[Creature Type] Trainer^AE^73^You are skilled at training a particular type  of creature.
Aberrant Dragonmark^ECS^47^Although you are not a recognized member of  one of the dragonmarked families, you have manifested a dragonmark.
Aberration Banemagic^LoM^178^You can cast spells that do additional damage  to aberrations.
Aberration Blood^LoM^178^One of your ancestors was an aberration and  has passed the taint of its aberrant physiology down through the generations  to you.
Aberration Wild Shape^LoM^178^Thanks to your heritage, you have learned to  channel your inhuman bloodline into your shapeshifting power.
Ability Focus^MM^303^Choose one of the creature's special attacks.  This attack becomes more potent than normal.
Ability Focus^MM2^18^One of the creature's special attacks is more  potent than normal.
Ability Focus^MM3^206^The special attack of a creature with this feat  is more potent than normal.
Ability Focus^SS^30^Choose one of your spell-like abilities. This  attack becomes much more potent than normal.
Able Learner^RD^150^You have great aptitude for learning.
Able Sniper^RW^148^You are accomplished at remaining unseen when  you're sniping with a ranged weapon.
Accurate Jaunt^UA^92^You have an instinctive sense of interplanar  travel.
Acheron Flurry^PlH^37^You master the secret technique developed by  Acheron-native special forces of limiting a foe's options in hand-to-hand  combat.
Acrobatic^PH^89^You have excellent body awareness and coordination.
Acrobatic^SaS^38^You have excellent body awareness and coordination.
Action Boost^ECS^47^You have the ability to alter your luck drastically  in dire circumstances.
Action Surge^ECS^50^By spending 2 action points, you can perform  an additional action in a round.
Adamantine Body^ECS^50^At the cost of mobility, a warforged character's  body can be crafted with a layer of adamantine that provides formidable  protective armor and some damage reduction.
Adamantine Body^MM3^192^At the cost of mobility, a warforged character's  body can be crafted with a layer of adamantine that provides formidable  protective armor and some damage reduction.
Adamantine Body^RE^118^At the cost of mobility, your warforged body  can be crafted with a layer of adamantine that provides formidable protective  armor and some damage reduction.
Additional Magic Item Space^EL^50^You can wear more magic items.
Adroit Flyby Attack^Dr^67^You can make flyby attacks and get out of reach  quickly.
Aerenal Beastmaster^RE^105^As an elf of Aerenal, you consider baboons sacred  animals and they serve you obediently.
Aerial Reflexes^RW^148^Your aerial agility allows you to avoid dangerous  effects while airborne.
Aerial Superiority^RW^148^You can use your flying ability to gain an advantage  against landbound foes or airborne foes that you can outmaneuver.
Aftersight^Rac^160^You have a trace of the Sight in your blood,  which enables you to pick up echoes of the past, both wondrous and terrible.
Agile^PH^89^You are particularly flexible and poised.
Agile Athlete^RW^148^You rely on your agility to perform athletic  feats, rather than brute strength.
Agile Tyrant^LoM^44^A creature with this feat develops longer, more  flexible eyestalks than its kin. This extra flexibility allows it to bring  additional eye rays to bear against its foes.
Agony Touch^Gh^28^Choose one physical ability score. When you  touch a creature, you can deal damage to this ability score.
Air Heritage^PlH^37^You are descended from creatures native to the  Elemental Plane of Air.
Alertness^PH^89^You have finely tuned senses.
Aligned Attack^XPH^41^Your melee or ranged attack overcomes your opponent's  alignment-based damage reduction and deals additional damage.
Allied Defense^ShS^19^You are good at protecting nearby allies.
Alluring^SaS^38^Others have an inexplicable urge to believe  your every word.
Altitude Adaptation^Fr^45^Your body adapts quickly to changes in altitude,  preventing you from suffering as much from altitude sickness.
Anarchic Heritage^PlH^38^You are descended from creatures native to the  planes of chaos.
Ancestral Guidance^RE^105^The spirit of your patron ancestor guides your  hands and thoughts in times of trouble.
Ancestral Knowledge^RS^136^You have a strong connection to the ancestors  of your clan, giving you understanding and knowledge beyond the mortal realms.
Ancestral Relic^BE^39^You own an ancestral heirloom and can invest  it with increasing power.
Ancestral Spirit^Rac^161^You have ties to the long-dead spirit of one  of your clan's ancestors, who whispers ancient words of wisdom into your  mind in times of need.
Animal Affinity^PH^89^You are good with animals.
Animal Control^MW^20^You can channel the power of nature to gain  mastery over animal creatures.
Animal Defiance^MW^20^You can channel the power of nature to drive  off animals.
Animal Friend^BE^41^Animals respond favorably to the aura of goodness  that exudes from you.
Animal Friends^Rac^161^Your ability to speak with animals has  allowed you to befriend an animal as a permanent ally.
Ankheg Tribe Ambush^ShS^19^You have learned how to hide and spring to attack,  much like the ankhegs that roam the plains where you hunt.
Antipsionic Magic^XPH^41^Your spells are more potent when used against  psionic characters and creatures.
Anvil of Thunder^CW^112^You have mastered the style of fighting with  hammer and axes at the same time, and have learned to deal thunderous blows  with this unique pairing of weapons.
Appraise Magic Value^CAd^103^Your ability to determine an item's worth and  your knowledge of magic allow you to determine the exact properties of a  magic item without the use of the identify spell or similar magic.
Apprentice^DMG2^176^A character with this feat has apprenticed himself  to a master in order to speed his learning and bolster his skills.
Aquatic Shot^Sto^90^You have developed the technique of firing a  ranged weapon into or through the water with better accuracy than normal,  striking at just the right angle to allow it to slice through the obstruction  with precision.
Aquatic Spellcasting^LoM^178^You know how to cast spells that work equally  well in or out of water.
Arachnid Rider^Rac^161^You are trained in the art of employing spiders  as steeds.
Arcane Defense^CAr^73^Choose a school of magic, such as illusion.  You can resist spells from that school better than normal.
Arcane Defense^TB^38^Choose a school of magic. You can resist spells  from that school better than normal.
Arcane Disciple^CD^79^Choose a deity, and then select a domain available  to clerics of that deity. You can learn to cast spells associated with that  domain as arcane spells.
Arcane Insight^RD^154^By immersing yourself in the teachings of Boccob,  you have unearthed magical secrets and gained special insight into arcane  spellcasting.
Arcane Manipulation^LE^6^You are learned in the arcane ways of Netheril,  where masters of magic once molded and shaped arcane energy to their own  will.
Arcane Mastery^CAr^73^You are quick and certain in your efforts to  defeat the arcane defenses and spells of others.
Arcane Preparation^CAr^73^You can prepare an arcane spell ahead of time,  just as a wizard does.
Arcane Preparation^FRCS^33^You can prepare an arcane spell ahead of time,  just as a wizard does.
Arcane Preparation^PG^32^You can prepare an arcane spell ahead of time,  just as a wizard does.
Arcane Preparation^TB^38^You can prepare an arcane spell ahead of time,  just as a wizard does.
Arcane Schooling^FRCS^33^In your homeland, all who show some skill at  the Art may receive training as a wielder of magic.
Arcane Schooling^PG^33^In your homeland, all who show some skill at  the Art may receive training as arcane spellcasters.
Arcane Strike^CW^96^You can channel arcane energy into your melee  attacks.
Arcane Transfiguration^LE^6^Drawing upon forgotten lore, you broaden your  arcane studies and master a school of magic previously prohibited to you.
Arctic Adaptation^Rac^161^You have adapted to the snowbound environment  of the arctic reaches of Faerun.
Area Attack^SS^30^You can wield improvised weapons to attack several  spaces at once.
Armor Proficiency (Heavy)^PH^89^You are proficient with heavy armor.
Armor Proficiency (Light)^PH^89^You are proficient with light armor.
Armor Proficiency (Medium)^PH^89^You are proficient with medium armor.
Armor Skin^CW^151^Your skin becomes like armor.
Armor Skin^EL^50^Your skin becomes like armor.
Art of Fascination^OA^60^You claim descent from Kakita Wayozu, whose  art was so great it is said that she helped create an alternate world.
Arterial Strike^CW^96^Your sneak attacks target large blood vessels,  leaving wounds that cause massive blood loss.
Arterial Strike^SaS^38^Your sneak attacks target large blood vessels,  leaving wounds that cause massive blood loss.
Artic Priest^Fr^46^You can swap out prepared spells to cast spell  to aid in exploring and surviving in frostfell areas.
Artist^FRCS^33^You come from a culture in which the arts, philosophy,  and music have a prominent place in society.
Artist^OA^61^You claim descent from Doji, who was known as  a creator of culture and civilization.
Artist^PG^33^Your people are renowned for their skill at  story and song.
Ascetic Hunter^CAd^105^You have gone beyond the bounds of your monastic  training to incorporate new modes of bringing the unlawful to justice.
Ascetic Knight^CAd^105^You belong to a special order of religious monks  that teaches its adherents that self-enlightenment and honorable service  grow from the same well of purity.
Ascetic Magic^CAd^105^You practice an unusual martial art that mixes  self-taught spellcasting and melee attacks to great effect.
Ascetic Rogue^CAd^106^You have gone beyond the bounds of your monastic  training to incorporate new modes of stealthy combat.
Ashbound^ECS^50^You have been trained in the druidic traditions  of the Ashbound, seeing yourself as one of nature's avengers.
Assume Supernatural Ability^SS^30^You learn to use a supernatural ability of an  assumed form.
Athletic^PH^89^You have a knack for athletic endeavors.
Athletic^SaS^38^You're physically fit and adept at outdoor sports.
Attention to Detail^OA^61^You are descended from Akodo's advisor Ikoma  -- a historian, judge, and storyteller.
Attune Gem^Mag^21^You can magically imbue gems to hold a spell  until triggered.
Attune Magic Weapon^ECS^50^Through your study of magic weapons, you have  become adept at eking every advantage out of their enhanced qualities.
Augment Healing ^CD^79^You can increase your healing ability.
Augment Summoning^Mag^21^Your summoned creatures are better than normal.
Augment Summoning^PH^89^Your summoned creatures are more powerful than  normal.
Augment Summoning^TB^39^Your summoned creatures are more powerful than  normal.
Augmented Alchemy^CAd^191^You can create alchemical items and substances  that are much more powerful than normal.
Augmented Alchemy^EL^50^You can create alchemical items and substances  that are much more powerful than normal.
Auspicious Marking^RS^136^Your [goliath] skin patterns indicate that fate  has marked you for greatness, and the patterns shift slowly to take new  forms.
Automatic Quicken Spell^CAr^191^You can cast any of your lesser spells with  a moment's thought.
Automatic Quicken Spell^EL^50^You can cast any of your lesser spells with  a moment's thought.
Automatic Silent Spell^CAr^191^You can cast any of your lesser spells silently.
Automatic Silent Spell^EL^51^You can cast any of your lesser spells silently.
Automatic Still Spell^CAr^191^You can cast any of your lesser spells without  gestures.
Automatic Still Spell^EL^51^You can cast any of your lesser spells without  gestures.
Autonomous^XPH^41^You have a knack for psionic self-sufficiency.
Awaken Frightful Presence^Dr^67^You gain frightful presence.
Awaken Spell Resistance^Dr^67^You gain spell resistance.
Awesome Blow^MM^303^The creature can choose to deliver blows that  send its smaller opponents flying like bowling pins.
Awesome Blow^MM3^206^A creature with this feat can choose to deliver  blows that send its smaller opponents flying like bowling pins.
Axeshield^Und^24^You know how to defend yourself with a battleaxe.
Axespike^RS^137^You have mastered the art of fighting in spiked  armor while wielding a greataxe. You blend greataxe blows and armor spike  attacks into one constant, deadly attack form.
Axethrower^PG^33^You have learned how to hurl weapons to deadly  effect.
Axiomatic Heritage^PlH^38^You are descended from creatures native to the  planes of law.
Axiomatic Strike^CW^96^You can turn your fist into an instrument of  law.
Axiomatic Strike^PG^135^Your attacks deal incredible damage to chaotic  creatures.
Azerblood^Rac^161^You are descended from the shield dwarves of  Clan Azerkyn, who once ruled the Adamant Kingdom of Xothaerin beneath western  Amn. The blood of the azer runs thick in your veins.
Baleful Moan^LM^24^Your hollow cry strikes fear into the hearts  of the living.
Ballista Proficiency^HB^96^You have trained in ballista operation.
Bane of Enemies^EL^51^Your attacks deal great damage to your favored  enemies.
Bane of the Unclean^LoM^44^A creature with this feat hates aberrant beholders  so strongly that it gains bonuses when fighting them.
Barbed Stinger^SK^144^Your stinger is unusually difficult to dislodge.
Batrider^Rac^161^You are highly skilled in the art of flying  dire bats, a common form of transportation among the shield dwarves of the  Far Hills.
Battle Caster^CAr^75^Building on your existing training allows you  to avoid the chance of arcane spell failure when you wear armor heavier  than normal.
Battle Casting^RW^148^You have a knack for staying out of harm's way  when casting spells.
Battle Hardened^RS^137^Your extensive battle experience has left you  incredibly calm and composed, even in the heat of battle.
Battle Jump^UE^42^You know how to launch a devastating attack  from above by dropping onto your opponent.
Battlefield Inspiration^MH^25^You inspire courage in your allies.
Battleshifter Training^RE^116^Your shifter fighting instincts grant you a  sophisticated blend of defensive techniques and controlled attacks.
Bear Fang^CW^112^You have mastered the fierce style of fighting  with axe and dagger at the same time.
Beast Companion^EL^51^You can befriend a beast.
Beast Shape^ECS^50^You call upon the power of your beast totem  to physically change your form.
Beast Totem^ECS^51^In the druidic custom of your people, you have  claimed a kind of magical beast as your totem -- a patron, protector, and  source of strength.
Beast Wild Shape^EL^51^You can wild shape into magical beast form.
Beasthide Elite^ECS^51^Your shifter trait improves.
Beckon the Frozen^Fr^47^Creatures you summon are infused with cold energy  and have the cold subtype.
Bestial Hide^LoM^179^Your skin is thicker, scalier, or furrier than  normal.
Bind Elemental^ECS^51^You can craft magic items that use bound elementals  for special effects, including weapons, armor, airships, and elemental galleons.
Black Lore of Moil^CAr^75^Your study of the sinister knowledge and spellcasting  techniques of the long-dead Nightlords of Moil makes your necromancy spells  especially potent.
Blackwater Invocation^Sto^91^You can call upon negative energy to infuse  normal water around you, transforming it into the dark, cold water found  at the bottom of the deepest ocean trenches.
Bladebearer of the Valenar^RE^107^Your extensive training makes you especially  adept with the curved blades of the Valenar.
Bladeproof Skin^UA^92^Your skin has a degree of protection from even  the sharpest edge.
Blazing Berserker^Sa^49^When you enter your rage, your body becomes  infused with fire.
Blessed by Tem-Et-Nu^Sa^49^Tem-Et-Nu has marked you as having an important  destiny in her temple.
Blessed of the Seven Sisters^PG^176^As a result of a personal connection to one  of the Seven Sisters, you have a taste of Mystra's special favor.
Blind-Fight^PH^89^You know how to fight in melee without being  able to see your foes.
Blinding Speed^EL^51^You can trigger short bursts of great speed.
Blindsense^CAd^114^You can sense creatures that you cannot see.
Blindsight^MW^21^Your senses are as keen as the bat's.
Blindsight, 5-Foot Radius^SF^5^You sense opponents in the darkness.
Blindsight, 5-Foot Radius^DD^49^The deity senses opponents in the darkness.
Block Arrow^HB^96^You can block incoming arrows with your shield.
Blood of the Warlord^Rac^161^You can influence a large number of orcs.
Blood Sorcerer^OA^61^You are descended from Yogo, the Scorpion shugenja  who was the first guardian of the Black Scrolls of Fu Leng.
Blooded^FRCS^33^Enemies find it difficult to catch you off guard.
Blooded^PG^35^You know what it means to fight for your life,  and you understand the value of quick wits and quicker reactions when blades  are bared and deadly spells are chanted.
Bloodline of Fire^FRCS^34^You are descended from the efreet who ruled  Calimshan for two millennia.
Bloodline of Fire^PG^35^You are descended from the efreet who ruled  Calimshan long ago.
Bloodsoaked Intimidate^CR^17^Your bloody and vicious approach to combat makes  you a fearsome foe.
Blowhard^SS^31^You can blow targets over with your breath.
Boar's Ferocity^CD^79^You can continue fighting even at the brink  of death.
Body Fuel^XPH^41^You can expand your power point total at the  expense of your health.
Body Pouch^SK^144^You can open a cavity in your body without harm  to yourself and use it to carry or conceal items or creatures.
Bolster Resistance^LM^25^Undead you raise or create are more resistant  to turning than normal.
Bonus Breath^SS^31^You can use your breath weapons one more time  per day than you normally could.
Bonus Domain^CD^89^You have access to one additional domain of  spells.
Bonus Domain^EL^51^You have access to one additional domain of  spells.
Boomerang Daze^RE^108^You can daze the targets of your boomerang attacks.
Boomerang Ricochet^RE^108^You can strike up to two foes with a single  boomerang throw.
Boost Construct^XPH^43^Your astral constructs have more abilities.
Boost Spell Resistance^BV^47^By making a deal with an evil power, the character  makes himself even more resistant to magic.
Boost Spell-Like Ability^BV^47^One of the creature's spell-like abilities is  harder to resist than it otherwise would be.
Born Duelist^OA^61^You claim descent from Mirumoto, one of the  first two samurai to join Togashi in his meditative retreat.
Born Flyer^RW^148^You can fly as though born to do it.
Born of the Three Thunders^CAr^76^You have learned to marry the power of lightning  and thunder in your electricity and sonic spells.
Bowslinger^Und^24^You can ready ranged weapons surprisingly quickly.
Brachiation^CAd^106^You can swing through trees like a monkey.
Brachiation^MW^21^You move through trees like a monkey.
Breadth of Knowledge^UA^92^Your time spent plumbing the depths of magic  knowledge has resulted in a treasure trove of obscure facts.
Breathing Link^Rac^161^You can allow a person adjacent to you to breathe  water.
Breathing Link^Sto^92^You can allow a person adjacent to you to breathe  water.
Brew Potion^PH^89^You can create potions, which carry spells within  themselves.
Bright Sigil^RD^150^You have established a greater degree of control  over your sigils. When you concentrate, you can emit strong illumination  from the glowing symbols that surround your head.
Brutal Throw^CAd^106^You have learned how to hurl weapons to deadly  effect.
Brute Fighting^RE^116^Your extensive training with two-handed weapons  is revealed through brutally effective tactics.
Bullheaded^FRCS^34^The stubbornness and determination of your kind  is legendary.
Bullheaded^PG^37^The stubbornness and determination of your kind  are legendary.
Bulwark of Defense^EL^51^Your defensive stance bonuses increase.
Burrow Friend^RS^137^Your natural rapport with burrowing mammals  improves.
Burrowing Power^XPH^43^Your powers sometimes bypass barriers.
Calishite Elementalist^Rac^161^You are a student of the Calishite tradition  of elemental magic and have mastered its mysterious lore. You may choose  to specialize in air magic or fire magic.
Call of the Undying^RE^108^You call upon the power of the Undying Court  to instantly recall a previously cast spell.
Caravanner^Rac^162^You are skilled at leading caravans along established  trade routes.
Catfolk Pounce^RW^148^You can rush unaware foes and deliver several  attacks before they have a chance to respond.
Caustic Adaptation^Und^24^Long have your ancestors hunted and been hunted  in the depths. Natural selection has given your blood an unpalatable, acidic  quality.
Cavalry Charger^CW^108^Fighting from the back of a steed is second  nature to you.
Caver^Und^24^You are knowledgeable about the secrets of the  subterranean world and wise in its ways.
Celestial Bloodline^Rac^162^Some of your latent abilities have matured.
Celestial Familiar^BE^41^As long as you are able to acquire a new familiar,  you may receive a celestial as a familiar.
Celestial Heritage^PlH^38^You are descended from creatures native to the  Upper Planes
Celestial Mount^BE^42^Your special mount is a true creature of the  heavens.
Celestial Summoning Specialist^PlH^38^You can select from a larger number of options  when summoning good creatures.
Centaur Trample^RW^148^You have trained to use your large body and  unique physiology against your foes. You have learned how to knock down  opponents and ride over them in combat.
Chain Power^XPH^44^You can manifest powers that arc to hit other  targets in addition to the primary target.
Chain Spell^CAr^76^You can cast spells that arc to other targets  in addition to your primary target.
Chain Spell^TB^39^You can cast spells that arc to other targets  in addition to your primary target.
Chakram Ricochet^CR^17^You can hurl a chakram so that it strikes two  enemies instead of one.
Chameleon Hide^SK^144^You can alter the hue of your scales to match  the surrounding terrain.
Channel Charge^LE^7^You can power a charged magic item with your  own magical ability.
Channel Legacy^WL^13^You can call upon the hidden strength within  your legacy item to empower yourself for a single spectacular effort.
Channeled Rage^RD^150^You can focus your rage to counter charms and  compulsions.
Chant of Fortitude^CAd^113^You can channel the power of your bardic music  to sustain your allies, allowing them to function even after receiving wounds  that would cause others to falter.
Chaotic Mind^XPH^44^The turbulence of your thoughts prevents others  from gaining insight into your actions.
Chaotic Rage^EL^51^Your rage is particularly damaging to lawful  creatures.
Chariot Archery^SF^78^You are skilled at using ranged weapons from  a chariot.
Chariot Charge^SF^79^You are skilled at charging with your chariot.
Chariot Combat^SF^78^You are skilled in chariot combat.
Chariot Sideswipe^SF^79^You are skilled at using your chariot's scythe  blades against foes.
Chariot Trample^SF^78^You are trained in using your chariot to knock  down opponents.
Charlatan^SaS^38^You're adept at fooling people. You know how  to tell them just what they want to hear.
Charm Immunity^SK^145^You are immune to charm effects.
Charm Resistance^SK^145^You can resist charm effects better than you  otherwise could.
Cheetah Tribe Sprint^ShS^19^You have learned the secret of lightning-fast  running from the cheetah that roams the plains where you live.
Cheetah's Speed^CD^79^You can run with the speed of the cheetah.
Child of Winter^ECS^51^You are trained in the druidic traditions of  the Children of Winter, an Eldeen Reaches sect that embraces death and decay.
Chink in the Armor^SaS^38^You are an expert at slipping a weapon between  armor plates or into seams.
Choke Hold^OA^61^You have learned the correct way to apply pressure  to render an opponent unconscious.
Chondathan Missionary^Rac^162^Your training has emphasized spells that help  you spread the word of your faith.
Chosen of Iborighu^Fr^47^You gain features that identify you as an ally  to the church of Iborighu and grant you supernatural qualities.
Chosen Weapon Specialization^PG^135^You deal more damage than normal when wielding  your deity's chosen weapon.
Circle Kick^SF^5^You kick multiple opponents with the same attack  action.
Circle Magic^Gh^29^You know how to use your connection to Galaedros  the Wood God to channel magical power to another spellcaster of your faith.
City Slicker^RD^150^You are very familiar with city life and the  inner workings of your hometown.
Clan Prestige^RS^137^Your actions have brought you some measure of  fame and respect from your clan, whether from battle prowess or years of  service to the clan.
Cleave^PH^92^You can follow through with powerful blows.
Clever Wrestling ^CW^97^You have a better than normal chance to escape  or wriggle free from a big creature's grapple or pin.
Clever Wrestling^Dr^103^You have a better than normal chance to escape  or wriggle free from a big creature's grapple or pin.
Clever Wrestling^MW^22^You have a better than normal chance to escape  or wriggle free from a big creature's grapple or pin.
Clever Wrestling^Sto^92^You have a better than normal chance to escape  or wriggle free from a big creature's grapple or pin.
Cliffwalk Elite^ECS^52^Your shifter trait improves.
Cliffwalk Elite^RE^113^Your cliffwalk shifter trait improves.
Climb Like an Ape^CAd^114^You can improve your climbing ability.
Clinging Breath^Dr^67^Your breath weapon clings to creatures and continues  to affect them in the round after you breath.
Cloak Dance^XPH^44^You are skilled at using optical tricks to make  yourself seem to be where you are not.
Closed Mind^XPH^44^Your mind is better able to resist psionics  than normal.
Close-Quarters Fighting^Rac^162^You are skilled at resisting grapple attacks  from creatures that usually grapple opponents.
Close-Quarters Fighting^CW^97^You are skilled at fighting at close range and  resisting grapple attempts.
Close-Quarters Fighting^Dr^103^You are skilled at fighting at close range and  resisting grapple attempts.
Close-Quarters Fighting^SF^5^You are skilled at fighting at close range and  resisting grapple attacks.
Cobra Head^SK^145^You can extend the skin of your neck into a  cobra hood.
Cold Endurance^Fr^47^You can exist with ease in low-temperature environments.
Cold Focus^Fr^47^Your cold spells are more potent than normal.
Cold Iron Tracery^RE^119^Cold-forged iron that runs through your body  allows you to overcome the supernatural defenses of certain creatures and  protecting against some magical attacks.
Cold Spell Specialization^Fr^47^You do additional damage with cold spells.
Collegiate Wizard^CAr^181^You have undergone extensive training in a formal  school for wizards.
Colossal Wild Shape^EL^52^You can wild shape into animals of Colossal  size.
Combat Archery^CW^151^You can fire a bow in melee safely.
Combat Archery^EL^52^You can fire a bow in melee safely.
Combat Brute^CW^110^You employ strength and leverage to great effect  in battle.
Combat Casting^PH^92^You are adept at casting spells in combat.
Combat Expertise^PH^92^You are trained at using your combat skill for  defense as well as offense.
Combat Insight^CW^151^Your keen intellect allows you to place melee  attacks where they will deal the most damage.
Combat Intuition^CAd^106^Your keen understanding of your opponent's moves  and your instinctive feel for the flow of combat enable you to shrewdly  assess your opponent's combat capabilities.
Combat Manifestation^XPH^44^You are adept at manifesting powers in combat.
Combat Reflexes^PH^92^You can respond quickly and repeatedly to opponents  who let their defenses down.
Communicator^CAr^76^You possess a magical understanding of the essence  of language.
Complementary Insight^RD^150^You get more out of having skills that work  well together.
Conductivity^UA^92^You have crude control over electricity effects  near you.
Confound the Big Folk^RW^153^You excel when battling foes bigger than you  are.
Consecrate Spell^BE^42^You can imbue your spells with the raw energy  of good, by the grace of a celestial power.
Consecrate Spell^CD^79^You can imbue your spells with the raw energy  of good.
Consecrate Spell Trigger^BE^42^You can channel holy power through a spell trigger  item, such as a wand or staff.
Consecrate Spell-Like Ability^BE^42^You can channel holy power into your spell-like  abilities.
Construct Lock^RE^119^Your knowledge of construct nature allows you  to deal extra damage to or even immobilize such foes.
Contagious Paralysis^LM^25^Your paralyzing attack is contagious.
Control Visage^Gh^29^Your ghost body is shaped as if you were alive  and unharmed, and you can control what your ghost body appears to wear.
Controlled Immolation^UA^92^If you catch on fire, the flames don't hurt  you.
Controlled Respiration^SS^31^You can stay out of water longer than you otherwise  could.
Cool Head^OA^61^You are descended from the great diplomat Ide,  who was chosen to be the voice of Shinjo in all dealings with strangers.
Cooperative Spell^CAr^76^You can cast spells to greater effect in conjunction  with the same spell cast by another individual.
Cooperative Spell^TB^39^You can cast spells to greater effect in conjunction  with the same spell cast by another individual.
Coordinated Shot^HB^96^You are extraordinarily talented at making ranged  attacks past your allies.
Coordinated Strike^RW^149^You and your animal companion or special mount  can coordinate your melee attacks to gain an advantage in combat.
Cormanthyran Moon Magic^LE^7^You have mastered the ancient elven techniques  of drawing power from Sehanine Moonbow's light.
Cornered Rat^DCS^85^You can go from piteous groveling to a murderous  fury in the blink of an eye.
Corpse Malevolence^Gh^29^You can possess and animate dead bodies.
Corpsecrafter^LM^25^Undead you raise or create are tougher than  normal.
Corrupt Arcane Studies^Gh^29^You have dabbled in strange magic that has increased  your power but adversely affected your mind.
Corrupt Spell^BV^47^The character can transform one of her spells  into a thing of evil due to a deal she makes with an evil power.
Corrupt Spell^CD^79^You can transform one of your spells into an  evil version of itself.
Corrupt Spell^CR^17^You can transform one of your spells into a  thing of evil due to a deal you make with an evil power.
Corrupt Spell-Like Ability^BV^48^One of the creature's spell-like abilities is  powered by evil. A dark pact provides the creature with unholy energy.
Corrupted Wild Shape^LM^25^You have learned to use the necromantic energy  that powers your undead form to overcome the inability of undead creatures  to wild shape.
Corrupting Touch^Gh^29^Your touch can damage creatures.
Cosmopolitan^FRCS^34^Your exposure to the thousand forking paths  of the city has taught you things you ordinarily would never have uncovered.
Cosmopolitan^PG^37^You've been lied to more times than you can  count.
Cougar's Vision^CAd^114^You can see in the dark like a cat.
Courageous Rally^HB^97^You can rally demoralized foes with your bardic  music.
Courteous Magocracy^FRCS^34^You were raised in a land where mighty wizards  order affairs.
Cover Your Tracks^ShS^20^You are good at masking your route, making it  difficult for others to track you.
Craft Aboleth Glyph^LoM^22^An aboleth with this feat can create magic glyphs  that store spells or have specialized effects of their own.
Craft Alchemical Item^UA^99^You are capable of creating alchemical items  and substances.
Craft Cognizance Crystal^XPH^44^You can create psionic cognizance crystals  that store power points.
Craft Construct^MM^303^The creature can create golems and other magic  automatons that obey its orders.
Craft Construct^MM3^206^A creature with this feat can create golems  and other magic automatons that obey its orders
Craft Contingent Spell^CAr^77^You know how to attach semipermanent spells  to a creature and set them to activate under certain conditions.
Craft Contingent Spell^UE^42^You know how to create contingent spells, which  are semipermanent spells that can be 'worn' and activated under certain  conditions.
Craft Crystal Weapon^OA^61^You can create magic weapons from Kuni crystal,  which is deadly to creatures of the Shadowlands.
Craft Dorje^XPH^44^You can create slender crystal wands called  dorjes that manifest powers when charges are expended.
Craft Epic Magic Arms and Armor^EL^52^You can craft magic arms and armor of epic power.
Craft Epic Rod^EL^52^You can craft magic rods of epic power.
Craft Epic Staff^EL^52^You can craft magic staffs of epic power.
Craft Epic Wondrous Item^EL^52^You can craft wondrous items of epic power.
Craft Magic Arms and Armor^PH^92^You can create magic weapons, armor, and shields.
Craft Masterwork Armor^UA^99^You are trained in the creation of fine armor  and shields.
Craft Masterwork Ranged Weapon^UA^99^You are trained in the creation of fine ranged  weapons and ammunition.
Craft Masterwork Weapon^UA^99^You are trained in the creation of fine melee  and thrown weapons.
Craft Psicrown^XPH^44^You can create psicrowns, which have multiple  psionic effects.
Craft Psionic Arms and Armor^XPH^44^You can create psionic weapons, armor, and shields.
Craft Psionic Construct^XPH^45^You can create golems and other psionic automatons  that obey your orders.
Craft Psionic Seal^LoM^69^A creature with this feat can create psionic  glyphs or symbols that hold spells or psionic powers until triggered.
Craft Rod^PH^92^You can create magic rods, which have varied  magical effects.
Craft Rune Circle^RS^137^You can create rune circles, stationary magic  items that hold a variety of spells and effects.
Craft Scepter^LE^8^You know the ancient Netherese secret of creating  magic scepters.
Craft Skull Talisman^Fr^47^You can create skull talismans, which carry  spells within themselves.
Craft Staff^PH^92^You can create magic staffs, each of which has  multiple magical effects.
Craft Talisman^OA^61^You can create magic fetishes, single-use magic  items that hold spells until triggered.
Craft Universal Item^XPH^45^You can create universal psionic items.
Craft Wand^PH^92^You can create wands, which hold spells.
Craft Wondrous Item^PH^92^You can create a wide variety of magic items.
Craven^CR^17^Like most sly rogues, you are a dangerous coward.  However, your sneak attacks deal more damage than normal.
Create Infusion^MW^22^You store a divine spell within a specially  prepared herb.
Create Portal^FRCS^34^You have learned the ancient craft of creating  a portal.
Crescent Moon^CW^113^You have mastered the style of fighting with  sword and dagger.
Crowd Tactics^RD^156^You are adept at moving through and fighting  in crowds.
Crush^SS^31^Like a dragon, you can hurl your body onto opponents  to deal tremendous damage.
Cumbrous Dodge^SS^31^You have a chance to dodge attacks that hit  you, but at a cost.
Cumbrous Fortitude^SS^31^You have a greater chance than normal to resist  attacks against your vitality, but at a cost.
Cumbrous Reflexes^SS^31^You have a greater chance to resist attacks  against your agility, but at a cost.
Cumbrous Will^SS^31^You have a greater chance to resist attacks  against your willpower, but at a cost.
Cunning Sidestep^Dr^103^You have a better than normal chance to avoid  being bull rushed or tripped.
Curative Legacy^WL^14^Your item's legacy is so linked with your aura  that it restores your health each time it is activated.
Curling Wave Strike^Sto^92^Mimicking the forceful power of the wave, you  can trip multiple foes as part of the same strike.
Dallah Thaun's Luck^RW^149^You can rely on a good dose of luck to get you  through almost any scrape.
Damage Reduction^CW^151^You can shrug off some damage from attacks.
Damage Reduction^EL^52^You can shrug off some damage from attacks.
Dancing Blade^Gh^30^You have an energetic fighting style modeled  after traditional Salkirian dancing.
Dancing with Shadows^RE^117^You have studied shesan talarash dasyannah,  the martial dance of the kalashtar.
Danger Sense^CAd^106^You are one twitchy individual.
Danger Sense^MH^25^You are one twitchy mother goose.
Darguun Mauler^RE^108^The memory of your people's lost glory drives  your brutal mastery of the weapons of Darguun.
Dark Speech^BV^48^The character learns a smattering of the language  of truly dark power.
Darkstalker^LoM^179^You have learned how to stalk and surprise creatures  whose senses are very different from those of a humanoid.
Dash^CW^97^You can move faster than normal.
Dash^MH^25^You can move faster than normal.
Dash^SaS^38^You move faster than normal for your race.
Daunting Presence^LM^25^You are skilled at inducing fear in your opponents.
Daunting Presence^MH^25^You are skilled at inducing fear in your opponents.
Dauntless^PG^37^You can stand up to greater punishment than  most and still keep going.
Daylight Adaptation^PG^37^You have accustomed yourself to the painful  sunlight of the surface world.
Daylight Adaptation^RE^108^You have grown accustomed to living in the surface  world, such that bright light no longer blinds or dazzles you.
Daylight Adaptation^FRCS^34^Through long exile from the shadowed homelands  of your kind, you have learned to endure the painful sunlight of the surface  world.
Deadly Chill^LM^25^Undead you raise or create deal more damage  than normal.
Deadly Poison^SK^145^Your poison attack deals more damage than normal.
Deadly Poison^SS^31^Your poison attack deals more damage than normal.
Deadly Precision^XPH^45^You empty your mind of all distracting emotion,  becoming an instrument of deadly precision.
Deadly Spittle^SK^145^You can use your spit attack against multiple  opponents.
Deafening Song^EL^52^Your bardic music deafens those nearby.
Death Blow^CAd^106^You waste no time in dealing with downed foes.
Death Blow^SF^6^You waste no time in dealing with downed foes.
Death Frenzy^LoM^22^When an aboleth takes this feat, its sense of  immortality rebels against the very concept of death.
Death Master^LM^26^Foes are especially afraid of your critical  hits.
Death of Enemies^EL^52^You can instantly slay your favored enemies  with a single strike.
Deceitful^PH^93^You have a knack for disguising the truth.
