# _RollSpecialInstruction

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Roll on Table 8-34: Extraordinary Powers


# info Armor

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Mount armor.  Override the size of the armor to match that of your mount. Purchase here; equip in monster gen.


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Armor made from narrow vertical metal strips riveted to leather over cloth padding. Includes gauntlets.


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Breastplate and shoulder protectors made of stiffened leather. The rest made of soft leather.


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A +2 breastplate that provides a +2 on CHA checks, turning checks and skills using CHA as a mod (DMG182).


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A combination of chainmail and metal plates covering vital areas. Includes gauntlets.


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Very light chainmail made of mithral links (DMG182).


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A cursed item.  + 3 full plate that attracts ranged weapon fire at twice the normal chance (DMG233).


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Shaped metal plates riveted to cover the entire body. Includes gauntlets, boots, and helm.


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A very light chain shirt made of mithral links (DMG182).


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Overlapping strips of metal sewn to leather and chainmail backing. Includes gauntlets.


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Coat and leggings of leather covered in overlapping metal scales. Includes gauntlets.


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+ 3 banded mail, adorned with ten 100gp gems. Once per week, the wearer can demand an attack reroll (DMG182).


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+ 2 hide armor; all charge attacks made by the wearer are double in damage (DMG182).


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+ 4 full plate armor that allows the wearer to make claw attacks (1d10). And! Scary! You look like a demon (DMG182).


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Made of interlocking metal rings. Includes a quilted layer underneath and gauntlets.


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A nonmagical breastplate that gives a natural +2 enhancement bonus to AC (DMG182).


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+1 chainmail that can be worn underneath clothing without being revealed.  Wearer can fly once per day (DMG182).


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Quilted layers of cloth and batting. Gets hot and can become foul with sweat, lice, etc.


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Prepared from multiple layers of leather and animal hides. Stiff and hard to move in.


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A cursed item. + 1 full plate that causes the character to suffer -4 to CHA (DMG233).


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Protects your torso while leaving your arms free. Includes padding and steel cap.


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+ 1 plate armor. The wearer can breathe underwater and converse with any creature that breathes water (DMG182).


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Leather armor reinforced with metal studs.


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Metal plates that cover your front and back. Includes greaves and suit or skirt of leather.


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An apparently ordinary leather apron, with an odd metallic sheen. Provides a +2 Deflection bonus to AC. ((DotF25))


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Masterwork scale mail enameled to look like red dragon scales. Provides fire resistance 15. ((DotF25))


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When worn by a Neutral character, acts as +2 Splint mail, and grants a +2 resistance bonus on all saves. ((DotF25))


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Cord armor consists of ropelike fibers woven and knotted into thick, though fabric (AO75).


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+1 chainmail that can be worn underneath clothing without being revealed.  Wearer can fly once per day (OA124).


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Partial armor is a light suit of armor samurai who do not wish to be heavily burdened (OA77).


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Great armor consists of small metal plates tied together with colored leather lacings, and lacquered (OA75).


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This great annor is fashioned to make the wearer appear like an oni (OA124)


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Ashigaru armor is a light and inexpensive armor worn by farmers (OA75)


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Dastana consists of Heavy hide armor made from the skin if rhinoceros (OA75).


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This +2 bone armor has a protective spirit bound to it (OA124).


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Finely crafted full plate specifically cut for those who fight mounted. Provides +1 Competence bonus to Ride. (MotW28)


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The drinker gains +3 Natural Armor Bonus, Side Effect: All Vision reduced to 30` (A&EG 124)


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This armor is a cloth or leather coat reinforced with strips of bone from animal. (A&EG14)


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This armor consists of a coat of leather plates, similar to a light form of splint mail. (A&EG14)


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This armor consists of small, overlapping plates of metal sewn together. (A&EG15)


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This armor is like scale mail but made with cured leather instead of metal. (A&EG16)


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This armor is a close-fitting body that lasts during the night and withers at the end of the day. (A&EG16)


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This +1 cold, fire, and lighting resistance full plate only resizes to fit dwarves, gnomes, or halfling (MagFR138)


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+2 full plate composed of wood and permanently rendered into ironwood. (MOTW28)


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+1 leather armor allows the wearer to produce an effect identical to the effect of alter self. (BoVD111)


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This suit of +1 full plate has four 5-foot chains connected to it at the waist. (BoVD111)


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+2 scale armor deals 2d6 points of slashing damage with a successful grapple check. (BoVD111)


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Quilted layers of cloth and batting. Gets hot and can become foul with sweat, lice, etc.(BoVD53)


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+1 breastplate can transfer the damage dealt to him from a melee attack to another creature. (BoVD111)


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This armor looks like  dead adult kython with only 2 arms (BoVD118)


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The Chains that hang down from this armor can be made to attack (SS48).


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This +1 shadow studded leather armor give the wear darkvision and invisibility to undead (SS48)


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Armor that is made from the skin of a snake (SS48)


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The Drinker gains +1 Natural Armor bonus, Touch attack deal 1d8+1 Electricity dmg (A&EG 123)


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This +1 half-plate can produce a number of simple melee weapons as a standard action. (A&EG93)


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This +2 scale mail has an irregular pattern of scales that overlap in all directions. Assists with disarm attempts. (A&


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The Drinker Gains +2 Natural Armor Bonus and darkvision 60` for 1 hour (A&EG 123)


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This +1 chain shirt is highly polished, and allows the wearer to ignore the effects of a gaze attack 3/day. (A&EG94)


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Reduces removing armor to one action. (A&EG15)


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This armor comes in an ornate box as numerous identical metallic shapes. On command, they form +2 Full Plate (A&EG95)


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The Drinker gains +1 Natural Armor Bonus plus special (see text A&EG 123-124)


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This +3 Banded Mail grants a +4 bonus vs. Domination and can grow wooden stakes (1d3, 19-20x2). (A&EG95)


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This armor is carefully crafted from the bark of ancient trees.  Druids may use this armor without penalty. (A&EG14)


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This armor literally grows from its master`s skin. (A&EG14)


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This armor is made of sea coral often used by seafaring races. (A&EG15)


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This armor is composed of tough leather reinforced with small metal rings. (A&EG17)


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This armor is created out of specially treated tortoise shells and the like.  (A&EG17)


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This armor is made out of thin sheets of specially treated stone. (A&EG17)


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This armor is made out of tightly woven reeds, cost and weight are reduced but has low armor protection. (A&EG17)


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This armor is a cloth or leather reinforced with strips of wood. (A&EG17)


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Mount armor.  Override the size of the armor to match that of your mount. Purchase here; equip in monster gen. (A&EG78)


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Mount armor.  Override the size of the armor to match that of your mount. Purchase here; equip in monster gen.  (A&EG78)


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Creatures with access to the right sort of clays and soils often plaster their skin with this simplistic armor.(RoFR157)


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Thin strips of alchemically treated resin (FF110).


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Designed to be put on quickly or removed easily. Don hastily/remove: full round action. Don normally: 3 minutes. (GW42)


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+2 negative energy protection undead disrupting chainmail bears Aluvan`s symbol on the shoulder plate. (GW63)


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+1 undead controlling breastplate made by a Tereppekian Orcus-worshiper for his evil lieutenant. (GW63)


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Heavier and more solid than regular armor, +2 circumstance bonus on Balance & STR to avoid bull rush (Udrk 66)


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Subtle designs that simulate a part. Type of terrain. +2 circumstance bonus to hide in that terrain (Udrk 66)


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Made of interlocking stone plates, cunningly carved for both thinness and strength. Good for druids. (Udrk 67)


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This armor is made of crystals and requires the wearer to breakout of the armor to remove it. (A&EG15)


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Similar to leather in appearance, sharkskin armor is tougher and provides a +6 bonus to escape artist. (RoFR157)


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Creatures with access to the right sort of clays and soils sometimes plaster their skin with this simplistic armor. (RoF


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This +2 Breastplate is highly decorated, and can turn back arrows, bolt, or projectile at their firer. (RoFR171)


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This +1 Cooling Chainmail is much sought after along the Shining Sea shores, especially near the Calim Desert. (RoFR171)


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This +1 Dendritic Armor was fashioned by urdunnir dwarves who can simply Stone Walk out of it. . (RoFR171)


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This bizarre looking armor is created from the chitin of various monstrous vermin or similar creatures. (RoFR157)


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This exotic armor feels light and soft to wear, yet is strong & resilient. (Udrk 66)


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This +3 glamered shadow slick silent drowcraft spiked leather armor is legendary. 1/day go inv. (8th) (Udrk 71)


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This exotic armor resembles a rubbery suit of hide armor with long tentacles. +2 to STR for trip attacks (Udrk 67)


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A reinforced suit of full plate armor. (Udrk 66)


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This +2 illithidwrought full plate is composed of bulky reinforced metallic plates. (Udrk 71)


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Fine strips of felt/velvet placed at joints to prevent clanking. + 2 circumstance bonus to move silent (Udrk 66)


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This +1 1/2weight illithidwrought full plate is formed from leaf thin coated steel. Under Mind Blank def. (Udrk 71)


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This exotic armor has numerous slender wires extending from it, reduces concealment miss chance by 10% (Udrk 66)


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Made from Chitine webs, deteriorates over time unless a Chitine refreshes the oils in the web (Udrk 66)


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Many small, sealed bladders of air festoon the insides and outsides of buoyant armor. (Udrk 65)


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Made from dark snakeskin steeped in mysterious alchemical mixtures, supple & formfitting (Udrk 66)


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+5 full plate crafted from Gold Great Wyrm hide grants fire immunity; allows fly 90` (clumsy) 4 hr/day (ELH 129)


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This +1 negating Full plate of Invulnerability is crafted from adamantine gives a -5 penalty on dispel checks. (ELH 128)


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This +4 full plate armor is fashioned to make the wearer appear demonic. (ELH 128)


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This chain shirt of heavy fortification grants +4 levels to turns, smite evil and lay on hands. Gain DR 10/+5 (ELH154)


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+5 full plate crafted from Brass Great Wyrm hide grants fire immunity; allows fly 90` (clumsy) 4 hr/day (ELH 129)


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+5 full plate crafted from Copper Great Wyrm hide grants acid immunity; allows fly 90` (clumsy) 4 hr/day (ELH 129)


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+5 full plate crafted from Green Great Wyrm hide grants acid immunity; allows fly 90` (clumsy) 4 hr/day (ELH 129)


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Masterwork scale mail enameled to look like the scales of a blue dragon. Grants Electricity resistance 15. ((DotF24))


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Made from the organic hides of monstrous beetles. Has same properties of masterwork breastplate plus a higher dex max.


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Made from the organic hides of monstrous beetles. Has same properties of masterwork full plate plus a higher dex max.


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Made from the organic hides of monstrous beetles. Has same properties of masterwork half plate plus a higher dex max.


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+5 full plate crafted from Bronze Great Wyrm hide grants lightning immunity; allows fly 90` (clumsy) 4 hr/day (ELH 129)


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Can`t heal; Increase size; immune mind effects, poison, disease, critical, subdual/ability damage, and more. (ELH 154)


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This suit of +6 hide armor grants its full armor class bonus regardless of any form the wearer takes. (ELH 129)


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+5 full plate crafted from Silver Great Wyrm hide grants cold immunity; allows fly 90` (clumsy) 4 hr/day (ELH 129)


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+5 full plate crafted from Blue Great Wyrm hide grants lightning immunity; allows fly 90` (clumsy) 4 hr/day (ELH 129)


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This +6 mithral breastplate grants the wearer a +4 enhancement bonus to charisma and leadership feat. (ELH 129)


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+5 full plate crafted from White Great Wyrm hide grants cold immunity; allows fly 90` (clumsy) 4 hr/day (ELH 129)


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+5 full plate crafted from Red Great Wyrm hide grants fire immunity; allows fly 90` (clumsy) 4 hr/day (ELH 129)


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This bright silver or gold +7 Chainmail is so fine and light it can be worn under normal clothing. (ELH 128)


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+5 full plate crafted from Black Great Wyrm hide grants acid immunity; allows fly 90` (clumsy) 4 hr/day (ELH 129)


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Very light chainmail made of mithral links (ELH293).


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A combination of chainmail and metal plates covering vital areas. Includes gauntlets.  Made from black metal to reduce v


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Mark of the Favored is AL N; SV Fort +8, Ref +8, Will +7; Str -, Dex -, Con -, Int 10, Wis 9, Cha 11, Ego 4 (A&EG142)


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This +1 leather armor continually puts out a Diminish Plants effect, and can cast Antiplant Shell 1/day. (A&EG94)


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This dwarf-sized +1 Full Plate grants a +4 Circumstance bonus on any Stonecunning checks. (A&EG94)


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Covered with engravings of sinister looking eyes, this +2 half-plate allows the owner to cast Emotion 3/day. (A&EG94)


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This alchemical concoction adds a +5 Armor Bonus to AC, lasts 24 hours, and takes 4 minutes to apply. (A&EG78)


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This +2 fire and lighting resistance full plate armor is made of nonmetallic material (MagFR138)


# info Art Objects

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Eyepatch with mock eye of sapphire and moonstone


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Carved harp of exotic wood with ivory inlay and zircon gems


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A string of small pink pearls (necklace)


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Ceremonial electrum dagger with a star ruby in the pommel


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Silver-plated steel longsword with jet jewel in hilt


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Black velvet mask with numerous citrines


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Embroidered silk and velvet mantle with numerous moonstones


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Gold ring, formed as a dragon clasping it`s tail in its mouth.


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White gold ring with runes (radiated abjuration magic)


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Painting and tapestries depicting Myth Drannor


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Golden seal for the family Ikeshia (the name written in Elven)


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Gold-inlay dagger with two intertwining snakes as the handle


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Platinum tiara shaped like a spider with eight diamond eyes


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Silver snuff box decorated with turquoise


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Bronze lamp bearing a continual flame spell (Drow work)


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Books detailing history of the Desmodus` war with the drow (told from the Desmodus` point of view).


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The Cathezar`s Collected Literary Material


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Masterwork Short Sword with Jeweled Hilt


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Masterwork Lute of Zalantar wood with Mithral frets


# info Class

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Arcane Archer: An elven warrior skilled in magic and combat.


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Fey: A creature with supernatural abilities and a connection to nature or to some other force.


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Aberration: A creature with a bizarre anatomy, strange abilities, or an alien mindset.


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Magical Beast: A nonhistorical creature with supernatural or extraordinary abilities.


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Ooze: An amorphous or mutable creature, always mindless.


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Vermin: An insect, arthropod, worm, or other invertebrate, always mindless.


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Cleric: A master of divine magic and a capable warrior as well.


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Outsider: A nonelemental creature from another dimension, reality, or plane.


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Paladin: A champion of justice and destroyer of evil, protected and strengthened by divine powers.

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Ex-Paladin: A paladin who fell from grace. Loses all abilities and spells, and cannot advance as a Paladin.


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Fighter: A warrior with exceptional combat capability and unequaled skill with weapons.


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Dragon: A winged, reptilian creature with magical or unusual abilities.


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Sorcerer: A spellcaster with inborn magical ability.


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Aristocrat: An educated, wealthy individual born into high position.


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Blackguard: The quintessential black knight and servant of pure evil.


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Monstrous Humanoid: A humanoid creature with monstrous features, often with supernatural abilities.


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Shapechanger: A creature with a stable body that can assume other forms.


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Construct: An animated object or artificially constructed creature, usually mindless.


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Commoner: An ordinary person with ordinary, nonadventuring skills and abilities.


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Dwarven Defender: A skilled dwarven combatant trained in the arts of defense.


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Animal: A nonhumanoid creature that lived on earth in historical times.


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Humanoid: A creature with two arms, two legs, and a head, with no supernatural abilities.


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Beast: A nonhistorical creature with no magical or unusual abilities.


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Shadowdancer: A nimble master of deception with ties to the Plane of Shadow.


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Undead: A once-living creature animated by spiritual or supernatural forces.


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Adept: A lesser spellcaster with arcane and divine abilities.


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Warrior: An individual with experience in fighting but without sophisticated training.


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Monk: A martial artist whose unarmed strikes hit fast and hard. A master of exotic powers.

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Ex-Monk: A monk who strayed from the path. Retains all abilities, but cannot advance as a Monk.


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Expert: A trained professional with a vast number of skills.


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Loremaster: A spellcaster who concentrates on knowledge and uncovering secrets and lore.


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Barbarian: A ferocious warrior who uses fury and instinct to bring down foes.

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Ex-Barbarian: A barbarian who became civilized. Can no longer Rage or advance as a Barbarian.


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Assassin: An evil master of dealing quick, lethal blows.


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Bard: A performer whose music works magic. A wanderer, a tale-teller, and a jack-of-all-trades.

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Ex-Bard: A bard who lost his restless nature. Retains all abilities, but cannot advance as a Bard.


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Rogue: A tricky, skillful scout and spy who wins the battle by fighting dirty.


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Wizard: A potent spellcaster schooled in the arcane arts.


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Ranger: A cunning skilled warrior of the wilderness.


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Elemental: A creature composed of one of the four classical elements: air, fire, earth, or water.


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Giant: A humanoid creature of great strength, usually of at least Large size.


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Druid: One who draws power from the natural world to cast divine spells and gain strange magical powers.

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Ex-Druid: A druid who lost the balance. Loses all abilities and spells, and cannot advance as a Druid


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The Way of the Bow is used by some for spiritual self improvement, by others a philosophical art.


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The ghostwalker is not a role that fits many heroes.


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The master samurai is a military retainer of a feudal overlord.


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The devoted defender is a professional guardian.


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The master of ki, an ancient and formidable discipline that allows the user to accomplish the extraordinary.


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The lasher uses the whip as an extension of herself.


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The duelist proves that precision and skill are viable alternatives to massive weapons.


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Graduates of the College of Ware have served Furyondy`s military for generations, providing high ranking generals.


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The battlefield champion of a savage humanoid race.


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Representing the ultimate in Mounted warfare, the cavalier is the quintessential knight in shining armor.


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By weaving and staggering about as if inebriated, drunken boxers avoid many blows.


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The semi-nomadic culture of the halfling race often results in sudden encounters with peril.


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The master of chains is a combatant specializing in the use of chains.


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Weapon Master: Also known as Kensei, these weapon masters seek the perfection of a single melee weapon.


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Feared by many, understood by few, the infamous Ravager is an individual dedicated to Erythnul.


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Some are mere slaves, sent into a squalid pit to fight against insurmountable odds.


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The few, the proud, the Knight Protectors are warriors dedicated to restoring the ideals of knightly chivalry.


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Some monks seek only enlightenment. Others are tempted by more shadowy pursuits.


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While many view the Fists of Hextor simply as effective as brutal mercenaries, they are in fact templar.


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This class is only available to beholders who gouge out their antimagic eye.


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Candle Caster:  Enchants candles (T&B53)


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Alienist:  Deals with Pseudonatural creatures (T&B45)


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Dragon disciple: Latent dragon blood (T&B55)


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Wayfarer Guide: Teleportation expert (T&B70)


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Elemental Savant: Master of Element Magic (T&B57)


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True Necromancer:  Arcane and clerical control of death (T&B69)


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Acolyte of the Skin:  More than one way to skin a demon (T&B43)


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Blood Magus:  Blood energized mage (T&B50)


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The Divine Agent is a specially selected agent of her deity, and she acts in the service of that diety or power (MotP24)


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Gatecrashers see themselves as cosmic free agents, who can influence the natives of the planes (MotP26).


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The Planar Champion moves between planes, always driven to battle. (MotP28).


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The Planeshifter is a magical scholar and expert in planar travel (MotP30).


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Mantis Mercenary: Mercenaries with a unique fighting style that makes use of peasant weapons and a rolling motion.


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Mirumoto Niten Master: The military leaders of the dragon clan.


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Daidoji Bodyguard: Samurai trained to be the more military arm of the Crane.


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Bayushi Deceiver:  A samurai taught to value loyalty far more highly than any ideal of honor.


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Maho-Bujin: A character who became possessed by the evil of the Shadowlands and was transformed into a creature of Taint


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Shiba Protector: Samurai who are sworn to protect the Isawa family.


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Archmage: One devoted to the arcane arts.


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Mystic wanderer are divine spellcasters who eschew normal church hierarchies and instead embrace freedom (MagFR35)


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Iaijutsu Master: Master of the Iaijutsu fighting technique.


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Witch Hunter: Master of combining magic and combat expertise to battle the spiritual forces of evil in the world.


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Yakuza: Shadowy members of the underground organization of crime.


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Shugenja: Spiritual and magical advisors of Rokugan.


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Akodo Champion: Samurai who serve as officers in the massive army of the Lion clan.


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Kishin Charger: Cavalry soldiers trained to use their mounts to their fullest ability.


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Maho-Tsukai: Spellcasters who use blood magic to serve the will of the Shadowlands.


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Hida Defender: Samurai trained to be the backbone of the Crab military machine.


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Samurai: A warrior who follows the code of bushido.

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Ex-Samurai: A samurai who has strayed from the code of bushido.  Loses his swords` benefits and cannot advance.


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Zhentarim Skymage: An arcane spellcaster who serves the Zhentarim as a spy or armed Deterrent (LoD102)


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Thayan Knight: Some times even a Red Wizard needs a protectors (LoD64)


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Darkmask: most surface drow become a specialized sort of cleric/rogue (LoD33)


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Divine Disciple: Divine spellcasters that transcend their mortal nature and embody the divine on the face of Toril.


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Entropist: A cleric of the aspect of Tiamat


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Dread Pirate: Master of the pirate`s way of life.


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Dungeon Delver: An adventurer specializing in underground locations.


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Outlaw of the Crimson Road: An outlaw specializing in highway robbery and other dangerous professions.


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Royal Explorer: A commissioned explorer seeking the far realms for treasure.


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Spymaster: A master at disguise and subterfuge.


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Temple Raider of Olidammara: An elite thief who specializes in stealing from temples.


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Thief-Acrobat: A thief that excels at getting into places other people can`t.


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Vigilante: One who has taken justice into his own hands.


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Virtuoso: An entertainer extraordinaire, using music and song to enchant and delight.


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The random madness of the thunderstorm and the unpredictability of the slaadi come together.


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Specializing in solving mysteries, he evaluates and discards possibilities until only one remains - the truth.


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Fang of Lolth: A half-spider adventurer, fallen victim to a fang scarab.


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The eye of Gruumsh is a true prestige class in the sense that all orcs respect those who achieve it.


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Hexers are unknown among civilized peoples; they are found only among tribes of goblins, ogres, and orcs.


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Magic is evil. Magic Tempts. Magic perverts. Magic corrupts. Anyone who cannot embrace these truths is not a Forsaker.


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When a druid turns away from the land, the land turns away from her.


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Anyone with a tie to nature and sufficient hardiness can become a king or queen of the wild.


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A deepwood sniper is patient, careful, quiet, and deadly accurate.


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Berserk: Warriors who invite the rage of the animal into the warrior`s body.


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Justicars of Taiia: The members of the Purifying Flame sect whose oracular ability is limited.


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Peerless Archer: Devotes their life to perfecting their skill with the bow (SM115)


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Giant-Killer:Are great heroes so long as they are killing giants (SM109)


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Knight-errant of Silverymoon: You are charged with the safety of the city of silverymoon (SM112)


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Wild Scout: Are the spies of the wilderness, traversing the open and wild country in search of information (SM117)


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Orc Scout:Your task is not to fight but to gain information about the enemy (SM114)


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Hordebreaker: A person who makes destroying the horde a way of life (SM111)


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The disciple of Dispater is a warlike general of evil.


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The disciple of Baalzebul is a liar, cheat, and a thief.


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Although fiends prize the souls of mortals tempted to evil, sometimes a mortal must simply be slain.


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A demonologist is a mortal who has devoted his life to the study of demons.


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Scurrying about in sewers, back alleys, and abandoned buildings, the cancer mage feeds upon the corpse of society.


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The disciple of Mammon takes what she wants any way she can.


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The thrall of Juiblex is as disgusting an individual as one may ever encounter.


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The thrall of Graz`zt is a sinister, conniving, and thoroughly evil master of arcane lore and dark secrets.


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The skittering of multiple legs across the floor, the droning of wings.


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The disciple of Asmodeus is a lordly, domineering sort who craves unlimited power.


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Bane of all living creatures, the soul eater is a monstrous being that feeds on the very essence of life force.


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The thrall of Demogorgon is a perversion of his race - and a madman.


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The warrior of darkness, sometimes called the dark knight, is a practitioner of black magic.


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The Disciple of Mephostopheles wields hellfire as his weapon, striking down all who oppose him.


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The diabolist is one who has thrown in her lot with the forces of hell.


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Amid the ranks of the undead, the vampires are some of the most feared creatures that stalk the night.


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The thrall of Orcus has devoted herself to the demon prince of undeath.


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Master of the infernal art of perverting the natural desire to worship, and turning it toward the corrupt.


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Able to abandon its physical form and inhabit or even control a mortal body.


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Some fiends are preoccupied with corrupting mortals to ensure that their souls end up on the Lower Planes after death.


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Arboreal Guardian: Dedicated protector of the Spirit Wood and the elf and half-elf spirits there. (GW19)


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Bone Collector: A person who draws personal power from the destruction of undead. (GW21)


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Ghost Slayer: One who believes ghosts are unnatural and works to dispatch them to the True Afterlife. (GW26)


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Eidoloncer: A ghost who focuses on improving ghostly abilities as well as their spellcasting. (GW17)


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Eidolon: A ghost who focuses on improving ghostly abilities. (GW16)


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Deathwarden Chanter: Member of the mysterious order of dwarves who guard the Veil of Souls. (GW23)


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Chitines know that webs, once woven, belong to a greater complex that they reverently call the Overweb.


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Devout worshipers of Blibdoolpoolp who seek communion with the Sea Mother often gain additional abilities in return.


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Shadowcrafters long ago mastered illusions and glamers. They specialize in forming their own reality out of nothingness.


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Born with an ache to learn about the roots of the mountains, the sunless seas, and the hidden ways filled with darkness


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Those kuo-toas who become monitors (monks) typically spend their lives protecting their community from outside threats.


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A secret society dedicated to righting wrongs, the Imaskari vengeance takers are trained by hidden masters in the rites


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Doomdreamer: The elite among the ranks of the cult of Tharizdun.


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Fatespinner:  Takes reins of fate (T&B59)


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Mage of the Arcane Order:  Guildmage (T&B60)


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Pale Master:  Unique necromantic spellcaster (T&B65)


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The Cosmic Descryer is interested in the infinite variety of the planes, and the layers of the multiverse. (ELH26)


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One who turns the mind`s potential to the warrior`s art is know as a Psychic Warrior (PsiHb13)


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Psion: One who draws real power from their mind.


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The metamind knows that accumulating the most power in the shortest time is the key to psionic superiority (PsiHb109)


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The master alchemist is a spellcaster who specializes in producing potions and elixirs (MagFR34)


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The Harper`s recruit all types of members, to help fight evil (MagFR29)


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Spelldancers are an energetic sort of spellcaster who draw on the quasi-primal energy of song and dancing (MagFR37)


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The Watchful Order of Magists and Protectors is one of the most powerful guilds in Waterdeep (MagFR26)


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Spellfire is the raw energy of the weave (MagFR39)


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Shaman: A mystic caster who communes with spirits.


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The Cormyrean war wizards are some of the most respected battle-mages in all Faerun (MagFR40)


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The incantatrixes are the practitioners of metamagic in Faerun (MagFR31)


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Gnome artificers dabble in technology to create fantastic devices (MagFR23)


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the Harper Mage has been part of the Harper since the organization`s inception (MagFR28)


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mage-killers magic is designed for combat against other spellcasters (MagFR32)


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Sohei: A warrior monk or religious soldier who protects monasteries.


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Blade Dancer: Warriors who combine the art of the sword with the art of magic.


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Eunuch Warlock: A powerful spellcaster who wields power behind the throne.


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Henshin Mystic: Member of a monastic order that teaches that humanity can transform to divinity.


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Sorcerer: A spellcaster with inborn magical ability.  Uses Wu Jen spell list.


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Wu Jen: A potent spellcaster schooled in the elemental arts.


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Battle Maiden: Spirited women who ride into battle on their powerful steeds.


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Bear Warrior: A shapechanger who worships the bear spirits.


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Singh Rager: Warriors who take their strength from the noble Lion.


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Tattooed Monk: Monks who use the their tattoos to enhance themselves.


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Void Disciple: Master of the elemental force of Void.  Also known as Ishiken.


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Ninja Spy: A member of a secret organization specializing in stealth, exotic weapons and assassination.


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Shadow Scout: Silent scouts sent to report on the enemy and return alive.


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Shapeshifter: Masters of the ability to transform.


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Shintao Monk: Monks who follow the Tao of Shinsei.


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Moto Avenger: A member of the Moto family who is dedicated to their war against the Shadowlands and its evils.


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Spur Lord: Cyricists who survive to high level show their devotion by taking this class. (LoD11)


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The bloodhound tracks down wrongdoers and brings them to whatever justice awaits them.


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The shifter has no form that she calls her own.


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Not a class for stable individuals. It involves relating one-on-one with things that relate to nothing.


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For the animal lord, a humanoid form is simply an accident of birth.


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Unusual weapons are her trade, and in her hands, they become instruments of destruction.


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The foe hunter has but one purpose in life: to kill creatures of the type she hates.


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The ability to bond with animals opens up a new way of life for some.


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The windrider is a specialist in mounted combat, but hers is no ordinary mount.


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The point of calm within a whirling barrier of deadly blades.


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Soldier of Light: A military order of the church of Elishar, dedicated to open warfare against the minions of Toldoth.


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Runecasters: A spellcaster that can create incredibly potent symbols.


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Divine Champion: A mighty warrior who dedicates herself to her deity`s cause


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Hierophant: A powerful divine spellcaster


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Illithids who embrace the Tamer Creed believe that military might is the most important factor in their races survival.


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Finding items, especially long lost ones, is an Agent Retriever `s specialty. (ELH24)


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The perfect wight is a master of skulking, the ultimate prowler and thief. (ELF34)


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Deities need powerful servants, these characters are second to none in their gods favor.  (ELH 27)


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The high proselytizer is the holy inspiration that begins religious movements. (ELH31)


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An extraordinary bodyguard, a protector of others who is skilled in preventing harm to his charge.  (ELH30)


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A Union Sentinel is a member of the elite police force that guards that demiplane of Union. (35)


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The epic infiltrator is an agent of espionage, an undercover operative, and sometimes a saboteur. (ELH28)


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The ultimate foot soldier, an absolute force of destruction, a total warrior who excels at combat prowess. (ELH 33)


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Someone who know how to make their power points last when it comes to fire (PsiHb111)


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This is someone who hates Illithids more then anything living (PsiHb112)


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Arcane Devotee: One who subordinates their own causes to those of their diety.


