Taiolu Taiolu No Base Lowering True Neutral (Every Alignment At Once) None 4000 Click for Bio
Character Name PLAYER SCALING ALIGNMENT DEITY ACTION POINTS
Native 40 Legendary Heroes Human (Native Outsider) Medium / 5 ft. 5' 2" 107 lbs. Blindsense (60 ft.), Darkvision (60 ft.), Low-Light
PLANE MIGHT COMPARISON RACE SIZE / FACE HEIGHT WEIGHT VISION
800 Capped 10 Male Blue Black, Wavy
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
Outsider 40 / Monk 160 / Fighter 60 / Union Sentinel 90 / Brawler 5 / Rogue 35 / Bard 30 / Barbarian 110 / Wizard 70 / Eldritch Knight 70 / Red Dragon Disciple 40 / Legendary Dreadnought 90
CLASS
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
108 +49 108 +49
DEX
Dexterity
80 +35 80 +35
CON
Constitution
80 +35 80 +35
INT
Intelligence
62 +26 62 +26
WIS
Wisdom
66 +28 66 +28
CHA
Charisma
68 +29 68 +29

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
40000




 80/-
20/Epic 10/magic 

Walk 3000 ft.
Fly 150 ft. (Perfect)
AC
Armour Class
117 : 93 : 117 : 93 : 46 : 22 = 10 + 0 + 0 + 35 + 0 + 24 + 0 + 12 + 36
TOTAL TOUCH FLAT FLAT
TOUCH
IMMOBILE IMMOBILE
TOUCH
BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
INITIATIVE
Modifier
+43 = +35 + +8
TOTAL DEX MISC
BASE ATTACK
Bonus
+40/+35/+30/+25


0 +0 999  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude
Constitution
+113 = +24 + +55 + +0
+ +20
+ +34
+
Reflex
Dexterity
+105 = +18 + +55 + +0
+ +20
+ +32
+
Will
Wisdom
+100 = +20 + +48 + +0
+ +20
+ +32
+
CONDITIONAL MODIFIERS:
+47 bonus on Reflex saves made to avoid traps and a +47 dodge bonus to AC against attacks made by traps.
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+129/+124/+119/+114 = +40/+35/+30/+25
+ +49 + +0
+ 370
+ +40
+
RANGED
ATTACK BONUS
+115/+110/+105/+100 = +40/+35/+30/+25
+ +35 + +0
+ 370
+ +40
+
GRAPPLE
ATTACK BONUS
+133/+128/+123/+118 = +40/+35/+30/+25
+ +49 + +0
+ +0
+ +44
+
CONDITIONAL MODIFIERS:
Unarmed
TOTAL ATTACK BONUS DAMAGE CRITICAL
+138 (x40)
2d10+103
19-20/x2
NATURAL RANGE TYPE SIZE SPECIAL PROPERTIES
Unarmed Attack
5 ft.
B
M
 

Flurry of Blows
TOTAL ATTACK BONUS DAMAGE CRITICAL
+138 (x80)
2d10+103
19-20/x2
NATURAL RANGE TYPE SIZE SPECIAL PROPERTIES
Unarmed Attack
0 ft.
B
M
 

Bite
TOTAL ATTACK BONUS DAMAGE CRITICAL
+129 (x40)
1d6+74
20/x2
NATURAL RANGE TYPE SIZE SPECIAL PROPERTIES
Fangs
0 ft.
BPS
M
 

Claw
TOTAL ATTACK BONUS DAMAGE CRITICAL
+130 (x40)
1d4+49
20/x2
NATURAL RANGE TYPE SIZE SPECIAL PROPERTIES
Finger/Toe Tips
0 ft.
PS
M
 

