6$$Ifa$gd+n$H$If^H`gd+n$kd` $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$' ' ' ' ( ( -kda $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ $If]gd+n$ H$If]^H`gd+n$( ) ) () B) ) y* * 7 PXH$If^Hgd+n$ 7$Ifgd+n$ H$If]^H`gd+n$$$Ifa$gd+n$H$If]^H`gd+n$) ) %) ') 8) :) B) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) * * * * * * * * * * * #* $* +* /* 1* 4* 5* =* >* B* D* F* I* J* R* S* ]* _* a* d* e* m* n* x* * * ۻ h 0/h+n$h/h+n$6] h+n$6]h/h+n$H*h+n$h/;h+n$CJaJh*h+n$CJH* h+n$CJ h+n$CJ G* * + + *+ dO?( H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd+c $$Ifl4\T ,(T T 04 lalf4* * * * * + + + + + + + C+ + + :, A, , , - - - - - - - - - - - - ). }. . v/ / 0 0 0 0 0 0 0 0 0 0 1 1 1 ݵ𠚖ݵ𠚖΁jh+n$B*CJUph h+n$>*h+n$ h+n$CJ h+n$CJ h% zh+n$B*CJaJphh?h+n$B*CJphh+n$B*CJphh?h+n$B*CJph%jh?h+n$B*CJUphh+n$B*CJph h+n$CJ0*+ C+ + :, , - - 5kd@d $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$ H$If^H`gd+n$- - - . ). }. v/ 0 3$Ifgd+n$ 3$Ifgd+n$ H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$0 0 1 1 %1 dO?( H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kde $$Ifl4\T ,(T T 04 lalf41 1 E1 P1 Q1 X1 y1 1 1 1 1 1 2 2 2 "2 #2 .2 H2 J2 r2 2 2 2 2 2 3 -3 .3 /3 43 E3 G3 |sdZSZ h+n$CJh9Yh+n$CJjh9Yh+n$CJUh9Yh+n$CJ h+n$CJ h% zh+n$B*CJaJphh?h+n$B*CJphh?h+n$B*CJph%jh?h+n$B*CJUphh+n$B*CJph h+n$CJh% zh+n$6h+n$h?h+n$CJhh+n$6CJ h+n$CJh/;h+n$CJaJ %1 81 X1 1 1 #2 D/H$If^H`gd+n$kdf $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If^H`gd+n$#2 .2 82 R2 e2 2 3 3$Ifgd+n$ H$If^H`gd+n$$$Ifa$gd+n$3 3 S3 \3 p3 dO?( H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd9h $$Ifl4\T ,(T T 04 lalf4G3 H3 I3 R3 S3 \3 m3 o3 3 3 3 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 6 6 6 뽮Ɗtc jhg1h+n$CJUaJhg1h+n$CJaJh4Oh+n$CJaJh+n$CJaJh_>h+n$CJaJ h+n$CJh2Hth+n$CJjh2Hth+n$CJUh2Hth+n$CJh+n$h/;h+n$CJaJhL"h+n$CJH* h+n$CJ h+n$CJ h+n$CJjh9Yh+n$CJU#p3 3 3 4 4 4 D/H$If^H`gd+n$kdi $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If^H`gd+n$4 4 4 @5 5 5 0kdj $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$$$Ifa$gd+n$5 5 5 5 5 5 5 5 5 $$If^a$gd+n$H$If^H`gd+n$gd+n$gd+n$5 5 6 (6 aL8$$If^a$gd+n$H$If^H`gd+n$kd2l $$Ifl44\T ,(T   T   04 lalf46 6 6 6 (6 <6 >6 T6 U6 h6 i6 r6 7 7 7 7 7 7 7 7 7 7 7 8 88 :8 R8 S8 [8 I9 J9 ^9 _9 d9 ܱրŀŀxg[h'u5h+n$CJaJ jh'u5h+n$CJUaJh+n$CJaJhh+n$CJhh+n$CJaJhh+n$CJaJ jhh+n$CJUaJhh+n$CJaJ h+n$6h+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJ jhg1h+n$CJUaJhg1h+n$CJaJ!(6 .6 G6 ]6 r6 6 6 7 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$7 7 7 8 dO;$$If^a$gd+n$H$If^H`gd+n$kd\m $$Ifl4\T ,(T T 04 lalf48 (8 C8 [8 I9 3$Ifgd+n$ |$If]gd+n$ |H$If]^H`gd+n$I9 J9 9 9 dO;$$If^a$gd+n$H$If^H`gd+n$kdin $$Ifl4\T ,(T T 04 lalf4d9 x9 z9 {9 |9 9 9 9 9 9 9 ; ; ; ; ; < < < < < #< M< N< U< < < < < < < < < = = = = = = )= A= C= K= = = > > > > > > ͼ͸ӟͼ͸ͼ͸h+n$CJaJ h|1ph+n$ h+n$>*hg1h+n$CJaJ jhg1h+n$CJUaJh'u5h+n$>*h+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJ jh'u5h+n$CJUaJh'u5h+n$CJaJh+n$CJaJ29 9 9 7: ; w; ; 3$If^`gd+n$3$If^`gd+n$ 3$Ifgd+n$ |H$If]^H`gd+n$; ; < #< dO;$$If^a$gd+n$H$If^H`gd+n$kdo $$Ifl4\T ,(T T 04 lalf4#< >< U< < < 3$If]gd+n$3$If]gd+n$ |H$If]^H`gd+n$< < = )= dO;$$If^a$gd+n$H$If^H`gd+n$kdp $$Ifl4\T ,(T T 04 lalf4)= 3= K= = 3$Ifgd+n$ |H$If]^H`gd+n$ |H$If]^H`gd+n$= = "> 0> dO;$$If^a$gd+n$H$If^H`gd+n$kdq $$Ifl4\T ,(T T 04 lalf4> > !> "> 0> >> @> O> P> X> o? 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< M N S ӻ}rӻj}ӻh+n$CJaJh/;h+n$CJaJh?h+n$CJaJh Qkh+n$CJaJhh+n$CJaJhh+n$CJaJ jhh+n$CJUaJh+n$CJaJh+n$ h+n$CJ h+n$CJ h+n$CJ jhg1h+n$CJUaJhg1h+n$CJaJh+n$CJaJ) & C N f 5$If^`gd+n$5$If^`gd+n$ H$If]^H`gd+n$ H$If]^H`gd+n$f g dO?$ |H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 F G >kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If]^H`gd+n$G l x ܕ ; 3$Ifgd+n$ 3$Ifgd+n$ |H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$; < q } dO?$ |H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4S c e f g h o p q } 0 1 < = > C N P Q S Z [ \ h Ә Ԙ ֘ ۘ ܘ    * , - . 7 8 ûðûðvjjvh}h+n$CJaJ jh}h+n$CJUaJh4Oh+n$CJaJh+n$CJaJ h+n$CJh+n$ h+n$CJ h+n$CJ h?h+n$CJaJh+n$CJaJh Qkh+n$CJaJhh+n$CJaJ jhh+n$CJUaJhh+n$CJaJh+n$CJaJ) 0 1 \ L7H$If^H`gd+n$kdc $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$\ h  Ә 3$Ifgd+n$ |H$If]^H`gd+n$$$Ifa$gd+n$Ә Ԙ ՘ ֘ ۘ ܘ d__Z_EH$If^H`gd+n$gd+n$gd+n$kd $$Ifl4\T ,(T T 04 lalf4 8 C 8kd $$Ifl44\T ,(T   T   04 lalf4H$If^H`gd+n$$$If^a$gd+n$8 C J K y O h i Ϛ К ך ɛ ۛ ܛ       # % & ' 0 1 < R S Z ՝ ֝ ם ̻̞h+n$CJaJhIh+n$CJaJ jhIh+n$CJUaJhg1h+n$CJaJ jhg1h+n$CJUaJ h+n$CJh+n$CJ aJ h}h+n$CJ aJ h+n$h/;h+n$CJaJ h+n$CJ h+n$CJ 6C S _ y ڙ O P 5kd3 $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$P Ț ך 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$ dO;$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd@ $$Ifl4\T ,(T T 04 lalf4  1 B-H$If^H`gd+n$kdM $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If^H`gd+n$1 < K Z 0kdZ $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If^H`gd+n$$$If^a$gd+n$ ם ~ 3$Ifgd+n$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$ ~ Þ Ğ О  2 B T U j k l u W h z {   à 2 3 I J O 爵爵|ph Qkh+n$CJaJ jh Qkh+n$CJUaJh+n$CJaJh/;h+n$aJhg1h+n$CJaJ jhg1h+n$CJUaJ h+n$CJ h+n$CJhh+n$CJaJ jhh+n$CJUaJ h+n$CJh+n$ h+n$CJh/;h+n$CJaJ+~  Ğ О dK7$$If^a$gd+n$H$If]^H`gd+n$kdg $$Ifl4\T ,(T T 04 lalf4О ߞ  2 3 Bkdt $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If^H`gd+n$3 l u W 3$Ifgd+n$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$W X dO;$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 ʠ 2 3 3kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$3 |$Ifgd+n$ |H$If^H`gd+n$O d f g h p q { 6 : ɢ ۢ ܢ  У ѣ ӣ ) * + 0 @ B ͼ͸͢ͼ͸ӎzkaZa h+n$CJh2Hth+n$CJjh2Hth+n$CJUh2Hth+n$CJh4Oh+n$CJaJh+n$CJaJhg1h+n$CJaJ jhg1h+n$CJUaJ h+n$>*h+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJ jh Qkh+n$CJUaJh Qkh+n$CJaJh+n$CJaJ#3 q { s 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$$$If^a$gd+n$H$If]^H`gd+n$  dO;$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4  У ѣ ң ӣ B==8gd+n$gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If^H`gd+n$   7kd $$Ifl44\T ,(T   T   04 lalf4$$Ifa$gd+n$H$If^H`gd+n$gd+n$B C D V W c  ݥ        7 9 s t |     , C D [ ˼ר~˼mamhg1h+n$CJaJ jhg1h+n$CJUaJh zh+n$CJH* h+n$CJh9Yh+n$CJjh9Yh+n$CJUh9Yh+n$CJh+g*h+n$CJ aJ h+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJh+g*h+n$CJaJh2Hth+n$CJjh2Hth+n$CJU& W c y T ݥ 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$ݥ ޥ   & dO?( |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4& : d | 5kd\ $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$ , 8 L d ϧ 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$[ \ d   , - . 7 8 A P Q ` a i Ө Ԩ         1 2 E F ] ^ f \ 庩vqqq h+n$>*h?h+n$CJaJh+n$CJaJh Qkh+n$CJaJh+n$CJaJh Qkh+n$CJaJ jh Qkh+n$CJUaJh+n$CJaJ h+n$CJ hg1h+n$CJaJ jhg1h+n$CJUaJ h+n$CJh+n$ h+n$CJh/;h+n$CJaJ+ 8 A Y dO?( |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4Y i Ө Ԩ 5kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$Ԩ   $ * : N f ] 3$Ifgd+n$ 3$Ifgd+n$ |H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$ \ ] ^ ` p q í ĭ ŭ έ ϭ ۭ   ! " + , C u D E R S g ð İ ˿󔈔wkkwh}h+n$CJaJ jh}h+n$CJUaJhg1h+n$CJaJ jhg1h+n$CJUaJ h 0/h+n$ h+n$CJ h+n$CJ h+n$CJh X+h+n$CJaJ jh X+h+n$CJUaJh4Oh+n$CJaJh+n$h+n$CJaJ h+n$CJ h h+n$*] ^ _ ` p q d__Z_EH$If^H`gd+n$gd+n$gd+n$kd $$Ifl4\T ,(T T 04 lalf4 ϭ ۭ <kd* $$Ifl44\T ,(T   T   04 lalf4H$If^H`gd+n$$$Ifa$gd+n$ۭ , B-H$If^H`gd+n$kdT $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If]^H`gd+n$, C P [ u D 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$D E F G R S g d__ZU@H$If^H`gd+n$gd+n$gd+n$6gd+n$kda $$Ifl4\T ,(T T 04 lalf4g n { 8kdn $$Ifl44\T ,(T   T   04 lalf4H$If^H`gd+n$$$If^a$gd+n$ İ а  3$Ifgd+n$ |H$If^H`gd+n$$$If^a$gd+n$H$If]^H`gd+n$İ а ٰ ۰    ϱ б ѱ ֱ   $ % l  + 4 5 K L M Z n p @ I  Ʊ􃥃~ h+n$6 jhg1h+n$CJUaJ hg1h+n$B*CJaJphhg1h+n$CJaJ)jhg1h+n$B*CJUaJphhg1h+n$B*CJaJphh+n$B*CJph h+n$CJh+n$h/;h+n$CJaJ h+n$CJ h+n$CJ -  dO;$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 - H l  3$Ifgd+n$ 3$Ifgd+n$ |H$If]^H`gd+n$ |H$If^H`gd+n$  M Z ` dO;$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4` y  3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$ : F dO;$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4   , . / 0 9 : F \ p q } ~ ޷ ߷ ˸ ̸ ͸ Ҹ ڲԛڑqbVbqh+n$B*CJphhR'h+n$B*CJph%jhR'h+n$B*CJUphhR'h+n$B*CJphh+n$B*CJphh/;h+n$CJaJhg1h+n$CJaJ jhg1h+n$CJUaJ h 0/h+n$h+n$ h+n$CJ h+n$CJ h+n$CJ h+n$CJhh+n$CJjhh+n$CJU!F \ q r >)H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If]^H`gd+n$ ѷ  d 3$Ifgd+n$ 3$Ifgd+n$ |H$If]^H`gd+n$$$If^a$gd+n$  dO;$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kdf $$Ifl4\T ,(T T 04 lalf4  6 8 M N V ɻ ˻ ̻ ͻ ֻ ׻    k l ͽ ν ֽ  ׾׸׾vk׾h>fh+n$CJaJhvh+n$CJjhvh+n$CJUhvh+n$CJ h+n$CJh2Hth+n$CJjh2Hth+n$CJU h+n$CJh+n$h/;h+n$CJaJhldh+n$CJH* h+n$CJ h+n$CJ hR'h+n$B*CJphhR'h+n$B*CJaJph* ( @ V   B 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$ ׻ dO;$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kds $$Ifl4\T ,(T T 04 lalf4  k l 9kd $$Ifl4\T ,(T T 04 lalf4 5$Ifgd+n$ 5$Ifgd+n$ |H$If^H`gd+n$l ֽ V  3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$ ž վ dO;$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 ž 1 < c ƿ         Y ¹´´´{php]h?h+n$CJaJh+n$CJaJh Qkh+n$CJaJh+n$CJaJhh+n$CJaJ jhh+n$CJUaJhh+n$CJaJh+n$CJaJ h+n$6h/;h+n$aJh+n$ h+n$CJ hg1h+n$CJaJ jhg1h+n$CJUaJhg1h+n$CJaJ h+n$CJ h+n$CJ$վ > 3$If^gd+n$3$If^gd+n$ 5$Ifgd+n$3 |$Ifgd+n$ |H$If^H`gd+n$   9 dO?