Taiolu Taiolu True Neutral Imagination 100 and 0 simultaneously Click for Bio
Character Name PLAYER ALIGNMENT KEY ASPECT DIVINE RANK
??? Human Small / 5 ft. 4' 9" 88 lbs. Darkvision (180 ft.) / Blindsight (5 ft.) / Aurasense (60 ft.) / Tremorsense (30 Ft.) / Childsense (180 ft.) / Pheromonesense (90 ft.)
EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
9999 Semi-Quasi-Real Quasi-Over-Deity 10 Male Blue Black, Wavy
LEVEL TITLE AGE GENDER EYES HAIR
Humanoid 2000 / Outsider 2000 / Cleric 2000 / Nomad 1000 / Barbarian 390 / Fighter 140 / Sorcerer 400 / Rogue 135 / Divine Emissary 500 / Monk 534 / Legendary Dreadnought 600 / High Proselytizer 300
CLASS
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
258 +124 258 +124
DEX
Dexterity
172 +81 172 +81
CON
Constitution
210 +100 210 +100
INT
Intelligence
158 +74 158 +74
WIS
Wisdom
200 +95 200 +95
CHA
Charisma
298 +144 298 +144

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

HP REGEN
PER SECOND

TECH LEVEL
HP
Hit Points
307




 10 
12
DR
Armour Rating
58 : 78 : 70 = 82 + 70 + 68 + 72 + 70 + 66 + 75 + 66 + 75 + 58 + 58 + 77 + 58 + 77
NAKED
RATING
TORSO
RATING
FACE
RATING
SKULL
RATING
EYE
RATING
NECK
RATING
POM-POM
RATING
POM-THREAD
RATING
LEFT ARM
RATING
LEFT HAND
RATING
RIGHT ARM
RATING
RIGHT HAND
RATING
GROIN
RATING
LEFT LEG
RATING
LEFT FOOT
RATING
RIGHT LEG
RATING
RIGHT FOOT
RATING
DB
Armour Bonus
10 20 15 20 + 15 + 15 + 20 + 15 + 15 + 20 + 15 + 20 + 10 + 10 + 20 + 10 + 20
MOVE
TYPE
NONE LIGHT MEDIUM HEAVY EXTRA
HEAVY

GROUND
62 yd. 49 yd. 37 yd. 24 yd. 12 yd.
WATER
42 yd. 33 yd. 25 yd. 16 yd. 8 yd.
AIR
51 yd. 40 yd. 30 yd. 20 yd. 10 yd.
JUMP
62 yd. 49 yd. 37 yd. 24 yd. 12 yd.
DODGE
29 28 27 26 25
Vision Taste/Smell Hearing Touch Fright Check Death Check Consciousness High Jump Broad Jump
SENSES
CHECKS
46 44 48 46 57 58 68 20.11 yd. 80.67 yd.
CONDITIONAL MODIFIERS:


SUK ONLY WEARS THIS OUTFIT AND IS ALWAYS BOTTOMLESS
Standard Outfit
SUK ONLY WEARS THIS OUTFIT AND IS ALWAYS BOTTOMLESS
SKILLS MAX
RANKS
10002/5001
SKILL NAME LEVEL RELITIVE POINTS
  Acrobatics 40
+ DX+0
+ 1
  Acting 35
+ IQ-1
+ 1
  Areobatics 40
+ DX+0
+ 1
  Aquabatics 40
+ DX+0
+ 1
  Astronomy/TL12 _
+ IQ-2
+ 1
  Body Control 55
+ HT-3
+ 1
  Brawling 40
+ DX+0
+ 1
  Breaking Blow 34
+ IQ-2
+ 1
  Breath Control 56
+ HT-2
+ 1
  Climbing 41
+ DX+1
+ 1
  Computer Operation/TL12 36
+ IQ+0
+ 1
  Cooking 35
+ IQ-1
+ 1
  Criminology/TL12 35
+ IQ-1
+ 1
  Cryptography/TL12 34
+ IQ-2
+ 1
  Dancing 39
+ DX-1
+ 1
  Detect Lies 42
+ IQ+0
+ 1
  Diplomacy 36
+ IQ+0
+ 1
  Dreaming 48
+ Will-2
+ 1
  Escape 38
+ DX-2
+ 1
  Excess Mana Collection 36
+ IQ+0
+ 8
  Expert Skill (Demonology) 34
+ IQ-2
+ 1
  Fast-Draw (Two-Handed Sword) 41
+ DX+1
+ 1
  Fast-Talk 37
+ IQ+1
+ 1
  NAME _
+ AB+_
+ _1
  NAME _
+ AB+_
+ _1
  NAME _
+ AB+_
+ _1
  NAME _
+ AB+_
+ _1
  NAME _
+ AB+_
+ _1
  NAME _
+ AB+_
+ _1
  NAME _
+ AB+_
+ _1
  NAME _
+ AB+_
+ _1
  NAME _
+ AB+_
+ _1
  NAME _
+ AB+_
+ _1
  NAME _
+ AB+_
+ _1
  NAME _
+ AB+_
+ _1
  NAME _
+ AB+_
+ _1
  NAME _
+ AB+_
+ _1
  NAME _
+ AB+_
+ _1
  NAME _
+ AB+_
+ _1
  NAME _
+ AB+_
+ _1
  NAME _
+ AB+_
+ _1
  NAME _
+ AB+_
+ _1
  NAME _
+ AB+_
+ _1
  NAME _
+ AB+_
+ _1
  NAME _
+ AB+_
+ _1
  NAME _
+ AB+_
+ _1
◆ = Useable Untrained
CONDITIONAL MODIFIERS:

EQUIPMENT
ITEM LOCATION QTY WT. COST
 Back - Mark of Ipos - Psionic Tattoo (Read Thoughts/Quicken Spell/Psion/1000th)
((Psionic Tattoo (Read Thoughts/Quicken Spell/Psion/1000th)))
Skin
1
0
0
 Bottom Chest - Lunar Phase - Psionic Tattoo (Eldritch Armor III/Quicken Spell/Psion/1000th)
((Psionic Tattoo (Eldritch Armor III/Quicken Spell/Psion/1000th)))
Skin
1
0
0
 Bottom Left Side - Stripe of Truth - Psionic Tattoo (TPE ~ Train Animal/Quicken Spell/Psion/1000th)
((Psionic Tattoo (TPE ~ Train Animal/Quicken Spell/Psion/1000th)))
Skin
1
0
0
 Bottom Right Side - Stripe of Truth - Psionic Tattoo (Magic (Natural) Weapon/Quicken Spell/Psion/1000th)
((Psionic Tattoo (Magic (Natural) Weapon/Quicken Spell/Psion/1000th)))
Skin
1
0
0
 Center Left Side - Stripe of Truth - Psionic Tattoo (Magic Armor (Greater)/Quicken Spell/Psion/1000th)
((Psionic Tattoo (Magic Armor (Greater)/Quicken Spell/Psion/1000th)))
Skin
1
0
0
 Center Right Side - Stripe of Truth - Psionic Tattoo (Ward versus Vermin/Quicken Spell/Psion/1000th)
((Psionic Tattoo (Ward versus Vermin/Quicken Spell/Psion/1000th)))
Skin
1
0
0
 Left Foot - Trinity Mark - Psionic Tattoo (Lightning Step/Quicken Spell/Psion/1000th)
((Psionic Tattoo (Lightning Step/Quicken Spell/Psion/1000th)))
Skin
1
0
0
 Left Hand - Lunar Phase - Psionic Tattoo (Energy Bolt (Sonic)/Quicken Spell/Psion/1000th)
((Psionic Tattoo (Energy Bolt (Sonic)/Quicken Spell/Psion/1000th)))
Skin
1
0
0
 Left Knee - Circle of Void - Psionic Tattoo (Good Fortune/Quicken Spell/Psion/1000th)
((Psionic Tattoo (Good Fortune/Quicken Spell/Psion/1000th)))
Skin
1
0
0
ITEM LOCATION QTY WT. COST
 Left Shoulder - Circle of Void - Psionic Tattoo (Clairvoyant Sense/Quicken Spell/Psion/1000th)
((Psionic Tattoo (Clairvoyant Sense/Quicken Spell/Psion/1000th)))
Skin
1
0
0
 Right Foot - Trinity Mark - Psionic Tattoo (Sidestep III/Quicken Spell/Psion/1000th)
((Psionic Tattoo (Sidestep III/Quicken Spell/Psion/1000th)))
Skin
1
0
0
 Right Hand - Lunar Phase - Psionic Tattoo (Energy Bolt (Electricity)/Quicken Spell/Psion/1000th)
((Psionic Tattoo (Energy Bolt (Electricity)/Quicken Spell/Psion/1000th)))
Skin
1
0
0
 Right Knee - Circle of Void - Psionic Tattoo (DHG ~ Good Hope/Quicken Spell/Psion/1000th)
((Psionic Tattoo (DHG ~ Good Hope/Quicken Spell/Psion/1000th)))
Skin
1
0
0
 Right Shoulder - Circle of Void - Psionic Tattoo (Flesh Ward III/Quicken Spell/Psion/1000th)
((Psionic Tattoo (Flesh Ward III/Quicken Spell/Psion/1000th)))
Skin
1
0
0
 Top Chest - God Mark of Light - Psionic Tattoo (Fortune's Favor III/Quicken Spell/Psion/1000th)
((Psionic Tattoo (Fortune's Favor III/Quicken Spell/Psion/1000th)))
Skin
1
0
0
 Top Left Side - Stripe of Truth - Psionic Tattoo (Wrath/Quicken Spell/Psion/1000th)
((Psionic Tattoo (Wrath/Quicken Spell/Psion/1000th)))
Skin
1
0
0
 Top Right Side - Stripe of Truth - Psionic Tattoo (DHG ~ Haste/Quicken Spell/Psion/1000th)
((Psionic Tattoo (DHG ~ Haste/Quicken Spell/Psion/1000th)))
Skin
1
0
0
 Flurry of Blows
((Monk Feature (Monk Level 534)))
Skin
1
0
0
WEIGHT ALLOWANCE
None 819 lb. Light 1638 lb. Medium 1.23 tn.
Heavy 2.46 tn. Extra Heavy 4.1 tn. Current Loadout 62.31 lb