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
SKILLS MAX
RANKS
803/401.5
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Appraise INT 112 = 26
+ 76
+ 10
  Autohypnosis WIS 116 = 28
+ 22
+ 66
  Balance DEX 240 = 35
+ 179
+ 26
  Bluff CHA 71 = 29
+ 28
+ 14
  Climb STR 500 = 49
+ 441
+ 10
  Concentration CON 200 = 35
+ 155
+ 10
  Control Shape WIS 68 = 28
+ 30
+ 10
  Craft (Alchemy) INT 283 = 26
+ 237
+ 20
  Craft (Armorsmithing) INT 89 = 26
+ 43
+ 20
  Craft (Blacksmithing) INT 73 = 26
+ 27
+ 20
  Craft (Bowmaking) INT 81 = 26
+ 35
+ 20
  Craft (Carpentry) INT 63 = 26
+ 17
+ 20
  Craft (Doll-Making) INT 81 = 26
+ 45
+ 10
  Craft (Dreamweaving) INT 59 = 26
+ 13
+ 20
  Craft (Gemcutting) INT 62 = 26
+ 16
+ 20
  Craft (Glassmaking) INT 50 = 26
+ 14
+ 10
  Craft (Leatherworking) INT 70 = 26
+ 24
+ 20
  Craft (Painting) INT 116 = 26
+ 70
+ 20
  Craft (Poison) INT 61 = 26
+ 21
+ 14
  Craft (Pottery) INT 116 = 26
+ 70
+ 20
  Craft (Sculpting) INT 126 = 26
+ 80
+ 20
  Craft (Shipmaking) INT 99 = 26
+ 53
+ 20
  Craft (Trapmaking) INT 93 = 26
+ 45
+ 22
  Craft (Untrained) INT 36 = 26
+ 0
+ 10
  Craft (Weaponsmithing) INT 107 = 26
+ 61
+ 20
  Craft (Woodworking) INT 56 = 26
+ 10
+ 20
  Decipher Script INT 212 = 26
+ 176
+ 10
  Diplomacy CHA 159 = 29
+ 54
+ 76
  Disable Device INT 93 = 26
+ 55
+ 12
  Disguise CHA 98 = 29
+ 45
+ 24
  Escape Artist DEX 141 = 35
+ 86
+ 20
  Forgery INT 132 = 26
+ 96
+ 10
  Gather Information CHA 108 = 29
+ 43
+ 36
  Handle Animal CHA 134 = 29
+ 95
+ 10
  Heal WIS 123 = 28
+ 85
+ 10
  Hide DEX 161 = 35
+ 116
+ 10
  Intimidate CHA 78 = 29
+ 19
+ 30
  Jump STR 2000 = 49
+ 737
+ 1214
  Knowledge (Anatomy) INT 54 = 26
+ 18
+ 10
  Knowledge (Antiques) INT 60 = 26
+ 24
+ 10
  Knowledge (Arcana) INT 536 = 26
+ 500
+ 10
  Knowledge (Architecture and Engineering) INT 101 = 26
+ 65
+ 10
  Knowledge (Astronomy) INT 126 = 26
+ 90
+ 10
  Knowledge (Court Protocol) INT 130 = 26
+ 94
+ 10
  Knowledge (Crime Lore) INT 88 = 26
+ 52
+ 10
  Knowledge (Dungeoneering) INT 133 = 26
+ 97
+ 10
  Knowledge (Geography) INT 113 = 26
+ 77
+ 10
  Knowledge (History) INT 113 = 26
+ 77
+ 10
  Knowledge (Law) INT 213 = 26
+ 177
+ 10
  Knowledge (Local) INT 151 = 26
+ 115
+ 10
  Knowledge (Military) INT 111 = 26
+ 75
+ 10
  Knowledge (Nature) INT 242 = 26
+ 150
+ 66
  Knowledge (Nobility and Royalty) INT 140 = 26
+ 104
+ 10
  Knowledge (Psionics) INT 67 = 26
+ 29
+ 12
  Knowledge (Religion) INT 72 = 26
+ 36
+ 10
  Knowledge (Sea Creatures) INT 66 = 26
+ 30
+ 10
  Knowledge (Streetwise) INT 124 = 26
+ 88
+ 10
  Knowledge (The Planes) INT 174 = 26
+ 138
+ 10
  Knowledge (Traps) INT 75 = 26
+ 39
+ 10
  Knowledge (Undead) INT 85 = 26
+ 49
+ 10
  Knowledge (Underearth) INT 95 = 26
+ 59
+ 10
  Listen WIS 100 = 28
+ 60
+ 12
  Loan 59 = 0
+ 49
+ 10
  Move Silently DEX 194 = 35
+ 149
+ 10
  Open Lock DEX 110 = 35
+ 65
+ 10
  Perform (Act) CHA 168 = 29
+ 115
+ 24
  Perform (Comedy) CHA 146 = 29
+ 93
+ 24
  Perform (Dance) CHA 159 = 29
+ 106
+ 24
  Perform (Keyboard Instruments) CHA 83 = 29
+ 30
+ 24
  Perform (Limericks) CHA 100 = 29
+ 57
+ 14
  Perform (Oratory) CHA 142 = 29
+ 89
+ 24
  Perform (Percussion Instruments) CHA 83 = 29
+ 30
+ 24
  Perform (Sing) CHA 112 = 29
+ 59
+ 24
  Perform (String Instruments) CHA 83 = 29
+ 30
+ 24
  Perform (Untrained) CHA 43 = 29
+ 0
+ 14
  Perform (Wind Instruments) CHA 83 = 29
+ 30
+ 24
  Profession (Farmer) WIS 73 = 28
+ 35
+ 10
  Profession (Herbalist) WIS 66 = 28
+ 28
+ 10
  Profession (Hunter) WIS 72 = 28
+ 34
+ 10
  Profession (Miner) WIS 64 = 28
+ 26
+ 10
  Profession (Nude Child Model) WIS 152 = 28
+ 114
+ 10
  Profession (Prostitute) WIS 153 = 28
+ 115
+ 10
  Profession (Sailor) WIS 58 = 28
+ 20
+ 10
  Profession (Siege Engineer) WIS 135 = 28
+ 97
+ 10
  Profession (Soldier) WIS 232 = 28
+ 194
+ 10
  Profession (Youth Leader) WIS 128 = 28
+ 90
+ 10
  Profession (Woodsman) WIS 59 = 28
+ 21
+ 10
  Psicraft INT 69 = 26
+ 25
+ 18
  Ride DEX 392 = 35
+ 311
+ 46
  Search INT 95 = 26
+ 49
+ 20
  Sense Motive WIS 84 = 28
+ 46
+ 10
  Sleight of Hand DEX `28 = 35
+ 67
+ 26
  Speak Language(Daemonic, Elven, Telepathy, Undercommon) 14 = 0
+ 4
+ 10
  Spellcraft INT 738 = 26
+ 640
+ 72
  Spot WIS 140 = 28
+ 100
+ 12
  Survival WIS 383 = 28
+ 345
+ 10
  Swim STR 432 = 49
+ 373
+ 10
  Tumble DEX 276 = 35
+ 157
+ 84
  Use Magic Device CHA 195 = 29
+ 156
+ 10
  Use Psionic Device CHA 61 = 29
+ 22
+ 10
  Use Rope DEX 99 = 35
+ 54
+ 10
◆ = Useable Untrained
CONDITIONAL MODIFIERS:

WEIGHT ALLOWANCE
Light 6 Kilotons Medium 12 Kilotons Heavy 18 Kilotons
Lift Over Head 18 Kilotons Lift Off Ground 36 Kilotons Push Or Drag 54 Kilotons

TEMPLATES
Assign Subtype ~ Augmented, Assign Subtype ~ Native, Base Race Type, Divine Rank, Divine Spellcasting, Divine Spellcasting (Adept), Divine Spellcasting (Assassin), Divine Spellcasting (Bard), Divine Spellcasting (Blackguard), Divine Spellcasting (Cleric), Divine Spellcasting (Druid), Divine Spellcasting (Paladin), Divine Spellcasting (Ranger), Divine Spellcasting (Sorcerer), Divine Spellcasting (Wizard), Paragon, Petitioner, Pseudonatural

SALIENT DIVINE ABILITIES
Alter Reality, Arcane Mastery, Automatic Metamagic, Clearsight, Divine Celerity, Divine Dodge, Divine Fast Healing, Divine Monk, Divine Rage, Divine Weapon Focus (Unarmed Strike), Divine Weapon Specialization (Unarmed Strike), Extra Energy Immunity (Cold, Fire), Free Move, Increased Spell Resitance, Instant Counterspell, Instant Move, Irresistible Blows, Rejuvenation, Speak with Creatures, Spontaneous Wizard Spells

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.