$ |H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd& $$Ifl4\T ,(T T 04 lalf49 Y >kdA $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If]^H`gd+n$ J K M R S a  ϼpf_fpTh32ih+n$CJaJ h+n$CJh2Hth+n$CJjh2Hth+n$CJUh2Hth+n$CJh4Oh+n$CJaJh+n$CJaJ h+n$CJh+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h?h+n$CJaJh+n$CJaJh Qkh+n$CJaJh+n$CJaJhh+n$CJaJ jhh+n$CJUaJ J 3$Ifgd+n$ |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$J K L M R S a d__Z_EH$If^H`gd+n$gd+n$gd+n$kd $$Ifl4\T ,(T T 04 lalf4a h u <kd $$Ifl44\T ,(T   T   04 lalf4H$If^H`gd+n$$$Ifa$gd+n$  > 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$ |H$If]^H`gd+n$   Y d l m , - / 8 9 K | ӓ h+n$6hnh+n$CJaJ jhnh+n$CJUaJh4Oh+n$CJaJh+n$CJaJhg1h+n$CJaJh/;h+n$CJaJ h+n$CJ h+n$CJhg1h+n$CJaJ jhg1h+n$CJUaJ h+n$CJh+n$3 dO?( |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 Y Z B-H$If^H`gd+n$kdd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If^H`gd+n$ , 3$Ifgd+n$ 3$Ifgd+n$ |H$If]^H`gd+n$$$Ifa$gd+n$, - . / 8 9 K d__Z_EH$If^H`gd+n$gd+n$gd+n$kd $$Ifl4\T ,(T T 04 lalf4K R _ k l 8kd $$Ifl44\T ,(T   T   04 lalf4H$If^H`gd+n$$$If^a$gd+n$ 9 p H 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$ H I X Y ^ m o p q y z L M ] ^ _ d t v w x ݽssdjh2Hth+n$CJUh<h+n$CJaJ jh<h+n$CJUaJh<h+n$CJaJh/;h+n$CJaJ h+n$CJ h+n$CJ h?h+n$CJaJh?h+n$CJaJh+n$CJaJh:[h+n$CJaJ jh:[h+n$CJUaJh+n$CJaJ h+n$CJh+n$$H I z dO;$H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 ( L M 5kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$M 3$Ifgd+n$ 3$Ifgd+n$H$If]^H`gd+n$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$ dO;$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd$ $$Ifl4\T ,(T T 04 lalf4  ' ( = > ? H I U ` a i  { ſřŹſ|pp|ŹſřŹhh+n$CJaJ jhh+n$CJUaJhnh+n$CJaJ jhnh+n$CJUaJh+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJh+g*h+n$CJaJh2Hth+n$CJjh2Hth+n$CJU h+n$CJh2Hth+n$CJ, 8 {   5kd? $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$ I U i 3$Ifgd+n$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$  dO;$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 { | YD0$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$    $ % * 8 : ; < L M Y c d l ! " $ ) * 8 h i n | ~  ׿דyooyhh+n$CJjhh+n$CJUh4Oh+n$CJaJh+n$CJaJ h+n$CJhh+n$CJaJ jhh+n$CJUaJh Eh+n$H*h Eh+n$H*h4h+n$H*h+n$h+n$CJaJh/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJ+ (  5$Ifgd+n$ 5$Ifgd+n$ |H$If^H`gd+n$  M Y l dO;$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4l ! " # $ ) * LGGBGgd+n$gd+n$kd $$Ifl4\T ,(T   T   04 lalf4 3$Ifgd+n$ 3$Ifgd+n$* 8 ? L X Y <kd $$Ifl44\T ,(T   T   04 lalf4$$Ifa$gd+n$H$If^H`gd+n$    '    9 : B . 1 Q R ÷÷羽Ԓԋ h= h+n$ h+n$>* h+n$CJhh+n$CJjhh+n$CJUhnh+n$CJaJ jhnh+n$CJUaJh+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJhHIh+n$CJaJ4  3$If^`gd+n$3$If^`gd+n$ |H$If^H`gd+n$ |H$If^H`gd+n$$$Ifa$gd+n$   dO?( |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd( $$Ifl4\T ,(T T 04 lalf4 '  @+H$If^H`gd+n$kd{ $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If^H`gd+n$  ' 2 B 3$Ifgd+n$ |H$If^H`gd+n$ |H$If^H`gd+n$$$Ifa$gd+n$ dO?( |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 R 3$If^`gd+n$3$If^`gd+n$ |H$If^H`gd+n$  dO?( |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4  Y h i n { } ~  , - / 6 7 G } ~ ˺˶ѧםђ˺˶ъnbbhh+n$CJaJ jhh+n$CJUaJh4Oh+n$CJaJh+n$CJaJhHIh+n$CJaJhh+n$CJjhh+n$CJUh+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJ h+n$CJhh+n$CJjhh+n$CJUhh+n$CJ& Y Z YD4$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ , - . / 6 B==8gd+n$gd+n$kd; $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If^H`gd+n$6 7 G N [ g $$If^a$gd+n$H$If^H`gd+n$gd+n$g h aL8$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl44\T ,(T   T   04 lalf4       $ & 5 7 ? Q ! " »鰟΃| hFh+n$h ih+n$>*h+n$CJaJhKbh+n$CJaJ jhKbh+n$CJUaJhKbh+n$CJaJ h+n$CJhh+n$CJaJh+n$h ih+n$CJaJ h+n$CJ h+n$CJ h+n$CJ jhh+n$CJUaJ. >kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If]^H`gd+n$ 3$Ifgd+n$ |H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$   . dO;$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4. ? ! " %kd $$Ifl4\T ,(T T 04 lalf43$If^`gd+n$3$If^`gd+n$ |H$If^H`gd+n$" 8 9 U V W a b h n      $ 9 ; < = O P \  " Ļwpwjjj h+n$CJ h+n$CJh2Hth+n$CJjh2Hth+n$CJU h+n$CJ h)h+n$ h^8h+n$h^8h+n$>*h+n$h ih+n$CJaJh^8h+n$CJh^8h+n$CJ h+n$CJ h^8h+n$CJaJh^8h+n$CJjh^8h+n$CJUh^8h+n$CJ(" b n  5$Ifgd+n$ 5$Ifgd+n$ |H$If^H`gd+n$$$If^a$gd+n$H$If]^H`gd+n$   P \ l dO;$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kdA $$Ifl4\T ,(T T 04 lalf4l }   I D/H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 5$Ifgd+n$ |H$If^H`gd+n$" # ( 1 3 4 5 H I S x r s k x      ! ĿĸĿıԢΆuiuhnh+n$CJaJ jhnh+n$CJUaJh ih+n$CJaJ h+n$CJh2Hth+n$CJjh2Hth+n$CJU hKh+n$ h_kh+n$ h+n$>*h+n$ h+n$CJ h+n$CJ h+n$CJh+n$CJaJhPh+n$CJaJ jhPh+n$CJUaJ)I S h x s k 3$Ifgd+n$ 3$Ifgd+n$ 5$Ifgd+n$ H$If^H`gd+n$$$If^a$gd+n$   ! dO;$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4! [F2$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 5$Ifgd+n$  > Y ; 3$Ifgd+n$ 3$Ifgd+n$ 5$Ifgd+n$ |H$If^H`gd+n$    > M Y i ; G 7 8 A 4 = > C K M N O X Y d úu jhULh+n$CJUaJh+n$B*CJphhS.ah+n$CJaJ jhS.ah+n$CJUaJ h+n$CJ h+n$CJh+n$CJaJhh+n$CJaJ jhh+n$CJUaJ h+n$CJ h+n$>*h+n$h ih+n$CJaJ h+n$CJ) dO;$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4  . A 3 4 >kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If]^H`gd+n$4 Y d q w 5$Ifgd+n$ |H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$   * dO?( |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4    ! " 3 4 < F G X Y p q r { | 6 7 9 J K e ܸЋwoodhrih+n$CJaJh+n$CJaJh ih+n$CJaJh^8h+n$CJh^8h+n$CJ h^8h+n$CJaJh^8h+n$CJjh^8h+n$CJUh^8h+n$CJh+n$h/;h+n$CJaJ h+n$CJ h+n$CJ h+n$CJ jhULh+n$CJUaJhULh+n$CJaJ * < F G | B-H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If^H`gd+n$| W 6 5$Ifgd+n$ 5$Ifgd+n$ |$Ifgd+n$ |H$If^H`gd+n$$$If^a$gd+n$6 7 8 9 J K e d__Z_EH$If^H`gd+n$gd+n$gd+n$kd  $$Ifl4\T ,(T   T   04 lalf4e l y <kd^ $$Ifl44\T ,(T   T   04 lalf4H$If^H`gd+n$$$Ifa$gd+n$ Q \ ] n o p y z  " = M m n y z   , - . / ݼͫͦ͟ݎwpphh+n$CJaJ hh+n$hxph+n$CJaJhxph+n$CJaJ jhxph+n$CJUaJ hh+n$ h+n$6 h+n$>*h;9h+n$CJaJ jh;9h+n$CJUaJh+n$ h+n$CJ h+n$CJ h+n$CJhnh+n$CJaJ jhnh+n$CJUaJ& Q 3$If]gd+n$H$If^H`gd+n$$$Ifa$gd+n$H$If]^H`gd+n$Q R z dK;(H$If^H`gd+n$$$Ifa$gd+n$H$If]^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 n o D/H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf43H$If]Hgd+n$3$If]gd+n$ - 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$- . / 0 1 Q R a b d___][Y[gd+n$kd $$Ifl4\T ,(T   T   04 lalf4/ 0 1 a b p q S U X c l    * 4 ˉ|xsxnxsxnxsxnxsxnx hri6 hriH*hri hriCJH* hriCJ hriCJ hhriB*CJaJphhhriCJaJ)jhhriB*CJUaJphhriB*CJph hriCJh hriCJaJhriCJaJ h+n$CJh+n$ hi"jh+n$hE-h+n$CJaJ+b q x H$If^H`gd+n$$$Ifa$gd+n$H$If]^H`gd` aK;+H$If^H`$$Ifa$gd+n$H$If]^H`kd $$Ifl44\T ,(T   T   04 lalf4 R  3 $If^`gd+n$3 $If^`gd+n$3$If^`gd+n$H$If^H` dN>..H$If^H`$$Ifa$gd+n$H$If]^H`kd; $$Ifl4\T ,(T T 04 lalf4 ^ ` c n x  ! $ / 9 [ \ ] _ b l v    0 2 3 4 > ? I n p q Ƿ hri6 hriH*hri hriCJH* hriCJ hriB*CJph hriCJ hriCJ hhriB*CJaJphhhriCJaJ)jhhriB*CJUaJph= ) ]  \  3 $If^`gd+n$3 $If^`gd+n$3$If^`gd+n$ ? I ^ q dN>..H$If^H`$$Ifa$gd+n$H$If]^H`kdH $$Ifl4\T ,(T T 04 lalf4q [ F 3 $If^`gd+n$3 $If^`gd+n$3$If^`gd+n$ \ ^ a r | E F G X Y ^ n p q r | } 7 9 < C M 0 1 2 4 7 B L hriCJH* hriCJ hhriB*CJaJphhhriCJaJ)jhhriB*CJUaJphhriB*CJph hriCJ hri5 hriH*hri hriCJ hri6;F G } dN>..H$If^H`$$Ifa$gd+n$H$If]^H`kdU $$Ifl4\T ,(T T 04 lalf4 6 1 3 $If^`gd+n$3 $If^`gd+n$3$If^`gd+n$ " > dN>..H$If^H`$$Ifa$gd+n$H$If]^H`kdb $$Ifl4\T ,(T T 04 lalf4 ; = > N R * , / ? I Z i                       # $ . W Y Z   < > A K U           Ű hhriB*CJaJphhhriCJaJ)jhhriB*CJUaJphhriB*CJph hriCJ hri5 hri>* hriH* hri6hri hriCJH* hriCJ hriCJ :> )    3 $If^`gd+n$3 $If^`gd+n$3$If^`gd+n$  $ . G Z dN>..H$If^H`$$Ifa$gd+n$H$If]^H`kdo $$Ifl4\T ,(T T 04 lalf4Z  ;   t   3 $If^`gd+n$3 $If^`gd+n$3$If^`gd+n$ + 5 u w y                    & ' 1 ] _ ` m {   B D G T ^            U V W j k p hriCJH* hriCJ hhriB*CJaJphhhriCJaJ)jhhriB*CJUaJphhriB*CJph hriCJ hri5 hriH*hri hriCJ hri6;  ' 1 F ` dN>..H$If^H`$$Ifa$gd+n$H$If]^H`kd| $$Ifl4\T ,(T T 04 lalf4`  A   V 3 $If^`gd+n$3 $If^`gd+n$3$If^`gd+n$V