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Divine Seeker: Manifests a deity`s abilities of stealth, discretion and speed.


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Hathrans comprise an elite sisterhood of spellcasters who lead Rashemen.


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Shadow Adept: A spell caster dedicated to the Shadow Weave


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The leaders of the Purple Dragons of Cormyr.


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The red wizards are the masters of Thay and the would-be magical overlords of Faerun.


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Guild thieves are thieves who operate in urban areas as part of an organized thieves guild.


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Those few living mages who have studied the lore of Raumathar, but those who do can scatter demonic armies like chaff in


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These martial artists practice the ways of Kara-Tur monks, and seek to emulate their style. (UE32)


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These corrupt priests revel in decay, and are feared and reviled throughout the East. (UE34)


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These deadly barbarians bear magical runes carved into their flesh, and are the most feared of Rashemen`s defenders. (UE


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Members of the secret society of holy slayer worship Kossuth. (UE21)


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Griffonriders soar above the lands of Aglarond, and hold special rank within its military. (UE18)


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The Nar is a master of the black art of demon summoning, keeping alive the traditions of Narfell. (UE25)


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Thayan slaver are cruel marauders who use their awful abilities to abduct and break the will of others. (UE37)


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Members of this elite group of foresters work to keep the Yuirwood free of evil. (UE24)


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These defender of the great forests are sworn to serve the Nentyarch. (UE28)


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These evil spellcasters tap into the darker spirits of Rashemen. (UE22)


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The Shadowmasters of Telflamm are one of the most notorious thieves` guilds in Faerun. (UE36)


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Arachnomancer: Many creatures of the Underdark are drawn to the power of the spider and that of the master of spiders.


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Traveling in the Underdark is dangerous, especially for those unaccustomed to its labyrinthine passages. Wise travelers


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Most creatures view creepy, crawly insects with revulsion. To a vermin keeper, however, they`re perfect killers.


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Deep diviners are intimates of the earth and all that it hides. A deep diviner knows the stones, structures, faults, hot


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This unholy warrior is steeped in the divine energy of Selvetarm,the Spider That Waits,self-appointed Champion of Lolth.


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Harper Scouts are members of the Harpers, a secret society dedicated to holding back evil.


# info Domain

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Once per day, you can perform a feat of strength, giving you a bonus to Str equal to your level.


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You cast evil spells at +1 caster level.


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You cast animal friendship once per day. Knowledge (nature) is a class skill.


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Rebuke or command plant creatures as evil clerics do undead. Knowledge (nature) is a class skill.


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You cast chaos spells at +1 caster level.


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Once per day you can perform a greater turning against undead. Destroys undead instead of turning.


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Once per day, generate protective ward giving target bonus on her next save equal to your level.


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Turn or destroy water creatures and rebuke or command fire creatures as clerics do undead.


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Turn or destroy earth creatures and rebuke or command water creatures as clerics do undead.


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You gain the Smite power. Make one melee attack at +4 and damage bonus equal to your cleric level.


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Bluff, Disguise, and Hide are class skills.


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Turn or destroy air creatures and rebuke or command earth creatures as clerics do undead.


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Weapon Proficiency and Weapon Focus in your deity`s favorite weapon.


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You gain the power of good fortune, usable once per day. You can reroll one roll you have just made.


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Use scrolls, wands, and other devices as a wizard of one-half your cleric level (at least 1st level).


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All Knowledge skills are class skills. You cast divinations at +1 caster level.


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You can use a Death touch once per day. Delivered by melee touch attack.


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You cast good spells at +1 caster level.


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For one round per level per day, you ignore magic effects that impede movement.


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You cast healing spells at +1 caster level.


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Turn or destroy earth creatures and rebuke or command air creatures as clerics do undead.


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You gain the Smite power. Make one melee attack at +4 and damage bonus equal to your cleric level (OA87).


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Move through natural thorns, briars, overgrown areas, and similar (OA89)


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You have a base swim of 30 feet, with no need to make swim checks (OA88).


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You can generate a stone ward, a spell-like ability, on yourself or someone you touch a damage reduction (OA88)


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You can use a Death touch once per day. Delivered by melee touch attack (OA87).


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You can generate a flame ward, a spell-like ability, on yourself or someone you touch a resistance bonus (OA86)


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You gain the power of good fortune, usable once per day. You can reroll one roll you have just made (OA86).


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Rebuke or command spirits as evil clerics do undead (OA86)


DomainAbility:
Add shaman level to 1 saving throw 1/day

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Once per day you can add your shaman level to a single saving throw (OA88)


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You can summon an ancestor, channel some of the ancestor`s Karmic power, you gain +4 insight bonus on any skill (OA86)


DomainAbility:
Cast divination spells at +2 caster level

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You cast divination spells at +2 caster level (OA86)


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Intuit direction and Wilderness Lore are class skills.


DomainAbility:
Use calm emotions as a spell-like ability

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Use calm emotions as a spell-like ability.


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You generate a mental ward to grant someone you touch a bonus on her next Will save equal to your level +2.


DomainAbility:
Uncanny dodge ability of 3rd level Rogue.

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You gain the uncanny dodge ability of a 3rd level Rogue.


DomainAbility:
Protect number of creatures equal to CHA mod.

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As a free action, you may protect a number of creatures equal to you Cha mod (minimum 1) with a +4 dodge bonus to AC.


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You can boost your Charisma by 4 points once per day.  Activating this power is a free action and it lasts 1 minute.


DomainAbility:
You cast Creation spells at +1 caster level

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You can cast creation spells at +1 caster level and gain Skill Focus (a +2 bonus) in the Craft skill of your choice.


DomainAbility:
Regain hit points after falling below 0.

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If you fall below 0 HP, you regain a number equal to 1d8 + your Cha mod. This functions once per day.


DomainAbility:
Make a strike of vengeance for max damage.

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After being harmed by someone in combat, the next action may be a strike of vengeance against them for max damage.


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Rebuke or command reptilian animals.  Use this ability a total number of times per day equal to 3 + Cha mod.


DomainAbility:
You gain the dwarven ability of stonecunning.

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You gain the dwarven ability of stonecunning or increases racial bonus from +2 to +4.


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You gain the smite power; to make a single melee attack with a damage bonus equal to your cleric level if you hit.


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Rebuke or command oozes.  Use this ability a total number of times per day equal to 3 + Cha mod.


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Give allies a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapons damage rolls.


DomainAbility:
+2 to saving DC of any compulsion spell you cast.

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Add +2 to the saving throw DC of any compulsion spell you cast.


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Turn or destroy lycanthropes. You can use this ability a total number of times per day equal to 3 + your Cha mod.


DomainAbility:
+2 bonus on Concentration and Spellcraft checks.

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You get a +2 bonus on Concentration and Spellcraft checks.


DomainAbility:
Gain +2 bonus on rolls against one opponent a day.

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Once per day, an opponent is chosen to gain a +2 profane bonus against on attack rolls, saving throws, and AC.


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You can add your Cha mod to you Climb, Jump, Move Silently, and Hide checks. This is a free action and lasts 10 minutes.


DomainAbility:
You cast all illusion spells at +1 caster level

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You cast all illusion spells at +1 caster level


DomainAbility:
Ability to force out possessing spirits.

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You gain the supernatural ability to force possessing spirits out of the bodies they inhabit. ((DotF79))


DomainAbility:
Bonus to many skills and saves vs. Enchantment

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You gain a +2 bonus on Bluff, Diplomacy, Innuendo, Read Lips, Sense Motive, and Will Saves vs. Enchantments. ((DotF79))


DomainAbility:
Speak with animals once per day per level.

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Turn or destroy earth creatures and rebuke or command air creatures as clerics do undead. ((DotF78))


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You add your Charisma modifier to all saves, or add +1 to the bonus ((if you already do so)). ((DotF79))


DomainAbility:
+2 Enhancement to Dex & Init, +10 ft. Speed

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+2 Enhancement bonus to Dexterity, +10 Speed increase when in Light Armor, +2 Enhancement bonus to Initiative ((DotF78))


DomainAbility:
Turn undead with a +2 bonus on turn check

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Turn undead with a +2 bonus on turn check.


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You gain an insanity score equal to half your class level.


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You gain immunity to the effects of all diseases, but you can still carry infectious diseases. ((DotF79))


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Gain a +4 bonus on all dispel checks. ((DotF79))


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Gain the Spell Focus ((Enchantment)) feat. ((DotF78))


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You cast any Summon Monster spell at twice you caster level, increasing range and duration. ((DotF79))


DomainAbility:
Reroll a damage roll and take the better.

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By manipulating the forces of destruction, once per day a cleric can reroll any damage roll and use the better of them.


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Once per day you can add your shaman level to a single attack roll (OA88)


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Rebuke or command plants and animals as evil clerics do undead (OA88)


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You gain a +2 morale bonus on all saving throws.


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Character gains +1 divine bonus on attack and damage tolls for unarmed strikes and attacks with natural weapons.


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You can detect approaching enemies, sniff our hidden foes, and track by sense of smell.


DomainAbility:
+2 bonus on Appraise, Open Locks, and Pick Pockets

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Character gains a +2 competence bonus on Appraise, Open Lock, and Pick Pocket checks.


DomainAbility:
Add class level to some skill once per day

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Once per day, character can add her class level as a bonus on a Bluff, Diplomacy, Intimidate, or Sense Motive Check.


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Once per day, character can attack an object and ignore its hardness rating.


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Character converts damage that he deals in one blow per day into healing for himself, up to 1 point per level.


DomainAbility:
Rebuke/Command Blightspawned and Evil creatures

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Rebuke or command blightspawned creatures and evil-aligned animals or plants as an evil cleric rebukes undead. 3+Cha. Mo


DomainAbility:
Cast ectomancy spells at +1 caster level

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You cast ectomancy spells at +1 caster level.


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You gain Portal Sensitive as a bonus feat.


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1/day (Free action), you may add your Wisdom modifier to your AC. This bonus lasts for 1 round per cleric level.


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Male a melee touch attack against a living creature to give a -2 penalty to Str and Dex for 1 minute after attack.


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You have the ability to breathe water as if under the effect of a water breathing spell, for up to 10 rounds per level.


DomainAbility:
Detect a portal as if it were a normal secret door

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You can detect an active or inactive portal as if it were a normal secret door (DC 20).


DomainAbility:
Cast all illusion spells at +1 caster level.

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You can cast all illusion spells at +1 caster level.


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You may use detect thoughts once per day, affecting one target and lasting a number of minutes equal to your Cha bonus.


DomainAbility:
Weapon proficiency & Focus with choice of hammer.

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Free Martial Weapon or Exotic Weapon Proficiency and Weapon Focus with your choice of hammer.


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Rebuke or command spiders.  Use this ability a total number of times per day equal to 3 + Cha mod.


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You gain the ability to smite any nonaquatic creature once per day. Add Wis mod to attack and cleric lvl to dam.


# info Exotic Material

Name:
Stronghold Planar Mobility: Outer Plane-linked


Name:
Ranged Attack: Attack Bonus +11 or higher


Name:
Melee Attack: Attack Bonus +11 or higher


Name:
Stronghold Planar Mobility: Inner Plane-linked


# info Feat

Description:
You are proficient with heavy armor. Prereq: Armor Proficiency (light), Armor Proficiency (medium)  (PH80).


Description:
You get a +4 bonus to Concentration checks made to cast a spell while on the defensive  (PH80).


Description:
You have faster-than-normal reflexes. +2 bonus to all Ref saves  (PH83).


Description:
Receive a +1 dodge bonus to AC against attacks from one opponent. Prereq: Dex 13+  (PH81).


Description:
You are proficient in a martial weapon of your choice  (PH83).


Description:
If you drop your opponent, take an extra attack against another nearby. Prereq: Str 13+, Power Attack  (PH80).


Description:
+2 damage bonus with a chosen weapon. Prereq: Fighter 4th level, Weapon Focus with weapon  (PH86).


Description:
The creature can use one of its spell-like abilities each round as a free action  (MM62).


Description:
A still spell can be cast without somatic components. Prepare spell as if one level higher (PH85).


Description:
You can react more quickly than normal in a fight. You get a +4 bonus on initiative checks  (PH83).


Description:
A flying creature can turn up to 180 degrees per round, regardless of maneuverability  (MM62).


Description:
You can create potions, which carry spells within themselves. Prereq: Spellcaster level 3rd+  (PH80).


Description:
You attract loyal companions, devoted followers, and subordinates who assist you. Prereq: Level 6th+  (PH83).


Description:
You get a +4 bonus to checks for extended physical action (running, swimming, and so on)  (PH82).


Description:
You can attack a weapon without provoking an attack of opportunity. Prereq: Str 13+, Power Attack (PH85).


Description:
Spell duration is doubled. Prepare spell as if one level higher  (PH82).


Description:
Cast a quickened spell as a free action. Prepare as if four levels higher  (PH84).


Description:
On a mount, you can charge and attack and then move again. Prereq: Ride skill, Mounted Combat  (PH84).


Description:
You can create magic staves, which have multiple magical effects. Prereq: Spellcaster level 12th+  (PH81).


Description:
You can follow the trails of creatures across most types of terrain with a Wilderness Lore check (PH85).


Description:
You can take a full-round action to use your breath weapon to maximum effect.


Description:
Allows four additional turning attempts per day. Available only to clerics and paladins  (PH82).


Description:
A flying creature can hover in place, fly straight down, or fly straight up regardless of its maneuverability  (MM62).


Description:
You suffer no attacks of opportunity or disarm risks on disarm attempts. Prereq. Int 13+, Expertise  (PH83).


Description:
You can create magic rings, which have varied magical effects. Prereq: Spellcaster level 12th+  (PH82).


Description:
You can create magic weapons, armor, and shields. Prereq: Spellcaster level 5th+  (PH81).


Description:
You get a +2 bonus to caster level checks (1d20+caster`s level) to beat a creature`s spell resistance  PH85).


Description:
A creature with 3+ hands can fight with a weapon in each hand, making an extra attack per extra weapon  (MM11).


Description:
You can move before and after a melee attack. Prereq: Dex 13+, Dodge, Mobility, base attack +4 (PH85).


Description:
All variable, numeric effects of spell increase by one-half. Prepare spell as if two levels higher  (PH82).


Description:
Prepare a spell as if it were a spell of higher level. Prepare the spell as if it were the effective level  (PH82).


Description:
You can make a number of additional attacks of opportunity equal to your Dex mod  (PH80).


Description:
Take an extra attack with a ranged weapon with a -2 to both. Prereq: Point Blank Shot, Dex 13+ (PH84).


Description:
All variable, numeric effects of spell are maximized. Prepare spell as if three levels higher  (PH83).


Description:
You suffer no attacks of opportunity when you perform a Bull Rush. Prereq: Str 13+, Power Attack  (PH82).


Description:
The penalty for using a ranged weapon from horseback is halved. Prereq: Ride skill, Mounted Combat (PH83).


Description:
When your mount is hit in combat, you may make a Ride check to negate the hit. Prereq: Ride skill (PH83).


Description:
You are tougher than normal. You get a +2 bonus to all Fort saving throws  (PH82).


Description:
You add +1 attack bonus with a chosen weapon. Prereq: Base attack +1, proficient with weapon (PH86).


Description:
You are proficient with medium armor. Prereq: Armor Proficiency (light)  (PH80).


Description:
You can make snatch attacks against bigger opponents than other creatures can.


Description:
Attack all within five feet. Prereq: Int 13, Expertise, Dex 13, Dodge, Mobility, Attack +4, Spring Attack (PH86).


Description:
Extra attack with off-hand weapon. Prereq: Two Weapon Fighting, Ambidexterity, base attack +9  (PH83).


Description:
Double damage or triple with lance on charge. Prereq: Ride skill, Mounted Combat, Ride-By Attack (PH85).


Description:
The creature can grab and squeeze an opponent as if it had the improved grab and squeeze abilities (MM62).


Description:
Run five times your normal speed instead of four times. Increase running jump by one-quarter  (PH84).


Description:
You suffer no attacks of opportunity when attacking without a weapon  (PH83).


Description:
Choose a school of magic. All spells from that school gain a +2 bonus to Difficulty Class (DC) (PH85).


Description:
+4 dodge versus attacks of opportunity within a threatened area. Prereq: Dodge, Dex 13+  (PH83).


Description:
Every time you miss your target due to concealment, reroll your miss chance to see if you actually hit  (PH80).


Description:
Deflect incoming arrows, crossbow bolts, spears, etc. Prereq: Dex 13+, Improved Unarmed Strike  (PH81).


Description:
Your breath weapon clings to creatures and continues to affect them on the round after you breathe.


Description:
You are proficient with all simple weapons, such as the dagger, staff, club, mace, shortspear, etc. (PH85).


Description:
+2 bonus on all skill checks with a specific skill. (PH85).


Description:
You can create wands, which cast spells. Prereq: Spellcaster level 5th+  (PH81).


Description:
You can stun your melee opponent.  Prereq: Dex 13+, Imp. Unarmed Strike, Wis 13+, base attack +8  (PH85).


Description:
You can create miscellaneous magic items. Prereq: Spellcaster level 3rd+ (PH81).


Description:
You can take a penalty on melee attack and add it to your damage roll. Prereq: Str 13+  (PH84).


Description:
You can draw a weapon as a free action instead of a move-equivalent action. Prereq: Base attack +1  (PH84).


Description:
You can prevent opponents from closing inside your reach.


Description:
Critical threat range doubled with selected weapon. Prereq: proficient, base attack +8 or higher  (PH82).


Description:
A silent spell can be cast with no verbal components. Prepare spell as if one level higher. (PH85).


Description:
You have finely tuned senses. +2 bonus on all Listen and Spot checks (PH80).


Description:
You are proficient in an exotic weapon of your choice. Prereq: Base attack +1  (PH82).


Description:
Your vulnerability to an opposing energy type is reduced.


Description:
You have a stronger will than normal. +2 bonus to all Will saves  (PH83).


Description:
You can use Dex mod on melee attack rolls with a light weapon. Prereq: Base attack +1, proficient with weapon (PH86).


Description:
As Cleave, with no limit to uses per round. Prereq: Str 13+, Power Attack, Cleave, base attack +4 (PH82).


Description:
You can create magic rods, which have varied magical effects. Spellcaster level 9th+  (PH81).


Description:
You can move before and after a ranged attack. Prereq: Point Blank Shot, Dex 13+, Dodge, Mobility (PH85).


Description:
Your penalties for fighting with two weapons are reduced by two (PH86).


Description:
Choose a number of spells equal to your Int mod. You can prepare these without a spellbook (PH85).


Description:
Doubles spell range and adds to area of effect. Prepare spell as if it were one level higher  (PH82).


Description:
You can use ranged weapons in melee without the standard -4 penalty. Prereq: Point Blank Shot  (PH84).


Description:
You can create scrolls, from which you can cast the scribed spells. Prereq: Spellcaster level 1+ (PH84).


Description:
You are proficient with light armor  (PH80).


Description:
The creature can attack on the wing  (MM11).


Description:
You gain three hp each time this feat is chosen (PH85).


Description:
You can take a penalty on attack and apply that number to your AC. Prereq: Int 13+  (PH82).


Description:
If you trip an opponent, you get an extra attack on that opponent. Prereq: Int 13+, Expertise  (PH83).


Description:
If mounted and overrunning opponent, she can`t choose to avoid. Prereq: Ride skill, Mounted Combat (PH86).


Description:
You can loose your breath weapon with but a thought.


Description:
You are equally adept at using either hand. Ignore all penalties for using an off hand. Prereq: Dex 15+  (PH80).


Description:
The creature is adept at using all its hands in combat  (MM11).


Description:
Add one-half to range of ranged weapons, double range of thrown weapons. Prereq: Point Blank Shot  (PH82).


Description:
You get a +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 30 feet (PH84).


Description:
The creature is adept at using all its natural weapons at once  (MM11).


Description:
Ghostwalkers have a stronger will than normal. +2 bonus to all Will saves.


Description:
+2 to all Will Saves on top of Iron Will


Description:
You may use a shield as an off-hand weapon while retaining your bonus to armor.


Description:
+2 to all Reflex saves when wearing no Armor


Description:
You are a master of the brutal and effective fighting tactics of the streets and back alleys. (S&F FAQ)


Description:
You can detect opponents within 5` regardless of invisibility and darkness (S&F5).


Description:
You may make a second attack against a second opponent on a successful unarmed strike (S&F5).


Description:
You can perform a coup de grace attack as a standard action.


Description:
You deal an additional 1d4 points of damage.


Description:
If you and your ally both have this feat, you both gain a +4 attack bonus with a flank.


Description:
You gain three extra stunning attacks per day (S&F6).


Description:
With a successful bluff attempt, you may attack your opponent as if he were flat-footed. (S&F6).


Description:
When attempting an overrun who is smaller than you, he cannot avoid you (S&F7).


Description:
You can make two extra attacks in a round at a -5 attack penalty to all attacks (S&F7).


Description:
If you can jump to your opponent, you may make a charge attack and if successful your Str modifier is doubled (S&F7).


Description:
You can strike an opponent`s weapon or shield with an unarmed strike.


Description:
You deal an extra 1d4 points of damage with your attack.  You may use this 3 + Wisdom modifier times per day.


Description:
You gain one extra attack action against an opponent who is denied his Dexterity modifier (S&S38).


Description:
Opponent`s cannot flank you for a bonus to hit (S&F6).


Description:
You may make an attack of opportunity against an opponent who charges you (S&F7).


Description:
When you deal 10 or more points of damage against an opponent, you gain a free trip attempt (S&F7).


Description:
Your magical studies in Mulan lands have taught you techniques that blur the arcane\divine borders. (RoFR168)


Description:
You may use a weapon one-size category larger than yourself in one hand at a -2 penalty to hit (S&F7).


Description:
You may attempt to pin your opponent`s shield and gain an attack of opportunity (S&F8).


Description:
You gain a +2 bonus to your ranged attack rolls against opponents who have cover (S&F9).


Description:
When using the Deflect Arrows feat you may catch the weapon instead of deflecting it (S&F9).


Description:
You can throw any weapon you can use with a 10 foot range increment (S&F9).


Description:
Your character can use her Wisdom modifier instead of Dexterity modifier when taking a range attack within 30` (S&F9).


Description:
Once per round when one of your steeds is hit you may make a handle animal check to negate the hit (S&F78).


Description:
The penalty suffered using a ranged weapon while riding in a chariot is halved (S&F78).


Description:
When attempting to overrun an opponent, he cannot avoid the attack and you may deal additional damage (S&F78).


Description:
You may attempt a sideswipe against an opponent and continue past (S&F79).


Description:
When aboard a chariot and using the charge action, you deal double damage with a melee weapon (S&F79).


Description:
You can channel energy to increase temporarily reduce the damage you an your allies take from some sources ((DotF19))


Name:
Consecrated Harrier: Blessing of Scripture +4

Description:
The character receives a Sacred bonus on Bluff, Listen, Sense Motive, Spot & Wilderness Lore.


Description:
You can push opponents back by bashing them with your shield. (DotF20)


Name:
Consecrated Harrier: Blessing of Scripture +6


Description:
You have attuned yourself to stone to such an extent that you can merge with it for a short time. (RoFR169)


Description:
You can cast a touch spell as an attack of opportunity. (ELH67)


Description:
The character takes a -4 Penalty on all Charisma and Cha-Based Skill checks, except for Intimidate, which receives a +2


Description:
You charge your foes with immense force, heedless of your own safety. (RoFR164)


Description:
You can draw energy from flame to heal yourself. (RoFR164)


Description:
One of your personal emanation spells becomes permanent. (ELH64)


Description:
You are skilled in the art of metallurgy, creating alloys both for appearance and properties. (RoFR166)


Description:
You are well versed in the skill of navigating the skyroads of Iriaebor, the City of a Thousand Spires. (RoFR168)


Description:
You have ties to the long dead spirit of an ancestor who whispers word of wisdom in times of need. (RoFR161)


Description:
You are one with the water, and you swim faster than others. (RoFR167)


Description:
You are skilled at resisting grapple attacks from creatures that usually grapple opponents. (RoFR162)


Description:
You are highly skilled in the art of flying dire bats,a common form of transportation among the shield dwarves (RoFR161)


Description:
You have a legendary knack with a particular skill. (ELH54)


Description:
You are especially good at using the Low Blow ability. (RoFR165)


Description:
Your familiar can use one of your spells as a spell-like ability. (ELH56)


Description:
You can protect your forest home with a variety of phantasms and patterns to befuddle your foes. (RoFR163)


Description:
You get a +4 bonus to caster level checks (1d20+caster`s level) to beat a creature`s spell resistance  PH85).


Description:
Some of your latent fiendish abilities, inherited from an unusually powerful ancestor, have matured.. (RoFR163)


Description:
Your time underground has made you aware of minute detail, and your illusions are finely tuned and realistic. (RoFR169)


Description:
You can prepare spells that exceed the normal limits of spellcasting (ELH59)


Description:
Choose one of your spell-like abilities, it becomes more potent than normal. (RoFR168)


Description:
You have learned the secrets of gold dwarf magic that creates or enhances weapons. (RoFR163)


Description:
You can channel energy to make your shield more effective for either offense or defense. ((DotF19))


Name:
Consecrated Harrier: Blessing of Scripture +8


Description:
You can make 1 additional smite attack per day. (DotF20)


Name:
Consecrated Harrier: Blessing of Scripture +10


Description:
You deal extra damage if you use your shield as a weapon when charging. ((DotF20))


Description:
The character gains +2 bonus on Scry checks.


Description:
You can channel energy to increase your speed and Constitution. ((DotF20))


Description:
You can channel positive energy to improve your and your allies` ability to resists poison and curses. (DotF19)


Name:
Consecrated Harrier: Blessing of Scripture +2


Description:
You can modify a spell that uses one type of energy to mix in an equal amount of another type of energy (T&B39).


Description:
You can alter the shape of a spell`s area (T&B41).


Description:
You can learn an extra spell of any level lower than the highest you can cast (T&B40).


Description:
You deal more damage with energy missile spells. (T&B42).


Description:
You can cast spells that arc to other targets in addition to the primary target (T&B39).


Description:
You deal more damage with ray spells. (T&B42).


Description:
You can cast spells to greater effect in conjunction with other casters. (T&B39).


Description:
Spells cast within your sanctum are cast at +1 effective spell level (T&B41).


Description:
Saves against spells of the selected school are 2 higher. (T&B38)


Description:
You can effect two targets with a single ray (T&B42).


Description:
You can modify a spell that uses one type of energy to use another type of energy (MagFR21).


Description:
You can modify a spell that uses energy to deal damage to do subdual damage instead (T&B42).


Description:
You can cast an extra spell of any level lower than the highest you can cast (T&B40).


Description:
You bear the powerful magic tattoos of a Red Wizard of Thay.


Description:
Where powerful spellcasters are common, cautious courtesy is the norm and everyone has an eye for magical goods.


Description:
The gatecrasher gains a +2 insight bonus on Bluff, Diplomacy, Gather Information, Intimidate and Sense Motive checks.


Description:
The gatecrasher gains a +2 insight bonus on Decipher Script & Use Magic Device checks.


Description:
You are adept at placing your attacks precisely where you want them to land.  Double damage when you strike an opponent`


Description:
You have mastered the art of striking a nerve that blinds a humanoid opponent.


Description:
When you make an attack or full attack action using an unarmed strike, you gain a +2 dodge to AC (OA80)


Description:
You can make an attack of opportunity against an opponent who has hit you in melee at a -4 penalty to AC.


Description:
(Clan: Crab) You gain a +1 DC to your spells three times per day.


Description:
(Clan: Scorpion) You gain a +2 bonus to disguise and perform checks.


Description:
You may craft tsangusari, a magical one use talisman.


Description:
(Clan: Crab) You gain a +1 morale bonus to attack rolls and saves against fear.


Description:
(Clan: Lion) You gain a +1 bonus to Will saves and increase any fear you generate by +1.


Description:
(Clan: Unicorn) You gain a +2 bonus to all Fortitude saves and a +1 bonus to your hp.


Description:
(Clan: Crab) You gain a +1 bonus to all saving throws.


Description:
You may attempt to disarm your opponent as he attacks you.


Description:
(Clan: Crane) You gain +2 bonus on Initiative checks and a +1 to Fortitude saves.


Description:
You are one of the dwarven generation of twins born after Moradin`s Thunder Blessing in the year of Thunder (1306 DR)


Description:
You come from Halruaa, a half-legendary land where basic magic is taught to all with the aptitude for it.


Description:
You may attempt to cause your opponents to be shaken once per day.


Description:
(Clan: Crane) You deal an additional 1d6 points of damage in an iaijutsu duel.


Description:
You must be Unicorn clan to take this feat.  You gain a +3 bonus on Diplomacy checks.


Description:
You gain a +10 competence bonus on Balance, Jump and Tumble checks (OA80)


Description:
(Clan: Dragon) You gain a +2 bonus to Concentration checks and Fortitude saves.


Description:
(Clan: Unicorn) You gain a +3 bonus to all Ride checks.


Description:
(Clan: Scorpion)  You add +3 to the DC of all maho-tsukai spells you cast.


Description:
(Clan: Crab) You deal 1 1/2 times the normal damage when using power attack.


Description:
You may paralyze a humanoid opponent with an unarmed attack.


Description:
(Clan: Scorpion) You gain a +2 bonus to all Profession checks.


Description:
(Clan: Dragon) You gain a +2 bonus to Bluff and Diplomacy checks.


Description:
You may knock a humanoid opponent off balance with a successful unarmed strike.


Description:
The saving throw DC of you stunning attack and other pressure-point attacks is increased by 2 (OA80)


Description:
(Clan: Phoenix) You can aid another using Spellcraft to increase the DC of their spells.


Description:
(Clan: Unicorn) You gain a +2 to all Alchemy and Spellcraft checks.


Description:
(Clan: Unicorn) You gain a +1 to all Fortitude and Will save and against energy drain.


Description:
Your unarmed damage increases by one die type, as if you were one size category larger then you are (OA80)


Description:
If you pin your opponent for one round, you may knock your opponent out for 1d3 rounds.


Description:
(Clan: Dragon) You gain a +4 bonus on Will saves against compulsion effects.


Description:
(Clan: Crane) Choose one item creation feat, those items are made at 75% of normal costs.


Description:
If your opponent attacks you while you are using the total defense action and misses, you gain a +4 to hit him.