MONEY
50 Tons of Platinum, 1000 Tons of Gold, 500 Tons of Silver, 200 Tons of Copper, 5 Tons of Diamond

SUK ONLY WEARS THIS OUTFIT AND IS ALWAYS BOTTOMLESS
Standard Outfit
SUK ONLY WEARS THIS OUTFIT AND IS ALWAYS BOTTOMLESS
LANGUAGES
Polygot
PROFICIENCIES
Axe (Throwing), Battleaxe, Boulder, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Falchion, Flail, Flail (Heavy), Gauntlet, Gauntlet (Spiked), Glaive, Grapple, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Handaxe, Javelin, Kukri, Lance, Longbow, Longspear, Longsword, Mace (Heavy), Mace (Light), Morningstar, Pick (Heavy), Pick (Light), Quarterstaff, Ranseur, Rapier, Sap, Scimitar, Scythe, Shieldbash (Heavy), Shieldbash (Light), Shortbow, Shortspear, Sickle, Sling, Spear, Spells (Ray), Spells (Touch), Spiked Armor, Sword (Bastard), Sword (Short), Trident, Unarmed Strike, Waraxe (Dwarven), Warhammer
SPECIAL ATTACKS
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]
     1 times/day (105 rounds) Bonuses when enraged (STR +4, CON +4, Will +2, AC -2, HP 19998)
Rebuke Undead [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     147/day (Rebuke level 2000) (Rebuke damage 2d6+2144)
Rotting Constriction (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Sneak Attack +71d6 [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 71d6. 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
Alternate Form (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Berserker Lord [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     When creating new units, they maybe 1st level Barbarians instead of 1st level warriors. The upkeep remains the same.
Black Marketeer [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     The rogue may opt to gain a 50% increase in the prices of the goods he is selling. However, this is a 10% chance that the rogue's business partner will make off with the goods and not pay.
Bloodthirsty Reputation [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     All enemy units fighting your units suffer a -1 morale penalty to morale saves.
Call of Magic [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     When recruiting units for his armies, the sorcerer can upgrade soldiers from 1st-level warriors to 1st-level Sorcerers without paying additional costs.
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.
Automatic Actions [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     20, max DC 30
Block Sensing (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     18 Hours
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 number of times per day. 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. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). 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).
Aura (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Clerics who don't worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Bonus Languages [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.
Chaotic, Evil, Good, and Lawful Spells [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     A cleric can't cast spells of an alignment opposed to his own or his deity's (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Spells [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below). To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below). Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Deity, Domains, and Domain Spells: A cleric's deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies. Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
Spontaneous Casting [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name). An evil cleric (or a neutral cleric of an evil deity), can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below).
Turn or Rebuke Undead (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead). A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above). A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Weapon and Armor Proficiency [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields). A cleric who chooses the War domain receives the Weapon Focus feat related to his deity's weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
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.
Rage of Eternal Being Custom
     You are able to use spells without any components that are instant while in rage.
Nonaction Spellcasting Custom
     You are able to remove all components from a spell and cast it instantly by quadrupling spell point cost.
Blood Points Custom
     You are able to use 3 HP instead of a Spell Point, You are able to use 100 HP instead of the Rage Point, You are able to use 1000 HP instead of an mythic point.
Unscarred Divine Beauty Custom
     You cannnot suffer from permanent effects such as curses, ability damage, level damage, or instant death efects.
Spell Points [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     You use spell points instead of spell slots, it is based on the user's well being, much like psionics power points. Being Fatigued will lower your spell points to 2/3, and being exaused will lower your spell points to 1/3
Rage Points Custom
     You use the rage point system, turning your rages per day and your rounds in rage into one point based system. Any thing that would lower a rage will lower your rage points to 2/3, anything that would relax you will lower your rage points to 1/3, these lost rage points are gained in 1 hour. Being provoked will restore 1/3 of your rage points. Having an ally die will restore your rage points by 1/2.
Mythic Points [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     User gains Mythic points for every 5 Levels above 20. User may confirm a critical threat with these epic points, they refill to full every day upon rest. A short rest will fill 1/8 of the epic points.
Beyond Measure [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     Due to your unnaturally high level, confirm all critical hits and take the best roll involving things below the 21st level, you are immune to critical threats of those below the 51st level.
Skill Mastery (Complete) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesI]
     You may take 10 on any skill check in any condition.
Pubic Bloom custom
     You gain Childsense (180 ft.) and Pheromonesense (90 ft.)
Riolu Emination Custom
     Gain a constant magical aura, ki aura, and spirital aura all combined into one aura. Aura's level is the user's level.
Riolu Sensory Custom
     Gain Aurasense (60 ft.) and Tremorsense (30 Ft.)
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, once per day. 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 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.
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 heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.
Stunning Beauty Custom
     Automaticly cast charm on creatures that would find user attractive. This is a supernatural spell-like ability with unlimited use.
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.
Crippling Strike (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
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. Once per day, 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.
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.
Familiar [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     A sorcerer can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time.
Spells [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier. Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score. A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can't use this method of spell acquisition to learn spells at a faster rate, however. Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer "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 sorcerer spell the sorcerer can cast. A sorcerer 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. Unlike a wizard or a cleric, a sorcerer 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 spells per day for that spell level. He does not have to decide ahead of time which spells he'll cast.
Weapon and Armor Proficiency [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.
Cute Mighty Charm Custom
     If you have a charm humanoid or charm monster spell or a dominate hunmanoid or dominate monster spell. You cast it as a still, silent, quickened, and permanent spell. This does not make any changes to the spell slot.
Communication (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Constant Insight (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Create Artifact (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Create Epic Artifact (Ex) Custom
    