W dN>..H$If^H`$$Ifa$gd+n$H$If]^H`kd $$Ifl4\T ,(T T 04 lalf4   k z    o q s {    _ ` a c e v ~  A N þþþùþùþùùþùþþùþþùùùþþôhhriCJaJ hri5 hriH* hri6hri hriCJH* hriCJ hriB*CJph hriCJ hriCJ)jhhriB*CJUaJph= n ` 3 $If^`gd+n$3 $If^`gd+n$3$If^`gd+n$ ( C dN>..H$If^H`$$Ifa$gd+n$H$If]^H`kd $$Ifl4\T ,(T T 04 lalf4 ? A C           % / 5 = u v w y {         ! ' - o q s                L N ¸«§ȸ¸« hri5 hri6 hriH*hri hriCJH* hriCJ hriB*CJph hriCJ hriCJ)jhhriB*CJUaJphhhriCJaJ hhriB*CJaJph..H$If^H`$$Ifa$gd+n$H$If]^H`kd $$Ifl4\T ,(T T 04 lalf4N Q V \ a k                    ` a b d f w  / 0 1 3 5 = E s u w ~            ' ( 2 U W r  Ѽ hriCJH* hhriB*CJaJphhhriCJaJ)jhhriB*CJUaJphhriB*CJph hriCJ hri5 hriCJ hriH* hri6hri hriCJ..H$If^H`$$Ifa$gd+n$H$If]^H`kd $$Ifl4\T ,(T T 04 lalf4X r   u  3 $If^`gd+n$3 $If^`gd+n$3$If^`gd+n$H$If^H`       t u v x z        " # 5 6 W j k p                      ' ( 8 ๤๤ hriCJ hhriB*CJaJphhhriCJaJ)jhhriB*CJUaJphhriB*CJphh hriCJaJhriCJaJ h+n$CJh+n$ hriCJ hri5 hriCJ hri6hri hriH*2     " # 6 d___][BH$If]^H`gd`6gd+n$kd $$Ifl4\T ,(T   T   04 lalf46 = J V W <kd $$Ifl44\T ,(T   T   04 lalf4H$If^H`gd+n$$$Ifa$gd+n$W      N   3$Ifgd+n$ 3$Ifgd+n$H$If^H`$$Ifa$gd+n$H$If]^H`     dRB2H$If^H`$$Ifa$gd+n$H$If^H`kd $$Ifl4\T ,(T T 04 lalf4 ' ( ^ h YG7$$Ifa$gd+n$H$If^H`kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$8 9 > N P Q R ] ^ h { C D S T Y h j k l u v   = > @ ^ _ { |           Ƿǧǭ}s}l h 0/hrihriB*ph hrijhriB*Uphh hriCJaJhriCJaJh+n$ h+n$CJhri hriCJ hriB*CJph hriCJ hriCJ hhriB*CJaJphhhriCJaJ)jhhriB*CJUaJph(h { C D v I7H$If^H`kd* $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`v   = > ? 9/ L^`LkdE $$Ifl4\T ,(T   T   04 lalf4 3$Ifgd+n$H$If^H`$$Ifa$gd+n$? @ ^ _ |    H$If^H`gd+n$$$Ifa$gd+n$H$If]^H`gd`gd+n$gd+n$ L^`L     aL@7 6$Ifgd+n$ 7$$Ifa$gd+n$6H$If^H`gdM}kd` $$Ifl44\T ,(T   T   04 lalf4            * , - 8 9 : A B C c e f                 ,! -! 2! ū hriCJhV=KhriCJH*hrihriCJaJhV=KhriCJaJhriB*ph hrijhriB*Uph hriCJ h 0/hrihrihV=KhriCJhV=KhriCJ aJ hriCJ aJ 8   9 C U YD8/ 6$Ifgd+n$ 7$$Ifa$gd+n$6H$If^H`gdM}kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$U f     P;/ 7$$Ifa$gd+n$6H$If^H`gdM}kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 6$Ifgd+n$   P;6H$If^H`gdM}kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 6$Ifgd+n$ ! ! Q! D/6H$If^H`gdM}kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 6$Ifgd+n$ 7$$Ifa$gd+n$2! C! E! F! G! P! Q! R! Y! Z! [! i! k! l! " " !" +" -" ." /" 8" 9" :" A" B" C" c" e" f" !# ## 3# Z# \# # # # # # # # # ƽƽ߭|v hriCJh hriCJaJhriCJaJjh+n$0JCJU h+n$>*CJ h+n$CJH*h+n$ h+n$CJhV=KhriCJH*hV=KhriCJhV=KhriCJ aJ hriCJ aJ hriCJhrijhriB*Uph hrihriB*ph*Q! [! l! " " 9" D/6H$If^H`gdM}kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 6$Ifgd+n$ 7$$Ifa$gd+n$9" C" U" f" # !# "# D: L^`Lkd $$Ifl4\T ,(T   T   04 lalf4 3$Ifgd+n$ 6$Ifgd+n$ 7$$Ifa$gd+n$"# ## 3# 4# # # # # # # H$If^H`H$If^H`gd+n$$$If^a$gd+n$H$If]^H`gd` L^`L # # !$ 3$ f$ aO;+H$If^H`$$If^a$gd+n$H$If^H`kd! $$Ifl44\T (T    ,  04 lalf4# # # $ $ $ $ $ $ !$ 3$ $ 5& 6& <& =& G& H& M& S& U& V& W& a& ' ' ' ' ' ' ' ' ' ' ( ( ( ( ( ( ) ) ) !) +) ,) 1) 8) :) ;) <) O) +* * * * * * * * * * * * * D+ + ȷȷȷ魨ȷȷ hri>*hri hriCJ hhriB*CJaJphhhriCJaJ)jhhriB*CJUaJph hriCJ hriCJhriB*CJphBf$ $ $ % 5& 6& DkdB" $$Ifl4\T (T , 04 lalf43$If 3$If]$If^`6& W& a& & & & & ' <' ' ' 3$If]3$If$If^`H$If^H`$$If^a$gd+n$H$If^H` ' ' ( ( @( dR>.H$If^H`$$If^a$gd+n$H$If^H`kd]# $$Ifl4\T (T , 04 lalf4@( V( ( ) ) <) N<H$If^H`kdj$ $$Ifl4\T (T , 04 lalf43$If$If^`<) O) ) ) ) ) +* I* b* * 3$If$If^`H$If^H`$$If^a$gd+n$ * * * * + dR>.H$If^H`$$If^a$gd+n$H$If^H`kdw% $$Ifl4\T (T , 04 lalf4+ ++ D+ o+ + + + N<H$If^H`kd& $$Ifl4\T (T , 04 lalf43$If$If^`+ + + + + + + + + + + + , - - - - !- -- /- 0- 1- ;- <- F- - :. ;. 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lalf43$If$If^`Z Z [ /[ m[ [ [ [ 3$If$If^`H$If^H`$$If^a$gd+n$[ [ \ \ C\ dR>.H$If^H`$$If^a$gd+n$H$If^H`kdJ $$Ifl4\T (T , 04 lalf4C\ \ \ \ B] ] ] FkdK $$Ifl4\T (T , 04 lalf43$If3$If$If^`] ] ] ] ^ W^ ^ ^ ^ ^ ^ 3$If$If^`H$If^H`$$If^a$gd+n$H$If^H` ^ ^ _ "_ U_ dR>.H$If^H`$$If^a$gd+n$H$If^H`kdL $$Ifl4\T (T , 04 lalf4_ _ "_ ` ` ` ` ` ` ` ` ` ` ` ` ` .a a a a b b b b b b b b &b b c c c !c &c 6c 8c 9c :c Dc Ec Wc d xd yd d d d d ʾ{{{ htYhriB*CJaJphhtYhriCJaJ)jhtYhriB*CJUaJph hhriB*CJaJphhhriCJaJ)jhhriB*CJUaJph hriCJhri hriCJ hriCJ hriB*CJph0U_ f_ _ _ _ ` ` C` ` 3$If$If^`` ` ` ` a dR>.H$If^H`$$If^a$gd+n$H$If^H`kdM $$Ifl4\T (T , 04 lalf4a .a Ha aa a a FkdN $$Ifl4\T (T , 04 lalf43$If3$If$If^`a b &b Yb vb b b b c 3$If$If^`H$If^H`$$If^a$gd+n$H$If^H`c c Ec Wc c dR>.H$If^H`$$If^a$gd+n$H$If^H`kdO $$Ifl4\T (T , 04 lalf4c c c d xd yd d N<H$If^H`kdP $$Ifl4\T (T , 04 lalf43$If$If^`d d d d d d d .e e e e e e e e e e e e f f Og Pg \g ]g bg ng pg qg rg |g }g g Ah Ei Fi Ni Oi Ti \i ^i _i `i ji ki ui j j j j j j j j j j j j j lk l !l 1l 2l 7l Gl Il Jl Kl ҾҾҾҾҾ htYhriB*CJaJphhri hriCJ hriB*CJph hriCJ hriCJ)jhtYhriB*CJUaJphhtYhriCJaJDd d d e e .e e e 3$If3$If$If^`H$If^H`$$If^a$gd+n$e e e f .H$If^H`$$If^a$gd+n$H$If^H`kdR $$Ifl4\T (T , 04 lalf4.H$If^H`$$If^a$gd+n$H$If^H`kd1T $$Ifl4\T (T , 04 lalf4i i j Pj j j j N<H$If^H`kd>U $$Ifl4\T (T , 04 lalf43$If$If^`j j j #k Dk [k lk k k k l 3$If$If^`H$If^H`$$If^a$gd+n$ l !l Vl `l l dO;(H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kdKV $$Ifl4\T (T , 04 lalf4Kl Ul Vl `l m jn kn nn n n n n Io Jo To xo }o o o o o o o p )p 4p |p p p p p q q q 5q Lq ]q wq q q q q q q r r #r Ar Br Jr r r r r r r r r 0s 1s :s _s ms ns os s s s s s s s t t ǽǽǽǽǽǽǽǽǽǹǽǽǽǽǹǽǹǽǹǽh+n$h+n$B*CJph h+n$CJ h+n$CJ h+n$>*CJ h+n$CJ hriCJhri hriCJ hriB*CJph hriCJIl l l l m n jn 3$Ifgd+n$$If^`gd+n$H$If^H`gd+n$jn kn ln mn nn n n n n n dZZZZZPPP $If L^`LkdfW $$Ifl4\T (T    ,  04 lalf4 n n n n n n $Ifn n kdX $$Ifl44    ִT@ ,#(T                  0        4 lalf4n n n o o o o #o $o /o >o Io Jo H$If^H`H$If^H` 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H O Z e q ~ H$If^H`H$If^H` kd $$Ifl4    ִT@ ,#(T  0        4 lalf4 ń τ ܄ ݄ H$If^H`H$If^H` ݄ ބ kdߢ $$Ifl4    ִT@ ,#(T  0        4 lalf4ބ       3$IfH$If^H`H$If^H`   kdΣ $$Ifl4    ִT@ ,#(T  0        4 lalf4     . / B C V ] j v H$If^H`gd+n$$$If^a$gd+n$H$If]^H`gd` L^`L v w aS?/H$If^H`$$If^a$gd+n$6H$If^H`kd $$Ifl44\T ,(T   T   0(4 lalf4 ʅ ͅ Ѕ t v Ն ֆ ׆  6 9      ( ) * 3 4 = ? Z ƈ Lj ̈ ݈ ÷ԱԊy hM}CJhNUhhM}CJjhM}CJU hM}jhM}U hfXhM} hM}>* hM}CJ hfXhM}CJaJ jhfXhM}CJUaJ hM}CJ hM}H*aJ hM}>*aJ hM}aJhM}CJ aJ hM} hM}CJ/ p L7H$If^H`gd+n$kd $$Ifl4\T ,(T T 0(4 lalf4 3$Ifgd+n$ 3$Ifgd+n$  j ׇ  3$If^gd+n$3$If^gd+n$ 3$Ifgd+n$H$If]^H`gd+n$$$If^a$gd+n$  4 = ? dVB2H$If^H`$$If^a$gd+n$6H$If^H`kd $$Ifl4\T ,(T T 0(4 lalf4? YD0$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 0(4 lalf4 3$Ifgd+n$݈ ߈      0 2 3 4 < = H Y / F G d e f y z ̋ ͋ ΋   O P W c ~  㷫̔̊́|||u| hPthM} hM}>*hc5_hM}CJhc5_hM}>*CJ hM}>*CJ hM}CJhM}CJaJh:[hM}CJaJ jh:[hM}CJUaJhM} hM}CJ hM}CJ hNUhhM}CJaJ hM}CJjhM}CJUhNUhhM}CJ.  T   -kd $$Ifl4\T ,(T T 0(4 lalf43$If^`gd+n$ 3$Ifgd+n$H$If]^H`gd+n$ = H Y ي / 3$Ifgd+n$ 3$Ifgd+n$H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$/ 0 z dO;(H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kdo $$Ifl4\T ,(T T 0(4 lalf4 ΋ P c 3$Ifgd+n$ 3$Ifgd+n$H$If]^H`gd+n$H$If^H`gd+n$c d Ǐ dO;$H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 0(4 lalf4 . = > S T U ` a l ̔ ͔ ۔ ܔ     O   } ~ ӲӞٓuumӞh5hM}>*hhM}CJ aJ hM}CJ aJ h?hM}CJaJh?hM}CJaJhM}CJaJhtYhM}CJaJ jhtYhM}CJUaJhM} hM}CJ hM}CJ hM}CJ jh:[hM}CJUaJhM}CJaJh:[hM}CJaJ(Ǐ % { . / 5kdݬ $$Ifl4\T ,(T T 0(4 lalf4 3$Ifgd+n$ 3$Ifgd+n$H$If]^H`gd+n$/ a l v  ̔ 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$̔ ͔  ) dO?(H$If]^H`gd+n$7$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 0(4 lalf4) O % } ~ 5kd $$Ifl4\T ,(T T 0(4 lalf4 3$Ifgd+n$ 3$Ifgd+n$H$If]^H`gd+n$ Η  6 7 8 @ A L ǜ Ȝ ͜ ݜ ߜ * , 3 8 9 F G L Y [ \ e f q ڞ ľρľwľh hM}CJH*hM}CJaJhM}CJaJh}hM}CJaJ jh}hM}CJUaJ hM}CJhM} hM}CJ hM}CJ h?hM}CJaJh QkhM}CJaJhM}CJaJh QkhM}CJaJ jh QkhM}CJUaJ.~ Η % K 3$Ifgd+n$ 3$Ifgd+n$H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$  A L m dO;. 