Description:
(Clan: Unicorn) You are aware of any action of item that could adversely affect your honor.


Description:
you may make a Ki shout and panic your opponents.


Description:
You are skilled in martial arts that emphasize holds and throws. (UE44)


Description:
Other feel comfortable telling you their secrets. (S&S40).


Description:
Your hands move so quickly that observers don`t see what you`ve done (S&S40).


Description:
You may draw a light weapon and make a devastating attack with a single motion (S&S39).


Description:
You move faster than normal for your race (S&S38).


Description:
You could sell a tindertwig to a troll (S&S40).


Name:
Outlaw of the Crimson Road: Fugitive`s Luck 2

Description:
The outlaw gains a bonus on Saves and Escape Artist.


Description:
You run so nimbly that you can turn corners without losing momentum (S&S39).


Name:
Temple Raider of Olidammara: Save Bonus +1

Description:
The Temple Raider of Olidammara gains a +1 bonus on all saves.


Description:
You are a treasure trove of little-known information (S&S40).


Description:
Your musical abilities affect plants and plant creatures (S&S39).


Description:
The Spymaster gains +3 on Sense motive checks.


Description:
You`re good at lighting objects and opponents on fire (S&S40).


Description:
You have excellent body awareness and coordination (S&S38).


Description:
You are an expert at slipping a weapon between armor plates or into seams (S&S38).


Description:
You can disarm an opponent, then pluck the weapon from mid-air. (S&S40).


Name:
Outlaw of the Crimson Road: Fugitive`s Luck 1


Description:
Your bardic music affects undead creatures (S&S40).


Description:
Your bardic music stays with the listener long after the last note has died away (S&S40).


Description:
You`re adept at fooling people. You know how to tell them just what they want to hear (S&S38).


Description:
The Spymaster gains +3 on Bluff and Disguise checks.


Description:
You have a better chance than most to trail someone unnoticed. (MotW25)


Description:
You can use your bardic music more often than you otherwise could (S&S39).


Description:
The Fangs of Lolth gains bonuses to many skills.


Description:
The souls of your people are hard to separate from their bodies.


Name:
Outlaw of the Crimson Road: Fugitive`s Luck 3


Description:
You blend in well with members of another race (S&S40).


Description:
Your sneak attacks target large blood vessels, leaving wounds that cause massive blood loss (S&S38).


Name:
Temple Raider of Olidammara: Save Bonus +2


Description:
You`re physically fit and adept at outdoor sports (S&S38).


Description:
Others have an inexplicable urge to believe your every word (S&S38).


Name:
Temple Raider of Olidammara: Save Bonus +3


Description:
Your music can affect even those who do not consciously hear it. (S&S40).


Description:
You can wound opponents` legs, hampering their movement (S&S39).


Description:
You channel the power of nature to resist fire. (MotW25)


Description:
You know how to hit your favored enemies where it hurts. (MotW23)


Description:
You have better than normal chance to escape or wriggle free from a big creature`s grapple or pin. (MotW22)


Description:
You can channel the power of nature to drive off animals. (MotW20)


Description:
City Watch Training for the Watch Detective


Description:
You use wild shape to become animals of your own size, even if your wild shape ability would normally exclude that size


Description:
You channel the power of nature to resist cold. (MotW25)


Description:
You activate your rage instantly. (MotW23)


Description:
Your rage engenders fear in your opponents. (MotW23)


Description:
Choose one favored enemy that is immune to critical hits. You know how to hit this opponent for best effect.


Description:
You channel the power of nature to gain mastery over plant creatures.


Description:
You channel the power of nature to drive off plant creatures.


Description:
You`ve picked up a smattering of even the most obscure skills (S&S40).


Description:
You have a natural affinity for spells that take you from place to place. (RoFR164)


Description:
You channel the power of nature to resist sonic. (MotW25)


Description:
The deity can make magic items that exceed mortal limits. (De&De37)


Description:
Can force a creature onto another plane with a gaze attack. (De&De153)


Description:
The deity is very difficult to best in contests of strength. (De&De45)


Description:
The deity can move instantaneously. (De&De45)


Description:
Any physical attack the deity makes can destroy the foe outright. (De&De35)


Description:
The deity can use part of its personal energy as a barrier that protects against almost any attack. (De&De36)


Description:
On any round when the character takes a move action he can create a blast of wind. (De&De124)


Description:
The deity is the epitome of the druid and has abilities that far surpass those of mortal druids. (De&De39)


Description:
Up to 15 times per day, the character can work themselves into a frenzied rage similar to Divine Rage. (De&De66)


Description:
The deity can grant exceptional abilities to mortals. (De&De38)


Description:
The deity has resistance to energy beyond the divine norm. (De&De45)


Description:
The deity can dominate and control the actions of a specific kind of creature. (De&De37)


Description:
The deity can make living creatures tired. (De&De44)


Description:
The deity can apply a particular metamagic feat to spells it can cast or to spell-like abilities. ((De&De36)


Description:
The deity can counterspell as a free action. (De&De45)


Description:
If destroyed, the deity simply re-forms. (De&De47)


Description:
The deity`s attacks strike fear into opponents. (De&De44)


Description:
The deity is the epitome of the rogue and has abilities that far surpass those of mortal rogues. (De&De41)


Description:
The deity can perceive reality despite appearances. (De&De37)


Description:
The deity has absolute dominion over the undead. (De&De49)


Description:
The deity has mastery over fire. (De&De40)


Description:
The deity is the epitome of the ranger and has abilities that far surpass those of mortal rangers. (De&De40)


Description:
The deity can see magical auras just by looking at them. (De&De47)


Description:
The deity can use part of its personal energy as a barrier that protects against almost any attack. (De&De41)


Description:
Your olfactory senses are as sharp as the wolf`s. (MotW25)


Description:
The deity knows when and how creatures will meet their end. (De&De45)


Description:
You must already be Divine Rank 0 to begin progressing in Divine Rank.


Name:
Luck Infusion: +2 luck bonus on spell save DC`s

Description:
Luck Infusion: +2 luck bonus on spell save DC`s


Description:
The deity`s Craft skills and item creation capabilities are beyond compare. (De&De46)


Description:
The deity can restore any previously living mortal creature to life. (De&De44)


Description:
The deity can create a blast of damaging energy. (De&De43)


Description:
The deity can move rapidly over long distances, can make living creatures travel faster, and jump farther. (De&De48)


Description:
The deity can bring creatures to serve and aid it. (De&De37)


Description:
The deity`s attacks with a specific melee weapon are almost impossible to avoid. (De&De45)


Description:
The deity can discern lies and compel creatures to tell the truth.  (De&De47)


Description:
The deity has mastery over water. (De&De43)


Description:
The deity can use some of its own energy to create a duplicate of itself. (De&De36)


Description:
The deity can converse with certain types of creatures. (De&De48)


Description:
The deity can prepare wizard spells without consulting a spellbook. (De&De36)


Description:
The deity can change reality to suit itself. (De&De35)


Description:
Generate a cloud of acrid black smoke that rises from their body. (De&De71)


Description:
One of the creature`s spell-like abilities is powered by evil. (BoVD48)


Description:
The character can focus evil power into her weapon blows. (BoVD50)


Description:
By making a deal with an evil power, the character makes himself even more resistant to magic.  (BoVD47)


Description:
Through intentional starvation and macabre operations, the character is grossly underweight. (BoVD48)


Description:
Through many means, the character intentionally mars her own body. (BoVD50)


Description:
Through intentional gorging and general gluttony, the character is obese. (BoVD48)


Description:
The character formally supplicates himself to a demon prince. (BoVD50)


Description:
As a super natural ability, the character can use see invisibility for 1 minute per day. (BoVD48)


Description:
A disciple of Dispater can find traps made mostly of metal just as a rogue can.


Description:
The character can focus evil power into his unarmed strike. (BoVD50)


Description:
The character learns a smattering of the language of truly dark power. (BoVD48)


Description:
Because of intentional self-mutilation, the character has a hideous face. (BoVD48)


Description:
The character is skilled at offering living sacrifices to evil gods or fiends. (BoVD50)


Description:
Drawing some of Asmodeus`s power into himself, the disciple gains a permanent +2 divine bonus to AC, saves, and attacks.


Description:
By repeatedly committing perverted sex acts with the undead, the character gains dread powers. (BoVD49)


Description:
One of the creature`s spell-like abilities is harder to resist than it otherwise would be. (BoVD47)


Description:
The DC for all saving throws against the selected special attack increases by +2 (MMII18)


Description:
You an use a spell-like ability with a moment`s thought (SS38)


Description:
The creature can use a spell-like ability with greater effect. (BoVD49)


Description:
You come from a culture in which the arts, philosophy, and music have a prominent place in society.


Description:
You are so familiar with a mastered spell that you can convert other prepared spells into that spell.


Description:
The arcane spellcasters of some lands have learned to overcome the frailties of the body with the power of the mind.


Description:
The character can focus evil power into his natural attacks. (BoVD50)


Description:
The creature can make a spell-like ability particularly deadly to mortals. (BoVD49)


Description:
The character is physically marked forever as a servant of an evil power greater than herself. (BoVD49)


Description:
The character can transform one of his spells into an evil spell tainted with the foulest evil. (BoVD50)


Description:
The character`s spells that have the evil descriptor are more potent than normal. (BoVD49)


Description:
The character can transform one of her spells into a thing of evil due to a deal she makes with an evil power. (BoVD47)


Description:
Because of intentional self-mutilation, the character has deformed arms and hands ending in sharp claws. (BoVD48)


Description:
Vermin regard the character better than they would normally. (BoVD50)


Description:
The character formally supplicates himself to an archdevil. +1 luck to any roll once per day. (BoVD49)


Description:
Your tough hide grants improved damage reduction (SS40)


Description:
You are adapted to marshy environment (SS40)


Description:
Damage you deal causes wounds that bleed excessively (SS40)


Description:
You can gain a +6 to Will of on save, then be staggered (SS31)


Description:
Living underground has made you more reliant on nonvisual senses then surface dwellers (SS32)


Description:
As An attack action, you can use your breath to make a cone of wind (SS31)


Description:
You unsettle opponents with a dreadful roar as you attack (SS37)


Description:
When you are killed your body explodes in a final Strike (SS34)


Description:
You unsettle opponents with a dreadful roar as you attack (SS35)


Description:
You can grapple enemies more firmly then normal with your natural attacks (SS37)


Description:
You can gain a +6 to Fortitude of on save, then be staggered (SS31)


Description:
You can detect and track Creatures by smell at greater distances then normal (SS36)


Description:
You gain additional utility from your webs (SS36)


Description:
After prolonged exposure to a poison or toxin, the character has rendered himself immune to it. (BoVD49)


Description:
You gain a +2 bonus to your Armor Class for the rest of the current encounter (SS31)


Description:
As a standard action, you can jump or fall onto opponents, using your whole body to crush them (SS31)


Description:
You can flatten targets with blasts of air from your wings (SS40)


Description:
If you have two or more heads, you can cast more spells than usual in a round (SS37)


Description:
You do not have to wait as long to reuse your breath weapon as you normally would (SS39)


Description:
You can weep a limb across the ground and create a dust cloud (SS33)


Description:
You can control your breathing so as to remain out of water for a longer period of time (SS31)


Description:
You can resist poison better then you otherwise could (SS38)


Description:
You can grapple enemies effortlessly with your natural weapons (SS35)


Description:
You can breathe one additional time per day (SS31)


Description:
You are adapted to a cold environment (SS40)


Description:
You can use your tail to manipulate objects (SS38)


Description:
When flying, you can attack up to a number of opponents equal to your Dexterity bonus (SS35)


Description:
You are more hardy then those who live in more gentle climates (SS32)


Description:
You can perform different task with different limbs (SS37)


Description:
You can pull grappled enemies apart (SS39)


Description:
You create a cone of deafening sound by clapping you limbs together (SS40)


Description:
Your body or part of your body with which you can deliver a melee attack is boneless and flexible (SS34)


Description:
You can gain a +6 to Reflex of on save, then be staggered (SS31)


Description:
You learn to use a single supernatural ability of another kind of creature (SS30)


Description:
Your slippery ways allow you to evade a damaging blow (SS39)


Description:
You gaze attack has a limited field of effect (SS37)


Description:
You have a better than normal chance to resist turning (SS36)


Description:
Your gaze attacks is more effective then normal (SS37)


Description:
Your gaze attacks is more potent then normal (SS37)


Description:
Your gaze attack has a greater range than normal (SS38)


Description:
You poison attack has the potential to deal more damage (SS31)


Description:
You can convert a spell-like ability to a supernatural ability (SS39)


Description:
You can stamp the ground to crush and disrupt opponents (SS39)


Description:
You can wear one additional magic item beyond the normal limit for that type (SS34)


Description:
You can use your size and Strength to pick up a heavy object an attack an area (SS30)


Description:
You can pinpoint scents at a great distance (SS40)


Description:
You have developed your leg muscles and trained yourself to make mighty leaps (SS37)


Description:
You can swallow a creature of up to your own size category (SS35)


Description:
You are adapted to a hilly or mountainous environment (SS37)


Description:
You can resist energy attack more efficiently than normal (SS36)


Description:
You use substitute verbal and somatic components when casting spells (SS39)


Description:
You can fall upon an opponent from the sky (SS38)


Description:
As an attack action, you can detach a portion of your body (SS32)


Description:
You are adapted to a forest environment (SS40)


Description:
You are adept at lessening the effects of blows (SS39)


Description:
You sonic attack is More potent than normal (SS39)


Description:
You can shift to an alternate form faster and more easily than you otherwise could  (SS38)


Description:
Injuries send you into a furry, increasing your physical power (SS37)


Description:
You can make a grapple check and throw you enemy on your next turn (SS34)


Description:
You gain skill with using a supernatural ability of an assumed form (SS35)


Description:
You may use Handle Animal to train a creature other than an animal or beast with an Int of 4 or less. (A&EGXX).


Description:
You are particularly adept at using all your natural weapons at once. (ELH70)


Description:
You have discovered the dark and dangerous secret of the Shadow Weave.


Description:
You have an uncommon streak of skepticism & common sense, and have a knack for discerning falsehood. (RoFR166)


Description:
You have taken on some of the aspects of the type of element that infuses your flesh. (RoFR163)


Description:
You can craft staves of epic power. (ELH52)


Description:
You have trained your eyes to see in the dark as well as your full drow ancestors (120ft Darkvision). (RoFR162)


Description:
A dark legacy of the Shadowking`s ambitions infuses your bardic performances with loss and suffering. (RoFR168)


Description:
You can cast spells using metamagic feats more easily than most. (ELH59)


Description:
You have adapted to the snowbound environment of the artic reaches of Faerun. (RoFR161)


Description:
You gain the benefits of a specific magic whenever it is used near you. (ELH67)


Description:
You are descended from the shield dwarves of Clan Azerkyn, who once ruled the Adamant Kingdom of Xothaerin. (RoFR161)


Description:
You have trained and served with the hippogriff cavalry that guards the Great Rift. (RoFR168)


Description:
Your skin is even tougher than that of most of your kind. (RoFR165)


Description:
You can spontaneously convert spell`s into a particular spell. (ELH67)


Description:
You can increase the power limit of your damage-dealing spells. (ELH53)


Description:
Some of your latent celestial abilities have matured. (RoFR162)


Description:
Your glamers are particularly likely to fool the senses of your target. (RoFR167)


Description:
You have learned how to tap into the advanced magical abilities of your Drow noble heritage. (RoFR164)


Description:
You have a trace of the Sight in your blood, a gift that allows you to pick up on echos of the past. (RoFR160)


Description:
You can focus a part of your power to increase the toughness of your skin. (RoFR169)


Description:
You have a deep understanding of how words have a kind of magic, and a mastery of the secret syntax of power. (RoFR162)


Description:
You can cast a spell at any level above its own. (ELH58)


Description:
You can cast your lesser spells with a moments thought. (ELH50)


Description:
You ability to speak with animals has allowed you to befriend a permanent ally. (RoFR161)


Description:
You can survive out of water for a longer period of time than most of your kind. (RoFR165)


Description:
You gain greater maneuverability when flying that you would normally have. (RoFR164)


Description:
Your inherent ability to create darkness is more powerful than normal. (RoFR162)


Description:
You can cast any of your lesser spells silently. (ELH50)


Description:
You are skilled at leading caravans along established trade routes. (RoFR162)


Description:
You can craft rods of epic power. (ELH52)


Description:
You spells are tremendously potent, breaking spell resistance with ease. (ELH54)


Description:
Like many deep gnomes, you have developed the ability to summon earth elementals to help you with tasks. (RoFR169)


Description:
You can create tattoos that store spells of up to 3rd level. (RoFR170)


Description:
You add two additional arcane spells to your repertoire. (ELH67)


Description:
You can create a type of magical item more quickly than normal. (ELH53)


Description:
You can influence a large number of orcs, and gain bonuses when dealing with them. (RoFR161)


Description:
You have sprouted wings appropriate to your heritage, revealing the power of your bloodline. (RoFR167)


Description:
You can cast spells with exceptionally great effect. (ELH61)


Description:
You are comfortable making deals with powerful entities from the Lower Planes. (RoFR165)


Description:
You have an intuitive talent for learning languages. (RoFR163)


Description:
You have a deep and abiding tie to earth and stone. (RoFR169)


Description:
You can craft arms and armor of epic power. (ELH52)


Description:
You can use the life energy of an opponent to heal yourself. (RoFR163)


Description:
You can forge magic rings of epic power. (ELH56)


Description:
You are trained in an unarmed fighting style that emphasizes a two-handed strike. (RoFR164)


Description:
Your spells of a particular magic school are much more potent than normal. (ELH54)


Description:
You have been trained as a jhasin/a and are well versed in song, music, dance, art, and massage. (RoFR164)


Description:
You ancestors long battled the influence of shadow magic, and you have a greater resistance to it`s effects. (RoFR168)


Description:
Your eyes have seen a lot, and now they show everyone that you aren`t to be trifled with.(RoFR163)


Description:
You can scribe scrolls of epic power. (ELH66)


Description:
Your great strength draws more followers. (RoFR166)


Description:
You have learned to use part of your levitate spell-like ability at a time, allowing multiple uses. (RoFR165)


Description:
Thanks to the teachings of Thard Harr, you have practiced evading the attacks of jungle plants. (RoFR162)


Description:
Your inherent resistance to one form of energy is more effective than normal. (RoFR164)


Description:
You are accomplished at using the power of your mind to overcome weaker personalities. (RoFR162)


Description:
You need not use material components in casting your spells. (ELH57)


Description:
You can channel positive energy into your spells so that they glow with holy power. (RoFR166)


Description:
You can cast one additional quickened spell in a round. (ELH63)


Description:
You are a student of the magic of the shield dwarves, learned at great cost during the centuries. (RoFR168)


Description:
Your inherent ability to create light is more powerful than normal. (RoFR165)


Description:
Allows wider choice of animals to make as Familiar. (RoFR165)


Description:
You have a special affinity for a kind of animal associated with your deity ancestor. (RoFR167)


Description:
Your training has emphasized spells that help you spread the word of your faith. (RoFR162)


Description:
You can create grafts of your chosen type and apply them to other living creatures or to yourself. (FF207)


Description:
Your fighting style employs aggressive charges in the manner of your lodge`s totem animal. (UE43)


Description:
You can cast spells that blast creatures off their feet. (UE43)


Description:
Your fighting style emulate the owlbear, totem beast of your berserker lodge. (UE44)


Description:
You have had more than the typical amount of training with the Vremyonni. (UE45)


Description:
You know how to launch a devastating attack from above by dropping onto your opponent. (UE42)


Description:
The character gains a +4 bonus on all spot checks.


Description:
The intense physical training required to join your lodge has made you tougher. (UE43)


Description:
You know how to use your great stature to reach an opponent more that 5ft. away with a spearlike weapon. (UE44)


Description:
When raging, your skin becomes very thick and tough like the Ice Trolls that plague your homeland. (UE43)


Description:
You know how to craft contingent spells, which can be worn and activate under certain conditions. (UE42)


Description:
Your rage lasts 5 rounds longer than it normally would.


Description:
You can draw strength and sustenance from the land itself. (UE43)


Description:
You can cast spells that more easily penetrate spell resistance. (UE43)


Description:
You have learned to pounce on you foes, much like your totem spirit. (UE45)


Description:
You have studied the fighting style of the wolf and employ its tactics in combat. (UE45)


Description:
You can cast spells that affect creatures in coexistent planes and extradimensional spaces. (UE45)


Description:
You may summon Rashemen`s native elementals in any situation where you could summon an air or earth elemental. (UE45)


Description:
You have an energetic fighting style modeled after traditional Salkirian dancing. (GW30)


Description:
You can make your ghost body assume a terrifying appearance that can frighten observers. (GW35)


Description:
Your very presence can cause others to be stricken with fear. (GW33)


Description:
You can teleport yourself a short distance. (GW31)


Description:
You can make one of your spells last all day.


Description:
Through long exile from the shadowed homelands of your kinds, you have learned to endure the painful sunlight.


Description:
A guide is familiar with the culture and etiquette of many Underdark societies. +2 to various skills (Udrk 40).


Description:
Receive insight bonus to AC & saves = to the earth node layer you currently occupy (Udrk26)


Description:
You can store 2 spells in an earth node for every time you take the feat. (Udrk26)


Description:
At 1st level you can use Wis instead of Con for Hit Points + gain extra +1 HP /level based on permanent Wis (Udrk27).


Description:
You can store Mastered spells in the mind of your familiar. (Udrk25)


Description:
Natural Selection has given your blood an unpalatable , acidic quality.


Description:
You have discovered the secret of node magic (Udrk26).


Description:
A guide is familiar with the culture and etiquette of many Underdark societies. add +1 to various skills (Udrk 40)


Description:
You can apply illithid grafts to other living creatures (Udrk25)


Description:
The character gains a +2 Bonus on all Bluff, Diplomacy, and Innuendo Checks.


Description:
You can use the Shadow Weave to make your spells harder for Weave users to dispel.


Description:
You can cast a spell simultaneously with another spell similar to it.


Description:
In your homeland, all who show some skill at the Art may receive training as a wielder of magic.


Description:
Your exposure to the thousand forking paths of the city has taught you things you ordinarily would never have uncovered.


Description:
Over years, some among your people carefully expose themselves to poisons in controlled dosages to build up immunity.


Description:
You have been raised in a culture that relies upon riding and shooting for survival.


Description:
You have mastered a spell so thoroughly you can now cast it as a spell-like ability.


Description:
Your people thrive in regions that others find uninhabitable, and excel at uncovering the secrets of the wilderness.


Description:
You have learned to keep informed, ask questions, and interact with the underworld without raising suspicions.


Description:
Your land is known for producing heroes.  Through pluck, determination, and resilience, your people survive.


Description:
You have mastered the method of creating a certain kind of magic item.


Description:
Some lands hold the pen in higher regard than the sword.  In your youth you received the benefit of years of schooling.


Description:
You can target anything you can see with a ranged weapon. (ELH53)


Description:
You are immune to normal diseases and common poisons. (ELH63)


Description:
You can resist the effects of one type of energy. (ELH53)


Description:
You are able to resist compelling effects with exceptional agility. (ELH53)


Description:
You can react even more quickly than normal in a fight. (ELH67)


Description:
You are exceptionally proficient at grappling. (ELH62)


Description:
You become a flurry of thrown weapons, targeting all nearby opponents. (ELH67)


Description:
You can climb rapidly much more easily than a normal person. (ELH61)


Description:
Your arrows of death are more potent than normal. (ELH57)


Description:
You rage can cause thunderous roars that can deafen opponents. (ELH68)


Description:
Your aura of courage is stronger than normal. (ELH57)


Description:
You can use your bardic music to influence creatures immune to Mind-Influencing effects. (ELH63)


Description:
Extra attack with off-hand weapon. Prereq: Two Weapon Fighting, Ambidexterity, base attack +9  (ELH 70).


Description:
The dragon can apply the Maximize Spell feat to one of it`s spell-like abilities it can use at least 3x/day (ELH181)


Description:
You can track prey across or through the water, or even the air. (ELH62)


Description:
Spellcasters you threaten find it difficult to cast defensively. (ELH67)


Description:
You can bypass a creature`s damage reduction. (ELH63)


Description:
You can ignore anything less than total cover or concealment when using ranged weapons. (ELH68)


Description:
You can create and cast spells that transcend the most powerful existing spells. (ELH55)


Description:
Your unarmed strikes become as sharp as blades. (ELH61)


Description:
Whenever your opponent lets his guard down, you can make a sneak attack. (ELH66)


Description:
You can fire a veritable storm of arrows at nearby opponents. (ELH67)


Description:
Your smite attacks are much more powerful than normal. (ELH56)


Description:
You can command a greater number of undead than normal. (ELH68)


Description:
You have tremendously strong willpower. (ELH55)


Description:
You can respond to any number of opponents who let their defenses down. (ELH57)


Description:
You can activate a wand without using a charge. (ELH62)


Description:
You can fire multiple arrows as a single attack against a nearby target. (ELH70)


Description:
Your attacks deal great damage to evil creatures. (ELH57)


Description:
You can manifest psionic power more powerful than the normal limits of manifestation. (ELH58)


Description:
Your stunning attack is harder to resist then normal. (ELH60)


Description:
You can fire a bow safely in melee. (ELH52)


Description:
You reflect ranged attacks back upon the attacker. (ELH66)


Description:
Your agility and coordination are greater than normal. (ELH56)


Description:
You can Wild Shape into animals of Fine size. (ELH56)


Description:
Your innate resistance to magical effects increases. (ELH60)


Description:
You are a student of calshite tradition,gain a bonus caster level on Air spells, and can exceed normal limits.(RoFR161)


Description:
In combat, your form becomes blurry and indistinct, making it difficult to land a blow against you. (ELH66)


Description:
You can ride any mount without penalty (even bareback) and can control any mount in combat. (ELH62)


Description:
Your rage is particularly damaging to lawful creatures. (ELH51)


Description:
You can shrug off some damage from attacks. (ELH52)


Description:
You are capable of killing any with a single strike from the selected weapon. (ELH53)


Description:
You can shatter objects with your unarmed strike. (ELH66)


Description:
You can deflect an infinite number of incoming projectiles. (ELH61)


Description:
Your songs continue to inspire allies long after your words have faded. (ELH61)


Description:
Your spells of a particular alignment are more powerful than normal. (ELH57)


Description:
You can Wild Shape into animals of Colossal size. (ELH52)


Description:
You deal extraordinary damage when using a particular weapon. (ELH55)


Description:
Your willpower and insight are greater than normal. (ELH57)


Description:
You can turn (or rebuke) outsiders. (ELH64)


Description:
You can use countersong as a reaction to a sonic or language-dependant magical attack. (ELH66)


Description:
You are allowed your full number of attacks with each extra weapon. (ELH63)


Description:
You have access to one additional domain of spells. (ELH51)


Description:
You can strike Incorporeal creatures as if they were solid. (ELH66)


Description:
You can deflect any type of ranged attack. (ELH55)


Description:
You are especially good at using a particular weapon. (ELH55)


Description:
Your powers of persuasion and leadership are greater than normal. (ELH56)


Description:
Your reputation provides great bonuses on all interactions with others. (ELH54)


Description:
You can attack on the wing with increased mobility. (ELH70)


Description:
You can create and cast spells that transcend the most powerful existing spells. (ELH54)


Description:
Your bardic music deafens those nearby. (ELH52)


Description:
You can use your rebuke/command undead ability to unleash a burst of negative energy. (ELH63)


Description:
You are able to avoid attacks with exceptional agility. (ELH54)


Description:
Your health and endurance are greater than normal. (ELH56)


Description:
Your aura of despair is wider than normal. (ELH69)


Description:
You can activate a staff without using a charge. (ELH62)


Description:
You can move much more quickly than a normal person. (ELH54)


Description:
You attract more powerful cohorts and followers than normally possible. (ELH54)


Description:
You can Wild Shape into Vermin form. (ELH68)


Description:
You are able to resist physical attacks with exceptional agility. (ELH53)


Description:
You can make a full attack as part of a charge. (ELH53)


Description:
You can inspire competence or greatness in more than one ally simultaneously. (ELH57)


Description:
You can sense nearby traps even if not actively searching for them. (ELH68)


Description:
While enraged, you can deal tremendous damage to objects. (ELH66)


Description:
You can channel negative energy to animate undead. (ELH69)


Description:
Your bardic music interferes with opposing spellcasters. (ELH57)


Description:
You are a master at fighting two-handed. (ELH69)


Description:
Talented You can manifest more 0-level powers for free.


Description:
Your powers are especially potent at breaking through power resistance.


Description:
You can manifest a power as if it were higher level than it actually is.


Description:
You are descended from giants who ruled the mountain empire of Ostoria, and possess a truly impressive stature.(RoFR165)


Description:
You can craft wondrous items of epic power. (ELH52)


Description:
+2 Enhancement bonus to Dexterity, +10 Speed increase when in Light Armor, +2 Enhancment bonus to Initative ((DotF78))


Description:
(Clan: Dragon) You gain an additional +1 AC using the niten technique.


Description:
(Clan: Crab) You gain a +4 bonus to your flanking attack instead of +2.


Description:
If you succeed on a critical hit using an unarmed attack, you may gain an additional unarmed attack.


Description:
(Clan: Unicorn) You gain a +2 bonus on Sense Motive checks and Intelligence checks.


Description:
You can return incoming arrows, as well as crossbow bolts, spears, and other shot or thrown weapons.


Description:
You can manifest powers to maximum effect.


Description:
You can manifest a power with a moment`s thought.


Description:
Your powers are especially potent, breaking through power resistance more readily than normal.


Description:
You can strike your foe with a melee weapon as if making a touch attack.


Description:
You can make power-enhanced attacks of opportunity.


Description:
You are adept at manifesting powers in combat.


Description:
You can create power stones, from which you or another psion can manifest the powers stored therein.


Description:
You can charge your unarmed strikes with additional damage potential.


Description:
You can manifest powers that last longer than normal.


Description:
You can charge you ranged attacks with additional damage potential.


Description:
You choose one power that you can attempt to manifest for free.


Description:
You can directly deplete your foe`s power point total with psionic attacks.


Description:
You can charge your melee weapon with additional damage potential.


Description:
(Clan: Crane) You gain a +2 bonus to all endurance checks and a +1 to your hp.


Description:
When stunning attack, you may choose to inflict 1d4 STR damage (OA80)


Description:
You can crush opponents when you grapple them.


Description:
(Clan: Scorpion) You gain a +4 bonus to Sense Motive checks and a -2 penalty to Bluff.