Deep Denizen^SS^32^You are adapted to a subterranean environment.
Deep Impact^XPH^45^You can strike your foe with a melee weapon  as if making a touch attack.
Deep Vision^RS^137^Your mental focus helps you see farther with  darkvision.
Deepening Darkness^Rac^162^Your inherent ability to create darkness is  more powerful than normal.
Deepspawn^LoM^179^Your body undergoes a shocking degeneration  into something that is strikingly inhuman.
Defensive Archery^RW^150^You can avoid attacks of opportunity when making  ranged attacks while threatened.
Defensive Strike^CW^97^You can turn a strong defense into a powerful  offense.
Defensive Strike^OA^62^You can turn a strong defense into a powerful  offense.
Defensive Throw^CW^97^You can use your opponent's weight, strength,  and momentum against her, deflecting her attack and throwing her to the  ground.
Defensive Throw^OA^62^You can use your opponent's  weight, strength, and momentum against her, deflecting her attack and throwing  her to the ground.
Deflect Arrows^PH^93^You can deflect incoming arrows, as well as  crossbow bolts, spears, and other projectile or thrown weapons.
Deflective Armor^RS^137^Your armor shields you from touch attacks as  well as regular blows.
Deformity (Clawed Hands)^BV^48^Because of intentional self-mutilation, the  character has deformed arms and hands ending in sharp claws.
Deformity (Eyes)^BV^48^The character has either drilled a hole in her  forehead trying to add a third eye, or she has supernaturally scarred one  of her regular eyes.
Deformity (Face)^BV^48^Because of intentional self-mutilation, the  character has a hideous face.
Deformity (Gaunt)^BV^48^Through intentional starvation and macabre operations,  the character is grossly underweight.
Deformity (Obese)^BV^48^Through intentional gorging and general gluttony,  the character is obese.
Deft Hands^PH^93^You have exceptional manual dexterity.
Deft Opportunist^CAd^106^You are prepared for the unexpected.
Deft Opportunist^MH^25^You are prepared for the unexpected.
Deft Strike^CAd^106^You can place attacks at weak points in your  opponent's defenses.
Deft Strike^Dr^103^You can place attacks at weak points in your  opponent's defenses.
Delay Power^XPH^45^You can manifest powers that go off up to 5  rounds later.
Delay Spell^CAr^77^You can cast spells that take effect after a  short delay of your choosing.
Delay Spell^FRCS^34^You can cast spells that take effect after a  short delay of your choosing.
Delay Spell^PG^37^You can cast spells that take effect after a  short delay of your choosing.
Delay Spell^TB^39^You can cast spells that take effect after a  short delay of your choosing.
Demonsworn Knight^CR^22^A scornful champion of the demon princes, you  detest and oppose devils and other creatures that refuse to heed the call  of chaos.
Desert Dweller^SS^32^You are adapted to a desert environment.
Destruction Retribution^LM^26^Undead you raise or create harbor a retributive  curse that is unleashed if they are destroyed.
Destructive Rage^CW^97^You can shatter barriers and objects when enraged.
Destructive Rage^MW^22^You shatter barriers and objects when enraged.
Detach^SS^32^You can remove a part of your body and use it  as a ranged weapon.
Devastating Critical^Dr^68^Choose one type of melee weapon, such as a claw  or bite. With that weapon, you are capable of killing any creature with  a single strike.
Devastating Critical^EL^53^Choose one type of melee weapon, such as longsword  or greataxe. With that weapon, you are capable of killing any creature with  a single strike.
Devoted Inquisitor^CAd^107^Your faithful service to your patron deity involves  training and methods that many paladins consider questionable.
Devoted Performer^CAd^107^You have foregone the pursuit of frivolous musical  talents, instead entering religious training in service of honor and justice.
Devoted Tracker^CAd^108^You have found a balance between your woodland  training and your devotion to religious training, blending these two aspects  into one seamless whole.
Dexterous Fortitude^EL^53^You are able to resist physical attacks with  exceptional agility.
Dexterous Will^EL^53^You are able to resist compelling effects with  exceptional agility.
Diehard^Gh^30^You can remain conscious after attacks that  would fell others.
Diehard^PH^93^You can remain conscious after attacks that  would fell others.
Diligent^PH^93^Your meticulousness allows you to analyze minute  details that others miss.
Diminutive Wild Shape^EL^53^You can wild shape into animals of Diminutive  size.
Dinosaur Hunter^RE^108^Your extraordinary knowledge of dinosaurs grants  you a special aptitude for tracking and hunting them.
Dinosaur Wrangler^RE^108^You are attuned to dinosaurs and possess a special  bond with them.
Dire Charge^Dr^68^You can make a full attack as part of a charge.
Dire Charge^EL^53^You can make a full attack as part of a charge.
Dire Flail Smash^CR^17^You have mastered the style of fighting with  the dire flail and have learned to deal thunderous blows with the weapon.
Dirty Fighting^SF^6^You know the brutal and effective fighting tactics  of the streets and back alleys.
Dirty Rat^CR^20^You are quite adept at slipping under a foe's  guard while he's distracted.
Disciple of Darkness^BV^49^The character formally supplicates himself to  an archdevil.
Disciple of Darkness^CR^23^You formally supplicate yourself to an archdevil.  In return for this obedience, you gain a small measure of the archdevil's  power.
Disciple of the Sun^CD^80^You can destroy undead instead of merely turning  them.
Discipline^FRCS^34^Your people are admired for their single-minded  determination and clarity of purpose.
Discipline^OA^62^Your ancestor, Naka Kaeteru, was the first Grand  Master of all the elements, a master of meditation and contemplation.
Discipline^PG^38^Your people are admired for their single-minded  determination and clarity of purpose.
Disentangler^Rac^162^Thanks to the teachings of Thard Harr, you have  practiced evading the attacks of jungle plants.
Disguise Spell^CAd^108^You can cast spells without observers noticing.
Disguise Spell^DD^50^The deity can cast spells without observers  noticing it.
Disguise Spell^SaS^38^You can cast spells without observers noticing.
Disintegration Finesse^LoM^44^A creature with this feat can use disintegrate  effects to affect smaller, more exacting areas.
Disjunction Ray^LoM^45^A beholder with this feat can narrow its antimagic  cone down to an eye ray that disjoins magic.
Distant Shot^EL^53^You can target a thing you can see with a ranged  weapon.
Disturbing Visage^RE^117^You can change your features to chilling effect.
Dive for Cover^CAd^108^You can dive behind cover or drop to the ground  quickly enough to avoid many area effects.
Diverse Background^RD^156^You have a wide and diverse background, giving  you a greater understanding of different occupations.
Divine Accuracy^LM^26^You can channel positive energy to give your  allies' melee attacks another chance to strike true against incorporeal  creatures.
Divine Cleansing ^CW^106^You can channel energy to improve your allies'  ability to resist attacks against their vitality and health.
Divine Cleansing^DF^19^You can channel energy to improve you and your  allies' ability to resist poison and curses.
Divine Damage Reduction^RS^137^You can channel energy to give yourself a small  amount of protection from weapons.
Divine Energy Focus^Gh^30^You have a gift for channeling positive or negative  energy.
Divine Metamagic^CD^80^You can channel energy into some of your divine  spells to make them more powerful.
Divine Might^CW^106^You can channel energy to increase the damage  you deal in combat.
Divine Might^DD^50^The deity can channel energy to increase its  damage in combat.
Divine Might^DF^19^You can channel energy to increase the damage  you deal in combat.
Divine Might^FP^214^You can channel energy to increase your damage  in combat.
Divine Resistance^CW^106^You can channel energy to temporarily reduce  damage you and your allies take from some sources.
Divine Resistance^DF^19^You can channel energy to temporarily reduce  damage you and your allies take from some sources.
Divine Shield^CW^106^You can channel energy to make your shield more  effective for either offense or defense.
Divine Shield^DF^19^You can channel energy to make your shield more  effective for either offense or defense.
Divine Spell Penetration^PG^135^Choose one component of your alignment. Any  divine spells of that alignment that you cast are more capable of defeating  spell resistance than normal.
Divine Spell Power^CD^80^You can channel positive or negative energy  to enhance your divine spellcasting ability.
Divine Spellshield^RS^137^You can channel energy to help your allies resist  spells and spell-like effects.
Divine Vengeance^DD^50^The deity can channel energy to do additional  damage in combat against undead.
Divine Vengeance^DF^20^You can channel energy to deal additional damage  against undead in melee.
Divine Vengeance^FP^214^You channel energy to do additional energy damage  in combat against undead.
Divine Vigor^CW^108^You can channel energy to increase your speed  and durability.
Divine Vigor^DF^20^You can channel energy to increase your speed  and Constitution.
Diving Charge^RW^150^You can dive down at a target to deal a devastating  strike.
Dodge^PH^93^You are adept at dodging blows.
Domain Focus^CD^80^You have mastered the subtle intricacies of  the divine power you've devoted yourself to.
Domain Spontaneity ^CD^80^You are so familiar with one of your domains  that you can convert other prepared spells into spells from that domain.
Doomspeak^CR^20^You can demoralize an enemy with horrible condemnations  and grim portents of impending doom.
Double Hit^MH^25^You can react with your off hand to make an  additional attack along with an attack of opportunity.
Double Steel Strike^ECS^52^Through monastic weapon training, you have mastered  a fighting style that makes use of an unusual monk weapon: the two-bladed  sword.
Double Wand Wielder^CAr^77^You can activate two wands at the same time.
Draconian Breath Weapon^DCS^85^You have harnessed your draconic heritage and  can attack with a dragonlike breath weapon.
Draconic Breath^CAr^77^You can convert your arcane spells into a breath  weapon.
Draconic Claw^CAr^77^You develop the natural weapons of your draconic  ancestors.
Draconic Flight^CAr^77^The secret of draconic flight is revealed to  you, granting you the ability to fly occasionally.
Draconic Heritage^CAr^77^You have greater connection with your distant  draconic bloodline.
Draconic Knowledge^Dr^69^You are attuned to nature and the elements and  can draw on deep wells of knowledge.
Draconic Legacy^CAr^78^You have realized greater arcane power through  your draconic heritage.
Draconic Power^CAr^78^You have greater power manipulating the energies  of your heritage.
Draconic Presence^CAr^78^When you use your magic, your mere presence  can terrify those around you.
Draconic Resistance^CAr^78^Your bloodline hardens your body against the  energy type of your progenitor.
Draconic Skin^CAr^78^Your skin takes on the sheen, luster, and hardness  of your draconic parentage.
Dragon Cohort^Dr^104^You gain the service of a loyal dragon ally.
Dragon Familiar^Dr^104^When you are able to acquire a new familiar,  you may select a wyrmling dragon as a familiar.
Dragon Hunter ^Dr^104^You have made a special study of dragons and  know how to defend against a dragon's attacks.
Dragon Hunter Bravery ^Dr^104^You resist dragons' frightful presence, and  your mere presence helps others resist as well.
Dragon Hunter Defense^Dr^104^Your insight into the tactics and abilities  of dragons grants you awareness of how best to avoid their magical attacks.
Dragon Rage^ECS^52^You call upon the power of your dragon totem  to enhance your barbarian rage.
Dragon Steed^Dr^105^You have earned the service of a loyal draconic  steed.
Dragon Totem^ECS^52^As a proud warrior of the barbarian tribes of  Argonnessen and Seren, you have claimed one of the true dragon types as  your totem -- a patron, protector, and source of strength.
Dragon Wild Shape^Dr^105^You can take the form of a dragon.
Dragon Wild Shape^EL^53^You can take the form of a dragon.
Dragonbane^Dr^105^You have made a special study of dragons and  are adept at pulling off deliberate attacks that take advantage of a dragon's  weak spots.
Dragoncrafter^Dr^105^You can make special weapons, armor, and other  items using parts of dragons as materials.
Dragondoom^Dr^105^You have learned how to place blows against  a dragon that deal tremendous damage.
Dragonfoe^Dr^105^You have learned how to attack dragons more  effectively than most other individuals.
Dragonfriend^Dr^105^You are a known and respected ally of dragons.
Dragon's Toughness^MW^22^You are incredibly tough.
Dragonsong ^Dr^105^Your song or poetics echo the power of the dragonsong,  an ancient style of vocal performance created by dragons in the distant  past.
Dragonthrall^Dr^105^You have pledged your life to the service of  evil dragonkind.
Draw from the Land^UE^43^You can draw strength and sustenance from the  land itself.
Dread Tyranny^RD^154^A devoted student of Hextor's militant teachings,  you are skilled at intimidating and dominating weaker beings.
Dreadful Wrath^PG^38^You are terrible to behold in battle, and few  foes have the heart to face you without quailing
Dreamsight Elite^RE^113^Your dreamsight shifter trait improves.
Drift Magic^Sa^49^You can tap the power of drift magic.
Drow Eyes^Rac^162^You have trained your eyes to see in the dark  as well as your full drow ancestors.
Drow Skirmisher^RE^109^Your experience with the guerrilla-style combat  of the deep jungle grants you mastery of the weapons of the drow.
Dual Strike^CAd^108^You are an expert skirmisher skilled at fighting  with two weapons.
Dual Strike^SF^6^Your combat teamwork makes you a more dangerous  foe.
Duergar Mindshaper^Rac^162^You are accomplished at using the power of your  mind to overcome weaker personalities.
Dungeoneer's Intuition^CSW^144^You can sense when things don't feel right,  and you have a knack for avoiding deadly traps and ambushes.
Durable Form^LoM^180^You are much more resilient than the fragile  humanoids that do not share your aberrant heritage.
Dust Cloud^SS^33^You can sweep dust into the air to hide from  opponents.
Dwarf's Toughness^MW^22^You are tougher than you were before.
Dwarven Armor Proficiency^RS^138^You are familiar with exotic armor of dwarven  manufacture and understand how to use it properly.
Eagle Claw Attack^CW^97^Your superior insight allows you to strike objects  with impressive force.
Eagle Claw Attack^OA^62^Your unarmed attacks can shatter objects.
Eagle Claw Attack^SF^6^Your unarmed attacks shatter objects.
Eagle Tribe Vision^ShS^20^You have keen eyesight reminiscent of the giant  eagles that fly over your tribal lands.
Eagle's Fury^Sa^49^You know how to wield the eagle's claw with  deadly speed.
Eagle's Wings^CD^80^You can take wing and fly with the grace of  an eagle.
Earth Adept^RS^138^You are in tune with the ground at your feet,  making you more dangerous in the shifting conditions of combat.
Earth Fist^RS^138^Your bond with the earth and martial training  has imbued your fists with the qualities of cold iron.
Earth Heritage^PlH^38^You are descended from creatures native to the  Elemental Plane of Earth.
Earth Master^RS^138^You are in tune with the ground at your feet,  helping you anticipate your opponent's movements in combat.
Earth Power^RS^138^You draw psionic energy from raw stone.
Earth Sense^RS^138^You are in tune with the earth beneath you.
Earth Spell^RS^138^You draw magical power from the earth beneath  your feet.
Earth's Embrace^CW^97^You can crush opponents when you grapple them.
Earth's Embrace^OA^62^You can crush opponents when you grapple them.
Earth's Warding^RS^139^You can channel energy to infuse your skin with  the strength of the earth.
Ecclesiarch^ECS^52^You command a degree of respect in your church's  hierarchy.
Ectoplasm^Gh^30^You can create ectoplasm, a gooey physical manifestation  of base supernatural spiritual energy.
Education^ECS^52^Some lands hold the pen in higher regard than  the sword.
Education^FRCS^34^In your youth you received the benefit of several  years of more or less formal schooling.
Education^Gh^31^In your youth you received the benefit of several  years of more or less formal schooling.
Education^PG^38^You hail from a land where the pen is held in  higher regard than the sword.
Efficient Item Creation^EL^53^Select an item creation feat. You can create  magic items using that feat much more quickly than normal.
Eldritch Linguist^Rac^162^You have a deep understanding of how words themselves  have their own kind of magic, and a mastery of the secret syntax of power.
Elemental Bloodline^Rac^163^You have taken on some of the aspects of the  type of element that infuses your flesh.
Elemental Healing^CD^80^You can channel elemental energy to heal creatures  of a specific elemental subtype.
Elemental Smiting^CD^81^You can channel elemental energy to deal extra  damage to creatures tied to a specific element.
Elemental Spellcasting^PlH^39^Choose an element. You cast spells with that  descriptor more effectively than normal.
Elephant's Hide^CD^81^You can thicken your skin to the toughness of  an elephant's.
Elf Dilettante^RW^150^Throughout the long years of your life, you  have developed a talent for doing just about anything.
Elfhunter^Und^25^Because of your cultural hatred for elves, you  have had specific training in how best to fight them.
Elusive Target ^CW^110^Trying to land a blow against you can be a maddening  experience.
Embed Spell Focus^Dr^69^You can embed focus components required for  your spells into your body.
Empower Legacy^WL^14^You can use one of your item's legacy abilities  to greater effect.
Empower Power^XPH^46^You can manifest powers to greater effect.
Empower Spell^PH^93^You can cast spells to greater effect.
Empower Spell-Like Ability^BV^49^The creature can use a spell-like ability with  greater effect.
Empower Spell-Like Ability^MM^303^The creature can use a spell-like ability with  greater effect than normal.
Empower Spell-Like Ability^MM3^206^A creature with this feat can use a spell-like  ability with greater effect than normal.
Empower Spell-Like Ability^SS^33^You can use a spell-like ability with greater  effect than normal.
Empower Turning^CD^81^You can turn or rebuke more undead with a single  turning attempt.
Empower Turning^DF^20^You can turn or rebuke more undead with a single  turning attempt.
Empower Turning^FP^214^You can turn or rebuke more undead with a single  turning attempt.
Empower Turning^Gh^31^You can turn or rebuke more undead with a single  turning attempt.
Empower Turning^LM^26^You can turn or rebuke greater numbers of undead  with a single turning attempt.
Empowered Ability Damage^LM^26^Your ability damage (or ability drain) special  attack is more potent than normal.
Empty Hand Mastery^OA^80^You have mastered the martial arts style of  'Empty Hand' -- a hard form emphasizing strikes with the hand.
Enchanting Song^RS^139^You can channel the power of your bardic music  to temporarily increase the power of your enchantment spells.
Endurance^PH^93^You are capable of amazing feats of stamina.
Endure Blows^Dr^70^You are adept at lessening the effects of blows.
Endure Sunlight^LM^26^Your vulnerability to sunlight is reduced.
Enduring Life^LM^26^You can ignore the effect of negative levels  for a short time.
Energize Armor^RS^139^You can charge your armor with psionic energy,  making it resistant to energy damage.
Energize Spell^LM^26^Your spells channel positive energy to deal  extra damage to undead creatures, but are less effective against other opponents.
Energy Admixture^CAr^78^You can modify a spell that uses one type of  energy to add an equal amount of another energy type.
Energy Admixture^TB^39^You can modify a spell that uses one type of  energy to mix in an equal amount of another type of energy.
Energy Affinity^MH^25^You can modify a spell that uses one type of  energy to use another type of energy.
Energy Resistance^EL^53^You can resist the effects of a chosen type  of energy.
Energy Substitution^CAr^79^You can modify an energy-based spell to use  another type of energy instead.
Energy Substitution^DD^50^The deity can modify a spell that uses energy  to use another type of energy.
Energy Substitution^Mag^21^You can modify a spell that uses one type of  energy to use another type of energy.
Energy Substitution^TB^40^You can modify a spell that uses one type of  energy to use another type of energy.
Enervate Spell^LM^26^Your spells channel negative energy to deal  extra damage to undead creatures, but are less effective against unliving  opponents.
Enervating Touch^Gh^31^Your touch can bestow negative levels upon creatures.
Enervative Healing^Rac^163^You can use the life energy of an opponent to  heal yourself.
Enhance Effect^PG^135^You can change the characteristics of a persistent  spell effect that is already in place.
Enhance Item^EL^114^You can increase the minimum DC for saving throws  of magic items that you
Enhance Spell^CAr^191^You can increase the power limit of your damage-dealing  spells.
Enhance Spell^EL^53^You can increase the power limit of your damage-dealing  spells.
Enhanced Adhesive^Und^25^The natural adhesive you secrete becomes stickier.
Enhanced Power Sigils^RD^152^Your illumian power sigils are more powerful  than normal.
Enlarge Breathe^Dr^70^Your breath weapon is larger than normal.
Enlarge Mucus Cloud^LoM^22^An aboleth with this feat can extend its mucus  cloud into a wider area.
Enlarge Power^XPH^46^You can manifest powers farther than normal.
Enlarge Spell^PH^94^You can cast spells farther than normal.
Entangling Spell^CR^20^Your spell releases residual eldritch power  that entangles your enemies.
Epic Combat Expertise ^CW^151^You have extraordinary talent at using your  combat skill for defense.
Epic Counterspell^PG^135^You can counterspell any number of spells each  round.
Epic Devotion^CD^89^Choose an alignment component different from  your own alignment. You are particularly resistant to spells of that alignment.
Epic Devotion^PG^135^Choose an alignment component that you do not  possess. You are particularly resistant to spells with that descriptor.
Epic Dodge^CAd^191^You are able to evade attacks with exceptional  agility.
Epic Dodge^EL^54^You are able to evade attacks with exceptional  agility.
Epic Endurance^EL^54^You are capable of legendary feats of stamina.
Epic Expanded Knowledge^XPH^34^You learn another power.
Epic Fortitude^Dr^70^You have tremendously high fortitude.
Epic Fortitude^EL^54^You have tremendously high fortitude.
Epic Inspiration^EL^54^Your bardic music provides greater inspiration  than normally possible.
Epic Leadership^EL^54^You attract more powerful cohorts and followers  than normally possible.
Epic Prowess^CW^151^You have great skill in combat.
Epic Prowess^EL^54^You gain great skill in combat.
Epic Psionic Focus^XPH^34^You can expend your psionic focus to greater  effect.
Epic Reflexes^Dr^70^You have tremendously fast reflexes.
Epic Reflexes^EL^54^You have tremendously fast reflexes.
Epic Reputation^CAd^191^Your reputation provides great bonuses on interactions  with others.
Epic Reputation^EL^54^Your reputation provides great bonuses on interactions  with others.
Epic Skill Focus^CAd^191^Choose a skill, such as Move Silently. You have  a legendary knack with that skill.
Epic Skill Focus^EL^54^Choose a skill, such as Move Silently. You have  a legendary knack with that skill.
Epic Speed^EL^54^You can move much more quickly than a normal  person.
Epic Spell Focus ^CAr^192^Choose a school of magic, such as illusion.  Your spells of that school are for more potent than normal.
Epic Spell Focus^EL^54^Choose a school of magic, such as illusion.  Your spells of that school are for more potent than normal.
Epic Spell Penetration^CAr^192^Your spells are tremendously potent, breaking  through spell resistance with ease.
Epic Spell Penetration^EL^54^Your spells are tremendously potent, breaking  through spell resistance with ease.
Epic Spellcasting^EL^55^You can create and cast spells that transcend  the most powerful existing spells.
Epic Spellfire Wielder^PG^136^You can store more spellfire energy levels than  normal.
Epic Sunder^CW^151^You are preternaturally tough.
Epic Toughness^CW^151^You are specially good at using one chosen type  of weapon.
Epic Toughness^EL^55^You are preternaturally tough.
Epic Weapon Focus ^CW^151^You deal extra damage when attacking objects.
Epic Weapon Focus^EL^55^Choose one type of weapon, such as a greataxe.  You are especially good at using this weapon.
Epic Weapon Specialization^EL^55^Choose one type of weapon, such as a greataxe.  You deal extraordinary damage wielding this weapon.
Epic Will^Dr^70^You have tremendously strong willpower.
Epic Will^EL^55^You have tremendously strong willpower.
Eschew Materials ^DD^50^The deity can cast spells without material components.
Eschew Materials^EL^69^You can cast spells without material components.
Eschew Materials^FP^214^You can cast spells without material components.
Eschew Materials^LD^189^You can cast spells without material components.
Eschew Materials^Mag^22^You can cast spells without material components.
Eschew Materials^PH^94^You can cast spells without relying on material  components.
Eschew Materials^TB^40^You can cast spells without material components.
Eternal Strength^RD^155^You have taken Kord's fighting ways to heart.  Throwing yourself into every brawl, you draw upon your mighty deity's strength.
Ethereal Sidestep^Gh^31^You can teleport yourself a short distance.
Ethran^FRCS^34^You have been initiated into the secrets of  the Witches of Rashemen as a member of the Ethran, the 'untried.'
Ethran^PG^38^You have been initiated into  the secrets of the Witches of Rashemen as a member of the Ethran, the 'untrained.'
Ettercap Berserker^UE^43^The intense physical training required to join  your lodge has made you tougher.
Evil Brand^BV^49^The character is physically marked forever as  a servant of an evil power or as a villain.
Evil Brand^CR^23^You are physically marked forever as a servant  of an evil power or as a villain.
Evil Embraced^CR^23^You embrace the power of your fiendish patron  and call upon that power in moments of great need.
Eviscerator^LM^26^The allies of your foes are especially afraid  of your critical hits.
Exalted Companion^BE^42^Instead of an animal companion, you have a magical  beast of good alignment.
Exalted Smite^BE^42^Your smite ability is empowered with holy energy.
Exalted Spell Resistance^BE^42^You are particularly resistant to evil spells.
Exalted Turning^BE^42^You turn undead with such power that affected  undead take damage.
Exalted Wild Shape^BE^42^You can use your wild shape ability to take  the form of a good-aligned magical beast.
Exceptional Artisan^ECS^52^You are an expert at creating magic items faster  than usual.
Exceptional Deflection^EL^55^You can deflect any type of ranged attack.
Exotic Armor Proficiency^RS^139^Choose a type of exotic armor. You understand  how to wear that type of exotic armor properly.
Exotic Armor Proficiency^Und^25^Choose a type of exotic armor. You understand  how to wear that type of exotic armor properly.
Exotic Shield Proficiency^RS^139^Choose an exotic shield. You are proficient  with that type of exotic shield.
Exotic Weapon Proficiency^PH^94^Choose a type of exotic weapon. You understand  how to use that type of exotic weapon in combat.
Expanded Aura of Courage^HB^97^Your aura of courage protects more allies than  normal.
Expanded Knowledge^XPH^46^You learn another power.
Expanded Possession^Gh^31^You can ride or possess an additional type of  creature.
Expeditious Dodge^RW^150^You're good at avoiding attacks while moving  quickly.
Expert Siege Engineer^HB^97^You are particularly skilled at operating siege  weapons, such as catapults and battering rams.
Expert Swimmer^Sto^92^You swim like a fish. You can stay underwater  far longer than others of your race, and you are at home in the water.
Expert Tactician^CAd^109^Your tactical skills work to your advantage.
Expert Tactician^SaS^38^Your tactical skills work to your advantage.
Expert Tactician^SF^6^Your tactical skills work to your advantage.
Explosive Spell^CAr^79^You can cast spells that blast creatures off  their feet.
Explosive Spell^UE^43^You can cast spells that blast creatures off  their feet.
Extend Power^XPH^46^You can manifest powers that last longer than  normal.
Extend Rage^CW^97^You are able to maintain your rage longer than  most.
Extend Rage^ECS^52^You are able to maintain your rage longer than  most.
Extend Spell^PH^94^You can cast spells that last longer than normal.
Extend Spreading Breath^Dr^70^You can convert your breath weapon into a spread  effect that can be used at range.
Extended Life Span^EL^56^You are exceptionally long-lived.
Extended Rage^MW^22^Your rage lasts longer than it normally would.
Extended Rage^UE^43^Your rage lasts longer than it normally would.
Extended Reach^SS^34^Your flexible body allows you to reach farther  than normal.
Extra Domain Spell^MH^26^You have chosen to be more specialized in a  particular domain.
Extra Edge^CAr^79^Your ability to deal spell damage is particularly  striking.
Extra Favored Enemy^Gh^32^You select an additional favored enemy.
Extra Favored Enemy^MW^22^You select an additional favored enemy.
Extra Followers^HB^97^Your charismatic magnetism attracts even more  followers to your banner.
Extra Invocation^CAr^79^You learn an additional invocation.
Extra Item Space^SS^34^You can wear more magic items than are normally  allowed.
Extra Music^CAd^109^You can use your bardic music more often than  you otherwise could.
Extra Music^DD^50^The deity can use its bardic songs more often  than it otherwise could.
Extra Music^ECS^52^You can use your bardic music more often than  you otherwise could.
Extra Music^SaS^39^You can use your bardic music more often than  you otherwise could.
Extra Rage^CW^98^You may rage more frequently than normal.
Extra Rage^MW^22^You rage more frequently than you normally would.
Extra Rings^ECS^53^Your familiarity with forging magic rings allows  you to make use of more rings than normal.
Extra Shifter Trait^ECS^53^You manifest a second shifter trait while shifting.
Extra Shifter Trait^MM3^150^You manifest a second shifter trait while shifting.
Extra Shifter Trait^RE^114^You manifest a second shifter trait while shifting.
Extra Silence^RS^139^You can generate a field of silence more often  than other whisper gnomes can.
Extra Slot^CAr^79^You can cast an additional spell.
Extra Slot^Gh^32^You can cast an extra spell.
Extra Slot^TB^40^You can cast an extra spell.
Extra Smiting^CW^98^You can make more smite attacks.
Extra Smiting^DF^20^You can make more smite attacks.
Extra Spell^CAr^79^You learn an additional spell.
Extra Spell^TB^40^You can learn one more spell.
Extra Spell Secret^CAr^80^You learn an additional spell secret.
Extra Stunning^CW^98^You gain extra stunning attacks.
Extra Stunning Attacks^SF^6^You gain extra stunning attacks when fighting  unarmed.
Extra Turning^PH^94^You can turn or rebuke creatures more often  than normal.
Extra Wild Shape^CD^81^You can use wild shape more frequently than  you normally could.
Extra Wild Shape^Gh^32^You can use wild shape more frequently than  you normally could.
Extra Wild Shape^MW^22^You use wild shape more frequently than you  normally could.
Extra Wild Shape^Und^25^You can use wild shape more frequently than  you normally could.
Extraordinary Artisan^ECS^53^You are an expert at creating magic items at  a lower cost than usual.
Extraordinary Concentration^CAd^109^Your mind is so focused that you can cast spells  even while concentrating on another spell.
Extraordinary Spell Aim^CAd^109^You can shape a spell's area to exclude one  creature from its effects.
Eyes in the Back of Your Head^CW^98^Your superior battle sense helps minimize the  threat of flanking.
Eyes in the Back of Your Head^DD^50^The deity's superior battle sense helps minimize  the threat of flanking attacks.
Eyes in the Back of Your Head^SF^6^Your superior battle sense helps minimize the  threat of flanking.
Eyes of Light^Rac^163^You can focus the holy power within you to create  a beam of destructive light energy.
Eyes to the Sky^UA^93^You have an instinctive sense of when someone  is magically watching you.
Fade^Gh^32^You can make your ghost body more diaphanous  and difficult to detect.
Faith in the Frost^Fr^48^You channel frozen energies from your deity  when you turn or rebuke creatures.
Falling Far Strike^OA^62^You have mastered the art of striking a nerve  that blinds a humanoid opponent.
False Pretenses^UA^93^Those who try to charm you get an unpleasant  surprise.
Familiar Concentration^LE^8^In the tradition of Narfell's ancient summoners,  your familiar can concentrate to maintain spells for you.
Familiar Spell^DMG^209^Your familiar can cast a spell.
Familiar Spell^EL^56^Your familiar can use one of your spells as  a spell-like ability.
Familiar Spell^Und^25^You are so well acquainted with the spells you  have mastered that you can store the prepared spells in the mind of your  familiar.
Far Horizons^RD^155^By dedicating yourself to the philosophies of  Fharlanghn, you have become a more world-wise and capable traveler.
Far Shot^PH^94^You can get greater distance out of a ranged  weapon.
Fast Healing^Dr^70^You heal your wounds very quickly.
Fast Healing^EL^56^You heal your wounds very quickly.
Fast Wild Shape^CD^81^You assume your wild shape faster and more easily  than you otherwise could.
Fast Wild Shape^Gh^32^You can assume your wild shape faster and more  easily than you normally could.
Fast Wild Shape^MW^22^You assume your wild shape faster and more easily  than you otherwise could.
Faster Healing^CW^98^You recover faster than normal.
Faster Healing^MW^22^You recover faster than others do.
Favored Critical^MW^23^You know how to hit your favored enemies where  it hurts.
Favored in House^ECS^53^You are a member of one of the dragonmarked  mercantile houses and wield some influence in that house.
Favored of the Companions^BE^43^You swear allegiance to the Talisid or one of  the Five Companions, the paragons of the guardinals, and in exchange gain  power to act on their behalf.
Favored of the Zulkirs^PG^176^Through your position of prestige among the  Red Wizards, you have gained access to secrets of evil magic known to few  outside the zulkirs themselves.
Favored Power Attack^CW^98^You are able to deal more damage against your  favored enemies.
Fearless^PG^38^You are a stranger to fear.
Fearless Destiny^RD^152^Your grand destiny allows you to avoid death.
Fearsome and Fearless^OA^62^You claim descent from the first Akodo, the  paragon of samurai virtue.
Feign Weakness^SF^6^You capitalize on your foe's perceptions of  your unarmed status.
Fell Animate^LM^26^Living foes slain by your spell may rise as  zombies.
Fell Drain^LM^27^Living foes damaged by your spell also gain  a negative level.
Fell Frighten^LM^27^Living foes damaged by your spell are also shaken.
Fell Shot^XPH^46^You can strike your foe with a ranged weapon  as if making a touch attack.
Fell Weaken^LM^27^Living foes damaged by your spell are also weakened.
Feral Animal Companion^CR^20^You can enslave a feral animal and adopt it  as your animal companion.
Fiendish Bloodline^Rac^163^Some of your latent abilities, inherited from  an unusually powerful fiendish ancestor, have matured.
Fiendish Heritage^PlH^39^You are descended from creatures native to the  Lower Planes.
Fiendish Summoning Specialist^PlH^39^You can select from a larger number of options  when summoning evil creatures.
Fiery Spell^Sa^49^Your fire magic is bolstered, further scorching  your enemies.
Filth Eater^Sh^157^You are highly resistant to the effects of disease  and can usually eat spoiled food without suffering ill effects.
Final Strike^SS^34^Your death throes are destructive.
Fine Wild Shape^EL^56^You can wild shape into animals of Fine size.
Fire Heritage^PlH^39^You are descended from creatures native to the  Elemental Plane of Fire.
Fist of the Heavens^BE^43^Your stunning attack is empowered by celestial  might.
Fists of Iron^CW^99^You have learned the secrets of imbuing your  unarmed attacks with extra force.
Fists of Iron^OA^62^You have learned the secrets of imbuing your  unarmed attacks with extra force.
Fists of Iron^SF^6^You have learned the secrets of imbuing your  unarmed attacks with extra force.
Flay Foe^CR^20^You are skilled at flaying the flesh from your  enemy's bones.
Fleet of Foot^CW^99^You run nimbly, able to turn corners without  losing momentum.
Fleet of Foot^DD^50^The deity runs so nimbly that it can turn corners  without losing momentum.
Fleet of Foot^PG^38^You are extraordinarily swift.
Fleet of Foot^SaS^39^You run so nimbly that you can turn corners  without losing momentum.
Flensing Strike^ECS^53^You have studied a martial style practiced by  monks devoted to the Mockery, which has taught you to cut your opponent's  skin in a very painful way.
Flick of the Wrist^CW^99^With a single motion, you can draw a light weapon  and make a devastating attack.
Flick of the Wrist^RW^150^With a single motion, you can draw a light weapon  and make a devastating attack.
Flick of the Wrist^SaS^39^With a single motion, you can draw a light weapon  and make a devastating attack.
Fling Ally^RS^139^You can launch your comrades into the air as  if they were thrown weapons.
Fling Enemy^RS^140^When you're wrestling a foe, you can lift him  into the air and hurl him.
Fling Enemy^SS^34^You can pick up an opponent and fling it.
Flyby Attack^MM^303^The creature can attack on the wing.
Flyby Attack^MM2^18^The creature can attack on the wing.
Flyby Attack^MM3^206^A creature with this feat can attack on the  wing.