3$Ifgd+n$$$If^a$gd+n$H$If^H`gd+n$kdX $$Ifl4\T ,(T T 0(4 lalf4m YD0$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 0(4 lalf4 3$Ifgd+n$ 3 8 9 >kdƲ $$Ifl4\T ,(T T 0(4 lalf4 3$Ifgd+n$ |H$If]^H`gd+n$9 f q ڞ z o 1 3$Ifgd+n$ 3$Ifgd+n$H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$ڞ d g h m 1 > ? R S T ] ^ i ~ b c i j w x y ģ ţ ֣ ף    B E L R h i ę獆uhc5_hM}>*CJ hM}>*CJ hM}CJjhM}CJU hM}aJhM}CJaJhM}CJ aJ hM}jhM}U hM}CJ hM}CJhfXhM}CJaJ jhfXhM}CJUaJ hM}CJ h5hM}h5hM}>*hM}*1 2 ^ i ~ dO;(H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 0(4 lalf4~ ơ b c L>6H$If^H`kdl $$Ifl4\T ,(T T 0(4 lalf4 3$Ifgd+n$ 3$Ifgd+n$ ţ ƣ 5kd $$Ifl4\T ,(T T 0(4 lalf4 3$Ifgd+n$H$If^H`$$If^a$gd+n$ƣ    $ 9 j > 0 3$Ifgd+n$ 3$Ifgd+n$H$If]^H`gd+n$H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$ i j > Q / 0 =      ! * G Ч ѧ     H x y Ḿᰟtjej hM}jhM}Uh?hM}CJaJh QkhM}CJaJhM}CJaJh QkhM}CJaJ jh QkhM}CJUaJhM}CJaJ hM}CJ hM}CJhfXhM}CJaJ jhfXhM}CJUaJ hM}CJ hPthM} hM}>*hM}hc5_hM}CJ' ! * G dR>.H$If^H`$$If^a$gd+n$H$If^H`kd $$Ifl4\T ,(T T 0(4 lalf4G Ч ѧ   YD0$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 0(4 lalf4 3$Ifgd+n$ G H r ʩ x 3$Ifgd+n$ 3$Ifgd+n$$If]gd+n$H$If]^H`gd+n$x y ͪ dQ=-H$If^H`$$If^a$gd+n$6H$If^H`gd+n$kd $$Ifl4\T ,(T T 0(4 lalf4 ʪ ̪ ͪ # $ 3 4 9 H J K T U a   " # 3 4 f g l | ¶¢ۃ}ujYMDhM}CJaJh@|hM}CJaJ jh@|hM}CJUaJh hM}CJaJhM}CJaJ h+n$CJh+n$hM} hM}CJ hM}CJ h?hM}CJaJh QkhM}CJaJhM}CJaJh QkhM}CJaJ jh QkhM}CJUaJhM}CJaJ hM}CJ hM}aJhM}CJH*aJhM}CJaJhM}CJ aJ ͪ # $ U a YD0$$If^a$gd+n$H$If^H`gd+n$kdU $$Ifl4\T ,(T T 0(4 lalf4 3$Ifgd+n$a ګ Y M  3$Ifgd+n$ 3$Ifgd+n$$If]gd+n$H$If]^H`gd+n$    " # 4 d__][BH$If]^H`gd`6gd+n$kdp $$Ifl4\T ,(T T 0(4 lalf44 ; H T U <kdý $$Ifl44\T ,(T   T   04 lalf4H$If^H`gd+n$$$Ifa$gd+n$| ~  ˮ ʯ Я      ! " * + 2 3 @ A K L S T \ ] s t y   E ĺĺܚ{v hM}>*hYt hM}CJH*hM}CJaJh36hM}CJaJ jh36hM}CJUaJ hM}aJh_DhM}aJh_DhM}>*aJh_DhM}>*hM} hM}CJ hM}CJ hM}CJ jh@|hM}CJUaJh@|hM}CJaJ- ˮ   : ] 3 8 $If^gd+n$3 8 $If^gd+n$3 8 $If^gd+n$ 3$Ifgd+n$H$If]^H`gd+n$] ^ dRB..H$If]^H`$$Ifa$gd+n$H$If^H`kd $$Ifl4\T ,(T T 04 lalf4 K ' F 3$If^`gd+n$3$If^`gd+n$ 3$Ifgd+n$H$If]^H`E F W X o p q z { } & c t u ȶ ٷ ڷ ۷ & t ޹ 󵩵󵩠Ƙh_DhM}>*aJh_DhM}>*hM}CJaJh@|hM}CJaJ jh@|hM}CJUaJhM} hM}CJ hM}CJh36hM}CJaJ jh36hM}CJUaJ hM}CJ hYt hM}7F G { dO?(H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 } ~ YG7$$Ifa$gd+n$H$If^H`kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ д & m ĵ  c 3$Ifgd+n$ 3$Ifgd+n$H$If]^H`c d ȶ dRB.H$If]^H`$$Ifa$gd+n$H$If^H`kd" $$Ifl4\T ,(T T 04 lalf4ȶ  ^ L:H$If^H`kd/ $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$ & B ָ % t 3$Ifgd+n$ 3$Ifgd+n$ 3$IfH$If]^H`$$Ifa$gd+n$t u ޹ dO?(H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdJ $$Ifl4\T ,(T T 04 lalf4޹ º ׺ 3 8 $If^gd+n$3 8 $If^gd+n$3 8 $If^gd+n$ 3$Ifgd+n$ Ⱥ ɺ ˺ ̺ Ӻ Ժ ֺ ׺        B          % & 1 2 6 7 > ? C D E F G ѥџѐh+n$h_Dh+n$CJaJhM} hM}CJ hM}CJhM}CJaJh@|hM}CJaJ jh@|hM}CJUaJ hM}CJ hM}aJh_DhM}>*aJh_DhM}>*h_DhM}aJ hM}>*aJ7׺ غ   B dRB.H$If]^H`$$Ifa$gd+n$H$If^H`kde $$Ifl4\T ,(T T 04 lalf4B  + D 3 8 $If^gd+n$3 8 $If^gd+n$3 8 $If^gd+n$ 3$Ifgd+n$D E F G Z [ ! d___ZMZ L^`Lgd+n$gd+n$6gd+n$kd $$Ifl4\T ,(T   T   04 lalf4G Z ! ` h | ƽ Ͻ ׽   $ ' 1 9 G K Y ] ^ _ g { ƾ о پ    6 > ] a z ~ ӿ    - 1 2 G O g k z    , 0 E L [ h+n$6 h+n$6CJ h+n$CJ h+n$CJ h+n$ h+n$CJ h+n$CJhKh+n$>*CJQ! ( - 2 8 B H O W _ ` h r | H$If^H`gd+n$ 6$Ifgd+n$Ff $If]gd+n$ $Ifgd+n$ ( L ^ _ g q { ƾ b  Ff\ $Ifgd+n$$If]gd+n$ 6$Ifgd+n$Ff/ H$If^H`gd+n$H$If]^H`gd+n$ ǿ ӿ 2 l  1 6$Ifgd+n$Ff H$If]^H`gd+n$H$If^H`gd+n$ $Ifgd+n$$If]gd+n$[ b n q v z {    % ( 9 @ P X d h ' < K T ] f r v * < H Q ^ c q y  jh+n$0J6CJU h+n$CJ h+n$CJh+n$ h+n$6CJ h+n$CJT1 r { ) i Ff H$If]^H`gd+n$ $Ifgd+n$$If]gd+n$ 6$Ifgd+n$Ff H$If^H`gd+n$  ! ' < w  * < 6$Ifgd+n$Ff H$If]^H`gd+n$H$If^H`gd+n$ $Ifgd+n$$If]gd+n$< c   \ Ffx $Ifgd+n$$If]gd+n$ 6$Ifgd+n$FfK H$If]^H`gd+n$H$If^H`gd+n$  . 7 < F V Z [ j r    & / < E P T r y     J g r z    D X a i x  h+n$CJ h+n$ h+n$CJjh+n$0JCJU h+n$6CJ h+n$CJU   U     # 2 A J Ff H$If^H`gd+n$ $Ifgd+n$$If]gd+n$ 6$Ifgd+n$J g     ( . < D X $Ifgd+n$$If]gd+n$ 6$Ifgd+n$Ff H$If^H`gd+n$H$If]^H`gd+n$  1 9 B O X c g       2 P k x { |    . 2 3 4 P Q j k ɸh/ hM}CJaJ jh/ hM}CJUaJ hM}CJh hM}CJaJhM}CJaJ h+n$CJ h+n$ h+n$CJ h+n$CJ h+n$6CJC    1 h    ( 2 8 G P Ff, H$If^H`gd+n$ $Ifgd+n$$If]gd+n$ 6$Ifgd+n$Ff P k 3 4 5 6 P Q k r  $$Ifa$gd+n$H$If]^H`gd`gd+n$gd+n$6gd+n$Ffg H$If^H`gd+n$H$If]^H`gd+n$ aL<)H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdO $$Ifl44\T ,(T   T   04 lalf4   J  2 3 K P R S T ] ^ h |      # $ . 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B dO?(H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4B Z L M B-H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If]^H`gd+n$ 2-6gd+n$kd $$Ifl4\T ,(T   T   04 lalf4 3$Ifgd+n$H$If]^H`gd+n$$$Ifa$gd+n$ H$If^H`gd+n$$$Ifa$gd+n$H$If]^H`gd`gd+n$gd+n$6gd+n$    F  & ' : ; @ R T U V ^ _ j { Q l m r  0 1 6 I K L M U V a S d e ½¶陵陵陵jhM}CJUhM}CJaJh:[hM}CJaJ jh:[hM}CJUaJ hjhM} hM}6hM} hM}CJ hM}CJhtYhM}CJaJ jhtYhM}CJUaJ hM}CJh hM}CJaJ4    aL<%H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl44\T ,(T   T   04 lalf4 F ' ( 5kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$H$If]^H`gd+n$( _ j { Q 3$Ifgd+n$ 3$Ifgd+n$H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$Q R dO?(H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4  i   5kd) $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$H$If]^H`gd+n$ V a r S 3$Ifgd+n$H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$S T dO?(H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdD $$Ifl4\T ,(T T 04 lalf4e j z | } ~ % 1 i w x } ` s t y  Űܬh hM}CJaJhM}CJaJ h+n$CJh+n$hwhM}CJH* hNUhhM}hM} hM}CJ hM}CJ hNUhhM}CJaJ hM}CJjhM}CJU hM}CJhNUhhM}CJ8 i j YD4$$Ifa$gd+n$H$If^H`gd+n$kd_ $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ " 5kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$H$If]^H`gd+n$ ` 3$Ifgd+n$ 3$Ifgd+n$H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$` a dO?(H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4  5 DB@kdX $$Ifl4\T ,(T   T   04 lalf43$If^`gd+n$ 3$Ifgd+n$ H$If^H`gd+n$$$Ifa$gd+n$H$If]^H`gd` ) \ aO?/H$If^H`$$Ifa$gd+n$H$If^H`kd $$Ifl44\T ,(T   T   04 lalf4      ) G \ > N O e f g p q z g r   1 4 ĽĽĽĽĸijijĸĸĸݨh'u5hM}CJaJ jh'u5hM}CJUaJh'u5hM}CJaJ hM}>* hM}H* hM}6]hM}hM}6CJ] hM}CJ hM}CJ hM}CJhyyhM}CJaJ jhyyhM}CJUaJ6\ > ? q L:H$If^H`kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$q z  t 3$Ifgd+n$ 3$Ifgd+n$ 3$IfH$If^H`$$Ifa$gd+n$  $ 4 dO?22 3$Ifgd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf44 G q  3  $If^`gd+n$3  $If^`gd+n$3 $If^`gd+n$ 3$Ifgd+n$  # 3 dRB5 3$Ifgd+n$$$Ifa$gd+n$H$If^H`kd  $$Ifl4\T ,(T T 04 lalf4   #    ! , . 5 I J d e f o p y D F I ] f 4 ȼٷٲٲٷٷٷٷ顕َنفنف hM}6h^hM}H* hM}6]htYhM}CJaJ jhtYhM}CJUaJ hM}>* hM}H*hyyhM}CJaJ jhyyhM}CJUaJhM} hM}CJ hM}CJ hM}CJ jh'u5hM}CJUaJ23 YG7- 3$If$$Ifa$gd+n$H$If^H`kd& $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$  |  5 3 d $If^gd+n$3 d $If^gd+n$3 dP ($If^gd+n$ 3$Ifgd+n$ 3$If5 6 p y dO?.3 $Ifgd+n$$$Ifa$gd+n$H$If^H`gd+n$kdA $$Ifl4\T ,(T T 04 lalf4  g  C 3 % : 3 $If^`gd+n$3 $If^`gd+n$ 3$Ifgd+n$ 4 6 9 K ^ & ( + ; D 9 : K L c d e n o x x ʾ۸ۢ۸ hM}6]htYhM}CJaJ jhtYhM}CJUaJ hM}H* hM}CJhyyhM}CJaJ jhyyhM}CJUaJ hM}CJ h hM} hM}CJ hM}6hM}h^hM}H*8: ; o x dRB88 3$If$$Ifa$gd+n$H$If^H`kd\ $$Ifl4\T ,(T T 04 lalf4 x y L7H$If^H`gd+n$kdw $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$ 9 n 4 x [ 9 3 $If^`gd+n$3 $If^`gd+n$ 3$Ifgd+n$3 $Ifgd+n$$$Ifa$gd+n$ 5 7 : F O y { ~  ) / : \ ^ a o x  8 9 I J ` a b k l u d f h | ĸղhhM}H* hM}CJhyyhM}CJaJ jhyyhM}CJUaJ hM}CJ hhOhM} hM}6] hM}6h hM}H*hM} hM}CJ A9 : l u dO?22 3$Ifgd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 . c 1 t  @  3 $If^`gd+n$3 $If^`gd+n$ 3$Ifgd+n$  / 0 2 4 6 B K r s u w y     > ? A C E O X    , - ſ jhyyhM}CJUaJ hM}CJ hFhM} hM}6]hG`hM}H*hhM}H* hM}CJ hM}6hg$hM}H*hM} hM}]@  U ` dRB/H$If^H`gd+n$$$Ifa$gd+n$H$If^H`kd $$Ifl4\T ,(T   T   04 lalf4- I J K T U ` ~ | ~    ' X Z [ ] _ i r       2 [ \ ] _ a o x ûöñéöñéöñáöñáöñáööñáöñáöh]+hM}H*hZmhM}H* hM}] hM}6hH=4hM}H*hM}hM}6CJ] hM}CJ hM}CJ hM}CJ jhyyhM}CJUaJhyyhM}CJaJ?  F { Z \  b 3 $If^`gd+n$3 $If^`gd+n$ 3$Ifgd+n$       & a b c e } ~ . / X h i n }  X l m r ĹxtthBhB6CJ] hBCJ hBCJhBCJaJhyyhBCJaJ jhyyhBCJUaJ hBCJh hBCJaJhBCJaJh+n$ h+n$CJ hM}CJhYhM}] hM}6h]+hM}H* hM}]hM} hM}CJ -b c d e } ~ dbb]X?H$If]^H`gd`gd+n$gd+n$kd $$Ifl4\T ,(T   T   04 lalf4 <kd $$Ifl44\T ,(T   T   04 lalf4H$If^H`gd+n$$$Ifa$gd+n$  / X Y F1H$If^H`gd+n$kd) $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$ X 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$X Y dO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdR $$Ifl4\T ,(T T 04 lalf4 : A E Q s t    " / 1 2 3 < = H ̻̻̻ܬ܍| jh'u5hBCJUaJhBCJaJh hBCJaJhBCJaJh+n$ h+n$CJhBCJaJ h4YhB hB6 hB>*hB hBCJ hBCJ hBCJ jhyyhBCJUaJhyyhBCJaJ/ t u L7H$If^H`gd+n$kdm $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$ E  3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$  = H i dO?2 3$Ifgd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4i YWWRMgd+n$gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If^H`gd+n$$$Ifa$gd+n$H$If]^H`gd` , : aL<$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl44\T ,(T   T   04 lalf4      + , : [ ] e _ t v w                                    2 3 ͼ͸Өͼ͸Өͼͼ͸Ӣh hk>CJaJhk>CJaJh+n$ h+n$CJhBCJaJh'u5hB>*hBh/;hBCJaJ hBCJ hBCJ hBCJ jh'u5hBCJUaJhBCJaJh'u5hBCJaJ4: N e   v 3$If^`gd+n$3$If^`gd+n$ 3$Ifgd+n$ |H$If]^H`gd+n$v w    dO?