# HG changeset patch # User sirebral # Date 1247607718 18000 # Node ID 4385a7d0efd1a026489b608e197fee9044d368f4 Deleted and repushed it with the 'grumpy-goblin' branch. I forgot a y diff -r 000000000000 -r 4385a7d0efd1 __init__.py diff -r 000000000000 -r 4385a7d0efd1 data/SWd20/SWd20classes.xml --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/data/SWd20/SWd20classes.xml Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,47 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff -r 000000000000 -r 4385a7d0efd1 data/SWd20/d20armor.xml --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/data/SWd20/d20armor.xml Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,46 @@ + + +This armour consists of a lightweight helmet and a composite vest that, when worn together, offer limited protection against shrapnel, mele weapons, slugthrowers, and blasters + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff -r 000000000000 -r 4385a7d0efd1 data/SWd20/d20feats.xml --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/data/SWd20/d20feats.xml Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,217 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff -r 000000000000 -r 4385a7d0efd1 data/SWd20/d20weapons.xml --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/data/SWd20/d20weapons.xml Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,125 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff -r 000000000000 -r 4385a7d0efd1 data/d20/d20armor.xml --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/data/d20/d20armor.xml Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,75 @@ + + +This armor is made of overlapping strips of metal sewn to a backing of leather and chainmail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement. Straps and buckles distribute the weight evenly. It includes gauntlets. + + + +A breastplate covers the front and back. It comes with a helmet and matching greaves (plates to cover the lower legs). A light suit or skirt of studded leather beneath the breastplate protects limbs without restricting +movement much. + + + +This small metal shield is strapped to the forearm, allowing it to be worn and still use the hand. A bow or crossbow can be used without penalty. An off-hand weapon can be used, but a -1 penalty on attack rolls is imposed because of the extra weight on your arm. This penalty stacks with those for fighting with the off hand and, if appropriate, for fighting with two weapons. In any case, if a weapon is used in the off-hand, the character doesn't get the buckler's AC bonus for the rest of the round. + + + +This armor is made of interlocking metal rings. It includes a layer of quilted fabric underneath it to prevent chafing and to cushion the impact of blows. Several layers of mail are hung over vital areas. Most of the armor's weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. It includes gauntlets. + + + +A shirt of chainmail protects the torso while leaving the limbs free and mobile. A layer of quilted fabric underneath it prevents chafing and cushions the impact of blows. It comes with a steel cap. + + + +This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes gauntlets, heavy leather boots, and a visored helmet. + + + +This armor is a combination of chainmail with metal plates (breastplate, epaulettes, elbow guards, gauntlets, tasses, and greaves) covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. It includes gauntlets. + + + +This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in. + + + +A large shield is too heavy to use the shield hand for anything else. + + + +A large shield is too heavy to use the shield hand for anything else. + + + +The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is softer and more flexible leather. + + + +Padded armor features quilted layers of cloth and batting. + + + +A small shield's light weight lets a character carry other items in that hand (although the character cannot use weapons). + + + +This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. It includes gauntlets. + + + +A small shield's light weight lets a character carry other items in that hand (although the character cannot use weapons). + + + +This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chainmail protects the joints. It includes gauntlets. + + + +This armor is made from tough but flexible leather (not hardened leather as with normal leather armor) reinforced with close-set metal rivets. + + + +This massive wooden shield is nearly as tall as the wielder. Basically, it is a portable wall meant to provide cover. It can provide up to total cover, depending on how far a character comes out from behind it. A tower shield, however, does not provide cover against targeted spells; a spellcaster can cast a spell on a character by targeting the shield. A tower shield cannot be used for the shield bash action. + + + diff -r 000000000000 -r 4385a7d0efd1 data/d20/d20classes.xml --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/data/d20/d20classes.xml Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,608 @@ + + +Race: Elf or half-elf. +Base Attack Bonus: +6. +Feats: Weapon Focus (any bow other than a crossbow), Point Blank Shot, Precise Shot. +Spellcasting: Ability to cast 1st-level arcane spells. +Any +An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields. +Enchant Arrow: At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes enchanted, gaining a +1 enhancement bonus. An archer's magic arrows only function for her. For every two levels of arcane archer the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency. + +Imbue Arrow: At 2nd level, an arcane archer gains this spell-like ability, allowing her to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered upon where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted. + +Seeker Arrow: At 4th level, the arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the end of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. This is a spell-like ability. (Shooting the arrow is part of the action.) + +Phase Arrow: At 6th level, the arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (A wall of force, a wall of fire, or the like stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. This is a spell-like ability. (Shooting the arrow is part of the action.) + +Hail of Arrows: In lieu of her regular attacks, once per day the 8th-level arcane archer can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level she has earned. Each attack uses the archer's primary attack bonus, and each enemy may only be targeted by a single arrow. This is a spell-like ability. + +Arrow of Death: At 10th level, the arcane archer can enchant an arrow of death that forces the target, if damaged by the arrow's attack, to make a Fortitude save (DC 20) or be slain immediately. It takes one day to create an arrow of death, and the arrow only functions for the arcane archer who created it. The enchantment lasts no longer than one year, and the archer can only have one such arrow in existence at a time. + + +Move Silently: 8 ranks. +Hide: 8 ranks. +Disguise: 4 ranks. +Special: In addition, he must kill someone for no other reason than to join the assassins. +Evil +Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields. +Sneak Attack: Any time the assassin's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the assassin's attack deals +1d6 points of damage. This extra damage increases by +1d6 points every other level (+2d6 at 3rd level, +3d6 at 5th level, and so on). Should the assassin score a critical hit with a sneak attack, this extra damage is not multiplied. + +It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 30 feet away or less. + +With a sap or an unarmed strike, the assassin can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty, because he must make optimal use of his weapon in order to execute the sneak attack. + +An assassin can only sneak attack living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the assassin must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The assassin cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach. + +If an assassin gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack. + +Death Attack: If the assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails her Fortitude saving throw (DC 10 + the assassin's class level + the assassin's Intelligence modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim's mind and body become enervated, rendering her completely helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. + +Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. + +Spells: Beginning at 1st level, an assassin gains the ability to cast a small number of arcane spells. To cast a spell, the assassin must have an Intelligence score of at least 10 + the spell's level, so an assassin with an Intelligence of 10 or lower cannot cast these spells. Assassin bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the assassin's Intelligence modifier (if any). When the assassin gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the assassin gets only bonus spells. An assassin without a bonus spell for that level cannot yet cast a spell of that level. The assassin's spell list appears below. An assassin prepares and casts spells just as a wizard does. + +Saving Throw Bonus vs. Poison: Assassins train with poisons of all types and slowly grow more and more resistant to their effects. This is reflected by a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two levels the assassin gains (+1 at 2nd level, +2 at 4th level, +3 at 6th level, and so on). + +Uncanny Dodge: Starting at 2nd level, the assassin gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.) + +At 5th level, the assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus sneak attack him). + +At 10th level, the assassin gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps. + +If the assassin has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant the ability and determine the character's uncanny dodge ability on that basis. + +Assassins choose their spells from the following list: + +1st level-change self, detect poison, ghost sound, obscuring mist, spider climb. +2nd level-alter self, darkness, pass without trace, undetectable alignment. +3rd level-deeper darkness, invisibility, misdirection, nondetection. +4th level-dimension door, freedom of movement, improved invisibility, poison. + + +None +Nonlawful +A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields. +Barbarian Rage: Barbarian temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a -2 penalty to AC. + +The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when the Constitution score drops back to normal. While raging, a barbarian cannot use skills or abilities that require patience and concentration. (The only class skills he can't use while raging are Craft, Handle Animal, and Intuit Direction.) He can use any feat he might have except for Expertise, item creation feats, metamagic feats, and Skill Focus (if it's tied to a skill that requires patience or concentration). + +A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. The barbarian may prematurely end the rage voluntarily. At the end of the rage, the barbarian is fatigued (-2 to Strength, -2 to Dexterity, can't charge or run) for the duration of that encounter (unless the barbarian is 20th level, when this limitation no longer applies). The barbarian can only fly into a rage once per encounter, and only a certain number of times per day (determined by level). Entering a rage takes no time itself, but the barbarian can only do it during his action. + +Starting at 15th level, the barbarian's rage bonuses become +6 to Strength, +6 to Constitution, and a +3 morale bonus to Will saves. (The AC penalty remains at -2.) + +Fast Movement: The barbarian has a speed faster than the norm for his race by +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load). + +Uncanny Dodge: At 2nd level and above, the barbarian retains his Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker. + +At 5th level, the barbarian can no longer be flanked. The exception to this defense is that a rogue at least four levels higher than the barbarian can still flank. + +At 10th level, the barbarian gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 13th level, these bonuses rise to +2. At 16th, they rise to +3, and at 19th they rise to +4. + +Damage Reduction: Starting at 11th level, the barbarian gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time the barbarian is dealt damage. At 14th level, this damage reduction rises to 2. At 17th, it rises to 3. At 20th, it rises to 4. Damage reduction can reduce damage to 0 but not below 0. + +Illiteracy: Barbarians are the only characters that do not automatically know how to read and write. A barbarian must spend 2 skill points to gain the ability to read and write any language the barbarian is able to speak. + +Ex-Barbarians: A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. The barbarian retains all the other benefits of the class. + + +None +Nonlawful +A bard is proficient with all simple weapons. Additionally, the bard is proficient with one of the following weapons: longbow, composite longbow, longsword, rapier, sap, short composite bow, short sword, shortbow, or whip. Bards are proficient with light armor, medium armor, and shields. +Spells: A bard casts arcane spells. The bard casts these spells without needing to memorize them beforehand or keep a spellbook. Bards receive bonus spells for high Charisma, and to cast a spell a bard must have a Charisma score at least equal to 10 + the level of the spell. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell's level + the bard's Charisma modifier. + +Bardic Music: Once per day per level, a bard can use song or poetics to produce magical effects on those around him or her. While these abilities fall under the category of bardic music, they can include reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. As with casting a spell with a verbal component, a deaf bard suffers a 20% chance to fail with bardic music. If the bard fails, the attempt still counts against the daily limit. + +The Bardic Music effects are: + +* Inspire Courage: A bard with 3 or more ranks in Perform can to inspire courage in his or her allies. To be affected, an ally must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls. Inspire courage is a supernatural, mind-affecting ability. + +* Countersong: A bard with 3 or more ranks in Perform can counter magical effects that depend on sound (but not spells that simply have verbal components). As with inspire courage, a bard may sing, play, or recite a countersong while taking other mundane actions, but not magical actions. Each round of the countersong, the bard makes a Perform check. Any creature within 30 feet of the bard (including the bard) who is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of his saving throw if, after rolling the saving throw, the Perform check result proves to be better. The bard may keep up the countersong for 10 rounds. Countersong is a supernatural ability. + +* Fascinate: A bard with 3 or more ranks in Perform can cause a single creature to become fascinated with him. The creature to be fascinated must be able to see and hear the bard and must be within 90 feet. The bard must also see the creature. The creature must be able to pay attention to the bard. The distraction of a nearby combat or other dangers prevents the ability from working. The bard makes a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than the bard's check result. If the saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level of the bard. While fascinated, the target's Spot and Listen checks suffer a -4 penalty. Any potential threat (such as an ally of the bard moving behind the fascinated creature) allows the fascinated creature a second saving throw against a new Perform check result. Any obvious threat, such as casting a spell, drawing a sword, or aiming, automatically breaks the effect. + +While fascinating (or attempting to fascinate) a creature, the bard must concentrate, as if casting or maintaining a spell. Fascinate is a spell-like, mind- affecting charm ability. + +* Inspire Competence: A bard with 6 or more ranks in Perform can help an ally succeed at a task. The ally must be able to see and hear the bard and must be within 30 feet. The bard must also see the creature. The ally gets a +2 competence bonus on his skill checks with a particular skill as long as he or she continues to hear the bard's music. The DM may rule that certain uses of this ability are infeasible. The bard can maintain the effect for 2 minutes (long enough for the ally to take 20). Inspire competence is a supernatural, mind-affecting ability. + +* Suggestion: A bard with 9 or more ranks in Perform can make a suggestion (as the spell) to a creature that he has already fascinated (see above). The suggestion doesn't count against the bard's daily limit on bardic music performances (one per day per level), but the fascination does. A Will saving throw (DC 13 + the bard's Charisma modifier) negates the effect. Suggestion is a spell-like, mind-affecting charm ability. + +* Inspire Greatness: A bard with 12 or more ranks in Perform can inspire greatness in another creature. For every three levels the bard attains beyond 9th, the bard can inspire greatness in one additional creature. To inspire greatness, the bard must sing and the creature must hear the bard sing for a full round, as with inspire courage. The creature must also be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as he or she hears the bard continue to sing and for 5 rounds thereafter. (All these bonuses are competence bonuses.) + +The target gains the following boosts: +* +2 Hit Dice (d10s that grant temporary hit points). +* +2 competence bonus on attacks. +* +1 competence bonus on Fortitude saves. + +Apply the target's Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell. Inspire greatness is a supernatural, mind-affecting enchantment ability. + +Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM will determine the Difficulty Class of the check by referring to the table below. DC Type of Knowledge +-- -----------------10 Common, known by at least a substantial minority of the local population. +20 Uncommon but available, known by only a few people in the area. +25 Obscure, known by few, hard to come by. +30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge. + +Ex-Bards: A bard who becomes lawful in alignment cannot progress in levels as a bard, though he retains all his bard abilities. + + +Base Attack Bonus: +6. +Knowledge (religion): 2 ranks. +Hide: 5 ranks. +Feats: Cleave, Sunder. +Special: The blackguard must have made peaceful contact with an evil outsider who was summoned by him or someone else to have contracted the taint of true evil. +Any Evil +Blackguards are proficient with all simple and martial weapons, with all types of armor, and with shields. +Detect Good: At will, the blackguard can detect good as a spell-like ability. This ability duplicates the effects of the spell detect good. + +Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. + +Dark Blessing: A blackguard applies his Charisma modifier (if positive) as a bonus to all saving throws. + +Spells: Beginning at 1st level, a blackguard gains the ability to cast a small number of divine spells. To cast a spell, the blackguard must have a Wisdom score of at least 10 + the spell's level, so a blackguard with a Wisdom of 10 or lower cannot cast these spells. Blackguard bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the blackguard's Wisdom modifier. When the blackguard gets 0 spells of a given level, such as 0 1st-level spells at 1st level, he gets only bonus spells. (A blackguard without a bonus spell for that level cannot yet cast a spell of that level.) The blackguard's spell list appears below. A blackguard has access to any spell on the list and can freely choose which to prepare, just like a cleric. A blackguard prepares and casts spells just as a cleric does (though the blackguard cannot spontaneously cast cure or inflict spells). + +Smite Good: Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. For example, a 9th-level blackguard armed with a longsword would deal 1d8+9 points of damage, plus any additional bonuses from high Strength or magical effects that normally apply. If the blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day. Smite good is a supernatural ability. + +Aura of Despair: Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to suffer a -2 morale penalty on all saving throws. Aura of despair is a supernatural ability. + +Command Undead: When a blackguard reaches 3rd level, he gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower. + +Sneak Attack: If a blackguard can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the blackguard's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the blackguard's attack deals +1d6 points of damage at 4th level and an additional +1d6 points for every three levels thereafter (+2d6 at 7th level, +3d6 at 10th level, and so on). Should the blackguard score a critical hit with a sneak attack, this extra damage is not multiplied. + +Ranged attacks only count as sneak attacks if the target is 30 feet away or less. A blackguard cannot make a sneak attack to deal subdual damage. The blackguard must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. He cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach. + +A blackguard can only sneak attack living creatures with discernible anatomies. Undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is not subject to sneak attacks. + +If a blackguard gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack. + +Blackguards choose their spells from the following list: + +1st level-cause fear, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*. +2nd level-bull's strength, cure moderate wounds, darkness, death knell, inflict moderate wounds, shatter, summon monster II*. +3rd level-contagion, cure serious wounds, deeper darkness, inflict serious wounds, protection from elements, summon monster III*. +4th level-cure critical wounds, freedom of movement, inflict critical wounds, poison, summon monster IV*. + +*Evil creatures only. + +Fallen Paladins + +Blackguards who possess levels of paladin (that is to say, are now ex-paladins) gain extra abilities the more levels of paladin they possess. Those who have tasted the light of goodness and justice and turned away make the foulest villains. + + +None +Varies by deity. A cleric's alignment must be within one step of his deity's, and it may not be neutral unless the deity's alignment is neutral. +Clerics are proficient with all simple weapons. Clerics are proficient with all types of armor (light, medium, and heavy) and with shields. +Some deities have favored weapons, and clerics consider it a point of pride to wield them. A cleric whose deity's favored weapon is a martial weapon and who chooses War as one of his domains receives the Martial Weapon Proficiency feat related to that weapon for free, as well as the Weapon Focus feat related to that weapon. + +Spells: A cleric casts divine spells. A cleric may prepare and cast any spell on the cleric spell list, provided he can cast spells of that level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell's level + the cleric's Wisdom modifier. + +Each cleric must choose a time at which he must spend an hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. + +In addition to his standard spells, a cleric gets one domain spell of each spell level, starting at 1st. When a cleric prepares a domain spell, it must come from one of his two domains. + +Deity, Domains, and Domain Spells: Choose a deity for your cleric. The cleric's deity influences his alignment, what magic he can perform, his values, and how others see him. + +Choose two from among the deity's domains for your cleric's domains. You can only select an alignment domain (such as Good) for your cleric if his alignment matches that domain. + +If your cleric is not devoted to a particular deity, you still select two domains to represent his spiritual inclinations and abilities (but the restriction on alignment domains still applies). + +Each domain gives your cleric access to a domain spell at each spell level, from 1st on up, as well as a granted power. Your cleric gets the granted powers of all the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day. If a domain spell is not on the Cleric Spells list, a cleric can only prepare it in his domain slot. + +Spontaneous Casting: Good clerics (and neutral clerics of good deities) can channel stored spell energy into healing spells that they haven't prepared ahead of time. The cleric can "lose" a prepared spell in order to cast any cure spell of the same level or lower (a cure spell is any spell with "cure" in its name). + +An evil cleric (or a neutral cleric of an evil deity), on the other hand, can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in the title). + +A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells either to cure spells or to inflict spells (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the neutral cleric turns or commands undead (see below). + +A cleric can't use spontaneous casting to convert domain spells into cure or inflict spells. These spells arise from the particular powers of the cleric's deity, not divine energy in general. + +Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to his own or to his deity's. + +Turn or Rebuke Undead: A good cleric (or a neutral cleric who worships a good deity) has the supernatural ability to turn undead. Evil clerics (and neutral clerics who worship evil deities) can rebuke such creatures. Neutral clerics of neutral deities can do one or the other (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the neutral cleric can cast spontaneous cure or inflict spells (see above). + +A cleric may attempt to turn or rebuke undead a number of times per day equal to three plus his Charisma modifier. + +Extra Turning: As a feat, a cleric may take Extra Turning. This feat allows the cleric to turn undead four more times per day than normal. A cleric can take this feat multiple times, gaining four extra daily turning attempts each time. + +Bonus Languages: A cleric's list of bonus languages includes Celestial, Abyssal, and Infernal, in addition to the bonus languages available to the character because of his race. + +Ex-Clerics: A cleric who grossly violates the code of conduct expected by his god (generally acting in ways opposed to the god's alignment or purposes) loses all spells and class features and cannot gain levels as a cleric of that god until he atones. + + +None +Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil. +Druids are proficient with the following weapons: club, dagger, dart, halfspear, longspear, quarterstaff, scimitar, sickle, shortspear, and sling. Their spiritual oaths prohibit them from using weapons other than these. They are proficient with light and medium armors but are prohibited from wearing metal armor (thus, they may wear only padded, leather, or hide armor). They are skilled with shields but must use only wooden ones. +A druid who wears prohibited armor or wields a prohibited weapon is unable to use any of her magical powers while doing so and for 24 hours thereafter. (Note: A druid can use wooden items that have been altered by the ironwood spell so that they function as though they were steel.) + +Spells: A druid casts divine spells. A druid may prepare and cast any spell on the druid spell list provided she can cast spells of that level. She prepares and casts spells the way a cleric does (though she cannot lose a prepared spell to cast a cure spell in its place). To prepare or cast a spell, a druid must have a Wisdom score of at least 10 + the spell's level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell's level + the druid's Wisdom modifier. Bonus spells for druids are based on Wisdom. + +Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own. + +Bonus Languages: A druid may substitute Sylvan for one of the bonus languages available to her. In addition, a druid knows the Druidic language. This secret language is known only to druids, and druids are forbidden from teaching it to nondruids. Druidic has its own alphabet. + +Nature Sense: A druid can identify plants and animals (their species and special traits) with perfect accuracy. The druid can determine whether water is safe to drink or dangerous. + +Animal Companion: A 1st-level druid may begin play with an animal companion. This animal is one that the druid has befriended with the spell animal friendship. + +Woodland Stride: Starting at 2nd level, a druid may move through natural thorns, briars, overgrown areas, and similar terrain at his or her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the druid. + +Trackless Step: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. + +Resist Nature's Lure: Starting at 4th level, a druid gains a +4 bonus to saving throws against the spell-like abilities of feys. + +Wild Shape: At 5th level, a druid gains the spell-like ability to polymorph self into a Small or Medium-size animal (but not a dire animal) and back again once per day. Unlike the standard use of the spell, however, the druid may only adopt one form. As stated in the spell description, the druid regains hit points as if he or she has rested for a day. The druid does not risk the standard penalty for being disoriented while in the wild shape. + +The druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted. In addition, the druid gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. At 12th level or higher, she can take the form of a dire animal. + +At 16th level or higher, the druid may use wild shape to change into a Small, Medium-size, or Large air, earth, fire, or water elemental once per day. The druid gains all the elemental's special abilities. At 18th level, the druid can do this three times per day. + +Venom Immunity: At 9th level, a druid gains immunity to all organic poisons, including monster poisons but not mineral poisons or poison gas. + +A Thousand Faces: At 13th level, a druid gains the supernatural ability to change his or her appearance at will, as if using the spell alter self. + +Timeless Body: After achieving 15th level, a druid no longer suffers ability penalties for aging and cannot be magically aged. Any penalties she may have already suffered, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up. + +Ex-Druids: A druid who ceases to revere nature or who changes to a prohibited alignment loses all spells and druidic abilities and cannot gain levels as a druid until she atones. + + +Race: Dwarf. +Base Attack Bonus: +7. +Feats: Dodge, Endurance, Toughness. +Any Lawful +The dwarven defender is proficient with all simple and martial weapons, all types of armor, and shields. +Defensive Stance: When he needs to, the defender can become a stalwart bastion of defense. In this defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains the following benefits:+2 Strength, +4 Constitution, +2 resistance bonus on all saves, +4 dodge bonus to AC. + +While defending, a defender cannot use skills or abilities that would require him to shift his position, such as Move Silently or Jump. A defensive stance lasts for 3 rounds, plus the character's (newly improved) Constitution modifier. The defender may end the defense voluntarily prior to this limit. At the end of the defense, the defender is winded and suffers a -2 penalty to Strength for the duration of that encounter. The defender can only take his defensive stance a certain number of times per day as determined by his level. Taking the stance takes no time itself, but the defender can only do so during his action. + +Defensive Awareness: Starting at 2nd level, the dwarven defender gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) + +At 5th level, the dwarven defender can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the dwarven defender. The exception to this defense is that a rogue at least 4 levels higher than the dwarven defender can flank him (and thus sneak attack him). + +At 10th level, the dwarven defender gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps. + +Defensive awareness is cumulative with uncanny dodge. If the dwarven defender has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant these two abilities and determine the character's defensive awareness ability on that basis. + +Damage Reduction: At 6th level, the dwarven defender gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 3 from the damage the dwarven defender takes each time he is dealt damage. At 10th level, this damage reduction rises to 6. Damage reduction can reduce damage to 0 but not below 0. (That is, the defender cannot actually gain hit points in this manner.) + + +None +Any +The fighter is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light) and shields. +Bonus Feats: At 1st level, the fighter gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to humans. The fighter gains an additional bonus feat at 2nd level and every two levels thereafter (4th, 6th, 8th, etc.). These bonus feats must be drawn from the following list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two- Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*, Weapon Specialization*. + +Some of the bonus feats available to a fighter cannot be acquired until the fighter has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A fighter can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A fighter must still meet all prerequisites for a feat, including ability score and base attack bonus minimums. + +Weapon Specialization: On achieving 4th level or higher, as a feat the fighter (and only the fighter) may take Weapon Specialization. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The fighter must have Weapon Focus with that weapon to take Weapon Specialization. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet, because only at that range can the fighter strike precisely enough to hit more effectively. The fighter may take this feat as a bonus feat or as a regular one. + + +Spellcasting: Ability to cast seven different divinations, one of which must be 3rd level or higher. +Two Knowledge Skills (Any Type): 10 ranks in each. +Feats: Any three metamagic or item creation feats, plus Skill Focus (Knowledge [any individual Knowledge skill]). +Any +Loremasters gain no proficiency in any weapon or armor. +Spells per Day: A loremaster continues training in magic as well as her field of research. Thus, when a new loremaster level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of loremaster to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly. + +If a character had more than one spellcasting class before she became a loremaster, she must decide to which class she adds each level of loremaster for purposes of determining spells per day when she adds the new level. + +Secret: In their studies, loremasters stumble upon all sorts of applicable knowledge and secrets. At 1st level and every two levels afterward (3rd, 5th, 7th, and 9th levels), the loremaster chooses one secret from Table: Loremaster Secrets. Her level plus Intelligence modifier determines which secrets she can choose. She can't choose the same secret twice. + +Lore: Loremasters gather knowledge. At 2nd level, they gain the ability to know legends or information regarding various topics, just like a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the Knowledge check. See page 29 in the Player's Handbook for more information on bardic knowledge. + +Bonus Languages: Loremasters, in their laborious studies, learn new languages in order to access more knowledge. The loremaster can choose any new language at 4th and 8th level. + +Greater Lore: At 6th level, a loremaster gains the ability to identify magic items, as the spell, as an extraordinary ability. She may do this once per item examined. + +True Lore: At 10th level, once per day a loremaster can use her knowledge to gain the effects of a legend lore spell or an analyze dweomer spell. True lore is an extraordinary ability. + + +None +Any Lawful +Monks are proficient with basic peasant weapons and special weapons whose use is part of monk training. The full list includes club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, shuriken, siangham, and sling. + +A monk using a kama, nunchaku, or siangham can strike with his or her unarmed base attack, including her more favorable number of attacks per round (see below). His or her damage, however, is standard for the weapon (1d6, crit X2), not his or her unarmed damage. The weapon must be light, so a Small monk must use Tiny versions of these weapons in order to use the more favorable base attack. + +A monk adds her Wisdom bonus (if any) to AC, in addition to her normal Dexterity modifier, and her AC improves as she gains levels. (Only add this extra AC bonus if the total of the monk's Wisdom modifier and the number in the "AC Bonus" column is a positive number.) The Wisdom bonus and the AC bonus represent a preternatural awareness of danger, and a monk does not lose either even in situations when he or she loses her Dexterity modifier due to being unprepared, ambushed, stunned, and so on. (Monks do lose these AC bonuses when immobilized.) + +When wearing armor, a monk loses her AC bonus for Wisdom, AC bonus for class and level, favorable multiple unarmed attacks per round, and heightened movement. Furthermore, her special abilities all face the arcane spell failure chance that the armor type normally imposes. +Unarmed Strike: A monk fighting unarmed gains the benefits of the Improved Unarmed Strike feat and thus does not provoke attacks of opportunity from armed opponents that she attacks. + +Making an off-hand attack makes no sense for a monk striking unarmed. + +A monk fighting with a one-handed weapon can make an unarmed strike as an off-hand attack, but she suffers the standard penalties for two-weapon fighting. Likewise, a monk with a weapon (other than a special monk weapon) in her off hand gets an extra attack with that weapon but suffers the usual penalties for two-weapon fighting and can't strike with a flurry of blows. + +Flurry of Blows: The monk may make one extra attack in a round at her highest base attack, but this attack and each other attack made that round suffer a -2 penalty apiece. This penalty applies for 1 round, so it affects attacks of opportunity the monk might make before her next action. The monk must use the full attack action to strike with a flurry of blows. A monk may also use the flurry of blows if armed with a special monk weapon (kama, nunchaku, or siangham). If armed with one such weapon, the monk makes the extra attack either with that weapon or unarmed. If armed with two such weapons, she uses one for the regular attack (or attacks) and the other for the extra attack. In any case, her damage bonus on the attack with her off hand is not reduced. + +Usually, a monk's unarmed strikes deal normal damage rather than subdual damage. However, she can choose to deal her damage as subdual damage when grappling. + +Stunning Attack: The monk can use this ability once per round, but no more than once per level per day. The monk must declare she is using a stun attack before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the monk is forced to make a Fortitude saving throw (DC 10 + one-half the monk's level + Wisdom modifier). In addition to receiving normal damage, If the saving throw fails, the opponent is stunned for 1 round. The stunning attack is a supernatural ability. + +Evasion: If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the monk instead takes no damage. Evasion can only be used if the monk is wearing light armor or no armor. It is an extraordinary ability. + +Deflect Arrows: At 2nd level, a monk gains the Deflect Arrows feat, even if she doesn't have the prerequisite Dexterity score. + +Fast Movement: At 3rd level and higher, a monk moves faster than normal. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed. A dwarf or a Small monk moves more slowly than a Medium-size monk. + +From 9th level on, the monk's running ability is actually a supernatural ability. + +Still Mind: At 3rd level, a monk gains a +2 bonus to saving throws against spells and effects from the Enchantment school. + +Slow Fall: At 4th level, the monk takes damage as if a fall were 20 feet shorter than it actually is. At 18th level, the monk can use a nearby wall to slow her descent and fall any distance without harm. + +Purity of Body: At 5th level, a monk gains immunity to all diseases except for magical diseases. + +Improved Trip: At 6th level, a monk gains the Improved Trip feat. She need not have taken the Expertise feat, normally a prerequisite. + +Wholeness of Body: At 7th level, a monk can cure her own wounds. She can cure up to twice her current level in hit points each day, and she can spread this healing out among several uses. Wholeness of body is a supernatural ability. + +Leap of the Clouds: At 7th level or higher, a monk's jumping distance (vertical or horizontal) is not limited according to her height. + +Improved Evasion: At 9th level, a monk only takes half damage on a failed save. + +Ki Strike: At 10th level, a monk's unarmed attack is empowered with ki. The unarmed strike damage from such an attack can deal damage to a creature with damage reduction as if the blow were made with a weapon with a +1 enhancement bonus. Ki strike is a supernatural ability. + +Diamond Body: At 11th level, a monk gains immunity to poison of all kinds. Diamond body is a supernatural ability. + +Abundant Step: At 12th level, a monk can slip magically between spaces, as per the spell dimension door, once per day. This is a spell-like ability, and the monk's effective casting level is one-half her actual level (rounded down). + +Diamond Soul: At 13th level, a monk gains spell resistance. Her spell resistance equals her level + 10. + +Quivering Palm: Starting at 15th level, a monk can use the quivering palm. + +The monk can use the quivering palm attack once a week, and she must announce her intent before making her attack roll. Creatures immune to critical hits cannot be affected. The monk must be of higher level than the target (or have more levels than the target's number of Hit Dice). If the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can choose to try to slay the victim at any later time within 1 day per level of the monk. The monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + one-half the monk's level + Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack (but may be affected by another one at a later time). Quivering palm is a supernatural ability. + +Timeless Body: After achieving 17th level, a monk no longer suffers ability penalties for aging and cannot be magically aged. (Any penalties she may have already suffered remain in place.) Bonuses still accrue, and the monk still dies of old age when her time is up. + +Tongue of the Sun and Moon: A monk of 17th level or above can speak with any living creature. + +Empty Body: At 19th level or higher, a monk can assume an ethereal state for 1 round per level per day, as per the spell etherealness. The monk may go ethereal on a number of different occasions during any single day as long as the total number of rounds spent ethereal does not exceed her level. Empty body is a supernatural ability. + +Perfect Self: At 20th level, a monk is forevermore treated as an outsider rather than as a humanoid. Additionally, the monk gains damage reduction 20/+1. + +Ex-Monks: A monk who becomes nonlawful cannot gain new levels as a monk but retain all monk abilities. + + +None +Lawful +Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields. +Detect Evil: At will, the paladin can detect evil as a spell-like ability. This ability duplicates the effects of the spell detect evil. + +Divine Grace: A paladin applies her Charisma modifier (if positive) as a bonus to all saving throws. + +Lay on Hands: Each day a paladin can cure a total number of hit points equal to the paladin's Charisma bonus (if any) times the paladin's level. The paladin can cure themselves. The paladin may choose to divide her curing among multiple recipients, and he or she doesn't have to use it all at once. Lay on hands is a spell-like ability whose use is a standard action. + +Alternatively, the paladin can use any or all of these points to deal damage to undead creatures. Treat this attack just like a touch spell. The paladin decides how many cure points to use as damage after successfully touching the undead creature. + +Divine Health: A paladin is immune to all diseases, including magical diseases. + +Aura of Courage: Beginning at 2nd level, a paladin is immune to fear (magical or otherwise). Allies within 10 feet of the paladin gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability. + +Smite Evil: Once per day, a paladin of 2nd level or higher may attempt to smite evil with one normal melee attack. She adds her Charisma modifier (if positive) to the paladin's attack roll and deals 1 extra point of damage per level. If the paladin accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. Smite evil is a supernatural ability. + +Remove Disease: Beginning at 3rd level, a paladin can remove disease, as per the spell remove disease, once per week. Remove disease is a spell-like ability for paladins. + +Turn Undead: The paladin may use this ability a number of times per day equal to three plus the paladin's Charisma modifier. The paladin turns undead as a cleric of two levels lower would. + +Extra Turning: As a feat, a paladin may take Extra Turning. This feat allows the paladin to turn undead four more times per day than normal. A paladin can take this feat multiple times, gaining four extra daily turning attempts each time. + +Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells. To cast a spell, the paladin must have a Wisdom score of at least 10 + the spell's level. Paladin bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the paladin gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the paladin gets only bonus spells. A paladin has access to any spell on the paladin spell list and can freely choose which to prepare, just as a cleric can. + +A paladin prepares and casts spells just as a cleric does (though the paladin cannot use spontaneous casting to substitute a cure spell in place of a prepared spell). + +Through 3rd level, a paladin has no caster level. Starting at 4th level, a paladin's caster level is one-half his or her class level. + +Special Mount: Upon or after reaching 5th level, a paladin can call an unusually intelligent, strong, and loyal steed to serve him or her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium-size paladin) or a warpony (for a Small paladin). + +Should the paladin's mount die, another cannot be called for a year and a day. The new mount has all the accumulated abilities due a mount of the paladin's level. + +The DM will provide information about the mount that responds to the paladin's call. + +Code of Conduct: A paladin must be of lawful good alignment and loses all special class abilities if she ever willingly commits an act of evil. Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, etc.), help those who need help (provided they do not use the help for evil or chaotic ends), and punish those that harm or threaten innocents. + +Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters. A paladin will not continue an association with someone who consistently offends her moral code. A paladin may only hire henchmen or accept followers who are lawful good. + +Ex-Paladins: A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all special abilities and spells, including the service of the paladin's warhorse. She also may not progress in levels as a paladin. She regains her abilities if she atones for her violations, as appropriate. + + +None +Any +A ranger is proficient with all simple and martial weapons, light armor, medium armor, and shields. +When wearing light armor or no armor, a ranger can fight with two weapons as if he or she had the feats Ambidexterity and Two-Weapon Fighting. The ranger loses this special bonus when fighting in medium or heavy armor, or when using a double-headed weapon (such as a double sword). + +Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells. To cast a spell, the ranger must have a Wisdom score of at least 10 + the spell's level. Ranger bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the ranger gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the ranger gets only bonus spells. A ranger without a bonus spell for that level cannot yet cast a spell of that level. A ranger has access to any spell on the ranger spell list and can freely choose which to prepare. A ranger prepares and casts spells just as a cleric does (though the ranger cannot use spontaneous casting to lose a spell and cast a cure or inflict spell in its place). + +Through 3rd level, a ranger has no caster level. Starting at 4th level, a ranger's caster level is one-half his class level. + +Track: A ranger gains Track as a bonus feat. + +Favored Enemy: At 1st level, a ranger may select a type of creature as a favored enemy. (A ranger can only select his own race as a favored enemy if he is evil.) Due to his extensive study of his foes and training in the proper techniques for combating them, the ranger gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of creature. Likewise, he gets the same bonus to weapon damage rolls against creatures of this type. A ranger also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the ranger cannot strike with deadly accuracy beyond that range). The bonus doesn't apply to damage against creatures that are immune to critical hits. + +At 5th level and at every five levels thereafter (10th, 15th, and 20th level), the ranger may select a new favored enemy, and the bonus associated with every previously selected favored enemy goes up by +1. + +* Rangers may not select "humanoid" or "outsider" as a favored enemy, but they may select a more narrowly defined type of humanoid or outsider. A ranger can only select his own race as a favored enemy if he is evil. + +Improved Two-Weapon Fighting: A ranger with a base attack bonus of at least +9 can choose to gain the Improved Two-Weapon Fighting feat even if he does not have the other prerequisites for the feat. The ranger must be wearing light armor or no armor in order to use this benefit. + + +None +Any +A rogue's weapon training focuses on weapons suitable for stealth and sneak attacks. Thus, all rogues are proficient with the crossbow (hand or light), dagger (any type), dart, light mace, sap, shortbow (normal and composite), and short sword. Medium-size rogues are also proficient with certain weapons that are too big for Small rogues to use and conceal easily: club, heavy crossbow, heavy mace, morningstar, quarterstaff, and rapier. Rogues are proficient with light armor but not with shields. +Sneak Attack: Any time the rogue's target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks the target, the rogue's attack deals extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. + +Ranged attacks can only count as sneak attacks if the target is within 30 feet. The rogue can't strike with deadly accuracy from beyond that range. + +With a sap (blackjack) or an unarmed strike, the rogue can make a sneak attack that deals subdual damage instead of normal damage. The rogue cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty. + +A rogue can only sneak attack a living creature with a discernible anatomy. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. + +Traps: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. + +Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. + +A rogue who beats a trap's DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with his party) without disarming it. + +Evasion: At 2nd level, a rogue gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the rogue takes no damage with a successful saving throw. Evasion can only be used if the rogue is wearing light armor or no armor. It is an extraordinary ability. + +Uncanny Dodge: At 3rd level and above, she retains her Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker. + +At 6th level , the rogue can no longer be flanked. Another rogue at least four levels higher can still flank. + +At 11th level, the rogue gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 14th level, these bonuses rise to +2. At 17th, they rise to +3, and at 20th they rise to +4. + +Special Abilities: On achieving 10th level and every three levels thereafter (13th, 16th, and 19th), a rogue chooses a special ability from among the following: + +Crippling Strike: When the rogue damages an opponent with a sneak attack, the target also takes 1 point of Strength damage. + +Defensive Roll: Once per day, when a rogue would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. The rogue must be aware of the attack and able to react to it in order to execute the defensive roll - if the Dexterity bonus to AC is denied, the rogue can't roll. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll. + +Improved Evasion: The rogue takes only half damage on a failed save. + +Opportunist: Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attacks of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round. + +Skill Mastery: The rogue selects a number of skills equal to 3 + Intelligence modifier. When making a skill check with one of these skills, the rogue may take 10 even if stress and distractions would normally prevent the rogue from doing so. The rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time. + +Slippery Mind: If a rogue with a slippery mind is affected by an enchantment and fails the saving throw, 1 round later the rogue can attempt the saving throw again. The rogue only gets this one extra chance to succeed. This is an extraordinary ability. + +Feat: A rogue may gain a feat in place of a special ability. + + +Move Silently: 8 ranks. +Hide: 10 ranks. +Perform: 5 ranks. +Feats: Dodge, Mobility, Combat Reflexes +Any +Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Shadowdancers are proficient with light armor but not with shields. +Hide in Plain Sight: Shadowdancers can use the Hide skill even while being observed. As long as they are within 10 feet of some sort of shadow, shadowdancers can hide themselves from view in the open without anything to actually hide behind. They cannot, however, hide in their own shadows. Hide in plain sight is a supernatural ability. + +Evasion: At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor. + +Darkvision: At 2nd level, a shadowdancer can see in the dark as though she were permanently under the affect of a darkvision spell. This is a supernatural ability. + +Uncanny Dodge: Starting at 2nd level, the shadowdancer gains the extraordinary ability to react to danger before her senses would normally allow her to even be aware of it. At 2nd level and above, she retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.) + +At 5th level, the shadowdancer can no longer be flanked, since she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least 4 levels higher than the shadowdancer can flank her (and thus sneak attack her). + +At 10th level, the shadowdancer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus to Reflex saves made to avoid traps. + +If the shadowdancer has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant the ability and determine the character's uncanny dodge ability on that basis. + +Shadow Illusion: When a shadowdancer reaches 3rd level, she can create visual illusions from surrounding shadows. This spell-like ability is identical to the arcane spell silent image and may be employed once per day. + +Summon Shadow: At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the shadowdancer. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer allows her to summon an additional shadow and adds +2 HD (and the requisite base attack and base save bonus increases) to all her shadow companions. + +If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a Fortitude saving throw (DC 15). If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadowdancer's experience can never go below 0 as the result of a shadow's dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for a year and a day. + +Shadow Jump: At 4th level, the shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. The shadowdancer can jump up to a total of 20 feet each day in this way, although this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels thereafter, the distance a shadowdancer can jump each day doubles (40 feet at 6th level, 80 feet at 8th level, and 160 feet at 10th level). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. (A 6th-level shadowdancer who jumps 32 feet cannot jump again until the next day.) + +Defensive Roll: Starting at 5th level, the shadowdancer can roll with a potentially lethal blow to take less damage from it. Once per day, when a shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the shadowdancer can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can't attempt the defensive roll. + +Slippery Mind: This extraordinary ability, gained at 7th level, represents the shadowdancer's ability to wriggle free from magical effects that would otherwise control or compel her. If the shadowdancer is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell's effects proceed normally. + +Improved Evasion: This extraordinary ability, gained at 10th level, works like evasion (see above). The shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage (breath weapon, fireball, and so on). What's more, she takes only half damage even if she fails her saving throw, since the shadowdancer's reflexes allow her to get out of harm's way with incredible speed. + + +None +Any +Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor, nor with shields. +Spells: A sorcerer casts arcane spells. The number of spells a sorcerer knows is not affected by his Charisma bonus. The spells a sorcerer knows can be common spells chosen from the sorcerer and wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. + +A sorcerer is limited to casting a certain number of spells of each level per day, but he need not prepare his spells in advance. The number of spells he can cast per day is improved by his bonus spells, if any. + +A sorcerer may use a higher-level slot to cast a lower-level spell if he so chooses. The spell is still treated as its actual level, not the level of the slot used to cast it. + +To learn or cast a spell, a sorcerer must have a Charisma score of at least 10 + the spell's level. The Difficulty Class for saving throws against sorcerer spells is 10 + the spell's level + the sorcerer's Charisma modifier. + + +None +Any +Wizards are skilled with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. Wizards are not proficient with any type of armor nor with shields. +Spells: A wizard casts arcane spells. She is limited to a certain number of spells of each spell level per day, according to her class level. A wizard must prepare spells ahead of time by getting a good night's sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare. To learn, prepare, or cast a spell, a wizard must have an Intelligence score of at least 10 + the spell's level. A wizard's bonus spells are based on Intelligence. The Difficulty Class for saving throws against wizard spells is 10 + the spell's level + the wizard's Intelligence modifier. + +Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character. + +Familiar: A wizard can summon a familiar in exactly the same manner as a sorcerer. See the sorcerer description. + +Scribe Scroll: A wizard has the bonus item creation feat Scribe Scroll, enabling her to create magic scrolls. + +Bonus Feats: Every five levels, a wizard gains a bonus feat. This feat must be a metamagic feat, an item creation feat, or Spell Mastery. + +Spellbooks: Wizards must study their spellbooks each day to prepare their spells. A wizard cannot prepare any spell not recorded in her spellbook (except for read magic, which all wizards can prepare from memory). + +Spell Mastery: A wizard (and only a wizard) can take the special feat Spell Mastery. Each time the wizard takes this feat, choose a number of spells equal to the wizard's Intelligence modifier (they must be spells that the wizard already knows). From that point on, the wizard can prepare these spells without referring to a spellbook. + +School Specialization + +A school is one of eight groupings of spells, each defined by a common theme, such as illusion or necromancy. A wizard may specialize in one school of magic. + +Specialization allows a wizard to cast extra spells from the chosen school, but the wizard then never learns to cast spells from one or more other schools. Spells of the school or schools that the specialist gives up are not available to her, and she can't even cast such spells from scrolls or wands. + +The wizard must choose whether to specialize and how at 1st level. She may not change her specialization later. + +The specialist can prepare one additional spell (of the school selected as a specialty) per spell level each day. + +The specialist gains a +2 bonus to Spellcraft checks to learn the spells of her chosen school. + +The eight schools of arcane magic are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. Spells that do not fall into any of these schools are called universal spells. + +Abjuration: To become an abjurer, a wizard must select a prohibited school or schools from the following choices: (1) either Conjuration, Enchantment, Evocation, Illusion, or Transmutation; or (2) both Divination and Necromancy. + +Conjuration: To become a conjurer, a wizard must select a prohibited school or schools from one of the following choices: (1) Evocation; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; (3) Transmutation, or (4) any three schools. + +Divination: To become a diviner, a wizard must select any other single school as a prohibited school. + +Enchantment: To become an enchanter, a wizard must select a prohibited school or schools from the following choices: (1) either Abjuration, Conjuration, Evocation, Illusion, or Transmutation; or (2) both Divination and Necromancy. + +Evocation: To become an evoker, a wizard must select a prohibited school or schools from one of the following choices: (1) Conjuration; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; (3) Transmutation; or (4) any three schools. + +Illusion: To become an illusionist, a wizard must select a prohibited school or schools from the following choices: (1) either Abjuration, Conjuration, Enchantment, Evocation, or Transmutation; or (2) both Divination and Necromancy. + +Necromancy: To become a necromancer, a wizard must select any other single school as a prohibited school. + +Transmutation: To become a transmuter, a wizard must select a prohibited school or schools from one of the following choices: (1) Conjuration; (2) Evocation; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; or (4) any three schools. + +Universal: Not a school, but a category for spells all wizards can learn. A wizard cannot select universal as a specialty school or as a school to which she does not have access. + + +None +Any +Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor nor with shields +Spells: An adept casts divine spells. She is limited to a certain number of spells of each spell level per day, according to her class level. Like a cleric, an adept may prepare and cast any spell on the adept list, provided she can cast spells of that level. Like a cleric, she prepares her spells ahead of time each day. The DC for a saving throw against an adept's spell is 10 + spell level + the adept's Wisdom modifier. + +Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each adept must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells. + +When the adept gets 0 spells of a given level, she gets only bonus spells for that spell slot. An adept without a bonus spell for that level cannot yet cast a spell of that level. Bonus spells are based on Wisdom. + +Each adept has a particular holy symbol (as a divine focus) depending on the adept's magical tradition. + +Familiar: At 2nd level, an adept can call a familiar, just like a sorcerer or wizard can. + +Adept Spell List +0 level-create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic. +1st level-bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep. +2nd level-aid, animal trance, bull's strength, cat's grace, cure moderate wounds, darkness, delay poison, endurance, invisibility, mirror image, resist elements, see invisibility, web. +3rd level-animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease, tongues. +4th level-cure critical wounds, minor creation, polymorph other, polymorph self, restoration, stoneskin, wall of fire. +5th level-break enchantment, commune, heal, major creation, raise dead, true seeing, wall of stone. + + +None +Any +The aristocrat is proficient in the use of all simple and martial weapons and with all types of armor and shields. +None + + +None +Any +The commoner is proficient with one simple weapon. He is not proficient with weapons, armor, or shields. +None + + +None +Any +The expert is proficient in the use of all simple weapons and with light armor but not shields. +None + + +None +Any +The warrior is proficient in the use of all simple and martial weapons and all armor and shields. +None + + diff -r 000000000000 -r 4385a7d0efd1 data/d20/d20divine.xml --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/data/d20/d20divine.xml Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,326 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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+++ b/data/d20/d20spells.xml Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,326 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff -r 000000000000 -r 4385a7d0efd1 data/d20/d20weapons.xml --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/data/d20/d20weapons.xml Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,255 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff -r 000000000000 -r 4385a7d0efd1 data/dnd35/books.txt --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/data/dnd35/books.txt Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,110 @@ +AE^Arms and Equipment Guide +BB^Bastion of Broken Souls +BC^Book of Challenges: Dungeon Rooms, Puzzles, and Traps +BE^Book of Exalted Deeds +BV^Book of Vile Darkness +CR^Champions of Ruin +CV^Champions of Valor +CSW^City of Splendors: Waterdeep +CSQ^City of the Spider Queen +CAd^Complete Adventurer +CAr^Complete Arcane +CD^Complete Divine +CM^Complete Mage +CP^Complete Psionic +CW^Complete Warrior +DG^D&D Gazetteer +DH^Deep Horizon +DF^Defenders of the Faith: A Guidebook to Clerics and Paladins +DD^Deities and Demigods +Dr^Draconomicon +DM^Dragon Magic +DrF^Dragons of Faerun +DCS^Dragonlance Campaign Setting +DMG^Dungeon Master's Guide v.3.5 +DMG2^Dungeon Master's Guide II +ECS^Eberron Campaign Setting +EA^Enemies and Allies +EL^Epic Level Handbook +XPH^Expanded Psionics Handbook +Rav^Expedition to Castle Ravenloft +EH^Explorer's Handbook +FP^Faiths & Pantheons +FE^Faiths of Eberron +FLFD^Fantastic Locations: Fane of the Drow +FLFR^Fantastic Locations: Fields of Ruin +FLHP^Fantastic Locations: Hellspike Prison +FF^Fiend Folio +FCI^Fiendish Codex I: Hordes of the Abyss +Fo^Forge of Fury, The +FRCS^Forgotten Realms Campaign Setting +Fr^Frostburn +Gh^Ghostwalk +GC^Grasp of the Emerald Claw +HN^Heart of Nightfang Spire +HBG^Hero Builder's Guidebook +HB^Heroes of Battle +HH^Heroes of Horror +LM^Libris Mortis: The Book of the Dead +LG^Living Greyhawk Gazetteer +LF^Lord of the Iron Fortress +LD^Lords of Darkness +LoM^Lords of Madness +LE^Lost Empires of Faerun +MoE^Magic of Eberron +Mag^Magic of Faerun +MoI^Magic of Incarnum +MP^Manual of the Planes +MW^Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers +MH^Miniatures Handbook +Mon^Monster Compendium: Monsters of Faerun +MM4^Monster Manual IV +MM3^Monster Manual III +MM2^Monster Manual II +MM^Monster Manual v.3.5 +Mys^Mysteries of the Moonsea +OA^Oriental Adventures +PlH^Planar Handbook +PE^Player's Guide to Eberron +PG^Player's Guide to Faerun +PH^Player's Handbook v.3.5 +PH*^Player's Handbook v.3.5 +PH2^Player's Handbook II +PF^Power of Faerun +RD^Races of Destiny +RE^Races of Eberron +Rac^Races of Faerun +RS^Races of Stone +RDr^Races of the Dragon +RW^Races of the Wild +RH^Red Hand of Doom +RT^Return to the Temple of Elemental Evil +Sa^Sandstorm +SS^Savage Species +SX^Secrets of Xen'drik +SK^Serpent Kingdoms +SL^Shadows of the Last War +Sh^Sharn: City of Towers +ShS^Shining South +SM^Silver Marches +SaS^Song and Silence: A Guidebook to Bards and Rogues +SG^Sons of Gruumsh +SD^Speaker in Dreams, The +StS^Standing Stone, The +Sto^Stormwrack +SB^Stronghold Builder's Guidebook +SC^Sunless Citadel, The +SF^Sword and Fist: A Guidebook to Monks and Fighters +TB^Tome and Blood: A Guidebook to Wizards and Sorcerers +ToB^Tome of Battle: The Book of Nine Swords +TM^Tome of Magic +Una^Unapproachable East +Und^Underdark +UA^Unearthed Arcana +VGD^Voyage of the Golden Dragon +WB^Whispers of the Vampire's Blade +UE^UE +WL^WL +FN^FN +CoV^CoV +^ \ No newline at end of file diff -r 000000000000 -r 4385a7d0efd1 data/dnd35/classes.txt --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/data/dnd35/classes.txt Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,856 @@ +adept^DMG^107^This NPC class possesses a combination of arcane and divine skills. +aristocrat^DMG^108^This NPC class contains people who are usually educated, wealthy individual who were born into high position. +artificer^ECS^29^Artificers are perhaps the ultimate magical dabblers. +barbarian^PH^24^A ferocious warrior who uses fury and instinct to bring down foes. +bard^PH^26^A performer whose music works magic -- a wanderer, a tale-teller, and a jack-of-all trades. +bardic sage^UA^49^A variant bard who focues his efforts on learning, research, and the power of knowledge. +battle sorcerer^UA^56^A variant sorcerer who is a capable physical combatant. +cleric^PH^30^A master of divine magic and a capable warrior as well. +cloistered cleric^UA^50^A variant cleric who spends more time than other clerics in study and prayer and less in martial training. +commoner^DCS^46^This NPC class contains the laborers of the world, such as innkeepers, servants, blacksmiths, farmers, and fisherfolk. +commoner^DMG^108^This NPC class contains the laborers of the world, such as innkeepers, servants, blacksmiths, farmers, and fisherfolk. +divine bard^UA^50^A variant bard who derives his special power from a divine tradition. +domain wizard^UA^57^A variant wizard who uses the arcane domain system and selects a specific domain of spells. +druid^PH*^33^One who draws energy from the natural world to cast divine spells and gain strange magical powers. +druidic avenger^UA^51^A variant druid who channels her inner fury to wreak vengeance upon those who injure the natural world. +dwarf cleric^RS^146^Racial substitution levels. +dwarf fighter^RS^146^Racial substitution levels. +dwarf sorcerer^RS^147^Racial substitution levels. +eidolon^Gh^16^This variant class for ghosts emphasizes fighting abilities. +eidoloncer^Gh^17^This variant class for ghosts emphasizes spellcasting abilities. +elf paladin^RW^155^Racial substitution levels. +elf ranger^RW^155^Racial substitution levels. +elf wizard^RW^157^Racial substitution levels. +epic barbarian^EL^8^An epic ferocious warrior who uses fury and instinct to bring down foes. +epic bard^EL^9^An epic performer whose music works magic -- a wanderer, a tale-teller, and a jack-of-all trades. +epic cleric^EL^10^An epic master of divine magic and a capable warrior as well. +epic druid^EL^10^An epic druid draws energy from the natural world to cast divine spells and gain strange magical powers. +epic fighter^EL^11^An epic warrior with exceptional combat capability and unequaled skill with weapons. +epic monk^EL^12^An epic martial artist whose unarmed strikes hit fast and hard -- a master of exotic powers. +epic paladin^EL^13^An epic champion of justice and destroyer of evil, protected and strengthened by an array of divine powers. +epic psion^EL^22^An epic seeker after psionic secrets; a master of the mind and the thoughts of others. +epic psychic warrior^EL^23^An epic warrior who combines combat skill with psionic powers. +epic ranger^EL^14^An epic cunning, skilled warrior of the wilderness. +epic rogue^EL^14^An epic tricky, skillful scout and spy who wins the battle by stealth rather than brute force. +epic sorcerer^EL^15^An epic spellcaster with inborn magical ability. +epic wizard^EL^16^An epic potent spellcaster schooled in the arcane arts. +expert^DCS^46^This NPC class contains people such as skilled artisans, specialist laborers, and ingenious inventors. +expert^DMG^109^This NPC class contains people such as skilled artisans, specialist laborers, and ingenious inventors. +expert^UA^77^A generic class that can be a jack-of-all-trades or a master of a limited area of expertise. +favored soul^CD^6^Favored souls cast divine spells by means of an innate connection rather than through laborious training and prayer, so their divine connection is natural rather than learned. +favored soul^MH^5^The favored soul follows the path of the cleric but can channel divine power with surprising ease. +fighter^PH*^37^A warrior with exceptional combat capability and unequaled skill with weapons. +gnome bard^RS^147^Racial substitution levels. +gnome illusionist^RS^148^Racial substitution levels. +gnome ranger^RS^149^Racial substitution levels. +goliath barbarian^RS^150^Racial substitution levels. +goliath druid^RS^151^Racial substitution levels. +goliath rogue^RS^152^Racial substitution levels. +half-elf bard^RD^157^Racial substitution levels. +half-elf fighter^RD^157^Racial substitution levels. +half-elf ranger^RD^158^Racial substitution levels. +half-elf barbarian^RD^158^Racial substitution levels. +half-elf druid^RD^159^Racial substitution levels. +half-elf paladin^RD^160^Racial substitution levels. +halfling druid^RW^157^Racial substitution levels. +halfling monk^RW^158^Racial substitution levels. +halfling rogue^RW^159^Racial substitution levels. +healer^MH^8^A healer is adept both at detecting the ailments of allies and understanding the coarse, unruly thoughts of beasts. +hexblade^CW^5^Combining the dynamic powers of martial prowess and arcane might, the hexblade presents a deadly challenge to opponents unused to such a foe. +marshal^MH^11^Trained in the basics of fighting, marshals possess a general knowledge of weapons and armor. +monk^PH*^39^A martial artist whose unarmed strikes hit fast and hard -- a master of exotic powers. +mystic^DCS^47^Mystics are spellcasters who have learned to channel divine energy without worshiping (or even acknowledging) any deity. +ninja^CAd^5^Highly skilled spies and assassins, ninjas can master a broad range of skills and combat techniques. +noble^DCS^50^Nobles have the ability to use their background, education, natural charm, and skills in social maneuvering to their advantage in day-to-day lives. +paladin^PH*^42^A champion of justice and destroyer of evil, protected and strengthened by an array of divine powers. +paladin of freedom^UA^53^A variant paladin who is dedicated to liberty and free thought. +paladin of slaughter^UA^53^A variant paladin who is a brutal champion of chaos and evil, and who leaves only destruction trailing in his wake. +paladin of tyranny^UA^54^A variant paladin who is a lawful evil villain bent on dominating those weaker than she. +paladin variant^CW^13^A variant paladin class. +planar ranger^UA^55^A variant ranger who roams the multiverse instead of the wilderness. +psion^XPH^19^A seeker after psionic secrets; a master of the mind and the thoughts of others. +psychic warrior^XPH^24^A warrior who combines combat skill with psionic powers. +ranger^PH*^46^A cunning, skilled warrior of the wilderness. +ranger variant^CW^13^A variant ranger class. +raptoran cleric^RW^160^Racial substitution levels. +raptoran fighter^RW^161^Racial substitution levels. +raptoran sorcerer^RW^157^Racial substitution levels. +rogue^PH*^49^A tricky, skillful scout and spy who wins the battle by