Flyby Attack^Mon^9^The creature can attack on the wing.
Flyby Attack^MW^23^You attack while on the wing.
Flyby Breath^DCS^85^You can employ your breath weapon in a high-speed  attack pass.
Flying Fish Leap^Sto^92^You can hurl yourself out of the water with  ease.
Flying Kick^CW^99^You literally leap into battle, dealing devastating  damage.
Flying Kick^OA^62^You literally leap into battle, dealing devastating  damage.
Focused Antimagic^LoM^45^A beholder with this feat can focus the antimagic  of its central eye to target a single person or object.
Focused Mind^RW^151^When you have the opportunity to concentrate  on a task, you usually do very well at it.
Focused Shield^RS^140^Your mental focus makes you more adept at using  your shield.
Focused Sunder^XPH^46^You can sense the stress points on others' weapons.
Foe Hunter^FRCS^34^In lands threatened by evil nonhumans, many  warriors learn ways to fight effectively against these creatures.
Foe Hunter^Gh^32^You have been trained in the methods of fighting  various kinds of yuan-ti.
Foe Hunter^PG^38^In a land threatened by fierce raiders, you  have learned to fight effectively against certain foes.
Foe Specialist^MH^26^You are trained at how to damage a particular  type of foe.
Foot and Fist Mastery^OA^80^You have mastered the martial arts style of  'Foot and Fist' -- a hard form emphasizing strikes with the hands and feet.
Force of Personality^CAd^109^You have cultivated an unshakable belief in  your self-worth.
Force of Will^XPH^46^You are able to resist psionic attacks with  extreme force of will.
Forceful Staff Style^Gh^32^You can stun people with your quarterstaff and  push them around after you stun them.
Forest Gnome Phantasist^Rac^163^You can protect your forest home with a variety  of phantasms and patterns to befuddle your foes.
Forester^FRCS^35^You are knowledgeable about the secrets of the  forest and wise in its ways.
Forester^PG^39^You are one with Faerun's mighty forests.
Forge Epic Ring^EL^56^You can craft magic rings of epic power.
Forge Ring^PH^94^You can create magic rings, which have varied  magical effects.
Forgeheart^PG^39^Because you are inured to the hellish heat of  your homeland, you are resistant to blasts of fire that would damage other  creatures.
Forked Tongue^SK^145^You speak with a honeyed voice that bends listeners  to your will.
Formation Expert^CW^110^You are trained at fighting in ranks and files.
Fortify Spell^CAr^80^You cast spells that more easily penetrate spell  resistance.
Fortify Spell^UE^43^You can cast spells that easily penetrate spell  resistance.
Freezing the Lifeblood^CW^99^You can paralyze a humanoid opponent with an  unarmed attack.
Freezing the Lifeblood^OA^62^You can paralyze a humanoid opponent with an  unarmed attack.
Freezing Touch^Gh^33^Your touch is supernaturally cold.
Frightful Moan^Gh^33^You can unleash a moan that panics creatures  near you.
Frightful Presence^Dr^106^Like a dragon, your mere presence can terrify  those around you.
Frightful Presence^Gh^33^Your very presence can cause others to be stricken  with fear.
Frostfell Prodigy^Fr^48^You gain additional bonus spells in cold regions.
Frozen Berserker^Fr^48^When you enter your barbarian rage, your body  becomes infused with cold energy.
Frozen Magic^Fr^48^Your cold spells are more powerful when you  cast them in a cold region.
Frozen Wild Shape^Fr^48^You can assume the form of magical beasts with  the cold subtype.
Full Manifestation^Gh^33^You can manifest fully when you would otherwise  be forced to be incorporeal.
Furious Charge^PG^39^Your people are known for their love of battle,  and they rarely waste time in meeting a foe blade-to-blade.
Gap of the Serpent^SS^35^You can swallow larger creatures than normal.
Gape of the Serpent^SK^146^Like a snake, you can stretch your mouth to  an outlandish extent to accommodate immense prey.
Gargantuan Wild Shape^EL^56^You can wild shape into animals of Gargantuan  size.
Gatekeeper Initiate^ECS^54^You have been trained in the ancient druidic  tradition of the Gatekeepers, founded originally to ward off an extraplanar  assault by aberrations.
Genie Lore^Rac^163^You have studied centuries of Calishite lore  regarding geniekind.
Gestalt Anchor^RE^112^Your strong bond to your quori spirit allows  you and your kalashtar allies to move and act as a fluid unit.
Ghost Attack^XPH^46^Your deadly strikes against incorporeal foes  always hit their mark.
Ghost Flight^Gh^33^Your fully manifested ghost body can fly.
Ghost Glide^Gh^33^Your fully manifested ghost body can slowly  fly.
Ghost Hand^Gh^33^You can move small objects in a limited manner  when you are a ghost.
Ghost Healing^Gh^33^You can transfer some of your own ectoplasm  to another ghost to heal it.
Ghost Ride^Gh^33^You can hide within the physical body of a living  creature, perceiving the world through its senses, but without the ability  to control the host.
Ghost Scarred^LM^27^You are adept at fighting incorporeal undead.
Ghost Smiting^Gh^34^You can use your smite ability to smite ghosts.
Ghostly Grasp^LM^27^You can handle corporeal objects even while  corporeal.
Ghost-Touch Spell^Gh^34^You know how to tune your damaging spells to  affect ghosts without harming other creatures.
Giantbane^CW^111^You are trained in fighting foes larger than  you are.
Giant's Toughness^MW^23^You are amazingly tough.
Gift of Discernment^PG^176^You can rely on your conscience to steer you  away from evil deeds.
Gift of Faith^BE^43^You have an unusual capacity to trust in divine  providence working all things for the good.
Gift of Grace^BE^43^You can improve the saving throws of your allies  by sharing some of your divine grace.
Gift of Tongues^Gh^34^You have an intuitive talent for learning languages.
Gift of Tongues^Rac^163^You have an intuitive talent for learning languages.
Gifted General^OA^62^Your ancestor Daidoji Yurei, an ancient daimyo  of the Daidoji family, was a gifted general -- the first in Rokugan to use  guerilla warfare.
Glorious Weapons^CD^82^You can channel positive or negative energy  to imbue your allies' weapons with an alignment.
Gnoll Ferocity^RW^151^You embody the savage ferocity of your people.  When you fly into a berserk rage, you can bite opponents with your powerful  jaws.
Gnome Foe Killer^RS^140^Your battle techniques against your racial foes  improve.
Goad ^CAd^109^You are skilled at inducing opponents to attack  you.
Goad^MH^26^You are skilled at inducing opponents to attack  you.
Goad^RS^140^You are skilled at inducing opponents to attack  you.
Godsight^LE^8^You enjoy the special blessing of a deity of  the Mulhorandi pantheon, who has granted you unerring powers of perception.
Gold Dwarf Dweomersmith^Rac^163^You have learned the secrets of gold dwarf magic  that creates or enhances weapons.
Gorebrute Elite^RE^114^Your mighty charge attack can knock down foes.
Graft Flesh^FF^207^You can apply a certain type of graft to other  living creatures or to yourself.
Graft Flesh^LM^27^You can apply a certain type of graft to other  living creatures or to yourself.
Graft Flesh^LoM^216^You can apply a certain type of graft to other  living creatures or to yourself.
Graft Illithid Flesh^Und^25^You can apply illithid grafts to other living  creatures or to yourself.
Graft Yuan-Ti Flesh^SK^146^You can apply yuan-ti grafts to other living  creatures or to yourself.
Grand Malevolence^Gh^34^You can possess multiple creatures and control  their actions.
Grappling Block^OA^63^You can catch and pin an opponent's weapon with  your bare hands.
Grass Trekker^SS^35^You are adapted to a plains environment.
Great Bite^ECS^54^You know how to hit where it hurts with your  fangs.
Great Captain^Sto^92^You are a master pilot and battle leader; your  crew anticipates your every command and leaps to do your bidding.
Great Charisma^EL^56^Your powers of persuasion and leadership are  greater than normal.
Great Cleave^PH^94^You can wield a melee weapon with such power  that you can strike multiple times when you fell your foes.
Great Constitution^EL^56^Your health and endurance are greater than normal.
Great Crafter^OA^63^Your ancestor, Kaiu, was the first and greatest  blacksmith of the Crab clan.
Great Dexterity^EL^56^Your agility and coordination are greater than  normal.
Great Diplomat^OA^63^You are descended from Asako, one of the companions  of the first Phoenix, a great healer, diplomat, and warrior.
Great Flyby Attack^SS^35^You can make multiple flyby attacks in a round.
Great Fortitude^PH^94^You are tougher than normal.
Great Intelligence^EL^56^Your powers of reason and learning are greater  than normal.
Great Rend^ECS^54^You know how to hit where it hurts with your  claws.
Great Smiting^DMG^209^Your smite attacks are much more powerful than  normal.
Great Smiting^EL^56^Your smite attacks are much more powerful than  normal.
Great Stag Berserker^UE^43^Your fighting style employs aggressive charges  in the manner of your lodge's totem animal.
Great Stamina^OA^63^Your ancestor, Daidoji Masashigi, gave his life  defending the Kaiu Wall alongside the Crab at the Battle of the Landbridge.
Great Strength^EL^57^Your muscle and physical power are greater than  normal.
Great Teamwork^OA^63^You are a descendant of Hida Banuken, the Crab  champion who oversaw the construction of the Kaiu Wall during the battle  of the Cresting Wave.
Great Wisdom^EL^57^Your willpower and insight are greater than  normal.
Greater Ki Shout^OA^63^Your ki shout can panic your opponents.
Greater Cold Focus^Fr^48^Your cold spells are now even more potent than  before.
Greater Dragonmark^ECS^54^You have a greater dragonmark.
Greater Heavy Armor Optimization^RS^141^You have mastered the use of heavy armor, maximizing  its protective qualities while moving more easily in it.
Greater Kiai Shout^CW^99^You kiai shout can panic your opponents.
Greater Legacy^WL^14^You awaken the most powerful abilities of a  specific item of legacy.
Greater Manyshot^XPH^47^You are skilled at firing many arrows at once,  even at different opponents.
Greater Mighty Roar^SS^35^You unsettle opponents with a dreadful roar  as you attack.
Greater Multigrab^SK^146^You can grapple enemies effortlessly with your  natural weapons.
Greater Multigrab^SS^35^You can grapple enemies effortlessly with your  natural weapons.
Greater Multiweapon Fighting^DD^50^A deity with three or more hands can fight with  a weapon in each hand.
Greater Multiweapon Fighting^EL^69^A creature with three or more hands can fight  with a weapon in each hand.
Greater Multiweapon Fighting^SS^35^A creature with three or more arms can fight  with a weapon in each hand. The creature can make up to three attacks per  round with each extra weapon.
Greater Power Penetration^XPH^47^Your powers are especially potent at breaking  through power resistance.
Greater Power Specialization^XPH^47^You deal more damage with your powers.
Greater Powerful Charge^ECS^54^You can charge with extra force.
Greater Powerful Charge^MH^27^You can charge with extra force.
Greater Psionic Endowment^XPH^47^You can use meditation to focus your powers.
Greater Psionic Fist^XPH^47^You can charge your unarmed strike or natural  weapon with additional damage potential.
Greater Psionic Shot^XPH^47^You can charge your ranged attacks with additional  damage potential.
Greater Psionic Weapon^XPH^47^You can charge your melee weapon with additional  damage potential.
Greater Resiliency^CW^99^Your extraordinary resilience to damage increases.
Greater Resiliency^MW^23^Your extraordinary resilience to damage increases.
Greater Shifter Defense^ECS^54^By delving deeper into your shifter heritage,  you develop the ability to ignore some damage from every attack.
Greater Spell Focus^DD^50^The deity chooses a school of magic to which  it already has applied the Spell Focus feat.
Greater Spell Focus^EL^69^Choose a school of magic, such as illusion.  Your spells of that school are far more potent than normal.
Greater Spell Focus^FRCS^35^Choose a school of magic to which you already  have applied the Spell Focus feat. Your spells of that school are even more  potent than normal.
Greater Spell Focus^PH^94^Choose a school of magic to which you already  have applied the Spell Focus feat. Your spells of that school are even more  potent than normal.
Greater Spell Focus^TB^40^Choose a school of magic to which you already  have applied the Spell Focus feat. Your spells of that school are even more  potent than normal.
Greater Spell Penetration^DD^50^The deity's spells are especially potent, defeating  spell resistance more readily than normal.
Greater Spell Penetration^EL^69^Your spells are especially potent, defeating  spell resistance more readily than normal.
Greater Spell Penetration^FRCS^35^Your spells are especially potent, defeating  spell resistance more readily than normal.
Greater Spell Penetration^PH^94^Your spells are remarkably potent, breaking  through spell resistance more readily than normal.
Greater Spell Penetration^TB^40^Your spells are especially potent, breaking  through spell resistance more readily than normal.
Greater Two-Weapon Defense^CW^100^When fighting with two weapons, your defenses  are extraordinarily strong.
Greater Two-Weapon Fighting^DD^50^The deity is a master at fighting two-handed.
Greater Two-Weapon Fighting^EL^69^You are a master at fighting two-handed.
Greater Two-Weapon Fighting^MW^23^You are a master at fighting two-handed.
Greater Two-Weapon Fighting^PH^95^You are a master at fighting two-handed.
Greater Weapon Focus^PH^95^Choose one type of weapon for which you have  already selected Weapon Focus. You can also choose unarmed strike or grapple  as your weapon for purposes of this feat. You are especially good at using  this weapon.
Greater Weapon Specialization^PH^95^Choose one type of weapon for which you have  already selected Weapon Specialization You can also choose unarmed strike  or grapple as your weapon for purposes of this feat. You deal extra damage  when using this weapon.
Greater Witchlight^Gh^34^Your witchlight can last longer, become hotter,  or give off more light.
Green Bond^Gh^35^You have an empathic bond with one of the spirit  trees around Manifest
Green Ear^CAd^110^Your bardic music can affect plant creatures.
Green Ear^SaS^39^Your bardic music and virtuoso performance affect  plants and plant creatures.
Greenbound Summoning^LE^8^You are learned in a long-forgotten manner of  summoning once practiced by Eaerlanni elves of the High Forest.
Greensinger Initiate^ECS^54^You have embraced the druidic traditions of  the Greensingers, a chaotic Eldeen Reaches sect with close ties to the fey.
Grell Alchemy^LoM^114^A creature that has this feat has studied the  alien and disturbing arcane lore of the grell, and understands the magical  and physical laws by which their spells and devices function.
Grim Visage^Rac^163^Your eyes have seen a lot, and now they show  everyone that you aren't to be trifled with. Even glib people stammer in  your presence.
Grizzly's Claws^CD^82^You can grow claws as sharp as those of a bear.
Group Inspiration^CAd^192^Your bardic powers can inspire more allies than  normal.
Group Inspiration^EL^57^You can inspire competence or greatness in more  than one ally simultaneously.
Guardian Spirit^CAr^80^Your watchful spirit is more capable than normal.
Guerrilla Scout^HB^97^You know how to use your senses to greater effect.
Guerrilla Warrior^HB^97^You know how to move stealthily, even when armored.
Halruuan Adept^ShS^20^You have studied the old cooperative spellcasting  traditions of Halruaa, and you are well-versed in the rites and arcana of  Halruuan magic.
Hammer Fist^Rac^164^You are trained in an unarmed fighting style  that emphasizes a two-handed strike.
Hammer's Edge^CW^113^You are a master of the style of fighting with  a hammer and sword at the same time.
Hamstring^CW^100^You can wound your opponents' legs, hampering  their movement.
Hamstring^SaS^39^You can wound an opponent's legs, hampering  his or her movement.
Hand of Tyr^CSW^145^You have sacrificed your right hand to Tyr,  the Maimed God, proving your resilience and strength of spirit.
Hands of a Healer^BE^43^You can heal more damage than normal by laying  on hands.
Hardened Flesh^LM^27^Undead you raise or create can better handle  themselves in a fight.
Harem Trained^Rac^164^You have been trained to serve as a jhasin (if  male) or jhasina (if female) and are well versed in song, music, dance,  art, the recitation of great literature, the art of massage, and other duties  of the harem.
Haunting Appearance^Gh^35^You can make your ghost body assume a terrifying  appearance that can frighten observers.
Haunting Melody^ECS^54^You can use your music to inspire fear.
Haunting Voice^Gh^35^You can make your voice originate from another  location.
Hawk's Vision^CAd^114^You can improve your visual acuity.
Headlong Rush^Rac^164^You charge your foes with immense force, heedless  of your own safety.
Healing Factor^ECS^55^When your current period of shifting ends, you  heal a limited amount of damage.
Healing Factor^MM3^150^When your current period of shifting ends, you  heal a limited amount of damage.
Healing Flames^Rac^164^You can draw energy from open flames to heal  yourself.
Hear the Unseen^CAd^110^Your sense of hearing is so acute that you can  partially pinpoint an opponent's location by sound, allowing you to strike  even if the opponent is concealed or displaced.
Heat Endurance^Sa^50^Either as a result of growing up in the waste,  or by training your body and mind to ignore the effects of searing heat,  you can exist with ease in high-temperature environments.
Heat Tolerance^ShS^20^You are used to living in hot, humid conditions.
Heavy Armor Optimization^RS^141^You have trained extensively in heavy armor,  and you have learned to take advantage of the protection it offers.
Heavy Lithoderms^RS^141^You have stony growths on your skin that afford  you protection against attacks.
Heighten Breath^Dr^70^Your breath weapon is even more deadly than  normal.
Heighten Spell^PH^95^You can cast a spell as if it were a higher-level  spell than it actually is.
Heighten Spell-Like Ability^CAr^80^You can use a spell-like ability as if it were  a higher spell-level equivalent than it actually is.
Heighten Turning^DF^20^You can affect more powerful undead with your  turning or rebuking attempts.
Heighten Turning^FP^214^You can affect more powerful undead with your  turning or rebuking attempts.
Heighten Turning^Gh^35^You can affect more powerful undead with your  turning or rebuking attempts.
Heighten Turning^LM^27^You can affect more powerful undead with your  turning or rebuking attempts.
Hellbound Knight^CR^23^A devoted disciple of the Nine Hells, you have  sworn to strike down creatures that oppose law and threaten tyranny.
Heroic Destiny^RD^152^You have a destiny to fulfill.
Heroic Metamagic^RE^109^In times of great need, you can call upon a  heroic reserve of power to strengthen your spells.
Heroic Spirit^ECS^55^You have a larger reservoir of luck than the  average hero.
High Sword Low Axe^CW^113^You have mastered the style of fighting with  a sword and axe at the same time.
Highborn Drow^Rac^164^You have learned how to tap into the advanced  magical abilities of your drow noble heritage.
Highborn Drow^Und^25^You have learned how to tap into the advanced  magical abilities available to you through your drow noble heritage.
Hin Wandermage^Rac^164^You have a natural affinity for spells that  take you from place to place.
Hindering Song^EL^57^Your bardic music interferes with opposing spellcasters.
Hold the Line^CW^100^You are trained in defensive techniques against  charging opponents.
Hold the Line^DD^51^The deity is trained in defensive techniques  against charging opponents.
Hold the Line^SF^7^You are trained in defensive techniques against  charging opponents.
Hold the Line^ShS^20^You are trained in defensive techniques against  charging opponents.
Holy Ki Strike^BE^44^Your unarmed attacks deal extra damage to evil  creatures.
Holy Radiance^BE^44^You can increase the intensity of the light  surrounding you to damage undead creatures.
Holy Strike^CD^89^Your attacks deal great damage to evil creatures.
Holy Strike^EL^57^Your attacks deal great damage to evil creatures.
Holy Subdual^BE^44^You can turn bonus damage into nonlethal damage.
Honest Merchant^OA^63^Your ancestor, Bayushi Tesaguri, was the son  of Bayushi Junzen, Scorpion Clan Champion.
Honor-Bound^DCS^86^Keeping your word and upholding your honor is  of great importance to you.
Horrific Appearance^Gh^35^You can blast creatures with your simple appearance.
Horse Nomad^FRCS^35^You have been raised in a culture that relies  upon riding and shooting for survival.
Horse Nomad^PG^39^You have been raised in a culture that relies  upon riding and shooting.
Hostile Mind^XPH^47^Your mind recoils violently against those who  use psionics against you.
Hover^MM^304^The creature can come to a halt in midair.
Hover^MM2^18^The creature can halt its forward motion while  flying, regardless of maneuverability.
Hulking Brute ^DCS^86^You possess a truly impressive stature.
Human Heritage^RD^152^Your human heritage is more prominent than in  others of your kind.
Hurling Charge^MH^27^You are trained in using thrown weapons as part  of a charge attack.
Hyena Tribe Hunter^ShS^20^You have learned the secrets of hunting from  the hyena that roams the lands where your tribe wanders.
Iaijutsu Master^OA^63^You are not only descended from Kakita, the  greatest duelist ever to have lived, but you share a karmic tie to his spirit.
Ice Harmonics^Fr^48^Your summon spells work better in the frostfell  if you summon native creatures.
Ice Troll Berserker^UE^44^When raging, your skin becomes very thick and  tough like the ice trolls that plague parts of your homeland.
Icy Calling^Fr^48^You can use your voice to shatter ice.
Ignore Material Components^EL^57^You need not use any material components in  casting spells.
Imprint Stone^XPH^47^You can create power stones to store psionic  powers.
Improve Bull Rush^PH^95^You know how to push opponents back.
Improved Aid^OA^63^You are descended from Hida Tadaka, the great  Crab daimyo who gave his life to avert a war between his clan and the Lion.
Improved Alignment-Based Casting^EL^57^Your spells of a particular alignment are more  powerful than normal.
Improved Arrow of Death^EL^57^Your arrows of death are harder to resist.
Improved Assume Supernatural Ability^SS^35^You gain skills using a supernatural ability  of an assumed form.
Improved Aura of Courage^EL^57^Your aura of courage is stronger than normal.
Improved Aura of Despair^EL^57^Your aura of despair is wider than normal.
Improved Buckler Defense^CW^100^You can attack with an off-hand weapon while  retaining a buckler's shield bonus to your Armor Class.
Improved Cohort^HB^98^You attract a more powerful cohort than you  normally would.
Improved Cold Endurance^Fr^48^Your training and natural hardiness have improved  your natural resistance to cold temperatures.
Improved Combat Casting^CAr^192^You heighten your ability to cast spells while  threatened without fear of being attacked.
Improved Combat Casting^EL^57^You can cast spells while threatened without  fear of being attacked.
Improved Combat Expertise^CW^100^You have mastered the art of defense in combat.
Improved Combat Reflexes^EL^57^You can respond to any number of opponents who  let their defenses down.
Improved Control Visage^Gh^35^You can change your ghost form's appearance.
Improved Cooperative Metamagic^PG^136^Your ability to enhance an ally's spell during  casting is expanded.
Improved Counterspell^EL^70^You understand the nuances of magic to such  an extent that you can counter your opponent's spells with great efficiency.
Improved Counterspell^FRCS^35^You understand the nuances of magic to such  an extent that you can counter your opponent's spells with great efficiency.
Improved Counterspell^PH^95^You understand the nuances of magic to such  an extent that you can counter your opponent's spells with great efficiency.
Improved Critical^PH^95^Choose one type of weapon. With that weapon,  you know how to hit where it hurts.
Improved Damage Reduction^ECS^55^You gain damage reduction or improve your existing  damage reduction.
Improved Darkvision^EL^58^Your ability to see in the dark is greater than  normal.
Improved Death Attack^EL^58^Your death attack is harder to overcome.
Improved Deflection^Gh^35^You are adept at deflecting things before they  strike you.
Improved Disarm^PH^95^You know how to disarm opponents in melee combat.
Improved Diversion^CAd^110^You can create a diversion to hide quickly and  with less effort.
Improved Draconian Breath Weapon^DCS^86^You have mastered your draconic heritage and  improved on your innate breath weapon.
Improved Elemental Heritage^PlH^40^You have manifested an even stronger tie to  your elemental ancestor, resulting in a minor resistance to elemental effects.
Improved Elemental Wild Shape ^DMG^209^You can take the form of a larger variety of  elementals than normal.
Improved Elemental Wild Shape^EL^58^You can take the form of a greater variety of  elementals than normal.
Improved Energy Drain^LM^27^You draw extra power from your energy-drained  victims.
Improved Energy Resistance^Rac^164^Choose one form of energy to which you have  a natural (not spell- or item-generated) resistance. Your inherent resistance  to this kind of energy is more effective than normal.
Improved Familiar^CW^100^This feat allows spellcasters to acquire a new  familiar from a nonstandard list, but only when they could normally acquire  a new familiar.
Improved Familiar^FRCS^35^So long as you are able to acquire a new familiar,  you may choose your new familiar from a nonstandard list.
Improved Familiar^PG^39^Refer to the Improved Familiar feat description  on page 200 of the Dungeon Master's Guide.
Improved Familiar^Rac^165^See the discussion of the Improved Familiar  feat in Chapter 1 of the Forgotten Realms Campaign Setting. Table A-5 shows  additional improved familiars from this book that are available with this  feat.
Improved Familiar^SK^146^Refer to the Improved Familiar feat description  in the Dungeon Master's Guide.
Improved Familiar^TB^40^As long as you are able to acquire a new familiar,  you may choose your new familiar from a nonstandard list.
Improved Favored Enemy^CW^101^You know how to hit your favored enemies where  it hurts.
Improved Favored Enemy^DMG^210^Gain bonuses against favored enemies.
Improved Favored Enemy^EL^58^You gain bonuses against favored enemies.
Improved Feint^PH^95^You are skilled at misdirecting your opponent's  attention in combat.
Improved Fiendish Servant^CR^20^You gain the service of a powerful fiendish  animal servitor.
Improved Flight^CAd^110^You gain greater maneuverability when flying  than you would normally have.
Improved Flight^MW^23^You gain greater maneuverability when flying  than you would normally have.
Improved Flight^Rac^165^You gain greater maneuverability when flying  than you would normally have.
Improved Flight^RW^151^You have gained greater maneuverability when  flying than you would normally have.
Improved Flight Item (Item Creation)^Sh^157^You have learned to make use of the manifest  zone in Sharn to craft magic items that grant superior flight.
Improved Flyby Attack^EL^70^The creature can attack on the wing with increased  mobility.
Improved Flyby Attack^SS^36^You can attack on the wing with increased mobility.
Improved Fortification^ECS^55^You improve your warforged fortification, gaining  immunity to sneak attacks and extra damage from critical hits.
Improved Fortification^MM3^192^You improve your warforged fortification, gaining  immunity to sneak attacks and extra damage from critical hits.
Improved Frosty Touch^Fr^49^Your frosty touch causes more cold damage.
Improved Ghost Flight^Gh^35^Your ghost body can fly rapidly.
Improved Grapple ^DD^51^The deity is skilled in martial arts that emphasize  holds and throws.
Improved Grapple^OA^63^You are skilled in martial arts that emphasize  holds and throws.
Improved Grapple^PH^95^You are skilled at grappling opponents.
Improved Grapple^UE^44^You are skilled in martial arts that emphasize  holds and throws.
Improved Heat Endurance^Sa^50^You can survive even in the most extreme natural  heat conditions.
Improved Heighten Spell^EL^58^You can cast a spell at any level above its  own.
Improved Initiative^PH^96^You can react more quickly than normal in a  fight.
Improved Ki Strike^EL^58^You can strike opponents with great damage reduction.
Improved Levitation^Rac^165^You have learned to use part of your levitate  spell-like ability at a time, allowing multiple uses with a shorter duration.
Improved Levitation^Und^25^You have learned to use only part of your levitate  spell-like ability at a time, allowing multiple uses with shorter duration.
Improved Low Blow^Rac^165^You are especially good at using the Low Blow  feat.
Improved Low-Light Vision^EL^58^The range of your low-light vision is greater  than normal.
Improved Maneuverability^Dr^70^Your maneuverability in flight improves.
Improved Manifestation^EL^58^You can manifest psionic powers more powerful  than the normal limits of manifestation.
Improved Manifestation^XPH^34^You increase your power point reserve.
Improved Manyshot^EL^58^You can fire even more arrows as a single attack  against a nearby target.
Improved Metamagic^DMG^210^You can cast spells using metamagic feats more  easily than normal.
Improved Metamagic^EL^59^You can cast spells using metamagic feats more  easily than normal.
Improved Metapsionics^XPH^34^You can manifest powers using metapsionic feats  more often than normal.
Improved Mounted Archery^CW^101^You can make ranged attacks from a mount almost  as well as you can from the ground.
Improved Multiattack^Dr^70^You are particularly adept at using all your  natural weapons at once.
Improved Multiattack^EL^70^The creature is particularly adept at using  all its natural weapons at once.
Improved Multiattack^SS^36^You are particularly adept at using all your  natural weapons at once.
Improved Multiweapon Fighting^DD^51^A deity with three or more hands can fight with  a weapon in each hand.
Improved Multiweapon Fighting^EL^70^A creature with three or more hands can fight  with a weapon in each hand.
Improved Multiweapon Fighting^SS^36^You are expert at fighting with a weapon in  each of your three or more hands. You can make up to two attacks per round  with each off-hand weapon.
Improved Natural Armor^MM^304^The creature's natural armor is thicker and  harder than that of other of its kind.
Improved Natural Armor^MM3^206^The natural armor of a creature with this feat  is thicker and harder than normal for its kind.
Improved Natural Armor^Rac^165^Your skin is even tougher than that of most  of your kind.
Improved Natural Attack^ECS^55^One of a creature's natural attacks is more  dangerous than its type and size would otherwise indicate.
Improved Natural Attack^MM^304^The creature's natural attacks are more dangerous  than its size and type would otherwise dictate.
Improved Natural Attack^MM3^206^The natural attacks of a creature with this  feat are more dangerous than its size and type would otherwise dictate.
Improved Outer Planar Heritage^PlH^40^Your ancestral tie to the Outer Planes manifests  as an ability to deal damage with your natural attacks as if they matched  the alignment of your ancestors.
Improved Overrun^PH^96^You are skilled at knocking down opponents.
Improved Overrun^SF^7^You are trained in knocking over opponents that  are smaller than you.
Improved Paralysis^LM^27^You are better at paralyzing your victims.
Improved Poltergeist Hand^Gh^36^You can move a large object at a distance when  you are a ghost.
Improved Precise Shot^PH^96^Your ranged attacks can ignore the effects of  cover or concealment.
Improved Psicrystal^XPH^47^You can upgrade your psicrystal.
Improved Rapid Shot^CW^101^You are an expert at firing weapons with exceptional  speed.
Improved Rapidstrike^Dr^70^You can make multiple attacks with a natural  weapon.
Improved Resiliency^RE^119^You gain a construct's resistance to nonlethal  damage.
Improved Resist Dragonfear^DCS^86^You are able to demonstrate great courage in  the presence of dragons.
Improved Rock Hurling^RS^141^Your accuracy and effectiveness with thrown  rocks improves.
Improved Scent^SS^36^You can detect and track creatures by smell  at greater distances than normal.
Improved Shield Bash^DF^20^You can push opponents back by bashing them  with your shield.
Improved Shield Bash^PH^96^You can bash with a shield while retaining its  shield bonus to your Armor Class.
Improved Shieldmate^MH^27^You have an outstanding ability to protect those  near you with your shield.
Improved Sigil (Aesh)^RD^152^You tap into your aesh power sigil to  gain enhanced accuracy with your favored melee weapons.
Improved Sigil (Hoon)^RD^152^You tap into your hoon power sigil to  help survive deadly conditions.
Improved Sigil (Krau)^RD^153^You tap into your krau power sigil to  augment the energy of your magical utterances.
Improved Sigil (Naen)^RD^153^You tap into your naen power sigil to  see through illusions and resist language-based effects.
Improved Sigil (Uur)^RD^153^You tap into your uur power sigil to  gain enhanced accuracy with ranged weapons.
Improved Sigil (Vaul)^RD^153^You tap into your vaul power sigil to  resist mental effects.
Improved Skirmish^CAd^192^Your combat mobility improves.
Improved Smiting^CD^82^Your smite attacks deal more damage to specific  foes, and can damage creature with alignment-based damage reduction.
Improved Snatch^Dr^71^You can make snatch attacks against bigger opponents  than other creatures can.
Improved Snatch Spell^PG^136^When you take over a spell from another spellcaster,  you gain more control over its effect.
Improved Sneak Attack^DMG^210^Your sneak attacks are more deadly than normal.
Improved Sneak Attack^EL^59^Your sneak attacks are more deadly than normal.
Improved Speed ^Dr^71^You are faster than others of your kind.
Improved Spell Capacity^DMG^210^You can prepare spells that exceed the normal  limits of spellcasting.
Improved Spell Capacity^Dr^71^You can prepare spells that exceed the normal  limits of spellcasting.
Improved Spell Capacity^EL^59^You can prepare spells that exceed the normal  limits of spellcasting.
Improved Spell Resistance^EL^60^Your innate resistance to magical effects increases.
Improved Spellpool Access^PG^136^You can use your spellpool access to call spells  of greater than normal power.
Improved Spit^SK^146^You can spit farther than normal.
Improved Stunning Fist^DMG^210^Your stunning attack is more powerful.
Improved Stunning Fist^EL^60^Your stunning attack is more powerful.
Improved Sudden Strike^CAd^192^Your ability to strike unaware foes improves.
Improved Sunder^DD^51^The deity is adept at placing its attacks precisely  where it wants them to land.
Improved Sunder^EA^42^You are adept at placing your attacks precisely  where you want them to land.
Improved Sunder^PH^96^You are skilled at attacking your opponents'  weapons and shields, as well as other objects.
Improved Sunder^SF^7^You are adept at placing your attacks precisely  where you want them to land.
Improved Swimming^CAd^110^You can swim faster than you normally could.
Improved Swimming^MW^23^You swim faster than you normally could.
Improved Toughness^CW^101^You are significantly tougher than normal.
Improved Toughness^LM^27^You are significantly tougher than normal.
Improved Toughness^MM3^207^A creature with this feat is significantly tougher  than normal.
Improved Trip^PH^96^You are trained not only in tripping opponents  safely but also following through with an attack.
Improved Turn Resistance^Gh^36^You are better able to resist the channeling  of positive or negative energy by clerics and similar classes.
Improved Turn Resistance^LM^27^You have a better than normal chance to resist  turning.
Improved Turn Resistance^SS^36^You have a better than normal chance to resist  turning.
Improved Turning^PH^96^Your turning or rebuking attempts are more powerful  than normal.
Improved Two-Weapon Defense^CW^101^You gain a significant defensive advantage while  fighting with two weapons.
Improved Two-Weapon Fighting^PH^96^You are an expert in fighting two-handed.
Improved Unarmed Strike^PH^96^You are skilled at fighting while unarmed.
Improved Weapon Familiarity^CW^101^You are familiar with all exotic weapons common  to your people.
Improved Weapon Familiarity^RS^141^You are familiar with all exotic weapons common  to your people.
Improved Web^SS^36^You gain additional utility from your webs.
Improved Whirlwind Attack^EL^60^You become a blurry whirlwind of attacks, striking  out at all enemies near your position.
Incite Rage^EL^60^You can incite allies into a rage.
Incorporeal Form^Gh^36^You can become incorporeal even when you would  otherwise be forced to manifest fully.
Incorporeal Spell Targeting^Gh^36^You know how to cast your spells so they're  more likely to affect incorporeal creatures.
Incorporeal Target Fighting^Gh^36^You know how to fight incorporeal creatures  in melee.
Ineluctable Echo^UA^93^Those who use words of power around you hear  the sound of their own voices.
Infernal Bargainer^Rac^165^You are comfortable making deals with powerful  entities from the Lower Planes.
Infinite Deflection^EL^61^You can deflect an infinite number of projectiles.
Inhuman Reach^LoM^180^Your arms elongate, allowing you to touch the  floor with your hands.
Inhuman Vision^LoM^180^You possess the inhuman eyes of some strange  creature.
Initiate of Ghaunadaur^CR^23^You have learned the dread secrets of the god  of oozes, slimes, jellies, and outcasts.
Initiate of Gruumsh^CR^24^The singular eye of the great orc god Gruumsh  watches over you.
Initiate of Kossuth^CR^24^You have faced the fierce elemental flame and  unlocked some of the secrets of Kossuth's church.