$ |H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4     >)H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ |H$If]^H`gd+n$    Q x   3$If^gd+n$3$If^gd+n$ 3$Ifgd+n$ |H$If]^H`gd+n$$$Ifa$gd+n$      3 dbb]X?H$If]^H`gd`gd+n$gd+n$kd, $$Ifl4\T ,(T   T   04 lalf43 : G S T   <kdU $$Ifl44\T ,(T   T   04 lalf4H$If^H`gd+n$$$Ifa$gd+n$3 T b c h u w x y        = V W j k p         V g q r w veYh!>hk>CJaJ jh!>hk>CJUaJhk>CJaJh'u5hk>CJaJ jh'u5hk>CJUaJhk>CJaJ hk>6hQ,hk>H*hk> hk>CJ hk>CJhk>B*CJaJphh?hk>CJaJ)jh?hk>B*CJUaJphhk>B*CJph hk>CJ"    V W .kd $$Ifl4\T ,(T T 04 lalf4ytk>3$If^gd+n$ 3$Ifgd+n$H$If]^H`gd+n$W     V 3$Ifgd+n$ 3$Ifgd+n$H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$V W     dO;00 3$Ifgd`$$If^a$gd`H$If^H`gd`kd $$Ifl4\T ,(T T 04 lalf4w        * 1 2 9 #    * , - . 7 8 B j ɼɴɭӥyyqlӥyy hk>6hQ,hk>H* hk>CJhk>CJaJh'u5hk>CJaJ jh'u5hk>CJUaJhk>CJaJ h+hk>h+hk>>* hk>>*h+hk>H*hk> hk>CJ hk>CJ jh!>hk>CJUaJh!>hk>CJaJhk>CJaJ*  * :    9 Z y 3 P$If^P`gd`3 P$If^P`gd`3 $If^`gd`3$If^`gd` # aL<%H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4ytk># w 8 H3H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf43$If^gd+n$ 3$Ifgd+n$8 B j  N 3$If^gd+n$ 3$Ifgd+n$H$If]^H`gd+n$$$Ifa$gd+n$j  5 N O a b g y { | } H J ]    / 0 1 : ; G p         Ļ鯵髥{t haghk>hk>CJ aJ hk>jhk>Uh hk>CJaJhk>CJaJ h+n$CJh+n$ hk>CJ hk>CJhk>CJaJh'u5hk>CJaJ jh'u5hk>CJUaJhk>CJaJ hk>CJ hk>6hQ,hk>H*hk>-N O dO?(H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd! $$Ifl4\T ,(T T 04 lalf4  ] LGGBgd+n$6gd+n$kd# $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$  H$If^H`gd+n$$$Ifa$gd+n$H$If]^H`gd`gd+n$  ; G p aP@-H$If^H`gd+n$$$Ifa$gd+n$6H$If^H`gd+n$kd-$ $$Ifl44\T ,(T   T   0(4 lalf4p     YH8$$Ifa$gd+n$6H$If^H`gd+n$kdW% $$Ifl4\T ,(T T 0(4 lalf4 3$Ifgd+n$     F            O     ) +          6 7 8 A B N w             ) * 6 v   , - . > ? 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P H3H$If^H`gd+n$kd $$Ifl4\T (T , 04 lalf4 3$Ifgd+n$$If^`gd+n$P \ l v ݑ 3$Ifgd+n$$If^`gd+n$H$If^H`gd+n$$$Ifa$gd+n$ݑ ޑ   > dO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T (T , 04 lalf4> q ~ ( W X 5kd# $$Ifl4\T (T , 04 lalf4 3$Ifgd+n$$If^`gd+n$H$If^H`gd+n$ V W X f g l y { | } ɔ ˔ ̔ ͔ ֔ ה > Õ ĕ ɕ ҕ ԕ Օ ֕ ߕ 0 1 2 D E J [ ] ^ _ i j v Η G H I W X ] j ᦬᦬᦬᦬h||_h+n$aJ h+n$CJ h+n$CJh+n$B*CJaJphhUh+n$CJaJ)jhUh+n$B*CJUaJphh+n$B*CJph h+n$CJhCh+n$aJ h+n$aJ>X Ɠ L 3$Ifgd+n$$If^`gd+n$H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$ ה  dO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd> $$Ifl4\T (T , 04 lalf4 > q ;kdY $$Ifl4\T (T , 04 lalf4 3$If]gd+n$ 3$Ifgd+n$$If^`gd+n$  1 3$Ifgd+n$$If^`gd+n$H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$1 2 j v dO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdt $$Ifl4\T (T , 04 lalf4 — Η # H I 5kd $$Ifl4\T (T , 04 lalf4 3$Ifgd+n$$If^`gd+n$H$If^H`gd+n$j l m n x y  L Ú Ś ƚ ǚ њ Қ ޚ 5 & ' ( 6 7 < I K L M V W c  < = ҼҼҼҼҼh+n$B*CJaJphhCh+n$aJ h+n$aJ h+n$CJ h+n$B*CJph h+n$CJ h+n$CJ)jhUh+n$B*CJUaJphhUh+n$CJaJAI y ј   3$Ifgd+n$$If^`gd+n$H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$ ϙ dO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T (T , 04 lalf4ϙ  6 L 5kdŖ $$Ifl4\T (T , 04 lalf4 3$Ifgd+n$$If^`gd+n$H$If^H`gd+n$ Қ ޚ ( 5 ' 3$Ifgd+n$$If^`gd+n$H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$' ( W c dO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T (T , 04 lalf4  H3H$If^H`gd+n$kd $$Ifl4\T (T , 04 lalf4 3$Ifgd+n$$If^`gd+n$  = 3$Ifgd+n$$If^`gd+n$H$If^H`gd+n$$$Ifa$gd+n$= > m y dO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T (T , 04 lalf4= > L M R _ a b c l m y      N O e m [ c á  & l z  v ף ߣ  b m Ƥ  R ] 𵻯h+n$B*CJph h+n$CJ h+n$>*CJhGh+n$aJ h+n$6aJ h+n$aJ h+n$CJ h+n$CJh+n$B*CJaJphhUh+n$CJaJ)jhUh+n$B*CJUaJphh+n$B*CJph h+n$CJ5    N H;; L^`Lgd+n$kd1 $$Ifl4\T (T    ,  04 lalf4 3$Ifgd+n$$If^`gd+n$N O P ^ d e m cNH$If^H`gd+n$vkdZ $$Ifl44    0     0    4 lalf4 $Ifgd+n$gd+n$$L^`La$gd+n$m ydH$If^H`gd+n$tkd $$Ifl4    0 0    4 lalf4H$If^H`gd+n$ [ udH$If^H`gd+n$H$If^H`gd+n$tkd͝ $$Ifl4    0 0    4 lalf4[ \ c udH$If^H`gd+n$H$If^H`gd+n$tkd~ $$Ifl4    0 0    4 lalf4 á  udH$If^H`gd+n$H$If^H`gd+n$tkd/ $$Ifl4    0 0    4 lalf4  & l udH$If^H`gd+n$H$If^H`gd+n$tkd $$Ifl4    0 0    4 lalf4l m z udH$If^H`gd+n$H$If^H`gd+n$tkd $$Ifl4    0 0    4 lalf4 udH$If^H`gd+n$H$If^H`gd+n$tkdB $$Ifl4    0 0    4 lalf4  v udH$If^H`gd+n$H$If^H`gd+n$tkd $$Ifl4    0 0    4 lalf4v w ף udH$If^H`gd+n$H$If^H`gd+n$tkd $$Ifl4    0 0    4 lalf4ף أ ߣ  udH$If^H`gd+n$H$If^H`gd+n$tkdU $$Ifl4    0 0    4 lalf4  b udH$If^H`gd+n$H$If^H`gd+n$tkd $$Ifl4    0 0    4 lalf4b c m udH$If^H`gd+n$H$If^H`gd+n$tkd $$Ifl4    0 0    4 lalf4 Ƥ udH$If^H`gd+n$H$If^H`gd+n$tkdh $$Ifl4    0 0    4 lalf4  R udH$If^H`gd+n$H$If^H`gd+n$tkd $$Ifl4    0 0    4 lalf4R S ] udH$If^H`gd+n$H$If^H`gd+n$tkdʦ $$Ifl4    0 0    4 lalf4] 9 K K X ) 3 ٨ ) > ~ ͩ % / k { Ȫ Ҫ 1 6 t y ʫ ٫  ! 8 ? 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" # ; < A X Y [ ˱˭˱˭˱˭hk>B*CJaJph hhk> hk>6hk>hR'hk>CJH* hk>CJ hk>B*CJph hk>CJ hk>CJ)jh?hk>B*CJUaJphh?hk>CJaJ hk>CJ:ܿ , ; ] 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$H$If]^H`gd+n$ B N ] dK;(H$If^H`gd+n$$$Ifa$gd+n$H$If]^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4]    9kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$ ^ j y " 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$H$If]^H`gd+n$" # e q dK;(H$If^H`gd+n$$$Ifa$gd+n$H$If]^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4[ \ ] d e q r t ! " 8 9 > M O P Q Z [ g w y | ~  䨣ޒވtjjhi"jhk>CJhi"jhk>CJaJhk>6CJ]hyhk>CJH*h>fhk>CJH* hk>CJ hk>jhk>CJU hhk> hk>6hk>hR'hk>CJH* hk>CJ hk>B*CJph hk>CJ hk>CJ)jh?hk>B*CJUaJph) " # 9kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$# [ g { r 3$Ifgd+n$3$If^`gd+n$ 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$H$If]^H`gd+n$ dO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4  _ ` F1H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$ _ q r w   ! V X   ' ( - 6 8 9 : C D M N P \ ¸¸¸¸jhi"jhk>CJUhi"jhk>CJhvhk>H* hi"jhk>hR'hk>CJH* hk>CJ hk>CJ hi"jhk>CJaJ hk>CJhi"jhk>CJjhk>CJU hk>CJhk>9 A  3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$ dO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdM $$Ifl4\T ,(T T 04 lalf4   D F1H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$D M \ 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$   dO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4  D \ ^  & '      A K M   ĵՙﵫՒՒﵫ hi"jhk> h 0/hk>h`hk>CJ aJ hi"jhk>CJjhi"jhk>CJUhi"jhk>CJh hk>H*hk>hR'hk>CJH* hk>CJ hk>CJ hk>CJhi"jhk>CJaJ7 D 9kdF $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$ ' w 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$  & dO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4& 5 A F1H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$    R h 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$  dO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd? $$Ifl4\T ,(T T 04 lalf4  3 5 A j l : < i y z ( ݺݖььÅÅݫݖьݫݖь hi"jhk>hR'hk>CJH*hi"jhk>CJaJhi"jhk>CJjhi"jhk>CJUhi"jhk>CJhk>hyhk>CJH* hk>CJ hk>CJ hk>CJhtYhk>CJaJ jhtYhk>CJUaJ4 S L7H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$  2 A ` + 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$H$If]^H`gd+n$$$Ifa$gd+n$ dO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 L i j L7H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$ ( ) 6kdS $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$( ) = > Y Z [ d e o p r ~     & K L c d g h     ! woofohk>mHnHujhk>U htYhk>B*CJaJphhtYhk>CJaJ)jhtYhk>B*CJUaJphhk>B*CJphhk>hR'hk>CJH* hk>CJ hk>CJ hi"jhk>CJaJhi"jhk>CJjhi"jhk>CJUhi"jhk>CJ hk>CJ() e o ~ ; 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$  & dK;(H$If^H`gd+n$$$Ifa$gd+n$H$If]^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4&   " L7H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$! " . / 1 =      * + - 9    & ' 3 4 6 B Y h i ~  7 G H ^ _ ` h i u v x h[1jh+n$CJaJhi"jhk>CJaJhi"jhk>CJjhi"jhk>CJUhk>hR'hk>CJH* hk>CJ hk>CJ hk>CJD" . = 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$  * 9 dO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf49 ' 3 YD4$$Ifa$gd+n$H$If^H`gd+n$kdY $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$3 B o 9kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$  Y 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$Y Z dO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 7 8 i L7H$If^H`gd+n$kdR $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$i u 61gd+n$kd $$Ifl4\T ,(T   T   04 lalf4 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$   W X n u H$If^H`gd+n$$$Ifa$gd+n$H$If]^H`gd` L^`Lgd+n$gd+n$gd+n$  X m n    $ % & , 0 1 B C D N O [ Ż԰ݪ~Ż԰ݪojhhk>CJUhhk>CJ hhk> h[1jhk>hk>h/;hk>CJaJ hk>CJ hk>CJ h[1jhk>CJaJh[1jhk>CJjh[1jhk>CJUh[1jhk>CJ hk>CJh hk>CJaJhk>CJaJ h+n$CJh+n$' aL<% |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl44\T ,(T   T   04 lalf4  % & 5kd" $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$& O [ m } J 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$  dO?