TAIOLU'S UNIFORM IS NUDITY
Art is TheLandOfOOO for Taiolu
Standard Outfit
Standard Outfit
Standard Outfit
Standard Outfit
Standard Outfit
Art is TheLandOfOOO for Taiolu
Art is Fairwind for Taiolu
Standard Outfit
Standard Outfit
Art is Fairwind for Taiolu
Art is TwoTails for Taiolu
Standard Outfit
Art is TwoTails for Taiolu
Art is Darkeshi for Taiolu
Standard Outfit
Standard Outfit
Art is Darkeshi for Taiolu
Art is DiDi for Taiolu
Standard Outfit
Art is DiDi for Taiolu
TAIOLU'S UNIFORM IS NUDITY
LANGUAGES
Abyssal, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Elven, Ignan, Infernal, Sylvan, Telepathy, Terran, Undercommon
PROFICIENCIES
Aclis, Angle Knife, Ankus, Axe (Carpenter's), Axe (Throwing), Bagh Nakh, Battleaxe, Bec de Corbin, Bite, Bladed Bow, Boulder, Claw, Club, Coconut, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Cutlass, Dagger, Dagger (Punching), Dart, Fakirs Horns, Falchion, Flail, Flail (Heavy), Flamberge, Flametongue, Flax, Gauntlet, Gauntlet (Spiked), Gauntlets (Clawed), Gladius, Glaive, Grapple, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Half Moon Spear, Hammer (Light), Handaxe, Harpoon, Harpoon (Whaling), Javelin, Kama, Karambit, Karvar, Khopesh, Kukri, Lance, Longbow, Longspear, Longsword, Mace (Heavy), Mace (Light), Morningstar, Nunchaku, Pick (Heavy), Pick (Light), Pike, Pilum, Quarterstaff, Ranseur, Rapier, Sai, Sap, Sawtooth, Scimitar, Scythe, Shieldbash (Heavy), Shieldbash (Light), Shortbow, Shortspear, Shuriken, Siangham, Sickle, Sling, Spear, Spells (Ray), Spells (Touch), Spider Throwing Knife, Spiked Armor, Spiked Helmet, Staff Sling, Sword (Bastard), Sword (Cane), Sword (Gauntlet), Sword (Short), Sword (Tulwar), Sword (Unicorn Horn), Sword-Pike, Trident, Unarmed Strike, War Rake, Waraxe (Dwarven), Warhammer, Whip
SPECIAL ATTACKS
Breath Weapon (Cone of Fire) (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     64 AP, 40d8 ~ DC 85 At 3rd level, a dragon disciple gains a minor breath weapon. The type and shape depend on the dragon variety whose heritage he enjoys (see below). Regardless of the ancestor, the breath weapon deals 2d8 points of damage of the appropriate energy type. At 7th level, the damage increases to 4d8, and when a disciple attains dragon apotheosis at 10th level it reaches its full power at 6d8. Regardless of its strength, the breath weapon costs 64 AP. Use all the rules for dragon breath weapons except as specified here. The DC of the breath weapon is 10 + class level + Con modifier. A cone-shaped breath weapon is 30 feet long.
Improved Grab (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, TypesSubtypesAbilities]
     If you hit with a melee weapon, you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. You have the option to conduct the grapple normally, or simply use the part of your body it used in the improved grab to hold the opponent at a -20 penalty on grapple checks, but are not considered grappled yourself.
Rage (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     (AP System) Bonuses when enraged (STR +4, CON +4, Will +2, AC -2, HP 1600)
Rotting Constriction (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Sneak Attack +20d6 [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     Your attack deals extra damage any time your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the you flank your target. This extra damage is 20d6. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You can sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
SPECIAL QUALITIES
Improved Divine Rejuvination [Custom]
     You can now be rejuvinated no matter where or how you die, including a violent end with old age magic in your home realm. This feat cannot be negated by anything, even epic and beyond abilities.
Greater Divine Rejuvination [Custom]
     If anything is to negate death. It instead slows the process of rejuvination by 1d20 times. You are immune to all abilities that would move your soul. All soul trap spells targeted to you automaticly criticly fail and the caster dies and is soul trapped. This feat cannot be negated by anything, even epic and beyond abilities.
Ability Boost (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on Table: The Dragon Disciple. These increases stack and are gained as if through level advancement.
Alternate Form (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Barroom Fury [Mongoose Publishing - Mongoose Publishing - Collector's Series - Quintessential Fighter]
     49 AP
Blindsense (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     Range 60; The creature has blindsense, a lesser ability that lets the creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
Blindsense (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, PrestigeClasses]
     At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using nonvisual senses the dragon disciple notices things it cannot see. He usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature. Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.
Bonus Feat [Wizards of the Coast - Revised (v.3.5) System Reference Document, PrestigeClasses]
     At 1st level, an eldritch knight may choose a bonus feat from the list of feats available to fighters. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats, including levels of fighter for the Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization feats.
Bonus Spells [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     Dragon disciples gain bonus spells as they gain levels in this prestige class, as if from having a high ability score, as given on Table: The Dragon Disciple. A bonus spell can be added to any level of spells the disciple already has the ability to cast. If a character has more than one spellcasting class, he must decide to which class he adds each bonus spell as it is gained. Once a bonus spell has been applied, it cannot be shifted.
Damage Reduction (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Fast Movement (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn.
Greater Rage (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     At 11th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.
Indomitable Will (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.
Mighty Rage (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     At 20th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2.
Rage (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     A barbarian can fly into a rage a certain conditions. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. 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 his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below). A barbarian can fly into a rage only once per encounter. Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.
Tireless Rage (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage.
Weapon and Armor Proficiency [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Bardic Knowledge [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     A bard may make a special bardic knowledge check with a bonus +60 [equal to his bard level + his Intelligence modifier] to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
Bardic Music [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     25 AP, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks. Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
Countersong (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical attack may use the Bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.
Fascinate (Sp) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Competence (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Bard. The bard must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the Bard's music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can't inspire competence in himself. Inspire competence is a mind-affecting ability.
Inspire Courage (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +4 morale bonus on saving throws against charm and fear effects and a +4 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Greatness (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
Inspire Heroics (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
Mass Suggestion (Sp) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
Song of Freedom (Sp) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character's bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can't use song of freedom on himself.
Spells [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier. Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Bard. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Bard Spells Known indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on Table: Bard Spells Known are fixed.) Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.
Suggestion (Sp) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the Bard's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn't count against a Bard's daily limit on Bardic music performances. A Will saving throw (DC 10 + 1/2 Bard's level + Bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Weapon and Armor Proficiency [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Bonus Feats [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.
Weapon and Armor Proficiency [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Abundant Step (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, for 81 AP. Her caster level for this effect is one-half her monk level (rounded down).
AC Bonus (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Bonus Feat [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.
Diamond Body (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     At 11th level, a monk gains immunity to poisons of all kinds.
Diamond Soul (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.
Empty Body (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     At 19th level, a monk gains the ability to assume an ethereal state for 36 AP Per Round, as though using the spell etherealness.
Evasion (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Flurry of Blows (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows. When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x 1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can't use any weapon other than a special monk weapon as part of a flurry of blows. In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so. When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Improved Evasion (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     At 9th level, a monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Ki Strike (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     At 4th level, a monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Perfect Self [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.
Purity of Body (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
Quivering Palm (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Slow Fall (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     At 4th level or higher, a monk within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
Still Mind (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Timeless Body (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, 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 (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     A monk of 17th level or higher can speak with any living creature.
Unarmed Strike [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
Weapon and Armor Proficiency [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
Wholeness of Body (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     At 7th level or higher, a monk can heal her own wounds. She can convert 1 action point into 3 hit points.
Weapon and Armor Proficiency [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Trapfinding [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     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, or 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 study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Special Abilities [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options. Crippling Strike, Defensive Roll, Improved Evasion, Opportunist, Skill Mastery, Slippery Mind, Feat.
Defensive Roll (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. At the cost of 64 AP, when she would be reduced to 0 or fewer hit points 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. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll-if she is denied her Dexterity bonus to AC, she can't use this ability. 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 (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Opportunist (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     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 attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.
Slippery Mind (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Bonus Feats [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
Bonus Languages [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.
Familiar [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     A wizard can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the information on Familiars below for details.
Scribe Scroll [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Spellbooks [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to her own.
Spells [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     A wizard casts arcane spells which are drawn from the sorcerer/ wizard spell list. A wizard must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her 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.
Weapon and Armor Proficiency [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.
Claws and Bite (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, PrestigeClasses]
     At 2nd level, a dragon disciple gains claw and bite attacks if he does not already have them. Use the values below or the disciple's base claw and bite damage values, whichever are greater.
Combat Awareness [Mongoose Publishing - Mongoose Publishing - Collector's Series - Quintessential Fighter]
     can't be flanked
Constant Insight (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Darkvision (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Divine Rank [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     40
Divine Speed [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Dragon Apotheosis [Wizards of the Coast - Revised (v.3.5) System Reference Document, PrestigeClasses]
     At 10th level, a dragon disciple takes on the half-dragon template. His breath weapon reaches full strength (as noted above), and he gains +4 to Strength and +2 to Charisma. His natural armor bonus increases to +4, and he acquires low-light vision, 60-foot darkvision, immunity to sleep and paralysis effects, and immunity to the energy type used by his breath weapon (see above).
Fast Healing (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, TypesSubtypesAbilities]
     You regain 110 hit points per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts.
Feat Bonus [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     1 extra feat at 1st level.
Grant Spells (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Human Racial Traits (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     4 extra skill points at 1st level and 1 extra skill point at each additional level. 1 extra feat at 1st level.
Immortal (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Immunity to Ability Damage (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You are never subject to Ability Damage
Immunity to Ability Drain (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You are never subject to Ability Drain
Immunity To Acid (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You never take Acid damage
Immunity To Cold (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You never take Cold damage
Immunity To Electricity (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You never take Electricity damage
Immunity To Energy Drain (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You can never be energy drained
Immunity To Fire (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You never take Fire damage
Immunity To Mind-Affecting (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You are never subject to mind-affecting effects
Immunity To Paralysis (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You can never be paralysed
Immunity To Sleep (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You are never subject to sleep effects
Immunity To Transmutation (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You can never be transmutated
Imprisonment (Sp) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     17/week
Improved Uncanny Dodge (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     Character can no longer be flanked; you can react to opponents on opposite sides of you as easily as you can react to a single attacker. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has uncanny dodge levels [Rogue Level 149]. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Low-Light Vision (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Natural Armor Increase (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, PrestigeClasses]
     At 1st, 4th, and 7th level, a gains an increase to the character's existing natural armor (if any), as indicated on Table: The Dragon Disciple (the numbers represent the total increase gained to that point). As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect.
Natural Weapons Treated as Epic (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Permanency Spell / Comprehend Languages (20) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     Self Only, (500XP), Caster Level 20. You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page [250 words] per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic [such as the secret page and illusory script spells]. It does not decipher codes or reveal messages concealed in otherwise normal text.
Permanency Spell / Detect Magic (20) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    