stealth rather than brute force. +samurai^CW^8^Wielding their signature katana and wakizashi simultaneously, samurai are as potent in melee as a fighter, although they are less versatile. +samurai^OA^20^Samurai are professional warriors. +savage bard^UA^50^A variant bard who is a warrior at heart and whose arcane powers strike fear into the enemies of his tribe. +scout^CAd^10^A scout has some training in weapons and a unique combat style that favors fast movement and devastating attacks. +shaman^OA^22^Shamans are intermediaries between the mortal world and the realm of spirits. +shugenja^CD^10^The shugenja is a divine spellcaster who casts spells by attuning himself to the primal energies around him and focusing such energy through his body to produce magical effects. +shugenja^OA^24^Shugenjas are divine spellcasters who cast spells by attuning themselves to the elements around them. +sohei^OA^27^Sohei are warrior monks. +sorcerer^PH*^51^A spellcaster with inborn magical ability. +soulknife^XPH^26^A warrior who fights with an idealized blade of personal mental energy. +specialized wizard variants^UA^59^Each variant specialized class gives up one of the standard specialist's class abilities in exchange for a new ability unique to the variant specialist. +spellcaster^UA^77^A generic class that has an array of magical effects at her beck and call. +spellthief^CAd^13^Spellthieves use skill and arcane magic to drain the abilities of their opponents and turn their foes' own powers against them. +spirit shaman^CD^14^By bargaining with living spirits, the spirit shaman gains power over the natural world and mighty divine magic. +swashbuckler^CW^11^The swashbuckler embodies the concepts of daring and panache. +thug^UA^51^A variant fighter who is a street fighter and a survivor who learns to mix brute force with a bit of craftiness. +totem barbarian^UA^48^A variant barbarian who dedicates himself to a totem creature. +urban adept^Sh^167^A variant adept for Sharn. +urban ranger^UA^55^A variant ranger who stalks the treacherous streets of the city. +warlock^CAr^5^A supernatural character whose sinister powers are inborn abilities, not spells. +warmage^CAr^10^A militant spellcaster whose training focuses on battlefield magic. +warmage^MH^14^Warmages access their magic peculiarly, at least compared to the way wizards, sorcerers, and cleric do. +warrior^DCS^53^This NPC class contains people such as soldiers, guards, and militia. +warrior^DMG^109^This NPC class contains combatants such as soldiers, guards, and militia. +warrior^UA^78^A generic class that is a basic combatant. +wilder^XPH^29^A passionate, reckless talent who wields uncontrolled psionic power. +wilderness rogue^UA^56^A variant rogue who prefers to put her skills to use in the great outdoors. +wizard^PH*^55^A potent spellcaster schooled in the arcane arts. +wu jen^OA^30^Wu jen are spellcasters with mysterious powers. +wu jen^CAr^14^A mysterious wizard of the eastern world, whose arcane lore revolves around mastery of the elements. +archivist^HH^82^Archivists seek out esoteric sources of divine lore, wherever those sources might be, securing those secrets for themselves and their fellow scholars. +dread necromancer^HH^84^A practitioner of vile and forbidden arts, the dread necromancer roots about in graveyards, searching out moldering components for her obscene spells. +psionic artificer^MoE^42^Psionic artificers are similar to artificers, but they craft psionic items instead of magic items. +incarnate^MoI^20^Incarnum is a tool you can use to manipulate the physical manifestations of moral and ethical forces and wield them in righteous pursuit of an ideal. +soulborn^MoI^25^As a soulborn, you use incarnum to enhance your natural combat ability. +totemist^MoI^29^You channel the soul energy of magical beasts to make your soulmelds and claim them as your totems to acquire a share in their power. +binder^TM^9^By drawing their seals and speaking words of power, the binder summons strange entities, bargains with them, and binds them to his service. +shadowcaster^TM^111^The shadowcaster understands the true, primal power of darkness, attunes herself to the Plane of Shadow, and learns great shadow mysteries the equal of any mundane spell. +truenamer^TM^198^If you want to understand the secret language of the universe, the truenamer class is for you. +ardent^CP^5^An ardent's pursuit of various cosmic philosophies gives her access to psionic power in a unique way: through psionic mantles. +divine mind^CP^9^A divine mind is a psionic character who channels the power of the divine through pisonic talent instead of faith. +lurk^CP^13^A lurk is a psionic character who has honed her mental talents to a deadly focus. +duergar racial class^CP^144^The duergar, or gray dwarves, lead lives of neverending toil in great underground foundry-cities. +githyanki racial class^CP^146^Githyanki are an ancient race of martial humanoids residing on the Astral Plane. +githzerai racial class^CP^147^The githzerai are attuned to the mysteries of the inner self and are considered a race of ascetics who harness the power of the mind and the spirit. +half-giant racial class^CP^148^Human-giant hybrids, half-giants were bred by cruel sorcerer-kings who used them as warriors and laborers in a dry land. +thri-kreen racial class^CP^149^Fierce hunters and faultless trackers, the thri-kreen are a race of insectfolk sometimes known as mantis warriors. +erudite (variant psion)^CP^153^As an alternative to the standard psion class, the erudite is a psionic character who follows a scholarly and self-reflective road to power, instead of a merely self-conscious path like the psion follows. +beguiler^PH2^6^If you delight in manipulating others, either to their disadvantage or for their own good, then the beguiler is the class for you. +dragon shaman^PH2^11^If you gaze at dragons with awe and aspire to share their power and majesty, then the dragon shaman is the class for you. +duskblade^PH2^19^If you find you can't choose between being an arcane spellcaster who zaps your enemies with powerful spells and a nimble, powerful front-line melee character who lays them low with a sword, the duskblade is the perfect class for you. +knight^PH2^24^The knight class is a great choice if you want to play a tough, durable melee combatant whose strong personality allows you to manipulate your foes. +crusader^ToB^8^Devoted knight, divine agent, instrument of vengeance, peerless fighting machine -- the crusader is a warrior dedicated to good, evil, law, chaos, or some other cause. +swordsage^ToB^15^A master of martial maneuvers, the sword sage is a physical adept -- a blade wizard whose knowledge of the Sublime Way lets him unlock potent abilities, many of which are overtly supernatural or magical in nature. +warblade^ToB^20^The warblade was born for conflict. Swift, strong, enduring, and utterly confident in his martial skills, he seeks to test himself against worthy foes. +dragonfire adept^DM^24^Whether they are bold champions defending the weak and downtrodden, or merciless raiders seeking might and riches, dragonfire adepts are imposing figures who command the magic of dragonkind. +abolisher {Prestige Class}^LoM^182^The abolisher is a crusader against that which taints, usurps, and replaces the ordered nature of things with alien desires and monstrous needs. +acolyte of the skin {Prestige Class}^CAr^19^Acolytes of the skin seek to gain power by replacing their skin with that of a demon's. +acolyte of the skin {Prestige Class}^TB^43^Acolytes of the skin seek to gain power by replacing their skin with that of a demon's. +agent retriever {Prestige Class}^EL^24^Finding items, especially long-lost ones, is an agent retriever's specialty. +Aglarondan griffonrider {Prestige Class}^Una^18^Soaring above the Yuirwood and the coasts of Aglarond, the famed Aglarondan griffonriders are an elite force of aerial knights who serve the Simbul and defend their homeland against attack. +Akodo champion {Prestige Class}^OA^220^Akodo champions are the leaders of the mighty army of the Lion clan. +alienist {Prestige Class}^CAr^21^Alienists deal with powers and entities from terrifyingly remote reaches of space and time. +alienist {Prestige Class}^TB^45^Alienists deal with powers and entities from terrifyingly remote reaches of space and time. +ancient master {Prestige Class}^SK^159^Those yuan-ti who grow mightier of mind and gain additional psionic powers are called ancient masters. +animal lord {Prestige Class}^CAd^22^Each animal lord forms a bond with one group of animals. +animal lord {Prestige Class}^MW^43^Each animal lord forms a bond with one group of animals. +anointed knight {Prestige Class}^BE^49^The anointed knight is a holy soldier who has taken great pains to learn the intricacies of alchemy in order to become a more capable combatant. +apostle of peace {Prestige Class}^BE^51^The apostle of peace is an advocate for nonviolent resolution of conflict. +arachne {Prestige Class}^FP^182^Arachnes are priestesses of Lolth who have risen to the pinnacle of drow society, worshiping Lolth only for the power she grants. +Arboreal Guardian {Prestige Class}^Gh^19^Within the Spirit Wood are the Arboreal Guardians, men and women dedicated to protecting and ministering the living repositories of elf and half-elf spirits. +arcachnomancer {Prestige Class}^Und^28^Many creatures of the Underdark are drawn to the power of the spider and that of the master of spiders -- the arachnomancer. +arcane archer {Prestige Class}^DMG^176^The arcane archer is a warrior skilled in using magic to supplement her combat prowess. +arcane devotee {Prestige Class}^FRCS^40^Arcane devotees complement the divine magic of a church's clerical leaders and are among the most important and respected members of a deity's following. +arcane devotee {Prestige Class}^PG^48^Arcane devotees complement the divine magic of a church's clerical leaders and are among the most important and respected members of a deity's following. +arcane hierophant {Prestige Class}^RW^108^Arcane hierophants wield a blending of arcane magic and divine magic with a heavy emphasis on nature and the elements. +arcane trickster {Prestige Class}^DMG^177^Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief. +arcane trickster {Prestige Class}^TB^47^Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief. +archmage {Prestige Class}^DMG^178^The most advanced practitioners of arcane magic are frequently archmages. +archmage {Prestige Class}^FRCS^41^The archmage gains strange powers and the ability to alter spells in remarkable ways, but must sacrifice some of her spell capability to master these arcane secrets. +ardent dilettante {Prestige Class}^PlH^55^A diversity of interests and a moderate level of ability in one skill can lead one to become an ardent dilettante. +argent savant {Prestige Class}^CAr^24^The argent savant regards spells that evoke or apply magical force as the noblest and most fascinating spells at her disposal. +ashworm dragoon {Prestige Class}^Sa^66^Ashworm dragoons have formed a bond with a single ashworm that is so strong that it is almost an extension of their wills. +assassin {Prestige Class}^DMG^180^The assassin is the master of dealing quick, lethal blows. +astral dancer {Prestige Class}^PlH^63^A few skilled combatants learn to take advantage of conditions on the Astral Plane. +atavist {Prestige Class}^RE^133^The discipline of an atavist strengthens his bond to the ancestral spirit and to all other kalashtar that have embraced their unique heritage. +auspician {Prestige Class}^FP^184^Auspicians, who manipulate luck as if it were the strings of a worn mandolin, give credence to their claims. +bane of infidels {Prestige Class}^MW^46^The bane of infidels is the leader of a xenophobic tribe. +battle maiden {Prestige Class}^OA^34^Battle maidens are the stuff of wonder and legend, an order of mounted female samurai whose swift, fearless attacks are renowned throughout the world. +battle scion {Prestige Class}^UA^164^This prestige class is for the wielders of legendary weapons made for the hands of fighters, barbarians, rangers, monks, and the occasional paladin. +battlerager {Prestige Class}^Rac^178^Dwarven battleragers, or kuldjargh ('axe idiots'), are legendary berserker warriors who can enter a battle frenzy through ritualist singing. +battlesmith {Prestige Class}^RS^97^A battlesmith is a skilled dwarf armorer and weaponsmith who uses her experience in battle, as well as her masterful weaponsmithing and armorsmithing abilities, to create deadly items for her kinsmen to wield in defense of their homes. +Bayushi deceiver {Prestige Class}^OA^225^The Bayushi are charged with the dirtiest work in the empire. +bear warrior {Prestige Class}^CW^16^Bear warriors, through a special relationship with bear spirits, literally adopt a bear's strength in the rage of battle, actually transforming into bears while they fight. +bear warrior {Prestige Class}^OA^36^Bear warriors, through a special relationship with bear spirits, literally adopt a bear's strength in the rage of battle, actually transforming into bears while they fight. +beastmaster {Prestige Class}^CAd^26^A beastmaster feels more at home among the animals of nature than fellow sentient beings. +beholder mage {Prestige Class}^LoM^42^Through ritual destruction of its central eye, a beholder can learn to channel and use magic much more quickly and efficiently than can almost any other race. +beholder mage {Prestige Class}^Mon^21^Through ritual destruction of its central eye, a beholder can learn to channel and use magic much more quickly and efficiently than can almost any other race. +beloved of Valarian {Prestige Class}^BE^53^The beloved of Valarian are women who have foresworn the love of mortals to dedicate themselves entirely to the unicorn deity Valarian. +berserk {Prestige Class}^DD^201^Berserks are warriors who dress themselves in bearskins, taking advantage of the fear most people have for wild animals and inviting the wild rage of the animal into the warrior's body. +Black Blood cultist {Prestige Class}^CR^44^Black Blood cultists are savage fighters whose natural attacks become more fearsome as they increase in level. +black blood hunter {Prestige Class}^PG^177^Malar grants exceptional power to those who supplement their bestial level of evil with truly vile acts. +black flame zealot {Prestige Class}^CD^21^Trained in unholy rites, the black flame zealots use stealth, divine magic, and the zeal of fanaticism to destroy those who have given offense to their god. +Black Flame zealot {Prestige Class}^Una^21^Trained in the rites of Kossuth's temple, the Black Flame zealots use stealth, divine magic, and the zeal of fanaticism to destroy those who have given offense to the Lord of Flames. +blackguard {Prestige Class}^DMG^181^The blackguard is the quintessential black knight. +blade bravo {Prestige Class}^RS^99^Blade bravos are gnomes who learn the ways of the rapier. +blade dancer {Prestige Class}^OA^37^To blade dancers, the sword is more than a weapon -- it is an ally, a friend, a spirit companion. +bladesinger {Prestige Class}^CW^17^Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole. +bladesinger {Prestige Class}^Rac^179^Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole. +bladesinger {Prestige Class}^TB^49^Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole. +blighter {Prestige Class}^CD^23^Blighters bring desolation wherever they tread. +blighter {Prestige Class}^MW^48^Blighters bring desolation wherever they tread. +blood magus {Prestige Class}^CAr^26^Blood magi are deceased spellcasters who gain an understanding of blood's importance when returned to life. +blood magus {Prestige Class}^TB^50^Blood magi are deceased spellcasters who gain an understanding of blood's importance when returned to life. +bloodhound {Prestige Class}^CAd^28^A bloodhound tracks down wrongdoers and brings them to whatever justice awaits them. +bloodhound {Prestige Class}^MW^49^A bloodhound tracks down wrongdoers and brings them to whatever justice awaits them. +bloodscaled fury {Prestige Class}^Dr^86^A bloodscaled fury is a dragon whose rage surpasses that of a human barbarian as the barbarian's rage surpasses a child's tantrum. +bonded summoner {Prestige Class}^MH^16^He who learns to leash the furies of the Elemental Planes is known as a bonded summoner. +bone collector {Prestige Class}^Gh^21^A bone collector is a person who draws personal power from the destruction of undead. +breachgnome {Prestige Class}^Rac^181^A breachgnome is a mighty gnome who is skilled in fighting in cramped conditions. +cabinet trickster {Prestige Class}^RE^139^Cabinet tricksters are the changeling agents of the Cabinet of Faces. +cancer mage {Prestige Class}^BV^52^The cancer mage makes quick, poisonous attacks and then retreats. +candle caster {Prestige Class}^TB^52^Also called 'spell chandlers,' these specialists fill their time fashioning candles, both for esthetics and for power. +Cannith wand adept {Prestige Class}^Sh^162^The Cannith wand adept is an artificer or other spellcaster who specializes in mastering wands. +cavalier {Prestige Class}^CW^19^Representing the ultimate in mounted warfare, the cavalier is the quintessential knight in shining armor. +cavalier {Prestige Class}^SF^12^Representing the ultimate in mounted warfare, the cavalier is the quintessential knight in shining armor. +cavelord {Prestige Class}^Und^30^A passion for the narrow, dim ways of the world burns in the breast of the cavelord. +celebrant of Sharess {Prestige Class}^PG^178^Celebrants of Sharess are seducers and warriors, hedonists and pious champions of good. +celestial mystic {Prestige Class}^BE^55^Celestial mystics seek to attain ultimate unity with the perfect good. +cerebremancer {Prestige Class}^XPH^141^Cerebremancers access both the arcane mysteries of spellcasting and the psionic powers of the mind. +chameleon {Prestige Class}^RD^111^Chameleons are dilettantes in every class and masters of none. +champion of Corellon Larethian {Prestige Class}^RW^113^The champion of Corellon Larethian is a noble elf fighter, an elf knight or lord who can stand up to any orc or human warrior. +champion of Gwynharwyf {Prestige Class}^BE^56^The champion of Gwynharwyf is a mortal barbarian who strives to emulate her sublime balance of fury and reserve while retaining a focus on good. +chaotician {Prestige Class}^PlH^61^Chaoticians seek to enjoy the beauty of the unpredictable, and by seeking to emulate the philosophy of chaos in their actions, they create a fabulous journey through life in which nothing is a bore. +church inquisitor {Prestige Class}^CD^26^The church inquisitor uncovers taint within the church and cuts it away. +church inquisitor {Prestige Class}^DF^51^The church inquisitor uncovers taint within the church and cuts it away. +cipher adept {Prestige Class}^PlH^58^Seamless integration brings the cipher adept bliss. +Citadel elite {Prestige Class}^Sh^163^The elite agent of the Citadel is the best of the best, saved for the most dangerous, most important assignments or granted latitude to serve the King and Crown as he sees fit. +cloud anchorite {Prestige Class}^Fr^52^The cloud anchorite seeks a way to achieve immortality while maintaining life and awareness. +cognition thief {Prestige Class}^PG^174^A cognition thief's subtle ability to worm her way into a target's very consciousness makes her the ultimate secret agent. +coiled cabalist {Prestige Class}^SK^161^Standing apart from the priests of Sseth but careful never to draw their collective ire by openly opposing them, the members of the Coiled Cabal pursue the arcane arts largely in secrecy. +combat medic {Prestige Class}^HB^99^The combat medic keeps her allies alive and tends to the fallen on the front lines of battle. +consecrated harrier {Prestige Class}^CD^28^The consecrated harrier acts as a bounty hunter for her religion or organization. +consecrated harrier {Prestige Class}^DF^52^The consecrated harrier acts as a bounty hunter for her religion or organization. +contemplative {Prestige Class}^CD^30^Contemplatives devote their lives to cultivating a greater closeness with their deities. +contemplative {Prestige Class}^DF^54^Contemplatives devote their lives to cultivating a greater closeness with their deities. +cosmic descryer {Prestige Class}^EL^26^The cosmic descryer is interested in the infinite variety of the planes and fascinated by the different layers of the multiverse. +cragtop archer {Prestige Class}^RS^101^Cragtop archers train their eyes and minds to find target at great distances, and to quickly compensate for wind, movement, and other factors that affect shots of such difficulty. +Crinti shadow marauder {Prestige Class}^ShS^23^Crinti shadow marauders combine the physical prowess of master rider with the stealth of the most cunning shadowdancers. +cryokineticist {Prestige Class}^Fr^54^The cryokineticist is the master of cold psionic energy. +cultist of the Shattered Peak {Prestige Class}^LE^10^Cultists of the Shattered Peak possess skill at arms, stealth, and a smattering of ancient lore. +daggerspell mage {Prestige Class}^CAd^31^Daggerspell mages work to perfect a unique fighting and spellcasting (arcane) style that relies on wielding a pair of daggers at all times. +daggerspell shaper {Prestige Class}^CAd^36^Daggerspell shapers work to perfect a unique fighting and spellcasting (druid) style that relies on wielding a pair of daggers at all times. +Daidoji bodyguard {Prestige Class}^OA^215^The Daidoji concentrate on defensive maneuvers and a style of fighting that induces their opponents to defeat themselves. +dark hunter {Prestige Class}^CW^20^Dark hunters specialize in hunting down and eliminating creatures in the dark, twisting caves of the Underdark. +Darkmask {Prestige Class}^LD^33^Darkmasks strike a balance between their faith and their skills at stealth. +darkrunner {Prestige Class}^LoM^186^Darkrunners devote their lives to traveling the haunted underground depths. +darkwood stalker {Prestige Class}^CW^23^Some elves train as elite hunters of orcs; these hunters are called darkwood stalkers. +dawncaller {Prestige Class}^RS^103^Dawncallers are goliath bards responsible for guarding their tribe throughout the night. +death's chosen ^LM^41^If chosen by his would-be undead master, a death's chosen serves as the master's living minion. +Deathwarden chanter {Prestige Class}^Gh^23^The Deathwarden chanters are the most prestigious, respected, and mysterious members of the dwarven Deathwarden clan. +deep diviner {Prestige Class}^Und^32^Deep diviners are intimates of the earth and all that it hides. +deepwarden {Prestige Class}^RS^105^Deepwardens are dwarves who serve as a living early warning system against threats from both the environment and other creatures. +deepwood sniper {Prestige Class}^MW^52^A deepwood sniper is patient, careful, quiet , and deadly accurate. +defender of Sealtiel {Prestige Class}^BE^58^Defenders of Sealtiel are sworn to uphold the ideals of Sealtiel, which includes fighting off forces of evil when they assault good. +defiant {Prestige Class}^PlH^44^Defiants take the teaching of the Athar to heart in a way that grants them tremendous powers against those who claim to wield divine might. +demonologist {Prestige Class}^BV^54^A demonologist is a mortal who has devoted his life to the study of demons. +dervish {Prestige Class}^CW^25^The dervish epitomizes speeds, quickness, and abandon. +devoted defender {Prestige Class}^SF^13^The devoted defender is a professional guardian. +diabolist {Prestige Class}^BV^56^A diabolist does not serve devils -- she wants to be one. +dirgesinger {Prestige Class}^LM^43^Dirgesingers voice melodies not of celebration and joy, but of sorrow and grief. +disciple of Ashardalon {Prestige Class}^Dr^87^Disciples of Ashardalon bind fiendish spirits to their own hearts, eventually taking on the characteristics of demonic spawn themselves. +disciple of Asmodeus {Prestige Class}^BV^57^A disciple of Asmodeus uses his power and influence to learn secrets, which in turn gains him more power. +disciple of Baalzebul {Prestige Class}^BV^58^A disciple of Baalzebul uses deceit and trickery to get what she wants. +disciple of Dispater {Prestige Class}^BV^60^A disciple of Dispater is a warlike general of evil. +disciple of Mammon {Prestige Class}^BV^60^A disciple of Mammon takes what she wants any way she can. +disciple of Mephistopheles {Prestige Class}^BV^62^A disciple of Mephistopheles wields hellfire as his weapon. +disciple of Thrym {Prestige Class}^Fr^56^Aside from predictions of Ragnarok, disciples of Thrym spend a large portion of their time undermining those who serve Thor and Loki, the deities who conspired against Thrym. +dispassionate watcher of Chronepsis {Prestige Class}^Dr^89^Taking the role of observers rather than active participants, dispassionate watchers of Chronepsis remain aloof from the events of the world. +divine agent {Prestige Class}^MP^24^The divine agent is a specially selected agent of her deity, and she acts in the service of that power or deity. +divine champion {Prestige Class}^FRCS^42^Divine champions are mighty warriors who dedicate themselves to their deity's cause, defending holy ground, destroying enemies of the church, and slaying mythical beasts and clerics of opposing faiths. +divine champion {Prestige Class}^PG^49^Divine champions are mighty warriors who dedicate themselves to their deity's cause, defending holy ground, destroying enemies of the church, and slaying mythical beasts and clerics of opposing faiths. +divine crusader {Prestige Class}^CD^33^The divine crusader embodies devotion and dedication to a chosen deity. +divine disciple {Prestige Class}^FRCS^43^Divine disciples interpret the divine will, act as teachers and guides to other members of the clergy, and arm lay followers of their deity with the power of their patron. +divine disciple {Prestige Class}^PG^51^Divine disciples interpret the divine will, act as teachers and guides to other members of the clergy, and arm lay followers of their deity with the power of their patron. +divine emissary {Prestige Class}^EL^27^Deities have need of powerful servants, many of whom are epic clerics, paladins, and other characters. +divine oracle {Prestige Class}^CD^34^Some mortals hear the words of deities; these can be divine oracles. +divine oracle {Prestige Class}^DF^56^Some mortals hear the words of deities; these can be divine oracles. +divine prankster {Prestige Class}^RS^107^These gnomes embrace Garl's methods of teaching through harmless object lessons and dedicate their lives to acting as his agents in the world. +divine seeker {Prestige Class}^FRCS^44^The divine seeker infiltrates dangerous places to rescue prisoners, reclaim stolen relics, or eliminate enemy leaders. +divine seeker {Prestige Class}^PG^52^The divine seeker infiltrates dangerous places to rescue prisoners, reclaim stolen relics, or eliminate enemy leaders. +doomdreamer {Prestige Class}^RT^162^Doomdreamers are the elite among the ranks of the cult of Tharizdun. +doomguide {Prestige Class}^FP^186^Doomguides belong to an elite order of spellcasting warriors in service to the Judge of the Damned. +doomlord {Prestige Class}^PlH^47^The doomlord's life holds the greatest appeal for fighters and barbarians who enjoy smashing and destroying. +dracolyte {Prestige Class}^Dr^122^The dracolyte takes up worship of the draconic gods. +dragon ascendant {Prestige Class}^Dr^90^Dragon ascendants seek to transcend the limitations of material existence so as to become nothing less than deities. +dragon disciple {Prestige Class}^DMG^183^Dragon disciples use their magic as a catalyst to ignite their dragon blood. +dragon disciple {Prestige Class}^TB^55^Dragon disciples use their magic as a catalyst to ignite their dragon blood. +dragon rider {Prestige Class}^DCS^77^Dragon riders develop a strong bond with their mounts that allows the two to work together. +dragon samurai {Prestige Class}^MH^18^Dragon samurai are dedicated warriors, members of a special, self-selected class who revered dragonkind and emulate dragons' ferocious martial abilities to the point of taking on some draconic traits. +dragonkith {Prestige Class}^Dr^123^Dragonkith are creatures that serve and aid dragons. +dragonmark heir {Prestige Class}^ECS^73^Dragonmark heirs have the ability to improve the dragonmarks they have manifested, as well as to develop additional abilities related to their dragonmarks. +dragonrider {Prestige Class}^Dr^124^Dragonriders soar through the clouds atop a draconic steed. +dragonslayer {Prestige Class}^Dr^125^Dragonslayers combat dragons. +dragonsong lyrist {Prestige Class}^Dr^127^The dragonsong lyrist taps into the power of dragonsong. +dragonstalker {Prestige Class}^Dr^128^The dragonstalker uses stealth and guile to combat dragons. +dread commando {Prestige Class}^HB^103^Dread commandos are the elite scouts and strike force of a well-trained mercenary band. +dread pirate {Prestige Class}^CAd^39^A dread pirate has mastered every aspect of larceny on the high seas. +dread pirate {Prestige Class}^SaS^5^A dread pirate has mastered every aspect of larceny on the high seas. +dreadmaster {Prestige Class}^FP^188^Dreadmasters seek to rule absolutely, preferably through terror and domination. +drow judicator {Prestige Class}^Und^33^A mortal imbued with fiendish cruelty, the drow judicator is a knight most foul. +drunken master {Prestige Class}^CW^27^By weaving and staggering about as if inebriated, drunken boxers avoid many blows. +drunken master {Prestige Class}^SF^14^By weaving and staggering about as if inebriated, drunken boxers avoid many blows. +duelist {Prestige Class}^DMG^185^The duelist is a nimble, intelligent fighter trained in making precise attacks with light weapons. +duelist {Prestige Class}^SF^17^The duelist is a nimble, intelligent fighter trained in making precise attacks with light weapons. +dungeon delver {Prestige Class}^CAd^42^In many ways, the dungeon delver is the ultimate adventuring rogue. +dungeon delver {Prestige Class}^SaS^7^In many ways, the dungeon delver is the ultimate adventuring rogue. +durthan {Prestige Class}^Una^22^Durthans are an order of spellcasters who tap into the darker spirits of Rashemen. +dwarven defender {Prestige Class}^DMG^186^The defender is a sponsored champion of a dwarven cause +dweomerkeeper {Prestige Class}^FP^189^Dweomerkeepers are Mystra's shepherds, safeguarding the Weave against threats to its integrity. +earth dreamer {Prestige Class}^RS^110^Earth dreamers move within the ancient dreams of the mountains, attuning themselves to their power and mastering strange abilities over the earth. +effigy master {Prestige Class}^CAr^30^The effigy master is an expert in the imitation of true life. +Eldeen ranger {Prestige Class}^ECS^74^An Eldeen ranger learns special techniques and abilities that help him to fulfill the goal of his sect. +eldritch knight {Prestige Class}^DMG^187^Studying the martial and arcane arts to equal degree, the eldritch knight is a versatile combatant. +elemental archon {Prestige Class}^FP^190^Elemental archons are servants of powerful, seemingly uncaring elemental forces who want to once and for all tip the balance in favor of their chosen element. +elemental master {Prestige Class}^Dr^92^Elemental masters strive to attain the purity of perfect attunement with both the energy of their breath weapons and the elemental nature of their core. +elemental savant {Prestige Class}^CAr^32^Elemental savants study the basic building blocks of existence -- air, earth, fire, and water -- learning to harness their powers. +elemental savant {Prestige Class}^TB^57^Elemental savants study the basic building blocks of existence -- air, earth, fire, and water -- learning to harness their powers. +elemental warrior {Prestige Class}^PlH^65^The elemental warrior sees that great strength comes from focusing on the most basic aspects of reality. +elocater {Prestige Class}^XPH^142^Elocaters are renowned for their agile combat stratagems, using their knowledge of motion and space to set themselves up for quick attacks against slower opponents. +elven high mage {Prestige Class}^Rac^182^Elven high mages are the masters of creating their own epic spells -- mythals that can grow to engulf entire cities. +emancipated spawn {Prestige Class}^SS^75^Those spawn of undead who find themselves free of their masters can begin to recall their former lives and a measure of redemption. +emissary of Barachiel {Prestige Class}^BE^59^The emissaries of Barachiel are peacemakers, diplomats, and evangelists, as well as staunch opponents of evil and corruption. +enlightened fist {Prestige Class}^CAr^34^Enlightened fists master the use of touch spells, creating new forms of combat with their fists. +entropomancer {Prestige Class}^CD^36^Entropomancers gain attunement to the great nothingness they say lies at the center of the universe. +ephemeral exemplar {Prestige Class}^LM^53^Ephemeral exemplars are paragons of incorporealness. +epic arcane archer {Prestige Class}^EL^17^The epic arcane archer is a living extension of the bow, capable of achieving wonders of archery that cause lesser beings to gape in awe. +epic assassin {Prestige Class}^EL^18^The epic assassin flits from shadow to shadow, lying in wait until his target is vulnerable, then striking like a cobra. +epic blackguard {Prestige Class}^EL^19^The epic blackguard is a twisted reflection of the epic paladin, radiating evil power from every pore of his body. +epic dwarven defender {Prestige Class}^EL^20^The epic dwarven defender becomes the very definition of immovable object. +epic infiltrator {Prestige Class}^EL^28^The epic infiltrator is an agent of espionage, an undercover operative, and sometimes a saboteur. +epic loremaster {Prestige Class}^EL^20^If the epic loremaster doesn't know something, it probably isn't worth knowing. +epic psion {Prestige Class}^EL^22^The epic psion has evolved his inborn mental abilities, achieving mental mastery of lesser mentalities. +epic psychic warrior {Prestige Class}^EL^23^The epic psychic warrior is a meld of mental and martial prowess. +epic shadowdancer {Prestige Class}^EL^21^While the epic assassin udes the shadows, the epic shadowdancer becomes the shadows, indistinguishable from the darkness cloaking her. +eunuch warlock {Prestige Class}^OA^38^Eunuch warlocks must be arcane spellcasters of significant ability, and they are often sorcerers rather than wu jen. +evangelist {Prestige Class}^CD^39^Evangelists travel the world proclaiming their devotion to a particular deity, pantheon, or religious doctrine. +Evereskan tomb guardian {Prestige Class}^PG^53^The Evereskan tomb guardians are on hand to ensure that the defenses of the tombs are very good indeed. +exalted arcanist {Prestige Class}^BE^61^Exalted arcanists gain access to spells that channel celestial energy. +exemplar {Prestige Class}^CAd^44^An exemplar focuses her energy on improving the skills she possesses until she can perform them with fluidity, grace, and art. +exorcist of the Silver Flame {Prestige Class}^ECS^77^Exorcists of the Silver Flame lead the Church of the Silver Flame's efforts in combating extraplanar threats. +exotic weapon master {Prestige Class}^CW^30^The only real requirement for exotic weapon master is commitment and perseverance. +exotic weapon master {Prestige Class}^MW^53^The only real requirement for exotic weapon master is commitment and perseverance. +extreme explorer {Prestige Class}^ECS^79^The extreme explorer is the iconic action hero of Eberron. +eye of Gruumsh {Prestige Class}^CW^31^An orc or half-orc who heeds the call to serve Gruumsh in his image can become an eye of Gruumsh. +eye of Gruumsh {Prestige Class}^MW^54^An orc or half-orc who heeds the call to serve Gruumsh in his image can become an eye of Gruumsh. +eye of Horus-Re^PG^54^Eyes of Horus-Re are champions of good, sworn enemies of Set, and bane to undead. +faith scion {Prestige Class}^UA^166^This prestige class is meant for characters who wield legendary weapons of divine power for claerics, druids, and paladins. +fang of Lolth {Prestige Class}^SaS^8^Fangs of Lolth undergo a transformation that both provides them power and changes them in ways they may not necessarily want. +Fang of Sseth {Prestige Class}^SK^162^The Fangs of Sseth constitute the strike force of the Vipers -- the stealthy killers who leave no trace. +fatemaker {Prestige Class}^PlH^50^'There are two paths to take; one is easy, and that is its only reward.' +fatespinner {Prestige Class}^CAr^37^A fatespinner has pulled back the curtain of chance, circumstance, and chaos to glimpse a deeper truth: probability. +fatespinner {Prestige Class}^TB^58^A fatespinner has pulled back the curtain of chance, circumstance, and chaos to glimpse a deeper truth: probability. +fiend of blasphemy {Prestige Class}^FF^200^The fiend of blasphemy is a master of the infernal art of perverting the desire to worship and turning it toward the corrupt veneration of fiendish masters. +fiend of corruption {Prestige Class}^FF^202^Fiends of corruption are preoccupied with corrupting mortals to ensure that their souls end up on the Lower Planes after death. +fiend of possession {Prestige Class}^FF^204^A fiend of possession is an invasive presence that taints the very soul, corrupting from within. +Fist of Hextor {Prestige Class}^SF^18^Fists of Hextor are templars sworn to the service of their unforgiving master. +fist of Raziel {Prestige Class}^BE^62^The fists of Raziel represent a knightly order dedicated to the celestial patron of holy warfare against evil. +Fist of Zuoken {Prestige Class}^XPH^144^The Fists of Zuoken ore members of an order of martial artists devoted to mastering their own physical and mental development while protecting psions and other psionic creatures. +fleshwarper {Prestige Class}^LoM^189^The fleshwarper finds no greater canvas than flesh itself. +Fochlucan lyrist {Prestige Class}^CAd^47^The Fochlucan lyrist is a legendary figure who serves as the herald and teacher to great kings, the champion of the common folk, and the keeper of lore long forgotten elsewhere. +foe hunter {Prestige Class}^MW^56^The foe hunter has but one purpose in life: to kill creatures of the type she hates. +forest master {Prestige Class}^FP^193^Guardians of the pristine wilderness and defenders of