Description:
(Clan: Crane) You may use your Iaijutsu Focus skill in place of other rolls once per day.


Description:
(Clan: Crab) You may give another a +4 AC bonus using the aid another action.


Description:
(Clan: Scorpion) You gain a +2 bonus to Knowledge (history, nobility and royalty) checks.


Description:
Once per day you may make your self unmovable (OA80)


Description:
(Clan: Scorpion) You gain a +2 bonus to all Charisma-based skills and Charisma checks.


Description:
(Clan: Phoenix) You gain a +2 bonus to Concentration checks and a +1 bonus to Will saves.


Description:
(Clan: Dragon) You gain a +4 bonus on Fortitude saves against poisons.


Description:
(Clan: Lion) You gain a +2 bonus to Disguise and Gather Information checks.


Description:
(Clan: Lion) You gain a +2 bonus to Initiative and Spot checks.


Description:
(Clan: Unicorn) You gain a +2 bonus to Diplomacy checks and Perform checks.


Name:
Eunuch Warlock: Mighty Spell (Maximized)

Description:
You may select one known spell to be permanently Maximized


Description:
You may make a trip attack against an opponent who has missed you who is your dodge target.


Description:
The character gains +2 to his ride skill.  (OA, pg 35)


Description:
(Clan: Crane) You gain a +2 bonus on all Perform checks and for one art based craft skill.


Description:
(Clan: Phoenix) You gain a +3 bonus to checks to beat an outsider`s SR at a cost.


Description:
(Clan: Phoenix) You gain a +2 bonus to diplomacy checks and +2 to your Leadership score.


Description:
You may place your opponent in any square you threaten if you are successful with an unarmed trip attack.


Description:
You may deal double damage with your unarmed attack with a charge action.


Description:
The character gains a +10 to Balance, Jump and Tumble checks.


Description:
The character gains a +4 insight bonus to all Listen, Scry, Search and Spot checks.


Description:
The character gains a +4 insight bonus to all Bluff, Diplomacy, Gather Information, Intimidate and Sense Motive checks.


Description:
(Clan: Crane) You gain a +2 bonus to Diplomacy and Sense Motive checks.


Name:
Eunuch Warlock: Mighty Spell (Empowered)

Description:
You may select one known spell to be permanently Empowered


Description:
(Clan: Lion) You gain a +2 bonus to Sense Motive and Spot checks.


Description:
(Clan: Crane) You can attempt to fascinate an opponent with your song.


Description:
On a successful stunning attack, your opponent is also nauseated for 1 round.


Description:
You may make attacks from the prone position without penalty.


Description:
(Clan: Dragon, Phoenix) You gain a +1 bonus to Knowledge, Scry, Search and Int checks.


Description:
(Clan: Crab) You gain a +3 bonus to all Craft checks.


Description:
(Clan: Crab) You gain a +2 bonus to Balance and Profession (Sailor) checks.


Description:
(Clan: Crab) You gain a +4 bonus on all Fortitude saving throws against acquiring Taint.


Description:
(Clan: Phoenix) You gain a +2 bonus on all Alchemy and Heal checks.


Description:
You may use the Expertise feat up to your total attack bonus.


Description:
You gain a +1 AC if you fight with Large shield and Light Weapon (LoD189)


Description:
You can channel the power of nature to gain mastery over animal creatures. (MotW20)


Description:
You swim faster than you normally could. (MotW23)


Description:
While in wild shape, you can communicate with animals or elementals of the same kind as your current form. (MotW25)


Description:
You channel the power of nature to resist electricity. (MotW25)


Description:
You store a divine spell within a specially prepared herb. (MotW22)


Description:
You recover faster than others do. (MotW22)


Description:
You have a tenacity of will that supports you even when things look bleak. (MotW25)


Description:
Choose one weapon, such as long sword or a greataxe. With that weapon, you know how to hit where it hurts.


Description:
You assume your wild shape faster and more easily than you otherwise could. (MotW22)


Description:
You rage more frequently than you normally could. (MotW22)


Description:
You shatter barriers and objects when enraged. (MotW22)


Description:
Your extraordinary resilience to damage increases. (MotW23)


Description:
You channel the power of nature to resist acid. (MotW25)


Description:
You use your off-hand weapon to defend against melee attacks. (MotW24)


Description:
Your senses are as keen as a bat`s. (MotW21)


Description:
You move through trees like a monkey. (MotW21)


Description:
You have developed a natural resistance to diseases. (MotW25)


Description:
You are tougher than you were before. (MotW22)


Description:
The deity has spell resistance beyond the divine norm. (De&De45)


Name:
Luck Infusion: +2 luck bonus on Reflex saves

Description:
Luck Infusion: +2 luck bonus on Reflex saves


Description:
The deity is nearly impossible to surprise, flank, or catch flat-footed. (De&De37)


Description:
The deity always goes first in the initiative order. (De&De49)


Description:
At night, any spell cast is considered quickened, regardless of its normal casting time. (De&De118)


Description:
The deity is able to move freely in light or medium armor. (De&De38)


Description:
By concentrating for 10 minutes, the character can shape an area to create a road. (De&De68)


Description:
The deity is the epitome of the bard and has abilities that far surpass those of mortal bards. (De&De38)


Description:
The deity is the epitome of the monk and has abilities that far surpass those of mortal monks. (De&De40)


Description:
The deity is the epitome of the paladin and has abilities that far surpass those of mortal paladins. (De&De40)


Description:
The deity has mastery over the air. (De&De38)


Description:
You select an additional Favored Enemy. (MotW22)


Description:
Your sneak attacks are more deadly than normal. (ELH59)


Description:
The deity senses opponents in the darkness. (De&De49)


Name:
Luck Infusion: +2 luck bonus on Will saves

Description:
Luck Infusion: +2 luck bonus on Will saves


Name:
Luck Infusion: +4 luck bonus on initiative

Description:
Luck Infusion: +4 luck bonus on initiative


Name:
Luck Infusion: +1 luck bonus on melee attack rolls


Description:
You can cast a spell that repeats the following round (T&B41).


Name:
Luck Infusion: +2 luck bonus to all Skills

Description:
Luck Infusion: +2 luck bonus to all Skills


Description:
The deity`s sneak attacks are devastating. (De&De41)


Description:
The deity has mastery over the earth. (De&De39)


Description:
The deity can use a haste effect. (De&De39)


Description:
The deity has superhuman memory of a particular subject. (De&De41)


Description:
The deity can control the forces of nature. (De&De47)


Description:
The deity is remarkably resistant to physical attacks. (De&De45)


Description:
The deity is an extremely accomplished spellcaster. (De&De41)


Description:
Can animate any object that is located within a tomb that the character can sense. (De&De141)


Description:
The deity flies into an awe-inspiring rage when struck by a weapon. (De&De40)


Description:
Immunity to the effect of any spell or spell-like ability of 5th level or lower. (De&De60)


Description:
You can cast spells without observers noticing (S&S38).


Description:
The deity can place a debilitating curse on creatures. (De&De46)


Description:
Any weapon the deity wields causes a bleeding wound when it hits. (De&De49)


Description:
The deity is the epitome of the fighter, a master of sophisticated battle techniques. (De&De38)


Description:
Your people are at home in the trees and high places, daring falls that paralyze most other folk in abject terror.


Description:
The deity can make plants and animals sentient. (De&De47)


Description:
The deity is exceptionally proficient with weapons. (De&De43)


Description:
You can channel energy to deal additional damage against undead in melee. ((DotF20))


Description:
The deity, though alive, shares the qualities of the undead. (De&De49)


Description:
The deity can slay any living mortal creature. (De&De44)


Name:
Luck Infusion: +2 luck bonus on Fortitude saves

Description:
Luck Infusion: +2 luck bonus on Fortitude saves


Description:
The deity can enchant creatures so they are compelled to perform some service of his choosing. (De&De46)


Description:
The deity can release part of its personal energy as an attack. (De&De46)


Description:
The deity can create a vortex of swirling energy that protects it and damages those who touch the vortex. (De&De43)


Description:
The deity can avoid damage by simply not being there when the attack hits. (De&De39)


Description:
Ability to incite love or desire, this power can affect deities of any rank. (De&De105)


Description:
Apply the Dex bonus to attacks that are made with any longsword that can be carried in one hand. (De&De63)


Description:
The deity can assume the form of any living, corporeal creature. (De&De48)


Description:
The save DC for one school of spells the deity can cast increases. (De&De41)


Description:
The deity can control plants and plant creatures. (De&De37)


Description:
The deity can release part of it personal energy in a ray. (De&De38)


Description:
The deity can create complex objects out of nothing. (De&De37)


Description:
The deity has superlative ability with the selected skill. (De&De41)


Description:
They deity can infuse some of its energy into a mortal, turning the mortal into an extension of the deity. (De&De47)


Description:
The deity can create creatures of magic items out of nothing. (De&De39)


Description:
Any weapon the deity wields works better against one type of foe. (De&De36)


Description:
The deity can move almost instantaneously. (De&De44)


Description:
You can channel energy to increase the damage you deal in combat. (DotF19)


Description:
You can cast touch spells without touching the spell recipient. (DotF20)


Description:
The deity`s performances have power over creatures far beyond what mortal bards can accomplish. (De&De45)


Description:
The deity heals wounds in a flash. (De&De39)


Description:
Can change any amount of liquid within sight into fine wine. (De&De114)


Description:
The deity has a sense of sight, hearing, or smell even more acute than normal for a deity. (De&De44)


Description:
The deity can kill mortal creatures almost anywhere. (De&De46)


Description:
You damaging spells are imbued with divine power. (DotF20)


Description:
The deity can create a dark cloud that saps life energy. (De&De46)


Description:
The diety can move rapidly over long distances. (De&De48)


Name:
Luck Infusion: +1 luck bonus on ranged attack roll


Description:
The deity can create a vortex of force that protects the deity and harms those of a different alignment. (De&De42)


Description:
Can make a touch attack or imbue a weapon attack with positive energy. (De&De208)


Description:
The deity`s mere proximity is fatal to mortals. (De&De42)


Description:
The deity can bestow good luck or ill. (De&De47)


Description:
The deity`s silver-tongued speech can convince others to take action. (De&De40)


Description:
The deity can assume the forms of creatures related to its portfolio. (De&De48)


Description:
The deity gains an extra domain. (De&De44)


Description:
Ignore the arcane spell failure chance for carrying a shield or buckler. (De&De98)


Description:
The deity can create simple objects out of nothing. (De&De37)


Description:
Tunnel through dirt, clay, sand, or rock. (De&De81)


Description:
The deity can make minor changes to its appearance and form. (De&De34)


Description:
The deity can assume the form of any creature or object. (De&De49)


Description:
No secret can be kept from the deity. (De&De46)


Description:
The deity can inspire a specific emotional state in others. (De&De40)


Description:
Can glide trough or over snow and ice as easily as a fish swims through water. (De&De198)


Description:
You may make up to three attacks per round with each extra weapon wielded. (ELH69)


Description:
You can move naturally in the cramped quarters of caves & tunnels. (Udrk27)


Description:
You are proficient with exotic armor and do not suffer penalties to attacks or STR/DEX based skills. (Udrk25)


Description:
You get a +2 attack bonus when hitting a flat footed opponent


Description:
You can incite a barbaric rage in nearby allies. (ELH60)


Description:
Your attacks deal great damage to your favored enemies. (ELH51)


Description:
You can Wild Shape into beast form. (ELH51)


Description:
You attract and lead great armies of followers through sheer force of personality. (ELH62)


Description:
You are more skilled in hunting your favored enemies. (ELH58)


Description:
You can Wild Shape into animals of Gargantuan size. (ELH56)


Description:
You can Wild Shape into plant form. (ELH65)


Description:
Your aura of despair is wider then normal. (ELH57)


Description:
Your sneak attacks continue to deal damage even after you strike. (ELH62)


Description:
You are descended from the efreet who rules Calimshan for two millennia.


Description:
Your people are known for their stealthiness.


Description:
Your people know how to get the jump on the competition and push other people around.  While others debate, you act.


Description:
The taint of the yuan-ti runs in your veins.


Description:
You have mastered a style of defense that others find frustrating.


Description:
Choose a school of magic. All spells from that school gain a +4 bonus to Difficulty Class (DC) (PH85).


Description:
You favor your aquatic elven parent and can breathe and move about in water easily. (RoFR170)


Description:
You have studied centuries of Calishite lore regarding geniekind. (RoFR163)


Description:
The deity is particularity adept with one kind of weapon. (De&De43)


Description:
The deity can cause nearby creatures to act unpredictably. (De&De49)


Description:
The deity deals tremendous damage with one kind of weapon. (De&De43)


Description:
The deity can emit powerful holy light. (De&De40)


Description:
The deity can kill large numbers of mortal creatures almost anywhere. (De&De46)


Description:
The deity can spontaneously cast any wizard spell available to it. (De&De48)


Description:
The deity is immune to some form of energy. (De&De44)


Description:
The deity is the epitome of the archer, with abilities that surpass those of mortal archers. (De&De38)


Description:
The deity can make a certain type of creature larger. (De&De44)


Description:
The deity`s master of knowledge is nearly complete. (De&De49)


Description:
You are trained in fighting in woodlands and know how to use the terrain to best advantage. (UE45)


Description:
You can create magic runes that hold spells until triggered.


Description:
You may prepare arcane spells ahead of time as a wizard does.


Description:
You have been initiated into the secrets of the Witches of Rashemen as a member of the Ethran, the "untried".


Description:
Your people are accustomed to dealing with strangers and foreigners without needing to draw weapons to make their point.


Description:
Your culture is based on haggling and the art of the deal.


Description:
Your people are as comfortable riding as walking.


Description:
Faerun`s great forests stretch for hundreds of miles across the northlands.


Description:
Your people are admired for their single-minded determination and clarity of purpose.


Description:
You can use the power of your bardic music to enhance your Illusion spells.. (RoFR169)


Description:
You are well versed in the art of storytelling and the oral history of your culture. (RoFR167)


Description:
You can fire even more arrows as a single attack against a nearby target. (ELH58)


Description:
You can trigger short bursts of great speed. (ELH51)


Description:
You heal your wounds very quickly. (ELH56)


Description:
You can jump farther than normal for you size. (ELH62)


Description:
Your aura of courage is wider than normal. (ELH69)


Description:
You can Wild Shape into the form of a Dragon. (ELH53)


Description:
While in a rage, you panic your opponents. (ELH68)


Description:
You automatically turn (or even destroy) lesser undead. (ELH65)


Description:
You can attack as frequently with your off-hand weapon as with your primary weapon. (ELH64)


Description:
Your rage becomes even more powerful than normal. (ELH63)


Description:
You can use your bardic music more quickly than normal. (ELH66)


Description:
Your death attack is more deadly than normal. (ELH58)


Description:
You can spontaneously convert spells into spells of a selected domain. (ELH67)


Description:
You have tremendously fast reflexes. (ELH54)


Description:
You gain tremendously high fortitude. (ELH54)


Description:
Your defensive stance is more powerful than that of others. (ELH51)


Description:
You can improve the abilities of your comrades through your performance. (ELH61)


Description:
You are capable of legendary feats of stamina. (ELH54)


Description:
You do even more damage on a critical hit with the selected weapon. (ELH63)


Description:
You can Wild Shape into animals of Diminutive size. (ELH53)


Description:
You bardic music provides greater inspiration than normally possible. (ELH54)


Description:
You served in a local militia, training with weapons suitable for use on the battlefield.


Description:
You can cast spells without feat of being attacked. (ELH57)


Description:
You can use your bardic music at a greater range than normal. (ELH65)


Description:
You can speak, read, and write all languages. (ELH65)


Description:
You can rend opponents when fighting with two weapons. (ELH68)


Description:
You can reload a hand or light crossbow as a free action and a heavy crossbow as a move-equivalent action (ELH70).


Description:
You can strike opponents with great damage reduction. (ELH58)


Description:
You can Wild Shape into Magical Beast form. (ELH62)


Description:
You can take the form of more elementals than normal. (ELH58)


Description:
You can instantly slay your favored enemies with a single strike. (ELH52)


Description:
Your powers of reason and learning are greater than normal. (ELH56)


Description:
You become a blurry whirlwind of attacks, striking out at all enemies near your position. (ELH60)


Description:
You can fire one particular type of crossbow as fast as a bow. (ELH61)


Description:
Your attacks deal great damage to good creatures. (ELH68)


Description:
Your unarmed strikes are particularly damaging to chaotic creatures. (ELH66)


Description:
The range of your Low-Light Vision is greater than normal. (ELH58)


Description:
Your ability to see in the dark is greater than normal. (ELH58)


Description:
Your unarmed strikes can behead your opponents. (ELH68)


Description:
You are exceptionally long lived. (ELH56)


Description:
This is to add in the additional features of the Paragon Template.


Description:
You can create psionic tattoos, also called psionic circuits, which store psionic powers within their designs.


Description:
Your mind instinctively generates a field of protective energy.


Description:
You have learned the ancient craft of creating a portal, a permanent magic device that instantaneously transports people


Description:
One of your spells can never be dispelled, only surprised. (ELH68)


Description:
You can create alchemical items and substances that are much more powerful than normal. (ELH50)


Description:
You can cast any of your lesser spells without gestures. (ELH50)


Description:
You can manifest fully when you would otherwise be forced to be incorporeal. (GW33)


Description:
You can make your voice originate from another location. (GW35)


Description:
Your people are as comfortable riding as walking. Prereq: Human raised in Thurkasia; 1st level only. (GW38)


Description:
You are one of the Sherezem-Lar. Additional prereq: Female human of a Bazareene noble family; 1st level only. (GW38)


Description:
You have an empathic bond with one of the spirit trees around Manifest. Additional prereq: tree`s permission. (GW35)


Description:
Your fully manifested ghost body can slowly fly. (GW33)


Description:
You can possess multiple creatures and control their actions. (GW34)


Description:
You know how to tune your damaging spells to affect ghosts without harming other creatures. (GW34)


Description:
Your touch can maul the ectoplasm of another ghost. (GW37)


Description:
You can move small objects in a limited manner at a distance when you are a ghost. (GW37)


Description:
Your witchlight can last longer, become hotter, or give off more light. (GW34)


Description:
You can create ectoplasm, a gooey physical manifestation of base supernatural spiritual energy. (GW30)


Description:
You can ride or possess shapechangers as if they were creatures of your own type. (GW31)


Description:
When you touch a living creature, you can make it nauseated. (GW37)


Description:
You can create witchlight, a harmless faint light, on yourself or an object. (GW39)


Description:
When you touch a creature, you can deal damage to their Dexterity ability score. (GW28)


Description:
You can ride or possess animals as if they were creatures of your own type. (GW31)


Description:
Choose one of your touch attack; You are especially good at using it. Additional prereq: touch attack. (GW39)


Description:
You can use your connection to Galaedros the Wood God to channel magical power to a spellcaster of your faith. (GW29)


Description:
You can unleash a moan that panics creatures near you. (GW33)


Description:
Your ghost body appears solid and alive. (GW39)


Description:
You can transfer some of your own ectoplasm to another ghost to heal it. (GW33)


Description:
You can reshape your ghost body`s ectoplasm to enhance one physical ability score at the expense of another. (GW38)


Description:
You can possess and animate dead bodies. (GW29)


Description:
You can ride or possess outsiders as if they were creatures of your own type. (GW31)


Description:
A ghost can take levels in the Eidolon or Eidoloncer classes. (GW16-17)


Description:
You can ride or possess aberrations as if they were creatures of your own type. (GW31)


Description:
You can possess a creature for a short while and control its actions. (GW37)


Description:
You have a gift for channeling positive or negative energy. (GW30)


Description:
You can possess a creature and control its actions. (GW36)


Description:
When you touch a creature, you can deal damage to their Constitution ability score. (GW28)


Description:
You can blast creatures with your simple appearance. Additional prereq: non-good alignment. (GW35)


Description:
You can ride or possess monstrous humanoids as if they were creatures of your own type. (GW31)


Description:
You know how to fight incorporeal creatures in melee. (GW36)


Description:
You are particularly resistant to the unusual attacks of your favored enemy. (GW39)


Description:
When you touch a living creature or a ghost, you can cause permanent drain to their Constitution ability score. (GW38)


Description:
You are resistant to the effects of ghost powers. (GW37)


Description:
You can ride or possess dragons as if they were creatures of your own type. (GW31)


Description:
When you touch a living creature or a ghost, you can cause permanent drain to their Strength ability score. (GW38)


Description:
You can throw heavy objects with the power of your mind. (GW37)


Description:
You can change your ghost form`s appearance. (GW35)


Description:
You are adept at deflecting things before they strike you. (GW35)


Description:
You can ride or possess magical beasts as if they were creatures of your own type. (GW31)


Description:
You can remain conscious after attacks that would fell others. Add`l prereq: Raised among Bazareene barbarians. (GW30)


Description:
You can make your ghost body more diaphanous and difficult to detect. (GW32)


Description:
You can create slender crystal wands called dorjes that can manifest powers when charges are expelled.


Description:
You can create psionic crystal capacitors that store power points.


Description:
You can create miscellaneous psionic items, such as a third eye or psychoactive skins.


Description:
You can manifest powers that trigger a set duration after manifestation.


Description:
Your powers within your primary discipline are more portent than normal


Description:
You can raise a fortified defense against psionic attacks.


Description:
You can make exceptionally strong psionic attacks.


Description:
You can strike you for with a ranged weapon as if making a touch attack.


Description:
You can create psionic weapons, armor, and shields.


Description:
You supplement your craft with psionic inspiration.


Description:
You can manifest powers without a telltale display.


Description:
You can prevent foes from fleeing or closing.


Description:
You can manifest powers farther than normal.


Description:
You can run on the walls for brief distances.h


Description:
You make one of your powers last all day.


Description:
Your powers within your primary discipline have even greater potency.


Description:
You can expand your power point total at the expense of your health.


Description:
Your knowledge of the mind gives you influence with others.


Description:
You can manifest a power simultaneously with another power just like it.


Description:
You can sense the stress points on others` weapons.


Description:
You can manifest a dorje`s power with power points.


Description:
You can make an unarmed strike against your foe as if delivering a touch attack.


Description:
You can use the Shadow Weave to make your spells harder for Weave users to counter.


Description:
You can now use the Shadow Weave to make your spells harder for Weave users to detect.


Description:
You can cast spells that take effect after a short delay of your choosing.


Description:
The stubbornness and determination of your kinds is legendary.


Description:
You come from a family that excels at a particular trade and knows well the value of any kind of trade good or company.


Description:
The character the Skill Focus feat for her Perform skill and any one other class skill.


Description:
So long as you are able to acquire a new familiar, you may choose your new familiar from a nonstandard list.


Description:
In lands threatened by evil nonhumans, many warriors learn ways to fight effectively against these creatures.


Description:
Creatures you summon with any summoning spell are slightly enhanced (MagFR21)


Description:
You are one of the rare people who have the innate talent to control raw magic in the form of spellfire (MagFR23)


Description:
Once per round, you can counterspell an opponent`s spell even if you have not readied an action to do so (MagFR22)


Description:
A spell cast with Eschew Materials can be cast with no material components (MagFR22)


Description:
You can Store an Arcane Spell in a gem (MagFR21)


Description:
Your spells have a distinct visual or auditory effect in their manifestation (MagFR22)


Description:
You know what it means to fight for your life, and the value of quick wits and quicker reactions.


Description:
You can increase the area of your spell (MagFR23)


Description:
Any dispel checks against your spells are made with a -2 penalty (MagFR22)


Description:
You have been touched by one of the god kings of the Old Empires and bear his or her symbol in a tattoo. (RoFR168)


Description:
Your blood is thick like cooling lava, making it difficult for you to die after falling from injuries. (RoFR169)


Description:
You can focus the holy power within you to create a beam of destructive light energy. (RoFR163)


Description:
You are descended from duergar who escaped enslavement by illithids, and their blood runs think in your veins. (RoFR165)


Description:
You understand the nuances of magic to such an extent that you can counter your opponents` spells with great efficiency.


Description:
You are trained in the art of employing spiders as steeds. (RoFR161)


Description:
You can fashion runes that take the place of material components for your spells. (RoFR167)


Description:
You and your allies can coordinate melee attacks against a target, and are adept at fighting side by side. (RoFR169)


Description:
You can allow a person adjacent to you to breathe water. This is a free action and a (Su) supernatural affect. (RoFR161)


Description:
You are descended from the handful of combatants who survived Chondath`s Rotting War in 902 DR. (RoFR167)


Description:
You use screeches, wild gesticulations, and extra material components to give your spells additional power. (RoFR167)


Description:
You lower your guard to make a telling attack. (RoFR167)


Description:
You are acclimated to the disease-ridden jungles of southwestern Faerun. (RoFR165)


Description:
You have the skills needed to maintain favor and survive in the bureaucratic trenches of the Mulhorandi lands. (RoFR170)


Description:
You are a student of calshite tradition,gain a bonus caster level on Fire spells, and can exceed normal limits.(RoFR161)


Description:
You are trained in an unarmed fighting style that draws on your ability to pass through minerals. (RoFR169)


Description:
You are particularly adept at making cruel and demoralizing sneak attacks. (RoFR168)


Description:
The Spider Queen has blessed you with additional magical abilities. (RoFR166)


Description:
You can get underfoot and attack creatures larger than you. (RoFR166)


Description:
You know how to cast your spells so they`re more likely to affect incorporeal creatures. (GW36)


Description:
You can ride or possess humanoids as if they were creatures of your own type. (GW31)


Description:
Your fully manifested ghost body can fly. (GW33)


Description:
You can make equipment out of ectoplasm. (GW38)


Description:
You are one of the Sherem-Lar. Prereq: Female human of a Bazareene noble family; 1st level only. (GW38)


Description:
You can move small objects in a limited manner when you are a ghost. (GW33)


Description:
You can move a large object at a distance when you are a ghost. (GW36)


Description:
Your touch can bestow negative levels upon creatures. Additional prereq: non-good alignment. (GW31)


Description:
Your ghost body is shaped as if you were alive and unharmed, and you can control what you appear to wear. (GW29)


Description:
When you touch a living creature or a ghost, you can cause permanent drain to their Dexterity ability score. (GW38)


Description:
You can hide in the body of a living creature, perceiving the world through its senses; can`t control the host. (GW33)


Description:
Your touch is supernaturally cold. (GW33)


Description:
You have dabbled in magic that has increased your power but affected your mind. Add`l prereq: non-good alignment. (GW29)


Description:
When you touch a creature, you can deal damage to their Strength ability score. (GW28)


Description:
You can make durable equipment out of ectoplasm. (GW39)


Description:
You can ride or possess giants as if they were creatures of your own type. (GW31)


Description:
You can become incorporeal even when you would otherwise be forced to manifest fully. (GW36)


Description:
You can use your smite ability to smite ghosts. (GW34)


Description:
You can ride or possess elementals as if they were creatures of your own type. (GW31)


Description:
You can stun people with your quarterstaff and push them around after you stun them. (GW32)


Description:
You can ride or possess beasts as if they were creatures of your own type. (GW31)


Description:
You can ride or possess fey as if they were creatures of your own type. (GW31)


Description:
You are one of the Kihu-Sherem. Prereq: Male human of a Bazareene noble family; 1st level only. (GW36)


Description:
You can turn or rebuke more undead with a single turning attempt. ((DotF20))


Description:
You can affect more powerful undead with your turning or rebuking attempts. (DotF20)


Description:
You can turn or rebuke undead with a moment`s thought. ((DotF20))


Description:
You use wild shape more frequently than you normally could. (MotW22)


Description:
You cast spells while in a wild shape. (MotW24)


Description:
You inflict double your Strength modifier in damage on a charge attack but suffer an attack of opportunity (S&F8).


Description:
Ignore penalties for hampered melee attacking. (Udrk27)


Description:
Extra damage to attack/dam/saves for killing a living creature. (Udrk26)


Description:
You can perceive a portal just by passing near it. (Udrk27)


Description:
You can use wild shape 2 more times than normal for each time you use this feat. (Udrk25)


Description:
When you wield a battleaxe you get a +2 dodge bonus to AC that lasts until your next action.


Description:
+2 to Heal & Survival checks made in the Underdark


Description:
You cast metamagic spells to greater effect in earth nodes than elsewhere. (Udrk26)


Description:
You get a +2 bonus to caster level checks (1d20+caster`s level) to beat a creature`s spell resistance  (Udrk43).


Description:
A shadowcrafter gains a +2 bonus on Disguise and Hide checks.


Description:
+2 to search checks to notice unusual stonework. (Udrk27)


Description:
Perceive earth nodes just by passing near it. (Udrk26)


Description:
Because of your cultural hatred for elves, you have had specific training in how best to fight them (Udrk25)


Description:
The natural adhesive you secrete becomes stickier.  +2 to DC to getting stuck after an unsuccessful attack. (Udrk25)


Description:
An inquisitor of the Drowning Goddess gains a +4 insight bonus on Intimidate and Sense Motive checks. This incr. to +8


Description:
You get a +3 Profane bonus to all Saving throws (Udrk 35).


Description:
+3 to saves vs Psionic abilities and mind blasts (Udrk27)


Description:
You can rend opponents while fighting with more than two arms. (ELH63)


Description:
Your muscle and physical power and greater than normal. (ELH57)


Description:
You can adjust position while maintain a defensive stance. (ELH63)


# info Features

HelpText:
The character is immune to fear.  Allies within 10 feet of the character receive a +4 morale bonus on savings throws against fear effects.


HelpText:
The character gains spell resistance equal to her level +10.


HelpText:
The character is proficient in wielding all types of martial weapons.


HelpText:
If the character fails her save against an enchantment, one round later she may reattempt her saving throw again.


HelpText:
Once per day the character can fire an arrow that will pass through all nonmagical barriers as it travels toward its intended target.


HelpText:
The character is proficient in wielding all types of simple weapons.


HelpText:
The character may select a feat instead of a special ability.


HelpText:
The character applies her CHA mod to all saving throws.


HelpText:
The character can detect good at will as a spell-like ability.


HelpText:
The character can inspire courage, countersong, fascinate, inspire competence, suggest, or inspire greatness.  Dependent on the perform skill.


HelpText:
The character can roll away from a potentially lethal blow in order to take half damage from it. A Reflex saving throw applies.


HelpText:
The character calls forth a creature to serve him.


HelpText:
Once per day, the character can heal wounds by touch.  She can cure a total number of hit points equal to her CHA mod times level.


HelpText:
The servant uses it`s own base saves or the character`s, whichever is higher.


Name:
Greater Rage (%dx/day, %d+Con Mod Rounds)

HelpText:
The character can fly into a blood frenzy and receive the following benefits: +6 to STR, +6 to CON, +3 morale bonus to Will saves, -2 penalty to AC.