Self Only, (500XP), Caster Level 20. You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. [Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.]

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.

|--------- Aura Power ---------

Spell or Object |Faint |Moderate |Strong |Overwhelming

Functioning spell [spell level] |3rd or lower |4th-6th |7th-9th |10th+ [deity-level]

Magic item [caster level] |5th or lower |6th-11th |12th-20th |21st+ [artifact]

Lingering Aura: A magical aura lingers after its original source dissipates [in the case of a spell] or is destroyed [in the case of a magic item]. If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim [even weaker than a faint aura]. How long the aura lingers at this dim level depends on its original power:

Original Strength |Duration of Lingering Aura

Faint |1d6 rounds

Moderate |1d6 minutes

Strong |1d6x10 minutes

Overwhelming |1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.

Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Permanency Spell / Greater Magic Fang (20) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     (1,500XP), Caster Level 20. This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels [maximum +5]. Alternatively, you may imbue all of the creature's natural weapons with a +1 enhancement bonus [regardless of your caster level].
Permanency Spell / Read Magic (20) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     Self Only, (500XP), Caster Level 20. By means of read magic, you can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page [250 words] per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check [DC 10 + spell level].
Permanency Spell / Resistance (20) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     (500XP), Caster Level 20. You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Permanency Spell / See Invisibility (20) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     Self Only, (1,000XP), Caster Level 20. You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures. The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
Permanency Spell / Tongues (20) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     Self Only, (1,500XP), Caster Level 20. This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.
Portal Guardian (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     16 AP
Resistance To Sonic (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You may ignore 1075 points of Sonic damage each time you take Sonic damage
Shrug Off Punishment (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Skill Bonus [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     4 extra skill points at 1st level and 1 extra skill point at each additional level.
Spells per Day [Wizards of the Coast - Revised (v.3.5) System Reference Document, PrestigeClasses]
     From 2nd level on, when a new eldritch knight level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane 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. This essentially means that she adds the level of eldritch knight to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class before she became an eldritch knight, she must decide to which class she adds each level of eldritch knight for the purpose of determining spells per day.
Surprise Guard [Mongoose Publishing - Mongoose Publishing - Collector's Series - Quintessential Fighter]
    