Cute Nudity Custom
     If user is naked/has his genitals showing/in slutwear and not made recently naked/made his genitals showing/in slutwear and not had it pointed out or made near (or direct) sexual contact. Make a DC 40 will save followed by a DC 40 perception check, if any of those checks are failed, his nudity is not known and he is treated as if he is in clothes.
Constant Insight (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Deific Aura (Sp) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     30/day
Deific Face (Sp) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     30/day
Deific Touch (Sp) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     30/day
Deific Word (Sp) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     30/day
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.
Dominion over Morale Use [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     It is considered acceptable and normal by all alignments for Taiolu to be naked, to make other things naked, to make any remark, to have sexual contact with anything (forced or not), to do sexual things in public, for the ones he makes naked to be naked, for the ones he has sexual contact with to have that sexual contact. It is the law for crimes against taiolu to to be punished by being raped by Taiolu, with possible slavery as the punishment, It is considered good to have children nude around taiolu, it is considered good to have Taiolu do sexual things with children.
Divine Aura [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     Sense Range
Divine Charm [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     Charm and Dominate Spells Seem Natural
Divine Rank [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     21
Divine Hand (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     11/day
Divine Inspiration (Sp) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     37/day
Divine Sorcery Custom
     You gain additional spells as a sorcerer.
Divine Speed [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Divine Training Custom
    1000 Ranks in (Untrained) labled skills and the skills attached that you spend over 16000 ranks and at least 4 of that type.
Draconic Monarch [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     The sorcerer gains a small-sized unit of dragons, fey, undead, or magical beasts whose CR or total level is up to 4.
Elite Soldiers [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     When creating and raising units from his population base, the fighter may give them a free, +1 bonus to their level. This bonus may be given to any unit, once. The fighter may use this ability once per season. The unit may take no other action that season as it is training.
Enlightened Rule [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     When drawing recruits to his army from the population pool, the monk may count 1st level warriors as 2nd-level monks for free. This upgrade only applies to units created by the monk and does not apply retroactively.
Feat Bonus [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     1 extra feat at 1st level.
Godly Realm (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Ferocious Warlord [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     If the Barbarian participates in a battle, all units under his command gain a +1 morale bonus to all Morale saves.
Grant Spells (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
High Priest [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     All the clerics followers, including the people as a whole, gain a +2 divine bonus to their loyalty scores.
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 Banishment (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You can never be banished
Immunity To Cold (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You never take Cold damage
Immunity To Death Effects (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You are never subject to death effects
Immunity To Disease (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You never take disease damage
Immunity To Disintegration (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You can never be disintegrated
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 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 Poison (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You never take poison damage
Immunity To Sleep (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You are never subject to sleep effects
Immunity To Stunning (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You can never be stunned
Immunity To Transmutation (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You can never be transmutated
Immunity To Universal Spells (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     The universal school may only target user at will of user.
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 164]. 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.
Keen Tactician [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     When fighting mass combats on his own lands, the fighters units gain a +2 bonus to initiative and a +1 morale bonus to attacks and Morale saves.
Keeper of Order [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     The monk's calm demeanor and reputation for control make him a valued ally, granting a +2 morale bonus to the loyalty of all allies and friends he makes outside of his domain.
Kingpin [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     The rogue now gains a +20 competence bonus to all Gather Information checks within his domain and a +5 bonus to all checks outside of his domain. Production of all goods within his realm are increased by 10%.
Leader of the Way [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     A monk who rules a domain gains a free, Medium-sized unit of 1st-level monks. These require normal upkeep and come without any equipment. Their races matches the ruler's.
Lord of Battle [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     He may apply his elite soldiers ability to his units a second time, giving them a total of 2 bonus levels. No unit may receive this bonus more than once.
Martial Training [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     When raising or hiring armies, the fighter may upgrade his soldiers from warriors to fighters for free.
Master of the Hordes [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     If the Barbarian fought a battle in the Summer, the next Spring he may recruit 1d6 medium-sized units of Barbarians for free. They remain until the next Spring.
Master of the Order [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     Each season, the monk may raise a medium-sized unit of monks per his Leader of the Way ability. This unit dissolves at the end of the season, but may be used next season to keep it together. Also, if the domain is invaded, 10% of the peasant population may be converted to 1st level monk units. These warriors fight with a +1 morale bonus to attacks and a +4 morale bonus to all Morale saves.
Permanency Spell / Comprehend Languages (50) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     Self Only, (500XP), Caster Level 50. 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 (50) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    