the ancient trees, forest masters are the living embodiments of sentient nature. +forsaker {Prestige Class}^MW^57^The forsaker rebels against the magic of the fantastic world around him. +frenzied berserker {Prestige Class}^CW^34^The frenzied berserker is constantly seeking out more conflict to feed her craving for battle. +frenzied berserker {Prestige Class}^MW^59^The frenzied berserker is constantly seeking out more conflict to feed her craving for battle. +frost mage {Prestige Class}^Fr^58^Frost mages usually hail from lands of cold, snow, and ice: tundra, glaciers even outer planes perpetually shrouded in winter. +frostrager {Prestige Class}^Fr^60^The frostragers are powerful and dangerous warriors believed by some to be gifted from (and others cursed by) the frost giant deity Thrym with an unstable but powerful supernatural battle rage. +gatecrasher {Prestige Class}^MP^26^Gatecrashers see themselves as cosmic free agents, independent forces who can influence the natives of the planes and even the dynamic forces of magic itself. +geomancer {Prestige Class}^CD^41^To the geomancer, all magic is the same. +geomancer {Prestige Class}^MW^60^To the geomancer, all magic is the same. +geometer {Prestige Class}^CAr^39^The geometer is the master of written magic and spells inscribed within a perfectly rendered diagram. +ghost slayer {Prestige Class}^Gh^26^The ghost slayer studies ghost so that they can be dispatched easily and no longer bother the living with their presence. +ghost-faced killer^CAd^51^Ghost-faced killers act as assassins and spies for hire, a mercenary clan that hides behind a guise of open and honorable conduct. +ghostwalker {Prestige Class}^SF^20^Ghostwalkers have abilities that point to some underlying, mysterious mysticism. +giant-killer^SM^109^Giant-killers are great heroes so long as they are killing giants. +gladiator {Prestige Class}^SF^21^Rich or poor, all gladiators face death whenever they step into the arena. +glorious servitor {Prestige Class}^LE^13^Glorious servitors are exceptionally loyal and devout servants of the Mulhorandi gods. +gnome artificer {Prestige Class}^Mag^23^Gnome artificers dabble in technology to create fantastic devices, delving into shadow magic when their mundane equipment is insufficient for the task. +gnome giant-slayer^CW^36^The gnome giant-slayer relies on a combination of agility, combat prowess, and pure craftiness to deal with foes. +goldeye {Prestige Class}^FP^194^Goldeyes are agents and promulgators of commercial intercourse, seeking to increase the wealth of their communities and realms by promoting the exchange of coins in trade. +goliath liberator {Prestige Class}^RS^112^Goliath liberators are experts at infiltrating giant dwellings, freeing the captives within, then exacting revenge on the giants while the freed goliaths escape. +Gray Hand enforcer {Prestige Class}^CSW^77^Gray Hand enforcers are highly trained members of the Gray Hands, Waterdeep's elite, high-powered fighting force. +Great Rift deep defender {Prestige Class}^ShS^24^The Great Rift deep defender has a keen understanding of the importance of making a stand. +Great Rift skyguard {Prestige Class}^Rac^183^The hippogriff-mounted skyguards of the Great Rift patrol the skies, ever watchful for the enemies of the gold dwarves. +Great Sea corsair {Prestige Class}^ShS^26^Adapt the dread pirate prestige class from Song and Silenceto create the Great Sea corsair prestige class. +Green Star adept {Prestige Class}^CAr^41^A Green Star adept is the master of the strange and powerful magic derived from Alhazarde's glittering green starmetal. +guardian paramount {Prestige Class}^EL^30^The guardian paramount is an extraordinary bodyguard, a protector of others who is skilled in preventing harm to his charge. +guild thief {Prestige Class}^FRCS^45^Guild thieves are thieves who operate in urban areas as part of an organized thieves' guild. +guild wizard of Waterdeep {Prestige Class}^Mag^26^The wizards of the order study and exchange information, create magic items to help support the guild's financial independence, and offer their services to others in the city as watch-wizards or fire guards. +halfling outrider {Prestige Class}^CW^38^Halfling outriders are elite champions whose task is to warn their fellows of, and protect them from, danger. +halfling outrider {Prestige Class}^SF^22^The halfling outrider is naturally skilled in the arts of riding and scouting. +Halruaan elder {Prestige Class}^ShS^27^Halruaan elders are the epitomy of magic cast with panache, and their dazzling and unique displays of arcane force make them the most respected practitioners in the land. +Halruaan magehound {Prestige Class}^ShS^29^Magehounds are Halruaa's inquisitors. +hammer of Moradin {Prestige Class}^PG^56^An elite order of warrior-priests stands ready to defend the dwarven people against the onslaught of fell giants, dark elves, and goblinoids. +hand of the Adama {Prestige Class}^ShS^31^The hand of the Adama is a benign leader, judge and jury, and protector of the common folk all rolled into one. +Harper agent {Prestige Class}^PG^58^Harper agents are the 'field agents' of the Harper organization, acting directly to gather intelligence and eliminate threats to the greater good. +Harper mage {Prestige Class}^Mag^28^The Harper mage has two principal responsibilities: They aid the Harpers with spells and arcane knowledge, and they study, record, and pass on ancient lore. +Harper paragon {Prestige Class}^PG^181^A Harper paragon actively promotes the welfare of other creatures while preventing evil forces from preying on innocents. +Harper priest {Prestige Class}^Mag^29^Some Harpers choose to pursue a closer relationship to the deities who inspired the creation of the Harpers. +harper scout {Prestige Class}^FRCS^46^Harper scouts are members of the Harpers, a secret society dedicated to holding back evil, preserving knowledge, and maintaining the balance between civilization and the wild. +hathran {Prestige Class}^FRCS^47^Hathrans comprise an elite sisterhood of spellcasters who lead Rashemen. +hathran {Prestige Class}^PG^59^Hathrans comprise an elite sisterhood of spellcasters who lead Rashemen. +havoc mage {Prestige Class}^MH^20^The havoc mage shares as much in common with a fighter as with a wizard. +heartwarder {Prestige Class}^FP^196^Heartwarders are aesthetes and hedonists who actively seek out pleasure and beauty in all things and who nurture the creation of beautiful objects. +heir of Siberys {Prestige Class}^ECS^80^The magic of a Siberys mark is undeniably powerful, and an heir of Siberys manifests one. +henshin mystic {Prestige Class}^OA^39^Henshin mystics are members of a monastic order that teaches what they consider a great mystery of the universe: that humanity is capable of a transformation (henshin) into divinity. +hexer {Prestige Class}^MW^63^The hexer uses the power of his gaze. +Hida defender {Prestige Class}^OA^212^Hida defenders train in great armor, a unique characteristic that fits in well with the Crab philosophy of strength and endurance. +hidecarved dragon {Prestige Class}^Dr^94^Hidecarved dragons are members of an enigmatic order of dragons and half-dragons. +hierophant {Prestige Class}^DMG^188^A divine spellcaster who rises high in the service of his deity gains access to spells and abilities of which lesser faithful can only dream. +hierophant {Prestige Class}^FRCS^48^A divine spellcaster who rises high in the service of his deity gains access to spells and abilities of which lesser faithful can only dream. +high proselytizer {Prestige Class}^EL^31^The high proselytizer is the holy inspiration that begins religious movements. +highland stalker {Prestige Class}^CAd^54^Highland stalkers are consummate trackers with an instinctive knowledge of their mountainous territories. +hin fist {Prestige Class}^ShS^32^Adapt the sacred fist prestige class from Complete Divineto create a hin fist. +Hoardstealer {Prestige Class}^Dr^130^The hoardstealer specializes in relieving wealthy individuals from large amounts of said wealth. +holy liberator {Prestige Class}^CD^45^The holy liberator is a holy warrior, a distant cousin of the paladin. +holy liberator {Prestige Class}^DF^57^The holy liberator is a holy warrior, a distant cousin of the paladin. +hordebreaker {Prestige Class}^SM^110^The hordebreaker is a person who makes destroying the horde threat the perfect engine of orc destruction. +horizon walker {Prestige Class}^DMG^189^The horizon walker is an unceasing traveler to the universe's most dangerous places. +horned harbinger {Prestige Class}^FP^197^The horned harbingers are agents of the fallen Lord of Bones. +hospitaler {Prestige Class}^CD^48^Hospitalers are a fighting force of necessity, sworn to poverty, obedience, and the defense of those in their care. +hospitaler {Prestige Class}^DF^60^Hospitalers are a fighting force of necessity, sworn to poverty, obedience, and the defense of those in their care. +hulking hurler {Prestige Class}^CW^40^Hulking hurlers belong to those races of generously proportioned creatures who enjoy nothing more than wrenching boulders, trees, and even buildings free of their earthly bonds and throwing them at their foes. +hunter of the dead {Prestige Class}^CW^42^The hunter of the dead spends each restless night tracking undead to their lairs and cleansing the land of their foul presence. +hunter of the dead {Prestige Class}^DF^62^The hunter of the dead spends each restless night tracking undead to their lairs and cleansing the land of their foul presence. +iaijutsu master {Prestige Class}^OA^41^Iaijutsu masters harness their ki energy to strike with blinding speed and devastating power. +iInitiate of the draconic mysteries {Prestige Class}^Dr^131^Some become students of draconic knowledge that leads to greater power. +illithid body tamer {Prestige Class}^Und^35^Illithids who embrace the Tamer Creed believe that military might is the most important factor in their race's future mastery of the multiverse. +illithid savant {Prestige Class}^SS^77^The illithid savant is an academic who deals in applied science, acquiring new knowledge from the brains he consumes. +illithid slayer {Prestige Class}^XPH^146^Illithid slayers have dedicated their lives to the eradication of the mind flayer 'infection.' +Imaskari vengeance taker {Prestige Class}^Und^37^A secret society dedicated to righting wrongs, the Imaskari vengeance takers are trained by hidden masters in the rites and rituals of revenge. +incantatrix {Prestige Class}^Mag^31^The incantatrixes are the practitioners of metamagic in Faerun, studying spells that affect other spells and having a fondness for magic that thwarts extraplanar beings. +incantatrix {Prestige Class}^PG^61^The incantatrixes are the definitive practitioners of metamagic in Faerun, devoting themselves to the study of spells and techniques that affect other spells. +initiate of Pistis Sophia {Prestige Class}^BE^64^The path of these initiates requires great sacrifices (in the form of at least three sacred vows), but brings great rewards of spiritual power. +Initiate of the Sevenfold Veil {Prestige Class}^CAr^44^A master of defensive magic, the Initiate of the Sevenfold Veil approaches the prismatic barrier by mastering one by one its constituent veils or layers. +inquisitor {Prestige Class}^DCS^80^By definition, an inquisitor is one who inquires, someone who hunts for people, information, or answers. +inquisitor of the Drowning Goddess {Prestige Class}^Und^39^Some kuo-toa monks go on to become inquisitors of the Drowning Goddess, who are tasked with protecting the community from inside threats. +invisible blade {Prestige Class}^CW^44^Invisible blades are deadly fighters who prefer to use daggers and related weapons in combat. +iron mind {Prestige Class}^RS^114^Elite warriors trained to resist mental compulsions of all kinds, members of the iron mind prestige class defend dwarf and gnome kingdoms against intrusions by mind flayers, dark elf enchanters, and the like. +Jordain vizier {Prestige Class}^ShS^33^The Jordaini are a special servitor caste, though still upper class, in the magocracy of Halruaa. +justice of weald and woe {Prestige Class}^CR^48^The justice of weald and woe is the go-to person when something unsavory -- usually involving the removal of humans -- needs doing. +justiciar {Prestige Class}^CW^47^Justiciars make a living kicking the daylights out of criminals who desperately deserve it. +justiciar of Taiia {Prestige Class}^DD^205^Justiciars of Taiia fulfill the role of carrying out Taiia's sentence against wrongdoers. +justiciar of Tyr {Prestige Class}^PG^63^Justiciars are the very elite of Tyr's mortal servants, and they act as living embodiments of their god's portfolio. +Keeper of the Cerulean Sign {Prestige Class}^LoM^194^The Cerulean Sign is an ancient rune of power, created untold eons ago by a race or deity long since vanished; now it has keepers. +kensai {Prestige Class}^CW^49^The kensai masters body, mind, weapon, and will. +king/queen of the wild^MW^65^Where nature's fury is at its height, there you'll find the kings and queens of the wild. +kishi charger {Prestige Class}^OA^42^Kishi chargers are cavalry soldiers trained to make the greatest possible use of a horse's speed and a rider's agility. +Knight of the Blue Moon {Prestige Class}^CSW^81^Knights of the Blue Moon are elite soldiers in the endless battle against the Mistress of the Night. +knight of the Chalice {Prestige Class}^CW^53^The knight of the Chalice is a member of an elite knightly organization devoted to fighting demons and other evil outsiders. +knight of the Chalice {Prestige Class}^DF^63^The knight of the Chalice is a member of an elite knightly organization devoted to fighting demons and other evil outsiders. +Knight of the Crown {Prestige Class}^DCS^56^The Order of the Crown is the first tier of the Solamnic Knights. +Knight of the Iron Glacier {Prestige Class}^Fr^62^The Knights of the Iron Glacier continue to honor the memory of General Aengrist in their deeds and actions. +Knight of the Lily {Prestige Class}^DCS^63^The Knights of the Lily are the order of warriors within the Knights of Neraka. +knight of the Middle Circle {Prestige Class}^DF^65^Knights of the Middle Circle provide security for Stargazer chapterhouses and may be called upon for similar service for allies of the Stargazers. +Knight of the Rose {Prestige Class}^DCS^59^The Knights of the Rose are the highest tier of the Solamnic Knights. +Knight of the Skull {Prestige Class}^DCS^65^Entering battle with strength and divine magic, Knights of the Skull are the spirit of the Dark Knights. +Knight of the Sword {Prestige Class}^DCS^58^Knights of the Sword are warriors of the Solamnic Knights who fight with power and faith to defend justice and truth. +Knight of the Thorn {Prestige Class}^DCS^66^The Knights of the Thorn are also known as the 'gray robes' for the ash-colored robes they wear to indicate that they do not serve the Orders of High Sorcery. +knight protector {Prestige Class}^CW^55^Knight protectors are martial characters dedicated to restoring the ideals of knightly chivalry before they fade forever. +Knight Protector of the Great Kingdom {Prestige Class}^SF^24^Knight protectors are martial characters dedicated to restoring the ideals of knightly chivalry before they fade forever. +knight-errant of Silverymoon^SM^112^Charged with the safety of the city of Silverymoon and its citizens, the professional fighting force known as the Knights in Silver is often all that stands between Silverymoon and the dangers of the frontier. +lasher {Prestige Class}^SF^25^The lasher prestige class uses the whip as an extension of herself. +legendary dreadnought {Prestige Class}^EL^33^The legendary dreadnought is the ultimate foot soldier, an absolute force of destruction, a total warrior who excels at sheer combat prowess. +legendary leader {Prestige Class}^HB^107^Legendary leaders are the stuff of bards' tales come to life. +legendary tactician {Prestige Class}^DCS^81^Legendary tacticians are respected (or feared) for their ability to inspire their troops. +lifedrinker {Prestige Class}^BV^63^Lifedrinkers are vampires who have been undead for a very long time. +lion of Talisid {Prestige Class}^BE^65^The lions of Talisid protect nature and emulate their patron in more concrete ways. +lord of tides {Prestige Class}^Sa^70^A lord of tides can sense the movement of magma, summon beings of elemental might, and open portals to the Elemental Planes. +loredelver {Prestige Class}^RD^117^Loredelvers are illumian spellcasters who find and explore ruins, disable the magical protections that guard them, and sift through the ancient secrets found within. +loremaster {Prestige Class}^DMG^191^Loremasters are spellcasters who concentrate on knowledge, valuing lore and secrets over gold. +luckstealer {Prestige Class}^RW^118^As a luckstealer, you're part spellcaster, part professional gambler -- and 100% mischief-maker. +Luiren marchwarden {Prestige Class}^ShS^35^The Luiren marchwarden is the defender of the frontier in the land of the halflings. +lurking terror {Prestige Class}^LM^54^Lurking terrors are the quintessential hunting undead, displaying great prowess with their special abilities and amazing powers of stealth. +maester {Prestige Class}^CAd^56^Maesters are the master crafters of the gnome world. +mage of the Arcane Order {Prestige Class}^CAr^48^Also called a 'guildmage,' a member of this prestige class is a spellcaster who belongs to an academy and guild known as the Arcane Order. +mage of the Arcane Order {Prestige Class}^TB^60^Also called a 'guildmage,' a member of this prestige class is a spellcaster who belongs to an academy and guild known as the Arcane Order. +mage-killer^Mag^32^Mage-killers master magic designed for combat against other spellcasters. +magelord {Prestige Class}^LE^17^Quick to anger, haughty, and proud of his Art, the magelord is an arcane spellcaster who studies an ancient magical tradition known for extremely fast and versatile spellcasting +maho-bujin^OA^236^When Taint overcomes a character, she may find her way to the Festering Pit of Fu Leng and become a maho-bujin. +maho-tsukai^OA^237^Maho (blood magic) wielders are called maho-tsukai. +maiden of pain {Prestige Class}^PG^182^Loviatar's most dedicated servants, the maidens of pain, are depraved women who literally make pain their meat and drink. +Mantis mercenary {Prestige Class}^OA^231^Mantis mercenaries make use of peasant weapons and a rolling motion. +Maquar crusader {Prestige Class}^ShS^38^A Maquar crusader follows a strict code of conduct that not only limits what he can own or where he can live, but also limits the ways in which merchants can influence him. +martyred champion of Ilmater {Prestige Class}^PG^184^Having already offered his life in sacrifice once, the martyred champion of Ilmater perseveres in Ilmater's faith. +master alchemist {Prestige Class}^Mag^34^The master alchemist is a spellcaster who specializes in producing potions and elixirs that reproduce the effects of spells of 4th level or higher. +master inquisitive {Prestige Class}^ECS^82^The master inquisitive takes the art of investigation and deduction to the ultimate level, rising to the top of the field. +master of chains {Prestige Class}^SF^27^The master of chains is a combatant specializing in the use of chains -- specifically the spiked chain -- as a weapon. +master of flies {Prestige Class}^SS^80^The master of flies is an intelligent swarm that can form a massive being at need, or a single creature that can dissolve into a cloud of vermin. +master of many forms {Prestige Class}^CAd^58^A master of many forms has no shape that she calls her own. +master of radiance {Prestige Class}^LM^44^Masters of radiance channel the pure, undiluted power of the sun. +master of shrouds {Prestige Class}^DF^66^The master of shrouds is an evil spellcaster who magically seizes incorporeal undead and sets them to do her bidding. +master of shrouds {Prestige Class}^LM^46^The master of shrouds is an evil spellcaster who magically seizes incorporeal undead and sets them to do her bidding. +master of the unseen hand {Prestige Class}^CW^60^Masters of the unseen hand delight in crushing their foes with invisible force, flinging massive objects into the sky, and disarming enemies with a single thought. +master of the Yuirwood {Prestige Class}^Una^24^The masters of the Yuirwood are an elite group of foresters who work to keep the ancient Yuirwood free of evil influence. +master of vipers {Prestige Class}^SK^163^Outcast yuan-ti learn to hunt not only to feed themselves, but also to spread destruction far and wide for the pure pleasure of it. +master samurai {Prestige Class}^SF^29^The master samurai is a military retainer of a feudal overlord; he practices a code of behavior that emphasizes the value of personal honor over life itself. +master thrower {Prestige Class}^CW^58^Master throwers depend on quick reflexes, good planning, and deadly aim. +master transmogrifist {Prestige Class}^CAr^51^The master transmogrifist is a sorcerer or wizard who has chosen to specialize in spells that change his form. +master vampire {Prestige Class}^LM^55^Any vampire can create spawn, but it takes a very special vampire to rule over an entire gang of minions. +menacing brute {Prestige Class}^RD^123^The menacing brute takes advantage of how must humans fear half-orcs, playing on that dread to make his living. +metamind {Prestige Class}^XPH^147^Metaminds know that accumulating the most power in the shortest time is the key to psionic superiority. +mindbender {Prestige Class}^CAr^54^Mindbenders seek to control the thoughts and dreams of others. +mindbender {Prestige Class}^TB^63^Mindbenders seek to control the thoughts and dreams of others. +mindspy {Prestige Class}^CW^62^By reading the minds of her enemies, a mindspy knows exactly what they're going to do a fraction of a second before they do it. +Mirumoto niten master {Prestige Class}^OA^218^The Mirumoto school teaches a unique style of swordplay, rooted in this sense of duty. +monk of the long death {Prestige Class}^PG^65^Monks of the long death are members of a macabre, secretive order of scholars seeking to understand the true nature of death. +moonspeaker {Prestige Class}^RE^143^Bound to the magic of their lycanthrope ancestors, moonspeakers breathe the magic of the world, guided by the twelve moons of Eberron. +Moonstar agent {Prestige Class}^CSW^84^Moonstar agents, also known as Teukiir, are members of the Tel Teukiira, a group founded by Khelben 'Blackstaff' Arunsun when he broke from the Harpers. +morninglord of Lathander {Prestige Class}^PG^66^Morninglords are, in many ways, the epitome of the classical cleric archetype. +mortal hunter {Prestige Class}^BV^64^Mortal hunters are fiends who specialize in killing mortals. +Moto avenger {Prestige Class}^OA^228^The Moto avenger is dedicated to a war against the Shadowlands and its evils. +mystic theurge {Prestige Class}^DMG^192^Blurring the line between divine and arcane, mystic theurges draw power from divine sources and musty tomes alike. +mystic wanderer {Prestige Class}^Mag^35^Mystic wanderers are divine spellcasters who eschew normal church hierarchies and instead embrace freedom, wanderlust, and independence. +naga overlord {Prestige Class}^SK^165^Naga overlords are evil masterminds who operate in secret, usually behind cults of devoted followers. +Nar demonbinder {Prestige Class}^Una^25^Master of the black art of demon summoning, the Nar demonbinder keeps alive the sinister traditions of the old Empire of Narfell. +nature's warrior^CW^63^Nature's warriors are defenders of the wild, protectors of the natural world . . . and often druids who have spent 'too much time' in wild shape form. +Nentyar hunter {Prestige Class}^Una^28^Sworn to defend the great forests and serve the Nentyarch, druidic ruler of the Circle of Leth, the Nentyar hunters roam the wild lands of the East, uprooting foul and evil things. +Night Mask deathbringer {Prestige Class}^CR^53^Night Mask deathbringers are highly trained members of the Westgate thieves' guild who have caught the favorable attention of the vampires in charge of the organization. +nightcloak {Prestige Class}^FP^198^Nightcloaks are the apple of Shar's eye -- devoted to her vision, preserving her secrets, practicing her magic, as twisted and bitter as it is. +nightsong enforcer {Prestige Class}^CAd^60^The enforcers of the Nightsong Guild focus on the stealth-centered combat training that rogues usually learn. +nightsong infiltrator {Prestige Class}^CAd^62^The nightsong infiltrator is the perfect thief and the perfect spy. +Ninja of the Crescent Moon {Prestige Class}^SF^30^The Ninja of the Crescent Moon is a mercenary clan whose members engage in sabotage and other covert missions for an outlandish fee. +ninja spy {Prestige Class}^OA^43^True ninja spies are masters of exotic weapons, tools of stealth, and strange ki powers. +occult slayer {Prestige Class}^CW^66^The occult slayer is driven to confront any arcane or divine spellcaster who crosses her path. +ocular adept {Prestige Class}^FP^200^Ocular adepts have pledged their religious devotions to the alien entity known as the Great Mother, the deity matron of all beholders. +Olin Gisir {Prestige Class}^LE^21^The Olin Gisiae are elite elf mages who have taken it upon themselves to guard dark secrets from the rest of the world +ollam {Prestige Class}^CAd^66^In Dwarven, the world 'ollam' means teacher. +oozemaster {Prestige Class}^MW^67^Oozemasters relate one-on-one with things that relate to nothing at all. +orc scout {Prestige Class}^SM^114^Part wilderness warrior and part spy, the orc scout is a hero to his people. +orc warlord {Prestige Class}^Rac^184^The orc warlord is a savage general of an unruly army, the leader of one of the deadly and all too common orc hordes that rampage down from the Spine of the World. +Order of the Bow initiate {Prestige Class}^CW^68^By learning the meditative art of the Way of the Bow, the archer improves his discipline, precision, and spirituality. +Order of the Bow Initiate {Prestige Class}^SF^32^By learning the meditative art of the Way of the Bow, the archer improves his discipline, precision, and spirituality. +outcast champion {Prestige Class}^RD^126^Outcast champions bring hope to those who have no place in society. +outlaw of the crimson road {Prestige Class}^SaS^10^An outlaw of the crimson road might be a revolutionary, a loyal supporter of some deposed ruler, or merely an ordinary individual who angered the wrong person at the wrong time. +pale master {Prestige Class}^LM^47^Arcane casters can become pale masters, who draw on necromantic lore that provides a macabre power all its own. +pale master {Prestige Class}^TB^64^Arcane casters can become pale masters, who draw on necromantic lore that provides a macabre power all its own. +peerless archer {Prestige Class}^SM^115^The peerless archer devotes her life to perfecting her skill with the bow. +peregrine runner {Prestige Class}^RS^116^When goliaths need to send a message to another tribe, they send an elite, fleet-of-foot warrior known as a peregrine runner. +perfect wight {Prestige Class}^EL^34^The perfect wight is a master of skulking, the ultimate prowler and thief. +pious templar {Prestige Class}^CD^50^Sworn to the defense of a temple site, the pious templar is a holy warrior blessed by her deity with combat prowess and great endurance. +planar champion {Prestige Class}^MP^28^The planar champion moves between the planes, always driven to battle. +planeshifter {Prestige Class}^MP^30^The planeshifter is a magical scholar and expert in planar travel, and through arcane research develops not only the ability to sense planar portals, but also the ability to create his own demiplane. +platinum knight {Prestige Class}^Dr^133^The platinum knight protects good-aligned dragonkind from their natural enemies. +prestige bard {Prestige Class}^UA^69^The prestige bard is a jack-of-all-trades, master of none. +prestige paladin {Prestige Class}^UA^70^After training in the arts of combat and the mysteries of the divine, the prestige paladin is anointed as a holy warrior dedicated to the protection of law and goodness. +prestige ranger {Prestige Class}^UA^71^The prestige ranger navigates the dark forests, craggy mountains, or desert wastes of her homeland with unparalleled skill. +prime Underdark guide {Prestige Class}^Und^40^These skilled guides not only know how to overcome the physical challenges of the Underdark, but they also can help them over the social and cultural hurdles they are sure to face. +primeval {Prestige Class}^Fr^65^The primeval is a warrior who has tapped into his racial memories to find and forge a bond with an ancient creature. +prophet of Erathaoi {Prestige Class}^BE^66^The prophet of Erathaoi is a seer and visionary, a medium of the heavenly will, pronouncing judgment on corruption and evil in the world. +psion uncarnate {Prestige Class}^XPH^148^Formless, fleshless, and unbound by the limits of corporeality -- this is the goal of every psion uncarnate. +Purple Dragon knight {Prestige Class}^CW^70^Purple Dragon knights develop uncanny skills related to coordinating and leading soldiers. +Purple Dragon knight {Prestige Class}^FRCS^49^Purple Dragon knights develop uncanny skills related to coordinating and leading soldiers. +Purple Dragon knight {Prestige Class}^PG^68^Purple Dragon knights develop uncanny skills related to coordinating and leading soldiers. +pyrokineticist {Prestige Class}^XPH^151^Pyrokineticists know that a little psionic power goes a long way -- for those interested in fire. +quori nightmare {Prestige Class}^RE^148^The quori nightmare taps into the primal horrors and urges of the subconscious. +radiant servant of Pelor {Prestige Class}^CD^52^The radiant servants of Pelor put the dogma of demonstrating strength through charity and modesty into living practice. +rage mage {Prestige Class}^CW^72^The rage mage's approach to magic is based on the primal passion of magic more than the studious quasi-scientific approach. +rainbow servant {Prestige Class}^CD^54^Those who have learned what the couatl temples have to offer are known as rainbow servants. +Raumathari battlemage {Prestige Class}^Una^29^Employing sword and spell with dauntless courage and deadly force, the handful of Raumathari battlemages remaining in the world comprise a lonely and little-known order of adventurers, explorers, and mercenaries in search of battle. +ravager {Prestige Class}^CW^73^The infamous ravager has dedicated himself to the service of Erythnul, deity of slaughter. +ravager {Prestige Class}^SF^33^The infamous ravager has dedicated himself to the service of Erythnul, deity of slaughter. +reachrunner {Prestige Class}^RE^153^Known for their mastery of the untamed world, some shifters rise above others in woodslore, physical ability, and stamina to claim the revered mantle of the reachrunner -- the greatest of shifter trackers and scouts. +reaping mauler {Prestige Class}^CW^75^Reaping maulers are the back-breakers, the limb-twisters, and the neck-snappers among pit fighters. +recaster {Prestige Class}^RE^157^To the recaster, the change her own body is capable of is a simple reflection of the mutability of the world around her. +Red Avenger {Prestige Class}^SF^34^The Red Avenger is the master of ki,an ancient and formidable discipline that allows the user to accomplish the extraordinary. +Red Wizard {Prestige Class}^DMG^193^The Red Wizards are the masters of Thay, the would-be magical overlords of the land of Faerun. +Red Wizard {Prestige Class}^FRCS^50^The Red Wizards are the masters of Thay, the would-be magical overlords of the land of Faerun. +reforged {Prestige Class}^RE^161^The reforged represents the realized ideal of the warforged's living aspects. +righteous zealot {Prestige Class}^DCS^83^The righteous zealot is a person with a cause that directs every aspect of life. +rimefire witch {Prestige Class}^Fr^67^A rimefire witch is one who has followed a mysterious call to the core of a rimefire iceberg and becomes infused with great power by the rimefire eidolon. +risen martyr {Prestige Class}^BE^68^A risen martyr is an exalted character who continues in his earthly existence after his martyrdom in order to finish some unfinished task. +ronin {Prestige Class}^CW^77^A ronin is a masterless warrior cast adrift in the world, but still clinging to the remnants of his former life. +royal explorer {Prestige Class}^SaS^13^Some monarchs sponser crack teams of explorers. +ruathar {Prestige Class}^RW^122^Also known as 'elf-friend' or 'star-friend,' a ruathar is a person of some other race who has earned the special friendship of the elven folk. +runecaster {Prestige Class}^FRCS^51^Those that choose to master the ability to create runes of power are runecasters. +runecaster {Prestige Class}^PG^69^Those that choose to master the ability to create runes of power are runecasters. +runescarred berserker {Prestige Class}^Una^31^Deadly barbarians who bear magical runes carved into their flesh, runescarred berserkers are among the most feared of Rashemen's defenders. +runesmith {Prestige Class}^RS^118^A runesmith has learned to harness the power of runes and can fling fireballsand other staple arcane spells even while encased in full plate armor. +sacred exorcist {Prestige Class}^CD^56^Sacred exorcists hope to drive away the spiritual forces of evil, prevening them from causing harm to the bodies and souls of humanity. +sacred exorcist {Prestige Class}^DF^68^Sacred exorcists hope to drive away the spiritual forces of evil, prevening them from causing harm to the bodies and souls of humanity. +sacred fist {Prestige Class}^CD^59^Sacred fists are independent organizations found within many temples. +sacred fist {Prestige Class}^DF^70^Sacred fists are independent organizations found within many temples. +sacred purifier {Prestige Class}^LM^49^Sacred purifiers are priestly characters who specialize in destroying undead. +sacred warder of Bahamut {Prestige Class}^Dr^96^Sacred warders of Bahamut protect others from the power of Tiamat's brood. +sanctified mind {Prestige Class}^LoM^198^A sanctified mind believes that all evil-aligned psionics-using creatures must be crushed. +sand shaper {Prestige Class}^Sa^76^Sand shapers are part prophet, part priest, part magician, and part assassin. +savant aboleth {Prestige Class}^LoM^21^Savant aboleths are the eldest, most intelligent, wisest and most forceful of personality. +scaled horror {Prestige Class}^SS^83^Scaled horrors are elite amphibious soldiers. +scar enforcer {Prestige Class}^RD^130^Scar enforcers are angry, embittered half-elves who have rejected both sides of their ancestry. +scion of Tem-Et-Nu^Sa^82^Paladins of the temple of Tem-Et-Nu are sometimes selected to become the guardians of the rivers. +scorpion heritor {Prestige Class}^Sa^86^Scorpion heritors, through a special relationship with the scorpion spirit, gain the mystical abilities of the scorpion, and can even take its shape. +scourge maiden {Prestige Class}^ShS^40^Scourge maidens are warrior-priestesses of Loviatar dedicated to pain and anguish. +Sea Mother whip {Prestige Class}^Und^42^Devout worshipers of Blibdoolpoolp who seek closer communion with the Sea Mother often gain additional abilities in the Sea Mother whip prestige class. +seeker of the Misty Isle {Prestige Class}^CD^61^Seekers search for the lost elves of Misty Isle. +seeker of the song {Prestige Class}^CAr^56^Seekers of the song wield the power of music in ways that amaze even the most skilled bards. +sentinel of Bharrai {Prestige Class}^BE^69^Respect for the power of nature, the desire to further the ends of good, and the resolve to destroy evil are the core beliefs of a sentinel of Bharrai. +serpent slayer {Prestige Class}^SK^166^Some individuals devote their entire lives to thwarting the yuan-ti. +Shaaryan hunter {Prestige Class}^PG^71^On the backs of their swift horses, Shaaryan hunters can run down even the fastest prey and either spear it with a lance or pelt it with arrows from horseback. +shade hunter {Prestige Class}^CR^58^The shade hunter is a breed of adventurer who lives for the thrill of finding lost treasure, defeating ancient traps, and surviving deadly curses laid by the priests of dead gods. +shadow adept {Prestige Class}^FRCS^52^Shadow adepts hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to casual students and discovering secrets unavailable to all but the most dedicated. +shadow adept {Prestige Class}^PG^72^Shadow adepts hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to casual students and discovering secrets unavailable to all but the most dedicated. +shadow scout {Prestige Class}^OA^44^The camouflage of a tiger, the stamina of a horse, the eyes of an eagle: these are the ingredients of the shadow scouts. +shadow sentinel {Prestige Class}^RD^137^Shadow sentinels are elite illumian warriors who protect their people from githyanki raiders, demonic invastions, and hordes of barely imaginable monsters from the Plane of Shadow. +shadow thief of Amn {Prestige Class}^PG^74^A shadow thief of Amn knows only her own minions, her coworkers, and her superior. +shadowbane inquisitor {Prestige Class}^CAd^68^Shadowbane inquisitors battle incessantly against evil in whatever form it takes. +shadowbane stalker {Prestige Class}^CAd^70^Shadowbane stalkers find evil hidden in civilized areas so that the martial arm of the order (the inquisitors) can spearhead the attack. +shadowcraft mage {Prestige Class}^RS^120^Some gnomes have an even greater affinity for illusions than the average representative of their race, resulting in the prestige class known as the shadowcraft mage. +shadowcrafter {Prestige Class}^Und^43^Shadowcrafters long ago mastered illusions and glamers. +shadowdancer {Prestige Class}^DMG^194^Operating in the border between light and darkness, shadowdancers are nimble artists of deception. +shadowmind {Prestige Class}^CAd^74^A shadowmind blends psionic powers and uncanny stealth into an effective whole. +shapeshifter {Prestige Class}^OA^45^Shapeshifters must already have some means of changing their form before learning to master that change. +Sharn skymage {Prestige Class}^Sh^165^By studying the properties of the manifest zone in which Sharn is situated, learning its intricacies and methods for