HelpText:
At the master`s option, any spell he casts on himself can also effect his familiar.


HelpText:
The character gains the spell-like ability to polymorph self into a Large sized animal. The number of times/day is level dependent.


HelpText:
The character is proficient in wearing all types of heavy armor


HelpText:
The character gains a bonus feat from a predetermined list.


HelpText:
The character gains the spell-like ability to polymorph self into a Huge sized animal. The number of times/day is level dependent.


HelpText:
By working with a wall that is within arms reach, the character takes less damage from falling.  Damage reduction is based on level.


HelpText:
The character can remove disease as per the spell of the same name. The number of times per week she can do so is dependent on level.


HelpText:
Similar to Bardic Knowledge, the character is well versed in many forms of knowledge. The knowledge check receives the listed bonus (equal to level) + Intelligence Modifier.


HelpText:
Once per round, the character can make an attack of opportunity against an opponent damaged in melee.


HelpText:
The character adds is Wisdom modifier to AC, if positive.


HelpText:
Upon a successful Reflex save, the character takes no damage from an attack that would normally deal half damage.


HelpText:
The character receives a bonus to Reflex saves when avoiding traps.


HelpText:
The character can adopt an immovable, defensive stance and gain the following benefits: +2 to STR, +4 to CON, +2 resistance bonus to all saves, +4 dodge bonus to AC.


HelpText:
This secret bestows one bonus 2nd level spell.


HelpText:
The familiar can deliver touch spells on behalf of the master.


HelpText:
Once per day, the character can magically slip between spaces as per the spell, Dimension Door.


HelpText:
The character is immune to all diseases, except for magical ones.


HelpText:
The character retains his DEX bonus to AC when caught flat-footed or struck by an invisible attacker


HelpText:
The character gains the Track feat for free.


HelpText:
You gain a bonus to your Dexterity score


HelpText:
The character is no longer fatigued (-2 to STR, -2 to DEX, can`t charge or run), after a fit of rage.


HelpText:
Upon a successful Reflex save, the character takes no damage from an attack that would normally deal half damage. On a failed save, damage is reduced to one half.


HelpText:
This secret allows the character to select one feat for free.


HelpText:
This secret bestows a bonus of +3 hit points.


HelpText:
The character is well versed in many forms of knowledge. The knowledge check receives the listed bonus (equal to level) + Intelligence Modifier.


HelpText:
The character gains the listed bonus to the listed skill.


HelpText:
The character gains the spell-like ability to polymorph self into a Small or Medium-size animal (but not dire animal) and back again a limited number of times per day.


HelpText:
Once per day, the character can cure her own wounds, equal to twice her current level in hit points.


HelpText:
The character has access to divine domains.


HelpText:
The character`s unarmed attack is empowered with ki, as if blows were made with a weapon enchanted with an enhancement bonus. Enhancement bonus varies by her level.


HelpText:
At will, the character can detect evil as a spell-like ability


HelpText:
The character does not suffer ability penalties for aging, and cannot be magically aged.


HelpText:
The character can add her CHA mod to an attack roll and if successful, add one point of damage per level.


HelpText:
The character can call an unusually intelligent, strong and loyal steed into service.


HelpText:
The character can identify plants and animals with perfect accuracy.  The character can determine the state of water (safe, poisoned or polluted).


HelpText:
The character may move through natural thorns, briars, overgrown areas, and similar terrain at normal speed and without suffering damage or other impairment.


HelpText:
This secret bestows 4 ranks in any one skill that the character has no current ranks in.


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When the familiar is within arms reach, the master gains the alertness feat for free.


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The character can stun creatures damaged by her unarmed attack.


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The character retains his dexterity bonus to AC regardless of being flat-footed or struck by an invisible opponent.


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The character will never knowingly associate with evil characters. The character may only accept henchmen or other followers who are lawful good.


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The character may take the feat Improved-Two Weapon Fighting regardless of prerequisites, so long as her base attack is +9 and she is wearing light or no armor.


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The servant receives a +2 bonus to attacks, checks and saves if it witnesses the character being threatened or harmed.


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The character can shrug off some amount of injury from each blow or attack.


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The character receives a +1 Reflex saves when avoiding traps.


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The character is now considered as type: outsider and she receives damage reduction equal to 20/+1


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The character gains the Deflect Arrows feat for free.


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This secret bestows a bonus of +1 to all Reflex saves


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Medium sized characters of this class are proficient in: club, heavy crossbow, heavy mace, morningstar, quarterstaff, rapier.


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+1 to AC per Int Mod if not wearing any armor or shield.


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The character must study his spellbooks each day to prepare spells.


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The character gains the supernatural ability to command & rebuke undead.


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The character is immune to all diseases, including magical ones.


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The character gains a new language of her choice.


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This secret bestows one bonus 1st level spell.


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This secret bestows a +1 bonus to attack rolls.


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The character`s jumping distance (horizontal or vertical) is not limited according to her height.


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You gain a bonus to your Constitution score


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The character can fire an arrow that forces the target to make Fort save (DC 20) or be slain instantly.


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Upon a successful attack, the character can will an intended target to die.  The target receives a fort save (DC10 + one half character`s level + WIS mod).


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The character can force undead creatures to recoil or rebuke. The character can do so a number of times per day equal to 3 plus CHA mod.


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After studying the victim for 3 rounds, the character can paralyze or kill the target of a successful sneak attack. Target is allowed a Fort save (DC 10 + Listed Bonus + Intelligence Modifier)


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The character can see in the dark as if she were permanently under the effect of the Darkvision spell.


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The character is proficient in wearing all types of medium armor


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The character adds +10 to his base speed when wearing no armor, light armor or medium armor.


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Your code requires that you respect  authority, act with honor, help those in need, and punish evil.


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The character is proficient in: club, crossbow (light or heavy), dagger, javelin, kama, nunchaku, quarterstaff, shuriken, siangham and sling.


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A 1st level character can begin play with an animal companion, by casting the Animal Friendship spell.


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The character gains the spell-like ability to polymorph self into a Tiny sized animal. The number of times/day is level dependent.


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The character is specially trained in combating a selected enemy.


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The character gains the Improved Trip feat for free.


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The character can command and rebuke undead as a cleric of two levels lower.


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The familiar can communicate with animals of approximately the same type as itself.


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Character of this class are skilled with the club, dagger, heavy & light cross bow, and quarterstaff.


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The character is proficient in:  club, dagger, dart, halfspear, longspear, quarterstaff, scimitar, sickle, shortspear and sling.


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A fallen paladin of this stature immediately gains a blackguard level for each level of paladin she trades in.


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This secret bestows a bonus of +1 to all Will saves


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Enemies within 10 feet of character receive a -2 morale penalty on all saving throws.


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When fired, every nonmagical arrow receives an enhancement bonus. Enchantment bonus is based on level.


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The character has the ability to change her appearance at will as per the spell, Alter Self.


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The character gains the benefits of the Improved Unarmed Strike Feat.


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This secret bestows the character with a +1 dodge bonus to her AC.


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When the character sneak attacks an opponent, they also take 1 point of temporary STR damage.


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The character is proficient in light and medium armor, but prohibited from wearing metal armor.


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The character can call forth a magical beast to serve him.


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The character chooses a secret from a predetermined list. Secrets range in effect and bonuses applied.


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The character selects a number of skills equal to three + her INT mod.


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The character can summon a shadow, (an undead shade), as a companion.


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The character gains a +2 bonus to saving throws against all spells and effects from the enchantment school.


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Once per day, the character gains the spell-like ability to polymorph self into a small, medium or large elemental.


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The character can use the Search skill to locate traps when the task has a DC higher than 20.


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The character can speak with any living creature.


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The character suffers no chance of poisoning themselves when applying poison to a blade.


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An area spell can be placed on an arrow, effectively replacing the spell`s range for the bow`s range.


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The character can take one extra attack in a round at her highest base attack, but suffer a -2 penalty for each attack that round.


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The character leaves no trail in natural surroundings and she cannot be tracked.


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The familiar can communicate with its master telepathically up to one mile away.


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Characters of good alignment can channel stored spell energy into healing spells.


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The character gains +4 bonus to all saves against the spell-like abilities of Fey.


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The character gains the item creation feat of Scribe Scroll for free.


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Once per day, the character can cast Summon Monster 1 to call forth an evil creature.


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Once per day the character can fire an arrow that will navigate corners as it travels toward its intended target.


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The character can travel between shadows, as if by means of a Dimension Door spell.  The distance she travels is dependent on level.


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The character gains the spell-like ability to polymorph self into a Dire animal. The number of times/day is level dependent.


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The servant and character can communicate verbally in a language known only to them.


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The character can add his CHA mod to an attack roll and if successful, add one point of damage per level.


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The character is proficient in: crossbow, (hand or light), dagger, dart, light mace, sap, shortbow, (normal and composite) and short sword.


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The character gains the supernatural ability to turn/rebuke undead.


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The character may select any feat as a bonus feat.


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As a regular action, the character can fire a maximum number of arrows equal to her level.


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This secret bestows a bonus of +1 to all Fortitude saves


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Once per day, the character can create visual illusions from surrounding shadows as per the spell, Silent Image.


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Using the hide skill and if she is within 10 feet of some sort of shadow, the character can hide herself from view even while being observed.


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The character is proficient in the use of shields.


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The character gains the ability to identify magic items, as per the spell.


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The character receives a bonus to AC that applies whenever he isn`t wearing armor.


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The character gains the effects of a legend lore spell or an analyze dweomer spell.


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The character gains a natural bonus to all poison saves. This bonus is based on level.


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The character knows the secret Druidic language.


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Any victim denied their DEX bonus to AC can be the target of a sneak attack. Sneak attack damage is based on level.


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The character flies into a frenzy and receives the following benefits: +4 to STR, +4 to CON, +2 morale bonus to Will saves, -2 penalty to AC.


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The character may select the given number of special abilities.


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The familiar gains spell resistance equal to the master`s level + 5.


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The character gains immunity to all organic poisons, including monster poisons, but not mineral poisons or poison gas.


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The familiar and character can communicate verbally in a language known only to them.


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If no armor is worn, and no greater than a light load is carried, the character moves faster than normal.  The faster speed is determined by size and level.


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Once per day, for a period of one round per level, the character can assume an ethereal state as per the spell Etherealness.


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The character is proficient in wearing all types of light armor


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You gain a bonus to your Intelligence score


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The character may add a bonus to either one attack roll or one damage roll, but not both. This must be declared at the start of an action.


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The character can attack with a ranged weapon in a threatened area and not provoke an attack of opportunity.


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Any time the character`s target would be denied his Dex bonus to AC, the character`s ranged sneak attack deals extra damage.


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The character gains a bonus to his attack roll when using the designated weapon while mounted.


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By making mystical hand gestures as a standard action, the character can render  opponents helpless as if he would cast hypnotic pattern.


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When unarmored, the character gains an additional +4 bonus to AC against attacks of opportunity caused when they move out of or within a threatened area.


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The character benefits from anonymity, but should their name ever become known to foes, their powers are weakened.


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The character gains the ability to make a single melee attack with a +4 attack bonus and damage bonus equal to his class level against a member of his tribal enemy.


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The character gains a +2 competence bonus to Tumble skill checks.


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The character can use a whip or whip dagger to stun a creature instead of inflicting subdual or normal damage.


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You can use bottles and large tankards as weapons using your unarmed base attack bonus.


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After you score a hit with your weapon of choice, you do not roll dice to determine the damage. Instead, you figure the normal maximum damage (non-crit) you can inflict and do that much damage.


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The character can take one extra attack per round with a whip or whip dagger.


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The character is not proficient in armor or shields, but adds her WIS mod to AC, in addition to DEX mod.


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The character adds a +2 damage bonus to her whip and/or whip dagger.


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If the character is climbing on a rope or a chain, he suffers no penalty to attacks and foes gain no bonus to attack him.


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Enemies within the stated distance of the character suffer a -2 moral penalty on all saving throws for as long as they remain within range.


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You can assume gaseous form, as the spell, once per day for 1 round per class level.


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If the character chooses to fight defensively or use all out defense in melee combat, they gain an additional +1 dodge bonus to AC for each class level.


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The character can attempt to parry a melee attack against her charge.


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You increase your ability to store spellfire energy


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A gnome artificer has the ability to craft nonmagical devices that duplicate the effects of spells


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Your metamagic feats change your spell level by one less


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You gain a free skill focus feat in any knowledge skill


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With a touch you can drain a single charge from a item and convert it in to spellfire energy.


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You can use your spell fire energy to help protect your self


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You can drain a charge from a magic item to heal your self


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You can start to brew higher level potions


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You can drain powers of a magic item for a time


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You gain a +1 to Fort saves or Ref saves


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You can dismantle a device and use it peaces as part for another device


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You can release a powerful blast that does damage to all in the area


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You can make devices that draw upon the power of the shadow


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You gain Weapon Focus feat with any weapon you are proficient with.


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You can change your spells to strike ethereal targets


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As a standard action, the character can leap from his saddle, deploy a Drogue Wing, and charges his enemies for double damage.


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The character can maintain a larger following of orc`s than a comparable leader. Multiply the amount listed by the number of followers normally allotted by Leadership.


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The character gains limited resistance to Electricity.


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The character can inspire his allies to greatness, granting a +4 Morale bonus on Attacks, damage, saving throws & AC.


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The character gains a +4 bonus against any creatures moving in or through his threatened area.


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When mounted and using the charge action, you deal triple damage with a melee weapon, up to the number of times per day indicated.


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The character can use his weapon and a quick application of a lock to bind a single small, medium, or large creature.


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The character can wrap the end of his chain around an overhead object and swing at any target within 10 feet.


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The character can modify his spiked chain so that it leaves cruel barbs behind in the targets it strikes.


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The character can attack an opponent in a threatened square with a whip or whip dagger and not provoke an attack of opportunity.


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Similar to a monk attacking with a flurry of blows, a tribal defender can enter a state of wild fighting, attacking in a storm of ferocious assaults.


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As a full round action, you can give compelling directions. You can bestow a +2 competence bonus on either attacks or skill checks to all allies within 30 feet.


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If the character loses more than 50% of their normal HP total in one encounter, he gains this circumstance bonus to his AC, attack, and damage rolls.


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You take great advantage of your homeland`s features and gain the listed deflection bonus to your AC when in your homeland.


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You are adept at spotting weaknesses in your foes` fighting styles.


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Whether fearful or respectful, humanoids around the ghostwalker typically pause and obey when confronted.


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The character gains a bonus to his Ride skill check whenever he uses the Mounted Combat feat to negate a hit his mount takes in combat.


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The character can take two extra attacks per round with a whip or whip dagger.


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If a lasher catches an opponent unable to defend himself effectively from her attack anywhere within range (up to 15ft), she can use a whip or whip dagger to strike a vital spot.


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The character gains the bonus to any skill check when using any of the class skills, equal to her Wisdom bonus.


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Your presence is enough to grant any allies within 30 feet a second saving throw against fear and charm effects that they have already succumbed to.


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You can exhort your troops to march faster. Anyone traveling with you gains a +4 moral bonus to Constitution checks required for making a forced march.


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When your mount is moving no faster than twice its speed, you can dismount with a successful Handle Animal check (DC20) and land adjacent to your mount as a free action.


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The character can call upon Hextor for a +4 Strength bonus once per day lasting 4 rounds plus level.


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When using Move Silently and Hide, the character can move at his normal speed without suffering a penalty to those skills.


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By tripping, stumbling, and staggering, you can make a charge attack that surprises your opponents.


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The character can make an unarmed touch attack that causes 1d8 HP of damage, plus one point per the class level.


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As per the spell ethereal jaunt, the effect persists for 1 round per level.


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The character gains an attack and damage bonus against demons.


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The character adds her wisdom bonus to all saves against effects & spells used by undead.


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The character can summon an undead creature, as Summon Monster, 3+Cha Mod/day.


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The character can create a Holy Aura around himself when engaged in combat with demons.


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The character can channel celestial energy and turn Demons.


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The character can dispel evil a certain number of times per week.


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Undead slain by the character can never again rise.


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The character may cure the listed number of hit points per day.


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The character is surrounded by a permanent Consecrate effect out to 20 ft.


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The character gains weapon specialization in his deity`s favored weapon.


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The character is immune to all Charm spells and effects.


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The character becomes an outsider and gains DR 20/+1.


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The character is immune to all forms of poison.


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Once per day, the character can create a 20 ft aura of Fear around him.


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The character can release a burst of positive energy that harms undead.


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The character has the Evasion ability, except that it works in all types of armor.


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The character ceases to age, and cannot be magically aged.


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The Character adds his Wisdom Modifier to Attack and damage.


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The character may select the Inquisition Prestige Domain as a bonus domain.


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The character can track any character he has personally wounded.


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The character is immune to all Possession & Life-Force/Soul Trapping, Stealing, or Moving spells & effects.


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The character gains a bonus on all saves vs. Enchantment.


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The character adds her Divine Oracle level to her % Chance of Success for Divination spells.


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The character may invoke a bonus to AC, Saves, and Spell Resistance 1/day/class level.


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Once per day, the character can use Mass Heal.


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The Character can cast Tongues on himself 1/Class Level+Cha Bonus/day.


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The character can always take a partial action during a surprise round.


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The Character gains one domain from his deity`s list.


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The character can channel Positive energy into his allies, so they can keep fighting until they reach -20 HP.


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The Character can ignore some damage reduction, based on his level.


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The character is immune to all Compulsion spells & effects.


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The Character receives a +2 Sacred Bonus on Bluff, Listen, Sense Motive, Spot and Wilderness Lore at each Odd Level.


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Once per day, the character can use Mass Haste.


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The character can boost his allies saves vs. Charm & Fear with a speech.


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On a successful save, the character can ignore the effects of any "Will/Fortitude Partial" or "Will/Fortitude Half" spell or effect.


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The character can use True Strike as a Spell-Like Ability.


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The character may select the Divination domain.


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The character gains this bonus to AC and Attacks against a single opponent in melee combat.


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Once per day, the character can add her Wisdom modifier to attack, and deals 1 extra point of damage per level.


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The character can touch a creature, and force them to tell the absolute truth.


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The character is immune to all Enchantment effects created by demon`s, and allies gain a +4 bonus.


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The character gains the Extra Turning feat.


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The character gains the Combat Casting feat.


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The Character gains Blindsight (Ex) out to 30 ft.


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You now can cast energy drain as a spell like ability once per day


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This ability gives +1 natural armor bonus, a +2 inherent modifier to Dexterity, 60-foot darkvision, and the spell like ability poison once per day as cast by a 16th-level caster.


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Use the chart on page T&B 71 to make sure you get where you wanted


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You gain one open spell slot at your highest spell level for the uses of that levels summon monster spell


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You studding allows you to copy a spell to your book without a check


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You become partly mummified  and able to use you touch attack 4 times a day


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You gain the grow claws and your bite becomes more powerful


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You gain the ability to use the metamagic feat Maximize on your candles


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You have a greater chance to rebuke undead , add you true necromancer level to you rebuke checks


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You gain the ability  to store 2 spells in one candle the go off at the same time


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You are able to inscribe spells on your skin for later uses, up to 6 spells


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You can summon two undead creatures twice a day


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Spell DC`s of your allied energy increase.


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Use the points you dropped from your spells DC and use the points on Attack roll, skill checks or saving throw


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Your breath weapon does this many die of damage.


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You gain 6 skills points to add to any of the following skills (Bluff, Diplomacy, Intimidate, and Sense motive)


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You now can cast create greater undead as a spell like ability once per day


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You now begin to exert your authority over undead, 20-foot-radius from you now is the same as a desecrate spell


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Two times per day  you can read the thoughts of a chosen target with in 100 feet


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You gain the metamagic feat extend but for candles only


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Once per day you may roll one roll, just as in the luck domain


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You may choose one metamagic feat as a bonus feat


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Using this unique talents allow you to make ranged skill checks


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Once per day, you can  beguile one person the same as Charm person


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You gain  you ability to make a new companion creature "a Homunculus" but more robust as per the rules on page (S&S52)


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Once per day you can summon a demonic or devilish beast


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You can use Animate dead without need of a material component


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This unique combination allows you to declare one melee or ranged attack to become a sneak attack


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You gain the ability to use metamagic feat enlarge on your candles


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You gain a +2 to attack rolls, and you can use your touch attack 3 times a day


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You  gain the ability to light the candle faster


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The character adds his class level to all perform checks when using Bardic Music.


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The character may develop a single epic spell for 75% the normal time, XP, & GP costs.


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The character is immune to Acid damage and effects.


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The character is immune to Cold damage and effects.


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The character gains limited resistance to Acid.


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Your familiar gains the pseudonatural template


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You gain the ability to  use the metamagic feat heighten with your spells


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Same as Summon Undead (Su) but able to summon more powerful creatures


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You gain the ability to communicate telepathically with any creature within 100 feet


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You gain the ability to use the metamagic feat empower in your candles


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When you wield energy of you allied type, you gain a bonus to beat SR


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You can produce fiery rays from your eyes doing 8d6 each


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You can substitute a drop of his own blood for a spell`s material components, if any


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This ability improves your skin to +2 natural armor bonus, a +2 inherent modifier to constitution, 120-foot darkvision, and the spell like ability poison twice per day as cast by a 16th-level caster


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When casting summon monster you may cast a "pseudonatural" version of that creature (S&S47)


Name:
Elemental Penetration (Electricity) %d (Ex)


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You may roll a d20 and replace that roll with the base DC of a spell


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You gain the ability to store spells  in your blood, the number of spells are equal to your Blood Magus level + Con score


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You gain the spell-like ability to use death knell once per day


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The character`s ricochet attack rolls with the warsling are made without the standard -2 penalty.


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You gain the "outsider" type, and damage reduction 20/+1


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Once per day you may use a lesser version of the dominate person spell


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You gain the ability of cold resistance 20


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You gain the ability to store 2 spells in one candle


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You gain the friendship of up to two creatures of Large size or smaller


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You cut your limb off and graft a new one on giving you a +4 Str. and The ability to use one of the following "touch attack" ( Paralyzing, Weakening, Degenerative, Destructive or Commanding touch)


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You gain the ability to draw spells of up to the listed level from the spellpool


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You gain the befits of being a Guild Member


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The character can True Resurrect any creature he has previously used any of his class abilities on.


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The character can use spell with a range of touch on a target up to 30 feet away with a ranged touch attack. Selecting arcane reach a second time increases the range to 60 feet.


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The character can change arcane spell energy into arcane fire, which deals 1d6 Damage per Archmage level + 1d6 per Spell level. Range is long (400 feet + 40 feet/level of archmage). Slot Cost: 9th lvl


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When the character counterspells a spell, it is turned back upon the caster as if fully affected by Spell Turning. Spells which can`t be turned are counterspelled normally. Slot Cost: 7th lvl.


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The character can use spell with a range of touch on a target up to 30 feet away with a ranged touch attack. Selecting arcane reach a second time increases the range to 60 feet. Slot Cost: 7th lvl.


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The character can leave (minimum 5-foot) `holes` in area and effect spells of the following types: burst, cone, cylinder, emanation, or spread. Slot Cost: 6th lvl.


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The character can use one of her arcane spell slots to permanently prepare one of her arcane spells as a spell-like ability useable twice per day. Slot Costs: Spell lvl. & 5th lvl.


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The character can alter an arcane spell when cast so it utilizes a different element than the one it normally uses. Slot Cost: 8th lvl.


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+1 Spell Power, +1 Spell DC and CL Check vs. SR. Cost: 5th Level Slot


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The character is specially trained in combating enemies from a selected plane. +1 on Bluff, Listen, Sense Motive, Spot, Wilderness Lore, and Damage Rolls.


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The character can create a dampening field that extends 100 feet in every direction, suppressing Summoning and calling spells and spell-like abilities.


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The character generates a intangible, invisible aura of menace that weakens hostile creatures within a 20-foot radius.


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The character can grow a small pocket dimension.


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Up to twice per year, the character may request an audience with her deity (functions as a double duration commune spell)


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The character may make a special Open Lock check based on Int instead of Dex to force open a portal.


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The character can emit a field that suppresses all abilities and spells that access other planes within a 30-foot radius.


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The character gains a +2 insight bonus on Decipher Script and Use Magic Device check, and a +2 insight bonus when searching for or disabling magic traps.


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The character can communicate telepathically with an creature in range that can speak a language.


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The character gains access to one domain and it`s granted power chosen from among those offered by her deity.


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The characters alignment shifts to match that of her diety, if it does not already.


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The character can transform her weapon into a material force effect at will.


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The character gains a number of spell-like abilities, selected from her deities domains, each usable once per day.


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The character may plane shift to her deities home plane once per day, and from that plane to the characters native plane.


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The character may step into the Ethereal Plane.


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The character gains a +2 Insight bonus on Bluff, Diplomacy, Gather Information, Intimidate and Sense Motive checks.


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The character gains immunity to the natural hazards of any planes he visits, similar to the spell Avoid Planar Effects.


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The character can see invisibility at will (as the spell cast by a 5th-level sorcerer).


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The character may use Commune (as the spell) once per week.


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The character gains the ability to seal (or suppress) a gate or portal once per day.


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The character gains the ability to move sections of landscape from one plane to another.


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The character gains the ability to scramble a portal (as the spell, Scramble Portal) 3 times per day.


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The character must substitute a drop of blood for a spell`s material component or focus, if any.  The blood may be his own or someone else`s.


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When the character strikes the killing blow to dispatch any creature, he gains 1d8 temporary hit points, +2 to Strength, and +1 effective caster level.


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The character can use a wakizashi in his off hand as a shield.


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Once per day, the character can add his class level as an enhancement bonus to his Strength.


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If the character dies, he can will his spirit to ravage his body, tearing and shredding it to prevent it from being animated.


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The character can use his highest ability score modifier when making a skill check, attack roll, damage roll, or saving throw, in place of the ability score modifier he would normally use.


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The character can "trade in" levels in another spellcasting class for additional levels of maho-tsukai spellcasting ability.


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The character has damage reduction 10/+1.


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The character no longer applies his Taint score as a penalty to his Constitution.


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The character gains a +5 competence bonus on Balance checks made to keep his footing on an unsure surface, such as an uneven floor, ice, or a ship`s deck in a storm.


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The character`s Leadership score is increased by the given amount.


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The character can use his own personal energy to empower or maximize a shugenja`s spell when she is the target of that spell.


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The character may pay an additional cost in blood instead of casting metamagic spells with a higher-level spell slot.


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The character is vulnerable to certain forms of attack.


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When using the Dodge feat, the character adds his Intelligence or Wisdom bonus (whichever is higher) to the dodge bonus to AC granted by the feat.


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Once per day, the character can make a single melee attack with a +4 bonus and a damage bonus equal to his defender level (if he hits).  The character must declare the smite before making the attack.


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The character can refocus while using the total defense action.


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When wearing light armor or no armor, the character can fight with two weapons as if he had the feats Ambidexterity and Two-Weapon Fighting.


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The character gains a bonus on all saving throws against spells and spell-like effects.


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The character gains the Weapons Finesse for use with a katana.


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The character can add his Intelligence modifier to his AC when not wearing armor.


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The character can add his Charisma modifier to his Initiative checks as well as his Dexterity.


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The character adds his Charisma modifier to any bonus dice gained from using the Iaijutsu Focus skill.


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The character may make an additional attack with a katana using a standard action at a -5 penalty.


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The character may strike as though he had a surprise round under certain conditions.


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The character can reach out and sense any person, area or think she directs her attention to.


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The character can use her Sense Void ability and use her normal senses to perceive what she wants.


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The character can use Detect Magic and Detect Taint at will while using her Sense Void ability.


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The character can use Discern Lies, read emotional states and gain +10 to sense motive checks while using her Sense Void ability.


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The character can use Detect Thoughts at will while using her Sense Void ability.


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The character can grant his ally a feat (except ancestor feats) or a bonus to any skill.


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The character can give himself +20 to any single attack roll, skill check or ability check once per day.


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Once a day, you can gain a +2 luck bonus to saving throws


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The character may select Skill Focus in any Class Skill


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The character gains the Craft Wand Feat.


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Once per day you can gain +4 to Cha and +2 Will


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The character gains the Enlarge Spell Feat


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You can now share you spells with your mount


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Once a day you can cast Pass without Trace as a spell like ability


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You gain two spells on scrolls or to add to your book


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You gain the ability to control a sphere of annihilation


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Once per day, this extreme manifestation of Cyric`s power


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You gain a +2 resistance on Ref. saves and +2 to Intimidate


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You can call a flying mount to serve as your personal mount


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Once a day you can cast Darkfire as a spell like ability


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The character may select Spell Focus (any school).


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You gain the ability to hide an item as if you where wearing gloves of storing


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You gain a ability to burn a spell slot to do damage in a touch attack


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Must choose honorable or dishonorable way of life.  Gain +2 to diplomacy (honorable) or +2 to intimidate checks (dishonorable).


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If there are ropes or other items available to swing from, the character may use Use Rope instead of Tumble to pass through threatened spaces.


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The character may sail 1 mph faster than normal.


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The character increases his character level for purposes of acquiring cohorts using the Leadership feat.


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The character may make a DC 15 Balance check.  If successful he negates any penalties for uneven ground.


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The character gains a +4 insight bonus to Profession (sailor) checks.


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The character gains 2d6 sneak attack damage using concealed weapons only.


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The character becomes type Native Outsider, and gains specific abilities based on her alignment.


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The character the Skill Focus feat for her Perform skill and any one other class skill.


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The character adds this value to his spell saves vs. his specialist school.


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The character gains the ability to become a leader of Circle Magic.


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The character`s flag, when hoisted gives allies a +2 morale bonus on attacks.  Lasts up to 10 rounds, can be used 3 times per day.


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The character can get free followers (separate from the Leadership feat) to man his ships.


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The character gains an AC bonus against traps with attacks.


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The character gains the ability to sense without sight within 20 feet.


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As the dwarf ability in the Player`s Handbook, except the checks are competence bonuses not racial.


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The character can use his gaze attack to inflict a debilitating illness.


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This ability is like sacrifice, except that the character can increase his effective caster level for all spells by +4 for 1 hour.


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The character gains access to his damage reduction ability through the destruction of magic items.


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The character gains a version of the wild shape ability.


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The character gains limited resistance to sonic..


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The character is immune to Sonic damage and effects.


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If the character has at least 5 ranks in both the listed skills, he gains a +2 bonus on each.


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The character learns to manipulate his facial features, gaining a competence bonus equal to his class level on Disguise checks.