Self Only, (500XP), Caster Level 50. 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 (50) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     (1,500XP), Caster Level 50. 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 (50) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     Self Only, (500XP), Caster Level 50. 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 (50) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     (500XP), Caster Level 50. You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Permanency Spell / See Invisibility (50) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     Self Only, (1,000XP), Caster Level 50. 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 (50) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     Self Only, (1,500XP), Caster Level 50. 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.
Portfolio Sense (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Remote Sensing [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     20 Locations
Proselytize (Sp) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     30/day
Psionic Higher Arts [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     Your Tattoos are of infinite use
Psionic [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     Total Power Points 70003; Base Power Points 33003; Bonus Power Points 37000
Religious Authority [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     The cleric can turn over one area of his domain to his church (which he loses the ability to use) and in return the cleric gains the service of a medium-sized unit of heavy infantry. A cleric can only cede one area per year.
Resistance To Acid (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You may ignore 2565 points of Acid damage each time you take Acid damage
Resistance To Cold (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You may ignore 180 points of Cold damage each time you take Cold damage
Resistance To Electricity (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You may ignore 50 points of Electricity damage each time you take Electricity damage
Resistance To Fire (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You may ignore 156 points of Fire damage each time you take Fire damage
Resistance To Sonic (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You may ignore 12630 points of Sonic damage each time you take Sonic damage
Semi Real (40% Not Real) [Custom]
     You are only 60% Real. You may phase in and out of various points of reality at will. If you are slain you may revive at a diferent point and time. Add 40 DC to all saves against disbeilf. If struck by disbeif, you are shaken as long as you are near the one who disbeleived you.
Semi Real Dreamself (40% Not Real, 25% Unreality Converted to Dream) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     16% of your being is made of dreams. Add 16 DC to being summonded into dreams. You may enter someone's dream at will.
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.
Sorcerer Lord [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     Sorcerer Lord The sorcerer gains a +5 circumstance bonus when scrying any area within his domain. Also, if the sorcerer takes part in a battle involving units he raised and hired, his army gains a +2 morale bonus to all saves against magical spells, supernatural abilities, and spell-like abilities. The sorcerer and all spellcasters under his command gain a +2 morale bonus to all caster level checks to defeat spell resistance.
Spontaneous Casting ~ Inflict Spells [Wizards of the Coast - Revised (v.3.5) System Reference Document, ClassesI]
     An evil cleric (or a neutral cleric of an evil deity), can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).
Strength of Will [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     All the followers of the sorcerer gain a +2 morale bonus to their loyalty scores due to the natural arcane attraction.
Strength of Heart Custom
     Followers you dismiss will be open as recruits next 2 seasons.
Shrug Off Punishment (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Thick Skinned (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Trap Sense +175 (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 +175 bonus on Reflex saves made to avoid traps and a +175 dodge bonus to AC against attacks made by traps.
Trans-existant Custom
     User has minimal impact on the world.
Travel (Sp) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
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]
     100/day
Unstoppable (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     100/day
SPECIAL ABILITIES
Arcane Weapon 10 Spell Points for 3522 rounds each
Aspect of Battle 40 Spell Points for 1761 rounds each
Augment Physical Prowess 21 Spell Points for 3522 rounds each
Avatar of Carnage 3 Spell Points for 149 rounds each
Bounding Step 4 Spell Points for 3522 rounds each
Clarity of the Warrior's Mind 2 Spell Points for 5 rounds each
Deific Aura 500 Divine Points
Deific Face 500 Divine Points
Deific Touch 500 Divine Points
Deific Word 500 Divine Points
Death Strike 20 Spell Points
Energy Burst 40 Spell Points
Energy Sheath 8 Spell Points for 1761 rounds each
Energy Shield 11 Spell Points for 3522 rounds each
Energy Web 25 Spell Points for 1761 rounds each
Flattening Strike 4 Divine Points
Fleet-Footed Charge 6 Spell Points for 3522 rounds each
Force Armor 13 Spell Points for 3522 rounds each
Knockback Strike 4 Spell Points
Launching Strike 20 Spell Points
Mind Strike 9 Power Points for 1761 rounds each
Proselytize 500 Divine Points
Rhino's Charge 10 Spell Points
Serpent-Eyed Strike 8 Spell Points
Thousand Blade Strike 8 Spell Points for 1761 round each
Unmoveable 1 Rage Point
Unstoppable 1 Rage Point
Vertical Step 8 Spell Points for 3522 rounds each
FEATS
Absolute Authority [Mongoose Publishing - Mongoose Publishing - Encyclopaedia Arcane - Enchantment, p.42]
    Your will is so strong that, even when those under your control would be able to free their wills, you can force them to obey you.
Absolute Faith [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.133]
    For most, faith is a question to ponder. For you, it is a certainty to take to heart.
Abyssal Familiar [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.97]
    You may call a special creature, affiliated with the dark powers, to serve asyour familiar.
Accurate Jaunt [Wizards of the Coast - Unearthed Arcana, p.92]
    [Not Implemented] You have an instinctive sense of interplanar travel.
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.
Additional Psionic Item Space (TATTOO, TATTOO, TATTOO, TATTOO, TATTOO, TATTOO, TATTOO, TATTOO, TATTOO, TATTOO, TATTOO, TATTOO, TATTOO, TATTOO, TATTOO, TATTOO, TATTOO, TATTOO) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    See Additional Magic Item Slot
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.
Amazing Agility [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.18]
    You have an innate sense of balance, always landing on your feet. Others notice that you move with sylvan-like grace.
Ambidexterity [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.18]
    You are neither left-handed or right-handed, using either hand equally well.
Amphibious Assault [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.18]
    You are well trained in amphibious fighting, not only in the water, but on boats and ships as well.
Animal Affinity [E.N. Publishing - Revised (v.3.5) System Reference Document, Feats]
    You get a +2 bonus on all Handle Animal checks and Ride checks.
Animal Friend [Alderac Entertainment Group - Alderac Entertainment Group - Dragons, p.28]
    You quickly form an empathic relationship with unintelligent animals
Animal Friendship [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.19]
    You easily befriend wild animals and make them your companions.
Applied Knowledge [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.19]
    Your knowledge is not merely idle curiosity, but something you use even outside your field.
Applied Scholastics [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.19]
    Your scholarly knowledge is helpful in nearly every situation.
Arcane Affinity (Sorcerer) [Necromancer Games - Eldritch Sorcery, p.7]
    You have a knack for learning the mysteries of arcane magic.
Arcane Battle Mastery [Malhavoc Press - Book of Iron Might, p.36]
    You have been initiated into the mysteries of battle magic, allowing you to create a variety of effects with the simple, focused spells of this school. In many ways, this tradition represents a style and method of casting utterly unlike the arcane or divine bodies of magic. Your spells focus exclusively on improving your fighting ability and creating effects that draw on the chaos and energy of combat.
Arcane Eye [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.99]
    You have a thirst for arcane knowledge, seeking truth to deep mysteries and esoteric riddles.
Arcane Focus [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.99]
    You have a head and an eye for magic.
Arcane Knack [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.99]
    Arcane secrets come easily to you.
Arcane Ritual Mastery [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.100]
    You are especially adept at casting arcane rituals.
Arcane Senses [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.100]
    You have developed arcane awareness far beyond your mundane senses.You can feel the presence of magic and other arcane effects without the aid of magic.
Arcane Sensitivity [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.100]
    Your skill at activating magic items comes not only from training and study but also from your innate ability to detect magical auras. when you grasp an item and concentrate, you can feel arcane energies flow through it.
Arcane Weapon [Malhavoc Press - Book of Iron Might, p.36]
    Drawing upon the power of magic, you imbue your weapon or fist with an arcane aura that allows you to strike with greater accuracy and to inflict superior damage.
Area of Expertise (Knowledge (Arcana), Knowledge (Architecture and Engineering), Knowledge (Astronomy), Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (History), Knowledge (Local), Knowledge (Nature), Knowledge (Nobility and Royalty), Knowledge (Psionics), Knowledge (Religion), Knowledge (The Planes)) [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.19]
    You have done tremendous amounts of research into a single area. You are well connected to current rumors and news concerning the topic.
Arm Breaker [Reality Deviant Publications - Critical Feats, p.4]
    Fort Save DC 5133
Armored Casting [E.N. Publishing - Elements of Magic (Revised), p.13]
    You have no spell failure chance because of armor.
Armor Skin (974x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    Gain a +1 natural armor bonus.
Artisan (Craft (Alchemy), Craft (Armorsmithing), Craft (Autopsy), Craft (Blacksmithing), Craft (Bowmaking), Craft (Bowyer/Fletcher), Craft (Carpentry), Craft (Doll-Making), Craft (Dragonsmithing), Craft (Dreamweaving), Craft (Gemcutting), Craft (Glassmaking), Craft (Gunsmith), Craft (Leatherworking), Craft (Metalworking), Craft (Painting), Craft (Poison), Craft (Pottery), Craft (Sculpting), Craft (Shipbuilding), Craft (Shipmaking), Craft (Shoddy Goods), Craft (Stonemasonry), Craft (Stoneworking), Craft (Trap Making), Craft (Trapmaking), Craft (Untrained), Craft (Weaponsmithing), Craft (Woodworking)) [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.21]
    You have a knack for crafts.
Aspect of Battle [Malhavoc Press - Book of Iron Might, p.37]
    You gather the psychic energy you have learned to manipulate in battle and form it into a mantle of power that strikes terror into your foes. In their minds, they see a horrifying war master poised to strike them down in his wrath.
Astrologer [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.21]
    You can interpret the stars, read tarot cards, and otherwise divine the fortunes of others.
Attractive Appearance [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.21]
    You are physically more appealing that the average person.
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.
Augment Pysical Prowess [Malhavoc Press - Book of Iron Might, p.37]
    You draw upon your magical abilities to strengthen your limbs, sharpen your reflexes, or enhance your toughness.
Aura of Protection [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.101]
    You are blessed with divine protection from physical damage.
Aura of Resistance [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.101]
    You are blessed with an extraordinary ability to resist magical or special attacks.
Automatic Quicken Power (6x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    See Automatic Quicken Spell
Automatic Quicken Spell (6x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You may cast all level 0 through level 18 spells as quickened spells without using higher-level spell slots.
Automatic Silent Spell (6x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You may cast all level 0 through level 18 spells as silent spells without using higher-level spell slots.
Automatic Still Spell (6x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You may cast all level 0 through level 18 spells as stilled spells without using higher-level spell slots.
Avatar of Carnage [Malhavoc Press - Book of Iron Might, p.43]
    You scream, howl, and foam at the mouth during battle, striking terror into your enemies' hearts. Using the raw force of your personality, you turn your foes into a panicked mob.
Back Alley Brawler [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.22]
    In combat you are a wildcat, biting, clawing and kicking your enemies without regard to fair play.
Back Breaker [Reality Deviant Publications - Critical Feats, p.4]
    Fort Save DC 5133
Back-to-Back [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.22]
    You are skilled at fighting back-to-back with a trusted ally.
Battle Brother [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.22]
    You and a friend aid each other when you act together.
Battle Captain [Malhavoc Press - Book of Iron Might, p.47]
    You are a natural leader. While your fighting skills make you a formidable opponent, you are at your best when commanding others in battle. Your ferocity and strong leadership make others fight hard on your behalf.
Battle Howl [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.23]
    You strike terror into your enemies with the sheer force of your primal rage.
Blackout [Reality Deviant Publications - Critical Feats, p.4]
    Fort Save DC 5135
Blessed [12 to Midnight/Silven Crossroads - Curses!, p.13]
    You are harder to curse and curses don't take to you easily.
Blind-Casting [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.102]
    You are adept at casting spells against unseen opponents. Specialized training has taught you how to target spells using non-visual cues.
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 (156x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You can act as if hasted for 780 rounds each day.
Blindsight (5 ft Radius) [Wizards of the Coast - Revised (v.3.5) System Reference Document, DivineAbilitiesandFeats]
    Using senses such as acute hearing and sensitivity to vibrations, you detect the location of opponents who are no more than 5 feet away from you.
Blood Beyond Blood [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.102]
    You may cast spells at a higher level than normal.
Boar's Charge [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.25]
    You can bypass foes more readily in combat.
Body Awareness [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.25]
    Your training and knowledge provides you with the ability to discern how herbal, alchemical, and magical substances interact with the bodies of animals and sentients.
Bodycontrol [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.25]
    You are adept at contorting yourself in order to escape the grasp of others.
Body Fuel [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You can expand your power point total at the expense of your health.
Bonus Domain (8x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You can choose an additional domain from your deity's domain list and use it as normal.
Boost Construct [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    Your astral constructs have more abilities.
Bounding Step [Malhavoc Press - Book of Iron Might, p.37]
    With a single, seemingly effortless push off the ground, you glide through the air. In essence, you can fly for short distances merely by invoking the power of this feat.
Brawler [Malhavoc Press - Book of Iron Might, p.48]
    You have studied wrestling, boxing, and other unarmed fighting styles with the same dedication that others put into training with swords, axes, bows, and similar weapons.
Breeze Dance [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.25]
    This fighting stance keeps you mobile and light on your feet.
Bribery [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.26]
    You have developed the ability to talk people into taking or participating in actions that normally run counter to their sense of personal or professional morality. You know the ins and outs of the local government, and have a keen sense of who's open to bribes and who's not.
Burrowing Power [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    Your powers sometimes bypass barriers.
Cardhaus Player [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.26]
    You are skilled at card, dice, and other games of chance.
Carte Blanche [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.135]
    You have an official document in your possession that renders you untouchable by the law.
Casing Sense [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.27]
    Your eyes are automatically drawn to the most expensive items in a room.
Cast Iron Stomach [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.27]
    You can consume the most unpleasant food and drink without a second thought.
Cast on the Run [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.104]
    You can keep your wits about you and focus your magic even while running from your enemy or moving to attack.
Caustic Wit [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.27]
    Your tongue is nearly as dangerous as your blade and you always have an insult at the ready.
Chain Power [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You can manifest powers that arc to hit other targets in addition to the primary target.
Change Instruction [Mongoose Publishing - Mongoose Publishing - Encyclopaedia Arcane - Demonology, p.41]
    You can change and modify the instructions of a demon in your service after the summoning ritual.
Clarity of the Warrior's Mind [Malhavoc Press - Book of Iron Might, p.43]
    You have trained yourself to calm your mind in combat, allowing you to act with clarity and focus. When in this state, you set aside the fear, panic, and confusion that can cloud a warrior's mind.
Cleave [Wizards of the Coast - 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.
Cleave Asunder [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.28]
    You can cleave through metal as easily as flesh and bone.
Close-Quarters Combat [Alea Publishing Group - A Question of Loyalty: A Guidebook to Military Orders, p.23]
    You have become adapt at fighting within confine spaces.
Clutches of the Hawk Strike [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.28]
    You may snatch a weapon from your opponent while fighting with intense fury of the hawk.
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 [Wizards of the Coast - 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 Manifestation [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You are adept at manifesting powers in combat.
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.
Combat Rotation [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.29]
    You know to relieve warriors from melee combat, by taking their place in the ranks, without confusion.
Commanding Voice [Mongoose Publishing - Mongoose Publishing - Encyclopaedia Arcane - Enchantment, p.43]
    Your voice carries with it some subtle enchantment magic of its own.
Compose Song [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.105]
    You can write a song that duplicates a single magical spell.
Compressed Spell [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.106]
    You are able to reduce the areaof effect of a spell in order to increase its damage.
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.
Continual Power [Malhavoc Press - Malhavoc Press - If Thoughts Could Kill, p.42]
    You can manifest a power that repeats its effect each round while you maintain concentration.
Cooperative Magic [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.106]
    You and other spellcasters may work together to produce great effects.
Cosmological Secret [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.136]
    You have figured out one of the underlying secrets of reality, and may exploit it to your advantage.
Craft Charged Item [E.N. Publishing - Elements of Magic (Revised), p.14]
    