manipulating it, a spellcaster can improve her magical or natural ability to fly. +Shiba protector {Prestige Class}^OA^222^The warriors of the Shiba family are sworn to protect the Isawa family. +shifter {Prestige Class}^MW^68^The shifter has no form that she calls her own. +shining blade of Heironeous {Prestige Class}^CD^63^The shining blade of Heironeous is a member of an order of knights dedicated to prowess in melee combat. +Shintao monk {Prestige Class}^OA^46^Shintao monks are dedicated to following the teachings of Shinsei. +Shou disciple {Prestige Class}^Una^32^Shou disciples are martial artists who have studied or observed the monks of Kara-Tur and seek to emulate their style. +silverstar {Prestige Class}^FP^201^Silverstars are dedicated advocates of freedom and tolerance, wanderers on the path of truth, and absolute foes of Shar. +singh rager {Prestige Class}^OA^48^Singh ragers draw their furious strength from the noble lion. +siren {Prestige Class}^SS^84^A harpy siren is an artist who constantly seeks to expand and improve upon her innate sonic ability. +skullclan hunter {Prestige Class}^MH^20^The skullclan hunter is the acclaimed foe of unlife. +skylord {Prestige Class}^BE^71^An elf crusader, the skylord uses his kinship with creatures of the sky and the power of the winds to fight evil. +skypledged {Prestige Class}^RW^126^The skypledged represent a mystical tradition among the raptorans that hearkens back to an ancient pact with powerful lords of the Elemental Plane of Air. +slaad brooder {Prestige Class}^SS^87^The brooder's sole purpose is to implant as many eggs pellets as he can to produce the widest possible range of progeny. +slayer of Domiel {Prestige Class}^BE^73^Sometimes the skillset of an assassin is required for more noble pursuits. +slime lord {Prestige Class}^PG^186^Slime lords, the most favored of Ghaunadar's servants, are not clerics; they are spies and infiltrators who can change their shapes in order to move unnoticed among members of any race. +Soldier of Light {Prestige Class}^DD^208^The Soldiers of Light are a military order dedicated to open warfare against the minions of their church's enemies. +soul eater {Prestige Class}^BV^66^The soul eater is a monstrous being that feeds on the very essence of life force. +spell scion {Prestige Class}^UA^167^This prestige class is for characters who wield legendary weapons designed for use by arcane spellcasters, such as wizards, sorcerers, and sometimes bards. +spellcarved soldier {Prestige Class}^RE^166^Spellcarved soldiers are warforged warriors who engrave magic runes into the plating of their inherently magic bodies, gaining remarkable defensive abilities. +spelldancer {Prestige Class}^Mag^37^Spelldancers are an energetic sort of spellcaster who draw on the quasi-primal energy of song and dancing to power their magic. +spellfire channeler {Prestige Class}^Mag^38^Those who practice their spellfire can hone their talent into a tool with fantastic abilities that most dabblers can only dream of. +Spellguard of Silverymoon {Prestige Class}^PG^75^The Spellguard, Silverymoon's elite cadre of battle-trained arcane spellcasters, protects the city against the threat of hostile magic and aids the Knights in Silver against more mundane threats. +spellsinger {Prestige Class}^Rac^185^Spellsingers are rare practitioners of an ancient elven bardic tradition. +spellsword {Prestige Class}^CW^79^The dream of melding magic and weaponplay is fulfilled in the person of the spellsword. +spellsword {Prestige Class}^TB^67^The dream of melding magic and weaponplay is fulfilled in the person of the spellsword. +Spur Lord {Prestige Class}^LD^11^The Spur Lords are elite zealots of the church, wielding the dark power of Cyric and commanding the attention of even the most fanatical clerics. +spymaster {Prestige Class}^CAd^76^Spymasters do their work quietly and in private, and they often have a cover identity. +spymaster {Prestige Class}^SaS^14^Spymasters do their work quietly and in private, and they often have a cover identity. +stalker of Kharash {Prestige Class}^BE^75^The stalkers of Kharash are a loose-knit order of rangers, rogues, and other characters devoted to fighting evil under Kharash's patronage. +steel legionnaire {Prestige Class}^DCS^68^Steel legionnaires are members of the Legion of Steel. +stoneblessed {Prestige Class}^RS^122^A stoneblessed bonds to the stone of the mountains, blending into a dwarf, gnome, or goliath community and making it her home. +stonedeath assassin {Prestige Class}^RS^124^Most stonedeath assassins are hobgoblin rogues or rangers, but bugbears and even exceptional goblins have been known to undertake stonedeath training and learn the ways of infiltrating dwarf strongholds by disarming traps, weakening gates, and assassinating dwarf leaders. +stonelord {Prestige Class}^CW^81^The earth whispers to special dwarves known as stonelords. +stonespeaker guardian {Prestige Class}^RS^127^The stonespeaker guardian taps into the divine power of the earth itself to defend her fellow stonespeakers, as well as other goliaths and friendly races, from their enemies. +stormlord {Prestige Class}^CD^65^Stormlords often live as brigands, indulging their personal desires for wealth, food, luxury items, and wanton behavior as they crave random, spectacular acts of violence. +stormlord {Prestige Class}^FP^203^Stormlords are the chief agents of the Destroyer's wrath, inflicting destructive rampages wherever they wander in order to spread word of his endless fury. +stormsinger {Prestige Class}^Fr^70^The stormsingers have learned the secret methods of harnessing the magic powers of music to influence and control the weather. +stormtalon {Prestige Class}^RW^131^The stormtalons are consummate aerial warriors, using both their weapons and their razor-sharp foot talons to dive on their hapless foes. +streetfighter {Prestige Class}^CAd^79^Streetfighters seek the challenges of the back alleys as a way of testing themselves and their experience in the wilder world. +strifeleader {Prestige Class}^FP^204^Strifeleaders are the chief instruments of the Dark Sun, charged with spreading the One True Way of Cyric through force and deception. +sublime chord {Prestige Class}^CAr^60^In return for abandoning her continuing study of bardic music, a sublime chord instead masters a number of spells more powerful than most bards can ever use. +Suel arcanamach {Prestige Class}^CAr^63^Arcanamach formerly served as elite guards and agents for powerful wizards. +Sun Soul monk {Prestige Class}^CSW^88^Monks of the Sun Soul Order believe that they each harbor a small fragment of the sun's divine essence. +sunmaster {Prestige Class}^LE^25^The sunmasters are members of a sect within the church of Lathander who believe that the Morninglord is the living reincarnation of Amaunator. +survivor {Prestige Class}^SS^89^Those who survive a program of frequent assaults and other dangers emerge a few weeks later -- tougher, faster, and less vulnerable to attacks. +swanmay {Prestige Class}^BE^76^Swanmays are members of a secretive order sworn to protect wilderness areas from evil. +swift scion {Prestige Class}^UA^168^This prestige class is for those who wield legendary weapons that make use of or improve the wielder's stealth, speed, or dexterity (in the general sense). +sword dancer {Prestige Class}^FP^205^Sword dancers are expected to lead the drow migration and work to promote harmony between drow and surface-dwelling races. +sword of righteousness {Prestige Class}^BE^77^Pursuit of a commitment to righteousness and purity that exceeds the norm is a quality of a sword of righteousness. +sybil {Prestige Class}^SS^90^Steeped in ancient lore, or maddened by divine inspiration, the sybil is a reclusive prophet. +tactical soldier {Prestige Class}^MH^22^The tactical soldier is the master of teamwork in melee. +tainted sorcerer {Prestige Class}^UA^191^Tainted sorcerers find an easy path to tremendous magical power. +tainted warrior {Prestige Class}^UA^193^When a character's taint threatens to exceed the capacity of his body and soul to contain it, he may become possessed by its evil power and transformed into a creature of taint. +talon of Tiamat {Prestige Class}^Dr^134^The talon of Tiamat furthers the goals of evil dragonkind. +Talontar blightlord {Prestige Class}^Una^34^Corrupt priests who revel in decay, the blightlords of Talona are feared and reviled throughout the Unapproachable East. +tamer of beasts {Prestige Class}^MW^70^Through magic and his overwhelming concern for his charges, the tamer of beasts can make them tougher and more intelligent. +tattooed monk {Prestige Class}^CW^82^Certain monastic orders bestow supernatural or spell-like powers on their members by inscribing magic tattoos on their skin. +tattooed monk {Prestige Class}^OA^49^Certain monastic orders bestow supernatural or spell-like powers on their members by inscribing magic tattoos on their skin. +techsmith {Prestige Class}^FP^206^Techsmiths are devoted to the development of new inventions and the progression of achievement in the name of the Wonderbringer. +Telflammar shadowlord {Prestige Class}^Una^36^Above all the criminals of the Shadowmasters of Telflamm stand the Telflammar shadowlords,the secret captains of iniquity who demand unquestioned obedience from their numerous minions. +tempest {Prestige Class}^CAd^81^A tempest is the point of calm within a whirling barrier of deadly blades. +tempest {Prestige Class}^MW^72^A tempest is the point of calm within a whirling barrier of deadly blades. +templar {Prestige Class}^DF^72^Sworn to the defense of a temple site, the templar is a holy warrior blessed by her deity with combat prowess and great endurance. +temple raider of Olidammara {Prestige Class}^CD^67^The temple raiders are an elite cadre of thiees who worship the Laughing Rogue and specialize in stealing valuables and secret lore from the temples of other deities. +temple raider of Olidammara {Prestige Class}^SaS^16^The temple raiders are an elite cadre of thiees who worship the Laughing Rogue and specialize in stealing valuables and secret lore from the temples of other deities. +thaumaturgist {Prestige Class}^DMG^196^The thaumaturgist reaches out with divine power to other planes of existence, calling creatures there to do his bidding. +Thayan gladiator {Prestige Class}^CR^63^Popular and skillful gladiators fill the arenas of Faerun from Calimshan to the Dragon Coast, but the brutal Thayan gladiators are the best of the best. +Thayan knight {Prestige Class}^CW^85^Thayan knights have mastered the art of swordplay, are familiar with magic, and are loyal to none but the tattooed mages. +Thayan knight {Prestige Class}^LD^64^Thayan knights have mastered the art of swordplay, are familiar with magic, and are loyal to none but the tattooed mages. +Thayan slaver {Prestige Class}^Una^37^Thayan slavers are cruel marauders who use their awful abilities to abduct creatures and then break their wills. +thief-acrobat^CAd^83^A thief-acrobat excels in getting in and getting out. +thief-acrobat^SaS^18^A thief-acrobat excels in getting in and getting out. +thrall of Demogorgon {Prestige Class}^BV^67^A thrall of Demogorgon thrives on the chaotic nature of mutation and deformity. +thrall of Graz'zt^BV^68^The thrall of Graz'zt is a sinister, conniving, and thoroughly evil master of arcane lore and dark secrets. +thrall of Juiblex {Prestige Class}^BV^70^A thrall of Juiblex oozes a horrible slime and is surrounded by a nauseating stench. +thrall of Orcus {Prestige Class}^BV^71^A thrall of Orcus has devoted herself to the demon prince of undeath. +thrallherd {Prestige Class}^XPH^153^Thrallherds manipulate the minds of others as if they were clay in the hands of a sculptor. +tomb warden {Prestige Class}^LM^57^Tomb wardens serve as selfless, undying protectors of the dead. +topaz guardian {Prestige Class}^LoM^203^Resolute crusaders, the topaz guardians are the elite initiates of the Holy Order of the Supernal Topaz Defenders. +tribal protector {Prestige Class}^SF^35^The tribal protector is the battlefield champion of a savage humanoid race. +troubadour of stars {Prestige Class}^BE^78^Bards who channel their celestial music through their mortal voices and instruments are troubadours of stars. +true necromancer {Prestige Class}^LM^51^Those who seek to raise an unyielding obedience from the dead willingly tread the path of necromancy. +true necromancer {Prestige Class}^TB^69^Those who seek to raise an unyielding obedience from the dead willingly tread the path of necromancy. +unholy ravager of Tiamat {Prestige Class}^Dr^97^Those who devote themselves to Tiamat's cause become unholy ravagers of Tiamat. +Union Sentinel {Prestige Class}^EL^35^A Union Sentinel is a member of an elite police force that guards the demiplane city of Union. +urban soul {Prestige Class}^RD^141^Urban souls are the chosen champions of the deity Urbanus, charged with protecting city denzens from external dangers and from subtler threats to the city. +ur-priest^BV^72^A small number of ur-priests have learned to tap into divine power and use it without praying to or worshiping a god. +ur-priest^CD^70^A small number of ur-priests have learned to tap into divine power and use it without praying to or worshiping a god. +vassal of Bahamut {Prestige Class}^BE^80^A vassal of Bahamut is a devout, nondraconic champion in the service of the Dragon King. +vengeance knight {Prestige Class}^CR^67^Vengeance knights roam the Lands of Intrigue in search of those who have committed acts of treachery against their employers, the Knights of the Shield. +verdant lord {Prestige Class}^MW^73^The verdant lord is the final defender of the forest. +vermin keeper {Prestige Class}^Und^44^To a vermin keeper, insects are perfect killers. +vermin lord {Prestige Class}^BV^73^The vermin lord offers itself as a host for all manner of parasitic organisms. +vigilante {Prestige Class}^CAd^85^The vigilante combines magical and mundane investigative techniques to assess a crime scene. +vigilante {Prestige Class}^SaS^20^The vigilante combines magical and mundane investigative techniques to assess a crime scene. +virtuoso {Prestige Class}^CAd^89^The typical virtuoso is outgoing, charismatic, and gregarious. +virtuoso {Prestige Class}^SaS^22^The typical virtuoso is outgoing, charismatic, and gregarious. +visionary seeker {Prestige Class}^PlH^53^A visionary seeker knows how to navigate the mental plain stretching out ahead, finding landfall and truly discovering what it means to know. +void disciple {Prestige Class}^CD^72^Void disciples understand that everything in the world contains all the basic elements, held together by the least tangible essence. +void disciple {Prestige Class}^OA^51^Void disciples understand that everything in the world contains all the basic elements, held together by the least tangible essence. +walker in the waste {Prestige Class}^Sa^89^A walker in the waste embodies the harsh, unforgiving nature of the desert. +war chanter {Prestige Class}^CW^87^A war chanter's music flows across the battlefield like a raging torrent, catching friends and foes alike in its wake. +war hulk {Prestige Class}^MH^22^The war hulk is a creature of great size and talent who is specifically trained to shock and awe opposing massed troops. +war mind {Prestige Class}^XPH^155^War minds are expert fighters who claim to possess unequaled knowledge in the art of war. +war weaver {Prestige Class}^HB^112^By weaving together strands of pure arcane power, the war weaver becomes a force to be reckoned with on the battlefield. +war wizard of Cormyr {Prestige Class}^Mag^40^The Cormyrean war wizards are some of the most respected battle-mages in Faerun. +warchief {Prestige Class}^MH^24^A warchief leads a primitive, aggressive tribe of humanoids, especially when they turn to marauding. +warforged juggernaut {Prestige Class}^ECS^83^As a machine of war, the juggernaut is among the best at dealing damage and sustaining punishment. +warmaster {Prestige Class}^SF^37^Warmasters are trained at the College of War and can become a formidable presence on the battlefield. +warpriest {Prestige Class}^CD^74^Warpriests are fierce, earthy clerics who pray for peace but prepare for war. +warpriest {Prestige Class}^DF^74^Warpriests are fierce, earthy clerics who pray for peace but prepare for war. +warrior of darkness {Prestige Class}^BV^75^The warrior of darkness, sometimes called the dark knight, is a practitioner of black magic. +warrior skald {Prestige Class}^Rac^186^Accompanying heroes of great renown, warrior skalds fight at their sides while composing the epics that will be told for centuries to come. +warshaper {Prestige Class}^CW^89^The warshaper grows and evolves her own weapons and armor to suit the threat at hand. +warsling sniper {Prestige Class}^Rac^188^The warsling sniper is an expert in the use of the weapon commonly associated with the halfling race. +watch detective {Prestige Class}^MW^75^The watch detective specializes in solving mysteries. +waverider {Prestige Class}^SS^93^The waverider and her companion animal defend their city with a vigor that exceeds either's individual powers. +waveservant {Prestige Class}^FP^209^Waveservants server the Bitch Queen as both tribute gatherers and enforcers. +wayfarer guide {Prestige Class}^CAr^65^The wayfarer guide focues on honing her skill at instantaneous magical transportation. +wayfarer guide {Prestige Class}^TB^70^The wayfarer guide focues on honing her skill at instantaneous magical transportation. +weapon master {Prestige Class}^SF^38^For weapon masters, the perfection of kiis found in the mastery of a single melee weapon. +weapon master (kensei)^OA^53^For weapon masters, the perfection of kiis found in the mastery of a single melee weapon. +wearer of purple {Prestige Class}^FP^210^Wearers of purple are members of the Cult of the Dragon who embrace the creation and veneration of the Sacred Ones, the great dracoliches of Faerun. +weretouched master {Prestige Class}^ECS^85^Weretouched masters are shifters who learn to enhance their shifting ability to accentuate the power of their lycanthrope heritage. +whisperknife {Prestige Class}^RW^135^The halfling whisperknife seeks to repay murder, theft, or humiliation in the same coin. +wild mage {Prestige Class}^CAr^68^Wild mages aspire to cast spells without structure. +wild plains outrider {Prestige Class}^CAd^92^Wild plains outriders work tirelessly to keep the plains as safe as such remote places can be. +wild scout {Prestige Class}^SM^117^Wild scouts are the spies of the wilderness, traversing the open and wild country in search of valuable information. +wildrunner {Prestige Class}^RW^139^Wildrunners give themselves almost wholly to nature, seeking to return to their untamed roots and eventually become fey creatures. +windrider {Prestige Class}^MW^77^The windrider is a specialist in mounted combat, but hers is no ordinary mount. +windwalker {Prestige Class}^FP^212^Windwalkers learn to shape the winds with their hands and ride them to lands as yet unseen. +winterhaunt of Iborighu {Prestige Class}^Fr^72^As minions of the Frozen King, the winterhaunts of Iborighu lust for nothing less than eternal winter. +witch hunter {Prestige Class}^OA^54^Witch hunters combine magical training with combat expertise to battle the spiritual forces of evil in the world. +Wizard of High Sorcery {Prestige Class}^DCS^71^Once a wizard successfully completes (and survives) the Test of High Sorcery, his choices dictate his robe color and which deity of magic grants him power. +wonderworker {Prestige Class}^BE^82^Wonderworkers sacrifice some of their spellcasting ability to grow closer to the ideal of goodness they revere. +yakuza {Prestige Class}^OA^55^Yakuza represent the shadowy underworld and provide protection for the helpless. +Yathchol webrider {Prestige Class}^Und^46^With their intimate understanding of webspinning and their familiarity with the Overweb, Yathchol webriders can move about the Underdark as they choose. +yathrinshee {Prestige Class}^PG^187^Yathrinshees, the elite ranks of Kiaransalee's priests, are powerful masters of necromantic magic, both arcane and divine. +yuan-ti cultist^SS^97^The mysteries of the evil deities of the yuan-ti are mastered by yuan-ti cultist masters. +Zhentarim skymage {Prestige Class}^LD^102^These powerful spellcasters ride strange flying beasts and serve the Zhentarim by performing acts of espionage and causing unrest on the frontiers of civilization. +Zhentarim spy {Prestige Class}^PG^77^The Zhentarim spy is probably the one Faerunians encounter most often -- even if they never realize it. +knight phantom {Prestige Class}^FN^41^The knight phantom prestige class takes capable wizards and gradually turns them into capable melee fighters, without slowing their spellcasting too much. +Dark Lantern {Prestige Class}^FN^68^The Dark Lanterns serve the crown of Breland as spies and assassins. +Cyran avenger {Prestige Class}^FN^86^These survivors of the Day of Mourning seek to uncover the cause of the cataclysm and avenge their people against the architects of the Mournland. +bone knight {Prestige Class}^FN^117^Bone knights are Karrn patriots, living protectors who fight alongside the undead legions of their land. +silver pyromancer {Prestige Class}^FN^150^The silver pyromancer is an arcane champion of the Church of the Silver Flame, taking his place alongside clerics, paladins, and exorcists in the Church's cause. +legacy champion {Prestige Class}^WL^19^You are so devoted to the history and chronicle of a particular item of legacy that you enjoy enhanced access to your item's legacy abilities. +cataclysm mage {Prestige Class}^EH^58^Cataclysm mages seek after Eberron's most powerful mysteries, long lost to the past. +thunder guide {Prestige Class}^EH^64^Bodyguards to nobles on safari, shepherds to spelunking university professors, and the real-life heroes of chronicle serials across Khorvaire, thunder guides provide the strong blades, keen senses, and local knowledge necessary to survive a trip across the Thunder Sea. +windwright captain {Prestige Class}^EH^70^The self-proclaimed masters of sky and sea, the windwright captains are the finest pilots of airships and wind galleons on Eberron. +knight of the pearl {Prestige Class}^Sto^52^The knight of the pearl is a loyal defender of the aventi people, dedicated to the service of Aventernus and his appointed kings. +legendary captain {Prestige Class}^Sto^56^A legendary captain might be the commander of a fleet's flagship or a bloodthirsty pirate, but whatever the role, her reputation is widespread and her crew fanatically loyal. +leviathan hunter {Prestige Class}^Sto^61^The leviathan hunter is dedicated to hunting down creatures of the perilous depths. +scarlet corsair {Prestige Class}^Sto^65^The scarlet corsair relies on the reputation of her quick blade and terrible fighting skills to drive her prey before her. +sea witch {Prestige Class}^Sto^68^A sea witch is a terrible chaotic mage who wields the powers of water and calls on the living horrors of the deep. +stormcaster {Prestige Class}^Sto^72^The stormcaster is one who seeks to tap into the power of a strange and terrifying phenomenon: the raging storm. +wavekeeper {Prestige Class}^Sto^76^Some druids feel the call of the primal deeps. +Knight of the Flying Hunt {Prestige Class}^CoV^106^Defenders of Nimbral, protectors of the island realm's quiet, simple folk, noble soldiers answering to the powerful but mysterious Nimbral Lords -- the Knights of the Flying Hunt epitomize valor and grace in word, deed, and bearing. +Knight of the Weave {Prestige Class}^CoV^111^Members of this mystic order of sacred defenders cherish the Weave like a fine wine. +Moonsea skysentinel {Prestige Class}^CoV^117^Moonsea skysentinels are the eyes in the sky for the Knights of the North, scouting the landscape, looking for evidence of Zhentarim activity. +Triadic knight {Prestige Class}^CoV^123^Triadic knights are holy warriors who worship the Triad of Tyr, Torm, and Ilmater. +corrupt avenger {Prestige Class}^HH^88^A corrupt avenger accepts any cost to have his vengeance, even to the forfeit of his very soul. +death delver {Prestige Class}^HH^93^The death delver is that rare individual, who, rather than fearing and avoiding death, delves as deeply into its mysteries as he can, to better understand and eventually gain some small power over it. +dread witch {Prestige Class}^HH^98^The dread witch is a spellcaster who manipulates fear as readily and effectively as other casters manipulate magic itself. +fiend-blooded^HH^102^With careful exploration, a spellcaster who feels a call from within can slowly bring the power of their fiendish lineage to the surface. +purifier of the Hallowed Doctrine {Prestige Class}^HH^108^Purifiers of the Hallowed Doctrine consider themselves servants not of gods but of the spiritual well-being of the world itself. +tainted scholar {Prestige Class}^HH^113^No secret is barred from the tainted scholar's grasp, and if such forbidden knowledge comes at the cost of his soul, he's willing to pay that price. +alchemist savant {Prestige Class}^MoE^53^The alchemist savant excels in the capacity to break down the normal barriers that lie between alchemy and magic, between potion and alchemical fluid, between science and art. +deadgrim {Prestige Class}^MoE^57^The deadgrim are an elite faction with in the Red Watchers, a new organization of undead hunters within Karrnath. +dragon prophet {Prestige Class}^MoE^63^The dragon prophet is a member of one of the 'lesser races' who shares the dragons' ambitious goal of understanding the complex and convoluted draconic Prophecy. +elemental scion of Zilargo {Prestige Class}^MoE^68^The elemental scion of Zilargo attempts to understand the true nature of the elements through bizarre methods. +impure prince {Prestige Class}^MoE^73^Of those who make it their special mission to rid the world of aberrations and their masters, only impure princes can claim the distinction of using daelkyr-inspired corruptions and symbionts as their most effective tool in aberration cleansing. +quori mindhunter {Prestige Class}^MoE^77^The quori mindhunter has a single mission: to hunt down and destroy the quori spirits that corrupt humanity, and the possessed Inspired that further the aims of the Dreaming Dark. +renegade mastermaker {Prestige Class}^MoE^81^A renegade mastermaker applies the secrets of warforged creation methods to his own body, slowly replacing parts of his body with mechanical augmentations. +vigilant sentinel of Aerenal {Prestige Class}^MoE^85^Part spy, part assassin, and completely loyal to the Sibling Kings and Aerenal's undying rulers, the sentinels roam across Eberron. +incandescent champion {Prestige Class}^MoI^115^The incandescent champion seeks to dispense with barriers and obstacles both tangible and intangible so that she can touch the cosmic soul with her unveiled body, mind, and spirit. +incarnum blade {Prestige Class}^MoI^121^Using a secret passed down through the generations, the incarnum blade shapes soul energy drawn from the greatest warriors of the past into a special soulmeld that is incorporated into his melee weapon of choice. +ironsoul forgemaster {Prestige Class}^MoI^126^Only the ironsoul forgemaster can craft a weapon that combines these arts with the shaping of soul essence. +necrocarnate {Prestige Class}^MoI^132^Dealers in death and torturers of souls, necrocarnates number among the most evil creatures in any world. +sapphire hierarch {Prestige Class}^MoI^136^The elite members of an order of priests of law defend the temple, contemplate the mysteries of the Sapphire Eidolon, and seek to fulfill its single command by perfecting themselves and bringing order out of chaos wherever they find it. +soulcaster {Prestige Class}^MoI^142^Soulcasters excel at incorporating soul energy into their magic. +spinemeld warrior {Prestige Class}^MoI^147^When a spinemeld warrior trains, he is participating in a tradition that has long been venerated in skarn society. +totem rager {Prestige Class}^MoI^153^The totem rager embodies the wrath of nature in its most bestial form. +umbral disciple {Prestige Class}^MoI^158^The umbral disciple is a student of shadow in both a literal and a metaphysical sense. +witchborn binder {Prestige Class}^MoI^162^Elite agents within the Vigilant Servants, a society whose members make it their business to frustrate the plans of the witchborn, witchborn binders are incarnum-wielding mage-hunters who can use the power of soul energy to create shields, traps, and shackles. +gatekeeper mystagogue {Prestige Class}^PE^88^Heirs to a tradition over sixteen millennia old, the gatekeeper mystagogues stand among the greated foes of the daelkyr and their aberration spawn. +high elemental binder {Prestige Class}^PE^104^As a high elemental binder, you can reach into the planes and immediately draw elemental beings into objects -- coating your armor in stone or your blade in fire. +revenant blade {Prestige Class}^PE^108^The revenant blade is a Valenar elf who can draw on the skills of ancient heroes, the giant-slayers of Xen'drik. +court herald {Prestige Class}^PF^108^The court herald prestige class is a modified version of the loremaster prestige class, which is described in the Dungeon Master's Guide. +disciple of the eye {Prestige Class}^RDr^75^As a disciple of the eye, you know the messages that the eyes alone can impart. +dracolexi {Prestige Class}^RDr^79^As a dracolexi, you try to understand that primordial vocabulary by devoting yourself to the study of ancient dialects and languages, hoping to discover how certain Draconic words were once uttered. +dragon devotee {Prestige Class}^RDr^84^Some individuals feel the call of dragons more strongly, which may lead them into an attempt to awaken their blood and bring those traits to the fore. +dragonheart mage {Prestige Class}^RDr^88^The dragonheart mage is perfect for the dedicated spellcaster who wishes to embrace the power of dragon blood while still advancing in magical expertise. +Singer of Concordance {Prestige Class}^RDr^91^The Singers of Concordance are a small order of wandering draconic spiritual guides who begin as servitors of Io, the Ninefold Dragon, creator of all dragonkind. +anima mage {Prestige Class}^TM^50^Anima mages see vestiges as mere tools, no different from spell component pouches or a wand of fireball. +knight of the sacred seal {Prestige Class}^TM^54^A knight of the sacred seal is never alone because she has formed a true partnership with a single vestige. +scion of Dantalion {Prestige Class}^TM^59^The scions believe that their destiny is to one day take up the crown of a long-forgotten human empire, bear the scepter of rulership, and rebuild the empire that could rival the stars. +Tenebrous apostate {Prestige Class}^TM^63^The remnant of divinity once possessed by Orcus, Tenebrous is perhaps the only vestige still worshiped in some places as a god. Some followers, however, believe that Tenebrous is a separate deity, so these Tenebrous apostates revere him as such. +witch slayer {Prestige Class}^TM^67^Witch slayers devote themselves to capturing and destroying those who share their souls with other entities. +child of night {Prestige Class}^TM^117^They prefer to call themselves 'black transmogrifists,' but most know them as children of night. +master of shadow {Prestige Class}^TM^121^Some driven or domineering souls seek nothing less than mastery of darkness itself -- the ability to turn the very shadows into their agents and allies. +noctumancer {Prestige Class}^TM^125^Noctumancers bridge the gap between shadow and arcane magic. +shadowblade {Prestige Class}^TM^129^Shadowblades are martial combatants with an innate link to shadow. +shadowsmith {Prestige Class}^TM^132^Shadowcasters draw power from darkness, and masters of shadow command it, but no one truly manipulates the darkness as does the shadowsmith. +acolyte of the ego {Prestige Class}^TM^204^By learning to speak their own truenames, acolytes of the ego strive to unlock hidden powers lost to the cosmos. +bereft {Prestige Class}^TM^208^The bereft are a group of truenamers who devote themselves to mastering the word of unmaking, a powerful component of Truespeech purportedly able to unravel creation. +brimstone speaker {Prestige Class}^TM^212^Brimstone speakers regard the secret language of truenames as nothing less than a gift from the gods. +disciple of the word {Prestige Class}^TM^216^Disciples of the word are intellectual warrior monks who, through a deeper understanding of their truenames, transcend the limits of their mortal form. +fiendbinder {Prestige Class}^TM^220^A fiendbinder seeks to unlock the truenames of demons, devils, and other vile fiends, and use that knowledge to bind them to service. +merchant prince {Prestige Class}^PF^71^A merchant prince (known as a merchant princess if female) is a member of the merchant nobility who has acquired his position and wealth either by being born into a wealthy family or by earning every last coin himself. +anarchic initiate {Prestige Class}^CP^17^The anarchic initiate is more than a wilder; he is an initiate to the truth that underlies the wildness in the depth of his being. +ebon saint {Prestige Class}^CP^22^The ebon saint lives in the darkness, but seeks to exposehis enemies to the light. +ectopic adept {Prestige Class}^CP^26^Ectoplasm is the preferred medium of creation for the ectopic adept, and his mind serves as the mold, kiln, and wheel upon which his works are turned. +flayerspawn psychic {Prestige Class}^CP^30^Willing to sacrifice her life, appearance, and even her sanity, the flayerspawn psychic walks a dangerous road, growing in psionic power as she slowly embraces her secret mind flayer heritage. +illumine soul {Prestige Class}^CP^33^The illumine soul is a living conduit of positive energy. +soulbow {Prestige Class}^CP^36^In the tradition of the soulknife, a soulbow realizes the direct capacity of her own mind to give shape to weapons of psionic perfection. +storm disciple {Prestige Class}^CP^40^A storm disciple is a character who decides that the best, most glorious way to serve his ideals is through the natural power, fury, and splendor of the storm. +zerth cenobite {Prestige Class}^CP^43^The core of a zerth cenobite's studies involve strict meditation on the nature of time and the body's movements through it, culminating in a martial art known as zerthin. +landforged walker {Prestige Class}^SX^123^Even as they speak for nature, landforged walkers coax the living bounty of the earth to grow on their metal hides, drawing power from the environment around them. +primal scholar {Prestige Class}^SX^127^Primal scholars are spellcasters bent on uncovering and mastering the ancient magic that lies buried in the jungles, deserts, and mountains of Xen'drik. +scorpion wraith {Prestige Class}^SX^130^Scorpion wraiths are the elite warriors of the drow. +wearer of purple {Prestige Class}^DrF^67^Updated from Faiths and Pantheons. +bloodclaw master {Prestige Class}^ToB^96^A bloodclaw master embraces the animal within to a degree that it becomes external, partially transforming him into the beast from which the discipline was inspired. +bloodstorm blade {Prestige Class}^ToB^100^Other martial adepts rightfully look with wonder upon those who learn the bloodstorm style. +deepstone sentinel {Prestige Class}^ToB^105^The Stone Dragon discipline traces its roots back to an ancient order of dwarves that used the power of the earth to enhance their combat style. +eternal blade {Prestige Class}^ToB^109^An eternal blade is an elf who learns a variety of exotic fighting maneuvers with the aid and advice of the spirit of a mighty, ancient elf warrior. +jade phoenix mage {Prestige Class}^ToB^113^Long ago, a fellowship of swordsages known as the Masters of the Jade Phoenix took up the study of arcane magic in search of a new martial discipline. +master of nine {Prestige Class}^ToB^119^Some savants of the Nine Disciplines believe that none of the paths are complete, true disciplines in and of themselves. +Ruby Knight vindicator {Prestige Class}^ToB^122^The Ruby Knights are a crusader order in the service of Wee Jas, goddess of death and magic. +Shadow Sun ninja {Prestige Class}^ToB^126^A Shadow Sun ninja is a martial artist who studies the balance between good and evil, light and dark. +diamond dragon {Prestige Class}^DM^30^The boldest of the sages study the link between gem dragons and psionics, learning to tap into what they refer to as the draconic psionic collective. +dragon descendant {Prestige Class}^DM^34^A secret monastic order, dragon descendants tap into the power of their draconic heritage to call on their ancestors in times of need. +dragon lord {Prestige Class}^DM^38^A dragon lord is the general at the head of an army, the emperor at the helm of an empire, or the warleader who dominates a battlefield. +hand of the winged masters {Prestige Class}^DM^43^Dragons often need expert servants to be their eyes, ears, and hands in humanoid society. +pact-bound adept^DM^46^Pact-bound adepts are sorcerers who have learned to transcend their beliefs about spells and magic and embrace arcane power as dragons do. +swift wing {Prestige Class}^DM^50^Swift wings are church servants who see themselves as the fast-moving, hard-hitting crusaders of their god's cadre of worshipers. +wyrm wizard {Prestige Class}^DM^55^Wyrm wizards are spellcasters who learn new spells not through research and experimentation but rather by tapping into the vast wealth of arcane knowledge possessed by dragons. +sovereign speaker {Prestige Class}^FE^32^Although devotion to a single god enables some individuals to gain additional power, overriding +escalation mage {Prestige Class}^FE^52^By giving themselves over to the Shadow and focusing on the dark side of magic, these arcane spellcasters learn how to bargain with their god to make their spells more effective -- for a price. +argent fist {Prestige Class}^FE^70^Only a precious few possess the focus, the dedication, and the physical prowess to master the abilities of the argent fist, but few enemies can stand against those who do. +thief of life {Prestige Class}^FE^84^When the prize is immortality, there is precious little a thief of life will not do to grasp it. +planar shepherd {Prestige Class}^FE^105^Some druids, especially