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Once per day, the character can make an Int check (DC 20). He may not take 10 or 20 on this check. IF successful, he gains a +10 insight bonus on one Knowledge check of any category.


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The character can spread disease over a large area.


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The character may grant a +2 morale bonus on Will saves to any nongood orcs or half-orcs with HD lower than his character level within 30 feet.


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The character can use wild shape to take the form of any kind of natural animal in her selected group.


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The character gains Off-Hand Parry as a bonus feat.


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The character gains a +4 circumstance bonus on Animal Empathy and Diplomacy checks when dealing with creatures of the same species as her current mount.


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The character gains the ability to draw energy from the sun.


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The character can function as if under the influence of a freedom of movement spell for up to 30 minutes once per day.


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The character can reroll one attack roll that she has just made with a projectile weapon.


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The character can channel stored spell energy into certain healing spells that he hasn`t prepared ahead of time.


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The character can use detect animals or plants within the chosen terrain as a druid of the same level.


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Functions like the burning hands spell, except that the character can use it as often as desired.


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The character gains a +4 competence bonus on any heal checks she makes one creature of the same species as her current mount and a +2 bonus on other creatures capable of serving her as a mount.


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Greater Wild Shape (animal shape, monstrous human)


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The character gains a +2 insight bonus on both Wilderness Lore checks and checks made with his or her terrain-dependent prerequisite skill while in the chosen terrain.


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The character learns to strike for subdual at just the right moment to avoid killing a mark.


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The deity can speak, understand and read any language, and can communicate with mortals that are 1 mile/divine rank away.


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Each deity has a godly realm, whose size and location are determined by rank.


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The character gains a single permanent infusion of Luck.


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The character may reroll a single roll of another creature, once per day.


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The character gains a +1 bonus on attack and damage rolls against airborne creatures when airborne.


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The character may add her INT bonus to all saving throws.


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The character gains a +2 bonus on all charisma-based skill checks


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The character gains access to the Death domain and it`s granted power.


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The character can use this eye ray twice per day as a standard action at a 100 ft. range.


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The character can call a loyal Monstrous Spider to be her steed.


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The character casts spells of their chosen element at +1 caster level.


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The character may plant roots in any suitable location, and gain Fast Healing 5, once per day.


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The character gains Jack of all Trades as a bonus feat.


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The characters voice is so enticing that she weakens opponents ability to resist spells. She is treated as having Spell Focus (Enchantment) and Spell Penetration for any spells with verbal components.


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The character grows six short curved bone horns from their skull. They deal 1d6 damage, and double on a charge.


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The character gains a bonus to his leadership score.


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The character can Create Undead (as the spell) once per day, adding his Charisma Modifier and Honed Harbringer levels to effective caster level.


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The character can use Animate Dead (the spell or special ability) at Medium range (100 ft. + 10 ft./level)


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The character gains a +1 bonus on attack and damage if both she and her opponent touch water.


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The character may force all ethereal creatures in his vicinity to manifest or shift to the material plane.


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The character can Modify Memory a number of times per tenday equal to her charisma modifier.


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The character may never abandon the weave, and gains +5 bonus on Wild Magic checks.


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The character can create spirit-wraiths to do her bidding.


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The character may use any polished item made of precious metal as a scrying  focus.


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The character gains a +2 bonus on attack rolls against creatures of the opposed element


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A deity has a divine aura that can deeply affect mortal beings.


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A deity automatically grants spells to his followers.


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Any deity with Divine casting ability can spontaneously cast any spell he grants, just as a cleric casts cure spells.


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You may stay a wake even if hit points drop below 0


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You can make attacks of opportunity with your bow


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You gain a +10 to some skills when in the Silver Marshes


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You pick a type of people of monster as your sworn enemy


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Works like power attack but with your bow


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You are such a good shoot when your target has over it gets less


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You start to learn hidden things about the Marshes


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You work just like the spell but only in your home turf


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Once a day you can make a stand against the horde with help


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You are able to fight even after you should be dead


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You gain a bonus to skill checks against giants


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You are able to add you Wisdom to attack roll


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You know a great deal about the city of Silverymoon


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Once a day you can cast the spell Commune with Nature in your home turf


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You gain a +3 saving throw bonus when in the city


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This ability is just like the rangers ability favored enemy


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This ability is just like track feat but you get no negative when moving


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You learn the lay of the land and come move your party faster


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You learn to ride anything without penalties


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Anyone charging you, gives you an attack of opportunity


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You gain this bonus when out on a scouting mission


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You gain a +3 to all craft (bowmaking) checks


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You must wear the clasp as a sign of who you are


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You gain the ability to make you arrows magical


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You learn more about the hordes you are tracking


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The character emits a wretched odor that penalizes living creatures.


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The character can produce an effect identical to that of a greater command spell cast by a spellcaster of his effective caster level.


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The character can produce an effect identical to that of a fire shield spell.


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The character can use his forbidden arcane arts to create a magic oil that he anoints himself with.


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The character can produce an effect identical to that of the hell fire storm spell cast by a 15 level caster.


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If the character casts spells, it can spend 6 lifewell points to maximize a spell as if using the Maximize Spell feat.


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The character can sprout massive, buzzing insectoid wings from his back.


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The character can give a shout that stuns for 1 round all mortals within 50 feet who fail a Fort save.


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The character can summon a black pudding as if it had cast summon monster spell with its thrall level as the caster level.


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The character can call upon the power of his master and be granted a limited wish spell.


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The character can produce an effect identical to that of a charm person spell.


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The character gains the ability to drain energy, bestowing negatives level upon its victims.


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The character can summon an erinyes to serve him.


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A disciple of Mephistopheles who can cast spells gains a +1 bonus to caster level when casting a spell with the fire descriptor.


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The character can create a viral ally by devoting 3 points of intelligence to a disease or a virus in his system.


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The character can choose to grant one of her spells greater magical power a limited number of times per day.


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The character can produce an effect identical to that of a flare spell.


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The character can use the same techniques that siphon off the gods` spell power to steal the spell-like abilities of another creature.


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The character gains a +4 competence bonus on attempts to disarm a foe, and she draws no attacks of opportunity for making an attempt unarmed.


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Once per day per point of Constitution bonus, the character may add a +6 divine bonus on damage from attacks made that round.


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The character blood drain ability deals 1d6 points of constitution damage.


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The character can release a gout of fire damage from his hands at will, dealing 4d6 damage as a ranged touch attack.


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Any non-flammable liquid acts as an impassible barrier unless the Fire Elemental can step or jump over it.


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The Grig can attune a fiddle to his natural magic, allowing him to cast Otto`s Irresistible Dance for as long as he plays the fiddle.


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You regain all feats you had as a living character


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You regain all class abilities (from one class) you had as a living character


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You regain all class levels you had as a living character


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You may gain skill ranks from consumed brains


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You make make a special lore check, much like a bardic knowledge check.


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You may gain feats from consumed brains.


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You may gain features from consumed brains.


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You may gain racial abilities from consumed brains.


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You may take on the form of a vicious swarm.


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Your swarm shape matches that of a Summon Swarm spell.


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Your swarm shape matches that of a Creeping Doom spell.


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You may cast Summon Swarm 1/day/level as a sorcerer of your level.


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You can influence and lead vermin in a limited way.


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You may cast Insect Plague 1/day/level as a sorcerer of your level.


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You may shift to or from swarm shape as a free action.


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You may cast Creeping Doom 1/day/level as a sorcerer of your level.


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You can track creatures by scent within 180-ft. if both you and your target are in the same body of water.


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When underwater, you may move as if affected by Freedom of Movement.


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1/day your sonic attack can carry with it an Emotion effect.


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1/day/level, your sonic attack can carry a Phantasmal Killer with it.


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1/day/level, your sonic attack can carry a Feeblemind effect.


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1/day/level, your sonic attack can carry a Enervation effect.


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1/day/level, your sonic attack can carry a Flesh to Stone effect.


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1/day, your sonic attack can carry a Power Word, Kill effect.


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While on the ground with a un-deployed Drogue Wing, the character can make a charge attack, and leap briefly into the air, gaining a +1 bonus for attacking from higher ground.


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The character has the ability to assume any humanoid form of Small to Large size as a standard action.


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The character can scry on any creature that has sworn it a blood oath, as if using the scrying spell.


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The character can grant a wish to a mortal once per day.


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The character gains the ability to offer good creatures the opportunity to change their alignment to evil.


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The character gains the ability to use major creation three times per day.


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The character can use geas/quest once per day.


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The character can channel spellcasting ability from its own fiendish master to mortals with levels in the cleric class.


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The character can inspire those engaged in dull, repetitive action, allowing them to exert themselves 50% longer.


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The character gains this feat for free, regardless of the requirements.


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The character can cause all his allies within 10 feet to enter a rage, after which they are all winded.


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The character`s baneful orations can leave enemies Frightened and cause them to flee.


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The character gains a +10 bonus on Perform checks when attempting to Countersong.


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The character can swoop down with a drogue wing, leap from the saddle, make an attack, and fly up to 50 feet before landing.


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When using a full attack action you can cast a spell each round as a free action


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The character gains a +4 bonus to Attacks of opportunity when people enter his square, and +4 bonus to resists a bull rush or trip attack.


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Any time the character`s target would be denied his Dex bonus to AC, attacks from the warsling deals extra damage against them.


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The character takes a -4 Penalty on all Charisma and Cha-Based Skill checks, except for Intimidate, which receives a +2 bonus.


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The characters natural resistance to poison increases to +4.


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The character`s baneful orations can leave enemies Panicked and cause them to flee or cower.


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The character can `lose` a prepared spell to cast any enchantment spell of lower lever.


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The character can inspire allies so that they can ignore the effects of Fatigue.


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The character can possess an object on the Material Plane.


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The character can control an object`s movement.


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The character can use its possess object ability to take control of an "object" more loosely defined: a pool of water, cloud of dust, or a section of wall or floor.


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The character has the ability to perform a ritual of initiation that bind cult members to the find`s service.


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The character gains the ability to use suggestion three times per day.


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The character is constantly concealed from all forms of divination, as the undetectable alignment spell.


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The character gains the ability to kill those who have sworn it a blood oath if they displease it.


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The character can become ethereal, as though using etherealness as cast by a sorcerer of the character`s total HD or its sorcerer caster level plus it`s class level.


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The character gains the ability to enter a binding agreement with a mortal, at the cost of the mortal`s soul.


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The character gains the ability to reward or punish a creature it is possessing.


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The character can use a power similar to the cleric spell imbue with spell ability to grant its cult members access to its spell-like abilities.


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The character gains the ability to possess creatures as well as objects.


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The character can grant a touched creature a +3 bonus to one of the creature`s ability scores.


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The character can force an object with no inherent moving parts to animate, effectively animation it as with animate objects spell.


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The character can attempt to hide its presence by making a special hide check.


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The character gains the ability to make a possessed weapon or armor function as a magic item.


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One effect of the blood oath is a sort of telepathic bond between the fiend and its cultists.


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The character gains the ability to exert direction control over a creature it is possessing.


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The character gains the ability to inflict pain on those who have sworn it a blood oath.


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Once per month, the character can bestow a fiendish graft or symbiont on a willing mortal.


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The character gains the ability to make a possessed item radiate a corrupt and befouling nature.


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The character gains immunity to detect thoughts and discern lies spells.


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The character gains a Telthor as a companion that has as many HD as her Durthan level.


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The character takes no penalty for dealing subdual damage instead of normal damage.


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The character may spontaneously add the specified metamagic feat to a spell once per day.


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The character is gifted with a will, bonded mount. See Table 2-2 of UE for Details.


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The character may teleport from any circle of standing stones to a menhir circle in the Yuriwood.


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When mounted, both the character and her mount gain Evasion.


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The character and one ally per level may Pass Without Trace together once per day.


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The character gains a special form of Darkvision (60ft) that penetrates both normal and magical darkness.


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The character can break the will of his opponent, dealing temporary Wisdom damage.


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Any creature killed by the characters Death or Sneak attack is consumed utterly by unholy fire, and is nigh impossible to raise.


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Whenever the character is mounted, her mount has a fly speed of 100 feet (good).


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Once per day, the character may attempt to infect a creature with Talona`s Blight.


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Once per day, the character may step through objects as the Dimension Door spell.


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When mounted, both the character and her mount gain Improved Evasion.


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The character gains the specified Dodge bonus to AC.


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While mounted, the characters mount gain the ability to Hover in place, as some dragons do.


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The saves for all the characters spells with the [Cold] descriptor increase by +2.


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The character can craft an Iron token that can bind and hold outsiders.


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The character`s Black Glaive gains the Wounding special ability.


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The character may channel spells though his sword, gaining a bonus to attack.


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The character may carve runescars into their flesh, to a maximum of 7, that bestow spell effects on them when activated.


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If the character is reduced to 0 (or less) hit points while in shadow or darkness, he discorporate instead of dying, reforming exactly one day later.


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The character may Speak With Animals at will.


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The character may teleport between the menhir circles scattered throughout the Yuirwood.


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Half the damage from the characters damage-dealing spells is Infernal Energy, and not subject to energy resistance.


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The character may teleport to and from menhir circles located on other worlds or planes.


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The character`s skin blackens and splits, and the characters type changes to plant.


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The character can use any light melee weapon with his Flurry of Blows.


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The character adds his Charisma modifier to all saves.


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The character can craft a Brazen Sign, a more powerful version of the Iron Sign.


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As the Assassin`s Death Attack, except the character can only paralyze his victim.


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Three times per day, the character can make a stunning blow that stuns its victim for 1 round.


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The character may perform a special rite to make a single sword the focus of his spells.


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The character deals the listed amount of damage with his unarmed strike.


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The character may shroud his weapon in a unholy black flame that deals an additional 1d6 damage. Once per day he may add the Flaming Burst ability as well.


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Any animal companions the character has gain the Blightbringer template.


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The character gains a +4 bonus on saving throws against death effects and on saving throws to remove a negative level. (GW24)


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When rune is completed, a loud peal of thunder erupts from it. All enemies within 60 ft are dazed for 1 round and make Fort save or be deafened. 1/day. Prereq: (chanter level + Wis mod) = 5+. (GW24)


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The character`s melee weapons and unarmed strikes are treated as silver for the purpose of their ability to stun a ghost with a successful critical hit or sneak attack. (GW26)


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The character can use the tree stride ability (as the spell) once per day. (GW21)


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By surrounding herself with a weak aura of negative energy, the character can confuse attempts to discern her living nature. May be used once per day, up to 10 minutes per class level. (GW22)


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The character is immune to all forms of possession. (GW26)


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Can aid  one person/level of Guide within 30 ft w/ Balance, climb, jump, swim, survival, use rope (Underdark 41)


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a Cavelord can move at normal speed while following tracks without taking the normal -5 penalty on the Survival check, as long as those tracks are confined to a cave or tunnel environment.


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A vermin keeper can call a Small, Medium, or Large vermin as a companion in lieu of an animal.


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Either main weapon or tentacles is considered primary weapon other gets a -2 to attack during Full action round. (Underdark 36)


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The Arachnomancer can command Spiders like an Evil Cleric commands undead (Underdark 30)


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You can move naturally in the cramped quarters of caves and tunnels.


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A prime Underdark guide is familiar with the culture and etiquette of many Underdark societies. The guide gets bonuses to Diplomacy, Disguise, Gather info & Sense Motive at various levels


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Gains the ability to use clairaudience/clairvoyance (caster level equals 1/2 level) to acquire information about her target of vengeance. This ability is usable 1/day.


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The earth recognizes him as its own and protects him from death. If the Cavelord takes damage that would reduce him to -10 or fewer hit points while in an underground setting see text (Underdark 31)


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The Arachnomancer  can shapechange into a monstrous spider (size S, M, L) 3x per day (Underdark 30)


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Like fear spell but 20 ft radius (DC10+level of PrC + CHA mod)


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While this ability is active, the character can climb on surfaces as if subjected to a spider climb spell, and he receives a +4 insight bonus on Hide and Move Silently checks. + a bite (Udrk 35)


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A Shadowcrafter has such complete mastery of illusion spells that he no longer needs to interact with them to merit a save. If he can see or otherwise witness the illusory effect, he can save.


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Must use tentacles for this action (Underdark 36)


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When used in combination with a whirlwind tentacle attack, every creature struck must make a successful Fortitude save (DC 15 + illithid body tamer`s Con mod) or die.


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The character can utter a powerful short which adds +1 morale bonus to all allies next attack roll and increases their speed by 5 feet.


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This value is added to all DC`s of Runes created by the character.


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The character can evoke Fear a certain number of times per day.


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When the character takes an Aid Another action, he adds +4 instead of the usual +2.


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The character gains 3/4 quarters concealment, SR12+Shadow Adept Level, and all effects of a Shield spell, that lasts 1 round per caster level per day.


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The character`s ties to the land are so strong that he can draw upon it to cast spells without preparing them.


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The character gains a +2 Divine bonus on saves vs. Compulsion and Fear.


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The character gains a +2 Bonus on all Bluff, Diplomacy, and Innuendo Checks.


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1/day., the character can swear to defeat an opponent, and gain a +2 Morale bonus to all actions taken against him.


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The character can create runes that act as though affected by the Maximize Spell feat, but it adds +5 to the creation DC.


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The character gain a Rashemi Cohort as though Leadership.


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The character may communicate telepathically with any outsider servant of their deity within 60 feet.


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The character may use the Obscure Object spell once per day.


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The character may select an additional domain from those offered by her deity.


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Add this value to the characters saves vs. divine spells, and spell-like abilities and supernatural powers of outsiders.


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The character can craft Magical Instruments, Harper Pins, and certain Potions, as though she had Craft Wondrous Item.


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The character can create runes with Additional Charges and that Activate when Read or Passed.


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The Arachnomancer can shapechange into a Tiny or Huge monstrous spider (Underdark 30)


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Failed melee attack means reflex save (15+con mod) or weapon is stuck to the inquisitor requiring DC20 STR check to remove the item


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The character can become unmovable, gaining a +20 bonus to 1 Save, or Strength/Grapple check.


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you gain one 5th-level spell slot for the use of teleport spell only


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The character may call a Greater Planar Ally (as the spell) a limited number of times per day.


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The character gains this bonus to Wilderness Lore when tracking his quarry.


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The character may join with the massive energy of the Multiverse a specific number of times per day.


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The character may cast Knock a few times per day.


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The character may cast Dimensional Anchor a number of times per day.


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The character can concentrate his power, granting him a +20 bonus on an Attack or Strength check.


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The character can render herself immune to mind affecting spells and divinations a specific number of times per day.


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The character may use his smite ability an additional number of times per day.


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The character can seal a target (Reflex DC 20 + half Agent Retriever level + Dexterity Modifier) in a sphere of force a limited number of times per day.


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The character may plane shift (as the spell) to any plane.


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The character gains damage reduction, which blocks a portion of most all damage.


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The character can cast Improved Invisibility on himself as a 20th level caster.


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The character can preach the word of her deity to large crowds, enrapturing them, and (as she progresses in levels) allowing her to affect them in various ways.


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The character can extend his Uncanny Dodge ability to another a number of times per day.


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The character can take a full round action to make any Gate spell last for an extended duration.


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The character gains a +4 bonus on all Search & Disable Device checks dealing with Magic Glyphs, Runes, and Symbols.


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The character can add a Rune to any divine spell they cast, allowing it to be affected by Rune Power, but increases casting time.


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The character can use one of her divine spell slots to permanently prepare one of her arcane spells as a spell-like ability useable twice per day.


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The character establishes a number of cover identities, which grants a number of special abilities. (ELH29)


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The character can assume a shadow form, lasting 1 minute per class level,, and granting numerous benefits.


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The character can use the Sending spell a number of times per day.


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The character can extend his [Improved] Evasion ability to others a limited number of times per day.


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The character may cast Freedom a number of times per day.


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The character gains training in one of four fields, which improves his skills.


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The character`s special mount continues to increase in power.


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The character can perform various devious acts from a distance of 30ft. (ELH34)


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While using Proselytize, the character can effect a massive Sound Burst. (ELH32)


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The character can hear the thoughts of those around her a limited number of times per day.


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The character develops an affinity to a plane they have visited.


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The character gains the listed bonus to his Max HP.


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The character can use a special version of Shield Other (that transfer`s all damage as subdual) a number of times per day.


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The character may call upon a +20 Sacred (or Profane) bonus to his next attack a specific number of times per day.


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The character can force a reroll of another`s Attack, Save or Check, a specific number of times per day.


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The character can become incorporeal for 20+Perfect Wight level rounds.


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You can grapple an opponent without provoking an attack of opportunity, and you gain a +4 competence bonus on all opposed grapple checks.


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The character receives this feat for free.


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Combat modes are broken down into 5 attack modes and 5 defense modes, only good against creatures with psionic ability


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You may cast any 1st level Power as if using the Trigger Power feat


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A psion can encode a psicrystal, worth about 100 gp,


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You can store a pisonic attack in your blade


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You can turn back a mind blast against your attacker


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You become better at resisting mental attacks


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most Illithid become nauseated when tiring to eat your brain


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You can now beat down an enemies power resistance


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The character gains the Weapon Specialization feat for free.


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You can make your mind-blade appear faster


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Can make a short sword out of your own energy


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Your attack with your Mind-Blade does Con damage


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You can throw psionic attack back at your enemies


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Once per day, the character can use Healing Circle.


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The character gains the Domination domain.


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Once per week the doomdreamer can perform a ritual with a human sacrifice to gain knowledge from the Dark God.


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Once per day, the Doomdreamer can learn a dark secret from a creature that can be used to stun it for 1d3 rounds.


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The character can make a touch attack and inflict 3d8 points of damage by chilling their soul.


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The character learns another secret based upon level and Int modifier.


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The Doomdreamer can give a howl that causes dazed insanity in all creatures within 50 ft for 1 round.


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You gain the ability to ignore spell failure due to armor


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You may choose a bonus feat that you meet the Prerequisites for.


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You gain the toughness feat but your phobia becomes stronger


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You gain the ability to transport through one living creature to another


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You can adjust the spells saving throw up and down


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Darkvision 60ft and immunity to paralysis


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You are able to cast spells up to the listed level through your sword


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You gain the ability to makes you candles useable by other people


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Your spell of the necromancy school are more deadly, use your character level when casting spells from this school


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Any creature that is dominated becomes permanent


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You build a new armor that gives to a natural armor class


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You gain a +1 insight bonus on all saving throws but loses 2 points of wisdom


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If you make a touch attack you deal 10d10 points of damage, once per day


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You gain immunity to stunning and is unaffected by subdual damage


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Your type changes to "outsider" and again damage reduction of 20/+1


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You may use Beguile ability  on more the one person but not more the 40 hit dice


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You automatically  stabilizes your wounds when drop below 0 hit points


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The character can use spell with a range of touch on a target up to 30 feet away with a ranged touch attack. Selecting arcane reach a second time increases the range to 60 feet. Slot Cost: 7th lvl..


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+2 Spell Power. +2 Spell DC and CL Check vs. SR.Cost: 7th Level Slot


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+3 Spell Power. +3 Spell DC and CL Check vs. SR.Cost: 9th Level Slot


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The character gains any one metamagic feat.


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The characters Save DC`s and checks to overcome spell resistance increase.


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The character is well versed in many forms of knowledge. The knowledge check receives a bonus equal to level + INT mod.


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You can identify potions much faster and cheaper


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The character may open a gate to her deity`s home plane once per day.


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The character begins to show prominent physical modification to match the desires of her deity.


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The character may plane shirt (as the spell) to any plane at will.


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The character can extend his Planar Survival ability to a other, so long as they are on the same plane.


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The character may be contacted mentally by her deity or its agents, usually to impart knowledge or orders.


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The character casts Dimensional Anchor and Dismissal as though 4 Caster Levels higher.


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The character can rip a portal through the Astral Plane, which functions as the Plane Shift spell for 1d4+1 rounds.


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The character gains the ability to impose his will on surrounding planes with the morphic trait.


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The character gains analyze portal as a spell-like ability.


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The character can grant an ally the ability to use her highest ability score in place of her lowest for a short time, 3/day.


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The character can force an opponent to use his lowest ability score in place of his highest for a short time, 1/day.


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The character can bestow 1d4 negative levels on an opponent with a melee touch attack once per day.


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The character must dedicate his life to a single weapon of choice he has the Weapon Focus in.


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The character may choose to deal maximum damage from a non-critical hit 1/day per level.


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The character may increase his weapon`s critical multiplier by one step.


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The character may add +1 to hit with his weapon of choice.  This stacks with Weapon Focus.


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The character may add his Dexterity and Wisdom modifiers for the number of attacks of opportunity he is granted.


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The character gains the Improved Critical feat for free.  If he already has it, he gains an additional +2 to the range.


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The character may make a Whirlwind Attack as a standard action instead of a full-round action.


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The character applies her Charisma modifier (if positive) as a bonus to all saving throws.


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The character gains the Power Attack feat for free.


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When the character uses his Bluff skill to feint in combat against a humanoid opponent he gains a +2 competency bonus, and gets a +2 circumstance bonus on his next attack roll if successful.


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When fighting creatures with the Shadowlands type modifier or a Taint score, the character can enter a state of rage, gaining phenomenal strength and durability but becoming reckless.


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The character is immune to stunning and sleep spells and effects.


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The character can attempt to shrug off certain spell effects.


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The character gains the Defensive Strike feat.


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The character gains the Weapon Focus feat in the weapon of his choice.


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The character gains the Remain Conscious feat.


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The character may attempt to smite a Shadowlands opponent with one normal melee attack, adding a +4 bonus to his attack roll and dealing 2 extra points of damage per class level.


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The character gains a +10 to balance, tumble and jump checks.


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The character can imbue his blade with special properties that lasts 1 min./lvl


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The character can use Air Walk as a spell-like ability once per day.


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The character gains a +2 to hit and damage if he can leap at his opponent.


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The character has the speed, unarmed attack and


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The character can use the Scrying ability 1/day and gains a +4 insight bonus to Listen, Scry, Search and Spot checks.


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The character gains the Blind-Fight feat.


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The character is immune to flank attacks except by rogues four levels higher than himself.


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The character cannot move or be moved for any reason.  This can be used 1/day for 1 round/lvl.


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The character can use Charm Monster as a spell-like ability 3/day and gains +4 to certain skills.


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The character can use Heat Metal as a spell-like ability 3/day.


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The character gains the Cleave feat for free.


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The character gains an SR of 20 + her class level to resist evil spells or spells cast by an evil creature.


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The character gains the Great Cleave feat for free.


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The character can make a check to know some relevant knowledge about local people and places.


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The character gains the Leadership feat for free.


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The character gains bonus spells to the spell levels he already knows.


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The character gains a +4 bonus to the saves of all schools with which he has the spell focus feat.


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The character may choose one spell to be empowered without requiring a higher spell slot.


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The character chooses an elemental focus (dictated by school).  He cannot cast spells of the opposite element.


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The character can commune with the elements to find people and objects.


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The character applies his Charisma modifier (if positive) as a bonus on all saving throws.


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When using a weapon for which he has the Weapon Focus feat, the character increases the critical multiplier of the weapon by 1.


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Three times per day, the character can fall into a trance that allows him to perform actions quickly but with perfect clarity for a single round, as if under the effect of a haste spell.


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The character adds his Wisdom modifier, if positive, to his attack and damage rolls.


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The character adds half his Taint score to all attack rolls.


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The character can inspire greatness in another creature, granting extra fighting capability.


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The character may add his ride bonus to his Initiative checks while mounted.


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The character may add his ride bonus to his AC while mounted.


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The character may add his ride bonus to his attacks (melee or ranged) while mounted.


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The character gains the Expertise feat for free.


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The character can deal triple damage with a melee weapon (quadruple with a lance) while mounted.


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The character may exchange his ride skill for any one attack, saving throw or skill check once per day.


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The character may make a full attack from horseback, even if the mount moved more than 5 feet in the round.


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The character once per day may reroll one roll he has just made.


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The character gains the Blightsight ability.


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The character can cause his unarmed attacks to deal 1d6 points of fire damage 1/day for 2 rounds/level


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The character can use the fire shield as a spell-like ability once per day and can deal cold or fire damage.


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The character can assume an etherealness state for 2 rounds per level per day as the spell Etherealness.


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The character gains damage reduction 20/+1.


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The character can use his personal energy to empower a shugenja`s spell when she is the target of that spell.


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The character may gain a +4 to her initiative check once per day.


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The character learns a number of spell secrets as she levels.


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The character may substitute Tengu, Draconic or Giant for one of her standard bonus languages.


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The character gains mastery over one element gaining a +2 DC to those spells and a +2 saving throw bonus.


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The character must follow the tenets of a taboo of his choice.


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The character gains a bonus to her ride checks.


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The character may double her mount`s charge speed once per day without penalty.


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The character may attempt to reduce the damage dealt to her if it would otherwise bring her to 0 or less hp.


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The character may use Heal Mount once per day as a spell-like ability.


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The character may shapechange into bear form a number of times per day.


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The character gains the Scent special ability for free.


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The character chooses a school and can cast spells from the elements as dictated by the school


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The character gains a dodge bonus to his AC equal to the armor check penalty (if any) of the opponent striking.


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The character may use Ki Shout or Great Ki Shout 4 + Charisma modifier per day.  DC also increases by 4.


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The character gains the Great Ki Shout feat for free.


Name:
Lion`s Fury (%dx/day, %d+Con Mod Rounds)

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The character may rage like a Barbarian.  +4 to Strength and Constitution, +2 to Will saves and -2 to AC.


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The character gains +4 to will saves against mind-influencing spells and is immune to feat.


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The character can make a full attack at the end of a charge.


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The character can make a Ki Shout as a free action if he combines it with a full attack action.


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The character can act as if under the effects of a Haste spell for 1 round per level per day.


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The character now rages with a +6 bonus to Strength and Constitution and a +4 to will saves.  AC penalty remains -2.


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The character may choose a tattoo from a list.


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The character adds his Intelligence modifier to his initiative checks.


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The character gains a Exotic Weapon feat for free.


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The character may add his Ninja level to his Constitution check roll to hold his breath.


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The character may walk on any liquid as if it were solid ground.  Requires concentration.


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The character may use Alter Self at will.


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The character may use their rage or greater rage a number of additional times per day.


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The character may detect the presence of his favored enemy (similar to Detect Evil spell).


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The character may repeat a message or recall details of an image perfectly.


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The character gains a +15 bonus to hide checks 3/day.


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The character may smite his favored enemy once per day.


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The character may add his Shapeshifter level to the number of times he can naturally shapeshift.


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The character becomes a shapechanger and is no longer considered a humanoid.