Thick Skinned (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Trap Sense +47 (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You gain an intuitive sense that alerts you to danger from traps, giving you a +47 bonus on Reflex saves made to avoid traps and a +47 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     Character retains their Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, they still loses his Dexterity bonus to AC if immobilized.
Unmovable (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     9 AP
Unstoppable (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     9 AP
Weapon and Armor Proficiency [Wizards of the Coast - Revised (v.3.5) System Reference Document, PrestigeClasses]
     Dragon disciples gain no proficiency with any weapon or armor.
Weapon and Armor Proficiency [Wizards of the Coast - Revised (v.3.5) System Reference Document, PrestigeClasses]
     Eldritch knights gain no proficiency with any weapon or armor.
Wings (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
FEATS
Additional Magic Item Space (AMULET, ARMOR, BELT, BOOT, BRACER, CAPE, EYEGEAR, GLOVE, HANDS, HEADGEAR, LEGS, RING, ROBE, SHIRT, SUIT) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You can now wear one more magic item of a chosen type and gain its benefit.
Aid Spellcasting [Malhavoc Press - Malhavoc Press - The Complete Book of Eldritch Might, p.19]
    You add your knowledge and power to the casting of an allied arcanist's spell.
Alertness [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You get a +2 bonus on all Listen checks and Spot checks.
Armor Skin (15x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    Gain a +1 natural armor bonus.
Augmented Alchemy [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    Create more powerful alchemical items by adding to the DC and cost.
Automatic Quicken Spell (15x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You may cast all level 0 through level 45 spells as quickened spells without using higher-level spell slots.
Automatic Silent Spell (15x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You may cast all level 0 through level 45 spells as silent spells without using higher-level spell slots.
Automatic Still Spell (15x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You may cast all level 0 through level 45 spells as stilled spells without using higher-level spell slots.
Blackout [Reality Deviant Publications - Critical Feats, p.4]
    Fort Save DC 460
Blind-Fight [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
Blinding Speed (23x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You can act as if hasted for 4 AP Per Round.
Brew Potion [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures.
Chaotic Mind [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    The turbulence of your thoughts prevents others from gaining insight into your actions.
Cleave [Revised (v.3.5) System Reference Document, Feats]
    If you deal a creature enough damage to make it drop, you get an immediate, extra melee attack against another creature within reach. You can use this ability once per round.
Clever Designer [Mongoose Publishing - Mongoose Publishing - Collector's Series - Quintessential Rogue, p.48]
    You have a talent for producing traps that are hard to detect and difficult to disarm.
Combat Casting [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
Combat Expertise [Revised (v.3.5) System Reference Document, Feats]
    When you use the attack action or the full attack action in melee, you can take a penalty of as much as 5 on your attack roll and add the same number as a dodge bonus to your Armor Class.
Combat Reflexes [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You may make a number of additional attacks of opportunity equal to your Dexterity bonus.
Consume Spell [Malhavoc Press - Malhavoc Press - The Complete Book of Eldritch Might, p.19]
    You counter a spell and absorb the energy unleashed to power another spell.
Craft Construct [Wizards of the Coast - Revised (v.3.5) System Reference Document, MonsterFeats]
    A creature with this feat can create any construct whose prerequisites it meets.
Craft Epic Magic Arms and Armor [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You can craft magic arms and armor which exceed the normal limits for such items.
Craft Epic Rod [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You can craft rods that exceed the normal limits for such items.
Craft Epic Staff [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You can craft staffs that exceed the normal limits for such items.
Craft Epic Wondrous Item [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You can craft wondrous items that exceed the normal limits for such items.
Craft Magic Arms and Armor [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You can create any magic weapon, armor, or shield whose prerequisites you meet.
Craft Matrix [Mongoose Publishing - Mongoose Publishing - Collector's Series - Quintessential Rogue, p.49]
    Using your knowledge of magical devices, you are capale of crafting physical vessels for magical energy.
Craft Rod [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You can create any rod whose prerequisites you meet.
Craft Staff [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You can create any staff whose prerequisites you meet.
Craft Wand [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You can create a wand of any 4th-level or lower spell that you know.
Craft Wondrous Item [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You can create any wondrous item whose prerequisites you meet.
Damage Reduction (17x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You gain a damage reduction of 3/-.
Defensive Fighter [Mongoose Publishing - Mongoose Publishing - Collector's Series - Quintessential Fighter, p.36]
    You are greatly skilled at defensive fighting and can hold off enemies whilst striking effectively.
Deflect Arrows [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it.
Devastating Critical (Unarmed Strike) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    If you score a critical hit with the chosen weapon, the creature struck must save or die (DC 459)
Dire Charge [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    If you charge in the first round of combat, you may make a full attack against the charged opponent.
Disguise Spell [Wizards of the Coast - Revised (v.3.5) System Reference Document, DivineAbilitiesandFeats]
    You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into its music and performances so that others rarely catch you in the act of casting a spell.
Distract Fighter [Mongoose Publishing - Mongoose Publishing - Collector's Series - Quintessential Fighter, p.36]
    You can throw enemeies off balance and reduce the effectiveness of their attacks.
Dodge [Revised (v.3.5) System Reference Document, Feats]
    During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent.
Empower Spell [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    All variable, numeric effects of an empowered spell are increased by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level.
Endurance [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You gain a +4 bonus on checks relating to stamina or extended physical activity. Also, you may sleep in light or medium armor without becoming fatigued.
Energy Resistance ~ Acid (2x) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    You gain energy resistance to acid energy.
Energy Resistance ~ Electricity (2x) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    You gain energy resistance to electrical energy.
Energy Resistance ~ Sonic (4x) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    You gain energy resistance to sonic energy.
Enhance Spell [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    The damage cap for your spells increases by 10 dice (for spells that deal a number of dice of damage) or by 5 dice (for spells that deal a number of dice of damage equal to half the caster level).
Enlarge Spell [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell's actual level. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.
Epic Leadership [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You attract a more powerful cohort and followers.
Epic Reputation [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You gain a +4 bonus on Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks.
Epic Spell Penetration [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You get a +2 bonus on caster level checks to beat a creature's spell resistance.
Epic Strike [Reality Deviant Publications - Critical Feats, p.6]
    
Epic Weapon Focus (Unarmed Strike) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    Add a +2 bonus to all attack rolls you make using the selected weapon.
Epic Weapon Specialization (Unarmed Strike) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    Add +4 to all damage you deal using the selected weapon. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet.
Exceptional Deflection [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You can deflect any ranged attacks (including spells that require ranged touch attacks) as if they were arrows.
Expert Grappler [Mongoose Publishing - Mongoose Publishing - Collector's Series - Quintessential Fighter, p.37]
    You are an expert in bringing down opponants whilst unarmed.
Extended Life Span (80x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    Add one-half the maximum result of your race's maximum age modifier to your normal middle age, old, and venerable age categories. This feat can't lower your current age category.
Extend Spell [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.
Fast Healing (30x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You gain fast healing 110, or your existing fast healing increases by 110
Flat-Footed Strike [Reality Deviant Publications - Critical Feats, p.6]
    
Flyby Attack [Wizards of the Coast - Revised (v.3.5) System Reference Document, MonsterFeats]
    When flying, the creature can take a move action (including a dive) and another standard action at any point during the move.
Forge Ring [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You can create any ring whose prerequisites you meet.
Great Cleave [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    This feat works like Cleave, except that there is no limit to the number of times you can use it per round.
Greater Spell Focus (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation, Universal) [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
Greater Spell Penetration [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You get a +2 bonus on caster level checks made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.
Greater Two-Weapon Fighting [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You get a third attack with your off-hand weapon, albeit at a -10 penalty.
Greater Weapon Focus (Unarmed Strike) [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.
Greater Weapon Specialization (Unarmed Strike) [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization.
Great Fortitude [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You get a +2 bonus on all Fortitude saving throws.
Gut Wrench [Reality Deviant Publications - Critical Feats, p.7]
    Fort Save DC 460
Hover [Wizards of the Coast - Revised (v.3.5) System Reference Document, MonsterFeats]
    When flying, the creature can halt its forward motion and hover in place as a move action.
Improved Bull Rush [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.
Improved Called Shot [Mongoose Publishing - Mongoose Publishing - Collector's Series - Quintessential Fighter, p.38]
    You are exceptionally good at attacking your foes with the intent to cripple instead of slay.
Improved Combat Casting [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You don't incur attacks of opportunity for casting spells when threatened.
Improved Combat Reflexes [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    There is no limit to the number of attacks of opportunity you can make in one round.
Improved Counterspell [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
Improved Critical (Unarmed Strike) [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    When using the weapon you selected, your threat range is doubled.
Improved Disarm [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.
Improved Familiar [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.
Improved Feint [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You can make a Bluff check to feint in combat as a move action.
Improved Flyby Attack [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    If the standard action taken by you during a round in which you use your Flyby Attack is a melee attack, you provokes no attacks of opportunity from moving out of squares threatened by your target.
Improved Grapple [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
Improved Initiative [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You get a +4 bonus on initiative checks.
Improved Metamagic [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    The spell slot you must use to cast a metamagic spell is one level lower than normal
Improved Multiple Strikes [Reality Deviant Publications - Critical Feats, p.8]
    
Improved Overrun [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.
Improved Share Spells [Alea Publishing Group - A Question of Loyalty: A Guidebook to Military Orders, p.24]
    Your bond between you and your companion has strengthened.
Improved Spell Resistance (2x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    Your spell resistance increases by +2.
Improved Stunning Fist [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    Add +2 to the DC of your stunning attack
Improved Trip [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed and gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent.
Improved Two-Weapon Fighting [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty.
Improved Unarmed Strike [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You are considered to be armed even when unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
Improved Weapon Focus (Unarmed Strike) [Mongoose Publishing - Mongoose Publishing - Collector's Series - Quintessential Fighter, p.38]
    You weild your chosen weapon with the ease of a master.
Infinite Deflection [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You may perform any number of deflections each round, as the Deflect Arrows feat.
Iron Palm [Reality Deviant Publications - Critical Feats, p.8]
    