Initiate of Loviatar^CR^24^With great pain comes great power. This and  other secrets you have learned from the church of Loviatar.
Initiate of Loviatar^ShS^20^You have been initiated into the greatest secrets  of Loviatar's church.
Initiate of Shar^CR^24^You have been initiated into the greatest secrets  of Shar's church.
Initiate of Shar^CSW^145^You have been initiated into the greatest secrets  of Shar's church.
Initiate of Varae^CR^25^You fervently worship Varae, the serpentine  goddess, and guard well the secrets of your faith.
Innate Spell^CAr^80^You have mastered a spell so thoroughly that  you can now use it as a spell-like ability.
Innate Spell^FRCS^36^You have mastered a spell so thoroughly that  you can now use it as a spell-like ability.
Innate Spell^PG^39^You have mastered a spell so thoroughly that  you can now use it as a spell-like ability.
Innate Spell^TB^41^You have mastered a spell so thoroughly that  you can now use it as a spell-like ability.
Inquisitor^XPH^48^You know when others lie.
Inscribe Epic Runes^PG^136^You can inscribe runes of epic power.
Inscribe Rune^FRCS^36^You can create magic runes that hold spells  until triggered.
Inscribe Rune^PG^40^You can create magic runes that hold spells  until triggered.
Inside Connection^RD^153^Choose a specific organization. You have strong  personal connections within that organization, as well as insight into its  membership.
Insidious Magic^FRCS^36^You can use the Shadow Weave to make your spells  harder for Weave users to detect.
Insidious Magic^PG^40^You can use the Shadow Weave to make your spells  harder for Weave users to dispel.
Insightful^CAr^80^You possess a magical understanding of the workings  of arcane detection.
Insightful Reflexes^CAd^110^Your keen intellect allows you an uncanny knack  for evading dangerous effects.
Inspirational Leadership^HB^98^Your cohort and followers are exceptionally  faithful to your cause.
Inspire Excellence^EL^61^You can improve the abilities of your comrades  through your performance.
Inspire Spellpower^RS^141^You can use your bardic music to increase the  power of your allies' spells.
Instant Reload^EL^61^Choose one type of crossbow, such as heavy crossbow.  You can fire that type of crossbow as fast as a bow.
Instantaneous Rage^CW^102^You activate your rage instantly.
Instantaneous Rage^MW^23^You activate your rage instantly.
Intensify Spell^EL^61^You can cast spells with exceptionally great  effect.
Intimidating Rage^CW^102^Your rage engenders fear in your opponents.
Intimidating Rage^MW^24^Your rage engenders fear in your opponents.
Intuitive Attack^BE^44^You fight by faith more than brute strength.
Inured to Energy^SS^36^You can resist energy attacks more efficiently  than normal.
Invest Armor^RS^141^You can charge your armor with additional protective  qualities.
Investigate^ECS^55^You can use the Search skill to find and analyze  clues at the scene of a crime or a mystery.
Investigator^PH^96^You have a knack for finding information.
Involuntary Rage^SS^36^Extreme pain drives you berserk.
Iron Mind^Rac^165^You are descended from duergar who escaped enslavement  by the illithids. The blood of these psionic-resistant former thralls runs  thick in your veins.
Iron Will^PH^97^You have a stronger will than normal.
Ironskin Chant^CAd^113^You can channel the power of your bardic music  to enable yourself to ignore minor injuries.
Ironwood Body^RE^119^Your body is crafted with a layer of hard ironwood  that cushions blows.
Irresistible Gaze^SK^146^Your gaze attack is more potent than normal.
Irresistible Gaze^SS^37^Your gaze attack is more potent than normal.
Item Reprieve^LE^8^You learn how to use items from a school of  magic previously prohibited to you.
Jack of All Trades^CAd^110^You have picked up a smattering of even the  most obscure skills.
Jack of All Trades^DD^51^The deity has picked up a smattering of even  the most obscure skills.
Jack of All Trades^FP^214^You've picked up a smattering of even the most  obscure skills.
Jack of All Trades^SaS^40^You've picked up a smattering of even the most  obscure skills.
Jaws of Death^RE^119^Gnashing teeth and a powerful set of jaws allow  you to bite foes.
Jergal's Pact^LE^8^You have made a bargain with Jergal, seneschal  to the god of death.
Jester's Magic^CSW^145^You are a skilled master of magical jests, capable  of inciting audiences to laughter or lulling them to sleep.
Jotunbrud^Rac^166^You are descended from the giants who ruled  the mountain-spanning empire of Ostoria in ages past, and possess a truly  impressive stature.
Judged by Aurifar^Sa^50^Aurifar, the Caliph of the Sky, has judged you,  and he shows you special favor.
Jungle Stamina^Rac^166^You are acclimated to the disease-ridden jungles  of southwestern Faerun.
Kalashtar Thoughtshifter^RE^118^You have learned to control your mind blade  for maximum impact in battle.
Kami's Intuition^OA^63^You are descended from Shinjo, the first Unicorn,  the kindest and most compassionate of the kami.
Karmic Strike^CW^102^You have learned to strike when your opponent  is more vulnerable -- the same instant your opponent strikes you.
Karmic Strike^OA^63^You have learned to strike when your opponent  is more vulnerable -- the same instant your opponent strikes you.
Karmic Twin^OA^64^You are descended from Bayushi, the first Scorpion,  whos love for his daughter proved his final downfall.
Keen Intellect^OA^64^You are descended from Agasha, the founder of  the original Dragon shugenja school, a shugenja known for her keen intellect  and powers of observation.
Keen Strike^EL^61^Your unarmed strikes become as sharp as blades.
Ki Shout^OA^64^You can bellow forth a ki-empowered shout  that strikes terror into your enemies.
Kiai Shout^CW^102^You can bellow forth a shout that strikes terror  into your enemies.
Kihu-Sherem Guardian^Gh^36^You are one of the Kihu-Sherem, magically altered  in the womb to allow you to better protect the sorcerers of your homeland.
Killoren Ancient^RW^151^You favor the killoren aspect of the ancient.
Killoren Destroyer^RW^151^You favor the killoren aspect of the destroyer.
Killoren Hunter^RW^151^You favor the killoren aspect of the hunter
Knifefighter^PG^40^You're an expert at using weapons in a grapple.
Knight of Stars ^BE^44^You swear allegiance to the Court of Stars,  the paragons of the eladrin, and in exchange gain power to act on their  behalf.
Knight Training^ECS^56^You are part of a knightly order that combines  the divine calling of the paladin class with another form of training.
Knockback^RS^142^By putting your bulk behind a blow, you can  push your enemy backward.
Knock-Down^DD^51^The deity's mighty blows can knock foes off  their feet.
Knock-Down^SF^7^Your mighty blows can knock foes off their feet.
Landlord^SB^10^By knowing the right nobles, making contacts  with masons and artisans, or performing great deeds for a liege-lord, you  have resources that help you build and expand your stronghold.
Landwalker^Rac^166^You can survive out of water for a longer period  of time than most of your kind.
Landwalker^Sto^92^You can survive out of water for a longer period  of time than most of your kind.
Large and In Charge^Dr^71^You can prevent opponents from closing inside  your reach.
Large and in Charge^SF^61^You can prevent opponents from closing inside  your reach.
Lasting Inspiration^DMG^210^Your songs continue to inspire allies long after  your words have faded.
Lasting Inspiration^EL^61^Your songs continue to inspire allies long after  your words have faded.
Lasting Life^LM^28^You can shed negative levels with an act of  will.
Law Inviolate^RD^155^Your unshakable faith in St. Cuthbert allows  you to better apprehend fugitives or overcome villains who transgress the  law.
Leadership^PH^97^You are the sort of person others want to follow,  and you have done some work attempting to recruit cohorts and followers.
Leap Attack^CAd^110^You can combine a powerful charge and a mighty  leap into one devastating attack.
Least Dragonmark^ECS^56^You have a least dragonmark.
Least Legacy^WL^14^You awaken the basic abilities of a specific  item of legacy.
Legacy Focus^WL^15^Your item's legacy abilities are more potent  than normal.
Legendary Acrobat^CAd^192^You can balance and tumble much more easily  than a normal person.
Legendary Artisan^ECS^56^You have mastered the method of creating magic  items.
Legendary Climber^CAd^192^You can climb rapidly much more easily than  a normal person.
Legendary Climber^EL^61^You can climb rapidly much more easily than  a normal person.
Legendary Commander^EL^62^You attract and lead great armies of followers  through sheer force of personality.
Legendary Leaper^CAd^192^You can cover great distances with only a brief  start.
Legendary Leaper^EL^62^You can jump much farther than normal for your  size.
Legendary Rider^CW^152^You can ride a mount in combat with ease, even  bareback.
Legendary Rider^EL^62^You can ride any mount without penalty (even  bareback) and can control any mount in combat.
Legendary Tracker^CAd^192^You can track prey across or through the water,  or even through the air.
Legendary Tracker^EL^62^You can track prey across or through the water,  or even through the air.
Legendary Wrestler^EL^62^You are exceptionally proficient at grappling.
Lesser Dragonmark^ECS^56^You have a lesser dragonmark.
Lesser Legacy^WL^15^You awaken more powerful abilities of a specific  item of legacy.
Lichloved^BV^49^By repeatedly committing perverted sex acts  with the undead, the character gains dread powers.
Life Drain^LM^28^You drain additional life energy from your foes.
Life Leech^UA^93^You automatically try to steal the last bit  of life energy from anyone nearby.
Lifebond^LM^28^Select a specific living creature that is friendly  to you. You create a special bond with that creature.
Lifesense^LM^28^You see the light that all living creatures  emit.
Light of Aurifar^Sa^51^Undead that you turn or rebuke immolate.
Light to Daylight^Rac^166^Your inherent ability to create light is more  powerful than normal.
Lightbringer^Rac^166^You can channel positive energy into your spells  so that they glow with holy power.
Lightfeet^RW^151^You have an incredibly soft step, making it  difficult to track or hear you.
Lightning Fists^SF^7^Your skill and agility allow you to attempt  a series of blindingly fast blows.
Lightning Mace^CW^113^You are a master of fighting with two maces  at the same time.
Lightning Reflexes^PH^97^You have faster than normal reflexes.
Lingering Breath^Dr^71^Your breath weapon forms a lingering cloud.
Lingering Damage^EL^62^Your sneak attacks continue to deal damage even  after you strike.
Lingering Song^CAd^111^Your inspirational bardic music stays with the  listeners long after the last note has died away.
Lingering Song^SaS^40^Your bardic music stays with the listeners long  after the last note has died away.
Lingering Spell^CR^20^Residual eldritch energy from your spell continues  to harm your enemies after the spell's main effect has expired.
Lion Spy^OA^64^Your ancestor, Akodo Shinju, was the greatest  spy of the Lion clan.
Lion Tribe Warrior^ShS^20^You have learned how to pounce on your foes,  like the lion that roams your lands.
Lion's Pounce^CD^82^You can deliver a terrible attack at the end  of a charge.
Live My Nightmare^UA^94^Those who magically pry into your mind become  privy to your most frightening dreams.
Lliira's Blessing^PG^176^Thanks to the favor of the goddess of freedom,  you are difficult to restrain.
Lolth's Blessing^Rac^166^The Spider Queen has blessed you with additional  magical abilities.
Lolth's Meat^Und^26^Like all drow raised in cities that are ruled  by Lolth's priestesses, you know that you exist only to provide your goddess  with food and pleasure. This knowledge lends you a certain bloodthirsty  readiness.
Long Reach^UE^44^You know how to use your great stature to reach  an opponent more than 5 feet away with a spearlike weapon.
Longstride Elite^ECS^57^Your shifter trait improves.
Longstride Elite^RE^114^Your longstride shifter trait improves.
Longtooth Elite^RE^114^Your longtooth shifter trait improves.
Lord of the Uttercold^CAr^80^Through careful study of the Elemental Planes  and their interactions with the Negative Energy Plane, you have learned  to wield the uttercold.
Low Blow^Rac^166^You can get underfoot and attack creatures larger  than you.
Low Profile^UA^182^You are less famous than others of your class  and level, or you wish to maintain a less visible presence than others of  your station.
Luck of Heroes^FRCS^36^Your land is known for producing heroes; you  receive a luck bonus on all saving throws.
Luck of Heroes^OA^64^You are descended from the quick-footed and  quick-witted Hiruma, the archetypal hunter and scout.
Luck of Heroes^PG^40^Your land is known for producing heroes.
Lunar Magic^CSW^146^Your spells and spell-like abilities are tied  to the phase of the moon, rising and falling with the strength of Selune.
Lycanthropic Spell^FP^214^You cast spells while in your lycanthropic animal  form.
Lyric Spell^CAd^113^You can channel the power of your bardic music  into your magic, allowing you to expend uses of your bardic music ability  to cast spells.
Mage Slayer^CAr^81^You have studied the ways and weaknesses of  spellcasters and can time your attacks and defenses against them expertly.
Mage Slayer^MH^27^You have studied the ways and weaknesses of  spellcasters and can time your attacks and defenses against them expertly.
Magic in the Blood^OA^64^You claim a karmic link with Iuchi, one of the  most resourceful shugenjas in early Rokugan.
Magic in the Blood^PG^40^You have a knack for getting the most out of  your innate magic abilities.
Magic of the Land^RW^152^Your intimate understanding of the natural world  allows you to imbue your spells with life-giving magical power from the  land itself.
Magical Aptitude^PH^97^You have a knack for magical endeavors.
Magical Artisan^FRCS^36^You have mastered the method of creating certain  magic items.
Magical Artisan^OA^64^You are descended from Asahina Yajinden, a shugenja  of Crane clan who became the greatest lieutenant of the dread sorcerer Iuchiban.
Magical Artisan^PG^41^You have mastered the method of creating a certain  kind of magic item.
Magical Beast Wild Shape^CD^90^You can wild shape into magical beast form.
Magical Beast Wild Shape^EL^62^You can wild shape into magical beast form.
Magical Training^FRCS^36^Every crafter and laborer knows a cantrip or  two to ease her work.
Magical Training^PG^41^You come from a land where cantrips are taught  to all who have the aptitude to learn magic.
Magistrate's Mind^OA^64^You claim descent from Soshi Saibankan, a great  Scorpion judge who helped establish the Empire's institution of Emerald  magistrates.
Malevolence^Gh^36^You can possess a creature and control its actions.
Malign Spell Focus^BV^49^The character's spells that have the evil descriptor  are more potent than normal due to a deal she makes with an evil power.
Malign Spell Focus^CR^20^Your evil spells are more potent than normal  due to a deal forged with an evil power.
Manifest Flight^Sh^157^You have learned to make use of the manifest  zone in Sharn to improve your natural ability to fly.
Manifest Leap^Sh^157^You have learned to make use of the manifest  zone in Sharn to increase your ability to jump and reduce the damage you  take when you fall.
Mantis Leap^SF^7^You deliver a powerful attack after making a  jump.
Many Masks^OA^64^You are descended from Shosuro Furuyari, an  important Scorpion playwright.
Manyshot^EL^70^You can fire multiple arrows as a single attack  against a nearby target.
Manyshot^PH^97^You can fire multiple arrows simultaneously  against a nearby target.
Mark of Hleid^Fr^49^You bear a mark that identifies you as an ally  of the church of Hleid and grants you supernatural qualities.
Markings of the Blessed^RS^142^Your skin markings shift into a pattern that  resists a wide array of harmful effects in times of trouble.
Markings of the Hunter^RS^142^Your skin markings shift into a pattern that  makes you hard to get the drop on.
Markings of the Magi^RS^142^Your skin markings shift into a pattern that  denotes you as having strong magical talent.
Markings of the Maker^RS^142^Your skin markings shift into a pattern that  gives you fate's edge when using skills.
Markings of the Warrior^RS^142^Your skin markings have shifted over time into  a pattern that gives you fate's deathly accuracy in times of trouble.
Martial Throw^MH^27^You can switch positions with an opponent you  hit in melee by throwing that opponent.
Martial Weapon Proficiency^PH^97^Choose a type of martial weapon. You understand  how to use that type of martial weapon in combat.
Master Legacy^WL^15^You temporarily gain access to legacy abilities  beyond your normal reach.
Master Linguist^RE^109^You have a broad knowledge of language.
Master Staff^CAr^192^You can activate a staff without using a charge.
Master Staff^EL^62^You can activate a staff without using a charge.
Master Wand^CAr^192^You can activate a wand without using a charge.
Master Wand^EL^62^You can activate a wand without using a charge.
Maximize Breath^Dr^71^You can take a full-round action to use your  breath weapon to maximum effect.
Maximize Power^XPH^48^You can manifest powers to maximum effect.
Maximize Spell^PH^97^You can cast spells to maximum effect.
Maximize Spell-Like Ability^CAr^81^You can use a spell-like ability at its maximum  effect.
Meditation of War Mastery^OA^81^You have mastered the martial arts style of  'Meditation of War' -- a hard/soft form emphasizing weapon use and strikes  to pressure points.
Memory Eater^LoM^22^An aboleth with this feat is particularly adept  at extracting memories and knowledge from the bodies of those it consumes.
Menacing Demeanor^RD^155^You can tap into your savage heritage to improve  your intimidation techniques.
Mental Leap^XPH^48^You can make amazing jumps.
Mental Resistance^XPH^48^Your mind is armored against mental intrusion.
Mentor^DMG2^176^A character who takes this feat has offered  his knowledge and skill to a lower-level NPC and takes that NPC on as an  apprentice.
Mercantile Background^FRCS^36^You come from a family that excels at a particular  trade and knows well the value of any kind of trade good or commodity.
Mercantile Background^PG^41^You come from a wealthy family with numerous  contacts in the trading costers and craft guilds of Faerun's bustling cities.
Metallurgy^Rac^166^You are skilled in the act of metallurgy, creating  metal alloys both for their appearance and their properties.
Metamagic Song^RS^142^You can channel the power of your bardic music  into your magic, allowing you to pay the cost of metamagic feats by spending  uses of your bardic music ability.
Metamorphic Transfer^XPH^48^You can gain a supernatural ability of a metamorphed  form.
Metanode Spell^CR^25^You cast metamagic spells to greater effect  in nodes to which you are attuned than elsewhere.
Metanode Spell^Und^26^You cast metamagic spells to greater effect  in earth nodes than elsewhere.
Metaray^LoM^45^A beholder with this feat can apply the effects  of metamagic feats to its eye rays.
Might Makes Right^Rac^166^Your great strength draws more followers.
Mighty Leaping^SS^37^You have developed your leg muscles and trained  yourself to make mighty leaps.
Mighty Rage^EL^63^Your rage becomes even more powerful than normal.
Mighty Roar^SS^37^You unsettle opponents with a dreadful roar  as you attack.
Mighty Works Mastery I^OA^80^You have mastered the initial secrets of the  'Mighty Works' martial arts style -- a hard/soft form emphasizing locks  and hand strikes.
Mighty Works Mastery II^OA^80^You have mastered the deeper secrets of the  'Mighty Works' martial arts style.
Militia^FRCS^36^You served in a local militia, training with  weapons suitable for use on the battlefield.
Militia^Gh^37^You served in a local militia, training with  weapons suitable for use on the battlefield.
Militia^PG^41^Your people rely on a well-trained and well-armed  militia to defend their land.
Mind Over Body^FRCS^37^The arcane spellcasters of some lands have learned  to overcome the frailties of the body with the unyielding power of the mind.
Mind Over Body^PG^41^The aesthetics and mystics of your homeland  have learned to overcome the frailties of the body with the unyielding power  of the mind.
Mind Over Body^XPH^48^Your ability damage heals more rapidly.
Mindsight^LoM^126^A creature that has this feat possesses innate  telepathic ability that allows it to precisely pinpoint other thinking beings  within range of its telepathy.
Minor Malevolence^Gh^37^You can possess a creature for a short while  and control its actions.
Misleading Song^RS^142^You can channel the power of your bardic music  to temporarily increase the power of your illusion spells.
Mithral Body^ECS^57^A warforged character's body can be crafted  with a layer of mithral that provides some protection without hindering  speed or gracefulness.
Mithral Body^MM3^192^A warforged character's body can be crafted  with a layer of mithral that provides some protection without hindering  speed or gracefulness.
Mithral Body^RE^119^Your warforged body can be crafted with a layer  of mithral that provides some protection without hindering speed or gracefulness.
Mithral Fluidity^ECS^57^Your movements are smoother and more fluid than  those of other warforged.
Mithral Fluidity^MM3^192^Your movements are smoother and more fluid than  those of other warforged.
Mobile Defense^EL^63^You can adjust your position while maintaining  a defensive stance.
Mobile Spell-Casting^CAd^111^Your focused concentration allows you to move  while casting a spell.
Mobility^PH^98^You are skilled at dodging past opponents and  avoiding blows.
Momentary Alteration^UA^94^You can briefly transform yourself into a second  form, acquiring its physical qualities.
Monastic Training^ECS^57^You are part of an order that combines the monastic  discipline of the monk class with another form of training.
Monkey Grip^CW^103^You are able to use a larger weapon than other  people your size.
Monkey Grip^SF^7^You use a wider variety of sizes of weapons.
Moradin's Smile^RS^142^Through the favor of Moradin, you are skilled  at interacting with others.
Mortalbane^BV^49^The creature can make a spell-like ability particularly  deadly to mortals.
Mortifying Attack^CR^20^Those who witness your brutal death attack are  unnerved and jarred by the experience.
Mother Cyst^LM^28^You gain the ability to cast necrotic cyst spells  by growing a cyst of your own.
Mountain Warrior^RS^142^You are adept at fighting on the uneven ground  of mountainous terrain.
Mountaineer^Fr^49^You are a particularly gifted explorer and mountain  climber.
Mounted Archery^PH^98^You are skilled at using ranged weapons while  mounted.
Mounted Combat^PH^98^You are skilled in mounted combat.
Mounted Mobility^HB^98^You are skilled at dodging past opponents while  mounted.
Mounting Casting^MH^27^You are skilled at casting spells while riding  a mount.
Mror Stalwart^RE^109^You have been trained to make devastating strikes  with the weapons of the dwarves of the Mror Holds.
Multiattack^MM^304^The creature is adept at using all its natural  weapons at once.
Multiattack^MM2^18^The creature is adept at using all its natural  weapons at once.
Multiattack^MM3^207^A creature with this feat is adept at using  all its natural weapons at once.
Multiattack^Mon^9^The creature is adept at using all its natural  weapons at once.
Multiattack^MW^24^You are adept at using all your natural weapons  at once.
Multicultural^SaS^40^You blend in well with members of another race.
Multidexterity^MM2^18^The creature is adept at using all its hands  in combat.
Multidexterity^Mon^9^The creature is adept at using all its hands  in combat.
Multidexterity^MW^24^You are skilled at utilizing all your hands  in combat.
Multigrab^SK^146^You can grapple enemies more firmly than normal  with your natural attacks.
Multigrab^SS^37^You can grapple enemies more firmly than normal  with your natural attacks.
Multilingual^LE^8^You have an uncanny knack for languages.
Multisnatch^Dr^72^You can grapple enemies more firmly with only  one of your natural attacks.
Multispell^EL^63^You can cast an additional quickened spell in  a round.
Multitasking^SF^62^You can perform different tasks with different  limbs.
Multitasking^SS^37^You can perform different tasks with different  limbs.
Multivoice^SS^37^If you have two or more heads, you can cast  more spells than usual in a round.
Multiweapon Fighting^MM^304^A creature with three or more hands can fight  with a weapon in each hand.
Multiweapon Fighting^MM2^18^A creature with three or more hands can fight  with a weapon in each hand.
Multiweapon Fighting^Mon^9^A creature with three or more hands can fight  with a weapon in each hand.
Multiweapon Rend^EL^63^You can rend opponents when fighting with more  than two limbs.
Music of Growth^ECS^57^Your music can enhance the power of animals  and plant creatures.
Music of Making^ECS^57^Echoing the music of creation, your own performance  enhances any process of creation.
Music of the Gods^EL^63^You can use your bardic music to influence creatures  immune to mind-affecting effects.
Music of the Outer Spheres^LoM^181^You can use your bardic music to create discordant,  insane sounds.
Mutable Body^RE^110^Your enhanced control over your shapechanging  ability grants you extra power from transmutation spells.
Mutilator^CR^20^After striking down your enemy in battle, you  can skillfully mutilate the corpse to prevent others from raising it from  the dead.
Narrow Mind^XPH^48^Your ability to concentrate is as keen as an  arrowhead, allowing you to gain your psionic focus even in the most turbulent  situations.
Narrowed Gaze^SK^146^Your gaze attack has a limited field of effect.
Narrowed Gaze^SS^37^Your gaze attack has a limited field of effect.
Natural Bond^CAd^111^Your bond with your animal companion is exceptionally  strong.
Natural Bully^CR^21^You easily terrify weaker adversaries.
Natural Heavyweight^PlH^40^You are descended from creatures native to a  plane of heavy gravity.
Natural Leader^HB^98^You have a natural commanding presence.
Natural Scavenger^ShS^21^You are particularly adept at finding food while  on the move.
Natural Spell^Gh^37^You can cast spells while in wild shape or shifted  form.
Natural Spell^MW^24^You cast spells while in a wild shape.
Natural Spell^PH^98^You can cast spells while in a wild shape.
Natural Trickster^RS^143^You have greater natural access to your race's  powers of illusion.
Naturalized Denizen^UA^94^You are unusually anchored to your location.
Nauseating Touch^Gh^37^When you touch a living creature, you can make  it nauseated.
Necromantic Might^LM^28^Undead you control gain benefits when they are  near you.
Necromantic Presence^LM^28^Undead you control are harder to turn when they  are near you.
Necropolis Born^CAr^81^You possess a magical understanding of the essence  of mortal dread.
Necropotent^LM^29^Your special melee or ranged attack with one  type of weapon is especially effective against undead.
Necrotic Reserve^LM^29^You are not immediately destroyed when your  hit points fall to 0 or lower.
Negative Energy Burst^CD^90^You can use your rebuke/command undead ability  to unleash a burst of negative energy.
Negative Energy Burst^EL^63^You can use your rebuke/command undead ability  to unleash a burst of negative energy.
Negotiator^PH^98^You are good at gauging and swaying attitudes.
Nemesis^BE^44^You are the holy bane of creatures of a particular  type.
Neraph Charge^PlH^40^You master the Limbo-native neraph martial art  of motion camouflage when you charge your foe.
Neraph Throw^PlH^40^You master the Limbo-native neraph martial art  of motion camouflage for your thrown weapons.
Net and Trident^CW^114^You are a master of fighting with the net and  the trident.
Netherese Battle Curse^LE^8^You can channel your own arcane energy into  a powerful curse upon those who dare to face you in battle.
Night Haunt^CAr^81^You possess a magical understanding of the workings  of the unseen.
Nimble Bones^LM^29^Undead you raise or create are faster and more  nimble than normal.
Nimble Fingers^PH^98^You are adept at manipulating small, delicate  objects.
Nimbus of Light^BE^44^You are cloaked in the radiant light that marks  you as a servant of the purest ideals.
Nobody's Fool^Rac^166^You have an uncommon streak of skepticism and  common sense, and have a knack for discerning falsehood from truth.
Node Defense^CR^25^You can use the magical power of a node to defend  yourself from harm.
Node Defense^Und^26^You can use the magical power of a node to defend  yourself from harm.
Node Sensitive^CR^25^You can perceive a node just by passing near  it.
Node Sensitive^Und^26^You can perceive an earth node just by passing  near it.
Node Spellcasting^CR^25^You have discovered the secret of the magic  of a particular type of node.
Node Spellcasting^Und^26^You have discovered the secret of node magic.
Node Store^CR^26^You can store a prepared spell in a node to  which you are attuned.
Node Store^Und^26^You can store a prepared spell in an earth node.
Nomadic Trekker^ShS^21^You are particularly efficient at overland movement  across the great grasslands.
Nonlethal Substitution^BE^44^You can modify a spell that uses energy to deal  damage to deal nonlethal damage instead.
Nonlethal Substitution^CAr^81^You can modify an energy spell to deal nonlethal  damage.
Nonverbal Spell^PlH^40^You can cast spells that have verbal components  without actually verbalizing the words.
Nymph's Kiss^BE^44^By maintaining an intimate relationship with  a good-aligned fey, you gain some of the characteristics of fey.
Oaken Resilience^CD^82^You can take on the sturdiness of the mighty  oak.
Obscure Lore^CAd^111^You are a treasure trove of little-known information.
Obscure Lore^SaS^40^You are a treasure trove of little-known information.
Obtain Familiar^CAr^81^You gain a familiar.
Ocular Spell^LoM^181^Your study of the terrible powers of the beholder  has given you insight into new ways to prepare and cast spells.
Off-Hand Parry^MW^24^You use your off-hand weapon to defend against  melee attacks.
Off-Hand Parry^SF^7^You use your off-hand weapon to defend against  melee attacks.
Old Salt^Sto^93^You are an old hand at shipboard life, having  mastered the myriad skills that are required of the experience sailor. Additionally,  you have an eye for the weather.
Omniscient Whispers^UA^94^A constant, barely audible muttering echoes  in your ears, usually beyond your comprehension. But if you focus all your  energy on listening, you sometimes catch a sentence or two that bears directly  on your current situation.
Oni's Bane^OA^64^Your ancestor, Isawa Akuma, was a Phoenix shugenja  who sought to understand the mystery of identity.
Open Minded^XPH^48^You are naturally able to reroute your memory,  mind, and skill expertise.
Open Minded^CAd^111^You are naturally able to reroute your memory  and skill expertise.
Opportunity Power^XPH^48^You can make power-enhanced attacks of opportunity.
Oral History^Rac^167^You are well versed in the art of storytelling  and the oral history of your culture.
Otherworldly^PG^41^Your folk are known for their mystic power and  seem to transcend their mortal forms.
Outsider Wings^Rac^167^You have sprouted wings appropriate to your  heritage, revealing the power of your supernatural bloodline.
Overchannel^XPH^49^You burn your life force to strengthen your  powers.
Overcome Weakness^Dr^72^You can overcome an innate vulnerability through  sheer willpower.
Overhead Thrust^Dr^106^You can deal a nasty attack to anything that  tries to crush or run over you.
Oversized Two-Weapon Fighting^CAd^111^You are adept at wielding larger than normal  weapons in your off hand.
Overwhelming Critical^DMG^210^Choose one type of melee weapon, such as longsword  or greataxe. With that weapon, you do more damage on a critical hit.
Overwhelming Critical^Dr^72^Choose one type of melee weapon, such as a claw  or bite. With that weapon, you deal more damage on a critical hit.
Overwhelming Critical^EL^63^Choose one type of melee weapon, such as longsword  or greataxe. With that weapon, you do more damage on a critical hit.
Owlbear Berserker^UE^44^Your fighting style emulates the owlbear, the  totem beast of your berserker lodge.
Pain Mastery^SS^37^Injuries send you into a fury, increasing your  physical power.
Pain Touch^CW^103^You cause intense pain in an opponent with a  successful stunning attack.
Pain Touch^OA^64^You cause intense pain in an opponent with a  successful stunning attack.
Pain Touch^SF^8^You cause intense pain in an opponent with a  successful stunning attack.
Parrying Shield^LoM^181^You have studied advanced techniques for battling  foes whose attacks normally bypass armor.
Path of Shadows^RE^110^You can use dancelike maneuvers to aid your  defense.
Peak Hopper^SS^37^You are adapted to a hilly or mountainous environment.
Penetrating Damage Reduction^EL^63^You can bypass a creature's damage reduction.
Perfect Health^EL^63^You are immune to normal diseases and common  poisons.
Perfect Multiweapon Fighting^EL^63^A creature with three or more hands can fight  with a weapon in each hand.
Perfect Two-Weapon Fighting^CW^152^You can attack with your off-hand weapon as  frequently as with your primary weapon.
Perfect Two-Weapon Fighting^EL^64^You can attack with your off-hand weapon as  frequently as with your primary weapon.
Permanent Emanation^EL^64^One of your personal emanation spells becomes  permanent.
Pernicious Magic^FRCS^37^You can use the Shadow Weave to make your spells  harder for Weave users to counter.
Pernicious Magic^PG^42^You can use the Shadow Weave to make your spells  harder for Weave users to dispel.
Persistent Spell^CAr^81^You can make a spell last all day.
Persistent Spell^DD^51^The deity makes one of its spells last all day.
Persistent Spell^FRCS^37^You make one of your spells last all day.
Persistent Spell^PG^42^You can make a spell last all day.
Persistent Spell^TB^41^You make one of your spells last all day.
Persona Immersion^RE^110^Your assumption of another's physical identity  grants you defenses against mental intrusion.
Personal Touchstone^PlH^41^You draw more power form one of the planar touchstone  locations to which you have forged a link.
Persuasive^PH^98^You have a way with words and body language.
Persuasive^SaS^40^You could sell a tindertwig hat to a troll.
Pervasive Gaze^SK^146^Your gaze attack is more effective than normal.
Pervasive Gaze^SS^37^Your gaze attack is more effective than normal.
Petrification Immunity^SK^147^You are immune to petrification effects.
Petrification Resistance^SK^147^You can resist petrification effects better  than you otherwise could.
Phalanx Fighting^CW^103^You are trained in fighting in close formation  with your allies.
Phalanx Fighting^LD^189^You are trained in fighting in close formation  with your allies.
Pharaoh's Fist^Sa^51^Your unarmed strikes echo with thunder, stunning  your foe and those nearby.
Photosynthetic Skin^UA^94^Your skin toughens when it draws energy from  the sun.
Pierce Magical Concealment^CAr^81^You ignore the miss chance provided by certain  magical effects.
Pierce Magical Protection^CAr^82^You can overcome the magical protections of  your enemies.
Pierce the Darkness^RS^143^You can channel positive energy to temporarily  increase the range of your darkvision.
Piercing Cold^Fr^49^Your cold spells are so cold that they can damage  creatures normally resistant or immune to cold.
Piercing Gaze^SK^147^Your gaze attack has a greater range than normal.
Piercing Gaze^SS^38^Your gaze attack has a greater range than normal.
Piercing Sight^RS^143^Your fundamental familiarity with illusion allows  you to better recognize them.
Pin Shield^CW^103^You know how to get inside your opponent's guard  by pinning his shield out of the way.
Pin Shield^SF^8^You know how to get inside your opponent's guard  by pinning his shield out of the way.
Pious Defense^CD^86^Your connection to a greater power sometimes  gives you flashes of insight that keep you safe.
Pious Soul^CD^86^By adhering to the precepts of your religion  or philosophy, you gain an extra edge when you need it most.
Pious Spellsurge^CD^87^You can use the strength of your faith to augment  a spell cast at a critical juncture.
Plague Resistant^Rac^167^You are descended from the handful of combatants  who fought on the Fields of Nun and survived Chondath's Rotting War in 902  DR.
Planar Familiar^PlH^41^When you are ready and able to acquire a new  familiar, you may choose one of several nonstandard familiars.
Planar Touchstone^PlH^41^Forge a link between you and power-rich planar  locations, referred to as planar touchstones.
Planar Turning^DMG^210^You can turn or rebuke outsiders.
Planer Turning^EL^64^You can turn or rebuke outsiders.
Planetouched Animal Affinity^Rac^167^You have a special affinity for a kind of animal  associated with your deity ancestor.
Plant Control^DD^51^The deity can channel the power of nature to  gain mastery over plant creatures.
Plant Control^MW^24^You channel the power of nature to gain mastery  over plant creatures.
Plant Defiance^DD^51^The deity can channel the power of nature to  drive off or stop plant creatures.
Plant Defiance^MW^24^You channel the power of nature to drive off  plant creatures.
Plant Wild Shape^EL^65^You can wild shape into plant form.
Plunging Shot^HB^99^You can use the force of gravity to make your  ranged attacks deal extra damage if your target is below you.
Plunging Shot^RW^152^You can use the force of gravity to make your  ranged attacks deal extra damage if your target is below you.
Point Blank Shot^PH^98^You are skilled at making well-placed shots  with ranged weapons at close range.
Poison Immunity^BV^49^After prolonged exposure to a poison or toxin,  the character has rendered himself immune to it.
Poison Immunity^CR^21^After prolonged exposure to a poison or toxin,  you have rendered yourself immune to it.