among the Greensingers or those who have dealt extensively with that sect, reject narrow interpretations of what constitutes the natural world. +knight of the raven {Prestige Class}^Rav^200^Before evil descended on the land of Barovia, it was home to an order of virtuous champions, the Knights of the Raven. +Lightbringer {Prestige Class}^Rav^204^The Lightbringers are an expansive guild of undead hunters that readily hands out charter memberships to anyone who wants to stamp out undead. +aburant champion {Prestige Class}^CM^50^A warrior who dabbles in abjuration magic. +eldritch disciple {Prestige Class}^CM^53^A multiclass warlock and divine spellcaster. +eldritch theurge {Prestige Class}^CM^57^A multiclass warlock and arcane spellcaster. +enlightened spirit {Prestige Class}^CM^60^A warlock who takes on celestial characteristics. +holy scourge {Prestige Class}^CM^64^An arcane spellcaster that specializes in blasting evil. +lyric thaumaturge {Prestige Class}^CM^67^A bard with enhanced spellcasting prowess. +master specialist {Prestige Class}^CM^70^A wizard with greater mastery over a school of specialization. +nightmare spinner {Prestige Class}^CM^74^An arcane spellcaster who weaves fear into illusions. +ultimate magus {Prestige Class}^CM^77^A multiclass arcane preparation spellcaster and arcane spontaneous spellcaster. +unseen seer {Prestige Class}^CM^81^A stealthy character who dabbles in divination magic. +wild soul {Prestige Class}^CM^84^An arcanist who wields power from the realm of the fey. diff -r 000000000000 -r 4385a7d0efd1 data/dnd35/dnd35armor.xml --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/data/dnd35/dnd35armor.xml Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,87 @@ + + +This armor is made of overlapping strips of metal sewn to a backing of leather and chainmail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement. Straps and buckles distribute the weight evenly. It includes gauntlets. + + + +A breastplate covers the front and back. It comes with a helmet and matching greaves (plates to cover the lower legs). A light suit or skirt of studded leather beneath the breastplate protects limbs without restricting +movement much. + + + +This small metal shield is strapped to the forearm, allowing it to be worn and still use the hand. A bow or crossbow can be used without penalty. An off-hand weapon can be used, but a -1 penalty on attack rolls is imposed because of the extra weight on your arm. This penalty stacks with those for fighting with the off hand and, if appropriate, for fighting with two weapons. In any case, if a weapon is used in the off-hand, the character doesn't get the buckler's AC bonus for the rest of the round. + + + +This armor is made of interlocking metal rings. It includes a layer of quilted fabric underneath it to prevent chafing and to cushion the impact of blows. Several layers of mail are hung over vital areas. Most of the armor's weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. It includes gauntlets. + + + +A shirt of chainmail protects the torso while leaving the limbs free and mobile. A layer of quilted fabric underneath it prevents chafing and cushions the impact of blows. It comes with a steel cap. + + + +This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes gauntlets, heavy leather boots, and a visored helmet. + + + +This armor is a combination of chainmail with metal plates (breastplate, epaulettes, elbow guards, gauntlets, tasses, and greaves) covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. It includes gauntlets. + + + +This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in. + + + +A large shield is too heavy to use the shield hand for anything else. + + + +A large shield is too heavy to use the shield hand for anything else. + + + +The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is softer and more flexible leather. + + + +Padded armor features quilted layers of cloth and batting. + + + +A small shield's light weight lets a character carry other items in that hand (although the character cannot use weapons). + + + +This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. It includes gauntlets. + + + +A small shield's light weight lets a character carry other items in that hand (although the character cannot use weapons). + + + +This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chainmail protects the joints. It includes gauntlets. + + + +This armor is made from tough but flexible leather (not hardened leather as with normal leather armor) reinforced with close-set metal rivets. + + + +This massive wooden shield is nearly as tall as the wielder. Basically, it is a portable wall meant to provide cover. It can provide up to total cover, depending on how far a character comes out from behind it. A tower shield, however, does not provide cover against targeted spells; a spellcaster can cast a spell on a character by targeting the shield. A tower shield cannot be used for the shield bash action. + + + +A ring that gives Plus 1 AC + + + +Bonus is Based on wisdom Bonus, and can not be removed unless I am uncontius + + + +Armor Bonus based on the feat + + + diff -r 000000000000 -r 4385a7d0efd1 data/dnd35/dnd35character.xml --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/data/dnd35/dnd35character.xml Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,113 @@ + + + + +To use this you do: + +To use this you just need to add all the stuff you wish, set your stats ect, then click on the ++(plus) next too the gears, and right click. + +This will cause it to roll what is needed to roll, except dmg on spells, you will still need to +roll that normaly, I will work on a way to add it, but for now it isnt required. + + + + Player Name + Your Name + none + none + none + none + none + none + none + none + none + none + 30 + + + + + + + + + + + +0 +0 +0 +0 +None +None + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff -r 000000000000 -r 4385a7d0efd1 data/dnd35/dnd35classes.xml --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/data/dnd35/dnd35classes.xml Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,779 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff -r 000000000000 -r 4385a7d0efd1 data/dnd35/dnd35weapons.xml --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/data/dnd35/dnd35weapons.xml Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,299 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +for proper treatment, read PH pg 101 + + + + + + + + + + + + + + + + + + Always masterwork + + + Always masterwork + + + + + + like a spiked chain + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +see PH pg 103 for proper treatment + + +An unArmed strike does more dmg as a monk + + +An unArmed strike does more dmg as a monk + + +Always masterwork + + + + + + + + + + + +range15, maxrange15, no penalties to max range; ineffective Vs armor or +3 natural adjustment PH pg 104 + + diff -r 000000000000 -r 4385a7d0efd1 data/dnd35/feats.txt --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/data/dnd35/feats.txt Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,2939 @@ +[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. diff -r 000000000000 -r 4385a7d0efd1 data/dnd3e/dnd3earmor.xml --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/data/dnd3e/dnd3earmor.xml Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,87 @@ + + +This armor is made of overlapping strips of metal sewn to a backing of leather and chainmail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement. Straps and buckles distribute the weight evenly. It includes gauntlets. + + + +A breastplate covers the front and back. It comes with a helmet and matching greaves (plates to cover the lower legs). A light suit or skirt of studded leather beneath the breastplate protects limbs without restricting +movement much. + + + +This small metal shield is strapped to the forearm, allowing it to be worn and still use the hand. A bow or crossbow can be used without penalty. An off-hand weapon can be used, but a -1 penalty on attack rolls is imposed because of the extra weight on your arm. This penalty stacks with those for fighting with the off hand and, if appropriate, for fighting with two weapons. In any case, if a weapon is used in the off-hand, the character doesn't get the buckler's AC bonus for the rest of the round. + + + +This armor is made of interlocking metal rings. It includes a layer of quilted fabric underneath it to prevent chafing and to cushion the impact of blows. Several layers of mail are hung over vital areas. Most of the armor's weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. It includes gauntlets. + + + +A shirt of chainmail protects the torso while leaving the limbs free and mobile. A layer of quilted fabric underneath it prevents chafing and cushions the impact of blows. It comes with a steel cap. + + + +This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes gauntlets, heavy leather boots, and a visored helmet. + + + +This armor is a combination of chainmail with metal plates (breastplate, epaulettes, elbow guards, gauntlets, tasses, and greaves) covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. It includes gauntlets. + + + +This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in. + + + +A large shield is too heavy to use the shield hand for anything else. + + + +A large shield is too heavy to use the shield hand for anything else. + + + +The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is softer and more flexible leather. + + + +Padded armor features quilted layers of cloth and batting. + + + +A small shield's light weight lets a character carry other items in that hand (although the character cannot use weapons). + + + +This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. It includes gauntlets. + + + +A small shield's light weight lets a character carry other items in that hand (although the character cannot use weapons). + + + +This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chainmail protects the joints. It includes gauntlets. + + + +This armor is made from tough but flexible leather (not hardened leather as with normal leather armor) reinforced with close-set metal rivets. + + + +This massive wooden shield is nearly as tall as the wielder. Basically, it is a portable wall meant to provide cover. It can provide up to total cover, depending on how far a character comes out from behind it. A tower shield, however, does not provide cover against targeted spells; a spellcaster can cast a spell on a character by targeting the shield. A tower shield cannot be used for the shield bash action. + + + +A ring that gives Plus 1 AC + + + +Bonus is Based on wisdom Bonus, and can not be removed unless I am uncontius + + + +Armor Bonus based on the feat + + + diff -r 000000000000 -r 4385a7d0efd1 data/dnd3e/dnd3echaracter.xml --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/data/dnd3e/dnd3echaracter.xml Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,113 @@ + + + + +To use this you do: + +To use this you just need to add all the stuff you wish, set your stats ect, then click on the ++(plus) next too the gears, and right click. + +This will cause it to roll what is needed to roll, except dmg on spells, you will still need to +roll that normaly, I will work on a way to add it, but for now it isnt required. + + + + Player Name + Your Name + none + none + none + none + none + none + none + none + none + none + 30 + + + + + + + + + + + +0 +0 +0 +0 +None +None + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff -r 000000000000 -r 4385a7d0efd1 data/dnd3e/dnd3eclasses.xml --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/data/dnd3e/dnd3eclasses.xml Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,628 @@ + + +Race: Elf or half-elf. +Base Attack Bonus: +6. +Feats: Weapon Focus (any bow other than a crossbow), Point Blank Shot, Precise Shot. +Spellcasting: Ability to cast 1st-level arcane spells. +Any +An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields. +Enchant Arrow: At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes enchanted, gaining a +1 enhancement bonus. An archer's magic arrows only function for her. For every two levels of arcane archer the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency. + +Imbue Arrow: At 2nd level, an arcane archer gains this spell-like ability, allowing her to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered upon where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted. + +Seeker Arrow: At 4th level, the arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the end of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. This is a spell-like ability. (Shooting the arrow is part of the action.) + +Phase Arrow: At 6th level, the arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (A wall of force, a wall of fire, or the like stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. This is a spell-like ability. (Shooting the arrow is part of the action.) + +Hail of Arrows: In lieu of her regular attacks, once per day the 8th-level arcane archer can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level she has earned. Each attack uses the archer's primary attack bonus, and each enemy may only be targeted by a single arrow. This is a spell-like ability. + +Arrow of Death: At 10th level, the arcane archer can enchant an arrow of death that forces the target, if damaged by the arrow's attack, to make a Fortitude save (DC 20) or be slain immediately. It takes one day to create an arrow of death, and the arrow only functions for the arcane archer who created it. The enchantment lasts no longer than one year, and the archer can only have one such arrow in existence at a time. + + +Move Silently: 8 ranks. +Hide: 8 ranks. +Disguise: 4 ranks. +Special: In addition, he must kill someone for no other reason than to join the assassins. +Evil +Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields. +Sneak Attack: Any time the assassin's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the assassin's attack deals +1d6 points of damage. This extra damage increases by +1d6 points every other level (+2d6 at 3rd level, +3d6 at 5th level, and so on). Should the assassin score a critical hit with a sneak attack, this extra damage is not multiplied. + +It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 30 feet away or less. + +With a sap or an unarmed strike, the assassin can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty, because he must make optimal use of his weapon in order to execute the sneak attack. + +An assassin can only sneak attack living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the assassin must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The assassin cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach. + +If an assassin gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack. + +Death Attack: If the assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails her Fortitude saving throw (DC 10 + the assassin's class level + the assassin's Intelligence modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim's mind and body become enervated, rendering her completely helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. + +Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. + +Spells: Beginning at 1st level, an assassin gains the ability to cast a small number of arcane spells. To cast a spell, the assassin must have an Intelligence score of at least 10 + the spell's level, so an assassin with an Intelligence of 10 or lower cannot cast these spells. Assassin bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the assassin's Intelligence modifier (if any). When the assassin gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the assassin gets only bonus spells. An assassin without a bonus spell for that level cannot yet cast a spell of that level. The assassin's spell list appears below. An assassin prepares and casts spells just as a wizard does. + +Saving Throw Bonus vs. Poison: Assassins train with poisons of all types and slowly grow more and more resistant to their effects. This is reflected by a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two levels the assassin gains (+1 at 2nd level, +2 at 4th level, +3 at 6th level, and so on). + +Uncanny Dodge: Starting at 2nd level, the assassin gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.) + +At 5th level, the assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus sneak attack him). + +At 10th level, the assassin gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps. + +If the assassin has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant the ability and determine the character's uncanny dodge ability on that basis. + +Assassins choose their spells from the following list: + +1st level-change self, detect poison, ghost sound, obscuring mist, spider climb. +2nd level-alter self, darkness, pass without trace, undetectable alignment. +3rd level-deeper darkness, invisibility, misdirection, nondetection. +4th level-dimension door, freedom of movement, improved invisibility, poison. + + +None +Nonlawful +A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields. +Barbarian Rage: Barbarian temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a -2 penalty to AC. + +The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when the Constitution score drops back to normal. While raging, a barbarian cannot use skills or abilities that require patience and concentration. (The only class skills he can't use while raging are Craft, Handle Animal, and Intuit Direction.) He can use any feat he might have except for Expertise, item creation feats, metamagic feats, and Skill Focus (if it's tied to a skill that requires patience or concentration). + +A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. The barbarian may prematurely end the rage voluntarily. At the end of the rage, the barbarian is fatigued (-2 to Strength, -2 to Dexterity, can't charge or run) for the duration of that encounter (unless the barbarian is 20th level, when this limitation no longer applies). The barbarian can only fly into a rage once per encounter, and only a certain number of times per day (determined by level). Entering a rage takes no time itself, but the barbarian can only do it during his action. + +Starting at 15th level, the barbarian's rage bonuses become +6 to Strength, +6 to Constitution, and a +3 morale bonus to Will saves. (The AC penalty remains at -2.) + +Fast Movement: The barbarian has a speed faster than the norm for his race by +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load). + +Uncanny Dodge: At 2nd level and above, the barbarian retains his Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker. + +At 5th level, the barbarian can no longer be flanked. The exception to this defense is that a rogue at least four levels higher than the barbarian can still flank. + +At 10th level, the barbarian gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 13th level, these bonuses rise to +2. At 16th, they rise to +3, and at 19th they rise to +4. + +Damage Reduction: Starting at 11th level, the barbarian gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time the barbarian is dealt damage. At 14th level, this damage reduction rises to 2. At 17th, it rises to 3. At 20th, it rises to 4. Damage reduction can reduce damage to 0 but not below 0. + +Illiteracy: Barbarians are the only characters that do not automatically know how to read and write. A barbarian must spend 2 skill points to gain the ability to read and write any language the barbarian is able to speak. + +Ex-Barbarians: A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. The barbarian retains all the other benefits of the class. + + +None +Nonlawful +A bard is proficient with all simple weapons. Additionally, the bard is proficient with one of the following weapons: longbow, composite longbow, longsword, rapier, sap, short composite bow, short sword, shortbow, or whip. Bards are proficient with light armor, medium armor, and shields. +Spells: A bard casts arcane spells. The bard casts these spells without needing to memorize them beforehand or keep a spellbook. Bards receive bonus spells for high Charisma, and to cast a spell a bard must have a Charisma score at least equal to 10 + the level of the spell. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell's level + the bard's Charisma modifier. + +Bardic Music: Once per day per level, a bard can use song or poetics to produce magical effects on those around him or her. While these abilities fall under the category of bardic music, they can include reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. As with casting a spell with a verbal component, a deaf bard suffers a 20% chance to fail with bardic music. If the bard fails, the attempt still counts against the daily limit. + +The Bardic Music effects are: + +* Inspire Courage: A bard with 3 or more ranks in Perform can to inspire courage in his or her allies. To be affected, an ally must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls. Inspire courage is a supernatural, mind-affecting ability. + +* Countersong: A bard with 3 or more ranks in Perform can counter magical effects that depend on sound (but not spells that simply have verbal components). As with inspire courage, a bard may sing, play, or recite a countersong while taking other mundane actions, but not magical actions. Each round of the countersong, the bard makes a Perform check. Any creature within 30 feet of the bard (including the bard) who is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of his saving throw if, after rolling the saving throw, the Perform check result proves to be better. The bard may keep up the countersong for 10 rounds. Countersong is a supernatural ability. + +* Fascinate: A bard with 3 or more ranks in Perform can cause a single creature to become fascinated with him. The creature to be fascinated must be able to see and hear the bard and must be within 90 feet. The bard must also see the creature. The creature must be able to pay attention to the bard. The distraction of a nearby combat or other dangers prevents the ability from working. The bard makes a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than the bard's check result. If the saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level of the bard. While fascinated, the target's Spot and Listen checks suffer a -4 penalty. Any potential threat (such as an ally of the bard moving behind the fascinated creature) allows the fascinated creature a second saving throw against a new Perform check result. Any obvious threat, such as casting a spell, drawing a sword, or aiming, automatically breaks the effect. + +While fascinating (or attempting to fascinate) a creature, the bard must concentrate, as if casting or maintaining a spell. Fascinate is a spell-like, mind- affecting charm ability. + +* Inspire Competence: A bard with 6 or more ranks in Perform can help an ally succeed at a task. The ally must be able to see and hear the bard and must be within 30 feet. The bard must also see the creature. The ally gets a +2 competence bonus on his skill checks with a particular skill as long as he or she continues to hear the bard's music. The DM may rule that certain uses of this ability are infeasible. The bard can maintain the effect for 2 minutes (long enough for the ally to take 20). Inspire competence is a supernatural, mind-affecting ability. + +* Suggestion: A bard with 9 or more ranks in Perform can make a suggestion (as the spell) to a creature that he has already fascinated (see above). The suggestion doesn't count against the bard's daily limit on bardic music performances (one per day per level), but the fascination does. A Will saving throw (DC 13 + the bard's Charisma modifier) negates the effect. Suggestion is a spell-like, mind-affecting charm ability. + +* Inspire Greatness: A bard with 12 or more ranks in Perform can inspire greatness in another creature. For every three levels the bard attains beyond 9th, the bard can inspire greatness in one additional creature. To inspire greatness, the bard must sing and the creature must hear the bard sing for a full round, as with inspire courage. The creature must also be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as he or she hears the bard continue to sing and for 5 rounds thereafter. (All these bonuses are competence bonuses.) + +The target gains the following boosts: +* +2 Hit Dice (d10s that grant temporary hit points). +* +2 competence bonus on attacks. +* +1 competence bonus on Fortitude saves. + +Apply the target's Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell. Inspire greatness is a supernatural, mind-affecting enchantment ability. + +Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM will determine the Difficulty Class of the check by referring to the table below. DC Type of Knowledge +-- -----------------10 Common, known by at least a substantial minority of the local population. +20 Uncommon but available, known by only a few people in the area. +25 Obscure, known by few, hard to come by. +30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge. + +Ex-Bards: A bard who becomes lawful in alignment cannot progress in levels as a bard, though he retains all his bard abilities. + + +Base Attack Bonus: +6. +Knowledge (religion): 2 ranks. +Hide: 5 ranks. +Feats: Cleave, Sunder. +Special: The blackguard must have made peaceful contact with an evil outsider who was summoned by him or someone else to have contracted the taint of true evil. +Any Evil +Blackguards are proficient with all simple and martial weapons, with all types of armor, and with shields. +Detect Good: At will, the blackguard can detect good as a spell-like ability. This ability duplicates the effects of the spell detect good. + +Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. + +Dark Blessing: A blackguard applies his Charisma modifier (if positive) as a bonus to all saving throws. + +Spells: Beginning at 1st level, a blackguard gains the ability to cast a small number of divine spells. To cast a spell, the blackguard must have a Wisdom score of at least 10 + the spell's level, so a blackguard with a Wisdom of 10 or lower cannot cast these spells. Blackguard bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the blackguard's Wisdom modifier. When the blackguard gets 0 spells of a given level, such as 0 1st-level spells at 1st level, he gets only bonus spells. (A blackguard without a bonus spell for that level cannot yet cast a spell of that level.) The blackguard's spell list appears below. A blackguard has access to any spell on the list and can freely choose which to prepare, just like a cleric. A blackguard prepares and casts spells just as a cleric does (though the blackguard cannot spontaneously cast cure or inflict spells). + +Smite Good: Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. For example, a 9th-level blackguard armed with a longsword would deal 1d8+9 points of damage, plus any additional bonuses from high Strength or magical effects that normally apply. If the blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day. Smite good is a supernatural ability. + +Aura of Despair: Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to suffer a -2 morale penalty on all saving throws. Aura of despair is a supernatural ability. + +Command Undead: When a blackguard reaches 3rd level, he gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower. + +Sneak Attack: If a blackguard can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the blackguard's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the blackguard's attack deals +1d6 points of damage at 4th level and an additional +1d6 points for every three levels thereafter (+2d6 at 7th level, +3d6 at 10th level, and so on). Should the blackguard score a critical hit with a sneak attack, this extra damage is not multiplied. + +Ranged attacks only count as sneak attacks if the target is 30 feet away or less. A blackguard cannot make a sneak attack to deal subdual damage. The blackguard must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. He cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach. + +A blackguard can only sneak attack living creatures with discernible anatomies. Undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is not subject to sneak attacks. + +If a blackguard gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack. + +Blackguards choose their spells from the following list: + +1st level-cause fear, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*. +2nd level-bull's strength, cure moderate wounds, darkness, death knell, inflict moderate wounds, shatter, summon monster II*. +3rd level-contagion, cure serious wounds, deeper darkness, inflict serious wounds, protection from elements, summon monster III*. +4th level-cure critical wounds, freedom of movement, inflict critical wounds, poison, summon monster IV*. + +*Evil creatures only. + +Fallen Paladins + +Blackguards who possess levels of paladin (that is to say, are now ex-paladins) gain extra abilities the more levels of paladin they possess. Those who have tasted the light of goodness and justice and turned away make the foulest villains. + + +None +Varies by deity. A cleric's alignment must be within one step of his deity's, and it may not be neutral unless the deity's alignment is neutral. +Clerics are proficient with all simple weapons. Clerics are proficient with all types of armor (light, medium, and heavy) and with shields. +Some deities have favored weapons, and clerics consider it a point of pride to wield them. A cleric whose deity's favored weapon is a martial weapon and who chooses War as one of his domains receives the Martial Weapon Proficiency feat related to that weapon for free, as well as the Weapon Focus feat related to that weapon. + +Spells: A cleric casts divine spells. A cleric may prepare and cast any spell on the cleric spell list, provided he can cast spells of that level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell's level + the cleric's Wisdom modifier. + +Each cleric must choose a time at which he must spend an hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. + +In addition to his standard spells, a cleric gets one domain spell of each spell level, starting at 1st. When a cleric prepares a domain spell, it must come from one of his two domains. + +Deity, Domains, and Domain Spells: Choose a deity for your cleric. The cleric's deity influences his alignment, what magic he can perform, his values, and how others see him. + +Choose two from among the deity's domains for your cleric's domains. You can only select an alignment domain (such as Good) for your cleric if his alignment matches that domain. + +If your cleric is not devoted to a particular deity, you still select two domains to represent his spiritual inclinations and abilities (but the restriction on alignment domains still applies). + +Each domain gives your cleric access to a domain spell at each spell level, from 1st on up, as well as a granted power. Your cleric gets the granted powers of all the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day. If a domain spell is not on the Cleric Spells list, a cleric can only prepare it in his domain slot. + +Spontaneous Casting: Good clerics (and neutral clerics of good deities) can channel stored spell energy into healing spells that they haven't prepared ahead of time. The cleric can "lose" a prepared spell in order to cast any cure spell of the same level or lower (a cure spell is any spell with "cure" in its name). + +An evil cleric (or a neutral cleric of an evil deity), on the other hand, can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in the title). + +A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells either to cure spells or to inflict spells (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the neutral cleric turns or commands undead (see below). + +A cleric can't use spontaneous casting to convert domain spells into cure or inflict spells. These spells arise from the particular powers of the cleric's deity, not divine energy in general. + +Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to his own or to his deity's. + +Turn or Rebuke Undead: A good cleric (or a neutral cleric who worships a good deity) has the supernatural ability to turn undead. Evil clerics (and neutral clerics who worship evil deities) can rebuke such creatures. Neutral clerics of neutral deities can do one or the other (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the neutral cleric can cast spontaneous cure or inflict spells (see above). + +A cleric may attempt to turn or rebuke undead a number of times per day equal to three plus his Charisma modifier. + +Extra Turning: As a feat, a cleric may take Extra Turning. This feat allows the cleric to turn undead four more times per day than normal. A cleric can take this feat multiple times, gaining four extra daily turning attempts each time. + +Bonus Languages: A cleric's list of bonus languages includes Celestial, Abyssal, and Infernal, in addition to the bonus languages available to the character because of his race. + +Ex-Clerics: A cleric who grossly violates the code of conduct expected by his god (generally acting in ways opposed to the god's alignment or purposes) loses all spells and class features and cannot gain levels as a cleric of that god until he atones. + + +None +Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil. +Druids are proficient with the following weapons: club, dagger, dart, halfspear, longspear, quarterstaff, scimitar, sickle, shortspear, and sling. Their spiritual oaths prohibit them from using weapons other than these. They are proficient with light and medium armors but are prohibited from wearing metal armor (thus, they may wear only padded, leather, or hide armor). They are skilled with shields but must use only wooden ones. +A druid who wears prohibited armor or wields a prohibited weapon is unable to use any of her magical powers while doing so and for 24 hours thereafter. (Note: A druid can use wooden items that have been altered by the ironwood spell so that they function as though they were steel.) + +Spells: A druid casts divine spells. A druid may prepare and cast any spell on the druid spell list provided she can cast spells of that level. She prepares and casts spells the way a cleric does (though she cannot lose a prepared spell to cast a cure spell in its place). To prepare or cast a spell, a druid must have a Wisdom score of at least 10 + the spell's level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell's level + the druid's Wisdom modifier. Bonus spells for druids are based on Wisdom. + +Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own. + +Bonus Languages: A druid may substitute Sylvan for one of the bonus languages available to her. In addition, a druid knows the Druidic language. This secret language is known only to druids, and druids are forbidden from teaching it to nondruids. Druidic has its own alphabet. + +Nature Sense: A druid can identify plants and animals (their species and special traits) with perfect accuracy. The druid can determine whether water is safe to drink or dangerous. + +Animal Companion: A 1st-level druid may begin play with an animal companion. This animal is one that the druid has befriended with the spell animal friendship. + +Woodland Stride: Starting at 2nd level, a druid may move through natural thorns, briars, overgrown areas, and similar terrain at his or her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the druid. + +Trackless Step: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. + +Resist Nature's Lure: Starting at 4th level, a druid gains a +4 bonus to saving throws against the spell-like abilities of feys. + +Wild Shape: At 5th level, a druid gains the spell-like ability to polymorph self into a Small or Medium-size animal (but not a dire animal) and back again once per day. Unlike the standard use of the spell, however, the druid may only adopt one form. As stated in the spell description, the druid regains hit points as if he or she has rested for a day. The druid does not risk the standard penalty for being disoriented while in the wild shape. + +The druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted. In addition, the druid gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. At 12th level or higher, she can take the form of a dire animal. + +At 16th level or higher, the druid may use wild shape to change into a Small, Medium-size, or Large air, earth, fire, or water elemental once per day. The druid gains all the elemental's special abilities. At 18th level, the druid can do this three times per day. + +Venom Immunity: At 9th level, a druid gains immunity to all organic poisons, including monster poisons but not mineral poisons or poison gas. + +A Thousand Faces: At 13th level, a druid gains the supernatural ability to change his or her appearance at will, as if using the spell alter self. + +Timeless Body: After achieving 15th level, a druid no longer suffers ability penalties for aging and cannot be magically aged. Any penalties she may have already suffered, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up. + +Ex-Druids: A druid who ceases to revere nature or who changes to a prohibited alignment loses all spells and druidic abilities and cannot gain levels as a druid until she atones. + + +Race: Dwarf. +Base Attack Bonus: +7. +Feats: Dodge, Endurance, Toughness. +Any Lawful +The dwarven defender is proficient with all simple and martial weapons, all types of armor, and shields. +Defensive Stance: When he needs to, the defender can become a stalwart bastion of defense. In this defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains the following benefits:+2 Strength, +4 Constitution, +2 resistance bonus on all saves, +4 dodge bonus to AC. + +While defending, a defender cannot use skills or abilities that would require him to shift his position, such as Move Silently or Jump. A defensive stance lasts for 3 rounds, plus the character's (newly improved) Constitution modifier. The defender may end the defense voluntarily prior to this limit. At the end of the defense, the defender is winded and suffers a -2 penalty to Strength for the duration of that encounter. The defender can only take his defensive stance a certain number of times per day as determined by his level. Taking the stance takes no time itself, but the defender can only do so during his action. + +Defensive Awareness: Starting at 2nd level, the dwarven defender gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) + +At 5th level, the dwarven defender can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the dwarven defender. The exception to this defense is that a rogue at least 4 levels higher than the dwarven defender can flank him (and thus sneak attack him). + +At 10th level, the dwarven defender gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps. + +Defensive awareness is cumulative with uncanny dodge. If the dwarven defender has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant these two abilities and determine the character's defensive awareness ability on that basis. + +Damage Reduction: At 6th level, the dwarven defender gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 3 from the damage the dwarven defender takes each time he is dealt damage. At 10th level, this damage reduction rises to 6. Damage reduction can reduce damage to 0 but not below 0. (That is, the defender cannot actually gain hit points in this manner.) + + +None +Any +The fighter is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light) and shields. +Bonus Feats: At 1st level, the fighter gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to humans. The fighter gains an additional bonus feat at 2nd level and every two levels thereafter (4th, 6th, 8th, etc.). These bonus feats must be drawn from the following list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two- Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*, Weapon Specialization*. + +Some of the bonus feats available to a fighter cannot be acquired until the fighter has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A fighter can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A fighter must still meet all prerequisites for a feat, including ability score and base attack bonus minimums. + +Weapon Specialization: On achieving 4th level or higher, as a feat the fighter (and only the fighter) may take Weapon Specialization. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The fighter must have Weapon Focus with that weapon to take Weapon Specialization. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet, because only at that range can the fighter strike precisely enough to hit more effectively. The fighter may take this feat as a bonus feat or as a regular one. + + +Spellcasting: Ability to cast seven different divinations, one of which must be 3rd level or higher. +Two Knowledge Skills (Any Type): 10 ranks in each. +Feats: Any three metamagic or item creation feats, plus Skill Focus (Knowledge [any individual Knowledge skill]). +Any +Loremasters gain no proficiency in any weapon or armor. +Spells per Day: A loremaster continues training in magic as well as her field of research. Thus, when a new loremaster level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of loremaster to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly. + +If a character had more than one spellcasting class before she became a loremaster, she must decide to which class she adds each level of loremaster for purposes of determining spells per day when she adds the new level. + +Secret: In their studies, loremasters stumble upon all sorts of applicable knowledge and secrets. At 1st level and every two levels afterward (3rd, 5th, 7th, and 9th levels), the loremaster chooses one secret from Table: Loremaster Secrets. Her level plus Intelligence modifier determines which secrets she can choose. She can't choose the same secret twice. + +Lore: Loremasters gather knowledge. At 2nd level, they gain the ability to know legends or information regarding various topics, just like a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the Knowledge check. See page 29 in the Player's Handbook for more information on bardic knowledge. + +Bonus Languages: Loremasters, in their laborious studies, learn new languages in order to access more knowledge. The loremaster can choose any new language at 4th and 8th level. + +Greater Lore: At 6th level, a loremaster gains the ability to identify magic items, as the spell, as an extraordinary ability. She may do this once per item examined. + +True Lore: At 10th level, once per day a loremaster can use her knowledge to gain the effects of a legend lore spell or an analyze dweomer spell. True lore is an extraordinary ability. + + +None +Any Lawful +Monks are proficient with basic peasant weapons and special weapons whose use is part of monk training. The full list includes club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, shuriken, siangham, and sling. + +A monk using a kama, nunchaku, or siangham can strike with his or her unarmed base attack, including her more favorable number of attacks per round (see below). His or her damage, however, is standard for the weapon (1d6, crit X2), not his or her unarmed damage. The weapon must be light, so a Small monk must use Tiny versions of these weapons in order to use the more favorable base attack. + +A monk adds her Wisdom bonus (if any) to AC, in addition to her normal Dexterity modifier, and her AC improves as she gains levels. (Only add this extra AC bonus if the total of the monk's Wisdom modifier and the number in the "AC Bonus" column is a positive number.) The Wisdom bonus and the AC bonus represent a preternatural awareness of danger, and a monk does not lose either even in situations when he or she loses her Dexterity modifier due to being unprepared, ambushed, stunned, and so on. (Monks do lose these AC bonuses when immobilized.) + +When wearing armor, a monk loses her AC bonus for Wisdom, AC bonus for class and level, favorable multiple unarmed attacks per round, and heightened movement. Furthermore, her special abilities all face the arcane spell failure chance that the armor type normally imposes. +Unarmed Strike: A monk fighting unarmed gains the benefits of the Improved Unarmed Strike feat and thus does not provoke attacks of opportunity from armed opponents that she attacks. + +Making an off-hand attack makes no sense for a monk striking unarmed. + +A monk fighting with a one-handed weapon can make an unarmed strike as an off-hand attack, but she suffers the standard penalties for two-weapon fighting. Likewise, a monk with a weapon (other than a special monk weapon) in her off hand gets an extra attack with that weapon but suffers the usual penalties for two-weapon fighting and can't strike with a flurry of blows. + +Flurry of Blows: The monk may make one extra attack in a round at her highest base attack, but this attack and each other attack made that round suffer a -2 penalty apiece. This penalty applies for 1 round, so it affects attacks of opportunity the monk might make before her next action. The monk must use the full attack action to strike with a flurry of blows. A monk may also use the flurry of blows if armed with a special monk weapon (kama, nunchaku, or siangham). If armed with one such weapon, the monk makes the extra attack either with that weapon or unarmed. If armed with two such weapons, she uses one for the regular attack (or attacks) and the other for the extra attack. In any case, her damage bonus on the attack with her off hand is not reduced. + +Usually, a monk's unarmed strikes deal normal damage rather than subdual damage. However, she can choose to deal her damage as subdual damage when grappling. + +Stunning Attack: The monk can use this ability once per round, but no more than once per level per day. The monk must declare she is using a stun attack before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the monk is forced to make a Fortitude saving throw (DC 10 + one-half the monk's level + Wisdom modifier). In addition to receiving normal damage, If the saving throw fails, the opponent is stunned for 1 round. The stunning attack is a supernatural ability. + +Evasion: If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the monk instead takes no damage. Evasion can only be used if the monk is wearing light armor or no armor. It is an extraordinary ability. + +Deflect Arrows: At 2nd level, a monk gains the Deflect Arrows feat, even if she doesn't have the prerequisite Dexterity score. + +Fast Movement: At 3rd level and higher, a monk moves faster than normal. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed. A dwarf or a Small monk moves more slowly than a Medium-size monk. + +From 9th level on, the monk's running ability is actually a supernatural ability. + +Still Mind: At 3rd level, a monk gains a +2 bonus to saving throws against spells and effects from the Enchantment school. + +Slow Fall: At 4th level, the monk takes damage as if a fall were 20 feet shorter than it actually is. At 18th level, the monk can use a nearby wall to slow her descent and fall any distance without harm. + +Purity of Body: At 5th level, a monk gains immunity to all diseases except for magical diseases. + +Improved Trip: At 6th level, a monk gains the Improved Trip feat. She need not have taken the Expertise feat, normally a prerequisite. + +Wholeness of Body: At 7th level, a monk can cure her own wounds. She can cure up to twice her current level in hit points each day, and she can spread this healing out among several uses. Wholeness of body is a supernatural ability. + +Leap of the Clouds: At 7th level or higher, a monk's jumping distance (vertical or horizontal) is not limited according to her height. + +Improved Evasion: At 9th level, a monk only takes half damage on a failed save. + +Ki Strike: At 10th level, a monk's unarmed attack is empowered with ki. The unarmed strike damage from such an attack can deal damage to a creature with damage reduction as if the blow were made with a weapon with a +1 enhancement bonus. Ki strike is a supernatural ability. + +Diamond Body: At 11th level, a monk gains immunity to poison of all kinds. Diamond body is a supernatural ability. + +Abundant Step: At 12th level, a monk can slip magically between spaces, as per the spell dimension door, once per day. This is a spell-like ability, and the monk's effective casting level is one-half her actual level (rounded down). + +Diamond Soul: At 13th level, a monk gains spell resistance. Her spell resistance equals her level + 10. + +Quivering Palm: Starting at 15th level, a monk can use the quivering palm. + +The monk can use the quivering palm attack once a week, and she must announce her intent before making her attack roll. Creatures immune to critical hits cannot be affected. The monk must be of higher level than the target (or have more levels than the target's number of Hit Dice). If the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can choose to try to slay the victim at any later time within 1 day per level of the monk. The monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + one-half the monk's level + Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack (but may be affected by another one at a later time). Quivering palm is a supernatural ability. + +Timeless Body: After achieving 17th level, a monk no longer suffers ability penalties for aging and cannot be magically aged. (Any penalties she may have already suffered remain in place.) Bonuses still accrue, and the monk still dies of old age when her time is up. + +Tongue of the Sun and Moon: A monk of 17th level or above can speak with any living creature. + +Empty Body: At 19th level or higher, a monk can assume an ethereal state for 1 round per level per day, as per the spell etherealness. The monk may go ethereal on a number of different occasions during any single day as long as the total number of rounds spent ethereal does not exceed her level. Empty body is a supernatural ability. + +Perfect Self: At 20th level, a monk is forevermore treated as an outsider rather than as a humanoid. Additionally, the monk gains damage reduction 20/+1. + +Ex-Monks: A monk who becomes nonlawful cannot gain new levels as a monk but retain all monk abilities. + + +None +Lawful +Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields. +Detect Evil: At will, the paladin can detect evil as a spell-like ability. This ability duplicates the effects of the spell detect evil. + +Divine Grace: A paladin applies her Charisma modifier (if positive) as a bonus to all saving throws. + +Lay on Hands: Each day a paladin can cure a total number of hit points equal to the paladin's Charisma bonus (if any) times the paladin's level. The paladin can cure themselves. The paladin may choose to divide her curing among multiple recipients, and he or she doesn't have to use it all at once. Lay on hands is a spell-like ability whose use is a standard action. + +Alternatively, the paladin can use any or all of these points to deal damage to undead creatures. Treat this attack just like a touch spell. The paladin decides how many cure points to use as damage after successfully touching the undead creature. + +Divine Health: A paladin is immune to all diseases, including magical diseases. + +Aura of Courage: Beginning at 2nd level, a paladin is immune to fear (magical or otherwise). Allies within 10 feet of the paladin gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability. + +Smite Evil: Once per day, a paladin of 2nd level or higher may attempt to smite evil with one normal melee attack. She adds her Charisma modifier (if positive) to the paladin's attack roll and deals 1 extra point of damage per level. If the paladin accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. Smite evil is a supernatural ability. + +Remove Disease: Beginning at 3rd level, a paladin can remove disease, as per the spell remove disease, once per week. Remove disease is a spell-like ability for paladins. + +Turn Undead: The paladin may use this ability a number of times per day equal to three plus the paladin's Charisma modifier. The paladin turns undead as a cleric of two levels lower would. + +Extra Turning: As a feat, a paladin may take Extra Turning. This feat allows the paladin to turn undead four more times per day than normal. A paladin can take this feat multiple times, gaining four extra daily turning attempts each time. + +Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells. To cast a spell, the paladin must have a Wisdom score of at least 10 + the spell's level. Paladin bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the paladin gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the paladin gets only bonus spells. A paladin has access to any spell on the paladin spell list and can freely choose which to prepare, just as a cleric can. + +A paladin prepares and casts spells just as a cleric does (though the paladin cannot use spontaneous casting to substitute a cure spell in place of a prepared spell). + +Through 3rd level, a paladin has no caster level. Starting at 4th level, a paladin's caster level is one-half his or her class level. + +Special Mount: Upon or after reaching 5th level, a paladin can call an unusually intelligent, strong, and loyal steed to serve him or her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium-size paladin) or a warpony (for a Small paladin). + +Should the paladin's mount die, another cannot be called for a year and a day. The new mount has all the accumulated abilities due a mount of the paladin's level. + +The DM will provide information about the mount that responds to the paladin's call. + +Code of Conduct: A paladin must be of lawful good alignment and loses all special class abilities if she ever willingly commits an act of evil. Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, etc.), help those who need help (provided they do not use the help for evil or chaotic ends), and punish those that harm or threaten innocents. + +Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters. A paladin will not continue an association with someone who consistently offends her moral code. A paladin may only hire henchmen or accept followers who are lawful good. + +Ex-Paladins: A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all special abilities and spells, including the service of the paladin's warhorse. She also may not progress in levels as a paladin. She regains her abilities if she atones for her violations, as appropriate. + + +None +Any +A ranger is proficient with all simple and martial weapons, light armor, medium armor, and shields. +When wearing light armor or no armor, a ranger can fight with two weapons as if he or she had the feats Ambidexterity and Two-Weapon Fighting. The ranger loses this special bonus when fighting in medium or heavy armor, or when using a double-headed weapon (such as a double sword). + +Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells. To cast a spell, the ranger must have a Wisdom score of at least 10 + the spell's level. Ranger bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the ranger gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the ranger gets only bonus spells. A ranger without a bonus spell for that level cannot yet cast a spell of that level. A ranger has access to any spell on the ranger spell list and can freely choose which to prepare. A ranger prepares and casts spells just as a cleric does (though the ranger cannot use spontaneous casting to lose a spell and cast a cure or inflict spell in its place). + +Through 3rd level, a ranger has no caster level. Starting at 4th level, a ranger's caster level is one-half his class level. + +Track: A ranger gains Track as a bonus feat. + +Favored Enemy: At 1st level, a ranger may select a type of creature as a favored enemy. (A ranger can only select his own race as a favored enemy if he is evil.) Due to his extensive study of his foes and training in the proper techniques for combating them, the ranger gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of creature. Likewise, he gets the same bonus to weapon damage rolls against creatures of this type. A ranger also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the ranger cannot strike with deadly accuracy beyond that range). The bonus doesn't apply to damage against creatures that are immune to critical hits. + +At 5th level and at every five levels thereafter (10th, 15th, and 20th level), the ranger may select a new favored enemy, and the bonus associated with every previously selected favored enemy goes up by +1. + +* Rangers may not select "humanoid" or "outsider" as a favored enemy, but they may select a more narrowly defined type of humanoid or outsider. A ranger can only select his own race as a favored enemy if he is evil. + +Improved Two-Weapon Fighting: A ranger with a base attack bonus of at least +9 can choose to gain the Improved Two-Weapon Fighting feat even if he does not have the other prerequisites for the feat. The ranger must be wearing light armor or no armor in order to use this benefit. + + +None +Any +A rogue's weapon training focuses on weapons suitable for stealth and sneak attacks. Thus, all rogues are proficient with the crossbow (hand or light), dagger (any type), dart, light mace, sap, shortbow (normal and composite), and short sword. Medium-size rogues are also proficient with certain weapons that are too big for Small rogues to use and conceal easily: club, heavy crossbow, heavy mace, morningstar, quarterstaff, and rapier. Rogues are proficient with light armor but not with shields. +Sneak Attack: Any time the rogue's target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks the target, the rogue's attack deals extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. + +Ranged attacks can only count as sneak attacks if the target is within 30 feet. The rogue can't strike with deadly accuracy from beyond that range. + +With a sap (blackjack) or an unarmed strike, the rogue can make a sneak attack that deals subdual damage instead of normal damage. The rogue cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty. + +A rogue can only sneak attack a living creature with a discernible anatomy. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. + +Traps: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. + +Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. + +A rogue who beats a trap's DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with his party) without disarming it. + +Evasion: At 2nd level, a rogue gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the rogue takes no damage with a successful saving throw. Evasion can only be used if the rogue is wearing light armor or no armor. It is an extraordinary ability. + +Uncanny Dodge: At 3rd level and above, she retains her Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker. + +At 6th level , the rogue can no longer be flanked. Another rogue at least four levels higher can still flank. + +At 11th level, the rogue gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 14th level, these bonuses rise to +2. At 17th, they rise to +3, and at 20th they rise to +4. + +Special Abilities: On achieving 10th level and every three levels thereafter (13th, 16th, and 19th), a rogue chooses a special ability from among the following: + +Crippling Strike: When the rogue damages an opponent with a sneak attack, the target also takes 1 point of Strength damage. + +Defensive Roll: Once per day, when a rogue would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. The rogue must be aware of the attack and able to react to it in order to execute the defensive roll - if the Dexterity bonus to AC is denied, the rogue can't roll. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll. + +Improved Evasion: The rogue takes only half damage on a failed save. + +Opportunist: Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attacks of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round. + +Skill Mastery: The rogue selects a number of skills equal to 3 + Intelligence modifier. When making a skill check with one of these skills, the rogue may take 10 even if stress and distractions would normally prevent the rogue from doing so. The rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time. + +Slippery Mind: If a rogue with a slippery mind is affected by an enchantment and fails the saving throw, 1 round later the rogue can attempt the saving throw again. The rogue only gets this one extra chance to succeed. This is an extraordinary ability. + +Feat: A rogue may gain a feat in place of a special ability. + + +Move Silently: 8 ranks. +Hide: 10 ranks. +Perform: 5 ranks. +Feats: Dodge, Mobility, Combat Reflexes +Any +Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Shadowdancers are proficient with light armor but not with shields. +Hide in Plain Sight: Shadowdancers can use the Hide skill even while being observed. As long as they are within 10 feet of some sort of shadow, shadowdancers can hide themselves from view in the open without anything to actually hide behind. They cannot, however, hide in their own shadows. Hide in plain sight is a supernatural ability. + +Evasion: At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor. + +Darkvision: At 2nd level, a shadowdancer can see in the dark as though she were permanently under the affect of a darkvision spell. This is a supernatural ability. + +Uncanny Dodge: Starting at 2nd level, the shadowdancer gains the extraordinary ability to react to danger before her senses would normally allow her to even be aware of it. At 2nd level and above, she retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.) + +At 5th level, the shadowdancer can no longer be flanked, since she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least 4 levels higher than the shadowdancer can flank her (and thus sneak attack her). + +At 10th level, the shadowdancer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus to Reflex saves made to avoid traps. + +If the shadowdancer has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant the ability and determine the character's uncanny dodge ability on that basis. + +Shadow Illusion: When a shadowdancer reaches 3rd level, she can create visual illusions from surrounding shadows. This spell-like ability is identical to the arcane spell silent image and may be employed once per day. + +Summon Shadow: At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the shadowdancer. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer allows her to summon an additional shadow and adds +2 HD (and the requisite base attack and base save bonus increases) to all her shadow companions. + +If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a Fortitude saving throw (DC 15). If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadowdancer's experience can never go below 0 as the result of a shadow's dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for a year and a day. + +Shadow Jump: At 4th level, the shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. The shadowdancer can jump up to a total of 20 feet each day in this way, although this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels thereafter, the distance a shadowdancer can jump each day doubles (40 feet at 6th level, 80 feet at 8th level, and 160 feet at 10th level). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. (A 6th-level shadowdancer who jumps 32 feet cannot jump again until the next day.) + +Defensive Roll: Starting at 5th level, the shadowdancer can roll with a potentially lethal blow to take less damage from it. Once per day, when a shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the shadowdancer can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can't attempt the defensive roll. + +Slippery Mind: This extraordinary ability, gained at 7th level, represents the shadowdancer's ability to wriggle free from magical effects that would otherwise control or compel her. If the shadowdancer is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell's effects proceed normally. + +Improved Evasion: This extraordinary ability, gained at 10th level, works like evasion (see above). The shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage (breath weapon, fireball, and so on). What's more, she takes only half damage even if she fails her saving throw, since the shadowdancer's reflexes allow her to get out of harm's way with incredible speed. + + +None +Any +Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor, nor with shields. +Spells: A sorcerer casts arcane spells. The number of spells a sorcerer knows is not affected by his Charisma bonus. The spells a sorcerer knows can be common spells chosen from the sorcerer and wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. + +A sorcerer is limited to casting a certain number of spells of each level per day, but he need not prepare his spells in advance. The number of spells he can cast per day is improved by his bonus spells, if any. + +A sorcerer may use a higher-level slot to cast a lower-level spell if he so chooses. The spell is still treated as its actual level, not the level of the slot used to cast it. + +To learn or cast a spell, a sorcerer must have a Charisma score of at least 10 + the spell's level. The Difficulty Class for saving throws against sorcerer spells is 10 + the spell's level + the sorcerer's Charisma modifier. + + +None +Any +Wizards are skilled with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. Wizards are not proficient with any type of armor nor with shields. +Spells: A wizard casts arcane spells. She is limited to a certain number of spells of each spell level per day, according to her class level. A wizard must prepare spells ahead of time by getting a good night's sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare. To learn, prepare, or cast a spell, a wizard must have an Intelligence score of at least 10 + the spell's level. A wizard's bonus spells are based on Intelligence. The Difficulty Class for saving throws against wizard spells is 10 + the spell's level + the wizard's Intelligence modifier. + +Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character. + +Familiar: A wizard can summon a familiar in exactly the same manner as a sorcerer. See the sorcerer description. + +Scribe Scroll: A wizard has the bonus item creation feat Scribe Scroll, enabling her to create magic scrolls. + +Bonus Feats: Every five levels, a wizard gains a bonus feat. This feat must be a metamagic feat, an item creation feat, or Spell Mastery. + +Spellbooks: Wizards must study their spellbooks each day to prepare their spells. A wizard cannot prepare any spell not recorded in her spellbook (except for read magic, which all wizards can prepare from memory). + +Spell Mastery: A wizard (and only a wizard) can take the special feat Spell Mastery. Each time the wizard takes this feat, choose a number of spells equal to the wizard's Intelligence modifier (they must be spells that the wizard already knows). From that point on, the wizard can prepare these spells without referring to a spellbook. + +School Specialization + +A school is one of eight groupings of spells, each defined by a common theme, such as illusion or necromancy. A wizard may specialize in one school of magic. + +Specialization allows a wizard to cast extra spells from the chosen school, but the wizard then never learns to cast spells from one or more other schools. Spells of the school or schools that the specialist gives up are not available to her, and she can't even cast such spells from scrolls or wands. + +The wizard must choose whether to specialize and how at 1st level. She may not change her specialization later. + +The specialist can prepare one additional spell (of the school selected as a specialty) per spell level each day. + +The specialist gains a +2 bonus to Spellcraft checks to learn the spells of her chosen school. + +The eight schools of arcane magic are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. Spells that do not fall into any of these schools are called universal spells. + +Abjuration: To become an abjurer, a wizard must select a prohibited school or schools from the following choices: (1) either Conjuration, Enchantment, Evocation, Illusion, or Transmutation; or (2) both Divination and Necromancy. + +Conjuration: To become a conjurer, a wizard must select a prohibited school or schools from one of the following choices: (1) Evocation; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; (3) Transmutation, or (4) any three schools. + +Divination: To become a diviner, a wizard must select any other single school as a prohibited school. + +Enchantment: To become an enchanter, a wizard must select a prohibited school or schools from the following choices: (1) either Abjuration, Conjuration, Evocation, Illusion, or Transmutation; or (2) both Divination and Necromancy. + +Evocation: To become an evoker, a wizard must select a prohibited school or schools from one of the following choices: (1) Conjuration; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; (3) Transmutation; or (4) any three schools. + +Illusion: To become an illusionist, a wizard must select a prohibited school or schools from the following choices: (1) either Abjuration, Conjuration, Enchantment, Evocation, or Transmutation; or (2) both Divination and Necromancy. + +Necromancy: To become a necromancer, a wizard must select any other single school as a prohibited school. + +Transmutation: To become a transmuter, a wizard must select a prohibited school or schools from one of the following choices: (1) Conjuration; (2) Evocation; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; or (4) any three schools. + +Universal: Not a school, but a category for spells all wizards can learn. A wizard cannot select universal as a specialty school or as a school to which she does not have access. + + +None +Any +Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor nor with shields +Spells: An adept casts divine spells. She is limited to a certain number of spells of each spell level per day, according to her class level. Like a cleric, an adept may prepare and cast any spell on the adept list, provided she can cast spells of that level. Like a cleric, she prepares her spells ahead of time each day. The DC for a saving throw against an adept's spell is 10 + spell level + the adept's Wisdom modifier. + +Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each adept must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells. + +When the adept gets 0 spells of a given level, she gets only bonus spells for that spell slot. An adept without a bonus spell for that level cannot yet cast a spell of that level. Bonus spells are based on Wisdom. + +Each adept has a particular holy symbol (as a divine focus) depending on the adept's magical tradition. + +Familiar: At 2nd level, an adept can call a familiar, just like a sorcerer or wizard can. + +Adept Spell List +0 level-create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic. +1st level-bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep. +2nd level-aid, animal trance, bull's strength, cat's grace, cure moderate wounds, darkness, delay poison, endurance, invisibility, mirror image, resist elements, see invisibility, web. +3rd level-animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease, tongues. +4th level-cure critical wounds, minor creation, polymorph other, polymorph self, restoration, stoneskin, wall of fire. +5th level-break enchantment, commune, heal, major creation, raise dead, true seeing, wall of stone. + + +None +Any +The aristocrat is proficient in the use of all simple and martial weapons and with all types of armor and shields. +None + + +None +Any +The commoner is proficient with one simple weapon. He is not proficient with weapons, armor, or shields. +None + + +None +Any +The expert is proficient in the use of all simple weapons and with light armor but not shields. +None + + +None +Any +The warrior is proficient in the use of all simple and martial weapons and all armor and shields. +None + + +None +Any +Psions are proficient with all simple weapons. They are not proficient with any type of armor, nor with shields. +Psionics: A Psion manifests psionic powers. The number of pisonic powers know by a psion is a fixed number, by level. Psions must select a specific Discipline to belong to. The psion is required to take a minimum number of powers from his disipline. The psion does not gain extra powers for high stats. + +A psion manifest power through the use of power points. The psion does not need to prepare his power before hand as a wizard does. The psion is more like a sorceror in this regard. The psion gains bonus power points for having a high stat in their displine stat. + +To learn or manifest a psionic power, a psion must have a stat score of at least 10 + the powers's level in the stat coresponding to it discipline. The Difficulty Class for saving throws against sorcerer spells is 1d20 + the powers's level + the psions's stat modifier. + + +None +Any +Psychic Warriors are proficient with all simple and martial weapons, and all armour and shields. +Psionics: A Psychic manifests psionic powers. The number of pisonic powers know by a psion is a fixed number, by level. The psychic warrior does not gain extra powers for high stats. The psychic warriors psionic abilities are inferior to that of the psions. + +A psychic warrior manifest power through the use of power points. The psychic warrior does not need to prepare his power before hand as a wizard does. The psychic warrior is more like a sorceror in this regard. The psychic warrior does not gain bonus power points for having a high stat in their displine stat. + +To learn or manifest a psionic power, a psychic warrior must have a stat score of at least 10 + the powers's level in the stat coresponding to it discipline. The Difficulty Class for saving throws against sorcerer spells is 1d20 + the powers's level + the psychic warrior's stat modifier. + + diff -r 000000000000 -r 4385a7d0efd1 data/dnd3e/dnd3edivine.xml --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/data/dnd3e/dnd3edivine.xml Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,660 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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data/dnd3e/dnd3epowers.xml --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/data/dnd3e/dnd3epowers.xml Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,294 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff -r 000000000000 -r 4385a7d0efd1 data/dnd3e/dnd3espells.xml --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/data/dnd3e/dnd3espells.xml Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,326 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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+for proper treatment, read PH pg 101 + + + + + + + + + + + + + + + + + + Always masterwork + + + Always masterwork + + + + + + like a spiked chain + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +see PH pg 103 for proper treatment + + +An unArmed strike does more dmg as a monk + + +An unArmed strike does more dmg as a monk + + +Always masterwork + + + + + + + + + + + +range15, maxrange15, no penalties to max range; ineffective Vs armor or +3 natural adjustment PH pg 104 + + diff -r 000000000000 -r 4385a7d0efd1 data/dnd3e/feats.txt --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/data/dnd3e/feats.txt Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,556 @@ +A Thousand Furs [Special] - Touched by the Gods, p. 71 +Acrobatic [General] - Song and Silence, p. 38 +Acrobatic (Legends & Lairs version) [General] - Traps & Treachery, p. 34 +Airy Gallop [Special] - Dragon Magazine d20 Special/Annual #6, p. 65 +Alertness [General] - Player's Handbook, p. 80 +Alluring [General] - Song and Silence, p. 38 +Ambidexterity [General] - Player's Handbook, p. 80 +Ancient Lineage [General] - The Taan, p. 81 +Arcane Defense [General] - Tome and Blood, p. 38 +Arcane Preparation [General] - Tome and Blood, p. 38 +Arcane Schooling [General] - Forgotten Realms Campaign Setting, p. 33 +Armor Proficiency (Heavy) [General] - Player's Handbook, p.80 +Armor Proficiency (Light) [General] - Player's Handbook, p. 