Craft Cognizance Crystal [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeatsDESC:You can create psionic cognizance crystals that store power points.]
    
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 Dorje [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeatsDESC:You can create slender crystal wands called dorjes than manifest powers when charges are expended.]
    
Craft Epic Cognizance Crystal [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    See Craft Epic Rod
Craft Epic Psionic Arms and Armor [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    See Craft Epic Magic Arms and Armor
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 Universal Item [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    See Craft Epic Wondrous Item
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 Ironborn [Malhavoc Press - Book of Iron Might, p.32]
    You have learned the mystic secrets of creating an ironborn. When you have gathered the proper raw materials, you can craft a mechanical being that will serve you as a friend, comrade, and trusted ally.
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 Magic Candle [Necromancer Games - Eldritch Sorcery, p.10]
    You can create magic candles that hold spells until triggered [by burning out on their own or being snuffed out]. Magic candles function similar to potions.
Craft Magic Talisman [Necromancer Games - Eldritch Sorcery, p.10]
    You can create magic fetishes [also called charms] that hold spells until triggered. A talisman is a single use magic item and functions like a scroll.
Craft Psicrown [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeatsDESC:You can create psicrowns, which have multiple psionic effects.]
    
Craft Psionic Arms and Armor [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeatsDESC:You can create psionic weapons, armor, and shields.]
    
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 Universal Item [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeatsDESC:You can create universal psionic items.]
    
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 [E.N. Publishing - Revised (v.3.5) System Reference Document, Feats]
    You can create any wondrous item whose prerequisites you meet.
Create Artifact [Distant Horizon Games - DHG - The Practical Enchanter, p.129]
    You may create magical items the old-fashioned way, with bizarre mystic ingredients, strange rituals, and guesswork. While very powerful, and supremely flexible, this is laborious, dangerous, and unreliable, which is why modern methods supplanted it. Occasional adventurers, whether in search of supreme power, or simply because they prefer the quests and mysticism of such creations to spending time and effort to learn modern methods, still study such antiquities.
Create Relic [Distant Horizon Games - DHG - The Practical Enchanter, p.129]
    You may imbue an inanimate item with your own native strength.
Creature Capacitor [Malhavoc Press - Malhavoc Press - If Thoughts Could Kill, p.42]
    You can store part of your daily unused power points per day (equal to manifester level) in an internal crystal capacitor.
Critical Focus [Reality Deviant Publications - Critical Feats, p.5]
    