Poison Immunity^SK^147^You can ignore the effects of poison.
Poison Immunity^SS^38^You can ignore the effects of poison.
Poison Resistance^SK^147^You can resist poison better than you otherwise  could.
Poison Resistance^SS^38^You can resist poison better than you otherwise  could.
Polar Chill^UA^94^You can call forth the cold of the arctic regions,  making movement and fighting difficult for the unprepared.
Poltergeist Hand^Gh^37^You can move small objects in a limited manner  at a distance when you are a ghost.
Poltergeist Rage^Gh^37^You can throw heavy objects with the power of  your mind.
Polyglot^CAd^192^You can speak, read, and write all languages.
Polyglot^EL^65^You can speak, read, and write all languages.
Portal Master^PG^42^You are especially proficient at creating portals.
Portal Sensitive^Und^27^You can perceive a portal just by passing  near it.
Positive Energy Aura^CD^90^You automatically turn (or even destroy) lesser  undead.
Positive Energy Aura^EL^65^You automatically turn (or even destroy) lesser  undead.
Positive Energy Resistance^LM^29^You are resistant to the damage dealt by positive  energy effects.
Power Attack^PH^98^You can make exceptionally powerful melee attacks.
Power Attack - Iaijutsu^OA^64^Your ancestor, Kakita Rensei, was a renowned  duelist whose strength was legendary.
Power Attack - Shadowlands^OA^65^You are descended from Kaiu Gineza, the engineer  who not only helped construct the tomb of Iuchiban, but also remained in  the tomb to set the last trap.
Power Climb^Dr^72^If you fly in a straight line, you can gain  altitude in flight more easily than others.
Power Critical^CW^103^Choose one weapon, such as a longsword or a  greataxe. With that weapon, you know how to hit where it hurts.
Power Critical^DD^51^The deity chooses one kind of weapon, such as  a longsword or greataxe. With this weapon, the deity knows how to hit where  it hurts when it counts.
Power Critical^MW^24^Choose one weapon, such as a longsword or a  greataxe. With that weapon, you know how to hit where it hurts.
Power Dive^Dr^72^You can fall upon an opponent from the sky.
Power Dive^SS^38^You can fall upon an opponent from the sky.
Power Knowledge^XPH^34^You add two additional powers to your list of  powers known.
Power Lunge^EA^50^Your ferocious attack may catch an opponent  unprepared.
Power Lunge^Gh^37^Your ferocious attack may catch an opponent  unprepared.
Power Lunge^SF^8^Your ferocious attack may catch an opponent  unprepared.
Power Penetration^XPH^49^Your powers are especially potent at breaking  through power resistance.
Power Specialization^XPH^49^You deal more damage with your powers.
Power Throw^CAd^111^You have learned how to hurl weapons to deadly  effect.
Powerful Bite^LoM^23^An aboleth with this feat develops jaws that  are much more muscular than normal, allowing it to bite more efficiently.
Powerful Charge^ECS^57^You can charge with extra force.
Powerful Charge^MH^27^You can charge with extra force.
Powerful Charge^MM3^207^A creature with this feat can charge with extra  force.
Powerful Voice^OA^65^You are karmically linked to Utaku, Shinjo's  most trusted lieutenant and devoted bodyguard.
Powerful Wild Shape^RS^143^You retain your powerful build while in wild  shape form.
Practiced Cohort^HB^99^Your cohort works well as part of your team.
Practiced Spellcaster^CAr^82^Choose a spellcasting class that you possess.  Your spells cast from that class are more powerful.
Practiced Spellcaster^CD^82^Choose a spellcasting class that you possess.  Your spells cast from that class are more powerful.
Precise Shot^PH^98^You are skilled at timing and aiming ranged  attacks.
Precise Swing^ECS^58^You can ignore most obstacles when making a  melee attack against an opponent.
Precocious Apprentice^CAr^181^Your master has shown you the basics of a spell  beyond the normal limits of your experience and training.
Prehensile Tail^SK^147^You can use your tail to manipulate objects.
Prehensile Tail^SS^38^You can use your tail to manipulate objects.
Priest of the Waste^Sa^51^You can swap out prepared spells for others  that aid in exploring and surviving in wastelands.
Primeval Wild Shape^Fr^49^Your wild shape forms are stronger than normal.
Primitive Caster^Fr^49^You use screeches, wild gesticulations, and  extra material components to give your spells additional power.
Primitive Caster^Rac^167^You use screeches, wild gesticulations, and  extra material components to give your spells additional powers.
Profane Boost^CD^84^You can channel negative energy to increase  the power of inflict wounds spells cast near you.
Profane Lifeleech^LM^29^You can channel negative energy to draw the  life force from nearby living creatures.
Profane Outburst^CR^21^With a horrendous release of divine energy,  you steel your undead allies and minions against harm.
Profane Vigor^LM^29^You can channel negative energy to heal nearby  undead allies of physical damage.
Prone Attack^CW^103^You can attack from a prone position without  penalty.
Prone Attack^OA^65^You attack from a prone position without penalty.
Prone Attack^SF^8^You attack from a prone position without penalty.
Proportionate Wild Shape^MW^24^You use wild shape to become animals of your  own size even if your wild shape ability would normally exclude that size  category.
Protected Destiny^RD^153^Your heroic destiny is guarded against the whims  of misfortune.
Psicrystal Affinity^XPH^49^You have created a psicrystal.
Psicrystal Containment^XPH^49^Your psicrystal has advanced enough that it  can hold a psionic focus that you store within it.
Psicrystal Power^XPH^34^Your psicrystal can manifest a power.
Psionic Affinity^XPH^49^You have a knack for psionic endeavors.
Psionic Body^XPH^49^Your mind reinforces your body.
Psionic Charge^XPH^50^You can charge in crooked line.
Psionic Dodge^XPH^50^You are proficient at dodging blows.
Psionic Endowment^XPH^50^You can endow your manifestations with more  concentrated focus.
Psionic Fist^XPH^50^You can charge your unarmed strike or natural  weapon with additional damage potential.
Psionic Hole^XPH^50^You are anathema to psionic creatures and characters.
Psionic Meditation^XPH^50^You can focus your mind faster than normal,  even under duress.
Psionic Shot^XPH^50^You can charge your ranged attacks with additional  damage potential.
Psionic Talent^XPH^50^You gain additional power points to supplement  those you already had.
Psionic Weapon^XPH^50^You can charge your melee weapon with additional  damage potential.
Puff Torso^SK^147^You can puff out your skin to appear larger  and more threatening.
Pulverize Foe^CR^21^You enjoy smashing your opponents into submission.
Purify Spell^BE^44^You can charge your damaging spells with celestial  energy that leaves good creatures unharmed.
Purify Spell Trigger^BE^45^You can channel holy power through a spell trigger  item, such as a wand or staff.
Purify Spell-Like Ability^BE^45^You can charge your damaging spell-like abilities  with celestial energy that leaves good creatures unharmed.
Pursue^ECS^58^You have the ability to follow in an opponent's  wake.
Pushback^MH^27^You can knock opponents back when you hit them  in melee.
Pyro^SaS^40^You're good at lighting objects and opponents  on fire.
Quell the Profane^BE^45^Your mightiest attacks weaken evil foes.
Quick Change^RE^110^You can quickly alter your features and physiology.
Quick Change^SS^38^You can shift to an alternate form faster and  more easily than you otherwise could.
Quick Draw^PH^98^You can draw weapons with startling speed.
Quick Reconnoiter^CAd^112^You can learn a lot of information from just  a quick scan of an area or object.
Quick Recovery^LoM^181^It's hard to keep you down for long. You have  a talent for shaking off effects that leave others unable to act.
Quick Staff^CW^114^You have mastered the style of fighting with  a quarterstaff.
Quicken Breath^Dr^73^You can loose your breath weapon with but a  thought.
Quicken Legacy^WL^15^You can activate one of your item's legacy abilities  with a moment's thought.
Quicken Manifestation^LM^29^You can manifest from the Ethereal Plane with  a moment's thought.
Quicken Power^XPH^50^You can manifest a power with a moment's thought.
Quicken Spell^PH^98^You can cast a spell with a moment's thought.
Quicken Spell-Like Ability^BV^49^The creature can use a spell-like ability with  a moment's thought.
Quicken Spell-Like Ability^MM^304^The creature can employ a spell-like ability  with a moment's thought.
Quicken Spell-like Ability^MM2^18^The creature can use a spell-like ability with  a moment's thought.
Quicken Spell-Like Ability^MM3^207^A creature with this feat can employ a spell-like  ability with a moment's thought.
Quicken Spell-Like Ability^SS^38^You can use a spell-like ability with a moment's  thought.
Quicken Turning^CD^84^You can turn or rebuke undead with a moment's  thought.
Quicken Turning^DF^20^You can turn or rebuke undead with a moment's  thought.
Quicken Turning^FP^215^You can turn or rebuke undead with a moment's  thought.
Quicken Turning^Gh^37^You can turn or rebuke undead with a moment's  thought.
Quicken Turning^LM^29^You can turn or rebuke undead with a moment's  thought.
Quicker Than the Eye^SaS^40^Your hands can move so quickly that observers  don't see what you've done.
Quickslime^LoM^23^The slime attack of an aboleth with this feat  is particularly fast and difficult to resist.
Racial Emulation^RE^110^You can emulate a humanoid more closely with  your minor change shape ability.
Radiant Fire^RD^155^Pelor has ignited your faith and conviction,  making you better able to fight the creatures of darkness.
Ragewild Fighting^RE^118^You have mastered a merciless form of combat  that emphasizes using brute strength to shatter your foes.
Raging Luck^ECS^58^When raging, you have a greater ability to alter  your luck than most others do.
Rampaging Bull Rush^RS^143^You can use brute force to slam into and knock  down your enemies.
Ranged Disarm^CW^103^You can disarm a foe from a distance.
Ranged Inspiration^EL^65^You can use your bardic music at a greater range  than normal.
Ranged Pin^CW^104^You can perform a ranged grapple attempt against  an opponent not adjacent to you.
Ranged Smite Evil^BE^45^You smite ability can be channeled through your  ranged weapon.
Ranged Spell Specialization^CAr^82^You deal more damage with ranged touch attack  spells.
Ranged Sunder^CW^104^You can attack an opponent's weapon from a distance.
Rapid Breath^SS^39^You do not have to wait as long to reuse your  breath weapons as you normally would.
Rapid Inspiration^EL^66^You can inspire your allies with bardic music  more quickly than normal.
Rapid Metabolism^XPH^50^Your wounds heal rapidly.
Rapid Reload^EL^70^You reload a crossbow more quickly than normal.
Rapid Reload^PH^99^Choose a type of crossbow. You can reload a  crossbow of that type more quickly than normal.
Rapid Reload^SF^9^You reload a crossbow more quickly than normal.
Rapid Shot^PH^99^You can use ranged weapons with exceptional  speed.
Rapid Spell^CD^84^You can cast spells with long casting times  more quickly.
Rapid Stunning^CW^104^You can use your stunning attacks in rapid succession.
Rapid Swimming^Rac^167^You are one with the water.
Rapid Swimming^Sto^93^You are one with the water.
Rapidstrike^Dr^73^You can attack more than once with a natural  weapon.
Raptor School^CW^111^You know martial arts techniques inspired by  hunting birds.
Rashemi Elemental Summoning^UE^45^You may summon Rashemen's native elementals  in any situation where you could summon an air or earth elemental.
Rattlesnake Strike^Sa^51^Having observed the ways of a desert viper,  you have learned to use ki in a fashion similar to poison.
Razing Strike^CAd^112^You have mastered the art of delivering precise  strikes against nonliving creatures while channeling spell energy through  your melee attacks.
Razorclaw Elite^RE^114^Your razorclaw shifter trait improves.
Reach Bite^LoM^23^An aboleth with this feat can extend its jaws  and esophagus out from its body to make attacks beyond its normal reach.
Reach Spell^CD^84^You can cast touch spells without touching the  spell recipient.
Reach Spell^DD^51^The deity can cast touch spells without touching  the spell recipient.
Reach Spell^DF^20^You can cast touch spells without touching the  spell recipient.
Reach Spell^FP^215^You can cast touch spells without touching the  spell recipient.
Reactive Countersong^EL^66^You can use countersong as a reaction to a sonic  or language-dependent magical attack.
Reactive Counterspell^Mag^22^You can react quickly to counterspells cast  by opponents.
Reactive Counterspell^PG^42^You can react quickly to counter  spells cast by opponents.
Reactive Shifting^RE^115^You can shift with a mere thought.
Ready Shot^HB^99^You can make devastating attacks with ranged  weapons against charging opponents.
Reaping Spell^CR^21^The dark energy of your spell devours the soul  of any creature killed by it.
Reckless Charge^MH^27^You can charge with wild abandon.
Reckless Offense^XPH^51^You can shift your focus from defense to offense.
Reckless Offensive^EA^41^You lower your guard in order to make a telling  attack.
Reckless Offensive^Rac^167^You lower your guard in order to make a telling  attack.
Reckless Rage^RS^143^You are considered extreme even among other  barbaric warriors, and you enter a deeper state of rage than others.
Reckless Wand Wielder^CAr^82^You can increase the effectiveness of spells  cast from a wand.
Recognize Impostor^ECS^58^You are extremely skilled at spotting imposters.
Recover Breath^Dr^73^You wait less time before being able to use  your breath weapon again.
Reflect Arrows^EL^66^You reflect ranged attacks back upon the attacker.
Relic Hunter^RE^111^You possess great knowledge of the relics and  crafts of the ancient cultures of Eberron.
Remain Conscious^MW^25^You have the tenacity of will that supports  you even when things look bleak.
Remain Conscious^OA^65^You have a tenacity of will that supports you  even when you are disabled or dying.
Remain Conscious^SF^9^You have a tenacity of will that supports you  even when things look bleak.
Rend^Dr^73^You can rend opponents with your claws.
Rend Ghost^Gh^37^Your touch can maul the ectoplasm of another  ghost.
Rending Constriction^SK^147^You can pull grappled enemies apart.
Rending Constriction^SS^39^You can pull grappled enemies apart.
Renown^UA^182^You have a better chance of being recognized.
Repeat Spell^CAr^82^You can cast a spell that repeats on the following  round.
Repeat Spell^DD^51^The deity can cast a spell that repeats the  following round.
Repeat Spell^TB^41^You can cast a spell that repeats on the following  round.
Repel Aberration^ECS^58^Your Gatekeeper training allows you to keep  aberrations at bay.
Requiem^LM^29^Your bardic music affects undead creatures.
Requiem^SaS^40^Your bardic music affects undead creatures.
Research^ECS^59^You can use your Knowledge skills to extract  information from books, scrolls, and other repositories of facts and figures.
Reserves of Strength^DCS^86^When you cast a spell, you can choose to increase  its effective caster level at the cost of exhausting yourself.
Residual Rebound^UA^94^Sometimes spells cast at you rebound on the  caster instead.
Resist Death^EL^111^You are capable of withstanding tremendous amounts  of damage without risk of instant death.
Resist Disease^MW^25^You have developed a natural resistance to diseases.
Resist Disease^ShS^21^You have developed a natural resistance to diseases.
Resist Dragonfear^DCS^86^You are able to show courage in the presence  of dragons.
Resist Ghost^Gh^37^You are resistant to the effects of ghost powers.
Resist Poison^FRCS^37^Over years, some among your people carefully  expose themselves to poisons in controlled dosages in order to build up  immunity to their effects.
Resist Poison^MW^25^You have built up an immunity to the effects  of poisons by exposing yourself to controlled doses of them.
Resist Poison^OA^65^Your ancestor, Agasha Kitsuki, founded the fourth  family of the Dragon clan and a school for magistrates renowned for teaching  skills of investigation and deduction.
Resist Poison^PG^43^Your people have become inured to many deadly  substances through controlled exposure or the simple hostility of your home  environment.
Resist Taint^OA^65^You are descended from Kuni, the founder of  the Kuni family, a scholar of -- and mighty warrior against -- the Shadowlands.
Resistance to Energy^MW^25^You channel the power of nature to resist a  particular energy type.
Resounding Blow^BE^45^Your mightiest attacks cause your foes to tremble  before you.
Resourceful Buyer^RD^153^You know where to look in a community for anything  you need.
Return Shot^XPH^51^You can return incoming arrows, as well as crossbow  bolts, spears, and other projectile thrown weapons.
Reverberation^SS^39^Your sonic attack is more potent than normal.
Rhinoceros Tribe Charge^ShS^21^You use the power of the rhinoceros's charge  in battle.
Ride-By Attack^PH^99^You are skilled at making fast attacks from  your mount.
Right of Counsel^ECS^59^You have the legal and sacral right to seek  advice from one of your ancestors, a deathless elf in Aerenal's City of  the Dead.
Righteous Strike^EL^66^Your unarmed strikes are particularly damaging  to chaotic creatures.
Righteous Wrath^BE^45^Your rage is empowered with divine fury.
Rock Gnome Trickster^Rac^167^Your glamers are particularly likely to fool  the senses of your target.
Rock Hurling^RS^143^You can throw rocks like a giant can.
Roll With It^SS^39^You are adept at lessening the effects of blows.
Roofwalker^RD^156^You are adept at moving and fighting on rooftops  and ledges.
Roots of the Mountain^RS^143^You can channel energy to make yourself immovable.
Roundabout Kick^CW^105^You can follow up on a particularly powerful  unarmed attack with a mighty kick, spinning in a complete circle before  landing the kick.
Roundabout Kick^OA^65^You can follow up on a particularly powerful  unarmed attack with a mighty kick, spinning in a complete circle before  landing the kick.
Ruinous Rage^EL^66^While in a rage, you can deal tremendous damage  to objects.
Run^PH^99^You are fleet of foot.
Runesmith^Rac^167^You can fashion runes that take the place of  material components for your spells.
Sacred Boost^CD^84^You can channel positive energy to increase  the power of cure wounds spells cast near you.
Sacred Healing^CD^84^You can channel positive energy to grant nearby  living creatures the ability to recover form their wounds quickly.
Sacred Spell^DD^51^The deity's damaging spells are imbued with  divine power.
Sacred Spell^DF^20^Your damaging spells are imbued with divine  power.
Sacred Spell^FP^215^Your damaging spells are imbued with divine  power.
Sacred Strike^BE^45^Your sneak attack is enhanced by your unshakable  faith in a good-aligned deity.
Sacred Tattoo^Rac^168^You have been spiritually touched by one of  the god-kings of the Old Empires and bear his or her symbol in the form  of a tattoo in the shape of a holy symbol.
Sacred Vengeance^CW^108^You can channel energy to deal extra damage  against undead in melee.
Sacred Vengeance^LM^30^You can channel energy to deal extra damage  against undead in melee.
Sacred Vitality^LM^30^You can channel positive energy to gain protection  from damage to your abilities or your life force.
Sacred Vow^BE^45^You have willingly given yourself to the service  of a good deity or cause, denying yourself an ordinary life to better serve  you highest ideals.
Sacrificial Mastery^BV^50^The character is skilled at offering living  sacrifices to evil gods or fiends.
Saddleback^FRCS^37^Your people are as comfortable riding as walking.
Saddleback^Gh^38^You were raised among people who are as comfortable  riding as walking.
Saddleback^OA^65^You have a unique karmic tie to Moto Chai, one  of the greatest riders ever to live, even by Unicorn standards.
Saddleback^PG^43^You've spent endless hours learning how to handle  a mount in a fight.
Sahuagin Flip^Sto^93^You can safely attack and withdraw underwater.
Sailor's Balance^Sto^93^You are experienced with the rolling decks of  the ship and maintain strong footing, even in a terrible storm.
Sanctify Ki Strike^BE^46^Sacred power suffuses your unarmed strikes.
Sanctify Martial Strike^BE^46^Sacred power suffuses your attacks with a certain  kind of weapon.
Sanctify Natural Attack^BE^46^You can focus holy power into your natural attacks.
Sanctify Relic^CD^84^You can create magic items that are imbued with  a connection to your deity.
Sanctify Water^Sto^93^You can call upon positive energy to momentarily  transform normal water around you into holy water.
Sanctify Weapon^BE^46^You can focus holy power into your weapon.
Sanctum Spell^CAr^82^Your spells are especially potent on home ground.
Sanctum Spell^TB^41^Your spells have a home ground advantage.
Sand Camouflage^Sa^51^You can hide yourself in sand with a moment's  notice.
Sand Dancer^Sa^52^While making another attack, you attempt to  blind a foe with thrown sand.
Sand Snare^Sa^52^When you knock your foes into the sand, they  have a hard time regaining their feet.
Sand Spinner^Sa^52^You spray sand with your acrobatic maneuvers.
Sandskimmer^Sa^52^You are particularly adept at moving over sand.
Savage Grapple^CAd^114^While transformed into the shape of a wild animal,  you can savagely tear at any creature that you manage to grapple.
Scavenging Gullet^LoM^181^The taint of the aberration in your blood has  gifted you with the ability to gain nourishment from things that others  would never consider as food.
Scent^CAd^114^You can sharpen your sense of smell.
Scent^MW^25^Your olfactory senses are as sharp as the wolf's.
Scholar of Nature^OA^65^You are descended from Asako Hanasku, a great  scholar who threw himself into the study of medicine, herbs, and poison.
Scion of Sorrow^CR^23^You formally supplicate yourself to a powerful  yugoloth lord.
Scorpion's Grasp^Sa^52^Like the scorpion, you can grab and hold your  prey.
Scorpion's Instincts^Sa^53^You are hard to find in the waste.
Scorpion's Resolve^Sa^53^Like the scorpion, you are not easily distracted.
Scorpion's Sense^Sa^53^Like the scorpion, you sense other creatures  simply by perceiving their contact with the sand.
Scourge of the Seas^Sto^93^You have a sinister reputation as a pirate and  can intimidate enemy captains by your mere presence.
Scramble^SS^39^Your slippery ways allow you to evade a damaging  blow.
Scribe Epic Scroll^EL^66^You can scribe scrolls of epic power.
Scribe Scroll^PH^99^You can create scrolls, from which you or another  spellcaster can cast the scribed spells.
Scribe Tattoo^XPH^51^You can create psionic tattoos, which store  powers within their designs.
Sculpt Ghost Body^Gh^38^You can reshape your ghost body's ectoplasm  to enhance one physical ability score at the expense of another.
Sculpt Spell^CAr^83^You can alter the area of your spells.
Sculpt Spell^TB^42^You can alter the shape of a spell's area.
Sea Legs^Fr^49^You are accustomed to the rolling motion on  board a ship, and can use this motion to your advantage.
Sea Legs^OA^65^You are descended from Yasuki Fumoki, a notorious  pirate who preyed on Crane merchant ships off the coast.
Sea Legs^Sto^93^You are accustomed to the rolling motion on  board a ship, and can use this motion to your advantage.
Searing Spell^Sa^53^Your fire spells are so hot that they can damage  creatures that normally have resistance or immunity to fire.
Second Slam^RE^120^You have learned to use your form to the utmost  and can make two slam attacks.
Second Wind^MH^28^You can shrug off minor wounds with ease.
Selective Spell^ShS^21^You can screen allies from the effects of your  area spells.
Self-Concealment^EL^66^When in combat, your form becomes blurry and  indistinct, making it difficult to land a blow against you.
Self-Sufficient^PH^100^You can take care of yourself in harsh environments  and situations.
Sense Weakness^Dr^106^You can take advantage of subtle weaknesses  in your opponents' defenses.
Serpent Fang^Sa^53^You are able to project your ki to strike  foes as though you had extended reach.
Serpent Strike^ECS^60^Through monastic weapon training, you have mastered  a fighting style that makes use of an unusual monk weapon: the longspear.
Serpent's Venom^CD^84^You can deliver a toxic bite attack reminiscent  of the viper.
Servant of the Fallen^LE^9^You keep alive the worship of a deity who has  died or vanished.
Servant of the Heavens^BE^46^You swear allegiance to one of the Tome Archons  who rules the Seven Heavens, and in exchange gain power to act on their  behalf.
Shadow^MW^25^You have a better chance than most to trail  someone unnoticed.
Shadow^SaS^40^You are good at following someone surreptitiously.
Shadow Heritage^PlH^42^You are descended from creatures native to the  Plane of Shadow.
Shadow Marches Warmonger^RE^111^The ancient martial pride of your people grants  you mastery of their style of battle.
Shadow Shield^Rac^168^Your ancestors long battled the insidious influence  of shadow magic, and some of their descendants (including you) have a greater  resistance to its effects.
Shadow Song^Rac^168^A dark legacy of the Shadowking's ambitions  is the shadow of sorrow that cloaks many Tethyrian songs and ballads. Some  bards have learned to infuse their performances with the sense of loss and  suffering that suffuses the Shadow Weave.
Shadow Weave Magic^FRCS^37^You have discovered the dark and dangerous secret  of the Shadow Weave.
Shadow Weave Magic^PG^43^You have discovered the dangerous secret of  the Shadow Weave.
Shadowform Familiar^CR^22^You can summon a familiar from the Plane of  Shadow.
Shadowstrike^CR^22^Due to your ties to the Plane of Shadow, you  strike more effectively in areas of dim illumination.
Shape Breath^Dr^73^You can make the area of your breath weapon  a cone or a line, as you see fit.
Shape Ectoplasm^Gh^38^You can make equipment out of ectoplasm.
Shaped Splash^RE^111^Your expertise with thrown weapons enables you  to use splash weapons more effectively.
Shared Fury^RW^152^Your fearsome rage spurs your animal companion  to greater heights.
Sharp-Shooting^CW^105^Your skill with ranged weapons lets you score  hits others would miss due to an opponent's cover.
Sharp-Shooting^DD^52^The deity's skill with ranged weapons lets it  score hits others would miss due to an opponent's cover.
Sharp-Shooting^SF^9^Your skill with ranged weapons lets you score  hits others would miss due to an opponent's cover.
Shattering Strike^EL^66^You can shatter objects with your unarmed strike.
Sherem-Lar Sorcery^Gh^38^You are one of the Sherem-Lar, magically altered  in the womb to enhance your potential as a sorcerer.
Sherezem-Lar Sorcery^Gh^38^You are one of the Sherezem-Lar, an elite group  within the Sherem-Lar, head and shoulders above the others in power.
Shield Charge^CW^105^You deal extra damage if you use your shield  as a weapon when charging.
Shield Charge^DF^20^You deal extra damage if you use your shield  as a weapon when charging.
Shield Dwarf Warder^Rac^168^You are a student of the protective magics of  the shield dwarves, learned at great cost during centuries of warfare and  wandering.
Shield Expert^SF^9^You use a shield as an off-hand weapon while  retaining its armor bonus.
Shield of Thought^RE^113^You wield your spirit as both weapon and shield.
Shield Proficiency^PH^100^You are proficient with bucklers, small shields,  and large shields.
Shield Slam^CW^105^You can use your shield to daze your opponent.
Shield Wall^HB^99^You are skilled in using shields when in formation  with other shield-bearers.
Shielded Axe^RS^144^You have mastered the style of fighting with  a dwarven waraxe and a handaxe while keeping a buckler strapped to your  offhand, and you have learned to use this unusual combination of weapons  and buckler to protect yourself while wielding both axes effectively.
Shielded Casting^RS^144^You are skilled at covering yourself with your  shield when casting spells in combat.
Shielded Manifesting^RS^144^You are skilled at covering yourself with your  shield when manifesting psionic powers in combat.
Shieldmate^MH^28^You can protect those near you with your shield.
Shifter Agility^RE^115^Your heritage of speed and ferocity has honed  your reflexes, allowing you to avoid attacks.
Shifter Defense^ECS^60^By delving deeper into your shifter heritage,  you have developed the ability to ignore a little damage from every attack.
Shifter Defense^MM3^150^By delving into your shifter heritage, you have  developed the ability to ignore a little damage from every attack.
Shifter Ferocity^ECS^60^You are a tenacious combatant, continuing to  fight when others would succumb to pain and injury.
Shifter Ferocity^RE^115^You are a tenacious combatant, continuing to  fight when others would succumb to pain and injury.
Shifter Instincts^MM3^150^Your heritage has given you sharp senses and  quick reflexes, and you have learned to trust your equally sharp instincts.
Shifter Instincts^RE^115^Your heritage has given you sharp senses and  quick reflexes, and you have learned to trust your equally sharp instincts.
Shifter Multiattack^ECS^60^You are adept at using your natural attack in  conjunction with another weapon.
Shifter Savagery^RE^115^The bestial fury of your lycanthrope ancestors  allows you to deal devastating strikes with your natural weapons.
Shifter Stamina^RE^115^Yours is a heritage of endurance and tenacity,  and you can shrug off bruises and fatigue.
Ship Savvy^RE^112^Your heritage among the sailors and shipwrights  of Zilargo gives you an edge in shipboard combat.
Ship's Mage^Sto^93^You form a potent supernatural bond with a ship.  Your spells have a more potent effect when cast aboard this ship.
Shock Trooper^CW^112^You are adept at breaking up formations of soldiers  when you rush into battle.
Shock Wave^Dr^73^You can strike the ground with your tail so  hard it knocks other creatures down.
Shot on the Run^PH^100^You are highly trained in skirmish ranged weapons  tactics.
Shriveling Touch^Gh^38^Choose one physical ability score. When you  touch a creature, you can cause permanent drain to this ability score.
Sidestep^MH^28^You can move nimbly around the battlefield.
Sidestep Charge^XPH^51^You are skilled at dodging past charging opponents  and taking advantage when they miss.
Signature Spell^FRCS^37^You are so familiar with a mastered spell that  you can convert other prepared spells into that spell.
Signature Spell^PG^43^You are so familiar with a mastered spell that  you can convert other prepared spells into that spell.
Silencing Strike^RS^144^You can infuse your sneak attacks with the magical  essence of silence.
Silent Spell^PH^100^You can cast spells silently.
Silver Palm^FRCS^37^Your culture is based on haggling and the art  of the deal.
Silver Palm^PG^43^Your culture is based on haggling and the art  of the deal.
Silver Smite^ECS^60^You wield the power of the Silver Flame to smite  evil.
Silver Tongue^OA^65^Your ancestor, Mirumoto Kaijuko, was the first  woman to become daimyo of the Mirumoto family.
Silver Tracery^RE^120^Alchemical silver tracery covers your body,  allowing you to overcome the supernatural defenses of certain creatures  and protecting against some magical attacks.
Simple Weapon Proficiency^PH^100^You understand how to use all types of simple  weapons in combat.
Skewer Foe^CR^22^A ruthless combatant, you like to impale enemies  on spears and similar piercing weapons.
Skill Focus^PH^100^Choose a skill. You have a special knack with  that skill.
Skilled Telekinetic^LoM^45^A creature with this feat becomes so skilled  with its telekinesis ability that it can manipulate and use magic  items via telekinesis.
Skyrider^Rac^168^You have trained and served with the hippogriff  cavalry that guards the Great Rift.
Smatterings^RD^153^You have a talent for acquiring languages --  at least enough of each one to get by.
Smite Fiery Foe^Fr^50^You can smite creatures with the fire subtype.
Smooth Talk^FRCS^37^Your people are accustomed to dealing with strangers  and foreigners without needing to draw weapons to make their point.
Smooth Talk^OA^66^You are descended from Doji Taehime, a Crane  ambassador to the Scorpion court -- a courtier skilled at discovering falsehoods  and uncovering plots.
Smooth Talk^PG^43^Your people rarely have to draw their weapons  to deal with potential adversaries.
Snake Blood^FRCS^38^The taint of the yuan-ti runs in your veins.
Snake Blood^PG^43^The taint of the yuan-ti runs in your veins.
Snatch^MM2^18^The creature can grapple more easily with its  claws or bite.
Snatch^MW^25^You can grapple more easily with your claws  or bite.
Snatch and Swallow^Dr^73^You can swallow creatures you have grabbed with  your bite attack.
Snatch Arrows^MM^304^The creature can grab opponents much smaller  than itself and hold them in its mouth or claw.
Snatch Arrows^PH^100^You are adept at grabbing incoming arrows, as  well as crossbow bolts, spears, and other projectile or thrown weapons.
Snatch Arrows^SF^9^You are adept at grabbing incoming arrows, as  well as crossbow bolts, spears, and other projectile or thrown weapons.
Snatch Trophy^CR^22^You can quickly and skillfully collect a trophy  of your victory over a fallen foe.
Snatch Weapon^SaS^40^You can disarm an opponent, then pluck the weapon  from midair.
Sneak Attack of Opportunity^EL^66^Whenever your opponent lets his guard down,  you can make a sneak attack.
Snow Tiger Berserker^UE^45^You have learned how to pounce on your foes,  much like your totem spirit.
Snowcasting^Fr^50^You add ice or snow to your spell's components  to make them more powerful.
Snowflake Wardance^Fr^50^You are particularly adept at moving through  snow and over ice.
Snowrunner^Fr^50^You have mastered the snowflake wardance, a  mystical style of fighting with slashing weapons that allows you to leap  and almost seem to float haphazardly across the battlefield like a whirling,  razor-edged snowflake.
Sociable Personality^RD^153^You are adroit at avoiding social gaffes.
Solid Visage^Gh^39^Your ghost body appears solid and alive.
Song of the Heart^ECS^60^Your bardic music reaches the depths of its  listeners' hearts.
Soothe the Beast^ECS^60^Echoing the music of creation, your music has  powers to calm animals.
Soul of Honor^OA^66^Your ancestor Shinjo Martera, the firstborn  son of Shinjo, was the living incarnation of bushido for the Unicorn,  utterly without fault or failing.
Soul of Loyalty^OA^66^Your ancestor, Mirumoto Tokeru, was renowned  for his loyalty to his twin brother, Ryudumu.
Soul of Sincerity^OA^66^You are descended from the famous Scorpion daimyo  Bayushi Tangen, author of Lies and Little Truths.
Soul of the North^CAr^83^You possess a magical understanding of the nature  of cold.
Soulblade Warrior^RE^120^The spirit of a quori warrior grants you deadly  speed and combat prowess with your mind blade.
Southern Magician^Rac^168^Your magical studies in Mulan lands have taught  you spellcasting techniques unknown in the north that blur the line between  arcane and divine magic.
Speaking Wild Shape^MW^25^While in wild shape, you can communicate with  animals or elementals of the same kind as your current form.
Spear of Doom^DCS^87^Few can avoid death on your spearpoint when  you brace yourself for their attack.
Spectacular Death Throes^DCS^87^Your body seethes with unchecked power, promising  dire consequences to your killer.
Spectral Strike^CD^90^You can strike incorporeal creatures as if they  were solid.
Spectral Strike^EL^66^You can strike incorporeal creatures as if they  were solid.
Speed of Thought^XPH^51^The energy of your mind energizes the alacrity  of your body.
Spell Drain^LM^30^You can cast any spell that you drain from a  creature's mind.
Spell Focus^CD^84^Your spells with an alignment descriptor are  more potent than normal.
Spell Focus^PH^100^Choose a school of magic. Your spells of that  school are more potent than normal.
Spell Focus (Good)^BE^46^Your spells with the good descriptor are more  potent than normal due to your relationship with the powers of good.
Spell Girding^Mag^22^Your spells are particularly hardy, resisting  dispel checks more readily than normal.
Spell Hand^CAr^83^You possess a magical understanding of the manipulation  of force.
Spell Knowledge^DMG^210^You add two additional arcane spells to your  repertoire.
Spell Knowledge^EL^67^You add two additional arcane spells to your  repertoire.
Spell Mastery^PH^100^You are so intimately familiar with certain  spells that you don't need a spellbook to prepare them anymore.
Spell Opportunity^EL^67^You can cast a touch spell as an attack of opportunity.
Spell Penetration^PH^100^Your spells are especially potent, breaking  through spell resistance more readily than normal.
Spell Power^OA^66^Your lineage traces back to the young shugenja  Kuni Osaku, who single-handedly held off a massive army of oni at the Battle  of the Cresting Wave.
Spell Reprieve^LE^9^Your studies of the less restrictive arcane  traditions of old allow you to cast one spell from a prohibited school.
Spell Specialization^TB^42^You deal more damage with ray or energy missile  spells.
Spell Stowaway^EL^67^Choose a spell-like ability you possess or a  spell you can cast. You gain the benefits of this magic whenever it is used  near you.