( |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdu $$Ifl4\T ,(T T 04 lalf4      & U # 5 6 d e j w y z { ſşſňzoccjhk>CJUh hk>CJaJhk>CJaJ h+n$CJh+n$h[1jhk>CJh[1jhk>CJjh[1jhk>CJU hhk>hk> hk>CJ hk>CJ hk>CJh[1jhk>CJaJhhk>CJjhhk>CJU hk>CJhhk>CJ&  L7H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$ & 9 U D 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$$$Ifa$gd+n$ " # d__ZMMM L^`Lgd+n$gd+n$6gd+n$kd $$Ifl4\T ,(T   T   04 lalf4# 6 = J V H$If^H`gd+n$$$If^a$gd+n$H$If]^H`gd`V W aL8%H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kdn $$Ifl44\T ,(T   T   04 lalf4{ * = > C U W X Y b c n  + , 1 @ B C D M N Y h j o  . ^ n o t hhk>CJH*hrphk>H* hk>CJh[1jhk>CJjhk>CJUhk> hk>CJ hk>CJ hk>CJJ * + c F1H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$c n  3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$If^a$gd+n$  N Y o dO;(H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4o YD0$$If^a$gd+n$H$If^H`gd+n$kd> $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ F1H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$  . 2kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$$$If^a$gd+n$ ^ 3$Ifgd+n$H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$^ _ dO;(H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd7 $$Ifl4\T ,(T T 04 lalf4t      # $ / _ A [ \ a z | } ~ 9 < U c d i v x y z  $ % * = ? @ A J K V } ܼh[1jhk>CJ h[1jhk>hk> hk>CJ hk>CJ hk>CJjhk>CJUh[1jhk>CJ hk>CJJ $ / YD0$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$/ H _ A B F1H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$ 7 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$If^a$gd+n$ dO;(H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd0 $$Ifl4\T ,(T T 04 lalf4 U V YD0$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$   5kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$H$If]^H`gd+n$ K V b } 3$Ifgd+n$H$If]^H`gd+n$H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$   ' dO;(H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd) $$Ifl4\T ,(T T 04 lalf4        ? A i k s 8 F G [ \ ] f g r ~ F V W \ k m n o x y ļݫݫhtYhk>CJaJ jhtYhk>CJUaJh-chk>>*hk>h[1jhk>CJ hk>CJ hk>CJ hk>CJ hk>CJh[1jhk>CJjhk>CJU>' ? ^ s 8 9 /kd| $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$H$If]^H`gd+n$9 g r ~ F 3$Ifgd+n$H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$F G y dO;(H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 " YD0$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ F1H$If^H`gd+n$kdK $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$ 2kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$$$If^a$gd+n$ q      ( * + , 5 6 A Z  & ' ; < = F G jh[1jhk>CJUh/;hk>CJaJ hk>CJ hk>CJ hk>CJh[1jhk>CJjhk>CJU hk>CJhk>F < q 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$q r dO;(H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 F1H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$ 3$Ifgd+n$ 3$Ifgd+n$ |H$If^H`gd+n$H$If^H`gd+n$$$If^a$gd+n$ 6 A Z dO;(H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kdQ $$Ifl4\T ,(T T 04 lalf4Z YD0$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ e  3$If^`gd+n$3$If^`gd+n$H$If^H`gd+n$  G R d dO;(H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4G R d  7 A C J K P Y [ b d e f o p {  ˿ܶܪܪ𶁠jh[1jhk>CJUh[1jhk>CJ hk>CJh[1jhk>CJjhk>CJUh[1jhk>CJhtYhk>CJaJ jhtYhk>CJUaJ hk>CJ hx#hk> h[1jhk>hk> hk>CJ hk>CJ 2d YD0$$If^a$gd+n$H$If^H`gd+n$kdJ $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$  7 8 p F1H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$p {  3$Ifgd+n$H$If]^H`gd+n$H$If^H`gd+n$$$If^a$gd+n$ dK7$H$If^H`gd+n$$$If^a$gd+n$H$If]^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 J 9kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$   ! -  Y p q v f z {        9 C E W X p q r { |   Żѣޒޒѣѣ hk>>*htYhk>CJaJ jhtYhk>CJUaJ hk>CJh[1jhk>CJjhk>CJU hk>CJ h[1jhk>hk>h[1jhk>CJ hk>CJ h[1jhk>CJ hk>CJ9  Y 3$Ifgd+n$H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$Y Z dK7$H$If^H`gd+n$$$If^a$gd+n$H$If]^H`gd+n$kdP" $$Ifl4\T ,(T T 04 lalf4 K L7H$If^H`gd+n$kd# $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$ o  f 3$Ifgd+n$ 3$Ifgd+n$3$If^`gd+n$ 5$Ifgd+n$H$If^H`gd+n$$$If^a$gd+n$f g    dO;(H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd$ $$Ifl4\T ,(T T 04 lalf4 E F |  YD0$$If^a$gd+n$H$If^H`gd+n$kd& $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$      9kd,' $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$          < G Z [ t u v               * n _ l m 8 G H ] ^ _ h i J                   & Z   d hk>6 hk>>* hk>CJ hk>CJhtYhk>CJaJ jhtYhk>CJUaJ hk>CJhk>M    <  G 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$G H    dO;(H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd9( $$Ifl4\T ,(T T 04 lalf4  }   9kdF) $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$  * 5 n  _ 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$_ ` dO;(H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kdS* $$Ifl4\T ,(T T 04 lalf4 > d b 8 3$Ifgd+n$3$If^`gd+n$ 3$Ifgd+n$H$If^H`gd+n$ 8 9 i dO;(H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd`+ $$Ifl4\T ,(T T 04 lalf4 J    9kdm, $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$     ^    3$Ifgd+n$ 3$Ifgd+n$H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$   & 6 dO;(H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kdz- $$Ifl4\T ,(T T 04 lalf46 B Z  F     H  3$If^`gd+n$3$If]^`gd+n$3$If^gd+n$ 3$Ifgd+n$H$If^H`gd+n$ d k o                     > A H _ ` a    (         𵭵𧡘yh jhPhk>CJUaJ hPthk> hVt#hk>hVt#hk>>*hc5_hk>CJhVt#hk>CJ hk>CJ hk>CJ hk>CJaJhVt#hk>CJaJ hk>CJjhk>CJUh hk>CJaJhk>CJaJh+n$ h+n$CJ hk>CJhk> hk>6(      dWRRMgd+n$gd+n$ L^`Lgd+n$kd. $$Ifl4\T ,(T   T   04 lalf4     H$If^H`gd+n$$$Ifa$gd+n$H$If]^H`gd`     aL<% H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd/ $$Ifl44\T ,(T   T   04 lalf4  5 a     3$Ifgd+n$ 3$Ifgd+n$ H$If^H`gd+n$  3 ? T dO;$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd0 $$Ifl4\T ,(T T 04 lalf4      2 3 ? {   & / {              . 0 1 2 E F P      s t |! ! " " " " " " " # # # # 5# þ÷þïïþïþþèþááӕ hk>CJjhk>CJU h?sihk> h_khk>h%Hhk>>* h%Hhk> hk>>*hk> hk>CJ hk>CJ hk>CJ jhPhk>CJUaJhk>CJaJhPhk>CJaJ8T ` m z {  {   3$Ifgd+n$ 5$Ifgd+n$ $Ifgd+n$ H$If^H`gd+n$  F P e dO;$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd-2 $$Ifl4\T ,(T T 04 lalf4e q ~    t |! " " " # 3  P$If`gd+n$3  P$If`gd+n$ 3$Ifgd+n$ 5$Ifgd+n$ H$If^H`gd+n$ # # M# X# b# dO?( H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd:3 $$Ifl4\T ,(T T 04 lalf45# 6# 7# B# K# L# M# X# # # # # $ $ X% Y% h% R& b& c& h& w& y& z& {& & & & & & ' ' ' ' ) ) ) ) ) ) ) ) ) ) ) ) ) * 5* D* * * + ºº³ώ†††††hXzhk>>*h^8hk>CJhXzhk>CJaJ hk>CJh^8hk>CJ hPthk>hVt#hk>>*hk>hc5_hk>CJ hk>CJ hk>CJ hk>CJaJhVt#hk>CJaJ hk>CJjhk>CJU4b# o# # # # $ Y% R& 3$Ifgd+n$ 3$Ifgd+n$ H$If^H`gd+n$R& S& & & & dO?( H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdG4 $$Ifl4\T ,(T T 04 lalf4& & & & & ' ' ) ) 3$Ifgd+n$ 3$Ifgd+n$ H$If^H`gd+n$ H$If^H`gd+n$) ) ) ) ) dO?( H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd5 $$Ifl4\T ,(T T 04 lalf4) ) * * 5* * + , 3$Ifgd+n$ 3$Ifgd+n$ H$If^H`gd+n$+ + , , , , , , , , , , , -- ]- j- . . . {/ / &0 )0 0 0 0 0 0 0 0 0 0 0 0 0 1 =1 N1 2 2 2 04 ?4 5 5 5 5 5 5 5 5 ퟐh^8hk>CJjh^8hk>CJUh^8hk>CJ hKhk> h_khk> hk>>* hk>CJ hk>CJhk>CJaJhPhk>CJaJ jhPhk>CJUaJ hk>CJhk>hXzhk>>*2, , , , , dO;$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd6 $$Ifl4\T ,(T T 04 lalf4, - - '- -- ]- . {/ 0 3$Ifgd+n$ 3$Ifgd+n$ 5$Ifgd+n$ H$If^H`gd+n$0 0 0 0 0 dO;$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd@8 $$Ifl4\T ,(T T 04 lalf40 0 1 =1 2 04 5 3$Ifgd+n$ 3$Ifgd+n$ 5$Ifgd+n$ H$If^H`gd+n$5 5 5 5 6 dK;& H$If^H`gd+n$$$Ifa$gd+n$H$If]^H`gd+n$kdM9 $$Ifl4\T ,(T T 04 lalf45 5 5 5 5 -6 .6 76 g6 s6 >7 O7 o8 r8 8 8 8 : : : : : : : : : : : : : : : : : N; b; c; ; ; ; ; )< 8< ŽŽŶůŶůɃŽ|ŽŽũ h<hk> hk>CJ hk>CJh^8hk>CJjh^8hk>CJU hk>CJ h)hk> h^8hk>hXzhk>>*hk>h/;hk>CJaJh^8hk>CJh^8hk>CJ hk>CJ h^8hk>CJhXzhk>CJaJ*6 $6 76 g6 >7 8 : 3$Ifgd+n$ 3$Ifgd+n$ H$If^H`gd+n$: : : : : dO?( H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdZ: $$Ifl4\T ,(T T 04 lalf4: : : N; ; ; )< 3$Ifgd+n$ 3$Ifgd+n$ H$If^H`gd+n$)< *< d< p< < dO;$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd; $$Ifl4\T ,(T T 04 lalf48< 9< >< L< N< O< P< c< d< p< < < < @= I= = = > > > > =? @? 