Lace Spell: Elemental Energies (Acid, Cold, Electricity, Fire, Sonic) [Malhavoc Press - Malhavoc Press - The Complete Book of Eldritch Might, p.22]
    You can add more damage to the spells you cast by lacing them with elemental energy.
Lace Spell: Enemy Bane (Aberrations, Chaotic Outsiders, Dragons, Elementals, Evil Outsiders, Good Outsiders, Lawful Outsiders) [Malhavoc Press - Malhavoc Press - The Complete Book of Eldritch Might, p.22]
    You can add more damage to the spells you cast when you cast them upon a chosen enemy.
Lace Spell: Holy/Unholy [Malhavoc Press - Malhavoc Press - The Complete Book of Eldritch Might, p.23]
    By lacing them with energy, you can add potency to the spells you cast against good or evil targets.
Lace Spell: Lawful/Chaotic [Malhavoc Press - Malhavoc Press - The Complete Book of Eldritch Might, p.23]
    By lacing them with energy, you can add potency to the spells you cast against lawful or chaotic targets.
Lace Spell: Resistant [Malhavoc Press - Malhavoc Press - The Complete Book of Eldritch Might, p.23]
    You make your spell more potent and harder to dispel.
Leadership [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    Having this feat enables you to attract loyal companions and devoted followers, subordinates who assist you. Cohort Level=-2 Level 1 Followers=0 Level 2 Followers=0 Level 3 Followers=0 Level 4 Followers=0 Level 5 Followers=0 Level 6 Followers=0
Legendary Climber [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You can ignore any check penalties applied for accelerated climbing or rapid climbing.
Legendary Leaper [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You can make a running jump after only moving 5 feet in a straight line.
Legendary Rider [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You don't take a penalty on Ride checks when riding a mount without a saddle (bareback) and you never need to make a Ride check to control a mount in combat.
Maximize Spell [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.
Mighty Strike [Reality Deviant Publications - Critical Feats, p.9]
    
Mobility [Revised (v.3.5) System Reference Document, Feats]
    You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area.
Multiple Strikes [Reality Deviant Publications - Critical Feats, p.9]
    
Multiple Strikes Mastery [Reality Deviant Publications - Critical Feats, p.9]
    Fort Save DC 11 + damage
Multispell (20x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You may cast 40 additional quickened spells in a round.
Music of the Gods [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    Your bardic music can affect even those normally immune to mind-affecting effects.
Overwhelming Critical (Unarmed Strike) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You deal extra damage on a successful critical hit
Penetrate Damage Reduction (Adamantine, Bludgeoning, Chaotic, Epic, Evil, Good, Lawful, Magic, Silver, Slashing) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    Your melee weapons (including natural weapons) are treated as being crafted from the chosen special material for the purposes of bypassing the damage reduction.
Perfect Two-Weapon Fighting [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You can make as many attacks with your off-hand weapon as with your primary weapon, using the same base attack bonus.
Permanent Emanation (Aura of No Effect) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    Designate any one of your spells whose area is an emanation from you. This spell's effect is permanent.
Persistent Spell [Wizards of the Coast - Revised (v.3.5) System Reference Document, DivineAbilitiesandFeats]
    A persistent spell has a duration of 24 hours.
Poison Craftsman [Mongoose Publishing - Mongoose Publishing - Collector's Series - Quintessential Rogue, p.51]
    You are an experienced crafter of venom and other lethal chemicals.
Polyglot [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You can speak all languages. If you are literate, you can also read and write all languages (not including magical script).
Power Attack [Revised (v.3.5) System Reference Document, Feats]
    On your action, before making attack rolls for a round, you may choose to subtract up to 40 from all melee attack rolls and add the same number to all melee damage rolls.
Quicken Spell [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    Casting a quickened spell is an swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity. Special: This feat can't be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action.
Reach Spell [Wizards of the Coast - Revised (v.3.5) System Reference Document, DivineAbilitiesandFeats]
    You may cast a spell that normally has a range of touch at any distance up to 30 feet.
Reactive Countersong [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You can begin a countersong at any time, even when it isn't your turn.
Reckless Attack [Mongoose Publishing - Mongoose Publishing - Collector's Series - Quintessential Fighter, p.39]
    You attack with a crazed pattern that grants you powerful swings.
Reflect Arrows [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    When you deflect an arrow or other ranged attack, the attack is reflected back upon the attacker at your base ranged attack bonus.
Rend Armor [Reality Deviant Publications - Critical Feats, p.10]
    
Repeat Spell [Wizards of the Coast - Revised (v.3.5) System Reference Document, DivineAbilitiesandFeats]
    A repeated spell is automatically cast again at the beginning of your next round of actions.
Rest in Armour [Mongoose Publishing - Mongoose Publishing - Collector's Series - Quintessential Fighter, p.39]
    You are unable to resist the effects of sleeping in armor for many days.
Riposte [Reality Deviant Publications - Critical Feats, p.10]
    
Run [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    When running, you move five times your normal speed or four times your speed (if wearing medium or heavy armor or carrying a medium or heavy load). If you make a jump after a running start, you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.
Sacred Spell [Wizards of the Coast - Revised (v.3.5) System Reference Document, DivineAbilitiesandFeats]
    Half of the damage dealt by a sacred spell results directly from divine power and is therefore not subject to being reduced by protection from energy or similar magic.
Scribe Epic Scroll [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You can scribe scrolls that exceed the normal limits for such items.
Scribe Generic Spellbook [12 to Midnight/Silven Crossroads - 50 New Ways to Blow Things Up - Starlanko the Magnificent's Big Book of Evocations, p.41]
    Spells you copy into a spellbook are far easier to comprehend.
Scribe Scroll [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You can create a scroll of any spell that you know.
Silent Spell [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level. Special: Bard spells cannot be enhanced by this metamagic feat.
Snatch Arrows [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use. You must have at least one hand free to use this feat.
Speedy Trapper [Mongoose Publishing - Mongoose Publishing - Collector's Series - Quintessential Rogue, p.51-52]
    You are an expert at using improvised tools and materials to build simple traps.
Spell Focus (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation, Universal) [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Spell Mastery (Aura of No Effect) [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook.
Spell Penetration [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
Spring Attack [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
Still Spell [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell's actual level.
Stunning Fist [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    1 AP you may stun an opponant with a carefully placed unarmed attack (DC 440)
Subliminal Spellcasting [Malhavoc Press - Malhavoc Press - The Complete Book of Eldritch Might, p.25]
    You cast a spell so subtly as to make it extremely difficult to detect that it even happened.
Subtle Scrying [Malhavoc Press - Malhavoc Press - The Complete Book of Eldritch Might, p.25]
    You are harder to detect when you are scrying someone.
Superior Expertise [Wizards of the Coast - Revised (v.3.5) System Reference Document, DivineAbilitiesandFeats]
    When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your attack and add to your AC can be any number that does not exceed your base attack bonus.
Superior Initiative [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You get a +8 bonus on initiative checks.
Tenacious Magic (Aura of No Effect) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    Choose one spell you know or spell-like ability you possess. Whenever the chosen form of magic would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds.
Toughness [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You gain +3 hit points.
Trapmaster [Mongoose Publishing - Mongoose Publishing - Collector's Series - Quintessential Rogue, p.52]
    You are an expert at both building and disarming traps.
Trap Sense [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    If you pass within 5 feet of a trap, you are entitled to a Search check to notice it as if you were actively looking for it.
Two-Weapon Fighting [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
Weapon Finesse [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Weapon Focus (Unarmed Strike) [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You gain a +1 bonus on all attack rolls you make using the selected weapon.
Weapon Specialization (Unarmed Strike) [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You gain a +2 bonus on all damage rolls you make using the selected weapon.
Widen Spell [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%. A widened spell uses up a spell slot three levels higher than the spell's actual level. Spells that do not have an area of one of these four sorts are not affected by this feat.
Wingover [Wizards of the Coast - Revised (v.3.5) System Reference Document, MonsterFeats]
    A flying creature with this feat can change direction quickly once each round as a free action.