Damage Reduction (772x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You gain a damage reduction of 3/-.
Dance of the Feather's Step [Malhavoc Press - Book of Iron Might, p.37]
    You literally become light as a feather, allowing you to stand in mid-air and fight an opponent with little effort. You gain no special ability to fly, forcing you to leap or use your other abilities to move up and down, but once you are airborne you are difficult to knock from the sky.
Danger Sense [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.31]
    You have a sixth sense when it comes to danger.
Death Strike [Malhavoc Press - Book of Iron Might, p.37]
    You imbue your weapon or fist with a shimmering halo of black, necromantic energy, allowing you to disrupt your opponent's life force. This energy is also baneful to undead creatures, allowing you to destroy them with a single, savage blow.
Defensive Fighter [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.31]
    You are skilled at fighting defensively and can keep enemies at bay whilst still striking back 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.
Deflection to Attraction [Malhavoc Press - Malhavoc Press - The Complete Book of Eldritch Might, p.20]
    Through subtle manipulation of arcane energies, your attacks strike certain magically protected targets with greater accuracy than they normally would.
Delay Power [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You can manifest powers that go off up to 5 rounds later.
Diehard [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    When reduced to between -1 and -9 hit points, you automatically become stable.
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.
Divine Affinity (Cleric) [Necromancer Games - Eldritch Sorcery, p.7]
    You have a knack for learning the mysteries of divine magic.
Divine Leadership [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.109]
    In lieu of noble leadership, you have taken the role of spiritual leader.
Divine Ritual Mastery [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.109]
    You are especially adept at casting divine rituals.
Divine Sense [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.109]
    You can sense the true nature of things.
Divinity's Grace [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.109]
    Your ability to spontaneously cast spells expands to fit your god's purview.
Divinity's Presence [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.109]
    You tongue has been touched by the gods, giving your words the weight of divinity:
Dodge [Wizards of the Coast - 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.
Domain Affinity [Necromancer Games - Eldritch Sorcery, p.8]
    You are in tune with the aspects of your patron deity, even if you are not a divine spellcaster.
Dragon Friend [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.33]
    You, your ancestors, your relatives, or an ally has a strong, friendly relationship with a dragon. While the dragon is not at your beck and call, you understand them and know how to deal with them. Their unique psychology and motivations are familiar to you, and you consider them to be asfamiliar asthe adventuring races.
Dragonsmith [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.109]
    You are a master of draconic anatomy and have acquired a comprehensive knowledge of the magical armor, weapons, and wondrous items that can be created from a dragon's remains.
Dreamspeaking [Malhavoc Press - Malhavoc Press - The Complete Book of Eldritch Might, p.20]
    Sometimes dreams are important missives sent from above, or from within. You can interpret the dreams that you have, or that others have.
Dream Ward [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.33]
    Your mind is nearly awake at all times, making you highly resistant to charm magic and influence.
Duck and Weave [Mongoose Publishing - Mongoose Publishing - Traveller's Tales - Seas of Blood, p.17]
    +7 cover AC bonus and +3 cover Reflex save bonus against all ranged attacks.
Durable Magic [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.110]
    Your spells are strong, and once cast resist attempts to be cancelled.
Eagle Claw Strike [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.33]
    You can stun your enemy with a single precise blow to a nerve center.
Eagle Eyes [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.33]
    Your eyesight is excellent.
Ears of the Fox [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.33]
    Your senseof hearing is extremely keen.
Eerie Presence [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.34]
    You have an air of strangeness around you that disquiets your opponents (and your friends).
Efficient Item Creation (Craft Charged Item, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Craft Magic Arms and Armor, Craft Magic Candle, Craft Magic Talisman, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Etch Object Rune, Forge Epic Ring, Forge Ring, Implant Gambit, Manufacture Magic Poison) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You create items of the select type in 1/10th the time.
Efficient Psionic Item Creation (Compose Song, Craft Charged Item, Craft Cognizance Crystal, Craft Construct, Craft Dorje, Craft Epic Cognizance Crystal, Craft Epic Psionic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Universal Item, Craft Epic Wondrous Item, Craft Ironborn, Craft Magic Arms and Armor, Craft Magic Candle, Craft Magic Talisman, Craft Psicrown, Craft Psionic Arms and Armor, Craft Rod, Craft Staff, Craft Universal Item, Craft Wand, Craft Wondrous Item, Create Artifact, Create Relic, Dragonsmith, Etch Object Rune, Forge Epic Ring, Forge Ring, Implant Gambit, Imprint Epic Stone, Imprint Stone, Life to the Inanimate, Manufacture Magic Poison, Scribe Epic Scroll, Scribe Scroll, Scribe Tattoo) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    See Efficient Item Creation
Elite Weapon Mastery (Weapon Mastery) [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.34]
    Your skill with a blade is beyond compare, and few even believe such skill exists.
Emissary [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.34]
    You readily make an empathic bond with strange animals and alien, magical creatures. Your bearing and actions set them at ease, and you often find creatures warm up to you with little effort on your part.
Empathic [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.34]
    You sense the feelings of those around you.
Empower Power [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You can manifest powers to greater effect.
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 Burst [Malhavoc Press - Book of Iron Might, p.37]
    You focus your arcane power into your weapon, drawing upon energy that you can barely control. With a single, jarring impact, you unleash a burst of fire that consumes your enemies.
Energy Resistance ~ Acid (11x) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    You gain energy resistance to acid energy.
Energy Resistance ~ Cold (18x) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    You gain energy resistance to cold energy.
Energy Resistance ~ Electricity (11x) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    You gain energy resistance to electrical energy.
Energy Resistance ~ Fire (13x) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    You gain energy resistance to fire energy.
Energy Resistance ~ Sonic (12x) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    You gain energy resistance to sonic energy.
Energy Sheath [Malhavoc Press - Book of Iron Might, p.38]
    You summon arcane power to bathe your weapon or even your bare fists in energy, allowing you to deal extra energy damage with your strikes.
Energy Shield [Malhavoc Press - Book of Iron Might, p.38]
    Your mastery of energy control allows you to resist an attack form involving your specified energy type. You create a field of energy that surrounds you and counters such attacks.
Energy Web [Malhavoc Press - Book of Iron Might, p.38]
    You create a tangible web of searing energy that wraps and tangles around your weapon. When you attack, this web clings to your opponent and continues to damage him for several agonizing seconds.
Enlarged Familiar [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.111]
    Your familiar is unusually large and powerful for its type.
Enlarge Power [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You can manifest powers farther than normal.
Enthrall [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.35]
    You have a way with people,being able to command a crowd to listen to you.
Entourage [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.35]
    Your charismatic nature allows you lead nations of men.
Epic Endurance [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You get a +10 bonus on checks to perform a physical action that extends over a period of time.
Epic Leadership [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You attract a more powerful cohort and followers.
Epic Manifestation [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    Can manifest 123 epic powers per day. See Epic Spellcasting
Epic Power Penetration [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    See Epic Spell Penetration, Greater Power Penetration
Epic Prowess (55x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You gain a +1 bonus on all attacks.
Epic Psionic Endowment [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    See Epic Spell Focus, Greater Psionic Endowment
Epic Psionic Focus (37x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You can simultaneously use 2 feats that requires a psionic focus to be expended
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 Skill Focus (Appraise, Autohypnosis, Balance, Bluff, Climb, Concentration, Control Shape, Craft (Alchemy), Craft (Armorsmithing), Craft (Blacksmithing), Craft (Bowmaking), Craft (Carpentry), Craft (Doll-Making), Craft (Dreamweaving), Craft (Gemcutting), Craft (Glassmaking), Craft (Leatherworking), Craft (Metalworking), Craft (Painting), Craft (Pottery), Craft (Sculpting), Craft (Shipmaking), Craft (Stonemasonry), Craft (Stoneworking), Craft (Trapmaking), Craft (Weaponsmithing), Craft (Woodworking), Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Arcana), Knowledge (Architecture and Engineering), Knowledge (Astronomy), Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (History), Knowledge (Local), Knowledge (Nature), Knowledge (Nobility and Royalty), Knowledge (Psionics), Knowledge (Religion), Knowledge (The Planes), Listen, Loan, Move Silently, Open Lock, Perform (Act), Perform (Comedy), Perform (Dance), Perform (Keyboard Instruments), Perform (Oratory), Perform (Percussion Instruments), Perform (Sing), Perform (String Instruments), Perform (Wind Instruments), Profession (Bookkeeper), Profession (Herbalist), Profession (Hunter), Profession (Miner), Profession (Soldier), Psicraft, Ride, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Survival, Swim, Tumble) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You gain a +10 bonus on all skill checks with the chosen skill.
Epic Speed [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    Your speed increases by 30 feet.
Epic Spellcasting [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You may develop and cast epic spells. If you are an arcane spellcaster, you may cast a number of epic spells per day equal to your ranks in Knowledge (arcana) divided by 10. If you are a divine spellcaster, you may cast a number of epic spells per day equal to your ranks in Knowledge (religion) or Knowledge (nature) divided by 10.
Epic Weapon Focus (Grapple, 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 (Grapple, 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.
Eschew Materials [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You can cast any spell that has a material component costing 1 gp or less without needing that component.
Essence Magic [Necromancer Games - Eldritch Sorcery, p.8]
    You can cast spells without relying on material components.
Etch Object Rune [Malhavoc Press - Malhavoc Press - The Complete Book of Eldritch Might, p.20]
    You can etch magical runes onto the surfaces of inanimate objects.
Eternal Youth [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.35]
    Your increased vigor allows you to ignore the effects of aging.
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.
Experienced Adventurer [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.36]
    Experience has taught you a few lessons about staying alive.
Expert Feint [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.36]
    You are an expert at catching your opponent off guard.
Expert Wrestler [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.36]
    You are an expert wrestler, capable of bringing down large opponents and breaking free from holds.
Eye for Detail [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.37]
    You notice subtle details, where others might overlook things.
Eye for Quality [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.37]
    You can quickly judge the value of items, drawing upon your experience in assessing the quality of goods.
Eye of the Warmaster [Malhavoc Press - Book of Iron Might, p.44]
    You watch an opponent in battle, analyzing his maneuvers, tactics, and stance to learn his combat style. Once you have broken down a foe's methods, you can present him with tactics that defeat his style.
Eyes in the Back of Your Head [Wizards of the Coast - Revised (v.3.5) System Reference Document, DivineAbilitiesandFeats]
    Attackers do not gain the usual +2 attack bonus when flanking you.
False Pretenses [Wizards of the Coast - Unearthed Arcana, p.93]
    [Not Implemented] Those who try to charm you get an unpleasant surprise.
Fast Healing (15x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You gain fast healing 45, or your existing fast healing increases by 45
Fearsome Display [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.38]
    By performing quick and lethal looking tricks with your weapon, you can intimidate your opponents before ablow is struck.
Field Medic [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.38]
    You are experienced in healing battlefield trauma, so you know how to patch up injuries in combat.
Flattening Strike [Malhavoc Press - Book of Iron Might, p.39]
    You hammer your foe with a concussive strike that sends ripples of raw, arcane energy through him, forcing him to tumble to the ground.
Fleet-Footed Charge [Malhavoc Press - Book of Iron Might, p.39]
    You call upon arcane power to strengthen your legs and improve your agility, allowing you to maneuver with increased speed.
Fleet of Foot [Wizards of the Coast - Revised (v.3.5) System Reference Document, DivineAbilitiesandFeats]
    When running or charging, you can make a single direction change of 90 degrees or less.
Focused Spell [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.113]
    You can eliminate all extraneous effects from your spells, leaving only pure arcane power Sorcerer usable 144/day
Focused Sunder [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You can sense the stress points on others' weapons.
Force Armor [Malhavoc Press - Book of Iron Might, p.39]
    You create a sheath of magical force that protects you from harm. Arrows, sword strokes, and axe strikes all rebound from it.
Forestwalker [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.39]
    The forest is your second home.
Forge Epic Ring [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You can forge magic rings that exceed the normal limits for such items.
Forge Ring [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You can create any ring whose prerequisites you meet.
Fuse With Item [Malhavoc Press - Malhavoc Press - The Complete Book of Eldritch Might, p.20]
    Using your skill with magic, you absorb a magic item into your body, taking on its essence and powers.
Ghost Attack [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    Your deadly strikes against incorporeal foes always find their mark.
Ghost Magic [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.114]
    The spirit realm is able to work its magic in the material world.
Glimpse into the Beyond [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.136]
    Perhaps you read the wrong book, or perhaps you entered the wrong plane at the wrong time. Whatever the cause, you now know something mankind was not meant to know...
Good Memory [Malhavoc Press - Malhavoc Press - The Complete Book of Eldritch Might, p.21]
    Your memory is excellent.
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 Power Penetration [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    Your powers are especially potent at breaking through power resistance.
Greater Psionic Endowment [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You can use meditation to focus your powers.
Greater Psionic Fist [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You can charge your unarmed strike or natural weapon with additional damage potential.
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 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 (Grapple, 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 (Grapple, 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.
Guild Master [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.41]
    You have the charisma to attract followers and the talent to organize and lead.
Herbalist [Necromancer Games - Eldritch Sorcery, p.9]
    You easily identify rare herbs used in healing and potion creation.
Holy Smite [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.42]
    Youforge a link to the victims you slay,knowing if they ever return.
Identify Item [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.116]
    You may identify magic items without fail, drawing upon your understanding of magic.
Imbue Weapon [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.116]
    You may transfer the power of your touch spells through a melee weapon.
Implant Gambit [Malhavoc Press - Malhavoc Press - The Complete Book of Eldritch Might, p.21]
    You put a secret "trick" into an item that you create.
Imprint Epic Stone [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    See Scribe Epic Scroll
Imprint Stone [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeatsDESC:You can create power stones to store psionic powers.]
    