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Ȕ   BkdTd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$ X d q > 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$ : F V dO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kde $$Ifl4\T ,(T T 04 lalf4V g ; y z H3H$If^H`gd+n$kdf $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$ ˙ * + .kdMh $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$* + : ; P Q R d e q › F G T U Z f h i j | } yohoy_h2Hthk>CJ hk>CJh2Hthk>CJjh2Hthk>CJU hk>6h6!hk>>*hj4hk>CJaJ jhj4hk>CJUaJhk>h/;hk>CJaJ hk>CJ hk>CJ hFhk>CJaJh9jhk>CJjh9jhk>CJUh9jhk>CJ hk>CJ%+ e q Ú 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$ › כ dO;$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kdi $$Ifl4\T ,(T T 04 lalf4כ F G Dkdj $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If^H`gd+n$G } 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$ : F S dO;$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kdl $$Ifl4\T ,(T T 04 lalf4  # % & ' 9 : F t B C R S h i j | }   ! 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" @kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$" d n  P 3$Ifgd+n$ 3$Ifgd+n$ H$If^H`gd+n$ H$If^H`gd+n$$$If^a$gd+n$H$If]^H`gd+n$d n P Q ^ _ d q s t u  ~  N O _ ` e t v w x ȿȿ哉yh2Hthk>CJ hk>CJh2Hthk>CJjh2Hthk>CJUh/fhk>CJaJ jh/fhk>CJUaJhk>CJaJh]hk>CJaJ jh]hk>CJUaJ hk>CJ hk>6hk> hk>CJ hk>CJ /P Q dK7$$If^a$gd+n$H$If]^H`gd+n$kd[ $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If^H`gd+n$ H$If^H`gd+n$ dK7$$If^a$gd+n$H$If]^H`gd+n$kdh $$Ifl4\T ,(T T 04 lalf4   B ~ 3$Ifgd+n$ 3$Ifgd+n$ H$If^H`gd+n$ H$If^H`gd+n$~  dO;$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kdu $$Ifl4\T ,(T T 04 lalf4  ^ N 3$If^`gd+n$ 3$If^gd+n$ 3$Ifgd+n$ H$If^H`gd+n$N O dO;$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4x  6 ; X Y Z i j o }  ) ׫פ理{rib h9{hk>h9{hk>CJhvhk>CJh>fhk>CJaJhvhk>CJjhvhk>CJU hk>6 h5hk> hk>>* hk>CJh2Hthk>CJjh2Hthk>CJU h(2=hk>hk> hk>CJ hk>CJ hk>CJhk>CJaJh+g*hk>CJaJ&  < 7kd $$Ifl4\T ,(T T 04 lalf4 3$If^gd+n$ 3$Ifgd+n$ H$If^H`gd+n$  Y 3$Ifgd+n$H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$Y Z dO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 C.H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4yt+n$ 3$Ifgd+n$H$If^H`gd+n$    $ F " ( o u v     þ䵪ãã䵘ËÄ h@Fhk> hk>>*hk>CJaJh+g*hk>CJaJ h9jhk>hFhk>CJaJh2Hthk>CJ hk>6hk> hk>CJ hk>CJ hk>CJh2Hthk>CJjh2Hthk>CJU hk>CJ h 0/hk>1   3$Ifgd+n$ H$If^H`gd+n$$$If^a$gd+n$  $ dO;$$If^a$gd+n$H$If^H`gd+n$kdH $$Ifl4\T ,(T T 04 lalf4$ 0 E F v w @kdU $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$w  6  3$If^gd+n$ 3$Ifgd+n$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$   C O dO;$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4   . / 0 B C O \ k l q  s t  ' a ͬ́uupip h%Hhk> hk>>*hPhk>CJaJ jhPhk>CJUaJ hk>6hk>CJaJhYhk>CJaJ jhYhk>CJUaJhk> hk>CJ hk>CJ hk>CJhFhk>CJaJh9jhk>CJjh9jhk>CJUh9jhk>CJ)O [ h x \ ] @kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$] s 3$Ifgd]H$If^H`gd]$$Ifa$gd]H$If^H`gd]s t aL8$$If^a$gd+n$H$If^H`gd+n$kdN $$Ifl4\T ,(T T 04 lalf4yt]  3$Ifgd+n$ 5$Ifgd+n$ $Ifgd+n$ H$If^H`gd+n$a j    .   ӹ⨢⨢⏅…⨢|h9jhk>CJh9jhk>CJjhk>CJU h(2=hk> hk>CJ hk>CJ hp#hk>CJaJh2Hthk>CJ hk>CJh2Hthk>CJjh2Hthk>CJU hk>CJh%Hhk>>* hk>>*hk> h%Hhk>0   dO;$$If^a$gd+n$H$If^H`gd+n$kda $$Ifl4\T ,(T T 04 lalf4 . B-H$If^H`gd+n$kdn $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$  5$Ifgd+n$ H$If^H`gd+n$$$If^a$gd+n$ dO;$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 @kdΔ $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$ & ( +  & P b c h y { | } ˸˭яocZcohk>CJaJh X+hk>CJaJ jh X+hk>CJUaJhhXhk>6 hk>6H* hk>6h9jhk>CJjh9jhk>CJUhp#hk>CJaJh9jhk>CJhk> hk>CJ hk>CJ hk>CJh2Hthk>CJ hk>CJh2Hthk>CJjh2Hthk>CJU# 3$Ifgd+n$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$ dO;$$If^a$gd+n$H$If^H`gd+n$kd! $$Ifl4\T ,(T T 04 lalf4  + P Q 1kdt $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ 5$Ifgd+n$ H$If]^H`gd+n$Q = {  3$Ifgd+n$ 3$Ifgd+n$H$If]^H`gd+n$H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$     , . / 0 B C N c   % & + 0 2 3 4 I W ! 7 I J O c e 꿵xlb[b hk>CJh9jhk>CJjhk>CJUhp#hk>CJaJ hj4hk>B*CJaJphhj4hk>CJaJ)jhj4hk>B*CJUaJphhk>B*CJph hk>6hk>CJaJhYhk>CJaJ jhYhk>CJUaJhk> hk>CJ hk>CJ hk>CJ#  C N c dO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdǘ $$Ifl4\T ,(T T 04 lalf4c   4 I Y@,$$If^a$gd+n$H$If]^H`gd+n$kdԙ $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$I V W ! " g D/H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 5$Ifgd+n$ H$If^H`gd+n$e f g t 8 9 E F X Y Z l m y "  ùҮۡùùxh2Hthk>CJh2Hthk>CJjh2Hthk>CJU hk>CJ h 0/hk> hk>CJhp#hk>CJaJh9jhk>CJjh9jhk>CJUh9jhk>CJhk>h9jhk>CJ hk>CJ hk>CJjhk>CJU/g t 8 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$8 9 m y dO;$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4y @kdA $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$  " 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$ dO;$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4   Bkd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$ V W a b g p r s t     4 5 6 H I U n " 翳ץמץחujhp#hk>CJaJh9jhk>CJjh9jhk>CJUh9jhk>CJ hKhk> h_khk> hk>>*hk>CJaJhPhk>CJaJ jhPhk>CJUaJ hFIhk>hk> hk>CJ hk>CJ hk>CJhk>CJaJh+g*hk>CJaJ' W 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$W X dO;$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd: $$Ifl4\T ,(T T 04 lalf4  3$Ifgd+n$ 3$Ifgd+n$ 5$Ifgd+n$ H$If^H`gd+n$  I U dO;$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4U n = > @kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$" & = P Q V h j k l    p s  ! > D U V ` p V Y  X Y s t 󧶧󧶧힏z힏hp#hk>CJaJh9jhk>CJjh9jhk>CJUh9jhk>CJ h5'hk>h5'hk>>* hk>>* hk>CJ hk>CJhk>CJaJhPhk>CJaJ jhPhk>CJUaJ hk>CJhk>hp#hk>>*0>   ` 3$Ifgd+n$ 5$Ifgd+n$ $Ifgd+n$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$ dO;;$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4  X Y @+H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$t  0 1 6 O Q R S e f o 3 4 F G _ ` a s t X l m r թhk>B*CJphh2Hthk>CJjh2Hthk>CJUh9jhk>CJ hk>CJjhk>CJUhk> hk>CJ hk>CJ hp#hk>CJaJ hk>CJjh9jhk>CJUh9jhk>CJ/  3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$  f o dO;$$If^a$gd+n$H$If^H`gd+n$kdM $$Ifl4\T ,(T T 04 lalf4o 3 4 @kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$4 t X 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$X Y dO;$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 DkdF $$Ifl4\T ,(T T 04 lalf4 5$Ifgd+n$ H$If^H`gd+n$ V d e j w y z { w # . / 4 > @ A B T U ľȾȍľȾľ|pp|Ⱦhlhk>CJaJ jhlhk>CJUaJh/;hk>CJaJhk>CJaJh X+hk>CJaJ jh X+hk>CJUaJ hk>CJhk> hk>CJ hk>CJ hk>B*CJphhk>B*CJph hk>jhk>B*CJUph,  V 3$Ifgd+n$ 3$Ifgd+n$ H$If^H`gd+n$$$If^a$gd+n$H$If]^H`gd+n$V W dO?$ |H$If]^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kdS $$Ifl4\T ,(T T 04 lalf4 * x w 3$If^`gd+n$3$If^gd+n$ 3$Ifgd+n$ |H$If]^H`gd+n$w x dO?,H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$kd` $$Ifl4\T ,(T T 04 lalf4 # $ U _ WB.$$If^a$gd+n$H$If^H`gd+n$kdm $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$U _ x   # % ' ( Ӿ{p_ jh<hk>CJUaJh<hk>CJaJhk>CJaJhUhk>6H*hk>6CJaJhk>CJaJhlhk>CJaJ jhlhk>CJUaJhlhk>CJaJhUhk>6CJ hk>CJhk>h hk>6h hk>6H* hk>6 hk>CJ hk>CJ _ l v J x 3$If^`gd+n$ 3$Ifgd+n$ H$If]^H`gd+n$x y dO;$$If^a$gd+n$H$If^H`gd+n$kdz $$Ifl4\T ,(T T 04 lalf4    ( 3$Ifgd+n$ H$If]^H`gd+n$   2 dO;$ H$If^H`gdTr$$If^a$gdTrH$If^H`gdTrkd $$Ifl4\T ,(T T 04 lalf4    K    K N v x      ! " # 5 6 @ Y  ¼ȸ§¼ȔȔȸˆ~w~¼ȸˆmwmh9jhk>CJ hk>CJh6Ohk>CJjhk>CJU hk>6CJhj4hk>CJaJ jhj4hk>CJUaJhk> hk>CJ hk>CJ hk>CJh<hk>CJaJ jh<hk>CJUaJhk>CJaJh<hk>CJaJ*2 > K &kd $$Ifl4\T ,(T T 04 lalf4ytTr 3$IfgdTr H$If^H`gdTr H$If^H`gdTr   ' 3 K m  3$Ifgd+n$3 $Ifgd+n$ H$If]^H`gd+n$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$   6 @ L dO;$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4L Y  D/H$If^H`gd+n$kdг $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If^H`gd+n$ = H dt>UV[qstuAKLQZ\]^qr~;JAGHMQSTȾȾ鱦ܟh2Hthk>CJjh2Hthk>CJU h9jhk>h/;hk>CJaJ hk>CJ hk>CJh9jhk>CJjhk>CJUhohk>>*hk>h9jhk>CJ hk>CJ hp#hk>CJaJ hk>CJ4 = d> 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$>?dO;$$If^a$gd+n$H$If^H`gd+n$kd# $$Ifl4\T ,(T T 04 lalf4ABBkdv $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$Br~A 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$ ABhdO;$$If^a$gd+n$H$If^H`gd+n$kdɷ $$Ifl4\T ,(T T 04 lalf4TUghB P Q V c e f g y z   1 ? Q R W c e f g p     " # 5 6 옎څ{f)jhj4hk>B*CJUaJphhk>B*CJphh9jhk>CJh9jhk>CJjhk>CJUhhhk>CJaJ hk>CJh2Hthk>CJjh2Hthk>CJU h9jhk>hk> hk>CJ hk>CJ hk>CJhp#hk>CJaJh2Hthk>CJ%B C @kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$C z     f   1  3$If^gd+n$ 3$Ifgd+n$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$ 1 2 g p dO;$$If^a$gd+n$H$If^H`gd+n$kdo $$Ifl4\T ,(T T 04 lalf4p |      3$Ifgd+n$ H$If]^H`gd+n$ H$If]^H`gd+n$  V b o dO;$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd» $$Ifl4\T ,(T T 04 lalf46 ; R T U V b          bJbch*EFKeýymc\cmym\ hk>CJh6Ohk>CJjhk>CJUhp#hk>CJaJh9jhk>CJjh9jhk>CJUh9jhk>CJ hk>CJ hO5hk>hk> hk>CJ hk>CJ hk>B*CJph)jhj4hk>B*CJUaJph hj4hk>B*CJaJphhj4hk>CJaJ$o      Dkd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If^H`gd+n$ 4MbJ 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$JKdO;$$If^a$gd+n$H$If^H`gd+n$kd" $$Ifl4\T ,(T T 04 lalf4*+Bkdu $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$eghi{|    Ta/123<EGm Dȼ̬̬̬ȼ㝓h2Hthk>CJjh2Hthk>CJUh9jhk>CJ hk>CJ hk>6 h9jhk>hk> hk>CJ hk>CJ hp#hk>CJaJ hk>CJjhk>CJUh9jhk>CJ9+|e 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$  dO;$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4!7Ta@kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$3<Im 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$ dO;$$If^a$gd+n$H$If^H`gd+n$kdn $$Ifl4\T ,(T T 04 lalf4 Dp 3$Ifgd+n$ H$If]^H`gd+n$ H$If]^H`gd+n$dO;$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4[b}~޸{qf_XOh9jhk>CJ h[hk> hk>6]h/;hk>CJaJhk>B*CJphhZjhk>CJaJ hZjhk>B*CJaJphhZjhk>CJaJ)jhZjhk>B*CJUaJphhZjhk>B*CJaJph h(2=hk>hk> hk>CJ hk>CJ hk>CJhk>CJaJh+g*hk>CJaJh2Hthk>CJ[B.