Innate Spell-like Abilities
Blur
DC: 41
Save: Will negates (harmless)
Time: 1 standard action, at will
Duration: 20 minutes [D]
Rng: Touch
Comp: V
SR: Yes (harmless)
School: Illusion
Effect:  Attacks miss subject 20% of the time.
Source:  RSRD SpellsA-B
Target Area:   Creature touched
Caster Level:   20
Dimension Door
DC: 43
Save: None and Will negates (object)
Time: 1 standard action, at will
Duration: Instantaneous
Rng: Long (1200 ft.)
Comp: V
SR: No and Yes (object)
School: Conjuration
Effect:  Teleports you short distance.
Source:  RSRD SpellsD-E
Target Area:   You and touched objects or other touched willing creatures
Caster Level:   20
Shield
Save: None
Time: 1 standard action, at will
Duration: 20 minutes [D]
Rng: Personal
Comp: V, S
SR: No
School: Abjuration
Effect:  Invisible disc gives +4 to AC, blocks magic missiles.
Source:  RSRD SpellsS
Target Area:   You
Caster Level:   20
Unhallow
DC: 44
Save: See text
Time: 24 hours, at will
Duration: Instantaneous
Rng: Touch
Comp: V, S, M
SR: See text
School: Evocation
Effect:  Designates location as unholy.
Source:  RSRD SpellsT-Z
Target Area:   40-ft. radius emanating from the touched point
Caster Level:   20


Union Sentinel Spells AP COST 16
Portal Guardian Ability AP COST 16
Imprisonment Ability AP COST 100
Dimensional Anchor
Save: None
Time: 1 standard action
Duration: 15 minutes
Rng: Medium (250 ft.)
Comp: V, S
SR: Yes (object)
School: Abjuration
Effect:  Bars extradimensional movement.
Source:  RSRD SpellsD-E
Target Area:   Ray
Caster Level:   15
Forcecage
Save: None
Time: 1 standard action
Duration: 40 hours [D]
Rng: Close (75 ft.)
Comp: V, S, M
SR: No
School: Evocation
Effect:  Cube or cage of force imprisons all inside.
Source:  RSRD SpellsF-G
Target Area:   Barred cage 20 or windowless cell 10
Caster Level:   20
Freedom
DC: 48
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (70 ft.)
Comp: V, S
SR: Yes
School: Abjuration
Effect:  Releases creature from imprisonment.
Source:  RSRD SpellsF-G
Target Area:   One creature
Caster Level:   18
Knock
Save: None
Time: 1 standard action
Duration: Instantaneous; see text
Rng: Medium (250 ft.)
Comp: V
SR: No
School: Transmutation
Effect:  Opens locked or magically sealed door.
Source:  RSRD SpellsH-L
Target Area:   One door, box, or chest with an area of up to 10 sq. ft./level
Caster Level:   15
Sending
Save: None
Time: 10 minutes
Duration: 15 round; see text
Rng: See text
Comp: V, S, M/DF
SR: No
School: Evocation
Effect:  Delivers short message anywhere, instantly.
Source:  RSRD SpellsS
Target Area:   One creature
Caster Level:   15
Shield of Law
DC: 47
Save: See text
Time: 1 standard action
Duration: 15 rounds [D]
Rng: 20 ft.
Comp: V, S, F
SR: Yes (harmless)
School: Abjuration
Effect:  +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Source:  RSRD SpellsS
Target Area:   15 creatures in a 20-ft.-radius burst centered on you
Caster Level:   15


Permanency Spell Spell-like Abilities
Comprehend Languages
Save: None
Time: 1 standard action, at will
Duration: 200 minutes
Rng: Personal
Comp: V, S, M/DF
SR: No
School: Divination
Effect:  You understand all spoken and written languages.
Source:  RSRD SpellsC
Target Area:   You
Caster Level:   20
Detect Magic
Save: None
Time: 1 standard action, at will
Duration: Concentration, up to 20 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
Effect:  Detects spells and magic items within 60 ft.
Source:  RSRD SpellsD-E
Target Area:   Cone-shaped emanation
Caster Level:   20
Magic Fang, Greater
DC: 12
Save: Will negates (harmless)
Time: 1 standard action, at will
Duration: 20 hours
Rng: Close (75 ft.)
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
Effect:  One natural weapon of subject creature gets +5 on attack and damage rolls.
Source:  RSRD SpellsM-O
Target Area:   One living creature
Caster Level:   20
Read Magic
Save: None
Time: 1 standard action, at will
Duration: 200 minutes
Rng: Personal
Comp: V, S, F
SR: No
School: Divination
Effect:  Read scrolls and spellbooks.
Source:  RSRD SpellsP-R
Target Area:   You
Caster Level:   20
Resistance
DC: 12
Save: Will negates (harmless)
Time: 1 standard action, at will
Duration: 1 minute
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Abjuration
Effect:  Subject gains +1 on saving throws.
Source:  RSRD SpellsP-R
Target Area:   Creature touched
Caster Level:   20
See Invisibility
Save: None
Time: 1 standard action, at will
Duration: 200 minutes [D]
Rng: Personal
Comp: V, S, M
SR: No
School: Divination
Effect:  Reveals invisible creatures or objects.
Source:  RSRD SpellsS
Target Area:   You
Caster Level:   20
Tongues
DC: 12
Save: Will negates (harmless)
Time: 1 standard action, at will
Duration: 200 minutes
Rng: Touch
Comp: V, M/DF
SR: No
School: Divination
Effect:  Speak any language.
Source:  RSRD SpellsT-Z
Target Area:   Creature touched
Caster Level:   20


Wizard Costs AUTOMATIC SILENT + STILL + QUICKENED + SPONTANIOUS
LEVEL 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
AP COST 1 4 9 16 25 36 49 64 81 100 121 144 169 196 225 256 289 324 361 400 441 484 529 576 625 676 729 784 841 900 961 1024 1089 1156 1225 1296 1369 1444 1521 1600 1681