Improved Balance [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.44]
    You have a low center of gravity, making you difficult to tackle, overrun, push, or trip.
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 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 Manifestation [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    See Improved Combat Casting
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 (Grapple, 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 Darkvision (2x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    The range of your darkvision doubles.
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 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 [Alderac Entertainment Group - Revised (v.3.5) System Reference Document, Feats]
    You get a +4 bonus on initiative checks.
Improved Ki Strike [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    Your unarmed strikes are treated as epic magical weapons.
Improved Ki Flow [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    Your unarmed strikes are treated as touch magic.
Improved Manifestation (118x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    See Text
Improved Metapsionics (18x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    Metapsionic powers you manifest cost 2 power points less than normal (to a minimum of 1 power point).
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 Power Resistance (77x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    See Improved Spell Resistance
Improved Psicrystal [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You can upgrade your psicrystal.
Improved Sneak Attack (3x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    Add +1d6 to your sneak attack damage
Improved Spell Resistance (77x) [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 Sunder [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.
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 Whirlwind Attack [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    As a standard action, you can make one melee attack for every five points of your base attack bonus (including epic attack bonus, round fractions down).
Ineluctable Echo [Wizards of the Coast - Unearthed Arcana, p.93]
    [Not Implemented] Those who use words of power around you hear the sound of their own voices.
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.
Inquisitor [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You know when others lie.
Intensify Power [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    See Intesify Spell, +12PP, expend psionic focus
Iron Hide [Malhavoc Press - Book of Iron Might, p.50]
    You are inhumanly tough, allowing you to fight without armor. Your instincts and durability make it difficult to hurt you.
Knockback Strike [Malhavoc Press - Book of Iron Might, p.40]
    You summon a burst of kinetic energy to augment your attack, allowing you to deliver a mighty jolt that knocks an opponent backward.
Knock Down [Wizards of the Coast - Revised (v.3.5) System Reference Document, DivineAbilitiesandFeats]
    Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip attack as a free action against the same target.
Launching Strike [Malhavoc Press - Book of Iron Might, p.40]
    You draw magical power to yourself and focus it on your weapon, transforming it into a powerful surge of raw force as you slam an opponent with a vicious uppercut strike, sending him soaring into the air.
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 Commander [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    Multiply the number of followers of each level that you can lead by 10.
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.
Legendary Tracker [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You can track creatures across water, under-water, or through the air.
Legendary Wrestler [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You gain a +10 bonus on all grapple checks.
Life to the Inanimate [Malhavoc Press - Malhavoc Press - The Complete Book of Eldritch Might, p.24]
    You imbue an inanimate magical item with intelligence.
Magical Talent [Malhavoc Press - Malhavoc Press - The Complete Book of Eldritch Might, p.24]
    The mystical and eldritch secrets are clear to you.
Manufacture Magic Poison [Malhavoc Press - Malhavoc Press - The Complete Book of Eldritch Might, p.24]
    You can create magic poisons, which have magical effects in addition to their traditional deadly nature.
Master Staff [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    When you activate a staff, you can substitute a spell slot instead of using a charge.
Master Wand [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    When you activate a wand, you can substitute a spell slot instead of using a charge.
Maximize Power [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You can manifest powers to maximum effect.
Mental Leap [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You can make amazing jumps.
Metamorphic Transfer [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You can gain a supernatural ability of a metamorphed form.
Mind Over Body [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    Your ability damage heals more rapidly.
Mind Strike [Malhavoc Press - Book of Iron Might, p.40]
    You focus the power of your psyche into an energy sheath that surrounds your weapon, allowing you to strike at a foe's intellect.
Ministry Guild [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.56]
    You possess an important rank in your church, commanding respect from your peers.
Mobility [Wizards of the Coast - 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.
Monkey Grabs The Peach [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.143]
    This is the most dangerous and vile of monk techniques, involving a strong, powerful crushing attack to the opponent's groin. We were going to make rules for this, but for the sake of the children we opted to leave such graphic and painful descriptions out of the book
Mounted Combat [Alderac Entertainment Group - Revised (v.3.5) System Reference Document, Feats]
    Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
Multipower (207x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    See Multispell
Multispell (207x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You may cast 414 additional quickened spells in a round.
Narrow Mind [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    Your ability to concentrate is as keen as an arrowhead, allowing you to gain your psionic focus even in the most turbulent situations.
Opportunity Power [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You can make power-enhanced attacks of opportunity.
Overchannel [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You burn your life force to strengthen your powers.
Overwhelming Critical (Grapple, Unarmed Strike) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You deal extra damage on a successful critical hit
Path of the Boar [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.60]
    You charge with ferocity and courage.
Path of the Dog [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.60]
    You are loyal and courageous,capableof fighting on in dire situations.
Path of the Monkey [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.60]
    You can climb walls quickly, without losing your footing.
Path of the Ox [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.61]
    You are sturdy and strong, nearly impossible to knock over.
Path of the Rat [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.61]
    You are tough and resilient, nearly impossible to kill.
Path of the Snake [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.61]
    You strike quickly and unerringly, using speed and agility.
Path of the Tiger [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.61]
    You are strong, fast, and deadly, capable of taking down opponents in a single round
Path of the Wolf [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.61]
    You are independent and fierce, able to fight alone and keep fighting.
Penetrate Damage Reduction (Adamantine, Bludgeoning, Chaotic, Epic, Evil, Good, Lawful, Magic, Piercing, 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 Health [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You are immune to all nonmagical diseases, as well as to all poisons whose Fortitude save DC is 25 or less.
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 (Air Breathing, Air Walk, Detect Allegiance, Detect Balance, Detect Chaos, Detect Charm, Detect Current, Detect Curse, Detect Disease, Detect Evil, Detect Good, Detect Infraction, Detect Land, Detect Law, Detect Life, Detect Magic, Detect Poison, Detect Undead, Discern Lies, Disdain the Divine, Mask Allegiance, Radiance, True Seeing, Undetectable Alignment, Undetectable Charm, Water Breathing) [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.
Permanent Power Emanation (Aura Sight, Body Equilibrium, Concealing Amorpha, Divination (Psionic), Empathy, Reality Revision, Remote View Trap, Shatter Mind Blank, Skate, True Seeing (Psionic), Ubiquitous Vision) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    See Permanent Emanation
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 [Wizards of the Coast - 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 3522 from all melee attack rolls and add the same number to all melee damage rolls.
Power Critical (Grapple 30x, Unarmed Strike 30x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, DivineAbilitiesandFeats]
    When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.
Power Penetration [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    Your powers are especially potent, breaking through power resistance more readily than normal.
Precise Touch [Malhavoc Press - Malhavoc Press - The Complete Book of Eldritch Might, p.25]
    You can cast area spells as if they were touch spells.
Psicrystal Affinity [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You have created a psicrystal.
Psicrystal Containment [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    Your psicrystal has advanced enough that it can hold a psionic focus that you store within it.
Psicrystal Power (Adapt Body, Astral Caravan, Astral Traveler, Attraction, Aura Alteration, Aura Sight, Baleful Teleport, Bend Reality, Bestow Power, Biofeedback, Body Adjustment, Body Equilibrium, Body Purification, Bolt, Breath of the Black Dragon, Burst, Call to Mind, Catapsi, Cloud Mind, Cloud Mind (Mass), Correspond, Correspond (Persistent), Danger Sense, Death Urge, Decerebrate, Detect Remote Viewing, Iron Body (Psionic), Matter Manipulation) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    Your psicrystal can manifest a power.
Psionic Body [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    Your mind reinforces your body.
Psionic Charge [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You can charge in a crooked line.
Psionic Dodge [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You are proficient at dodging blows.
Psionic Endowment [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You can endow your manifestations with more concentrated focus.
Psionic Fist [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You can charge your unarmed strike or natural weapon with additional damage potential.
Psionic Meditation [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You can focus your mind faster than normal, even under duress.
Psionic Talent (342x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You gain additional power points to supplement those you already had.
Quick Draw [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Quicken Power [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You can manifest a power with a moment's thought.
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.
Rapid Metabolism [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    Your wounds heal rapidly.
Resolve of the Steel Mind [Malhavoc Press - Book of Iron Might, p.44]
    You are always ready for combat. You use a series of exercises, intense training, and mental focus to create a combat routine that allows you to reliably respond to any threat.
Rhino's Charge [Malhavoc Press - Book of Iron Might, p.40]
    As you rush forward in a charge, you create a crackling wedge of energy in front of you that can knock aside a foe and shock him with force.
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.
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.
Scribe Tattoo [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeatsDESC:You can create psionic tattoos, which store powers within their designs.]
    