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The character may increase one ability score 1d4+1 points for a duration of 1 hour per level once per day.


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The character may use Detect Taint as a spell like ability at will (outside Rokugan this is Detect Evil).


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The character may smite a Shadowlands opponent (outside Rokugan this is Smite Evil).


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The character may use Detect Magic once per day.


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The character is immune to stunning, sleep and slow spells and effects.


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The character can use Protection from Elements (Fire or Cold only) once per day.


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The character gains a gaze attack that causes opponents to be mute.


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The character can use Improved Invisibility once per day.


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The character can use Commune with Greater Spirit once per week without the XP cost.


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The character regains 1 hit point per level per hour with requiring rest.


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The character gains a gaze attack that negate the opponents (and his own) ability to use spells (and effects).


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The character can make addition attacks in a round like a monk`s unarmed attacks.


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+2 to attack and damage against any creature you have seen attack a red wizard


Name:
Horrors of thay (+%d Fear, +%d Charm) (Ex)

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Exposure to the cruelty of their homeland has help then fight fear and charm


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You gain a feat that will help you when you fly


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You gain the ability to invoke black flames from you hands


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Once per day, You can disrupt spells within 30 ft


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You gain protection against spells or effects that would destroy or radically transform your body


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You can make an attacks weapon turn against them


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Once a day you can manifests a shadow to block your face


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Once per day you can inspire your allies, giving extra hit points


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Once a day you can cast Change Self as a spell like ability


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You become immune to spells that come from Cyric power


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Once a day you can make a miniature sphere of entropy


Name:
Cloak of Shadows (%d Rounds) (%d/day) (Su)

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Once a day you can make a cloak of shadows


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The character shrink like the Reduce spell cast by a 5th level caster, 3/day.


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The character can sense any mass of treasure worth 1,000 gp or more within 200` per level.


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The character can find his way out of mazes with this ability that works like Find the path cast by a 16th level sorcerer except it only affects him.


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The character can create a phase door once per day, functions like the Phase door spell cast by an 18th level sorcerer except it works on any nonliving substance.


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The character gains a +2 competence bonus to climb checks.


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The character gains natural bite attack that does 1d6 damage if she is Medium sized or 1d4 is she is small.


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The character gains a +4 competence bonus on both Spot and Search checks and 60` darkvision.


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The character can summon a swarm of normal spiders like the summon swarm spell cast by a druid of equal level. 3/day


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The character grows two extra limbs which can hold tools and make secondary attacks at a -5 penalty (deals 1d4 or 1d3 damage based on size).


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The character becomes type vermin (keeping mental scores, hit dice, etc) and is immune to mind affecting spells and effects.


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The character deal extra damage during a surprise round against an opponent who hasn`t acted yet.


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The character takes on physical changes resembling a spider.


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The character gains a +1 luck bonus on all saving throws and a +2 luck bonus to Escape Artist checks.


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1/day, the character can inspire his troops: all allies within 10 feet gain 2d10 Temporary Hit Points.


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The character gains Leadership as a bonus feat.


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The character can use ranged attacks to disarm opponents within 30`.


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The character gains a +4 circumstance bonus to Bluff, Diplomacy, Gather Information and Intimidate checks and has great prestige for Leadership.


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Once per day the character can make a Reflex save (DC = damage) to take only half damage from a blow that would otherwise drop him to 0 or less hp.


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The character may choose one martial weapon to be proficient with.


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The character is proficient with the exotic weapon Net.


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The character may choose one exotic weapon to be proficient with.


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Functions as bardic knowledge except the check modifier equals the character`s class level + Int modifier + any Bard levels he has.


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The character once per month or when entering a new area may make a DC 15 Knowledge (geography) roll to gain a +4 bonus to Diplomacy.


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The character once per month or when entering a new area may make a DC 15 Knowledge (geography) roll to gain a +4 bonus to Sense Motive.


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The character once per month or when entering a new area may make a DC 15 Knowledge (geography) roll to gain a +4 bonus to Gather Information.


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The character once per month or when entering a new area may make a DC 15 Knowledge (geography) roll to gain a +4 bonus to Disable Device.


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The character once per month or when entering a new area may make a DC 15 Knowledge (geography) roll to gain a +4 bonus to Use Magic Device.


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The character gains a +4 morale bonus on Will saves against fear effects.


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The character gains +2 competence bonus on Search and Wilderness Lore checks made to find a path, secret door and following tracks.


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The character automatically succeeds at Wilderness Lore and Intuit Direction checks made to avoid being lost, Maze spells do not effect him.


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The character is immune to fear effects.


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The character has a cover identity and gains a +4 bonus on Disguise checks and a +2 bonus on Bluff and Gather Information checks while in that role.


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The character must spend at least two skill points in Craft, Profession or Knowledge relating to one of his cover identities.


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The character acts as though affected by an Undetectable Alignment spell that always functions.


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The character can quickly change identities, 1d3 minutes to change clothes and 1/2 the normal time for armor.


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The character can make a successful DC 20 Spot check to notice a magic sensor made from spells such as Scrying.


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The character is so immersed in her identity that Divination spells only reveal information relating to the cover identity.


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The character gains a +3 bonus to Sense Motive checks.


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The character can subconsciously create interference for Detect Magic spells, all items on person detect as two categories lower.


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The character gains a +2 bonus to Bluff and Disguise checks.


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The character may use Mind Blank as a 15th level sorcerer except duration is 10 minutes, for a number of times per day equal to 3 + Int modifier.


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The character gains a luck bonus to all saving throws.


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The character can stand up from a prone position as a free action.


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Except sneak attack, the character cannot use her class abilities if she is wearing armor heavier than light armor.


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The character is no longer limited by her height for vertical and horizontal jumping distances.


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The character may make a balance check to move at full speed instead of half speed on a precarious surface.


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The character may gain a +4 dodge bonus for fighting defensively and a +8 dodge bonus for a total defense action.


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The character may make a normal charge attack with a Tumble check (DC 20).  If successful, she may also gain her sneak attack damage.


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The character may move a full speed instead of half speed while climbing.


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The character may fight while prone and melee attackers do not gain the +4 attack bonus as normal.


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The character may move at full speed as move-equivalent actions on precarious surfaces and climbing.


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The character may fight on any surface normally, even while climbing.


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The character is entitles to a search check if he passes within 5 feet of a clue to a crime.


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The character must select city to be his "home turf".  In that city he gains a bonus to Innuendo and Gather Information checks.


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The character may reroll any roll he just made after finding out the result, but before the effects take place.


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The character gains the Shadow feat for free.


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The character may deal +1 damage per level to someone who has committed a crime within his "home turf".


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With at least 11 ranks in Perform, the character can negate an ally`s need to make a stabilization check.


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With at least 13 ranks in Perform, the character can make a person or group of people look in the worse possible light.


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With at least 14 ranks in Perform, the character can inhibit spellcasting.


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With at least 15 ranks in Perform, the character can cast keen edge on all sharp weapons within 10 feet.


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With at least 16 ranks in Perform, the character can dominate a creature he has already fascinated.


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With at least 17 ranks in Perform, this works like Calumny except the shift is two categories.


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With at least 18 ranks in Perform, the character can empower an ally, giving him a +1 to caster level for effects and spell resistance.


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With at least 19 ranks in Perform, the character can give willing allies the rage ability as a barbarian.


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With at least 20 ranks in Perform, the character places all those in effect under a True Seeing effect.


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The character mixes and matches parameters from his spellcasting classes for maximum advantage, up to spells of stated level.


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Functions like animate dead spell, except that it affects only corpses of animal creature and requires no material component.


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The character may ask for a hint to a mystery, puzzle, or trap.


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The character can, as a free action, confer a luck bonus equivalent to her Char bonus on the saving throw of any mount within 60 feet with which she has an empathic link.


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When the character succeeds in a bluff check against someone, he automatically gains any one other person a +4 circumstance bonus on one Intimidate check against that same target for 1 round.


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The character may designate any one mount she has previously ridden as her chosen mount.


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The character can merely pass within 5 feet of a secret or concealed door and is entitled to a Search check to notice it as if he were actively looking for it.


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The character can produce an effect identical to that of a true strike spell.


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The character can avoid the effects of spells and spell-like abilities that would directly affect her, as long as they originate from her hated enemy.


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The character slowly becomes closer to nature.


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The character gains an additional attack with her off-hand weapon when she is wearing light or no armor.


Name:
Greater Wild Shape (giant shape, vermin shape)


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The character can converse with dead animals.


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The character may cause a 5 foot square area to burst into flame.


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The character develops a bond with animals of her select group.


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The character can automatically identify the spell contained in an infusion and the caster level of that spell.


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The character can function as if wearing a necklace of adaptation for a total of up to 30 minutes per day/


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The character`s anatomy becomes difficult to discern.


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The character obsessively seeks knowledge about a particular topic.


Name:
Greater Wild Shape (Large/Tiny, beast, plant)


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The character can launch blinding spittle at any opponent within 20 feet.


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The character can scorn death and unconsciousness while in a frenzy.


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The character can share the sensory input of any animal of her selected group that is within range of her animal sense.


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The character can throw a glob of the same material as any oozy touch gained at previous level, with a range of 10 feet.


Name:
Greater Wild Shape (aberration shape, ooze shape)


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The character`s companions can use command as a spell-like ability at will against other creatures of their kind.


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The character may compose an image of someone accused of a crime.


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The character`s hands can secrete a specific kind of ooze.


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The character no longer needs food or water to survive.


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The character gains blindsight in a 5 foot radius.


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The character can compare two mounts of the same kind and tell at a glance which one is superior.


Name:
Greater Wild Shape (Small/Medium size, humanoid)


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The character chooses a kind of major oozy touch from the table in MotW page 68.


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Functions like a see invisibility spell, except that it is constantly in effect and it reveals only marks.


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The character can use her animal speech ability to converse telepathically with any animal of her selected group that she can sense.


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The character gains damage reduction 20/+3 against subdual damage.


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The character gains a +2 competence bonus on any check to avoid being unseated while riding her chosen mount.


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The character can produce an effect identical to that of a magic weapon spell cast by a cleric.


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The character regains hit points at an exceptionally fast rate.


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The character can produce an effect like a find the path spell cast by a druid.


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The character gains the ability to produce poison once per day.


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The character`s attack penalties for fighting with two weapons lessen by 2 when she is wearing light or no armor.


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The character gains a +2 insight bonus on all Listen, Search, Sense Motive, and Spot checks.


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The character can inspire frenzy in her allies while she herself is frenzied.


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The character may use slime wave once per day as the spell cast by a 13th level druid.


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The character may bestow a low powered form of barbarian rage in any follower.


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The character gains the spell-like ability to scare by howling, hooting, and beating her chest.


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The character can produce an effect identical to that of a locate object spell.


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The character can use a melee weapon that deals normal damage to deal subdual damage instead without a penalty.


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The character can converse at will with any animals of her selected group as though a speak with animals spell were in effect.


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The character can sense any animals of her selected group within a radius of miles equal to her level squared.


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The character can use his gaze attack to engender fear.


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The character is always considered armed when making a disarm attempt, and he gains a +4 bonus on any attack roll made to disarm an opponent.


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The character can use poison without any chance of poisoning herself.


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The character can track a creature moving under the influence of pass without trace or a similar effect.


Name:
Greater Wild Shape (Fine, elemental, outsider)


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The character gains a +2 bonus on damage rolls when using any exotic weapon.


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All projectiles the character fires behave as if they were keen weapons in addition to any other properties they might possess.


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Through constant exposure to the character, his animal companions become more intelligent than the average for their species.


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The character can rebuke or command plants with Plant Control as if he were three levels higher than the actual caster level.


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The character may protect his hearth with an antipathy field once per day.


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The character can use the animal friendship spell to affect beasts in addition to animals, regardless of the target`s Int score.


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The character gains a +8 conditional bonus on Spot checks made in daylight.


Name:
Partial Exotic Proficiency (Penalty: %d)

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The character can use any exotic weapon with which she is not already proficient.


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The character is no longer fatigued (-2 to STR, -2 to DEX, can`t charge or run), after a frenzy.


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While tracking a mark, the character can raise his own speed by up to +5 feet per class level.


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The character can establish an empathic link with any mount that she rides for at least 1 hour, as long as its Int score is at least 1.


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The character`s miss chance against opponents with concealment drops by the stated percentage.


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The character gains Skill Focus (Move Silently) as a bonus Feat.


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The character can deliver a powerful blow to her hated enemy.


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The critical damage multipliers of all projectile weapons increase by the stated value.


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The character can make an improvised throwing or melee weapon that deals 2d6 points of damage.


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The character can fight as though he and his weapon were one.


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The character can move overland through it as if it were plains id terrain chosen is land based and along marsh at one-half their land speed.


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The character gains the Expertise feat, regardless of his Int score.


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With each level the character gains, the range increments of her projectile weapons increase by +10 feet (added after all multipliers).


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The character can hear through any designated companion`s ears or smell through its nose.


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The character gains damage reduction 5/- against subdual damage from a forced march while in pursuit of a mark.


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The character gains an insight bonus equal to his class level on Gather Information, Spot, and Wilderness Lore checks.


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The character can kill all nonsentient plant life within a radius of 50 feet per class level as a full round action once per day.


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The character can use the animal friendship spell to affect magical beasts in addition to beasts and animals regardless of the target`s Int score.


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The character can destroy an object that stands between himself and his mark when the latter is within 100 feet.


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The character is as slimy as the creatures he favors.


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The character gains a +2 bonus on her melee damage rolls for every -1 penalty she takes on her melee attack rolls when using the Power Attack feat.


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The character can assist any mount she is riding in one of two ways per use of the ability.


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The character permanently becomes a plant creature, though all forms of wild shape that the character could previously use remain available to him.


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The character sees the moment of his own death through his missing eye granting a +2 morale bonus on all saves.


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The character can use his gaze to generate a sleep effect.


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The character becomes proficient with all exotic weapons. (Select Any Number As Bonus Feats)


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The character can discern the cause of death (Search DC 20) of any corpse he examines.


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The character can target, or mark, an individual humanoid foe.


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The character can share whichever animal form she is currently using with a number of willing individuals equal to her class level.


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The character can produce an effect identical to that of a discern lies spell.


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The character gains the ability to rage as a barbarian of a level equal to the total of his barbarian and class levels.


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The character can share her dire form with her allies.


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The character can produce an effect identical to that of a locate creature spell.


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The character learns to create a sacrificial totem trap.


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The character can grant her chosen mount one bonus feat from the Mount Feats list.


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The character ignores armor check penalties on his Move Silently and Hide checks.


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The character can shrug off 3 points of damage from each successful attack by her hated enemy.


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The character can use artisan`s tools to fashion a usable melee weapon from any object that she can lift.


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The character gains Blind-Fight as a bonus feat.


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The character can temporarily separate a bonded animal or magical beast from its master once per day.


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The character can compress his body enough to squeeze through an inch wide crack. He cannot expand inside a space that offers any resistance.


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The character gains spell resistance equal to 10 + his class level against divination spells.


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Functions like pyre, except that it affects a 10 foot square area.


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The character uses his Int bonus on the damage roll for any attack that deals only subdual damage.


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The character can have animal companions whose HD total no more than the sum of twice his class level plus twice his caster level for animal friendship.


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The character can use his gaze attack to generate a charm monster effect.


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The character no longer suffers a -5 penalty on Wilderness Lore checks for tracking while moving at normal speed.


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The character gains Improved Critical (claw) as a bonus feat.


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The character can take a 5 foot step between attacks when using the Cleave or Great Cleave feat.


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The character can grant extra fighting ability to all his companions within 30 feet.


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The character gains a +1 bonus on her attack rolls when using any exotic weapon.


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In addition to avoiding all use of spellcasting, spell-like abilities, and magic items, the character must also refuse any benefits from others` magic.


Name:
Greater Wild Shape (Diminutive, magical beast)


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The character can use his shatter ability to destroy weight equivalent portions of larger objects, such as doors and walls, regardless of their construction.


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The character gains an additional +2 bonus to his Str score while raging.


Name:
Greater Wild Shape (undead shape, construct shape)


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The character can summon 1d3 animals of her selected group once per day.


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The character may use the raw materials of their chosen terrains to conceal their presence from others.


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The character can use artisans tools to fashion a usable throwing weapon from any object that she can lift.


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The character may, as a free action, designate a particular move equivalent, standard, or full round action that a mark who is flat footed mark might perform.


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The character may examine a follower for faithfulness.


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The character gains the extraordinary ability to breathe water in her normal form.


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The character can produce an effect like that of a contagious touch spell once per day.


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Through frequent disfiguration of his own skin, the character gains a +1 natural armor bonus.


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The character gains a +4 circumstance bonus on Wilderness Lore checks made for tracking. This bonus stacks with any modifier provided by Scent.


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The character gains spell resistance equal to 15 + their class level against magical barriers.


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The character may sacrifice any humanoid by killing it with a coup de grace in his hearth.


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The character gains a competence bonus on attack rolls against any creature that has the character`s chosen terrain.


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The character can, once per hour, use the sprint extraordinary ability to move at ten times her normal speed as a charge action.


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The character learns to create magical connections with a specific type of terrain.


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All melee weapons the character uses behave as if they were keen weapons in addition to any other properties they might possess.


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Functions like energumen except that it affects up to ten followers at once.


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The character chooses one creature type that she has already selected as a favored enemy to be the target of her hatred.


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The character  may perform an 8 hour ritual to designate an area with a radius of up to 5 feet per class level as a hearth.


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The character can animate a tree within 180 feet of him once per day.


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The character can use wild shape to take the form of a treant and back again once per day.


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The character has reached the pinnacle of her shapechanging abilities.


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The character adds a new spell of his choice to his spell list.


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The character can take the form of another creature.


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The character gains the ability to discern the affected spell and necessary sacrifice of any standing stone within 100 feet of them.


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The character can increase his effective caster level by +2 per each humanoid sacrificed within 10 rounds.


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The character can enter a frenzy during combat.


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The character gains the stated bonus on her attack rolls against a stationary target by aiming carefully.


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The character gains a +3 bonus on her melee damage rolls for every -2 penalty she takes on her melee attack rolls when using Power Attack feat.


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The character gains +1 inherent bonus to any desired ability.


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The character`s greater wild shape become supernatural rather than spell-like.


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The character can see through any designated companion`s eyes.


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The character heals the listed number of HP at the beginning of each of his turns.


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Select a totem animal to change shape into.


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A positive energy burst that deals 1d6 points of damager per class level.


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Bonus against necromantic spells or effects, and energy drain attacks.


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The ability to channel positive energy in a melee attack to deal additional damage.


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Gain +6 to Str and Con while gaining +3 moral on Will saves and -2 AC while in battle fury.


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All deities can Teleport without Error at will, and DvR 6 deity can Plane Shift at will as well.


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A deity with sorcerer or wizard levels can take any creature as it`s familiar.


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The Deity Gains his Rank as a bonus on all attacks.


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The Deity Gains his Rank as a bonus on all saves.


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You gain this feat for free. If the character already has this feat, then the Wisdom modifier stacks with the Dexterity modifier for ranged attacks.


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The character gains the extraordinary ability to strike precisely with a one-handed piercing weapon, gaining a bonus 1d6 damage to their normal roll.


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As combat continues, you can tire out your foe.


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By focusing his ki, the character can become ethereal for a moment or two. Three times a day as a free action, the character can make an ethereal jaunt.


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The character gains transcendental understanding of her whip or whip dagger.


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If the character successfully hits a flat-footed opponent with a melee attack, the opponent is unable to speak for one round.


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You leap forward, twisting your body in midair as you head butt an opponent.


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The character`s precision with the whip or whip dagger allows her to use it almost like a third hand as a standard action.


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The character can make attacks of opportunity with his whip or whip dagger against foes within 5 feet as if it were a melee weapon.


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The character gains the ability to channel ki into healing energy, healing a number of HP each day equal to her class level multiplied by her Wisdom bonus.


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Whenever the character is engaged in a melee combat situation where the character seeks to protect a creature who is weaker then them or who is helpless, the character gains the listed moral bonus.


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The character has learned sneaky tactics such as kicking dirt in a foe`s face, pretending to be badly wounded, or forcing an opponent to stare into the sun.


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The character is part of a fraternal organization, and members are generally willing to lend a hand to their fellows. You gain +4 to Diplomacy checks made to influence other warmasters.


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The character earns bonuses to their leadership level (character level + Cha bonus), enabling them to attract more powerful cohorts and followers when they use the Leadership feat.


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You can use furniture, farm implements, or nearly anything else at hand to attack your foes.


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When the character delays his attack with the katana until after he is attacked in the round, he takes advantage of the opening and can add a +2 bonus to his attack and damage rolls.


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You can rage just as a barbarian does, with a duration equal to your (new) Constitution modifier plus the number of drinks you have consumed.


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The character can shadow walk, as per the spell.


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Your lurching movements let you make one feinting in combat Bluff check per round as a move-equivalent action.


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Determine the standard critical multiplier for your weapon of choice. With this ability, you can increase that multiplier by +1.


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This ability allows the character to fire an arrow at a target within 20 feet of a wall and treat the target as if flat footed.


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The character releases her ki energy in a sonic attack. You can blast ki energy in a cone 30 feet long. The attack stuns all targets in the cone for one round (Fort DC15 + Wisdom modifier).


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When the character fights with the katana two handed, he adds double his strength modifier to damage rolls instead of 1.5 times his strength modifier.


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The character can urge his mount to greater than normal speeds.


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With each blow you strike, the spectators cheer more loudly.


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The character can choose to use a spiked chain as a double weapon instead of a weapon with reach.


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The character is the physical and spiritual embodiment of high ideals.


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As "Tower", a keep is a fortified stone building with fifteen to twenty-five rooms.


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You have plumbed the true depths of horror and hopelessness. Once per day, you can trigger a spell-like ability similar to the arcane spell phantasmal killer as a standard action.


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The character gains a +2 bonus to Hide, Intuit Direction, Move Silently, and Wilderness Lore checks when they re within the terrain type and geographical area of their tribal homeland.


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The character gains the supernatural ability to imbue his melee attacks with ki energy for one successful attack as a free action.


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The character has mastered the use of ki energy and channels it with ease, doubling the Wisdom bonus used with any class ability that is imbued with ki.


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You can use your ki to ignite the alcohol within you and spew it forth from your mouth in a breath of flame.


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This ability provides an additional +2 bonus to Will saves. It stacks with the Iron Will feat.


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An organization affiliated with you has offered to build you a tower in a mutually agreeable location.


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By combining your ki power with alcohol, you can convert an alcoholic drink to a potion of cure moderate wounds up to 3 times a day.


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You dispatch fallen foes quickly, or with great flair.


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The character can turn invisible once daily for each level of the class.


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The character can make an attack of opportunity against any adjacent opponent who attacks your charge in melee.


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The character releases her ki energy into a sonic attack ranging 30 feet long and dealing 3d6+Wisdom modifier in damage to all within the cone.


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Your body handles alcohol differently from other people`s.


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The character can use Discern Lies as a spell like ability.


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The character gains a bonus on all saves vs. Illusions.


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The Character can track her query across even planar boundaries.


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The characters gains bonus vs.Undead or Outsiders that applies to Skills and SR checks.


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Once per day, the character can use Heroes` Feast.


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The character can Dispel magic 1+Wisdom Bonus/day.


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The character gains the effects of the Spell Focus and Spell Penetration when casting spells against Demons.


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The character may select an additional domain.


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The character has a +2 Sacred bonus on all Scry checks.


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The character may smite any foe once per day, with a +4 Attack bonus, and Class Level in damage bonus.


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The character gains spells resistance 10+Class Level.


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The character cannot lose levels due to energy drain.


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The character can penetrate illusions & disguises at will.


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The character can select the Exorcism domain.


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The character gains a +4 or +2 bonus vs. various Possession abilities.


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The character my imbue his unarmed attacks with fire, dealing 1d6+Wis Mod+Class Level.


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The character can hide from Scrying as the spell False Vision.


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The character is immune to all Fear effects from demons, and allies gain a +4 bonus.


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The character can grant his allies a +1/level bonus on saves vs. fear.


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The character can force a creature into its natural form.


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The Character can Detect Undead at will.


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The character can call a Celestial Animal to be his companion.


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The character can use Emotion 1/Wisdom Bonus/day.


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The character can help free others from Enchantment.


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Gain a fiendish glare (will save [DC20] or be stunned)


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You gain the Toughness feat but develop a phobia of one kind of creature


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Your zone of desecration is not stronger, 10 feet per level


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Once per day you may cause fate to kill someone if they miss a Fort save DC 20


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You now can cast create undead as a spell like ability once per day


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You gain the ability to do 1 point of damage to you self and gain 1d6 damage to your spell


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Two times per day, a target with in 100 feet must make a will save [DC 17]  or do as suggested as per the suggestion spell


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Once per day, make targets around you become confused


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You gain the weapon focus feat for spellfire for free


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You can use spellfire energy to block incoming missiles


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You can make a device with powers you do not know at a cost


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Once per day, you can dance in such a way you can put nearby creatures to sleep


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You gain +2 insight bonus on all saves against magical effects


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You can brew potions even if you do not have access to that spell


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+2 Bonus to Profession (Herbalist) and Knowledge (nature) checks


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You can release more then one blast of spellfire


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Once per day, You can see into the Ethereal plane


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+2 sacred bonus on saving throws against enchantment


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You gain 3 spells to add to your book for free


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You gain a better widen spell feat for free


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You can become Immune to death effects and energy drain attacks


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The character can use a normal whip to deal regular damage to an opponent.


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The character gains the ability to make extra attacks of opportunity.


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This ability lets you make a total number of attacks of opportunity in a round equal to your Dexterity modifier plus your Wisdom modifier.


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You can appeal to spectators with flourishes, trash-talking, and fancy moves.


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The characters swirling hand gestures are harder to resist. Kuji-kiri now affects 3d6 +1 per class level HD of creatures and the Will save is DC15+ the class charisma bonus.


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The character declares a specific group of people or monsters as his tribal enemy. This is a much narrower category than a ranger`s favored enemy.


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The character gains the ability too take a 5 foot step before making a Cleave or Great Cleave attack.


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The character is always taking 10 on Move Silently and Hide. Unless the character wants to be seen or heard, make opposed Spot and Listen checks to detect the characters presence.


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The character gains the ability to channel her ki into protecting herself from adverse effects.


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Stacking on top of any existing weapon specialization bonus, this adds an additional +2 to all damage rolls made with a chain or spiked chain.


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Once per day, the character can enter a cataleptic state that is impossible to distinguish from actual death.


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The character gains the extraordinary ability to instill fear in others as a free action.


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This bonus is added to the character AC whenever defending his charge.


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Your presence inspires your troops to make the ultimate sacrifice for your cause.


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If the character attacks by jumping at least 5 feet towards their opponent they gain a +2 to attack and damage rolls.


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As "Tower", this large complex has numerous associated buildings, and an elaborate 20 foot high, 10 foot thick wall creating bailey and courtyard areas. The wall has six towers.


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The character can wrap himself in chains to provide a +5 to AC.


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Your familiarity with pain and fear grants you a cruel precision with your melee attacks.


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The character inherits the daisho of his ancestors.  They are masterwork katana and wakizashi.


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The character can see ethereal creatures as easily as material ones.


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The character adds his charisma bonus (if any) to his saving throws.


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The character can enter a berserk-like state.


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The character can take a full attack action, when mounted, if the mount makes no more than a single move, rather than a single attack as a partial action.


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The character can animate a chain of up to 50ft in length for 10 rounds.


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The character may elect to place themselves in the path of danger in order to protect a single charge.


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As "Tower, a castle is a keep surrounded by a 15ft high stone wall with four towers. The wall is 10` thick.


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The character gains a competence bonus to Ride checks


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The daunting nature of the character`s goals often requires special focus of effort.


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The character learns to channel ki, a source of inner energy and strength shared by all living creatures.


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The character gains an additional +2 competence bonus to all Reflex saving throws.


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The character gains the Improved Disarm feat, if using a whip or whip dagger to perform the disarm action.


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The character gains a +2 to initiative rolls. This stacks with Improved Initiative.


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Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echo location, the character maneuvers and fights just as well in darkness as in light.


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This bonus is added to the character AC whenever mounted.


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The character can use a spinning chain to provide a +4 deflection AC bonus against all attacks coming in from a chosen 180 degree arc.


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When your shout rings across the battlefield, it lifts the spirits of your allies. This ability functions as the bard`s inspire courage ability.


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The character gains a +6 dodge bonus to his AC against attacks of opportunity provoked by moving into or out of a threatened area.


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The nature of the halfling outrider`s responsibilities has taught him the tricks of defensive riding, provided that he does nothing else.


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Once per round, whenever an ally within line of sight gains an attack of opportunity upon a foe, the initiate can make one ranged attack against the same foe, at his highest attack bonus.


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The mere sight of your coat of arms or other heraldic display is enough to turn the tide of battle.


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The character can heal a number of HP each day equal to twice her class level multiplied by her Wisdom bonus.


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You are skilled at dealing wounds that cause extra blood loss.


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By rattling his chains as a standard action, the character can induce fear in a creature as the spell of the same name.


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The character can scurry up a wall at unbelievable speed.


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When the character creates a magic rod, save DC`s are calculated as though 2 levels higher.


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The character may use Tree Shape once per day.


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The character has the central eye from an eyeball beholderkin implanted in his forehead, granting a +4 spot bonus, and several eye rays.


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The character may engage in conversation and Detect Thoughts of whomever he speaks with.


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The character gains the listed bonus on a single attack roll, once per day.


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The character may stack levels of Doomguide with cleric levels for purposes of turning undead.


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The character can increase his size as though via Righteous Might.


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The character`s type changes to Elemental, with the appropriate subtype. (F&P192)


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The character is immune to death effects and energy drain, and grants allies a +4 bonus against them.


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The character gains the Insidious Magic feat, reflecting their ability to use the Shadow Weave under shar`s guidance.


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The character may ask once question per caster level when using `Speak with Dead`


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The character can surround any held chakram, whip, or dagger with Shadow Weave, making it an unholy weapon, 1/day/CHA bonus


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Once per tenday, the character can summon one shadow/level for a number of rounds equal to her class level.


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The character transcends mortal concepts of beauty, and her type changes to Fey.


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The character gains +2 Strength and Constitution, takes half damage from piercing, and gains Fast Healing 1 when on fertile soil.


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The Deity Gains his Rank as a bonus on all Skill, Ability, Caster Level, and Turning Checks..


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You may use the domain powers of the domains you grant the listed number of times per day.


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You can use any domain spell you grant as a spell-like ability at will.