$$If^a$gd+n$H$If]^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$5~Dkdg $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If^H`gd+n$_lmr~}WqrwЪЪƥʆ)jhj4hk>B*CJUaJphhk>B*CJph hk>6h9jhk>CJ hk>CJjhk>CJUhk> hk>CJ hk>CJ hp#hk>CJaJ hk>CJh9jhk>CJjh9jhk>CJU3_ 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$_`dO;$$If^a$gd+n$H$If^H`gd+n$kdt $$Ifl4\T ,(T T 04 lalf4}~@+H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$WX.kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$X 3$Ifgd+n$ H$If]^H`gd+n$ H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$"/dO;$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kdm $$Ifl4\T ,(T T 04 lalf4"T>?Rdej{}~58    ý~wn__nwjh9jhk>CJUh9jhk>CJ h9jhk> hk>CJh9jhk>CJjhk>CJUhp#hk>CJaJ hk>CJ hO5hk>hk> hk>CJ hk>CJ hk>B*CJph)jhj4hk>B*CJUaJph hj4hk>B*CJaJphhj4hk>CJaJ%/DT?@D/H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If^H`gd+n$0 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$dO;$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4&h 3$Ifgd+n$ H$If]^H`gd+n$. : dO;$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4 * , - . : B C K           !`!a!q!r!!!!!!!!!""""###.#0#V#o#p#ܸܭܸܓЌ{o{hj4hk>CJaJ jhj4hk>CJUaJ h9jhk>h4hk>CJaJjh9jhk>CJUhp#hk>CJaJh9jhk>CJhk>h/;hk>CJaJ hk>CJ hk>CJ hk>CJjhk>CJUh9jhk>CJ hk>CJ+: K    @+H$If^H`gd+n$kds $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$   !`! 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$`!a!!!dO;$$If^a$gd+n$H$If^H`gd+n$kd $$Ifl4\T ,(T T 04 lalf4!!!! 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hk>CJhk>71Z 3$Ifgd+n$H$If^H`gd+n$H$If^H`gd+n$:FdO;$$If^a$gd+n$H$If^H`gd+n$kd}9 $$Ifl4\T ,(T T 04 lalf4F[n{T 3$Ifgd+n$ H$If]^H`gd+n$HRgdO;(H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd: $$Ifl4\T ,(T T 04 lalf4g]^H3H$If^H`gd+n$kd; $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$ŖԖ 3$Ifgd+n$ H$If]^H`gd+n$ H$If]^H`gd+n$$$If^a$gd+n$ԖƗ˜Ę}˙HIYklqV陵VxVodh/;hk>CJaJh9jhk>CJ hk>CJjhk>CJU hk>6hk>CJaJhYhk>CJaJ jhYhk>CJUaJ hk>CJ hk>CJ hVhk>CJaJh9jhk>CJjh9jhk>CJUh9jhk>CJ hk>CJ h9jhk>hk>'˜dO;$$If^a$gd+n$H$If^H`gd+n$kd0= $$Ifl4\T ,(T T 04 lalf4˜Ę}~@+H$If^H`gd+n$kd> $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$˙mH3$If^`gd+n$ 3$If^gd+n$ 3$Ifgd+n$H$If^H`gd+n$$$Ifa$gd+n$HIdO;$$If^a$gd+n$H$If^H`gd+n$kd? $$Ifl4\T ,(T T 04 lalf4#$Bkd@ $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$#2KL`abxȝӝԝٝ'͞ߞDJLM絫琄zzrhrhVhk>6H*hVhk>6h9jhk>CJjhk>CJUhVhk>CJaJh2Hthk>CJ hk>CJh2Hthk>CJjh2Hthk>CJU hk>CJ hj4hk>CJaJ jhj4hk>CJUaJ hk>CJhk> hk>CJh9jhk>CJ($bxȝ 3$Ifgd+n$ H$If^H`gd+n$$$If^a$gd+n$H$If]^H`gd+n$ȝɝdO;$$If^a$gd+n$H$If^H`gd+n$kd6B $$Ifl4\T ,(T T 04 lalf4'@kdQC $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$ ,DM, 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$ ˡdO;$$If^a$gd+n$H$If^H`gd+n$kdD $$Ifl4\T ,(T T 04 lalf4ˡ͡ɢˢ̢͢٢ˣ̣٣ڣ ;JM»Ƨݝƈ|k|f hk>>* hj4hk>B*CJaJphhj4hk>CJaJ)jhj4hk>B*CJUaJphhk>B*CJphh/;hk>CJaJh9jhk>CJ h9jhk>hk> hk>CJ hk>CJ hVhk>CJaJ hk>CJ hk>CJh9jhk>CJjhk>CJU(ˡ͡/@kdE $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$͢٢Vˣ 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$ˣ̣ dO;$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kdJG $$Ifl4\T ,(T T 04 lalf4-;ܥݥDkdH $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If^H`gd+n$Mۥܥ*_§çϧƨǨҨ-GYZ_wyz{ﵫwh2Hthk>CJh2Hthk>CJjh2Hthk>CJUhVhk>CJaJ hk>CJh9jhk>CJjhk>CJU hk>6 hk>CJ hj4hk>CJaJ jhj4hk>CJUaJ hk>CJ hk>CJ hThk>hk>.ݥ*6CJ_ 3$Ifgd+n$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$çϧdO;$$If^a$gd+n$H$If^H`gd+n$kdI $$Ifl4\T ,(T T 04 lalf4ϧܧǨB-H$If^H`gd+n$kdJ $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$ǨҨ- 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$-.{dO;$$If^a$gd+n$H$If^H`gd+n$kdL $$Ifl4\T ,(T T 04 lalf4@+H$If^H`gd+n$kdkM $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$Ȫڪ۪  ϫޫ߫ -.6@AQRhij|}*···Ղwp h 0/hk>hohk>CJaJjh9jhk>CJUh9jhk>CJhULhk>CJaJ jhULhk>CJUaJh/;hk>CJaJ hk>CJ hk>CJ hk>CJh9jhk>CJjhk>CJUhVhk>CJaJ hk>CJhk>)ϫЫ.kdN $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$Ы $6@ 3$Ifgd+n$ |H$If^H`gd+n$$$Ifa$gd+n$H$If^H`gd+n$@A}dO;$$If^a$gd+n$H$If^H`gd+n$kdP $$Ifl4\T ,(T T 04 lalf4 g@+H$If^H`gd+n$kdQ $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$*+0PRSTfgsǯɯʯ˯կ(+ҰӰ -578ɲʲڲڿੳʢʝڿੳԕznh0Shk>CJaJ jh0Shk>CJUaJhohk>6H*hohk>6 hk>6 h9jhk>h9jhk>CJjhk>CJUhohk>CJaJhk> hk>CJ hk>CJ hk>CJ hk>CJh2Hthk>CJjh2Hthk>CJU*gs 5$Ifgd+n$ H$If^H`gd+n$$$If^a$gd+n$˯կdO;$$If^a$gd+n$H$If^H`gd+n$kdqR $$Ifl4\T ,(T T 04 lalf4կҰӰ@kd~S $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$Ӱ -8^ 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$dO;(H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kdT $$Ifl4\T ,(T T 04 lalf4ڲ7?AC.>?OSUVWijtʵ˵":%¸´¸´Ӫ͕xʹӪ hx/#hk>B*CJaJphhx/#hk>CJaJ)jhx/#hk>B*CJUaJphhk>B*CJphhk>h|hk>6H* hk>6 hk>CJ hk>CJ hk>CJ jh0Shk>CJUaJh0Shk>CJaJhk>CJaJ,#7C./Hkd$V $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If^H`gd+n$/jtʵ 3$Ifgd+n$H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$ʵ˵":dO;$H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kd?W $$Ifl4\T ,(T T 04 lalf4:=GYD0$$If^a$gd+n$H$If^H`gd+n$kdZX $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$%&+9;<=GWѷҷ׷ Zpqvý|q`TKT`hk>CJaJhlhk>CJaJ jhlhk>CJUaJh/;hk>CJaJh9jhk>CJ hk>CJh9jhk>CJjhk>CJUhohk>CJaJ hk>CJhk> hk>CJ hk>CJ hk>B*CJph hxt)hk>B*CJaJphhxt)hk>CJaJ)jhxt)hk>B*CJUaJphGWD/H$If^H`gd+n$kdgY $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If^H`gd+n$ qZ 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$Z[dO;$H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kdtZ $$Ifl4\T ,(T T 04 lalf4 ĺֺ׺ܺ=MNSbdefxy˼\_ƽǽ̽ڽܽݽ޽ܾTȼӑȼ h9jhk>h9jhk>CJhfhk>CJ hk>CJhfhk>CJjhk>CJUhohk>CJaJhk>h hk>6hUhk>6H* hk>6 hk>CJ hk>CJ hk>CJ9ùع Dkd[ $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$H$If]^H`gd+n$= 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$=>ydO;$$If^a$gd+n$H$If^H`gd+n$kd\ $$Ifl4\T ,(T T 04 lalf4˼gBkd'^ $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$޽ܾ 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$ܾݾdO;$$If^a$gd+n$H$If^H`gd+n$kdz_ $$Ifl4\T ,(T T 04 lalf41T@kd` $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$  &()*4=?N . !#$%89Eq ƽƹƽƽңƹңh^8hk>CJhohk>>*hHhk>CJ h9jhk> hk>6hk>h9jhk>CJ hk>CJ hk>CJ hk>CJh9jhk>CJjhk>CJUhohk>CJaJ hk>CJ7*4AN 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$dO;$$If^a$gd+n$H$If^H`gd+n$kd b $$Ifl4\T ,(T T 04 lalf4 . 3$Ifgd+n$ H$If]^H`gd+n$ H$If]^H`gd+n$9EdO;$$If^a$gd+n$H$If^H`gd+n$kdsc $$Ifl4\T ,(T T 04 lalf4EU[pq 3$Ifgd+n$ H$If]^H`gd+n$dO;$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kdd $$Ifl4\T ,(T T 04 lalf4M]   ,Xhiyz{ƶƶƫ㚎}qjq} hk>CJhhk>CJaJ jhhk>CJUaJhj4hk>CJaJ jhj4hk>CJUaJhk>hk>CJaJhYh+n$CJH*aJh+n$h+n$CJaJhXzhk>>*hk>hHhk>CJ hk>CJ hk>CJ hk>CJhXzhk>CJaJ)MD?gd+n$kdf $$Ifl4\T ,(T   T   04 lalf4 3$Ifgd+n$ H$If^H`gd+n$ ,3@L$$If^a$gd+n$H$If^H`gd+n$gd+n$gd+n$ LM{aL8$$If^a$gd+n$H$If^H`gd+n$kdlg $$Ifl44\T ,(T   T   04 lalf4D/H$If^H`gd+n$kdh $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If^H`gd+n$23;!"#9;gr4AZ[mno &./>?G hk>CJhhk>CJjhhk>CJUhhk>CJhj4hk>CJaJ jhj4hk>CJUaJhk>h/;hk>CJaJ hk>CJ hk>CJ hk>CJ<); 3$Ifgd+n$ H$If]^H`gd+n$$$If^a$gd+n$#9;dO;$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kdi $$Ifl4\T ,(T T 04 lalf4;gh[F2$$If^a$gd+n$H$If^H`gd+n$kdj $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$D/H$If^H`gd+n$kdk $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If^H`gd+n$450kdl $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If^H`gd+n$$$If^a$gd+n$5o 3$Ifgd+n$ 5$Ifgd+n$ H$If^H`gd+n$$$If^a$gd+n$H$If]^H`gd+n$&dO;$$If^a$gd+n$H$If^H`gd+n$kdm $$Ifl4\T ,(T T 04 lalf4&7G>kdo $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ H$If]^H`gd+n$,< *+Oc   uuuuhj4hk>CJaJhk>CJaJh<hk>CJaJ jh<hk>CJUaJh<hk>CJaJhk>CJaJhk> hk>CJ hj4hk>B*CJaJph)jhj4hk>B*CJUaJph hk>CJhk>B*CJph hk>CJ.,< 5$Ifgd+n$ H$If^H`gd+n$$$If^a$gd+n$H$If]^H`gd+n$+OcdO;$ H$If^H`gd+n$$$If^a$gd+n$H$If^H`gd+n$kdap $$Ifl4\T ,(T T 04 lalf4c Y@,$$If^a$gd+n$H$If]^H`gd+n$kdnq $$Ifl4\T ,(T T 04 lalf4 3$Ifgd+n$ D/H$If^H`gd+n$kdr $$Ifl4\T ,(T T 04 lalf4 5$Ifgd+n$ H$If^H`gd+n$ 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