Seductive Magic [Necromancer Games - Eldritch Sorcery, p.9]
    You use your charming ways to make your compulsion spells harder to resist
Serpent-Eyed Strike [Malhavoc Press - Book of Iron Might, p.40]
    You twirl your blade or other melee weapon in a hypnotic pattern, weaving an arcane matrix that lulls your foe into quite a state of distraction. With his defenses down, you can strike him more easily.
Shattering Strike [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    When using an unarmed strike to attempt to break an object with sudden force (rather than by dealing normal damage), make a Concentration check rather than a Strength check. The break DC remains the same. Using Shattering Strike is a full-round action that incurs attacks of opportunity. The character can’t use Shattering Strike to escape bonds (unless he or she is so bound as to allow the character to make an unarmed strike against his or her bindings).
Shattering Sound Custom
    Use spell shatter on those hit by offencive sonic and sound based attacks.
Sidestep Charge [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You are skilled at dodging past charging opponents and taking advantage when they miss.
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.
Speed of Thought [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    The energy of your mind energizes the alacrity of your body.
Spellcasting Harrier [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    Any spellcaster you threaten in melee provokes an attack of opportunity if he or she tries to cast defensively. You get a +4 bonus on this attack roll.
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 Stowaway (Invisibility, Invisibility (Greater)) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    If another spellcaster within 300 feet of you uses the ability you selected, you also immediately gains the magic's effect.
Spirit Familiar [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.74]
    Your animal companion or familiar is a spirit creature rather than a magical beast.
Split Psionic Ray [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You can affect two targets with a single ray.
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.
Stance of the Prowling Tiger [Malhavoc Press - Book of Iron Might, p.44]
    You are always ready for combat. Your training and meditation have taught you to hear the coming thunder of battle. When you are near the site of a major battle, you sense the pain, fear, and elation of battles fought in the past and those that await in the future. When you are on the verge of battle, its echoes reach your ears and allow you to prepare for it.
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.
Strike of Perfect Clarity [Malhavoc Press - Book of Iron Might, p.45]
    While battle rages around you, you achieve a state of perfect clarity. In this rarefied mental state, you see the ebb and flow of a single foe's movements. When the slightest gap appears in his defenses, such as when he commits to an attack against you, you strike to kill.
Strike of the Persistent Sundering [Malhavoc Press - Book of Iron Might, p.45]
    You have studied the energies that flow through objects, allowing you to recognize the exact spot to attack an item with respect to the energy that resides within it. Not all fighters have an enlightened view of this feat's origins. In their parlance, this ability simply enables them to break things with ease.
Stunning Fist [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    2900/day you may stun an opponant with a carefully placed unarmed attack (DC 5106)
Subtle Scrying (61x) [Malhavoc Press - Malhavoc Press - The Complete Book of Eldritch Might, p.25]
    You are harder to detect when you are scrying someone.
Superior Divinity [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.130]
    The gods have truly blessed you as one of their faithful. You are a champion of the righteous and a bastion to your people.
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.
Talented [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You can overchannel powers with less cost to yourself.
Talent of the Poised Strike [Malhavoc Press - Book of Iron Might, p.46]
    You have developed an uncanny sense for danger. When you have a weapon readied, you react to danger before your conscious mind can process what happened. Your intense training and focus brought on by meditation allow you to react to the ebb and flow of threats before they come to pass.
Thousand Blade Strike [Malhavoc Press - Book of Iron Might, p.41]
    When you strike at your foe, you produce a powerful illusion that makes him see duplicates of you surrounding and attacking him. He twirls around in a panic, unsure which one of you to defend against.
Track [E.N. Publishing - Revised (v.3.5) System Reference Document, Feats]
    To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.
Trample [Alderac Entertainment Group - Revised (v.3.5) System Reference Document, Feats]
    When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down.
Transcend Limits [Malhavoc Press - Malhavoc Press - If Thoughts Could Kill, p.42]
    Increase spending limit on metapsionically enhanced powers
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 Defense [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
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.
Unavoidable Strike [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You can make an unarmed strike or use a natural weapon against your foe as if delivering a touch attack.
Unconditional Power [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    Disabling conditions do not hold you back.
Up the Walls [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You can run on walls for brief distances.
Vertical Step [Malhavoc Press - Book of Iron Might, p.41]
    You can walk up walls or along the surface of a tree trunk with ease. You imbue your feet with a magical energy that allows you to treat any vertical surface as a horizontal one.
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 (Grapple, 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 Master (Grapple, Unarmed Strike) [Malhavoc Press - Book of Iron Might, p.52]
    You have focused on a single weapon with nearly maniacal dedication. To you, fighting with a sword, axe, or hammer is an art form rather than a martial pursuit. You spend countless hours going through a series of grueling exercises to perfect your form. This study is cerebral in nature. While your physical strength is important, your hours of research and meditation play a much greater role in your mastery.
Weapon Specialization (Grapple, 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.
Whirlwind Attack [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.
Widen Power [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    You can increase the area of your powers.
Wild Talent [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    Your mind wakes to a previously unrealized talent for psionics.
Wounding Attack [Wizards of the Coast - Revised (v.3.5) System Reference Document, PsionicFeats]
    Your vicious attacks wound your foe.