Spell Thematics^Mag^22^Your spells have a distinct visual or auditory  effect in their manifestation.
Spell Thematics^PG^44^Your spells manifest with a distinct theme or  appearance.
Spellcaster Support^OA^66^Your ancestor, Shiba Kaigen, was a samurai who  used his knowledge of spellcraft to help defend a mountain pass from a Lion  invasion.
Spellcasting Harrier^Dr^74^Spellcasters you threaten find it difficult  to cast defensively.
Spellcasting Harrier^EL^67^Spellcasters you threaten find it difficult  to cast defensively.
Spellcasting Prodigy^FRCS^38^You have an exceptional gift for magic.
Spellcasting Prodigy^PG^44^You have an exceptional gift for magic.
Spellfire Wielder^Mag^23^You are one of the rare people who have the  innate talent to control raw magic in the form of spellfire.
Spell-Like Ability Focus^Rac^168^Choose one of your spell-like abilities. This  attack becomes much more potent than normal.
Spellrazor^RS^144^You have mastered the style of combining a gnome  quickrazor with spellcasting.
Spellwise^PG^44^You were raised in a land where mighty wizards  are common.
Spider Bite^PG^176^You gain a poisonous bite like that of a spider.
Spiked Body^RE^120^Your body is overlaid with hundreds of protruding  spikes that can deal great damage to foes.
Spinning Halberd^CW^114^You have mastered the style of fighting with  a halberd.
Spire Walking^Rac^168^Iriaebor is justly known as the City of a Thousand  Spires, for fantastically bizarre, many-storied towers rise from all quarters  of the city and are tightly packed together. As a result, it is possible  to navigate Iriaebor via a network of arches, bridges, stairs, and leapable  gulfs far above the city streets. You are well versed in the skill of navigating  the skyroads of Iriaebor.
Spirited Charge^PH^100^You are trained at making a devastating mounted  charge.
Spiritual Force^RE^113^Your forceful inner spirit allows you to deal  more damage with your mind blade.
Spit Poison^LoM^94^A creature with this feat can spit its poison  as a ranged touch attack.
Spit Venom^SK^147^You can spit venom in the manner of a spitting  cobra.
Split Breath^Dr^74^You can split your breath weapon into a pair  of weaker effects.
Split Psionic Ray^XPH^51^You can affect two targets with a single ray.
Split Ray^CAr^83^Your ray spells can affect an additional target.
Split Ray^TB^42^You can affect two targets with a single ray.
Spontaneous Casting^ECS^61^You can swap a prepared spell on the fly.
Spontaneous Domain Access^EL^67^Select a domain of spells you have access to.  You can spontaneously convert spells into spells of this domain.
Spontaneous Healer^CD^84^You can use your spellcasting ability to spontaneously  cast cure spells.
Spontaneous Spell^EL^67^Select a spell you can cast. You can spontaneously  convert spells of that spell's level into that spell.
Spontaneous Summoner^CD^85^You can spontaneously cast summon nature's  ally spells.
Spontaneous Wounder^CD^85^You can use your spellcasting ability to spontaneously  cast inflict spells.
Spreading Breath^Dr^74^You can convert your breath weapon into a spread  effect.
Spring Attack^PH^100^You are trained in fast melee attacks and fancy  footwork.
Spurn Death's Touch^LM^30^You can channel divine energy to remove some  of the harmful effects of attacks made by undead creatures.
Stable Footing^RE^112^Because of your training and wariness, you are  skilled at keeping your feet in combat and able to move over difficult terrain  with ease.
Staggering Strike^CAd^112^You can deliver a wound that hampers an opponent's  movement.
Staggering Strike^Rac^169^You are particularly adept at making cruel and  demoralizing sneak attacks.
Stalwart Planar Ally^PlH^42^The allies you summon from a specific plane  are tougher than normal.
Stamp^SS^39^You can stamp the ground to crush and disrupt  opponents.
Stand Still^XPH^51^You can prevent foes from fleeing or closing.
Starspawn^LoM^181^Your abnormal body and heritage has become more  pronounced. You grow membranous wings and are comfortable in extreme elevations.
Steady Concentration^RS^144^You are an expert at avoiding distractions and  focusing your mind, and you can concentrate clearly even in the most stressful  conditions.
Steady Mountaineer^RS^144^You are so good at climbing cliffs and leaping  across crevasses that distractions don't affect you.
Stealthy^FRCS^38^Your people are known for their stealthiness.
Stealthy^PH^101^You are particularly good at avoiding notice.
Steam Magic^Sto^93^You are skilled at casting fiery spells into  the water, causing terrible gouts of scalding steam.
Stench of the Dead^UA^94^The odor of decay hangs heavy on you, causing  others to gasp and retch.
Stigmata^BE^46^You bear the marks of wounds on your body, as  sort of a living martyrdom.
Still Spell^PH^101^You can cast spells without gestures.
Stitched Flesh Familiar^LM^30^When you are ready and able to acquire a new  familiar, you may choose to gain a stitched flesh familiar.
Stone Colossus^Rac^169^You can focus a part of your power to increase  the toughness of your skin.
Stone Form^RS^144^You can use wild shape to assume a rocklike  form.
Stone Rage^RS^144^Your bond with the earth and tough hide makes  it easier for you to shrug off blows while you are raging.
Stone Slide^Rac^169^You have attuned yourself to stone to such an  extent that you can merge with it for a short time.
Stone Soul^Und^27^You were born with a dwarflike, innate sense  about rock, stone, and construction.
Stoneback^RS^144^You have studied the techniques of fighting  underground, and you can protect yourself from the dangers of multiple attackers  whenever you can put your back to a solid wall.
Stoneblood^Rac^169^Your blood is thick like cooling lava, making  it difficult for you to die after falling from injuries.
Stoneshaper^Rac^169^You have a deep and abiding tie to earth and  stone.
Stonewalker Fist^Rac^169^You are trained in an unarmed fighting style  that draws on your ability to pass through minerals as if they were air.
Storm Magic^Fr^50^You gain a boost in spellcasting power during  storms.
Storm Magic^Sto^94^You gain a boost in spellcasting power during  storms.
Storm of Throws^EL^67^You become a flurry of thrown weapons, targeting  all nearby opponents.
Stormheart^PG^44^The sea is in your blood.
Strafing Breath^DCS^87^You can sustain your breath weapon when you  use it on the wing, covering a larger ground area in its effect.
Street Smart^FRCS^38^You have learned how to keep informed, ask questions,  and interact with the underworld without raising suspicion.
Street Smart^PG^44^You know how to keep informed, ask questions,  and interact with the underworld without raising suspicions.
Strength of the Charger^OA^66^You share the spirit of Utaku Shiko, the founder  of the Utaku Battle Maiden tradition.
Strength of the Crab^OA^87^You claim descent from Hida, the first Crab.
Strength of Two^RE^113^Your quori spirit gives you unmatched willpower.
Strong Mind^ECS^61^You are unusually hard to affect with psionic  powers and mind attacks.
Strong Mind^Und^27^You are unusually difficult to affect with psionic  powers and mind attacks.
Strong Soul^FRCS^38^The souls of your people are hard to separate  from their bodies.
Strong Soul^OA^66^You claim descent from Moto Soro, the simple  peasant who earned his place among samurai and founded the Moto family.
Strong Soul^PG^44^You possess an innate resistance to fell magic  and supernatural attacks.
Stunning Fist^PH^101^You know how to strike opponents in vulnerable  areas.
Subdual Substitution^DD^52^The deity can modify a spell that uses energy  to deal damage to deal subdual damage instead.
Subdual Substitution^TB^42^You can modify a spell that uses energy to deal  damage to deal nonlethal damage instead.
Subduing Strike^BE^46^You are adept at striking to deal nonlethal  damage even with normal weapons.
Subsonics^CAd^112^Your music can affect even those who do not  consciously hear it.
Subsonics^SaS^40^Your music can affect even those who do not  consciously hear it.
Subtle Sigil^RD^154^You are able to fade your sigils into invisibility,  but still tap into their magical energy.
Sudden Empower^CAr^83^You can cast a spell to greater effect without  special preparation.
Sudden Empower^MH^28^You can cast one spell per day to greater effect  without special preparation.
Sudden Energy Affinity^MH^28^You can modify a spell's energy type once per  day without special preparation.
Sudden Enlarge^MH^28^You may cast one spell per day with a greater  range than normal without special preparation.
Sudden Extend^CAr^83^You can make a spell last longer than normal  without special preparation.
Sudden Extend^MH^28^You can cast one spell per day with a longer  duration than normal without special preparation.
Sudden Maximize^CAr^83^You can cast a spell to maximum effect without  special preparation.
Sudden Maximize^MH^28^Once per day you can cast a spell to maximum  effect without special preparation.
Sudden Quicken^CAr^83^You can cast a spell with a moment's thought  without special preparation.
Sudden Quicken^MH^28^Once per day you can cast a spell with a moment's  thought without special preparation.
Sudden Silent^CAr^83^You can cast a spell silently without special  preparation.
Sudden Silent^MH^28^Once per day you can cast a spell silently without  special preparation.
Sudden Still^CAr^83^You can cast a spell without gestures or special  preparation.
Sudden Still^MH^28^Once per day you can cast a spell without gestures  without special preparation.
Sudden Widen^CAr^83^You can increase a spell's area without special  preparation.
Sudden Widen^MH^28^Once per day you can increase the area of a  spell without special preparation.
Sugliin Mastery^Fr^50^You are a master at fighting with the massive  sugliin.
Summon Earth Elemental^Rac^169^Like many experienced deep gnomes, you have  developed the ability to summon earth elementals to help you with tasks.
Sun School^CW^112^You have learned a number of esoteric martial  arts techniques inspired by the sun.
Sunken Song^Sto^94^You can project your voice underwater.
Superior Expertise^DD^52^The deity has mastered the art of defense in  combat.
Superior Expertise^FP^215^You have mastered the art of defense in combat.
Superior Expertise^OA^66^You have mastered the art of defense in combat.
Superior Initiative^EL^67^You can react even more quickly than normal  in a fight.
Supernatural Blow^MW^25^Choose one favored enemy that is immune to critical  hits. You know how to place blows against this opponent for best effect.
Supernatural Transformation^SS^39^You convert a spell-like ability to a supernatural  ability.
Suppress Weakness ^Dr^74^Your vulnerability to an energy type is reduced.
Surefooted^PG^45^You are used to fighting on steep slopes and  treacherous surfaces.
Surrogate Spellcasting^SS^39^You use substitute verbal and somatic components  when casting spells.
Survivor^FRCS^38^Your people thrive in regions that others find  uninhabitable, and excel at uncovering the secrets of the wilderness and  surviving to tell the tale.
Survivor^Gh^39^Your people thrive in a region that others find  uninhabitable, and you excel at uncovering the secrets of the wilderness  and surviving to tell the tale.
Survivor^PG^45^Your people thrive in places that others find  almost uninhabitable, and you know many of the secrets of the wilderness.
Svirfneblin Figment^Rac^169^Your time underground has made you acutely aware  of even slight differences in sound and vision in caves that have never  seen the sun. Accordingly, your illusions are finely tuned and ultra-realistic.
Swamp Stalker^SS^40^You are adapted to a marshy environment.
Swarm of Arrows^EL^67^You can fire a veritable storm of arrows at  nearby opponents.
Swarmfighting^CW^105^You and allies with this feat can coordinate  melee attacks against a single target and are adept at fighting side by  side in close quarters.
Swarmfighting^Rac^169^You and allies with this feat can coordinate  melee attacks against a single target and are adept at fighting side by  side in close quarters.
Swarm's Embrace^Sh^158^You have a natural affinity for swarms and can  stand in the midst of a swarm with few harmful effects.
Swift and Silent^PG^45^The shadows are your friends, and your footfalls  are whispers of death.
Swiftwing Elite^RE^116^Your swiftwing shifter trait improves.
Swim Like a Fish^CD^85^You can breathe and swim underwater with grace.
Swim-By Attack^Sto^94^You can attack in the middle of a fast pass  by your opponent.
Tactile Trapsmith^CAd^112^You can rely on your rapid reflexes and nimble  fingers instead of your intellect when searching a room or when disabling  a trap.
Tail Constrict^Dr^74^You can make constriction attacks with your  tail.
Tail Rattle^SK^147^Your tail gains a rattle like that of a serpent.
Tail Sweep Knockdown^Dr^74^Your tail sweep attack knocks opponents prone.
Talenta Warrior^RE^112^You have trained with the ancestral weapons  of the Talenta halflings and are particularly adept at striking from the  back of a dinosaur mount.
Talented^XPH^51^You can overchannel powers with less cost to  yourself.
Talfirian Song^Rac^170^You can use the power of your bardic music to  enhance your illusion spells.
Tall Mouther Hunter^ShS^21^Because of your cultural hatred for tall mouthers,  you have had specific training in how best to fight them.
Tattoo Focus^DMG^194^You bear the powerful magical tattoos of a Red  Wizard of Thay.
Tattoo Focus^FRCS^38^You bear the powerful magic tattoos of a Red  Wizard of Thay.
Tattoo Focus^PG^45^You bear the powerful magical tattoos of a Red  Wizard of Thay.
Tattoo Magic^LD^189^You can create tattoos that store spells.
Tattoo Magic^Rac^170^You can create tattoos that store spells.
Temper Ectoplasm^Gh^39^You can make durable equipment out of ectoplasm.
Tempest Breath^Dr^74^You can make your breath weapon strike with  the force of a windstorm.
Tenacious Magic^EL^68^Choose one of your spells or spell-like abilities.  That magic cannot be dispelled, only suppressed.
Tenacious Magic^FRCS^38^You can use the Shadow Weave to make your spells  harder for Weave users to dispel.
Tenacious Magic^PG^45^You can use the Shadow Weave to make your spells  harder for Weave users to dispel.
Terrifying Rage^DMG^210^While in a rage, you panic your opponents.
Terrifying Rage^EL^68^While in a rage, you panic your opponents.
The Gentle Way Mastery^OA^81^You have mastered the martial arts style of  'The Gentle Way' -- a soft form emphasizing throws and movement.
Theocrat^Rac^170^You have the delicate touch needed to maintain  the favor of your patron deity and the political skills needed to survive  in the trenches of bureaucratic warfare common in the lands ruled by agents  of the Mulhorandi pantheon.
Thicken Mucus^LoM^23^An aboleth with this feat can produce mucus  that is thicker than normal, and other creatures find it difficult to swim  through.
Thick-Skinned^SS^40^Your tough hide grants improved damage reduction.
Thrall Bred^LoM^182^Spawned in the breeding pits of the mind flayers  or the beholders, you have unusual strength and hardiness, as well as loyalty.
Thrall to Demon^BV^50^The character formally supplicates himself to  a demon prince.
Thrall to Demon^CR^23^You formally supplicate yourself to a demon  prince.
Three Mountains^CW^114^You are a master of fighting with powerful bludgeoning  weapons.
Throw Anything^CW^105^In your hands, any weapon becomes a deadly ranged  weapon.
Throw Anything^SF^9^In your hands, any weapon becomes a deadly ranged  weapon.
Thug^FRCS^38^Your people know how to get the jump on the  competition and push other people around.
Thug^PG^45^You have a knack for getting the jump on the  competition and pushing other people around.
Thunder Twin^FRCS^38^You are one of the dwarven generation of twins  born after Moradin's Thunder Blessing in the Year of Thunder (1306 DC).
Thunder Twin^PG^46^You are one of the generation of dwarf twins  born after Moradin's Thunder Blessing in the Year of Thunder.
Thunderclap^SS^40^You create a cone of deafening sound by clapping  two limbs together.
Thundering Rage^EL^68^Your rage attacks can cause thunderous roars  that can deafen opponents.
Tireless^PG^46^You don't know the meaning of the word 'quit.'
Titan Fighting^RS^145^You have been trained to fight larger creatures,  and you are adept at dodging their attacks.
Tomb-Born Fortitude^LM^30^The power of undeath taints you, body and soul.  Its power has hardened your flesh and given it the foul look of the grave.
Tomb-Born Resilience^LM^30^The power of undeath taints you, deadening your  mind and body to the effects of mind-controlling magic, poison, and disease.
Tomb-Born Vitality^LM^31^The power of undeath taints you, body and soul.  Its power has removed your need to sleep and eat.
Tomb-Tainted Soul^LM^31^Your soul is tainted by the foul touch of undeath.
Toothed Blow^Sto^94^You are able to hammer your foes more effectively  underwater.
Tormented Knight^CR^23^You are inexorably bound to the loathsome yugoloths  that lurk in the Barrens of Doom and Despair, and you strive to bring misery  and pain to all creatures that oppose them.
Totem Companion^ECS^61^Instead of an animal companion, you have your  totem magical beast as a companion.
Touch Attack Specialization^Gh^39^Choose one of your ghost touch attacks that  deals hit point damage, ability damage, or ability drain, such as Corrupting  Touch. You are especially good at using this touch attack.
Touch of Benevolence^CR^22^Despite your evil alignment, you are prone to  moments of benevolence and mercy.
Touch of Golden Ice^BE^47^Your touch is poisonous to evil creatures.
Touch of Hate^PG^177^Because you are favored by Bane, you can transform  animals into evil minions.
Touch Spell Specialization^CAr^83^You deal extra damage with touch spells.
Touchstone^Sa^53^You forge a link with a power-rich location,  referred to as a touchstone site.
Toughness^PH^101^You are tougher than normal.
Tower Shield Proficiency^PH^101^You are proficient with tower shields.
Toxic Mucus^LoM^23^An aboleth with this feat can produce mucus  that is poisonous to other creatures.
Track^PH^101^You can follow the trails of creatures and characters  across most types of terrain.
Trample^PH^101^You are trained in using your mount to knock  down opponents.
Transdimensional Spell^CAr^84^You can cast spells that affect targets lurking  in coexistent planes and extradimensional spaces whose entrances fall within  the spell's area.
Transdimensional Spell^CD^85^You can cast spells that affect targets lurking  in coexistent planes and extradimensional spaces whose entrances fall within  the spell's area.
Transdimensional Spell^UE^45^You can cast spells that affect targets lurking  in coexistent planes and extradimensional spaces whose entrances fall within  the spell's area.
Transfer Legacy^WL^16^You can temporarily transfer one of your legacy  item's abilities to another magic item.
Trap Sense^EL^68^You can sense nearby traps even if not actively  searching for them.
Trapmaster^LE^9^You have studied the funereal architecture and  lethal traps of a dozen long-dead cultures, which gives you an uncanny knack  for avoiding traps.
Treefriend^SS^40^You are adapted to a forest environment.
Treetopper^FRCS^38^Your people are at home in the trees and high  places, daring falls that paralyze most other folk in abject terror.
Treetopper^PG^46^Your people are at home in the trees and high  places.
Tremendous Charge^DCS^87^You know how to use your mount's power to make  your lance attacks even more deadly.
Trivial Knowledge^RS^145^You have the ability to dredge up obscure knowledge  in appropriate situations.
True Believer^CD^86^Your deity rewards your unquestioning faith  and dedication.
Truebond^DMG2^232^Your bond to your chosen item becomes stronger.
Truedive Elite^RE^116^Your truedive shifter trait improves.
Trustworthy^SaS^40^Others feel comfortable telling you their secrets.
Tunnel Fighting^RS^145^You are adept at maneuvering and fighting in  tight spaces and underground passages.
Tunnel Riding^RS^145^You are particularly adept at maneuvering mounts  through tight spaces and underground passages.
Tunnelfighter^Und^27^You can fight more naturally in the cramped  and close quarters of caves and tunnels than usual.
Tunnelrunner^Und^27^You can move naturally in the cramped quarters  of caves and tunnels.
Turtle Dart^RS^145^You have mastered the style of fighting with  a short sword while wearing extremely heavy armor and carrying a large shield.
Twin Power^XPH^51^You can manifest a power simultaneously with  another power just like it.
Twin Spell^CAr^84^You can simultaneously cast a single spell twice.
Twin Spell^FRCS^39^You can cast a spell simultaneously with another  spell just like it.
Twin Spell^PG^46^You can cast a spell simultaneously with another  spell just like it.
Twin Spell^TB^42^You can cast a spell simultaneously with another  spell just like it.
Twin Sword Style^FRCS^39^You have mastered a style of defense that others  find frustrating.
Twin Sword Style^Gh^39^You have mastered a style of defense that others  find frustrating.
Twin Sword Style^PG^46^You have mastered a defensive style based on  wielding a blade in each hand.
Two-Weapon Defense^PH^102^Your two-weapon fighting style bolsters your  defense as well as your offense.
Two-Weapon Fighting^PH^102^You can fight with a weapon in each hand. You  can make one extra attack each round with the second weapon.
Two-Weapon Rend^EL^68^You can rend opponents when fighting with two  weapons.
Unarmored Body^RE^120^Your body is crafted without its normal layer  of armor, trading off physical strength for magical potential.
Unavoidable Strike^XPH^52^You can make an unarmed strike or use a natural  weapon against your foe as if delivering a touch attack.
Unbalancing Strike^OA^66^You can strike a humanoid opponent's joints  to knock him off balance.
Uncanny Accuracy^EL^68^You can ignore anything less than total cover  or total concealment when using ranged weapons.
Uncanny Scent^SS^40^You can pinpoint scents at a greater distance.
Unconditional Power^XPH^52^Disabling conditions do not hold you back.
Undead Empathy^ECS^61^You are adept at communicating with and influencing  the undead.
Undead Leadership^LM^31^You gain the service of loyal undead followers.
Undead Mastery^CD^90^You can command a greater number of undead than  normal.
Undead Mastery^EL^68^You can command a greater number of undead than  normal.
Underfoot Combat^RW^152^You can enter the space that a foe at least  two size categories bigger than you occupies.
Undying Fate^RD^155^You have pledged your unswerving obedience to  Wee Jas, and she in turn has granted you special insight into life and death.
Unholy Strike^CD^90^Your attacks deal great damage to good creatures.
Unholy Strike^EL^68^Your attacks deal great damage to good creatures.
Unquenchable Flame of Life^LM^31^You are hardened to the attacks of the undead.
Up the Walls^XPH^52^You can run on walls for brief distances.
Urban Stealth^RD^154^You are particularly adept at moving quietly  and unnoticed through the city.
Urban Tracking^ECS^61^You can track the location of missing persons  or wanted individuals within communities.
Urban Tracking^RD^154^You can track down the location of missing persons  or wanted individuals within communities.
Vampire Hunter^LM^31^Your knowledge of vampires has given you the  extraordinary ability to detect subtle signs of their presence and to resist  their dominating gaze ability.
Veil of Cyric^CSW^146^You have reconciled yourself to the unfortunate  truth that hard decisions and regrettable actions are necessary in the service  of your deity.
Vermin Companion^ECS^62^Instead of an animal companion, you have a vermin  creature as a companion.
Vermin Shape^ECS^62^You can use your wild shape ability to assume  vermin forms instead of animal forms.
Vermin Wild Shape^EL^68^You can wild shape into vermin form.
Verminfriend^BV^50^Vermin regard the character better than they  would normally.
Versatile Performer^CAd^112^You are skilled at many kinds of performances.
Veteran Knowledge^HB^99^You are capable of seeing potential battlefield  advantages where others cannot.
Via Negativa^CR^22^You can channel greater amounts of negative  energy into your inflict spells.
Vicious Wound^SS^40^Damage you deal causes wounds that bleed excessively.
Vile Ki Strike^BV^50^The character can focus evil power into his  unarmed strike.
Vile Martial Strike^BV^50^The character can focus evil power in her weapon  blows.
Vile Natural Attack^BV^50^The character can focus evil power into his  natural attacks.
Violate Spell^BV^50^The character can transform one of his spells  into an evil spell, and the wounds the spell inflicts are tainted with the  foulest evil.
Violate Spell-Like Ability^BV^50^The creature's spell-like abilities are particularly  tainted with evil.
Virulent Poison^SS^40^Your poison attack is more effective.
Vorpal Strike^EL^68^Your unarmed strikes can behead your opponents.
Vow of Abstinence^BE^47^You have taken a sacred vow to abstain from  alcoholic beverages, drugs, stimulants such as caffeine, and intoxication.
Vow of Chastity^BE^47^You have taken a sacred vow to refrain from  marriage and sexual intercourse.
Vow of Nonviolence^BE^47^You have taken a sacred vow to avoid violence  against humanoids.
Vow of Obedience^BE^48^You have taken a sacred vow to live according  to the dictates of another, generally your superior in a religious order  or similar organization.
Vow of Peace^BE^48^You have taken a sacred vow to abstain from  harming any living creature.
Vow of Poverty^BE^48^You have taken a sacred vow to forswear material  possessions.
Vow of Purity^BE^48^You have taken a sacred vow to avoid contact  with dead flesh.
Vremyonni Training^UE^45^You have had more than the typical amount of  training with the vremyonni, the Old Ones who research spells and  craft magic items for the Witches of Rashemen.
Wand Mastery^ECS^62^Wands are far more potent in your hands.
Wandstrike^CAr^84^You can channel the magical energy of a wand  through your melee attacks.
Warden Initiate^ECS^62^You have been trained in the ancient druidic  tradition of the Wardens of the Wood, a sect dedicated to protecting the  eastern plain and the great woods of the Eldeen Reaches.
Warped Mind^LoM^182^Your tainted form has altered the physical nature  of your brain, making you resistant to mental effects and more capable of  unleashing the power of your mind on others.
Warrior Instinct^OA^66^Your ancestor, Matsu Hitomi, was the most famous  female samurai of the early Empire.
Warrior Shugenja^OA^66^Your ancestor, Agasha Nodotai, was a shugenja  well versed in the code of bushido and the way of war.
Water Adaptation^Rac^170^You favor your aquatic elven parent and have  developed the ability to breathe and move about in water easily.
Water Adaptation^Sto^94^You favor your aquatic elf parent and have developed  the ability to breathe and move about in water easily.
Water Heritage^PlH^42^You are descended from creatures native to the  Plane of Water.
Waterspawn^LoM^182^Your abnormal body and heritage has become more  pronounced. You have prominent fins and are supremely well adapted to the  icy deeps.
Weakening Touch^CW^106^You can temporarily weaken an opponent with  your unarmed strike.
Weapon Finesse^PH^102^You are especially skilled at using weapons  that can benefit as much from Dexterity as from Strength.
Weapon Focus^PH^102^Choose one type of weapon. You can also choose  unarmed strike or grapple (or ray, if you are a spellcaster) as a weapon  for purposes of this feat. You are especially good with this weapon.
Weapon Group (Axes)^UA^95^You understand how to use axes and axelike weapons.
Weapon Group (Basic Weapons)^UA^95^You understand how to use a few basic weapons.
Weapon Group (Bows)^UA^95^You understand how to use bows.
Weapon Group (Claw Weapons)^UA^95^You understand how to use weapons strapped to  the hands.
Weapon Group (Crossbows)^UA^95^You understand how to use crossbows.
Weapon Group (Druid Weapons)^UA^95^You understand how to use weapons favored by  druids.
Weapon Group (Exotic Double Weapon)^UA^95^You understand how to use the exotic double  weapons associated with the weapon groups that you have mastered.
Weapon Group (Exotic Weapons)^UA^96^You understand how to use the exotic weapons  associated with the weapon groups that you have mastered.
Weapon Group (Flails and Chains)^UA^96^You understand how to use flails and chain weapons.
Weapon Group (Heavy Blades)^UA^96^You understand how to use large bladed weapons.
Weapon Group (Light Blades)^UA^96^You understand how to use light bladed weapons.
Weapon Group (Maces and Clubs)^UA^96^You understand how to use maces and clubs.
Weapon Group (Monk Weapons)^UA^97^You understand how to use weapons normally favored  by monks.
Weapon Group (Picks and Hammers)^UA^97^You understand how to use picks and hammers.
Weapon Group (Polearms)^UA^97^You understand how to use polearms.
Weapon Group (Slings and Thrown Weapons)^UA^97^You understand how to use slings and handheld  thrown weapons.
Weapon Group (Spears and Lances)^UA^97^You understand how to use spears and javelins.
Weapon Specialization^PH^102^Choose one type of weapon for which you have  already selected the Weapon Focus feat. You can also choose unarmed strike  or grapple as your weapon for purposes of this feat. You deal extra damage  when using this weapon.
Whirling Steel Strike^ECS^62^Through monastic weapon training, you have mastered  a fighting style that makes use of an unusual monk weapon: the longsword.
Whirlwind Attack^PH^102^You can strike nearby opponents in an amazing,  spinning attack
Whirlwind Tail Sweep^Dr^75^You can sweep your tail in a circular arc.
Whispered Secrets^RD^155^You revere the Maimed Lord and have devoted  your miserable, worthless life to learning but a few of the Whispered One's  secrets.
White Scorpion Strike^RE^112^Your fists and feet sting like the dread white  scorpion and are particularly effective against undead.
Widen Aura of Courage^EL^69^Your aura of courage is wider than normal.
Widen Aura of Despair^EL^69^Your aura of despair is wider than normal.
Widen Power^XPH^52^You can increase the area of your powers.
Widen Spell ^DD^52^The deity can increase the area of its spells.
Widen Spell^Mag^23^You can increase the area of your spells.
Widen Spell^PH^102^You can increase the area of your spells.
Widen Spell^TB^42^You can increase the area of your spells.
Wield Oversized Weapon^CW^153^You can use larger than normal weapons with  ease.
Wild Talent^LoM^182^Your mind wakes to a previously unrealized talent  for psionics.
Wild Talent^XPH^52^Your mind wakes to a previously unrealized talent  for psionics.
Wildhunt Elite^RE^116^Your shifter-enhanced instincts and senses allow  you to detect concealed and invisible creatures.
Willing Deformity^BV^50^Through scarification, self-mutilation, and  supplication to dark power, the character intentionally mars her own body.
Winged Warrior^RW^153^You use your wings for more than just flying.
Wingover^MM^304^The creature can change direction quickly while  flying.
Wingover^MM2^18^The creature can change direction quickly while  flying.
Wingover^MW^25^You change direction quickly once per round  while airborne.
Wingsinger^Sto^94^You can use song or a wind instrument to compel  the winds to obey you.
Wingstorm^Dr^75^You can flatten targets with blasts of air from  your wings.
Wingstorm^SS^40^You can flatten targets with blasts of air from  your wings.
Winter's Champion^Fr^50^Your paladin spell list is enhanced.
Winter's Child^SS^40^You are adapted to a cold environment.
Winter's Mount^Fr^50^Your special mount is native to the frostfell.
Wisdom Breeds Caution^Und^27^Not getting into a dangerous situation is generally  the wisest course, but if danger is unavoidable, you're prepared. You rely  more on caution and forethought than you do on physical prowess.
Wise to Your Ways^Gh^39^You are particularly resistant to the unusual  attacks of your favored enemy.
Witchlight^Gh^39^You can create witchlight, a harmless faint  light, on yourself or an object.
Wolf Berserker^UE^45^You have studied the fighting style of the wolf  and employ its tactics in combat.
Wolfpack^RW^153^You can gain an extra advantage when you and  your allies can gang up on a foe.
Wolverine's Rage^CD^86^You can fly into a berserk rage when injured.
Woodland Archer^RW^154^You have honed your archery ability in the wilds  of the forest.
Woodwise^ShS^21^You are trained in fighting in woodlands and  know how to use the terrain to best advantage.
Woodwise^UE^45^You are trained in fighting in woodlands and  know how to use the terrain to best advantage.
Words of Creation^BE^48^You have learned a few of the words that were  spoken to create the world.
Wounding Attack^XPH^52^Your vicious attacks wound your foe.
Wounding Spell^LE^9^Because you have studied the cruel arts of the  Athalantan magelords of old, you know how to cast spells that cause terrible,  bleeding wounds.
Yondalla's Sense^RW^152^You display a shrewd perception of danger. Other  halflings say the blessing of Yondalla is upon you.
Zen Archery^CW^106^Your intuition guides your hand when you use  a ranged weapon.
Zen Archery^SF^9^Your intuition guides your hand when you use  a ranged weapon.
Zone of Animation^CD^90^You can channel negative energy to animate  undead.
Zone of Animation^EL^69^You can channel negative energy to animate  undead.
Broken One's Sacrifice^CV^28^Your dedication to Ilmater's philosophy has given you the power to take attacks directed at others.
Carmendine Monk^CV^28^You have learned that study is just as important as insight to finding enlightenment.
Defender of the Homeland^CV^28^You have sworn a sacred oath to protect your country from evil.
Detect Shadow Weave User^CV^28^You can determine if a magic item or spellcaster is using the Weave or the Shadow Weave.
Druuth Slayer^CV^29^You have studied the lore of the druuth (a cabal of doppelgangers led by a mind flayer) and know how to recognize and resist their powers.
Duerran Metaform Training^CV^29^Your studies have shown you the way to link your psionics and your enlarge person spell-like ability.
Duerran Stealth Training^CV^29^Your studies have shown you the way to link your psionics and your invisibility spell-like ability.
From Smite to Song^CV^29^You can channel your destructive holy energy into powerful song magic for the glory of Milil.
Initiate of Anhur^CV^30^You have been initiated into the greatest secrets of Anhur's church.
Initiate of Arvoreen^CV^30^You have been initiated into the greatest secrets of Arvoreen's church.
Initiate of Baravar Cloakshadow^CV^30^You have been initiated into the greatest secrets of Baravar Cloakshadow's church.
Initiate of Eilistraee^CV^30^You have been initiated into the greatest secrets of Eilistraee's church.
Initiate of the Holy Realm^CV^30^You have been initiated into the greatest secrets of one of the faiths of the Holy Realm (Chauntea, Helm, Lathander, Selune, or Sune).
Initiate of Horus-Re^CV^30^You have been initiated into the greatest secrets of Horus-Re's church.
Initiate of Milil^CV^31^You have been initiated into the greatest secrets of Milil's church.
Initiate of Nobanion^CV^31^You have been initiated into the greatest secrets of Nobanion's church.
Initiate of Torm^CV^31^You have been initiated into the greatest secrets of Torm's church.
Initiate of Tymora^CV^32^You have been initiated into the greatest secrets of Tymora's church.
Knight of the Red Falcon^CV^32^Your military order has a legendary ability to survive against overwhelming odds.
Knight of the Risen Scepter^CV^32^Your military order is dedicated to fighting Set and his minions, and even death cannot stop you from this task.
Knight of Tyr's Holy Judgment^CV^32^You can draw upon the power of Tyr to sense and understand the law and to locate devils.
Knight ot Tyr's Merciful Sword^CV^33^You can draw upon the power of Tyr to sense where you are needed.
Mark of the Triad^CV^33^You have been initiated into the greatest secrets of the Triad, the godly triumvirate of Tyr, Torm, and Ilmater.
Overcome Shadow Weave^CV^33^You understand the strengths and weaknesses of the Shadow Weave and are more resistant to its tricks.
Paladin of the Noble Heart^CV^33^You are tasked by Ilmater to eliminate cruelty from the world, particularly that of Loviatar.
Silver Blood^CV^33^You have magically or alchemically imbued your flesh and blood with silver, making you resistant to lycanthrope attacks.
Silver Fang^CV^33^By following a ritual taught by the Fangshields, your natural attacks are suffused with the power of silver and are fully effective against lycanthropes.
Smiting Power^CV^33^You use your smite ability to augment other combat maneuvers.
Sword of the Arcane Order^CV^34^Members of your military order have a special connection with arcane magic.
Sun Soul Monk^CV^34^Your training with this monk order gives you special powers depending on which sect you follow.
Archivist of Nature^HH^119^In addition to your studies of the darkness, you have spent time studying giants and fey.
Bane Magic^HH^119^Your spells deal extra damage to a particular type of creature.
Blood Calls to Blood^HH^120^Exploring the latent potential in your blood due to your fiendish descent, you learn how to better adapt to the mystical attacks of your forebears.
Corrupt Arcana^HH^120^You can prepare and cast corrupt spells.
Corrupt Spell Focus^HH^120^All spells you cast that have a corrupt component (such as call forth the beast, master's lament, or chain of sorrow) are more potent than normal.
Debilitating Spell^HH^120^By calling upon the taint within, you add a malign power to your offensive spells.
Debilitating Strike^HH^120^By calling upon the taint within, you add a malign power to your melee attacks.