Barbarian Rage Cost
ENTER RAGE AP COST 16 | RAGE ROUND AP COST 4 | NON RAGE ACTION AP COST 25 | END RAGE PREMATURELY AP COST 9

Red Dragon Disciple AP Cost
FLIGHT AP PER MINUTE 4 | FLIGHT AP PER ROUND 1 | CONE OF FIRE BREATH AP COST 64

Legendary Dreadnought AP Cost
Unstoppable 9 | Unmoveable 9

Monk Abilities AP Cost
Abundent Step 81 | Empty Body 36/Round

Misc Class Abilities AP Cost
Bardic Music 25 | Defencive Roll 64

Extra Abilities AP Cost
Barroom Fury 49 | Blinding Speed 4/Round





Taiolu
Taiolu's portrait
Human (Overdeity)
RACE
Taiolu can be killed, but 'respawns' with no negitive effects bestowed. Revival Prevention Spells only slow the process.
RACE NOTE
"13"
AGE
5' 2"
HEIGHT
107 lbs.
WEIGHT
Blue
EYE COLOR
Slightly Tan
SKIN COLOR
Black
HAIR COLOR
Wavy
HAIR STYLE
Extended Periods of Jail
PHOBIAS
Very Cruel with Words, Uncaring and Nonjudgemental
PERSONALITY TRAITS
Knowledge, Children, Child Nudity, Power
INTERESTS
Common, Easily Exciteable, "Not my fault! Well... this time."
SPOKEN STYLE
Honored Ancient Red Fairy Dragon, Immortal One, Knight of the Old Crown, Master Monk of the Fae Hand, Ace of the Fighter's Guild, High Royal Guard, Royal Knight-Sentinel
TITLES
High Immortal Royal Bare Knight-Dragon of the Old Crown
DESIGNATED COMBINED TITLE
The Bare Ace
TITLE NICKNAME
Description

Taiolu is a tattooed child who seems somewhat out of place. There is a hint of magic about him that always seems there. He is often naked in times that you would not consider 'proper' and this can lead to confusion. He's toned and well built for a child and he has the strength to back it. He recently hit puberdy and as such has devoloped some pubic hair which is bound to be seen sooner or later.

Home

Some Huge City, Royal Court

Biography

A time ago a wizard made a bargain with a demon named Ipos. He was going to be considered a god who can attain knowledge and mastery with ease. Ipos was quick to grant this contract, and then kill the subject on the spot. This soul was the damned soul, one of the 10 beings that was put into Taiolu. You see, Taiolu was not born, but created. A human coming out of a red fairy dragon egg aged at 13 and with some degree of intelligence. Some things were... off. A magical aura about him just to announce something.


Taiolu was a natural at two things, magic and martial arts. He was schooled at a monk monastery and tutored by a wizard, Taiolu was more than a natural. He didn't need to rely on staffs or wands to fire a spell over and over, in truth he was casting divine wizardry, which is called from the core much like a sorcerer. The bloodline couldn't really emerge with standard methods and would instead be focused with patience and training.


Taiolu's training then had a turn, a simple teleport spell into the wilderness. He found himself to a nearby city and found himself quite simply, needed. A Half-Feind Orc was leading an assault onto the city, every man, woman, and child was to fight against it due to the sheer numbers. Taiolu tagged along with a group of fighters acting as scouts, a few magic buffs later and the group wound up surrounding the leader's personal troops. Quivering Palm handled the rest. Needless to say, Taiolu was brought into the royal guard. The laws here were a bit... too well enforced. Taiolu was a union sentinel, his will was constantly attacked, until one day, the event happened.


It was called the event, the city he was in fell due to a sheer wave of chaos. The law spell in the city was destroyed, as was thier host, the royal family. As Taiolu fought off the law spell, he managed to survive as the last sentinel. The law spell was warped and twisted with eldrich magic. In reality, this helped him gain power over his own magic. He was able to pull the warped law spell into him and only him, fortified with his own being. This event placed him as a noble of sorts. From the chaos lead a new royal family, and from the new royal family came a new sense or order. The Union Sentinels were no longer a thing, instead guards were more standard as Paladins directly under the crown. Taiolu was as a noble, considered part of the crown. And in time, Taiolu found himself being around the 8 year old prince more often.


This was known as the second event, Taiolu wound up raping the 8 year old prince. This shook the very foundation of order, it was found out, but there were no laws against it. Taiolu was instead placed far away on his duty as punishment. It was here he found himself by a tribe waiting for him. A barbarian tribe who would show him how to tap into his emotions and find a path to discovering his bloodline, he was to go back home to the dragon that laid his egg. He journeyed out and found himself at a red dragon council meeting. It was here he met a dragon who detected everything, he was to be considered a red fairy dragon officially. With that, every dragon breathed fire at him, if he survived, he was fit. He didn't survive, but however he reformed after death. He was accepted in, he was magicly altered and could fly and breathe fire just like them. He was fully awakened. With that, a spell summoned him, back to the city once more.


Taiolu returned to the guard being once more, a thing of legends, Legendary Dreadnoughts, an unstoppable force meant to protect instead of police. Taiolu simply was to be trained by the captain of the guard, with everything about it, whatever magic made the Dreadnoughts, he was able to copy into his very being. The rest of the training just made him a better fighter. He decided to pick up a few tricks while off duty, he got himself a rouge and bard, just for the connections and joys at the taverns. It never did get to the powers of say his magic. But his monk meditation found him to return home. And so he did, with again, a simple teleport spell.


Taiolu returned to just... emptiness. A void where the mountain was supposed to be. Nobody knew of a mountain there, and it was natural to the point where the most advanced druids would confirm nothing was there. To be fair, Taiolu only got to and from by teleportation. It could have been a mirage. Even a greater wish spell couldn't bring him there. He meditated in the air where his meditation spot was, and found himself in the fey realm. He met with his old masters, and there was a graduation ceremony of sorts, then the ceremony turned into an orgy full of kids or things that appeared as kids. Then Taiolu awakened from his mediation, and simply returned to one of the spots he was still allowed.


When Taiolu returned, he found himself back in the company with the prince he served and raped. On the prince's 10th birthday there was the coming of age ceremony, Taiolu found himself with... quite the order. Sex with the prince with everyone there, Taiolu agreed and needless to say, he quite enjoyed himself. But maybe this tradition was a bit off, and maybe he was now worried about a position way too high for his tastes. Taiolu that day, with the prince's permission, fled to join the circus. He'd be able to tackle dungeons on the road and hopefully find his way.


In time, Taiolu found himself being called. A warp between worlds. He was able to cast quite the spell, inter-dimensional teleport. Casting it nowhere put him at a library of all the universes out there. He found it easy to go to Earths, as if it was a central point of the multiverse. And so, Taiolu wound up being a world hopper of sorts. Space-Time meant less, but needless to say, a kid was bound to get into trouble. Some things are a constant though, he often finds himself in a leader's kid's personal guard, he often gets honored as a red fairy dragon by that world's red dragons, he often gets involved with the circus, he often gets money out of his nudity in things in heavy public eye. In the end, these constants led him to a greater understanding of what a 13 year old can do.