80 +Armor Proficiency (Medium) [General] - Player's Handbook, p. 80 +Art of Fascination [Ancestor] - Oriental Adventures, p. 60 +Arterial Strike [General] - Song and Silence, p. 38 +Artist [General] - Forgotten Realms Campaign Setting, p. 33 +Artist [Ancestor] - Oriental Adventures, p. 61 +Athletic [General] - Song and Silence, p. 38 +Attention to Detail [Ancestor] - Oriental Adventures, p. 61 +Attune Gem [Item Creation] - Magic of Faerun, p. 21 +Augment Construct [Psionic] - Dragon Magazine #287, p. 54 +Augment Summoning [General] - Tome and Blood, p. 39 +Aura of Serenity [Mystic Warrior] - Mystic Warriors, p. 112 +Battle Howl [General] - Touched by the Gods, p. 109 +Battle Roar [Kaiju] - Dragon Magazine #289, p. 70 +Blind Casting [General] - Dungeons, p. 81 +Blind-Fight [General] - Player's Handbook, p. 80 +Blindsight, 5-foot Radius [General] - Sword and Fist, p. 5 +Blood Frenzy [General] - The Taan, p. 81 +Blood Sorcerer [Ancestor] - Oriental Adventures, p. 61 +Blooded [General] - Forgotten Realms Campaign Setting, p. 33 +Bloodline of Fire [General] - Forgotten Realms Campaign Setting, p. 34 +Body Fuel [Psionic] - Psionics Handbook, p. 24 +Bootlicker [General] - Evil, p. 58 +Born Duelist [Ancestor] - Oriental Adventures, p. 61 +Breeze Dance [Fighting Stance] - Mystic Warriors, p. 112 +Brew Poison [Item Creation] - Traps & Treachery, p. 45 +Brew Potion [Item Creation] - Player's Handbook, p. 80 +Bribery [General] - Evil, p. 58 +Bullheaded [General] - Forgotten Realms Campaign Setting, p. 34 +Cabalistic Spellcasting [Metamagic] - Sovereign Stone Campaign Sourcebook, p. 60 +Casing Sense [General] - Traps & Treachery, p. 34 +Chain Power [Metapsionic] - Dragon Magazine #287, p. 54 +Chain Spell [Metamagic] - Tome and Blood, p. 39 +Chain Spell (Scarred Lands version) [Metamagic] - Relics and Rituals, p. 25 +Change Instruction [Special] - Demonology, p. 41 +Chariot Archery [General] - Sword and Fist, p. 78 +Chariot Charge [General] - Sword and Fist, p. 79 +Chariot Combat [General] - Sword and Fist, p. 78 +Chariot Sideswipe [General] - Sword and Fist, p. 79 +Chariot Trample [General] - Sword and Fist, p. 78 +Charlatan [General] - Song and Silence, p. 38 +Chink in the Armor [General] - Song and Silence, p. 38 +Choke Hold [General] - Oriental Adventures, p. 61 +Circle Kick [General] - Sword and Fist, p. 5 +Claws/Fangs [Infernal] - Evil, p. 24 +Cleave [General] - Player's Handbook, p. 80 +Close-Order Fighting [Special] - Dragon Lords of Melnibone, p. 63 +Close-Quarters Fighting [General] - Sword and Fist, p. 5 +Cloud Running [Special] - Creature Collection, p. 72 +Combat Agility [General] - Dragon Magazine #284, p. 123 +Combat Casting [General] - Player's Handbook, p. 80 +Combat Manifestation [Psionic] - Psionics Handbook, p. 24 +Combat Reflexes [General] - Player's Handbook, p. 80 +Combat Sense [General] - The Taan, p. 81 +Conjure Mastery [Eldritch] - The Book of Eldritch Might, p. 4 +Construct Familiar [General] - Dragon Magazine #280, p. 62 +Controlled Breathing [General] - Dungeons, p. 81 +Cool Head [General] - Oriental Adventures, p. 61 +Cooperative Spell [Metamagic] - Tome and Blood, p. 39 +Cooperative Spellcasting [Metamagic] - Sovereign Stone Campaign Sourcebook, p. 60 +Cosmopolitan [General] - Forgotten Realms Campaign Setting, p. 34 +Courteous Magocracy [General] - Forgotten Realms Campaign Setting, p. 34 +Crab Walk [Fighting Stance] - Mystic Warriors, p. 112 +Craft Anaema Tool [Item Creation] - Mythic Races, p. 15 +Craft Crystal Capacitor [Item Creation] - Psionics Handbook, p. 24 +Craft Crystal Weapon [Item Creation] - Oriental Adventures, p. 61 +Craft Dorje [Item Creation] - Psionics Handbook, p. 24 +Craft Kirpan [Item Creation] - Mystic Warriors, p. 112 +Craft Magic Arms and Armor [Item Creation] - Player's Handbook, p. 81 +Craft Magic Trap [Item Creation] - Traps & Treachery, p. 34 +Craft Mystic Talisman [Item Creation] - Mystic Warriors, p. 112 +Craft Named Weapon [Item Creation] - Mystic Warriors, p. 112 +Craft Psionic Arms and Armor [Item Creation] - Psionics Handbook, p. 24 +Craft Rod [Item Creation] - Player's Handbook, p. 81 +Craft Staff [Item Creation] - Player's Handbook, p. 81 +Craft Talisman [Item Creation] - Oriental Adventures, p. 61 +Craft Universal Item [Item Creation] - Psionics Handbook, p. 24 +Craft Vitus Amulet [Item Creation] - Mystic Warriors, p. 113 +Craft Wand [Item Creation] - Player's Handbook, p. 81 +Craft Wondrous Item [Item Creation] - Player's Handbook, p. 81 +Create Graft [Item Creation] - Touched by the Gods, p. 26 +Create Portal [Item Creation] - Forgotten Realms Campaign Setting, p. 34 +Dance of the Dirk [Fighting Stance] - Mystic Warriors, p. 113 +Darkvision [Infernal] - Evil, p. 24 +Dash [General] - Song and Silence, p. 38 +Daylight Adaptation [General] - Forgotten Realms Campaign Setting, p. 34 +Dead Shot [General] - Sovereign Stone Campaign Sourcebook, p. 60 +Death Blow [General] - Sword and Fist, p. 6 +Deep Impact [Psionic] - Psionics Handbook, p. 25 +Defensive Strike [General] - Oriental Adventures, p. 62 +Defensive Throw [General] - Oriental Adventures, p. 62 +Deflect Arrows [General] - Player's Handbook, p. 81 +Deflect Ranged Attack [General] - Dragon Magazine #274, p. 60 +Delay Power [Metapsionic] - Psionics Handbook, p. 25 +Delay Spell [Metamagic] - Tome and Blood, p. 39 +Dirty Fighting [General] - Sword and Fist, p. 6 +Disarm Mind [Psionic] - Psionics Handbook, p. 25 +Discipline [General] - Forgotten Realms Campaign Setting, p. 34 +Discipline [Ancestor] - Oriental Adventures, p. 62 +Disguise Spell [Metamagic] - Song and Silence, p. 38 +Dismiss Demon [Special] - Demonlogy, p. 41 +Divine Cleansing [Divine] - Defenders of the Faith, p. 19 +Divine Might [Divine] - Defenders of the Faith, p. 19 +Divine Perception [General] - Touched by the Gods, p. 34 +Divine Resistance [Divine] - Defenders of the Faith, p. 19 +Divine Shield [Divine] - Defenders of the Faith, p. 19 +Divine Vengeance [Divine] - Defenders of the Faith, p. 20 +Divine Vigor [Divine] - Defenders of the Faith, p. 20 +Dodge [General] - Player's Handbook, p. 81 +Dreamspeaking [General] - The Book of Eldritch Might, p. 4 +Drug Tolerance [General] - Caravan of Hope, p. 27 +Dual Strike [General] - Sword and Fist, p. 6 +Eagle Claw Attack [General] - Sword and Fist, p. 6 +Earth's Embrace [General] - Oriental Adventures, p. 62 +Education [General] - Forgotten Realms Campaign Setting, p. 34 +Eidetic Memory [General] - Dungeons, p. 81 +Element Resistance [Infernal] - Evil, p. 24 +Empathy [General] - Traps & Treachery, p. 35 +Empower Spell [Metamagic] - Player's Handbook, p. 82 +Empower Turning [Special] - Defenders of the Faith, p. 20 +Enchant Stone [Item Creation] - The Taan, p. 81 +Encode Stone [Item Creation] - Psionics Handbook, p. 25 +Endurance [General] - Player's Handbook, p. 82 +Energy Admixture [Metamagic] - Tome and Blood, p. 39 +Energy of Life [Special] - Creature Collection, p. 72 +Energy Substitution [Metamagic] - Tome and Blood, p. 40 +Enlarge Power [Metapsionic] - Psionics Handbook, p. 25 +Enlarge Spell [Metamagic] - Player's Handbook, p. 82 +Enspell Familiar [General] - Dragon Magazine #280, p. 62 +Eschew Materials [Metamagic] - Tome and Blood, p. 40 +Etch Object Rune [Item Creation] - The Book of Eldritch Might, p. 4 +Ethran [General] - Forgotten Realms Campaign Setting, p. 34 +Exotic Weapon Proficiency [General] - Player's Handbook, p. 82 +Expert Tactician [General] - Song and Silence, p. 38 +Expertise [General] - Player's Handbook, p. 82 +Extend Power [Metapsionic] - Psionics Handbook, p. 25 +Extend Spell [Metamagic] - Player's Handbook, p. 82 +Extra Familiar [General] - Dragon Magazine #280, p. 62 +Extra Music [General] - Song and Silence, p. 39 +Extra Power [Psionic] - Dragon Magazine #287, p. 55 +Extra Slot [General] - Tome and Blood, p. 40 +Extra Smiting [Special] - Defenders of the Faith, p. 20 +Extra Spell [General] - Tome and Blood, p. 40 +Extra Stunning Attacks [General] - Sword and Fist, p. 6 +Extra Turning [Special] - Player's Handbook, p. 82 (rules: pp. 32, 42) +Eye for Detail [General] - Traps & Treachery, p. 35 +Eyes in the Back of Your Head [General] - Sword and Fist, p. 6 +Eyes of Calaam [Special] - Touched by the Gods, p. 59 +Falling Star Strike [General] - Oriental Adventures, p. 62 +Far Shot [General] - Player's Handbook, p. 82 +Fast Armor [General] - Dragon Magazine #284, p. 123 +Fast Rider [General] - Dragon Magazine #285, p. 98 +Fast Talker [General] - Traps & Treachery, p. 35 +Fearsome and Fearless [Ancestor] - Oriental Adventures, p. 62 +Feign Weakness [General] - Sword and Fist, p. 6 +Fell Shot [Psionic] - Psionics Handbook, p. 25 +Firearms Drill [General] - Dragon Magazine d20 Special/Annual #6, p. 70 +Fists of Calaam [Special] - Touched by the Gods, p. 59 +Fists of Iron [General] - Sword and Fist, p. 6 +Fleet of Foot [General] - Song and Silence, p. 39 +Flick of the Wrist [General] - Song and Silence, p. 39 +Flight [Infernal] - Evil, p. 25 +Flying Kick [General] -Oriental Adventures, p. 62 +Foe Hunter [Fighter, General] - Forgotten Realms Campaign Setting, p. 34 +Forester [General] - Forgotten Realms Campaign Setting, p. 35 +Forge Ring [Item Creation] - Player's Handbook, p. 82 +Fortify Power [Metapsionic] - Dragon Magazine #287, p. 55 +Freezing the Lifeblood [General] - Oriental Adventures, p. 62 +Gifted General [Ancestor] - Oriental Adventures, p. 62 +Golden Tongue [General] - Dungeons, p. 81 +Grace Under Pressure [General] - Dungeons, p. 81 +Grappling Block [General] - Oriental Adventures, p. 63 +Grasshopper Strike [General] - Dragon Magazine #279, p. 63 +Great Cleave [General] - Player's Handbook, p. 82 +Great Crafter [Ancestor] - Oriental Adventures, p. 63 +Great Diplomat [Ancestor] - Oriental Adventures, p. 63 +Great Fortitude [General] - Player's Handbook, p. 82 +Great Ki Shout [General] - Oriental Adventures, p. 63 +Great Stamina [Ancestor] - Oriental Adventures, p. 63 +Great Sunder [Psionic] - Psionics Handbook, p. 26 +Great Teamwork [Ancestor] - Oriental Adventures, p. 63 +Greater Power Penetration [Psionic] - Psionics Handbook, p. 26 +Greater Psionic Focus [Psionic] - Psionics Handbook, p. 26 +Greater Spell Focus [General] - Tome and Blood, p. 40 +Greater Spell Penetration [General] - Tome and Blood, p. 40 +Green Ear [General] - Song and Silence, p. 39 +Green Viper Style [Fighting Stance] - Mystic Warriors, p. 113 +Hammer Fist [General] - Dragon Magazine #279, p. 63 +Hamstring [General] - Song and Silence, p. 39 +Heavy Scarring [General] - The Taan, p. 82 +Heighten Power [Metapsionic] - Psionics Handbook, p. 26 +Heighten Spell [Metamagic] - Player's Handbook, p. 82 +Heighten Turning [Special] - Defenders of the Faith, p. 20 +Heroic Destiny [Special] - Touched by the Gods, p. 109 +Hide Power [Metapsionic] - Psionics Handbook, p. 26 +Hide Spell [Metamagic] - Relics and Rituals, p. 25 +Hill Fighter [General] - Dragon Magazine #285, p. 98 +Hold the Line [General] - Sword and Fist, p. 7 +Honest Merchant [Ancestor] - Oriental Adventures, p. 63 +Horse Nomad [Fighter, General] - Forgotten Realms Campaign Setting, p. 35 +Iaijutsu Master [Ancestor] - Oriental Adventures, p. 63 +Immortality [Infernal] - Evil, p. 25 +Immunity [Infernal] - Evil, p. 25 +Imp [Infernal] - Evil, p. 25 +Improved Aid [Ancestor] - Oriental Adventures, p. 63 +Improved Alertness [General] - Dungeons, p. 82 +Improved Bull Rush [General] - Player's Handbook, p. 82 +Improved Counterspell [General] - Forgotten Realms Campaign Setting, p. 35 +Improved Critical [General] - Player's Handbook, p. 82 +Improved Disarm [General] - Player's Handbook, p. 83 +Improved Endurance [General] - Dungeons, p. 82 +Improved Familiar [General] - Tome and Blood, p. 40 +Improved Feint [General] - Evil, p. 59 +Improved Flight [Infernal] - Evil, p. 25 +Improved Grab [General] - Mythic Races, p. 77 +Improved Grapple [General] - Oriental Adventures, p. 63 +Improved Initiative [General] - Player's Handbook, p. 83 +Improved Knockout Attack [General] - Traps & Treachery, p. 35 +Improved Low Blow [General] - Dragon Magazine #285, p. 33 +Improved Mounted Archery [General] - Dragon Magazine #285, p. 99 +Improved Mounted Combat [General] - Sovereign Stone Campaign Sourcebook, p. 62 +Improved Multiweapon Fighting [General] - Mythic Races, p. 137 +Improved Overrun [General] - Sword and Fist, p. 7 +Improved Psicrystal [Psionic] - Psionics Handbook, p. 26 +Improved Ranged Sneak Attack [General] - Traps & Treachery, p. 36 +Improved Rapid Shot [General] - Dragon Magazine #275, p. 41 +Improved Regeneration [Infernal] - Evil, p. 25 +Improved Shield Bash [General] - Defenders of the Faith, p. 20 +Improved Sneak Attack [General] - Traps & Treachery, p. 36 +Improved Sunder [General] - Sword and Fist, p. 7 +Improved Trample [Kaiju] - Dragon Magazine #289, p. 70 +Improved Trip [General] - Player's Handbook, p. 83 +Improved Two-Weapon Fighting [General] - Player's Handbook, p. 83 +Improved Unarmed Strike [General] - Player's Handbook, p. 83 +Improvise Thieves' Tools [General] - Traps & Treachery, p. 37 +Improvised Weapon [General] - Sovereign Stone Campaign Sourcebook, p. 62 +Increased Carrying Capacity [General] - Dungeons, p. 82 +Increased Movement [Infernal] - Evil, p. 26 +Inertial Armor [Psionic] - Psionics Handbook, p. 26 +Infernal Pact [Infernal] - Evil, p. 26 +Infernal Soul [Infernal] - Evil, p. 26 +Information Exchange [Special] - Touched by the Gods, p. 7 +Innate Spell [General] - Tome and Blood, p. 41 +Inner Peace [Mystic Warrior] - Mystic Warriors, p. 113 +Inner Strength [Psionic] - Psionics Handbook, p. 26 +Inscribe Magical Tattoo [Item Creation] - Relics and Rituals, p. 198 +Inscribe Rune [Item Creation] - Forgotten Realms Campaign Setting, p. 36 +Insidious Magic [Metamagic] - Forgotten Realms Campaign Setting, p. 36 +Invisibility [Infernal] - Evil, p. 27 +Ironbone [Special] - Creature Collection, p. 71 +Ironskin [Special] - Creature Collection, p. 72 +Iron Will [General] - Player's Handbook, p. 83 +Item Image [Eldritch] - The Book of Eldritch Might, p. 4 +Jack of All Trades [General] - Song and Silence, p. 40 +Kami's Intuition [Ancestor] - Oriental Adventures, p. 63 +Karmic Strike [General] - Oriental Adventures, p. 63 +Karmic Twin [Ancestor] - Oriental Adventures, p. 64 +Keen Intellect [Ancestor] - Oriental Adventures, p. 64 +Keen Vision [General] - Traps & Treachery, p. 37 +Ki Projection [Special] - Creature Collection, p. 72 +Ki Shout [General] - Oriental Adventures, p. 64 +Knock-Down [General] - Sword and Fist, p. 7 +Knockout Attack [General] - Traps & Treachery, p. 37 +Knowledgeable [General] - Dungeons, p. 82 +Lace Spell: Elemental Energies [Eldritch] - The Book of Eldritch Might, p. 5 +Lace Spell: Enemy Bane [Eldritch] - The Book of Eldritch Might, p. 5 +Lace Spell: Holy/Unholy [Eldritch] - The Book of Eldritch Might, p. 5 +Lace Spell: Lawful/Chaotic [Eldritch] - The Book of Eldritch Might, p. 5 +Lead Missile Fire [General] - Evil, p. 59 +Leadership [General] - Player's Handbook, p. 83 (rules: Dungeon Master's Guide, p. 45) +Lightning Fists [General] - Sword and Fist, p. 7 +Lightning Reflexes [General] - Player's Handbook, p. 83 +Light Sleeper [General] - Dungeons, p. 82 +Lingering Song [General] - Song and Silence, p. 40 +Lion Spy [Ancestor] - Oriental Adventures, p. 64 +Lion's Rage [Mystic Warrior Stance] - Mystic Warriors, p. 113 +Living Shield [General] - Evil, p. 58 +Low Blow [General] - Dragon Magazine #285, p. 33 +Luck of Heroes [General] - Forgotten Realms Campaign Setting, p. 36 +Luck of Heroes [Ancestor] - Oriental Adventures, p. 64 +Magekiss [Metamagic] - Traps & Treachery, p. 22 +Magic in the Blood [Ancestor] - Oriental Adventures, p. 64 +Magic Item [Infernal] - Evil, p. 27 +Magical Artisan [General] - Forgotten Realms Campaign Setting, p. 36 +Magical Artisan [Ancestor] - Oriental Adventures, p. 64 +Magical Talent [General] - The Book of Eldritch Might, p. 6 +Magical Training [General] - Forgotten Realms Campaign Setting, p. 36 +Magistrate's Mind [Ancestor] - Oriental Adventures, p. 64 +Mantis Leap [General] - Sword and Fist, p. 7 +Manufacture Magic Poison [Item Creation] - The Book of Eldritch Might, p. 6 +Many Masks [Ancestor] - Oriental Adventures, p. 64 +Martial Weapon Proficiency [General] - Player's Handbook, p. 83 +Master Dorje [Metapsionic] - Psionics Handbook, p. 26 +Maximize Power [Metapsionic] - Psionics Handbook, p. 26 +Maximize Spell [Metamagic] - Player's Handbook, p. 83 +Mechanical Aptitude [General] - Traps & Treachery, p. 37 +Mental Adversary [Psionic] - Psionics Handbook, p. 27 +Mental Leap [Psionic] - Psionics Handbook, p. 27 +Mercantile Background [General] - Forgotten Realms Campaign Setting, p. 36 +Metacreative [Psionic] - Psionics Handbook, p. 27 +Militia [General] - Forgotten Realms Campaign Setting, p. 36 +Mind Blind [Psionic] - Dragon Magazine #287, p. 55 +Mind Over Body [General] - Forgotten Realms Campaign Setting, p. 37 +Mind Trap [Psionic] - Psionics Handbook, p. 27 +Mirror Sight [Eldritch] - The Book of Eldritch Might, p. 6 +Mobility [General] - Player's Handbook, p. 83 +Monkey Grip [General] - Sword and Fist, p. 7 +Mounted Archery [General] - Player's Handbook, p. 83 +Mounted Combat [General] - Player's Handbook, p. 83 +Moving Meditation [Special] - Creature Collection, p. 72 +Multiattack (Taan version) [General] - The Taan, p. 83 +Multicultural [General] - Song and Silence, p. 40 +Multiple Limbs [Infernal] - Evil, p. 27 +Multiweapon Fighting (Legends & Lairs version) [General] - Mythic Races, p. 137 +Natural Weaponry [General] - The Taan, p. 83 +Nature Sense [Special] - Touched by the Gods, p. 71 +Nerve Strikes [Special] - Creature Collection, p. 72 +Nobody's Fool [General] - Dragon Magazine #285, p. 33 +Obscure Lore [General] - Song and Silence, p. 40 +Off-Hand Parry [General] - Sword and Fist, p. 7 +Off-Handed [General] - Evil, p. 59 +Oni's Bane [Ancestor] - Oriental Adventures, p. 64 +Pain Touch [General] - Sword and Fist, p. 8 +Pebble Underfoot [General] - Dragon Magazine #279, p. 63 +Penetrate Hardness [Kaiju] - Dragon Magazine #289, p. 70 +Perfect Memory [General] - Traps & Treachery, p. 37 +Permanent Control [Special] - Demonology, p. 41 +Pernicious Magic [Metamagic] - Forgotten Realms Campaign Setting, p. 37 +Persistent Power [Metapsionic] - Psionics Handbook, p. 27 +Persistent Spell [Metamagic] - Tome and Blood, p. 42 +Persuasive [General] - Song and Silence, p. 40 +Pin Shield [General] - Sword and Fist, p. 8 +Pinpoint Accuracy [General] - Sovereign Stone Campaign Sourcebook, p. 62 +Point Blank Shot [General] - Player's Handbook, p. 84 +Poison Blood [Infernal] - Evil, p. 28 +Poison Immunity [General] - Traps & Treachery, p. 37 +Pounce [General] - Mythic Races, p. 77 +Pounce & Strike [General] - Dragon Lords of Melnibone, p. 50 +Power Attack [General] - Player's Handbook, p. 84 +Power Attack--Iaijutsu [Ancestor] - Oriental Adventures, p. 64 +Power Attack--Shadowlands [Ancestor] - Oriental Adventures, p. 65 +Power Lunge [General] - Sword and Fist, p. 8 +Power Penetration [Psionic] - Psionics Handbook, p. 27 +Power Specialization [Psionic] - Dragon Magazine #287, p. 56 +Power Touch [Psionic] - Psionics Handbook, p. 27 +Powerful Voice [Ancestor] - Oriental Adventures, p. 65 +Precise Shot [General] - Player's Handbook, p. 84 +Primal Shout [General] - The Taan, p. 83 +Prone Attack [General] - Sword and Fist, p. 8 +Psionic Body [Psionic] - Psionics Handbook, p. 27 +Psionic Charge [Psionic] - Psionics Handbook, p. 28 +Psionic Defense [Psionic] - Dragon Magazine #287, p. 54 +Psionic Dodge [Psionic] - Psionics Handbook, p. 28 +Psionic Energy Admixture [Metapsionic] - Dragon Magazine #287, p. 55 +Psionic Energy Substitution [Metapsionic] - Dragon Magazine #287, p. 54 +Psionic Fist [Psionic] - Psionics Handbook, p. 28 +Psionic Focus [Psionic] - Psionics Handbook, p. 28 +Psionic Metabolism [Psionic] - Psionics Handbook, p. 28 +Psionic Shot [Psionic] - Psionics Handbook, p. 28 +Psionic Weapon [Psionic] - Psionics Handbook, p. 28 +Psychic Bastion [Psionic] - Psionics Handbook, p. 28 +Psychic Inquisitor [Psionic] - Psionics Handbook, p. 29 +Psychoanalyst [Psionic] - Psionics Handbook, p. 29 +Purifying Light [General] - Mythic Races, p. 69 +Pyro [General] - Song and Silence, p. 40 +Quick Draw [General] - Player's Handbook, p. 84 +Quicken Power [Metapsionic] - Psionics Handbook, p. 29 +Quicken Spell [Metamagic] - Player's Handbook, p. 84 +Quicken Summoning [Special] - Demonology, p. 41 +Quicken Turning [Special] - Defenders of the Faith, p. 20 +Quicker Than the Eye [General] - Song and Silence, p. 40 +Quickstrike [General] - Traps & Treachery, p. 37 +Rake [General] - Mythic Races, p. 77 +Raking Nails [General] - Mystic Warriors, p. 113 +Ranged Disarm [General] - Dragon Magazine #274, p. 60 +Ranged Pin [General] - Dragon Magazine #274, p. 60 +Ranged Sunder [General] - Dragon Magazine #274, p. 60 +Rapid Metabolism [Psionic] - Psionics Handbook, p. 29 +Rapid Reload [General] - Sword and Fist, p. 9 +Rapid Shot [General] - Player's Handbook, p. 84 +Ray Burst [Metamagic] - Dragon Magazine Annual #5, p. 26 +Ray Coning [Metamagic] - Dragon Magazine Annual #5, p. 26 +Ray Extension [Metamagic] - Dragon Magazine Annual #5, p. 26 +Ray Focus [General] - Dragon Magazine Annual #5, p. 26 +Ray Splitting [Metamagic] - Dragon Magazine Annual #5, p. 26 +Reactive Counterspell [General] - Magic of Faerun, p. 22 +Reach Power [Metapsionic] - Dragon Magazine #287, p. 55 +Reach Spell [Metamagic] - Defenders of the Faith, p. 20 +Reckless Offensive [General] - Enemies and Allies, p. 41 +Recognize Omen [General] - Sovereign Stone Campaign Sourcebook, p. 62 +Redirect Attacks [General] - Evil, p. 59 +Regeneration [Infernal] - Evil, p. 28 +Remain Conscious [General] - Sword and Fist, p. 9 +Repeat Power [Metapsionic] - Dragon Magazine #287, p. 56 +Repeat Spell [Metamagic] - Tome and Blood, p. 41 +Requiem [General] - Song and Silence, p. 40 +Resculpt Mind [Psionic] - Dragon Magazine #287, p. 56 +Resist Poison [General] - Forgotten Realms Campaign Setting, p. 37 +Resist Poison [Ancestor] - Oriental Adventures, p. 65 +Resist Taint [Ancestor] - Oriental Adventures, p. 65 +Return Shot [Psionic] - Psionics Handbook, p. 29 +Ride-By-Attack [General] - Player's Handbook, p. 84 +Rot [Infernal] - Evil, p. 28 +Roundabout Kick [General] - Oriental Adventures, p. 65 +Run [General] - Player's Handbook, p. 84 +Sacred Spell [Metamagic] - Defenders of the Faith, p. 20 +Saddleback [Fighter, General] - Forgotten Realms Campaign Setting, p. 37 +Saddleback [Ancestor] - Oriental Adventures, p. 65 +Sanctum Spell [Metamagic] - Tome and Blood, p. 41 +Scent [General] - Dungeon Master's Guide, p. 81 (variant rule) +Scholar of Nature [Ancestor] - Oriental Adventures, p. 65 +Scribe Scroll [Item Creation] - Player's Handbook, p. 84 +Scribe Tattoo [Item Creation] - Psionics Handbook, p. 29 +Sculpt Power [Metapsionic] - Dragon Magazine #287, p. 56 +Sculpt Spell [Metamagic] - Tome and Blood, p. 42 +Sea Legs [Ancestor] - Oriental Adventures, p. 65 +Second Wind [General] - Sovereign Stone Campaign Sourcebook, p. 63 +Set Spear [General] - Dragon Lords of Melnibone, p. 63 +Shadow [General] - Song and Silence, p. 40 +Shadow (Legends & Lairs version) [General] - Traps & Treachery, p. 37 +Shadow Weave Magic [General] - Forgotten Realms Campaign Setting, p. 37 +Shapechange [Infernal] - Evil, p. 27 +Shared Spellcasting [Metamagic] - Sovereign Stone Campaign Sourcebook, p. 63 +Sharp-Shooting [General] - Sword and Fist, p. 9 +Shield Charge [General] - Defenders of the Faith, p. 20 +Shield Expert [General] - Sword and Fist, p. 9 +Shield Proficiency [General] - Player's Handbook, p. 85 +Shot on the Run [General] - Player's Handbook, p. 85 +Side Step [General] - Mystic Warriors, p. 113 +Signature Skill [General] - Traps & Treachery, p. 38 +Signature Spell [General] - Forgotten Realms Campaign Setting, p. 37 +Silent Spell [Metamagic] - Player's Handbook, p. 85 +Silver Palm [General] - Forgotten Realms Campaign Setting, p. 37 +Silver Tongue [Ancestor] - Oriental Adventures, p. 65 +Simple Weapon Proficiency [General] - Player's Handbook, p. 85 +Skill Focus [General] - Player's Handbook, p. 85 +Smooth Talk [General] - Forgotten Realms Campaign Setting, p. 37 +Smooth Talk [Ancestor] - Oriental Adventures, p. 66 +Snake Blood [General] - Forgotten Realms Campaign Setting, p. 38 +Snatch Arrows [General] - Sword and Fist, p. 9 +Snatch Weapon [General] - Song and Silence, p. 40 +Soul of Honor [Ancestor] - Oriental Adventures, p. 66 +Soul of Loyalty [Ancestor] - Oriental Adventures, p. 66 +Soul of Sincerity [Ancestor] - Oriental Adventures, p. 66 +Speed of Thought [Psionic] - Psionics Handbook, p. 29 +Spell Focus [General] - Player's Handbook, p. 85 +Spell Girding [General] - Magic of Faerun, p. 22 +Spell Mastery [Special] - Player's Handbook, p. 85 (rules: p. 54) +Spell Penetration [General] - Player's Handbook, p. 85 +Spell Power [Ancestor] - Oriental Adventures, p. 66 +Spell Specialization [General] - Tome and Blood, p. 42 +Spell Thematics [General] - Magic of Faerun, p. 22 +Spellcaster Support [Ancestor] - Oriental Adventures, p. 66 +Spellcasting Prodigy [General] - Forgotten Realms Campaign Setting, p. 38 +Spellfire Wielder [General] - Magic of Faerun, p. 23 +Spirited Charge [General] - Player's Handbook, p. 85 +Split Psionic Ray [Metapsionic] - Dragon Magazine #287, p. 56 +Split Ray [Metamagic] - Tome and Blood, p. 42 +Spook Animals [Special] - Dragon Magazine d20 Special/Annual #6, p. 65 +Spring Attack [General] - Player's Handbook, p. 85 +Staggering Blow [General] - Dragon Magazine #279, p. 63 +Stand Still [Psionic] - Psionics Handbook, p. 29 +Stare-Down [General] - Scrollworks #11, p. 5 +Stealth [General] - Traps & Treachery, p. 39 +Stealthy [General] - Forgotten Realms Campaign Setting, p. 38 +Still Spell [Metamagic] - Player's Handbook, p. 85 +Stoic Composure [General] - Dragon Magazine #284, p. 123 +Street Smart [General] - Forgotten Realms Campaign Setting, p. 38 +Strength of the Charger [Ancestor] - Oriental Adventures, p. 66 +Strength of the Crab [Ancestor] - Oriental Adventures, p. 66 +Strength of Personality [Special] - Demonology, p. 41 +Strong Soul [General] - Forgotten Realms Campaign Setting, p. 38 +Strong Soul [Ancestor] - Oriental Adventures, p. 66 +Stunning Fist [General] - Player's Handbook, p. 85 +Stunning Roar [Kaiju] - Dragon Magazine #289, p. 70 +Subdual Substitution [Metamagic] - Tome and Blood, p. 42 +Subduing Strike [General] - Sovereign Stone Campaign Sourcebook, p. 63 +Subsonics [General] - Song and Silence, p. 40 +Subtle Charm [Special] - Touched by the Gods, p. 71 +Sunder [General] - Player's Handbook, p. 85 +Superior Expertise [General] - Oriental Adventures, p. 66 +Survival Instincts [General] - The Taan, p. 83 +Survivor [General] - Forgotten Realms Campaign Setting, p. 38 +Swarmfighting [General] - Dragon Magazine #285, p. 33 +Swift Twist Glance [General] - Mystic Warriors, p. 113 +Tail Attack [Special] - Dragon Magazine d20 Special/Annual #6, p. 61 +Talented [Psionic] - Psionics Handbook, p. 30 +Tattoo Focus [Special] - Forgotten Realms Campaign Setting, p. 38 +Taut Tug [General] - Mystic Warriors, p. 113 +Ten Animal Style [Special] - Creature Collection, p. 72 +Tenacious Magic [Metamagic] - Forgotten Realms Campaign Setting, p. 38 +Thick Hide [General] - The Taan, p. 83 +Thick Skin [General] - Dungeons, p. 82 +Thrall Master [Special] - Touched by the Gods, p. 71 +Throw Anything [General] - Sword and Fist, p. 9 +Thug [General] - Forgotten Realms Campaign Setting, p. 38 +Thunder Twin [General] - Forgotten Realms Campaign Setting, p. 38 +Thunderous Roar [Kaiju] - Dragon Magazine #289, p. 70 +Tinker [General] - Dungeons, p. 82 +Token Familiar [General] - Dragon Magazine #280, p. 62 +Toughness [General] - Player's Handbook, p. 85 +Track [General] - Player's Handbook, p. 85 +Trample [General] - Player's Handbook, p. 86 +Treetopper [General] - Forgotten Realms Campaign Setting, p. 38 +Trigger Power [Psionic] - Psionics Handbook, p. 30 +Trustworthy [General] - Song and Silence, p. 40 +Turn Outsider [Special] - Evil, p. 60 +Turn Resistance [General] - Mythic Races, p. 50 +Twin Power [Psionic] - Psionics Handbook, p. 30 +Twin Spell [Metamagic] - Tome and Blood, p. 42 +Twin Sword Style [Fighter, General] - Forgotten Realms Campaign Setting, p. 39 +Two-Weapon Fighting [General] - Player's Handbook, p. 86 +Tyrant [General] - Evil, p. 60 +Ultimate Feint [General] - Evil, p. 62 +Unavoidable Strike [Psionic] - Psionics Handbook, p. 30 +Unbalancing Strike [General] - Oriental Adventures, p. 66 +Undead Familiar [General] - Dragon Magazine #280, p. 62 +Undetectable Lie [Infernal] - Evil, p. 28 +Unholy Blessing [Infernal] - Evil, p. 28 +Unholy Strength [Infernal] - Evil, p. 28 +Unorthodox Flurry [Special] - Dragon Magazine #279, p. 63 +Unusual Background [General] - Diomin, p. 43 +Unyielding Aura [General] - Mythic Races, p. 69 +Up the Walls [Psionic] - Psionics Handbook, p. 30 +Upgrade Power [Psionic] - Dragon Magazine #287, p. 56 +Vengeful Strike [General] - Touched by the Gods, p. 109 +Vitus Kata [Mystic Warrior] - Mystic Warriors, p. 113 +Wall Breaker [General] - Dragon Magazine #285, p. 98 +Warrior Instinct [Ancestor] - Oriental Adventures, p. 66 +Warrior Shugenja [Ancestor] - Oriental Adventures, p. 66 +Warsinger [Special] - Touched by the Gods, p. 109 +Water-ken [General] - The Taan, p. 83 +Wealth [Infernal] - Evil, p. 29 +Weapon Expertise: Throwing Spear [General] - Ragnarok!, p. 10 +Weapon Finesse [General] - Player's Handbook, p. 86 +Weapon Focus [General] - Player's Handbook, p. 86 +Weapon Specialization [Special] - Player's Handbook, p. 86 (rules: p. 37) +Weapon-Catching [General] - Ragnarok!, p. 9 +Whirlwind Attack [General] - Player's Handbook, p. 86 +Widen Power [Metapsionic] - Dragon Magazine #287, p. 56 +Widen Spell [Metamagic] - Tome and Blood, p. 42 +Wish [Infernal] - Evil, p. 29 +Wrath of Calaam [Special] - Touched by the Gods, p. 59 +Zen Archery [General] - Sword and Fist, p. 9 diff -r 000000000000 -r 4385a7d0efd1 data/dnd3e/skills.txt diff -r 000000000000 -r 4385a7d0efd1 images/8ball.gif Binary file images/8ball.gif has changed diff -r 000000000000 -r 4385a7d0efd1 images/WAmisc7.ico Binary file images/WAmisc7.ico has changed diff -r 000000000000 -r 4385a7d0efd1 images/WAmisc9.ico Binary file images/WAmisc9.ico has changed diff -r 000000000000 -r 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designed to take away your +freedom to share and change it. By contrast, the GNU General Public +License is intended to guarantee your freedom to share and change free +software--to make sure the software is free for all its users. This +General Public License applies to most of the Free Software +Foundation's software and to any other program whose authors commit to +using it. (Some other Free Software Foundation software is covered by +the GNU Lesser General Public License instead.) You can apply it to +your programs, too. + + When we speak of free software, we are referring to freedom, not +price. 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IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING +WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR +REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, +INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING +OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED +TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY +YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER +PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE +POSSIBILITY OF SUCH DAMAGES. + + END OF TERMS AND CONDITIONS + + How to Apply These Terms to Your New Programs + + If you develop a new program, and you want it to be of the greatest +possible use to the public, the best way to achieve this is to make it +free software which everyone can redistribute and change under these terms. + + To do so, attach the following notices to the program. It is safest +to attach them to the start of each source file to most effectively +convey the exclusion of warranty; and each file should have at least +the "copyright" line and a pointer to where the full notice is found. + + + Copyright (C) + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License along + with this program; if not, write to the Free Software Foundation, Inc., + 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. + +Also add information on how to contact you by electronic and paper mail. + +If the program is interactive, make it output a short notice like this +when it starts in an interactive mode: + + Gnomovision version 69, Copyright (C) year name of author + Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, the commands you use may +be called something other than `show w' and `show c'; they could even be +mouse-clicks or menu items--whatever suits your program. + +You should also get your employer (if you work as a programmer) or your +school, if any, to sign a "copyright disclaimer" for the program, if +necessary. Here is a sample; alter the names: + + Yoyodyne, Inc., hereby disclaims all copyright interest in the program + `Gnomovision' (which makes passes at compilers) written by James Hacker. + + , 1 April 1989 + Ty Coon, President of Vice + +This General Public License does not permit incorporating your program into +proprietary programs. If your program is a subroutine library, you may +consider it more useful to permit linking proprietary applications with the +library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. \ No newline at end of file diff -r 000000000000 -r 4385a7d0efd1 myfiles/webfiles/Textures/Copyright Notice.txt --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/myfiles/webfiles/Textures/Copyright Notice.txt Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,12 @@ +The following images are Copyright Paul Bourke and are used with permission, All Rights Reserved. + +grass11.jpg +sandwave.jpg +steelpops11.jpg +versa_anigre.jpg +water06.jpg +water02.jpg + +The following image is Copyright StarFields and used with Fair Usage in mind, All Rights Reserved. + +grass-natural.jpg diff -r 000000000000 -r 4385a7d0efd1 myfiles/webfiles/Textures/grass-natural.jpg Binary file myfiles/webfiles/Textures/grass-natural.jpg has changed diff -r 000000000000 -r 4385a7d0efd1 myfiles/webfiles/Textures/grass11.jpg Binary file myfiles/webfiles/Textures/grass11.jpg has changed diff -r 000000000000 -r 4385a7d0efd1 myfiles/webfiles/Textures/sandwave.jpg Binary file myfiles/webfiles/Textures/sandwave.jpg has changed diff -r 000000000000 -r 4385a7d0efd1 myfiles/webfiles/Textures/steelpops11.jpg Binary file myfiles/webfiles/Textures/steelpops11.jpg has changed diff -r 000000000000 -r 4385a7d0efd1 myfiles/webfiles/Textures/versa_anigre.jpg Binary file myfiles/webfiles/Textures/versa_anigre.jpg has changed diff -r 000000000000 -r 4385a7d0efd1 myfiles/webfiles/Textures/water06.jpg Binary file myfiles/webfiles/Textures/water06.jpg has changed diff -r 000000000000 -r 4385a7d0efd1 myfiles/webfiles/Textures/water20.jpg Binary file myfiles/webfiles/Textures/water20.jpg has changed diff -r 000000000000 -r 4385a7d0efd1 orpg/__init__.py --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/orpg/__init__.py Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,2 @@ +__all__ = ['chat', 'dieroller', 'gametree','mapper', 'networking', 'tools', + 'main', 'minidom', 'orpg_version', 'orpg_windows', 'orpg_xml', 'pulldom' ] diff -r 000000000000 -r 4385a7d0efd1 orpg/chat/__init__.py diff -r 000000000000 -r 4385a7d0efd1 orpg/chat/chat_msg.py --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/orpg/chat/chat_msg.py Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,91 @@ +# Copyright (C) 2000-2001 The OpenRPG Project +# +# openrpg-dev@lists.sourceforge.net +# +# This program is free software; you can redistribute it and/or modify +# it under the terms of the GNU General Public License as published by +# the Free Software Foundation; either version 2 of the License, or +# (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program; if not, write to the Free Software +# Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. +# -- +# +# File: chat_msg.py +# Author: Ted Berg +# Maintainer: +# Version: +# $Id: chat_msg.py,v 1.15 2006/11/04 21:24:19 digitalxero Exp $ +# +# Description: Contains class definitions for manipulating messages +# +# + +__version__ = "$Id: chat_msg.py,v 1.15 2006/11/04 21:24:19 digitalxero Exp $" + +import orpg.orpg_xml +from chat_version import CHAT_VERSION + +CHAT_MESSAGE = 1 +WHISPER_MESSAGE = 2 +EMOTE_MESSAGE = 3 +INFO_MESSAGE = 4 +SYSTEM_MESSAGE = 5 +WHISPER_EMOTE_MESSAGE = 6 + +class chat_msg: + def __init__(self,xml_text=""): + self.chat_dom = None + self.takexml(xml_text) + + def __del__(self): + if self.chat_dom: + self.chat_dom.unlink() + + def toxml(self): + return orpg.orpg_xml.toxml(self.chat_dom) + + def takexml(self,xml_text): + xml_dom = orpg.orpg_xml.parseXml(xml_text) + node_list = xml_dom.getElementsByTagName("chat") + if len(node_list) < 1: + print "Warning: no elements found in DOM." + else: + if len(node_list) > 1: + print "Found more than one instance of <" + self.tagname + "/>. Taking first one" + self.takedom(node_list[0]) + + def takedom(self,xml_dom): + if self.chat_dom: + self.text_node = None + self.chat_dom.unlink() + self.chat_dom = xml_dom + self.text_node = orpg.orpg_xml.safe_get_text_node(self.chat_dom) + + def set_text(self,text): + text = orpg.orpg_xml.strip_text(text) + self.text_node._set_nodeValue(text) + + def set_type(self,type): + self.chat_dom.setAttribute("type",str(type)) + + def get_type(self): + return int(self.chat_dom.getAttribute("type")) + + def set_alias(self,alias): + self.chat_dom.setAttribute("alias",alias) + + def get_alias(self): + return self.chat_dom.getAttribute("alias") + + def get_text(self): + return self.text_node._get_nodeValue() + + def get_version(self): + return self.chat_dom.getAttribute("version") diff -r 000000000000 -r 4385a7d0efd1 orpg/chat/chat_util.py --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/orpg/chat/chat_util.py Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,163 @@ +# utility function; see Post() in chatwnd.py + +import re +import string + +#============================================ +# simple_html_repair(string) +# +# Crude html/xml parser/verifier. +# Catches many mistyped and/or malformed +# html tags and prevents them from causing +# issues with the chat display (see chatwnd.py) +# DOES NOT catch misused but properly formated +# html like