Deformity (Skin)^HH^121^Due to a regimen of deliberate abuse, you have roughened your skin until it has grown as coarse and tough as rhino hide.
Deformity (Tall)^HH^121^Through long and painful stints on the rack, bolstered by the surgical implantation of various splints and struts, you have stretched yourself to well over 7 feet in height.
Deformity (Teeth)^HH^121^By filing your teeth to points and brutalizing your gums, you gain a hideous smile full of razor-sharp teeth that enable you to make a grisly bite attack.
Deformity (Tongue)^HH^121^Through protracted self-mutilation that involves frequently piercing your tongue and dipping it in acid, your tongue becomes hideous to behold but oddly sensitive to the environment.
Disease Immunity^HH^121^Whether due to prolonged exposure or natural hardiness, you have grown immune to some diseases and resistant to all others.
Draconic Archivist^HH^122^In addition to your studies of the darkness, you have spent time studying dragons and constructs.
Dreamtelling^HH^122^You can use your Knowledge (the planes) skill to interpret your dreams or the dreams of others, thus gleaning useful information and insights.
Eldritch Corruption^HH^122^You can add power to your spells or spell-like abilities at the expense of your companions' health.
Font of Life^HH^122^Your life-force is strong enough to make you highly resistant to all forms of energy drain and level loss.
Forbidden Lore^HH^123^You gain hideous insights into subjects not meant to be understood by mortal minds.
Greater Corrupt Spell Focus^HH^123^Your corrupt spells are now even more potent than they were before.
Haunting Melody^HH^123^You can use your music to inspire fear.
Improved Oneiromancy^HH^123^With the Improved Oneiromancy feat, you gain additional dream-related spellcasting abilities.
Lunatic Insight^HH^123^Your madness grants you insight and knowledge.
Mad Faith^HH^123^Your depravity has twisted the connection between you and your patron deity. You suffer flashes of insight interrupted by flashes of madness.
Master of Knowledge^HH^123^You have spent most of your life in study, and it comes naturally to you now.
Oneiromancy^HH^123^You gain a number of abilities and advantages related to dreams and magic.
Pure Soul^HH^124^Your faith or purity of mind overrides the evils within you. You are immune to taint.
Spirit Sense^HH^124^You can see and communicate with the souls of the recently departed.
Surge of Malevolence^HH^124^You empower yourself by drawing on the taint within.
Tainted Fury^HH^124^You can channel your physical corruption into a state of fury.
Touch of Taint^HH^124^One of your attack forms that normally deals ability damage, ability drain, or energy drain can also deal corruption or depravity.
Unnatural Will^HH^124^You have learned to focus your force of personality and inner strength to stand against fearful circumstances.
Willing Deformity^HH^125^Through scarification, self-mutilation, or supplication to dark powers, you intentionally mar your own body.
Augment Elemental^MoE^46^Your knowledge of planar magic allows you to imbue your summoned elementals with extraordinary combat prowess and durability.
Cull Wand Essence^MoE^46^You can focus the raw magical energy of a wand or staff into a beam of energy.
Deathless Fleshgrafter^MoE^46^You can grow and graft the tissues and body parts of deathless creatures onto others, granting the recipients of your grafts new, potent abilities.
Dorje Mastery^MoE^46^Psionic dorjes are more potent in your hands.
Dragon Prophesier^MoE^46^Like the dragons, you seek to untangle and perceive the record of everything that has been, and more important, what will be.
Dragon Totem Focus^MoE^46^Your focus allows you to enjoy the benefit of a dragon totem ritual longer than normal.
Dragon Totem Lorekeeper^MoE^47^You have been instructed in how to perform the rituals of dragon totem magic.
Dragon Totem Scion^MoE^47^You are naturally attuned to the magic of the dragon totem ritual.
Eldeen Plantgrafter^MoE^47^You can create and apply plant grafts onto others, granting the recipients of your grafts new, potent abilities.
Elemental Grafter^MoE^47^You can create and apply elemental grafts onto others, granting the recipients of your grafts new, potent abilities.
Elemental Helmsman^MoE^47^You are more capable of piloting an elemental vessel.
Elemental Smite^MoE^47^You can channel the energy associated with one of your elemental grafts into your melee attacks.
Etch Schema^MoE^47^You can create a minor schema.
Heroic Companion^MoE^48^Your luck extends to your companion creature.
Heroic Focus^MoE^48^Despite the dangers all around, you can quickly regain your psionic focus.
Improved Homunculus^MoE^49^You are adept at improving and modifying your homunculus. Whenever you advance your homunculus's Hit Dice, you can also imbue it with special supernatural abilities.
Prophecy's Artifex^MoE^50^Your perception of the draconic Prophecy gives you insights that allow you to transcend the normal limits of magic item use.
Prophecy's Explorer^MoE^50^Your perception of the draconic Prophecy imbues you with a preternatural sense of your surroundings, enabling you to move easily and quickly through dangerous areas.
Prophecy's Hero^MoE^50^Your perception of the draconic Prophecy charges you with the will to prevail, providing you with the opportunity to see a way to victory even when the odds are stacked against you.
Prophecy's Mind^MoE^50^You meld your perception of the draconic Prophecy with a mental focus that provides you with momentary warning when death is at hand.
Prophecy's Shaper^MoE^50^Your perception of the draconic Prophecy is such that you can disrupt reality and make your spells more powerful than reality would normally allow.
Prophecy's Shepherd^MoE^50^Your perception of the draconic Prophecy is such that you can alter the natural flow of the world by connecting your knowledge of life-force with the world around you.
Prophecy's Slayer^MoE^51^Your perception of the draconic Prophecy includes a keen appreciation of life. You recognize how fragile and tenuous life truly is when balanced against your lethal foreknowledge.
Psiforged Body^MoE^51^As a warforged, your body can be crafted using trace amounts of psionically resonant deep crystal, providing you with increased psionic power and the ability to store psionic energy in your body. If you take this feat, you will often be referred to as a psiforged.
Psionic Luck^MoE^51^Your psionic focus improves your luck.
Psychic Rush^MoE^51^You can occasionally manifest a psionic power with less effort.
Quicken Dragonmark^MoE^51^You can use your dragonmark abilities more quickly.
Rapid Infusion^MoE^51^You can imbue an item with an infusion more quickly than normal.
Symbiont Mastery^MoE^51^You have stronger control over an attached symbiont than regular creatures, and you gain vitality for each symbiont attached to you.
Wand Surge^MoE^51^You can squeeze more magic out of charged items.
Azure Enmity^MoI^34^You can channel incarnum to enhance your ability to deal damage to your favored enemies.
Azure Talent^MoI^34^The soul energy of incarnum increases your mental capacity.
Azure Touch^MoI^34^You can channel incarnum to enhance your abilit to heal.
Azure Toughness^MoI^35^You can use incarnumto boost your physical vigor.
Azure Turning^MoI^35^You can blast ndead with incarnum-purified positive energy.
Azure Wild Shape^MoI^35^You can channel incarnum to enhance your combat prowess while wild shaped.
Bonus Essentia^MoI^35^You are better able to harness your personal store of incarnum.
Cerulean Fortitude^MoI^35^You can use incarnum to boost your ability to resist effects that would adversely affect your health.
Cerulean Reflexes^MoI^35^You can use incarnum to boost your ability to avoid harm.
Cerulean Will^MoI^35^You can use incarnum to boost your willpower.
Cobalt Charge^MoI^35^You can channel incarnum to deal devastating strikes when charging.
Cobalt Critical^MoI^35^You can focus your spirit into your melee weapon attacks, dealing more damage with successful critical strikes.
Cobalt Expertise^MoI^35^By channeling the soul energy of weapon masters past, present, and future, you become more adept at maneuvers of skill and expertise.
Cobalt Power^MoI^37^By channeling the soul energy of brutal warriors past, present, and future, you become more capable of overcoming your enemies through sheer strength.
Cobalt Precision^MoI^37^You can focus your soul energy into your ranged attacks, dealing more damage with successful critical hits.
Cobalt Rage^MoI^37^You can channel incarnum to enhance your rage. When you do so, your eyes turn deep blue in color.
Divine Soultouch^MoI^37^You can channel positive or negative energy to imbue yourself with incarnum.
Double Chakra^MoI^38^One of your chakras becomes capable of holding more incarnum than it is normally capable of containing.
Expanded Soulmeld Capacity^MoI^38^Your soul's tie to incarnum allows you to maintain more essentia in a single soulmeld.
Healing Soul^MoI^38^You can draw upon the soul energy of incarnum to heal your wounds.
Heart of Incarnum^MoI^38^You tap into the power of your heart chakra to gain resilience.
Improved Essentia Capacity^MoI^38^Your capability of investing essentia improves.
Incarnum-Fortified Body^MoI^38^The incarnum within you strengthens your body's toughness, enabling you to withstand greater injury.
Incarnum Resistance^MoI^38^Your body, untainted by incarnum, is not easily affected by the power of soul energy.
Incarnum Spellshaping^MoI^38^You gain the ability to invest incarnum into your spellcasting.
Indigo Strike^MoI^38^You can channel incarnum to enhance your ability to deal damage with your skirmish attack, sneak attack or sudden strike.
Midnight Augmentation^MoI^38^You can augment a psionic power with your personal soul energy rather than mental energy.
Midnight Dodge^MoI^39^You can channel incarnum to enhance your ability to avoid attacks against you.
Midnight Metamagic^MoI^39^You can channel incarnum to alter your prepared spells.
Necrocarnum Acolyte^MoI^39^You have experienced the power of necrocarnum, a dark and twisted form of incarnum.
Open Greater Chakra^MoI^39^You open up one of your body's centers of power, allowing you to bind a soulmeld or a magic item to that chakra.
Open Least Chakra^MoI^39^You open up one of your body's centers of power, allowing you to bind a soulmeld or a magic item to that chakra.
Open Lesser Chakra^MoI^40^You open up one of your body's centers of power, allowing you to bind a soulmeld or a magic item to that chakra.
Psycarnum Blade^MoI^40^You can forge your mind blade from a mixture of mental and soul energy, enabling you to deal devastating strikes with the weapon.
Psycarnum Crystal^MoI^40^Your psycrystal taps into the natural ebb and flow of incarnum, turning it into a small reservoir of soul energy.
Psycarnum Infusion^MoI^40^You transform your mental focus into a brief burst of soul energy.
Sapphire Fist^MoI^40^You can channel incarnum to enhance your ability to deliver stunning attacks.
Sapphire Smite^MoI^40^You can channel incarnum to enhance your ability to deal mighty blows.
Sapphire Sprint^MoI^40^Drawing on the soul energy of great runners of history, you infuse your body with incarnum to speed your steps.
Shape Soulmeld^MoI^40^You gain the ability to shape a single soulmeld.
Share Soulmeld^MoI^41^You can share a soulmeld with an ally with which you have a special bond.
Soulsight^MoI^41^You can attune your soul to sense living creatures near you.
Soultouched Spellcasting^MoI^41^By fusing your spells with incarnum, they become more capable of overcoming enemy magic and spell resistance.
Split Chakra^MoI^41^One of your chakras becomes capable of holding both a bound soulmeld and a magic item.
Undead Meldshaper^MoI^41^Despite having no soul of your own, you maintain the ability to channel incarnum through force of will alone.
Aereni Focus^PE^20^From childhood you have studied one particular path, and these decades of devotion result in remarkable skill.
Aerenal Arcanist^PE^20^Your family has studied wizardry for thousands of years.
Aerenal Half-Life^PE^20^The Priests of Transition have guided you through strange rituals that left you poised between the world of the living and the dead.
Perfect Reflection^PE^25^You are particularly skilled at mimicking the forms and mannerisms of others.
Touch of Captivation^PE^35^You are sakah, and your fiendish gift allows you to captivate people around you.
Touch of Deception^PE^35^You are sakah, and your fiend gift allows you to alter your appearance and trick others.
Touch of Summoning^PE^35^You are sakah, and your fiendish gift allows you to summon fell creatures to do your bidding.
Binding Brand^PE^36^You carry the brand of the binding flame, marking you as a warrior of the Ghaash'kala clans.
Dragon's Insight^PE^48^You can call on the power of your dragonmark to enhance your natural abilities.
Shield of Deneith^PE^48^You can channel the power of your Deneith dragonmark to defend yourself in battle.
Swiftness of Orien^PE^48^You can draw on the power of your Mark of Passage to temporarily enhance your speed or the speed of your mount.
Aberrant Dragonmark Gift^PE^49^Your aberrant dragonmark is especially potent.
Aberrant Dragonmark Mystery^PE^49^You can use the power of your aberrant mark to enhance your magical abilities.
Aberrant Dragonmark Vigor^PE^49^You can channel the energy of your aberrant mark to enhance your health.
Ritual of Arcane Opposition^PE^60^You have been inured against the effects of arcane magic by a ritual of the Ashbound set.
Ritual of Blight's Embrace^PE^60^You have been warded from the effects of poison and disease by a ritual of the Children of Winter, solidifying your bond with vermin.
Ritual of the Timeless Soul^PE^60^You have been blessed by the faerie lords of Thelanis in a ritual of the Greensinger sect, and you temporarily slip from time's grasp.
Ritual of the Woodland Bond^PE^60^You have formed a bond with the growth of the woods through a ritual of the Wardens of the Wood.
Friends of the Tribes^PE^75^You are deeply familiar with the tribes of the Talenta Plains.
Talenta Dinosaur Bond^PE^75^You have undergone grueling training on the dinosaur back and are skilled in the halfling techniques of fighting while mounted.
Talenta Drifter^PE^75^Your extensive travels on the Talenta Plains give you an advantage while in that region.
Galifaran Scholar^PE^77^You have made an exhaustive study of the history of Galifar, from the earliest roots of the Five Nations, through the formation of the united Kingdom of Galifar, and on to the Last War and the dissolution of the kingdom.
Du'ulora Ancestor^PE^83^The tsucora are the most common of the quori, but they are not the only spirits in Dal Quor.
Hashalaq Ancestor^PE^83^The hashalaq quori essence within you allows you to sense the emotions of others.
Aberration Banemagic^PE^86^You can cast spells that do extra damage to aberrations.
Indomitable Discipline^PE^86^Your strict mental discipline allows you to resist attempts to manipulate your thoughts.
Unnatural Enemy^PE^86^You have been trained in the ways of aberrations, and you know how to recognize them and spot their weaknesses.
Sudden Willow Strike^PE^109^Your monastic training allows great precision with your quarterstaff.
Child of the Swamps^PE^119^You can find food and shelter in the deep swamps, and you can move more freely through the difficult terrain.
Battlebred^PE^122^Due to traumatic experiences in past battles, the plane of Shavarath with its endless war seems never far from you.
Chosen of the Deathless^PE^122^You carry with you an intimate familiarity with the positive energy that suffuses the City of the Dead.
Manifest Druid^PE^122^You have a familiarity with the three manifest zones of the Eldeen Reaches and the powers of the planes to which they are linked.
Mastery of the Azure Sky^PE^125^You have learned to calculate the precise location of Syrania at any given time, and to use that knowledge to enhance spells you cast to grant flight.
Mastery of the Battleground^PE^125^You have learned to calculate the precise location of Shavarath at any given time, and to use that knowledge to enhance spells of battle that you cast.
Mastery of Chaos and Order^PE^125^You have learned to calculate the precise locations of Daanvi and Kythri at any given time, and to use that knowledge to imbue your spells with unusual regularity or strinking unpredictability -- or both.
Mastery of Day and Night^PE^125^You have learned to calculate the precise locations of Irian and Mabar at any given time, and to use that knowledge to enhance your manipulation of positive and negative energy.
Mastery of the Dead^PE^125^You have learned to calculate the precise location of Dolurrh at any given time, and to use that knowledge to capture the souls of creatures slain with your death spells.
Mastery of Dreams^PE^125^By physically exploring the realm of Dal Quor, you have learned to instill your spells with the stuff of dreams . . . and nightmares.
Mastery of Faerie Enchantment^PE^125^You have learned to calculate the precise location of Thelanis at any given time, and to use that knowledge to improve your ability to control the minds of other creatures.
Mastery of Ice and Fire^PE^126^You have learned to caclulate the precies locations of Fernia and Risia at any given time, and to use that knowledge to enhance cold and fire spells that you use.
Mastery of Madness^PE^126^You have learned to reach magically to the ever-distant plane of Xoriat and draw some element of its madness into the world -- but these techniques come with some risk.
Mastery of the Mists^PE^126^By learning of the intricate relationship between the Ethereal Plane and the Material Plane, you gain the ability to see and sometimes reach through the barrier between these two planes.
Mastery of the Silver Void^PE^126^You have gained a deeper understanding of the Astral Plane and its relationship to the other planes of the cosmos. You can use that knowledge to more quickly access that plane.
Mastery of Twilight Denizens^PE^126^You have learned to calculate the precise location of Lamannia at any given time, and to use that knowledge to summon more powerful creatures from that plane.
Mastery of Twisted Shadow^PE^126^You gain the ability to reach into the Plane of Shadow when casting an illusion, concealing yourself in the raw shadowstuff drawn forth.
Shifter Acrobatics^PE^135^Your heritage makes you agile and light-footed.
Shifter Magnetism^PE^135^Your heritage gives you a strong animal presence.
Shifter Stealth^PE^135^You can call upon your bestial heritage to increase your stealth.
Bladebearer of the Valenar^PE^141^You have trained extensively with scimitars, including the Valenar double scimitar. You are adept at striking from horseback with the curved blades of the Valenar.
Shield of Blades^PE^141^As a master of the double scimitar, you can weave a web of steel to protect yourself from attack.
Spirit of the Stallion^PE^141^Your patron ancestor was a legendary cavalry soldier, and her spirit guides you and your mount.
Valenar Trample^PE^141^You are trained in Valenar cavalry techniques emphasizing trampling your opponents into the ground.
Shocking Fist^PE^151^Your slam attack can deal a shock.
Overload Metabolism^PE^151^You can heal damage at a cost to your other physical attributes.
Heretic of the Faith^PF^46^You stray significantly from the teachings of your faith.
Prophet of the Divine^PF^49^Your communications with the divine manifest in a public fashion.
Bane of Infidels^PF^53^In a church locked in eternal conflict with followers of another faith, you have learned to fight effectively against the infidels. You know their ways and how to beat them.
Initiate of Amaunator^PF^58^You have been initiated into the greatest secrets of Amaunator's faith.
Rulership^PF^158^You are a ruler of an economic, frontier, governmental, military, religious, transport, or other community.
Accelerate Metamagic^RDr^98^You can apply a selected metamagic feat to your spells more quickly than normal.
Dragon Breath^RDr^98^You can use your breath weapon as often as a normal dragon.
Dragon Tail^RDr^98^Your draconic ancestry manifests as a muscular tail you can use in combat.
Dragon Trainer^RDr^98^Your draconic nature gives you special insight into training dragons and draconic creatures.
Dragon Wings^RDr^100^Your draconic ancestry manifests as a pair of wings that aid your jumps and allow you to glide.
Dragonwrought^RDr^100^You were born a dragonwrought kobold, proof of your race's innate connection to dragons.
Extraordinary Trapsmith^RDr^100^You are an expert at constructing mechanical traps.
Heavyweight Wings^RDr^100^Your superior strength allows you to fly while heavily burdened.
Improved Dragon Wings^RDr^100^Your draconic wings now grant you flight.
Kobold Endurance^RDr^101^Thanks to your race's determination, you are capable of amazing feats of strength and stamina.
Kobold Foe Strike^RDr^101^You are more effective in combat against your racial enemies.
Practical Metamagic^RDr^101^You can apply a selected metamagic feat to your spells more easily.
Reinforced Wings^RDr^101^You have strengthened the muscles of your wings.
Versatile Spellcaster^RDr^101^You can use two lower-level spell slots to cast a spell one level higher.
Wyrmgrafter^RDr^101^You can apply draconic grafts to other living creatures or to yourself.
Entangling Exhalation^RDr^101^You can use your breath weapon to create an entangling mesh of energy.
Exhaled Barrier^RDr^101^You can use your breath weapon to create a wall of energy.
Exhaled Immunity^RDr^102^You can use your breath weapon to grant a willing creature immunity to energy.
Extra Exhalation^RDr^102^You can use your breath weapon one more time per day than normal.
Furious Inhalation^RDr^102^While raging, you can use your breath weapon to deal energy damage with your bite attacks.
Draconic Arcane Grace^RDr^102^You can convert some of your arcane spell energy into a saving throw bonus.
Draconic Breath^RDr^102^You can convert some of your arcane spell energy into a breath weapon.
Draconic Claw^RDr^102^You develop natural weapons like those of your draconic ancestors.
Draconic Flight^RDr^102^The secret of draconic flight has been revealed to you, granting you the ability to fly occasionally.
Draconic Heritage^RDr^102^You have a greater connection with your draconic bloodline than others of your kind.
Draconic Legacy^RDr^104^You have realized greater arcane power through your draconic heritage.
Draconic Persuasion^RDr^104^Your arcane talents lend you a great deal of allure.
Draconic Power^RDr^104^You have greater power when manipulating the energies of your heritage.
Draconic Presence^RDr^104^When you use your magic, your mere presence can terrify those around you.
Draconic Resistance^RDr^105^Your bloodline hardens your body against effects related to the nature of your progenitor.
Draconic Skin^RDr^105^Your skin takes on a sheen, luster, and hardness related to your draconic ancestor.
Draconic Toughness^RDr^105^Your draconic nature reinforces your body as you embrace your heritage.
Spell Rehearsal^RDr^105^Casting the same spell several times in a row or at the same target enables you to perfect it.
Wing Expert^RDr^105^You can use your wings to create a variety of effects.
Divine Vigor^RH^126^You can channel energy to increase your speed and durability.
Dragonthrall^RH^126^You have pledged your life to the service of evil dragonkind.
Bind Vestige^TM^72^You know how to make pacts with otherworldly spirits called vestiges.
Bind Vestige, Improved^TM^73^You can bind a wider range of vestiges.
Defense against the Supernatural^TM^73^Your in-depth knowledge of supernatural forces grants you greater ability to resist their effects.
Empower Supernatural Ability^TM^73^You can use a supernatural ability with greater effect than normal.
Enlarge Supenatural Ability^TM^73^You can increase the range of a supernatural attack.
Expel Vestige^TM^73^You can expel a vestige to which you are bound before the duration of its pact with you has expired.
Extend Supernatural Ability^TM^73^You can cause a supernatural ability with a duration to last longer than normal.
Favored Vestige^TM^74^Choose one vestige to which you have access. You establish a close, mystical affinity with that spirit.
Favored Vestige Focus^TM^74^The supernatural abilities of your favored vestige are more potent than normal.
Ignore Special Requirements^TM^74^The strange constraints that vestiges place on their summoning are meaningless to you.
Improved Binding^TM^74^You are so adept at binding vestiges that you can contact powerful ones more easily than other soul binders can.
Practiced Binder^TM^74^When you bind a vestige, you gain an additional power associated with it.
Rapid Pact Making^TM^74^Your skill with pact magic lets you bind a vestige extremely quickly, even in the heat of combat.
Rapid Recovery^TM^74^You can use the abilities of your favored vestige more frequently.
Skilled Pact Making^TM^74^Your strong will serves you well when making pacts with vestiges.
Sudden Ability Focus^TM^74^One of your special attacks becomes more potent than usual.
Supernatural Crusader^TM^75^You are adept at fighting supernatural creatures.
Supernatural Opportunist^TM^75^You are adept at exploiting a creature's momentary distraction while it activates its supernatural abilities.
Widen Supernatural Ability^TM^75^You can increase the area of your supernatural abilities.
Empower Mystery^TM^136^You can cast mysteries to greater effect.
Enlarge Mystery^TM^136^You can cast mysteries farther than normal.
Extend Mystery^TM^136^You can cast mysteries that last longer than normal.
Favored Mystery^TM^136^The mystery you choose becomes easier to cast.
Greater Path Focus^TM^136^Choose a path of shadow magic to which you have already applied the Path Focus feat. Your mysteries of that path are now even more potent.
Line of Shadow^TM^136^You can cast a mystery without line of sight or line of effect to the target.
Maximize Mystery^TM^136^You can cast mysteries to maximum effect.
Nocturnal Caster^TM^137^You are empowered by darkness, making your abilities stronger at night.
Path Focus^TM^137^Choose a path of shadow magic, such as Touch of Twilight. Your mysteries of that path are more potent than normal.
Quicken Mystery^TM^137^You can cast a mystery with a moment's thought.
Reach Mystery^TM^137^You can cast touch-range mysteries without touching the target.
Shadow Cast^TM^137^Your shadow shimmers as you cast a spell and you seem to cast your mysteries from elsewhere.
Shadow Familiar^TM^138^Noctumancers developed this feat in order to gain a mystical companion.
Shadow Reflection^TM^138^Your shadow flickers and moves in an aggressive, independent manner, enabling you to avoid some attacks of opportunity.
Shadow Vision^TM^138^Your senses grow so attuned with shadow that you gain a limited ability to see in natural and magical darkness.
Still Mystery^TM^138^You can cast mysteries without gestures.
Unseen Arrow^TM^138^Developed by shadowblades, this feat allows a member of that class to apply his unseen weapon abilities to thrown or projectile weapons.
Empower Utterance^TM^228^Your utterances have more powerful effects.
Enlarge Utterance^TM^229^You can project the power of an utterance to a greater distance.
Extend Utterance^TM^229^Your utterances have a more lasting effect on the universe.
Focused Lexicon^TM^229^Your utterances have greater effect against a certain type of creature.
Minor Utterance of the Evolving Mind^TM^229^Your mastery of Truespeech has led you to the understanding necessary to perform a simple utterance from the Lexicon of the Evolving Mind.
Obscure Personal Truename^TM^229^Truenames are notoriously difficult to pronounce, but yours is harder than most.
Personal Truename Backlash^TM^229^Your personal truename is so charged with magic power that those who fail to speak it properly are warped by reality run amok.
Truename Rebuttal^TM^229^You are particularly good at negating other truenamers' power with well-chosen truenames.
Truename Research^TM^229^You have a knack for uncovering the personal truenames of friends and foes alike through study and investigation.
Truename Training^TM^229^Unlike most of your peers, you have discovered the secret power of truenames.
Utterance of the Evolving Mind^TM^230^Your further mastery of Truespeech allows you to wield its power more effectively against creatures.
Utterance of the Crafted Tool^TM^230^As you strive for ever more mastery of Truespeech, you gain more power over the universe around you. You can now use the power of Truespeech to affect objects.
Utterance of the Perfected Map^TM^230^The power of the Truespeech can alter the state of reality itself. Reaching toward this great power, you have mastered an utterance from the Lexicon of the Perfected Map.
Utterance Focus^TM^230^You have a particular utterance you favor above others, and your enemies are less able to resist the power of your words.
Quicken Utterance^TM^231^You can speak an utterance with just a moment's thought.
Recitation of the Fortified State^TM^231^This recitation allows you to stand unyielding against the blows of your enemies.
Recitation of the Meditative State^TM^232^This recitation gives you an unparalleled sense of serene calm.
Recitation of Mindful State^TM^232^This recitation narrows and focuses your perception so you can concentrate on a delicate task at hand.
Recitation of the Sanguine State^TM^232^This recitation purges all poisons from your body.
Recitation of Vital State^TM^232^This recitation frees your body of disease and sickness.
Dazzling Energy^CP^49^Your facility with energy is such that enemies are shaken by your prowess.
Deep Vision^CP^49^Your mental focus helps you see farther with darkvision
Dire Flail Mind Blade^CP^49^When you reshape your mind blade, you can change it into an exotic weapon: a dire flail.
Dire Stun^CP^49^When you choose to stun your foe with your lurk augment ability, your foe might be stunned for a long time.
Don  Mantle^CP^49^You gain the granted ability of a mantle you have tapped.
Dromite Barrier^CP^49^You can convert uses of yourenergy ray psi-like ability into walls of energy.
Dromite Ray^CP^49^You an use yourenergy ray psi-like ability more often.
Duergar Expansion^CP^49^You can use yourexpansion psi-like ability more often.
Duergar Invisibility^CP^49^You can use yourinvisibility psi-like ability more often.
Dwarven Urgrosh Mind Blade^CP^49^When you reshape your mind blade, you can change it into an exotic weapon: a dwarven urgrosh.
Ectopic Form^CP^50^This feat allows you to create astral constructs with distinct appearances and specialties.
Elan Repletion^CP^52^As an elan, you can sustain yourself with repletion longer than other members of your race.
Elan Resilience^CP^52^As an elan, you can prevent greater amounts of damage than other members of your race.
Elan Resistance, Enhanced^CP^52^As an elan, you can resist harmful effects more readily than other members of your race.
Elan Retainment^CP^52^You can use your psionic metabolism to aid your ability to retain your psionic focus when you would otherwise expend it.
Elemental Envoy^CP^52^This feat allows you to acquire an elemental steward.
Energize Armor^CP^53^You can charge your armor with psionic energy, making it resistant to energy damage.
Enervation Endurance^CP^53^When facing the aftermath of a wild surge, enervation doesn't sap your power points.
Enhanced Beneficence^CP^53^Your psychic aura is larger than normal, reflecting your devotion to your deity.
Envoy Cognizance^CP^53^When your elemental envoy is nearby, its associated energy enhances your ability to manifest energy powers.
Euphoric Reduction^CP^53^Channel your euphoric surge into a boost for one of your skills.
Extra Aura^CP^54^You gain the aura ability of a mantle you have donned.
Focused Perception^CP^54^When you concentrate your faculties, your power of sight pierces the darkness.
Focused Shield^CP^54^Your mental focus makes you more adept at using your shield.
Focused Skill User^CP^54^You can take advantage of your psionic focus in new ways.
Gestalt Anchor^CP^54^You have a strong bond to the psionic entity you host.
Githyanki Charm^CP^54^You can leverage yourpsionic daze psi-like ability to gain greater control over subjects.
Githyanki Control^CP^54^You can leverage yourfar hand psi-like ability to gain greater control over objects.
Githyanki Dismissal^CP^54^You can leverage yourdimension door psi-like ability to gain greater control over other creatures' locations.
Githyanki Ectoform^CP^54^You can leverage yourconcealing amorpha psi-like ability to gain greater control over your own body.
Githzerai Burst^CP^54^You can leverage yourcat fall psi-like ability to gain greater control over yourself in your environment.
Githzerai Feedback^CP^54^You can leverage yourinertial armor psi-like ability to further insulate yourself from harm.
Githzerai Knock^CP^54^You can leverage yourconcussion blast psi-like ability to gain such fine control over manipulating force that you can open locks or sealed doors.
Githzerai Link^CP^55^You can leverage yourpsionic daze psi-like ability to forge direct mental contact with another creature.
Half-Giant Stomp^CP^55^You can use yourstomp psi-like ability more often.
Half-Giant Thunderer^CP^55^You can use yourstomp psi-like ability to far greater effect.
Instinctive Consummator^CP^55^You always make good on your threats.
Invest Armor^CP^55^You can charge your armor with additional protective qualities.
Lurk Augment, Extra^CP^55^You can use your lurk augment more often than normal.
Lurk Augment, Ranged^CP^55^You can use some of your lurk augments in conjunction with a ranged attack.
Lurk Master^CP^55^You are more skilled in augmenting your attack than your training would indicate.
Maenad Fury^CP^55^You can use your outburst racial trait more often.
Maenad Scream^CP^55^You can use yourenergy ray (sonic) psi-like ability more often.
Maenad Deafening Scream^CP^55^You can use yourenergy ray (sonic) psi-like ability to better effect.
Mantle Focus^CP^55^The powers from one of your mantles become more potent.
Mental Juggernaut^CP^56^You are adroit at avoiding the mind blasting effects of certain psionic abilities and powers.
Mind Cleave^CP^56^When you lay low a foe, you drain off a portion of its excess mental energy into the conduit of your mind blade.
Mind Empowerment^CP^56^When you lay low a foe, you drain off a portion of its excess mental energy into the conduit of your mind blade.
Mind Strike^CP^56^When you use your psychic strike ability, you deal more damage.
Mind Strike, Swift^CP^57^You possess a deadly speed when charging your mind blade with psychic energy.
Orc Double Axe Mind Blade^CP^57^When you reshape your mind blade, you can change it into an exotic weapon: an orc double axe.
Postpone Enervation^CP^57^You can postpone the onset of your psychic enervation.
Practiced Manifester^CP^57^Choose a manifesting class that you possess. The powers you manifest from that class are more powerful.
Privileged Energy^CP^57^You favor one specific energy type over all others.
Psymbiot^CP^57^You gain benefits when you are near other psionic characters or creatures.
Skin of the Construct^CP^57^You can wear an astral construct as if it were a second skin.
Stygian Archon^CP^57^You sear the synapses of your mind with a scar of void and emptiness.
Synad Multitask, Enhanced^CP^58^As a synad, your threefold mind grants you an additional opportunity to multitask.
Tap Mantle^CP^58^You gain the ability to access the powers in a new mantle.
Thri-Kreen Carapace^CP^58^Your carapace is harder than average.
Thri-Kreen Claw^CP^58^You can use yourmetaphysical claw psi-like ability more often.
Thri-Kreen Displacement^CP^58^You can use yourpsionic displacement psi-like ability more often.
Thri-Kreen Poison^CP^58^You can use your poison bite more often.
Two-Bladed Mind Blade^CP^58^When you reshape your mind blade, you can change it into an exotic weapon: a two-bladed sword.
Volatile Escalation^CP^58^When you are attacked with a telepathic power, your innate wildness forces a higher mental price on your attacker.
Volatile Leech^CP^58^You gain the power points your attacker wastes attacking you with a telepathic power.
Xeph Burst, Extra^CP^59^You can use your burst racial trait more often.
Xeph Celerity^CP^59^You can use your burst racial trait to gain an extra attack.
Dorje Mastery^CP^59^Psionic dorjes are more potent in your hands.
Dual Dorje^CP^59^You can fight with two dorjes at the same time.
Hostile Mind, Improved^CP^59^You have mental defenses erected  against telepathic attacks.
Psionic Mastery^CP^59^You are quick and certain in your efforts to defeat the psionic defenses and powers of others.
Aggressive Mind^CP^60^The psionic entity you host gives you access to psi-like abilities capable of disrupting the mind of your enemy.
Antagonist^CP^60^The psionic entity you host seeks to cause damage and mayhem, and you have powers to further that end.
Defensive Shell^CP^60^The psionic entity living in your mind enables you to better resist attacks.
Host Focus^CP^60^You can use a psi-like ability granted by a host feat an extra time each day.
Pacifist^CP^60^You host a psionic entity that dislikes combat and provides you psi-like abilities to help you avoid a fight.
Spiritual Force^CP^60^Your mind blade is an expression of your inner spirit.
Strength of Two^CP^60^As the host of a formless psionic entity, you possess immense willpower.
Telepathic Affinity^CP^60^The entity you host gives you the ability to better communicate with other creatures.
Illithid Blast^CP^61^You can convert your pisonic energy into amind blast.
Illithid Compulsion^CP^61^You can call upon your heritage and enhance your ability to manipulate the minds of other creatures.
Illithid Enthusiast^CP^61^When you manipulate the minds of other creatures, you are heartened and emboldened by your success.
Illithid Extraction^CP^61^Your acceptance of your illithid heritage is so encompassing that you have learned how to extract the brain of a helpless victim.
Illithid Grapple^CP^61^You embrace more of your illithid heritage, and grow at least one long purplish tentacle that you can reveal and unfurl when you open your mouth.
Illithid Heritage^CP^62^Somewhere in the deeps of time, your bloodline was polluted with illithid influence.
Illithid Legacy^CP^62^You have realized greater psionic power through your illithid heritage.
Illithid Legacy, Greater^CP^62^Your knowledge of psionic power has grown even further due to your illithid heritage.
Illithid Skin^CP^62^Your skin takes on the glistening, rubbery, green-mauve consistency of your illithid parentage.
Knockdown Power^CP^62^You can manifest powers that knock creatures off their feet.
Linked Power^CP^62^You can link a power to the power you manifest in this round so that it goes off next round.
Metapower^CP^63^You can permanently modify a psionic power you know with a metapsionic feat.
Paraelemental Power^CP^63^When using a power that allows you to choose a type of energy, you have a wider range of possible choices owing to your ability to mix energy with matter.
Phrenic Leech^CP^63^Psionic foes damaged by your power are also mentally drained.
Stygian Power^CP^64^Psionic powers you manifest that utilize negative energy are branded with an imprint of fear.
Transdimensional Power^CP^64^You can manifest powers that affect targets lurking in coexistent planes and extradimensional spaces whose entrances fall within the power's area.
Acrobatic Strike^PH2^71^Your dexterous maneuvers and skilled acrobatics allow you to slip past a foe's defenses and deliver an accurate strike against him.
Active Shield Defense^PH2^71^Your expert use of your shield allows you to strike at vulnerable foes even when you forgo your own attacks in favor of defense.
Adaptable Flanker^PH2^71^When you and an ally team up against a foe, you know how to maximize the threat your ally poses to ruin your target's defenses.
Agile Shield Fighter^PH2^74^You are skilled in combining your shield bash attack with an armed strike. When you use your shield in unison with a weapon, your training allows you to score telling blows with both.
Arcane Accompaniment^PH2^74^You infuse your performance with magical energy, allowing its effects to continue even as you attend to other tasks.
Arcane Consumption^PH2^74^You can sacrifice your physical health to strengthen a spell. This process leaves you wracked with pain, but the enhanced energy you draw from the spell might provide the margin between victory and defeat.
Arcane Flourish^PH2^74^You use your magical abilities to improve your performance talents.
Arcane Thesis^PH2^74^You have studied a single spell in-depth.
Arcane Toughness^PH2^75^You draw upon the power of your magic to sustain yourself, allowing you to continue fighting long after your physical body has failed you.
Armor Specialization^PH2^75^Through long wear and hours of combat, you have trained your body to believe in its armor.
Battle Dancer^PH2^75^You strike at your foes in time with the music you sing or in cadence with an oration you deliver.
Bonded Familiar^PH2^75^You enjoy a stronger than normal magical bond with your familiar, granting you access to two special abilities.
Bounding Assault^PH2^75^You can move and attack with superior speed and power.
Brutal Strike^PH2^76^You can batter foes senseless with your mace, morningstar, quarterstaff, or flail.
Combat Acrobat^PH2^76^Your acrobatics and agility in combat allow you to maneuver across the battlefield with ease.
Combat Familiar^PH2^76^Your familiar is skilled in delivering attack spells againstyour foes.
Combat Tactician^PH2^77^You excel at approaching an opponent from an unexpected direction to deliver deadly attacks.
Cometary Collision^PH2^77^You are a thunderbolt of destruction on the battlefield.
Companion Spellbond^PH2^77^You form a special magical link with your animal companion, allowing you to share spells with it over a greater distance.
Crossbow Sniper^PH2^77^You are skilled in lining up accurate, deadly shots with your crossbow.
Crushing Strike^PH2^78^You wield a bludgeoning weapon with superior power, allowing you to batter aside an opponent's defenses.
Cunning Evasion^PH2^78^When an area attack detonates around you, you use the chaos and flash of energy to duck out of sight.
Dampen Spell^PH2^78^From the lowliest prestidigitator to the most august hierophant, spellcasters both arcane and divine recognize the power of counterspelling.
Deadeye Shot^PH2^78^You carefully line up a ranged attack, timing it precisely so that you hit your opponent when his guard is down.
Defensive Sweep^PH2^78^You sweep your weapon through the area you threaten, warding away opponents and forcing them to move away or suffer a fearsome blow.
Driving Attack^PH2^78^When you strike an opponent with a piercing weapon, the brutal impact of your strike sends him sprawling.
Elven Spell Lore^PH2^78^You have studied the mighty arcane traditions of the elven, granting you insight into the intricate workings of magic and the theoretical structures behind spells.
Fade into Violence^PH2^79^While the chaos of battle swirls around you, you rely on your ability to slip into the background to avoid your enemy's notice.
Fiery Fist^PH2^79^By channeling your kienergy, you sheathe your limbs in magical fire.
Fiery KiDefense^PH2^79^You channel your kienergy into a cloak of flame that injures any who attempt to strike you.
Flay^PH2^79^When fighting unarmored opponents, you excel at twisting your weapon just before impact.
Grenadier^PH2^79^You are skilled in using grenadelike weapons.
Hindering Opportunist^PH2^79^When you have a chance to strike a distracted foe, you instead use that opportunity to aid or protect an ally against him.
Intimidating Strike^PH2^79^You make a display of your combat prowess designed to strike terror in your foe.
Indomitable Soul^PH2^80^Your physical toughness translates into greater mental resiliency.
Keen-Eared Scout^PH2^80^Your sharp sense of hearing allows you to determine much more about your surroundings.
KiBlast^PH2^80^You focus your kiinto a ball of energy that you can hurl at an opponent.
Leap of the Heavens^PH2^80^Your excellent athletic ability and superior conditioning allow you to make near-superhuman leaps.
Lunging Strike^PH2^80^You make a single attack against a foe who stands just beyond your reach.
Lurking Familiar^PH2^80^Your familiar hides within the folds of your robe or takes cover behind you as your opponents close in.
Mad Foam Rager^PH2^80^You fight with the rage that only a rabid badger or a beer-addled dwarf can bring to bear.
Master Manipulator^PH2^80^Your words are your weapons.
Melee Evasion^PH2^81^Your speed, agility, and talent for intelligent fighting allow you to avoid your opponent's blows.
Melee Weapon Mastery^PH2^81^You have mastered a wide range of weapons.
Overwhelming Assault^PH2^81^If you attack a foe who does nothing to turn aside your attack, you press forward with an indomitable strike.
Penetrating Shot^PH2^81^You send a powerful shot cleaving through your enemies.
Ranged Weapon Mastery^PH2^82^You have mastered a wide range of weapons.
Rapid Blitz^PH2^82^You charge across the battlefield, combining your speed and fighting ability to move and attack with unmatched skill.
Robilar's Gambit^PH2^82^By offering Robilar's Gambit, you absorb damage to place yourself in an advantageous position.
Shield Sling^PH2^82^You can hurl your shield as a deadly missile, turning it from a defensive item to a crushing, thrown weapon.
Shield Specialization^PH2^82^You are skilled in using a shield, allowing you to gain greater defensive benefits from it.
Shield Ward^PH2^82^You use your shield like a wall of steel and wood.
Short Haft^PH2^82^You have trained in polearm fighting alongside your comrades in arms, sometimes reaching past them while they shield you, and sometimes shielding them while they attack from behind you.
Slashing Flurry^PH2^82^You swing your weapon with uncanny speed, slicing apart a foe in the blink of an eye.
Spectral Skirmisher^PH2^83^You have trained extensively in the use of magic that renders you invisible.
Spell-Linked Familiar^PH2^83^You and your familiar can share spell energy, allowing your familir to cast a limited number of spells each day.
Stalwart Defense^PH2^83^You excel at aiding your allies in battle. When an opponent attempts to strike one of them, you make a quick, distracting motion to ruin the foe's efforts.
Steadfast Determination^PH2^83^Your physical durability allows you to shrug off attacks that would cripple a lesser person.
Telling Blow^PH2^83^When you strike an opponent's vital areas, you draw on your ability to land crippling blows to make the most of your attack.
Trophy Collector^PH2^83^A belt of minotaur fur, a hood of cloaker wing-skin, and an amulet fashioned from a petrified dragon's eye -- these are the intimidating symbols of your trade.
Tumbling Feint^PH2^84^When you move near an opponent, your acrobatic maneuvers leave him confused and unable to properly defend himself.
Two-Weapon Pounce^PH2^84^When you charge an opponent while wielding two weapons, you can make two quick attacks.
Two-Weapon Rend^PH2^84^You wield two weapons with an artisan's precision.
Vatic Gaze^PH2^85^Your arcane studies have brought forth your nascent talent to sense magical auras and the power that others are capable of wielding.
Versatile Unarmed Strike^PH2^85^You employ a variety of unarmed fighting styles, allowing you to alter the type of damage your attacks deal.
Vexing Flanker^PH2^85^You excel at picking apart an opponent's defenses when your allies also threaten them.
Wanderer's Diplomacy^PH2^85^Many halflings journey far and wide across the world, spending no more than a few months in one place.
Water Splitting Stone^PH2^85^You channel your kienergy to splinter the defenses of creatures whose tough hides or magical natures normally allow them to shrug off your blows.
Weapon Supremacy^PH2^85^You are a grandmaster in the use of your chosen weapon.
Ritual Blessing^PH2^86^You call upon the powers of goodness and light to bless your allies.
Ritual Blood Bonds^PH2^86^You invest your allies with the mighty power of your toten, god, or similar divine entity.
Combat Awareness^PH2^86^When you maintain your combat focus, you have an uncanny ability to sense the ebb and flow of your opponents' vitality.
Combat Defense^PH2^87^The state of keen focus and mental discipline you attain in combat allows you to shift the focus of yoru defense from one opponent to another with careful, precise maneuvers.
Combat Focus^PH2^87^The way of the warrior requires more than simple, brute strength.
Combat Stability^PH2^87^When you maintain your combat focus, you become difficult to dislodge.
Combat Strike^PH2^87^Your intense, focused state allows you to see the one critical moment in a battle when you hang suspended between victory and defeat.
Combat Vigor^PH2^88^When you maintain your combat focus, your clarity of purpose and relentless drive allow you to overcome your body's frailties.
Divine Armor^PH2^88^You call upon your deity to protect you in your hour of need by wreathing you in divine power that wards off your enemies' attacks.
Divine Fortune^PH2^88^With a quick prayer, you channel divine energy to help resist a spell, poison, or other deadly effect.
Divine Justice^PH2^88^You can channel divine energy to turn your foe's strength against him, striking him with the same force that he used against you.
Divine Ward^PH2^88^You create a channel of divine energy between yourself and a willing ally.
Profane Aura^PH2^89^You call upon the dark powers you worship to fill the area around you with a dreadful mist that obscures sight.
Sacred Healing^PH2^89^You can channel divine energy to aid in your efforts to tend to a comrade's injuries, sickness, or other conditions.
Sacred Purification^PH2^89^You serve as a conduit of divine energy, filling the area around you with power that aids the living and saps the undead.
Sacred Radiance^PH2^89^You channel divine energy to fill the area around you with a soothing, gentle radiance.
Celestial Sorcerer Aura^PH2^90^The power of your sorcerous heritage shines through, allowing you to infuse the area around you with a menacing aura.
Celestial Sorcerer Heritage^PH2^90^Your ancestry manifests in the form of several special abilities.
Celestial Sorcerer Lance^PH2^90^You can channel your arcane energy into a bolt of power that is baneful to evil creatures.
Celestial Sorcerer Lore^PH2^90^The power of your ancestry grants you access to a variety of new spells.
Celestial Sorcerer Wings^PH2^91^You channel your inborn magical abilities to spawn a pair of spectral, magical wings that glow with majestic power.
Infernal Sorcerer Eyes^PH2^91^Your eyes glow with infernal fire, allowing you to see through magical darkness.
Infernal Sorcerer Heritage^PH2^91^Your innate magic derives from infernal ancestors.
Infernal Sorcerer Howl^PH2^91^You channel the fury of your infernal ancesters into a thunderous roar that blasts your enemies with sonic power.
Infernal Sorcerer Resistance^PH2^91^You are as tough and resilient as an infernal monstrosity, allowing you to shrug off acid and cold damage.
Blistering Spell^PH2^91^Your fire spells sear the flesh from your enemies' bones, leaving them wracked with pain.
Earthbound Spell^PH2^91^You bind a spell into the rock and soil, leaving it there until an opponent stumbles across it.
Flash Frost Spell^PH2^91^Your spells that use cold and ice to damage your foes leave behind a thin layer of slippery frost.
Imbued Summoning^PH2^92^Your summoning spells gain an element of surprise.
Smiting Spell^PH2^92^You can channel the energy of a touch spell into a weapon, causing the spell to discharge when you strike an opponent.
Blood-Spiked Charger^PH2^92^You throw yourself into the fray, using your spiked armor and spiked shield to tear your opponents to pieces.
Combat Cloak Expert^PH2^93^You are adept at turning your cloak into a vital part of your combat repertoire.
Combat Panache^PH2^93^Your glowing personality and sharp performance abilities allow you to navigate the battlefield on sheer chutzpah alone.
Einhander^PH2^94^You excel at wielding a one-handed weapon while carrying nothing in your off hand.
Mad Alchemist^PH2^94^You are an expert at using alchemical items.
Shadow Striker^PH2^94^You melt into the shadows, hiding from your enemies until the time is right.
Abyss-Bound Soul [Vile]^FCI^83^You have pledged your immortal soul to a particular demon lord in return for a gift that aids your evil works in life.
Blood War Conscript [Vile]^FCI^83^Your evil brand indicates your rank in the armies of the Blood War and infuses you with fury.
Chaotic Spell Recall [Abyssal Heritor]^FCI^84^A few choice spells never stray far from your mind.
Claws of the Beast [Abyssal Heritor]^FCI^84^Your hands are twisted like claws. This deformity allows you to deal more damage than usual with your unarmed strikes and sneak attacks.
Cloak of the Obyrith [Abyssal Heritor]^FCI^85^The chaos of the Abyss suffuses your being, as it does the ancient obyriths.
Dark Speech [Vile]^FCI^85^You learn a smattering of the language of truly dark power.
Demonic Conduit [Vile]^FCI^85^Your evil brand incorporates blasphemous runes and sigils that augment magical attacks you make against lawful and/or good targets.
Demonic Skin [Abyssal Heritor]^FCI^85^Your skin has rough, scaly patches that enhance your natural armor.
Demonic Sneak Attack [Abyssal Heritor]^FCI^85^You know exactly how to twist the blade to get the most out of your sneak attacks.
Demon Mastery^FCI^85^You are particularly skilled at summoning demons and convincing them to serve you.
Evil Brand [Vile]^FCI^85^You are physically marked forever as the servant of an evil power greater than yourself -- in this case, a demon lord. The symbols is unquestionable in its perversity, depicting a depravity so unthinkable that all who see it know beyond a doubt that you serve the lords of the Abyss.
Extract Demonic Essence^FCI^86^You can draw upon the living essence of a willing or captured demon to fuel the creation of items or the casting of potent spells.
Eyes of the Abyss [Abyssal Heritor]^FCI^86^Your eyes glow with an inner fire of some unusual color. This glow increases your perception and allows you to see in the dark.
Heart of the Nabassu^FCI^86^Your ancestry traces back to a place where the Abyss meets the Negative Energy Plane.
Keeper of Forbidden Lore [Abyssal Heritor]^FCI^86^A shred of demonic racial memory grants you knowledge of numerous ancient magical secrets.
Ordered Chaos^FCI^86^You are an unusually lawful Abyssal heritor.
Otherworldly Countenance [Abyssal Heritor]^FCI^87^You are either stunningly beautiful or wretchedly hideous. Either way, your appearance can be terribly unsettling to others upon whom you focus your attentions.
Poison Healer^FCI^87^Poison isn't always bad for you.
Poison Talons [Abyssal Heritor]^FCI^87^Your claws drip with poison.
Precognitive Visions [Abyssal Heritor]^FCI^87^You periodically experience visions from the near future.
Primordial Scion [Abyssal Heritor]^FCI^87^The Abyss beckons. . . .
Thrall to Demon [Vile]^FCI^87^You formally become a supplicant to a demon lord. In return for your obedience, you gain a small measure of that demon lord's power.
Vestigial Wings [Abyssal Heritor]^FCI^87^A pair of vestigial wings sprouts from your shoulders.
Ability Focus^MM4^202^A particular special ability of a creature with this feat is more potent than normal.
Awesome Blow^MM4^202^A creature with this feat can choose to deliver blows that send its smaller opponents flying like bowling pins.
Clinging Breath^MM4^202^This feat enables a creature's breath weapon to cling to creatures and continue to affect them after it has breathed.
Craft Construct [Item Creation]^MM4^202^A creature with this feat can create golems and other magic automatons that obey its orders.
Flyby Attack^MM4^202^A creature with this feat can attack on the wing.
Githyanki Battlecaster^MM4^202^A creature with this feat ignores arcane spell failure chances when wearing light armor.
Githyanki Dragonrider [Racial]^MM4^202^A creature with this feat has a knack for getting along with red dragons.
Improved Natural Attack^MM4^203^The natural attacks of a creature with this feat are more dangerous than its size and type would otherwise dictate.
Improved Toughness^MM4^203^A creature with this feat is significantly tougher than normal.
Lingering Breath^MM4^203^The breath weapon of a creature with this feat forms a lingering cloud.
Multiattack^MM4^203^A creature with this feat is adept at using all its natural weapons at once.
Powerful Charge^MM4^203^A creature with this feat can charge with extra force.
Quicken Spell-Like Ability^MM4^203^A creature with this feat can employ a spell-like ability with a moment's thought.
Blessed of Vulkoor [Racial]^SX^134^A scorpion-shaped birthmark denotes you as one of the chosen of Vulkoor.
Drow Scorpion Warrior [Racial, Tactical]^SX^134^Your study of the ways of the scorpion grants you special tactics.
Drow Skirmisher [Racial]^SX^134^Your experience with the guerrilla-style combat of the deep jungle grants you mastery of the weapons of the drow.
Earthquake Stomp^SX^134^Your thunderous steps allow you to knock smaller enemies off their feet.
Echoing Spell [Metamagic]^SX^134^Your spells return after you cast them, although with lessened effects.
Elder Giant Magic^SX^135^You have learned a technique developed by ancient giant spellcasters, allowing you to channel additional power in your spells.
Giant Banemagic^SX^135^You can cast spells that deal additional damage to giants.
Jungle Veteran^SX^135^You have a knack for surviving in harsh environments and avoiding the deadly ambushes of natives.
Mysterious Magic^SX^135^Your study of unconventional magic gives your spells an odd appearance and makes them difficult to identify.
Rending Claws^SX^135^Your expertise with scorpion claw gauntlets allows you to tear apart your opponents with deadly precision.
Breath of Unlife [Metabreath]^DrF^47^Your breath weapon contains the chill of undeath.
Transdimensional Breath [Psionic]^DrF^50^Your breath weapon affects bordering planes.
Follower of the Scaly Way^DrF^57^You are an adherent of Sammaster's teachings.
Servant of a Dragon Ascendant^DrF^92^You formally supplicate yourself to an immortal dragon quasi-deity.
Initiate of Tchazzar^DrF^92^You have been initiated into the greatest mysteries of Tchazzar's church.
Adaptive Style^ToB^28^With just a short period of meditation, you can change your maneuvers and tactics to meet the threat you currently face.
Avenging Strike^ToB^28^Your strength of will and strong sense of justice allow you to smite your foes.
Blade Meditation^ToB^28^You have learned a meditation that grants you insight into the martial disciplines you have studied.
Desert Fire^ToB^29^The power of the Desert Wind surges through you, and you find power in the motion of the hot winds and shifting sands that you can channel into your Desert Wind strikes.
Desert Wind Dodge^ToB^29^Your training in the Desert Wind discipline allows you to dance across the battlefield like a blistering sirocco.
Devoted Bulwark^ToB^29^Because of your staunch devotion to your cause and your Devoted Spirit training, you can stand your ground even in the face of an enemy's resounding attack.
Divine Spirit [Divine]^ToB^29^The fervor and dedication of the Devoted Spirit discipline, combined with your fanatical adherence to a divine power, turns you into a font of spiritual energy.
Evasive Reflexes^ToB^30^When an opponent gives you an opening in combat, you know exactly what to do: slip away.
Extra Granted Maneuver^ToB^30^You are especially devout or insightful, and you have more control over which of your martial maneuvers are currently granted than other crusaders.
Extra Readied Maneuver^ToB^30^You are an unusually perspicacious student of the Sublime Way, and you find it easy to keep a large number of maneuvers ready for use.
Falling Sun Attack^ToB^31^The discipline of the Setting Sun teaches you how to turn an opponent's strengths into weaknesses.
Instant Clarity [ Psionic]^ToB^31^You have sharpened your concentration to the point that you can focus your psionic abilities with just an instant's thought.
Ironheart Aura^ToB^31^Your strength of spirit and martial training inspires those around you.
Martial Stance^ToB^31^You have mastered the fundamentals of a martial discipline, and you are now able to master one of its stances.
Martial Study^ToB^31^By studying the basics of a martial discipline, you learn to focus you kiand perfect the form needed to use a maneuver.
Psychic Renewal [Psionic]^ToB^32^Your mental strength and psionic abilities allow you to focus your mind on combat and use your most devastating maneuvers more frequently.
Rapid Assault^ToB^32^Your fighting style emphasizes taking foes down with quick, powerful blows.
Scribe Martial Script [Item Creation]^ToB^32^You know the secret of creating martial scripts -- small slips of paper into which you infuse your own martial power and skill.
Shadow Blade^ToB^32^In the course of your training in the Shadow Hand discipline, you learn to use your natural agility and speed to augment your attacks with certain weapons.
Shadow Trickster^ToB^32^Your mastery of the Shadow Hand discipline lets you augment your illusion spells with the stuff of shadow.
Song of the White Raven^ToB^32^The White Raven discipline shows you how to rouse dedication and fervor within your allies' hearts.
Snap Kick^ToB^32^You have continued to hone your unarmed combat skills, and you deal more damage with your unarmed strikes.
Stone Power^ToB^32^The principles of the Stone Dragon discipline teach you how to gather and focus your raw, physical strength into an attack.
Sudden Recovery^ToB^33^You can instantly recover your focus, balance, and personal energy after using a martial maneuver.
Superior Unarmed Strike^ToB^33^Your unarmed strikes have become increasingly deadly, enabling you to strike your foes in their most vulnerable areas.
Tiger Blooded^ToB^33^The Tiger Claw discipline teaches students to mimic the rampant, feral qualities of a wild animal.
Unnerving Calm^ToB^33^You know that the secret to defeating your enemies lies within the still center of your own mind.
Vital Recovery^ToB^33^Preparing yourself to execute more of your maneuvers gives you the chance to catch a quick second wind and recover from damage you have sustained in the fight.
White Raven Defense^ToB^33^The White Raven discipline has taught you to shine as a gleaming beacon of hope and endurance amid the chaos of battle.
Clarion Commander^ToB^34^On the battlefield, you are a natural leader.
Distant Horizon^ToB^34^An initiate of the Setting Sun sometimes learns a set of combat maneuvers to create the Distant Horizon fighting form.
Faith Unswerving^ToB^34^The initiate of the Devoted Spirit knows that his fanaticism and devotion to a cause are enough to carry him through almost anything.
Gloom Razor^ToB^35^The teachings of the Shadow Hand discipline allow you to confuse your enemies.
Perfect Clarity of Mind and Body^ToB^35^Your mastery of the Diamond Mind discipline allows you to tap into reserves of spiritual and physical strength that other warriors cannot imagine using.
Reaping Talons^ToB^35^When fighting with the Tiger Claw discipline's preferred weapons, you can use a variety of combat options that maximize the benefits of wielding two weapons.
Scorching Sirocco^ToB^35^As a student of the Desert Wind, the burning fury of the desert sirocco is at your command.
Shards of Granite^ToB^36^Like the great Stone Dragon, you hammer through your opponents' defenses using raw, brutal strength.
Stormguard Warrior^ToB^36^The Stormguard Warrior feat encompasses a number of the more advanced tactics and techniques you would use as a student of the Iron Heart school.
Armor of Scales [Ceremony]^DM^15^You imbue a target with the protection of a dragon's blade.
Black Dragon Lineage [Draconic]^DM^15^You have attuned yourself to your black dragon ancestry and can poison foes with your touch.
Blue Dragon Lineage [Draconic]^DM^15^You have learned to harness the power of your blue dragon ancestry and can hurl orbs of lightning.
Brass Dragon Lineage [Draconic]^DM^16^You have unlocked the power of your brass dragon ancestry and can put foes to sleep with ease.
Bronze Dragon Lineage [Draconic]^DM^16^You have tapped into your bronze dragon blood and can channel arcane energy to repel foes.
Copper Dragon Lineage [Draconic]^DM^16^You have learned to channel the powers of your copper dragon ancestry to hinder your enemies' mobility.
Double Draconic Aura^DM^16^You can project two draconic auras simultaneously.
Draconic Armor [Draconic]^DM^16^You learn to block damage from successful attacks, lessening the blows with spell energy.
Draconic Aura^DM^16^You can tap into the raw power of dragons to create a variety of potent auras around you.
Draconic Heritage [Draconic]^DM^17^You have a greater connection with your draconic bloodline than others of your kind.
Draconic Knowledge [Draconic]^DM^17^Your draconic blood lets you access ancient draconic knowledge.
Draconic Senses [Draconic]^DM^17^Your draconic blood grants you great sensory powers.
Draconic Vigor [Draconic]^DM^17^You gain some of the vitality of your draconic ancestry when casting spells.
Dragonfire Assault [Draconic]^DM^17^You can augment your most powerful melee attacks with draconic power.
Dragonfire Channeling [Draconic]^DM^17^You channel draconic fire through your holy symbol.
Dragonfire Inspiration [Draconic]^DM^17^You can channel the power of your draconic ancestry into the attacks of your allies.
Dragonfire Strike [Draconic]^DM^18^You can call upon your innate draconic powers to augment certain weapon attacks.
Dragontouched [Draconic]^DM^18^You have a trace of draconic power, a result of dragons in your ancestry or a spiritual connection between you and the forces of dragonkind.
Gold Dragon Lineage [Draconic]^DM^19^You can harness the legacy of your gold dragon ancestry to protect your allies.
Heart of Dragons [Ceremony]^DM^19^You imbue your allies with draconic power.
Initiate of Aasterinian [Initiate]^DM^20^You live for the moment, reveling in new experiences without fear of consequence.
Initiate of Astilabor [Initiate]^DM^20^You share your deity's desire to acquire and protect treasure, and she has recognized this by granting you an edge in achieving these goals.
Initiate of Bahamut [Initiate]^DM^20^The Platinum Dragon has entrusted you with great power in the battle against evil.
Initiate of Falazure [Initiate]^DM^20^Your celebration of death and decay has opened up new magical secrets involving the living and undead.
Initiate of Garyx [Initiate]^DM^20^You channel the cleansing fire of destruction, as wielded by your deity.
Initiate of Hlal [Initiate]^DM^21^Fueled by faith in your deity, your audacity and bravery truly know no bounds.
Initiate of Io [Initiate]^DM^21^Your deity has entrusted you with the responsibility of tending to dragonkind.
Initiate of Lendys [Initiate]^DM^21^Your dedication to justice grants you the ability to ferret out and punish wrongdoers.
Initiate of Tamara [Initiate]^DM^21^You wield the twin powers of mercy and death in service to your draconic patron.
Initiate of Tiamat [Initiate]^DM^21^Your homage to the creator of evil dragonkind has been rewarded with physical and mental power.
Red Dragon Lineage [Draconic]^DM^21^The fiery blood of red dragons runs within your veins, allowing you to produce flames from thin air.
Silver Dragon Lineage [Draconic]^DM^22^You are the descendant of silver dragons and can harness your ancestors' power to paralyze your opponents.
Slayer of Dragons [Ceremony]^DM^22^You protect your allies from the ravages they are sure to face while hunting dragons.
White Dragon Lineage [Draconic]^DM^22^Your veins run with the savage blood of white dragons, allowing you to whyp yourself into a ragelike state.
Words of Draconic Power [Ceremony]^DM^22^You tap into the great tradition of draconic magic to enhance the words of your allies.
Action Healing^FE^145^You can spend an action point to enhance your healing power.
Ancestral Whispers^FE^145^Through intense focus and divine energies, you can hear the advice of past ancestors.
Ceremonial Empowerment^FE^145^Your divine might increases on your patron's holy days.
Construct Grafter [Item Creation]^FE^145^You can apply construct grafts to other living creatures or to yourself.
Divine Alacrity [Divine]^FE^145^You can channel divine energies into your own body, increasing your speed.
Divine Countermagic [Divine]^FE^146^You channel divine energies to counter spells.
Divine Warrior [Divine]^FE^146^Through divine power, you wield your deity's favored weapon to devastating effect.
Domain Spontaneity [Divine]^FE^147^You are so familiar with one of your domains that you can convert other prepared spells into spells from that domain.
Frantic Rage^FE^147^Your divine madness allows you to channel your fury into frenetic agility rather than might.
Heroic Channeling [Divine]^FE^147^You can call on your personal strength of will to channel positive or negative energy into divine feats.
Heroic Devotion [Divine]^FE^147^Your devotion to your faith allows you to manipulate fate at the expense of some spellcasting ability.
Lucid Channeling^FE^147^When you invite a celestial into your body, you open your mind completely to the divine spirit.
Nightbringer Initiate^FE^147^You have been trained in the ways of the Nightbringers, a new offshoot of the Children of Winter.
Sacred Resilience^FE^147^You can channel divine energies to protect your allies from harm.
Touch of Silver^FE^148^Your devotion to the Silver Flame allows you to burn the Church's foes with holy energies.
Unquenchable Flame of Life^FE^148^You are hardened to the attacks of the undead.
Unyielding Bond of Soul^FE^148^You are hardened to the attacks of the beings of other worlds.
Worldly Focus^FE^148^Your belief in the omnipresence of the gods is so strong, you can channel your spells through the environment rather than a holy symbol.
Wrest Possession^FE^148^If you resist control by a possessing fiend, you can attempt to seize control of its abilities.
Enduring Life^Rav^200^You can ignore the effect of negative levels for a short time.
Lasting Life^Rav^200^You can shed negative levels with an act of will.
Favored in Guild^Rav^205^You are an active and valued member of your guild.
Acidic Splatter^CM^37^You can channel magical energy into orbs of acid.
Alacritous Cogitation^CM^37^You can leave a prepared spell slot open to spontaneously cast a spell.
Aquatic Breath [Reserve]^CM^39^Your reservoir of magic allows you to breathe normally even underwater.
Battlecaster Defense [Tactical]^CM^39^You have mastered techniques for taking full advantage of spells in melee while remaining unharmed.
Battlecaster Offense [Tactical]^CM^40^You cunningly mix melee combat and spellcasting to increase the potency of both.
Blade of Force [Reserve]^CM^40^You can surround a weapon with a short-lived aura of force.
Borne Aloft [Reserve]^CM^40^You can channel the magic of the winds to briefly grant you flight.
Captivating Melody^CM^40^You can expend some of your musical abilities to increase the potency of your enchantment or illusion spells.
Clap of Thunder [Reserve]^CM^40^You can deliver a thunderous roar with a touch.
Cloudy Conjuration^CM^40^Your conjured creations and summoned beings appear in a puff of sickening black smoke, and you vanish in a cloud of the same when you teleport.
Clutch of Earth [Reserve]^CM^40^You briefly increase the earth's pull on the target creature.
Dazzling Illusion^CM^41^Casting illusions causes the air about you to be filled with flashing colors that dazzle your foes.
Defending Spirit^CM^41^Your watchful spirit helps keep you safe in combat.
Delay Potion^CM^41^You can drink a potion and postpone its effects.
Dimensional Jaunt^CM^41^With a single step, you can cross an entire room.
Dimensional Reach [Reserve]^CM^41^You can transport small objects to you with an act of will.
Drowning Glance [Reserve]^CM^41^With a look, you create a small but incapacitating amount of water in the subject's lungs.
Elemental Adept^CM^42^You can spontaneously cast a spell of the element you have mastered.
Energy Abjuration^CM^42^Casting an abjuration spell grants you protection from energy damage.
Energy Gestalt [Tactical]^CM^42^You have learned to combine multiple energy effects to great advantage.
Face-Changer [Reserve]^CM^42^Your mastery of illusions allows you to subtly alter your appearance at whim.
Favored Magic Foe^CM^42^Through study, you have learned how best to defend yourself against your favored enemies' spells and how to best affect them with your own.
Fearsome Necromancy^CM^42^Creatures subjected to your necromantic spells feel the chill of fear.
Fey Heritage [Heritage]^CM^43^You are descended from creatures native to the fey realms. You are naturally resistant to the most common effects produced by
Fey Legacy [Heritage]^CM^43^The magical powers of your ancestors manifest in you.
Fey Power [Heritage]^CM^43^Your fey heritage augments the power of certain types of magic.
Fey Presence [Heritage]^CM^43^You share your ancestor's knack for playing tricks on the minds of others.
Fey Skin [Heritage]^CM^43^Your fey heritage guards you against all weapons except those crafted from the dreaded cold iron.
Fiendish Heritage [Heritage]^CM^43^You are descended from creatures native to the Lower Planes.
Fiendish Legacy [Heritage]^CM^43^The magical powers of your ancestors manifest in you.
Fiendish Power [Heritage]^CM^43^Your fiendish heritage augments the power of certain types of magic.
Fiendish Presence [Heritage]^CM^43^You share your ancestors' ability to tamper with the minds of weak-minded fools.
Fiendish Resistance [Heritage]^CM^43^Your bloodline inures you against corrosion and fire.
Fiery Burst [Reserve]^CM^43^You channel your magical talent into a blast of fire.
Hasty Spirit^CM^44^Your watchful spirit lends you a burst of speed in times of great need.
Hurricane Breath [Reserve]^CM^44^The power of elemental air you hold in your mind allows you to exhale the wind.
Insightful Divination^CM^44^Casting a divination spell grants you an uncanny insight into danger.
Invisible Needle [Reserve]^CM^44^You can create tiny darts of force.
Magic Device Attunement^CM^44^You have a knack for activating familiar magic items.
Magic Disruption [Reserve]^CM^44^You can use your powers of abjuration to interfere with other casters' spells.
Magic Sensitive [Reserve]^CM^44^You literally see the emanations of magic around you.
Master of Undeath^CM^44^You can control an undead that you create . . . for a time.
Melodic Casting^CM^44^You can weave your music and magic together into a single perfect voice.
Metamagic School Focus^CM^45^You are unusually skilled at modifying the effects of a particular school of magic.
Metamagic Spell Trigger^CM^45^You can apply metamagic feats you know to spell effects from magic items you activate with a spell trigger.
Metamagic Vigor [Tactical]^CM^45^The energy you pour into increasing the power of your spells feeds back upon itself in an ever-increasing cycle.
Minor Shapeshift [Reserve]^CM^45^Your mastery of shapeshifting magic allows you to reshape your flesh in small but significant ways.
Mystic Backlash [Reserve]^CM^45^With a touch, your magic corrupts the spells of your enemy.
Piercing Evocation^CM^46^Your evocation spells ignore an amount of energy resistance.
Ranged Recall^CM^46^Your magical ranged attacks rarely miss.
Rapid Metamagic^CM^46^You possess an uncanny mastery of your magic, enabling you to modify spells on the fly much faster than others can.
Residual Magic [Tactical]^CM^46^You can use the lingering energy from a spell you cast to boost the effect of a later spell.
Retributive Spell [Metamagic]^CM^47^You can keep a spell in reserve to use when a foe causes you harm.
Shadow Veil [Reserve]^CM^47^You draw wisps of darkness across your enemy's eyes, obscuring the world around him.
Sickening Grasp [Reserve]^CM^47^You wreak havoc with the inner organs of a target, causing it to grow ill.
Somatic Weaponry^CM^47^You are adept at performing somatic spell components while your hands are occupied.
Storm Bolt [Reserve]^CM^47^The electrical energy contained within your magic rages inside you, begging to be released.
Summon Elemental [Reserve]^CM^47^You can channel the summoning power you hold to briefly bring forth an elemental servant.
Sunlight Eyes [Reserve]^CM^48^The bright magic within you allows you to see through the darkest shadow.
Touch of Distraction [Reserve]^CM^48^Your touch briefly clouds the mind of a foe, impeding its efforts.
Toughening Transmutation^CM^48^Casting a transmutation spell briefly transforms your skin or that of an ally into sterner stuff.
Unsettling Enchantment^CM^48^Your enchantment spells cloud the minds of even those who would otherwise resist their effects.
Vengeful Spirit^CM^48^Your watchful spirit takes revenge on foes that have harmed you.
Wind-Guided Arrows [Reserve]^CM^48^Your mastery of the wind allows you to alter the flight of a ranged weapon.
Winter's Blast [Reserve]^CM^48^The frozen magic within you can burst forth in a hail of frost.