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A deities senses extend to 1 mile/divine rank.


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A deity has a portfolio over which it has dominion.


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Deities don`t need to make checks to succeed at most skills, see De&De28


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Deities can create items related to their portfolios almost freely.


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If the character completely drains a creature of energy, it may adopt the creature`s soul radiance, taking the victim`s form, appearance, and abilities (as shapechanger spell) for 24 hours.


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The character may grow insectoid mandible at will.


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The character can call a single unattended object weighing no more than 5 pounds to her as if using telekinesis.


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At 3rd level, a thrall of Graz`zt can add an enhancement bonus on certain Charisma based skill checks.


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The character can spend 4 lifewell points to empower a special attack, increasing its variable, numeric effects by a factor of 1.5.


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The character can produce an effect identical to that of a spider hand spell cast at his effective level.


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Through trickery, deceit, and sometimes even intimidation, a the character can learn secrets otherwise unattainable.


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The character can deal 1d6 points of Constitution damage as a touch attack.


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The character can infect his foe with an infectious taint after making a successful melee attack.


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The character can speak with eloquence and believability, even when telling boldface lies, by using her cunning as well as her charm.


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The character can Full-Attack before or after a move (or move equivalent) action, 3 rounds per day.


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The character goes a little insane, if he is not already mad.


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The character gains the ability to transform into a disease.


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The character can spend 1 lifewell point to gain 1d6 temporary hit points.


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The character gains spell resistance 15, but only against divine spells and the spell-like abilities of outsiders.


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Through ritual, obscene tattooing, the character gains spell resistance 20.


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The character gains the Combat Reflexes feat.


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When the character casts a summon monster spell, it is treated as the equivalent spell as a higher level for purposes of summoning chaotic evil creatures.


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When the character uses its energy drain ability, it may project a 100 foot ray of force that deals 1d6 points of damage per soul eater level against one target.


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Drawing some of Asmodeus`s power into himself, the character gains a permanent +2 divine bonus to AC, Saves, and Attack rolls.


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If the character completely drains a creature of energy, the victim becomes a Wight under the command of the soul eater.


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The character can transform his body into flame for up to 10 minutes once per day.


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The character can produce an effect identical to that of the rusting grasp spell cast by a 15th level caster.


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By spending 10 lifewell points, the character  can call forth a lesser planar ally (evil only), as per the spell of the same name.


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The character stores the life energy that it steals in a reservoir within itself called a lifewell.


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The characters speed increases by +10 ft.


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A 10th level demonologist can attempt to dominate a chaotic evil outsider, as described in the dominate person spell. (DC15+Cha.Mod)


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When using an iron ore steel weapon, the character gains an insight bonus on attack and damage rolls.


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The character may produce an Insect Plague (as the spell) a specific number of times per day.


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The characters mandibles (gained from the blood drain ability) now carry a natural venom that deals 1 point of Str damage with each successful bite.


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The damage dealt by all of the character`s natural attacks increases by one step.


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The character can produce an effect identical to that of the stoneskin spell.


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The character`s form becomes somewhat transitory and amorphous.


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Once a The character drains any blood from a victim, it can choose to enter a state called a blood revel as a free action at the beginning of its next turn.


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The character can constantly produce an effect identical to a nondetection spell cast by an 18th level caster.


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The character can use his knowledge of black magic and alchemy to create a magical elixir that he then imbibes.


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The character can summon 1d4 ghouls, 1d3 shadows, 1 wight, or 1 wraith as the summon monster spell cast by a caster of her class level.


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The character can produce an effect identical to that of a cheat spell cast by a 15th level caster.


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The character can summon a patch of green slime, a gray ooze, an ochre jelly, or a gelatinous cube as the summon monster spell with his thrall level as the caster level.


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Like an evil cleric, The character can rebuke undead. She uses her ur-priest level as the cleric level for determining success and damage.


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The character gains dark scaly flesh, which provides a natural armor bonus.


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The character can produce an effect identical to that of a command spell cast by a spellcaster of his effective caster level.


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By allowing insects and worms to crawl over his body, a The character gains a +4 natural armor bonus.


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The character can summon a demon of the listed HD or less.


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Gathering scraps of clothing and old, discarded rags, The character is able to make such articles into light armor.


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The character gains an imp as a familiar, whether she wants it or not.


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If the character casts a damaging spell upon a target or targets threatened in melee (and thus distracted), he adds the listed bonus to damage dealt.


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The character suffers no ill effects of diseases, except for purely cosmetic ones such as boils, pockmarks, watery eyes, blackened skin, hair loss, foul smell, and so on.


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The character can summon an single cornugon.


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The character can find traps made mostly of metal just as a rogue can. They also gain a +2 bonus on Disable Device checks against devices made mostly of metal.


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The character must choose to becomes obese like her dread master.


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Because they steal whatever power they can, the character learns to manipulate their energy in ways that confound other casters.


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The character can summon a single Osyluth.


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When the character uses its energy drain ability, it gains a +4 enhancement bonus to Constitution for 24 hours.


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The characters Natural Armor increases by +1


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The character may cast Demon Wings 1/d as a caster of his level.


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The character applies its Wisdom modifier (if positive) as an additional bonus on all saving throws against spells and spell-like abilities used by mortals.


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The character gains a +4 inherent bonus to Charisma


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Each day, the character automatically summons a swarm of insects, spiders, or scorpions that cover his flesh when he regains his spells.


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The character can maneuver events so that an opponent`s spell targeted on her is actually targeted at another instead.


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The character can spit a gout of caustic goo in a line 5 feet wide and 300 feet long once per day.


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The character can take two full rounds` worth of actions in the same round.


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The character can attempt to hold a chaotic evil outsider, as described in the hold person spell. (DC12+Cha.Mod)


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Whenever the character  uses its invigorate ability, it gains a 1 enhancement bonus to strength for each life well point spent.


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If The character casts spells, it can spend 8 lifewell points to quicken one spell as if using the Quicken Spell feat.


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The character can secrete a caustic slime on its hands that deals 2d6 points of damage.


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The character can use her diabolism power to deal half the normal amount of extra unholy damage as vile damage.


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The character can summon 1 hamatula to serve him.


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The character gains a bonus against mortals due to its extensive study of them and training in the proper combat techniques.


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When casting a damage-dealing spell at a target or targets denied their Dexterity bonus, the character can increase the amount of damage dealt.


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At the command of the character, all evil aligned creatures within 50ft must make a save or be commanded as though affected by a mass suggestion spell.


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At 2nd level, a disciple of Mephistopheles gains fire resistance 10.


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The touch of The character carries a contagion spell once per day per class level. The target receives a Fort. Save DC13+Wis.Mod.


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The character can produce an effect identical to that of the cause fear spell.


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When an 8th level soul eater uses its energy drain ability, it gains a +4 enhancement bonus to Dexterity for 24 hours.


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The character can spend 8 lifewell points to add 2 to its natural armor bonus and turn resistance, add 10 to it`s cold resistance and electricity resistance and increase damage reduction.


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Every other day, The character can produce an effect identical to the mass charm spell.


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By careful, slight modifications, the character can increase the value of a nonmagical item of value, such as a gem, an art object, or a piece of equipment.


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If the character casts a spell, may spend 4 lifewell points to empower a spell as if using the Empower Self feat.


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The character can cause his arms to stretch unnaturally like tentacles, providing him an extra 5 feet of reach for 1 round.


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The character can produce an effect identical to that of an iron body spell.


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The character`s form is more amorphous than ever. It can change its appearance and form at will, as the polymorph self spell cast by an 8th level caster.


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Once per day per point of Constitution bonus, The character may add a +3 divine bonus on damage from attacks made that round.


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The character can produce an effect identical to that of a greater planar ally spell to call a devil and work out a bargain for aid.


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Through ritual scarification, the character gains damage reduction 5/+3.


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The character can summon 1 hellcat to serve him.


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The character`s form is so Amorphous that it no longer need worry about being affected by critical hits, sneak attacks, damage from poison, paralysis, or stunning.


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The character can grant himself a poisonous touch the listed number of times per day.


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The character gains a natural armor bonus to AC from the chitinous plates that begin to grow on his flesh.


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If the character casts a spell, it may spend a variable number of lifewell points to heighten a spell as if using the Heighten Spell feat.


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The character gains a living tumor as a companion.


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The character may attempt to smite mortals with a normal melee attack.


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The character can produce an effect identical to that of the hypnotism spell, except that it functions as a gaze attack with a range of 30 feet.


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By magically grating bits of mortal flesh to its own body, a the character can polymorph into any mortal form except that of a dragon.


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After the character has drained energy, all spell-like and supernatural abilities the soul eater possesses may be used twice as often as normal during that 24 hour period.


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When a 2nd level soul eater uses its energy drain ability, it gains a +4 enhancement bonus to Strength for 24 hours.


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The character gains this feat as a bonus feat.


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The character can attempt to charm a chaotic evil outsider, as described in the charm person spell.


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The character can summon 1 Gelugon to serve him.


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The character can form the impetus to create a hivemind.


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A vermin lord gains a servant in the form of a vermin of up to 1 HD.


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The character is able to spray out a swarm of vermin from his mouth, as a breath weapon in a 30 foot cone.


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A 2nd level demonologist gains a quasit as a familiar, where he wants it or not.


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The character can bring forth massive black wings from his back. After 7th level the thrall can use the wings at will.


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The character can attempt to slay a mortal with its touch.


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The character can adopt the appearance of a humanoid undead creature of her choosing as if she had cast the alter self spell.


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The character befriends a disease or virus that infests his body. He supernaturally enhances a disease, making it smarter by giving it a point of his own intelligence.


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The character can produce an effect identical to that of spider legs spell cast at his effective caster level.


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The character commands the lesser creatures of the world and can call forth a swarm of 2d6 small monstrous spiders of a pack of 4d8 dire rats or a swarm of 10d10 bats, once per day.


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When the character  uses its energy drain ability, it gains a +2 enhancement bonus on all saving throws, ability checks, and skill checks for 24 hours.


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The character can deal +2d6 damage vs. Good 3/day.


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The character can produce an effect identical to that of a suggestion spell.


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You may implant pellets with any of your natural attacks.


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You may pellets with damaging energy effects.


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Your pellets deal 1d6 damage on each failed heal check to remove them, and have +2 DC to resist implantation.


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Your pellets can be made to hatch more quickly, but at a cost of 10 ability damage to each score.


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The DC to save against pellet energy damage increases by +2.


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You may implant a single host more than once.


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You may choose the color of hatchlings upon implantation.


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The DC to save against pellet energy damage again increases by +2.


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You may melt host creatures into a formless mass.


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You spawn may hatch even from a dead host.


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You become the undisputed master of your spawn.


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You gain an Insight Score that affects wisdom-based abilities.


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By spending 24 hours alone, your Insight Score has additional effects.


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You may spin impressive riddles, and with the correct answers come perfect Divinations.


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At 8th level, a Cavelord gains the ability to use changestones (see Chapter 4: Magic and Spells) once per day (caster level 14th).


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See text loads of benefits... (Underdark 38)


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You may take full advantage of earth nodes and node magic. This feat grants you access to the various node magic feats and allows you to make a Spellcraft instead of Int check to notice nearby nodes


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Every opponent within 30 feet who can see and hear the Sea Mother whip suffers the effect of a doom spell


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Gains the ability to sense the direction and strength of the nearest earth node, regardless of distance To locate the node, she must meditate for 10 minutes. (Underdark 32)


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A vermin keeper can use his wild shape ability to assume a vermin form.


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Can aid another character within 30 feet as long as they can see or hear the guide. (Underdark 41)


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The Arachnomancer adds various spells to his/her repertoire of spells. (Underdark 29)


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At 5th level, a drow judicator can call for a spider servant.


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A prime Underdark guide possesses an uncanny intuition that warns her of impending danger


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+2 to grapple and +2 to attack to disarm a foe


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He can attempt a war strike with one normal melee attack. If he hits, he deals 2d6 points of Constitution damage in addition to his regular damage. The target may attempt a Fort save (10+CHA+dj lvl)


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Increase of +4 to both Intimidate & Sense Motive; available twice (Underdark 40)


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same as feat plus some extras (Underdark 36)


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The Arachnomancer can secrete poison as a free action.


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The Arachnomancer can  ignore webs (magical or nonmagical) as if affected by a freedom of movement spell. (Underdark 30)


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A vermin keeper can use his wild shape to assume the form of any vermin swarm (any swarm whose constituent creatures are of the vermin type).


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As a standard action, the prime Underdark guide can select one ally per class level within 30 feet to share her danger sense.


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When a Shadowcrafter reaches 3rd level, his shadow evocations automatically intensify in strength by 10%.


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a Sea Mother whip no longer requires the presence of other whips to generate a lightning bolt; she can do so on her own every 2d4 rounds as a standard action.


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a Shadowcrafter gains a +2 bonus on saving throws against all illusion spells and effects


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Can ride between ebbs like a dimension door


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When a Shadowcrafter reaches 2nd level, his shadow conjurations automatically intensify in strength by 10%.


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When a Cavelord reaches 7th level, his mystical connection to the Underdark increases, granting him the tremorsense ability (see Chapter 7 of the Monster Manual) with a 30-foot range.


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he actually becomes a magical creature. He is forevermore a native outsider rather than a humanoid (or whatever creature type he previously was). Additionally, he gains damage reduction 10/magic.


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The Arachnomancer can shapechange into a Gargantuan Monstrous Spider (Underdark 30)


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A Cavelord is at home in the subterranean waters that pervade the Underdark. Upon reaching 4th level, he can hold his breath three times longer than normal gains swim 30ft (Underdark 31)


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The Arachnomancer has the ability to create a wall-like barrier of webs once per day. (Underdark 30)


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A blast of hardened webbing (range 60 feet) as a standard action deals 4d6 points of bludgeoning damage; the target must make a Reflex save (DC 10 + Webrider level + Webrider`s Con) mod or be stuck.


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The Arachnomancer can communicate with any spider kind creature (see sidebar) as a free action. (Underdark 29)


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Yathchol Webrider can climb and travel on vertical surfaces and even traverse ceilings as well as a spider does if she has her bare hands and feet free for climbing. She has a climb  speed of 20 ft


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The character can, once per day, decide to automatically pass a single save, forgoing the need to roll, regardless of the DC.


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The characters weapon gains the listed special quality for one round, may be activated 1/CHA Mod/day


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The character gains in addition to any regular cohort he may have.


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The character gain several Mephit underlings, which function similarly to familiars.


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The character is immune to the venom of all spiderkind, and can communicate with spiders of INT>0


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The character may assume to form of a Yochlol, or a noxious gas cloud, once per day.


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The character can Animate Dead (as the spell) once per day, adding his Charisma Modifier and Honed Harbringer levels to effective caster level.


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The character gains a +4 bonus on saves against Death effects, and always passes his save to overcome a negative level.


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The characters type become becomes "Outsider (native, chaotic, evil)"


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The character gains a +2 morale bonus on attacks, saves, and checks when defending his cache of valuables (5000gp+)


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The character may bestow Tyche`s Curse on single target.


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The character may command/rebuke plants as an evil character commands/rebukes undead.


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The characters limit for controlling undead increases to 10x his caster level.


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The character can see via her familiar, up to 400 ft. + 40ft. /Caster Level away.


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The character`s eyes turn black. He gains Darkvision 60 ft., can see 10 ft. in magical Darkness, and cannot be blinded by magic.


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The character gains a +4 bonus on all appraise checks, and can replicate the Identify spell with 8 hours of study and a DC20 spellcraft check.


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The characters strength increases by 2 points, and he gains a slam attack.


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The character can Create Greater Undead (as the spell) once per day, adding his Charisma Modifier and Honed Harbringer levels to effective caster level.


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By concentrating, the character can locate metals or minerals within 30 ft.


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The character gains a +4 bonus on saves against Death effects and Negative levels.


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The character gains a +1 bonus on attack and damage if both she and her opponent are on the ground.


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The character`s kiss confers a state of bliss on recipients, granting several bonuses


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The character becomes a creature of wood and leaf, changing his type to Plant.


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The character may cast a maximized Heat Metal once per day that deals electricity damage.


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The character may cast Nystul`s Magic Aura once per day.


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The character can communicate through shadows of the mind, whispering  messages to all worshippers of Shar within 500 feet.


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The character can prepare Darkness spells.


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The character may touch a corpse to prevent if from being raised as undead.


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The character can view the world as though via Deathwatch at will.


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The character gains a +2 circumstance bonus on Sense Motive and Gather Information.


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The character can command any creature as Dominate Monster 1/day, as a sorcerer of her Nightcloak level.


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The character can cast Dominate Person, once per day, affecting only male Drow.


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The character gains access to the Fate domain.


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The character gains a +1 bonus on attack and damage if both she and her opponent are with 20 ft. of an open flame.


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Any chakram used by the character is treated as a +2 returning chakram.


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The character can cast spells of the Moon domain.


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Any heavy mace wielded by the character is treated as a shocking heavy mace of the listed enhancement bonus.


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The character can emit small luminescent balls of light (as Dancing Lights) from her eyes twice per day./


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The character may affect herself with True Seeing a limited number of times per day.


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If the character ever contracts lycanthropy, they are treated as natural lycanthropes, and their alignment doesn`t shift.


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The character gains a +2 bonus on save against Enchantment, Illusion, and Necromancy spells, and spells with the Darkness descriptor.


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The character can communicate telepathically with constructs within 60 ft., and can recognize any construct with a DC 15 Spot check.


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The character may ignore the Damage Reduction of any golem/construct, and may study them for one round to learn their weaknesses


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Any weapon the character wields is treated as having Improved Critical. (This feature grants 100 bonus feats, with Improved Critical being the only feat available)


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The character can craft enhanced & complex explosive devices.


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Whenever the character scores a critical hit against a construct, it is destroyed, as though he wielded a Mace of Smiting.


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The character can prepare any spell from the Ocean domain.


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The character can breathe water as easily as air, and gains a swim speed of 30 ft.


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The character gains a +4 bonus on turning damage when they or their targets are half immersed in water.


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The character is not hindered while moving through water, and may cast spells while immersed.


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The character can rebuke/command aquatic creatures.


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The character may rage (as the barbarian ability).


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The character can see underwater as though she had darkvision and low-light vision.


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The character gains the Keen Scent ability when within the water, she can detect creatures within 180 ft., or blood within one mile.


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The character may make a touch attack to inject jellyfish poison.


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The character gain tremorsense when in the water, with respect to other creatures in or touching the water.


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The character can transform her arms into dozens of tentacles, with 10 ft. reach. 1/day/level+CHA mod.


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The character can transform her arms into long suckered & barbed tentacle with 10 ft reach.they deal 1d4 damage allow free grapples with a successful hit. 1/day/level+CHA mod.


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The character`s type changes to Aberration (Aquatic), and she is no longer subject to critical hits (among other things).


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The character can select any one of the following Domains: Death, Evil, Scalykind.


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The character suffers no penalty to his ride skill when riding a dragon.


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The character may select any one item creation feat.


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The character can unsettle foes with his presence, much like the Sacred Ones he serves.


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The character may paralyze creatures with a mere touch.


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The character may paralyze creatures with a mere glance.


Name:
Rebuke Sacred Ones (Su): (%d+Cha.Mod/day)

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The character can rebuke Dragons and Dracoliches as a cleric rebukes undead.


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The character can cast spells from the Air domain.


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The character can cast spells from the Travel domain.


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The character is always supported by the winds, as though affected by Feather Fall.


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The character can use Analyze Portal at will.


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The character can smite evil outsiders, as a paladin does evil.


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The character can create a massive column of wind, to great effect.


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The character gains a Fly speed of 100 ft. (Good Maneuverability)


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You can now make ranged sneak attack damage


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The character gains a +4 competency bonus on bluff checks and spell resistance of 11 + disciple level against spells that reveal falsehood.


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The character can produce an effect identical to that of a hellfire spell.


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With 3 rounds of preparation (involving rituals and alchemical substances that cost 50gp), The character can imbue any weapon with a +1 enhancement bonus on attack and damage rolls.


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An 8th level demonologist can communicate telepathically with any creature within 100 feat that has a language, just as a tanar`ri can.


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The character can summon 1 nightwing once per week, as the summon monster spell caster by a 15th level caster.


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The character secretes a smelly slime that coats its body in a thin layer.


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The character must choose to becomes gaunt like an undead creature. Thrall gains a feat dependent on their choice.


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The character can maneuver events so that an opponent`s melee attack meant for her is actually directed at another character within the attacker`s reach.


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The character can use detect mortals at will.


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The character gains a +4 bonus on Pick Pocket and Open Lock checks.


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The character can deal 1d6 of fire damage as a touch attack at will.


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The character can spend 6 lifewell points to maximize all variable numeric effects of a special attack.


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You may cat this spell once per day as a cleric of your level.


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You may make special lore checks like that of a bard or loremaster, but lose your Reclusive Insight ability.


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You gain a bonus on attacks with the indicated weapon while mounted.


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Mounted Weapon Bonus (Javelin/Harpoon) +%d


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You do double damage when charging with a Trident.


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You may make a leaping charge to attack opponents out of the water.


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You may make a special charge that increases the damage multiplier of an attack by 1 step (x3 to x4,etc.)


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Your penalty at making ranged attacks is decreased to -1.


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You may attack as a standard action when you mount move 5+ feet rather than a partial action.


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Your ability to charge opponents out of the water improves.


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Your penalty at making ranged attacks is removed.


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You have perfected your ability to function above the waves.


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You may summon Water Elementals 1/day as the Planar Ally spell.


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You hold rank within the service of Merrshaulk, and gain a +2 circumstance bonus Diplomacy & Intimidate checks against non-cult Yuan-Ti, and on Knowledge (Religion) checks involving Merrshaulk.


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You hold rank within the service of Merrshaulk, and gain a +4 circumstance bonus Diplomacy & Intimidate checks against non-cult Yuan-Ti, and on Knowledge (Religion) checks involving Merrshaulk.


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You hold rank within the service of Merrshaulk, and gain a +6 circumstance bonus Diplomacy & Intimidate checks against non-cult Yuan-Ti, and on Knowledge (Religion) checks involving Merrshaulk.


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You hold rank within the service of Merrshaulk, and gain a +8 circumstance bonus Diplomacy & Intimidate checks against non-cult Yuan-Ti, and on Knowledge (Religion) checks involving Merrshaulk.


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You hold rank within the service of Merrshaulk, and gain a +10 circumstance bonus Diplomacy & Intimidate checks against non-cult Yuan-Ti, and on Knowledge (Religion) checks involving Merrshaulk.


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You may spit poison (if you have a poison attack) at a range of 10 feet.


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lasts for 1 minute per caster level of the deep diviner. During this period, the character can pose questions and get answers from non- animate rock, worked stone, and dirt (Underdark 33)


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Yathchol Webrider can hide herself from view in the open without anything to actually hide behind, so long as she is within 5 ft of natural or magical webs that cover an area measuring at least 5 x 5


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save DC for any supernatural lightning bolt that she creates herself or joins with other whips to create automatically increases by +2.


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A vermin keeper can apply his Handle Animal skill to vermin.


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A prime Underdark guide is familiar with the culture and etiquette of many Underdark societies. gives the guide an increase to Diplomacy, Disguise, Gather info & Sense Motive at  various levels.


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an inquisitor of the Drowning Goddess gains a +4 insight bonus on saving throws against all spells with the charm, compulsion, or glamer descriptors.


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Bardic Knowledge but only for Underdark things.


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See text - 10 temp HP + 4/PrC level gained + more stuff (Underdark 36)


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Once per day, an Arachnomancer can produce a 50-ft. long, cone-shaped blast of extremely poisonous, normal-sized spiders. (Underdark 30)


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A vermin keeper can apply his wild empathy class ability to vermin. Vermin begin with an unfriendly attitude.


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The character can use the Locate Object spell once per day.


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The character gains the Insidious Magic, Pernicious Magic, and Tenacious Magic feats.


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The character may cast Shadow Walk once per day.


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1/day, The character can create a shadow double that last 1 round per caster level, that can perform a variety of actions.


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Once per day, when the character is brought to -1 or less Hit Points, she is automatically cured of 1d8+5 points of damage.


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The character may select a number of spells that he may spontaneously cast as a cleric does cure spells.


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As a full-round action, the character can cry tears drawn from Evergold, which can be colleted to form a Potion of love. This ability can be used once per tenday, and costs 6 XP.


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The character becomes increasingly more persuasive and attractive, gaining an Inherent bonus to Charisma


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The character may magically robe themselves in fancy clothes once per day. He can also create a palatial tent once per day.


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The character may study an unfamiliar language and make a DC15 Wisdom check to be able to communicate basic concepts.


Name:
Great Mallet (Su) (Burst + Mighty Cleaving)

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The character treats any Maul as a +3 Maul with Mighty Cleaving and the Icy Burst or Shocking Burst property


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The metamagic cost of all spells is reduced by 1 (to a minimum of +1 spell level)


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The character treats any Maul as a +2 Maul with either of the listed properties.


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The character may select Abyssal as a testament to the imprisonment of Waukeen by Graz`zt


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Once per day, the character may grant her infused luck to another, taking a corresponding penalty.


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The characters limit for controlling undead increases to 5x his caster level.


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The character can create an extradimensional space that only he can access, that moves with him as though a belt pouch.


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The character can ignore Web spells and spider webbing, and can walk along web as though it were solid.


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The character no longer suffers ability score penalties for aging, and cannot be magically aged.


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Followers of the character will o nearly anything the character says, even risk their life.


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The character may, while preparing spells, choose to twist fate slightly in her favor, gaining a bonus on one of any number of aspects. (See F&P186)


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The character can obtain a hairy spider familiar.


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Greater Moon`s Hand (Su): +%d shocking burst

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Any heavy mace wielded by the character is treated as a shocking burst heavy mace of the listed enhancement bonus.


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Any spear or javelin used by the character gains the shock property in her hands.


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The character (and mount) can pass through storms unhindered.


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Any spear or javelin used by the character gains the thundering property in her hands.


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The character can Fly during any storm, as the spell of the same name


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Any spear or javelin used by the character gains the shocking burst property in her hands.


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The character can summon a quartet of Huge elementals once per tenday, one of each major element


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The character is immune to fear, and enemies within the given radius suffer a penalty on saves v. fear


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The character gains a +2 bonus on Bluff and Intimidate,and +4 on saves vs. Discern Lies and Zone of Truth.


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The character adds several illusion spells to her spell list.


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The character gains a +4 bonus to their death attack DC


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The character can attune herself to a specific weapon, granting both her and it several bonuses.


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The character can, at will as a free action, create several balls of light (one/level) that float within 5 feet of her.


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The character can attune herself to a specific weapon, which gains the Dancing property.


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The character can craft magic swords as though she has Craft Magic Arms and Armor when working on he attuned weapons.


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The character can spontaneously cast her domain spells, up to third level.


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The character gains the Spring Attack feat.


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The character can spontaneously cast her domain spells, up to sixth level.


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The character can command her dancing sword to fight in a defensive way, as though it had the Expertise feat.


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The character may construct a loyal mechanical companion.


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Each time the character gains this ability, he gets a cumulative +2 bonus on Alchemy, Appraise, Craft, Disable Device, Knowledge, and Open Lock checks pertaining to his trade.


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The character may choose a new domain from Gond`s granted list.


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1/day you can transform innate wooden objects shaped like sticks (sticks, torches, etc) into Vipers.


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3/day you may launch your snake tattoos at opponents.


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You gain a +2 bonus to his Psionic power DCs.


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You learn to focus your psionic abilities on ceremonies of pain.


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You gain another +2 bonus to his Psionic power DCs.


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3/day you can chant and deal 9d6 damage to one target within 60 feet.


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You can command all snakes and reptiles within 30 feet.


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You become an outsider, gain SR 20 + Wis. Mod., and Telepathy, and can command Yuan-Ti.


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The character`s studies have provided insight into the finer points of Epic Spell Creation: The base Spellcraft DC of one Epic Seed is lowered by two.


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Gain a dodge bonus to AC equal to you Int mod. (This feature is implemented via the  `Canny Defense` feature)


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The character`s poetry can hurt enemy morale, leaving them Shaken.


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The character gains limited resistance to Fire.


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The character gains a +2 bonus on sling attacks against creatures with some degree of cover.


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The character can cause all allies within 20 feet to Rage.


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The character can travel 15 ft. horizontally for every 5 ft. he falls with a Drogue Wing.


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When using a full attack action may make one more attack at you highest base attack, but each other attack suffers a -2 penalty this round


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The bond between the character and his Steed improves, granting the Hippogriff Hit Dice, Armor, and Ability Score increases.


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The range of the characters bardic music effects increases by 5 x class level.


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The character gains a bonus to natural armor


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The character gains +2 Dodge bonus to AC whenever he can fight in a position adjacent to a medium-sized object.


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The character is immune to Fire damage and effects.


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The character becomes immune to fear-based effects, and gains a +2 insight bonus on saves against mind-affecting spells and effects.


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The character can use mark of justice once per day, though the ability might better be termed "mark of iniquity" when used in this manner.


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Whenever not in daylight or otherwise illuminated, the character is constantly affected by a Blur spell.


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The character knows how to employ spells that affect outsiders regardless of alignment.


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The character may teleport from a menhir circle to any circle of standing stones in Faerun.


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Once per day, the character may Shadow Walk, as the spell.


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The character gains a +4 bonus on all spot checks.


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The character may attempt to avoid an additional number of attacks per round as with Mounted Combat.


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The character can craft a Silver Sign, a more powerful version of the Brazen Sign.


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The character may move full speed while following tracks without penalty.


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The characters mount deals double damage on a Power Dive attack as tough it had the Spirited Charge feat.


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The character may call a fiendish familiar (UE26)


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The character is immune to all diseases, and will never be attacked by Blightspawned creatures.


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When mounted, both the character and her mount gain the Flyby Attack feat.


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The character and his mount have perfected a speedy mounting procedure, which works similarly to a Flyby Attack.


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As a full round action, the hippogriff and skyguard swoop toward their target, and at the end of the move the sky guard leaps and continues toward his target, and deals damage as a falling object.


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You can take 10 when making Concentration checks to cast defensively


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The character can inspire courage in his troops, bolstering them against fear and improving their combat abilities as long as he continues his speech.


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The character is immune to Electricity damage and effects.


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The character gains limited resistance to Cold.


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The character gains Improved Critical (Warsling) as a bonus feat.


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The character ignores arcane spell failure in light armor.


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The character may (1/day) dominate a blightspawned creature within 60 feet.


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The save DC of any spell cast through the Sword Focus is increased by 1.


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The character gains a +4 bonus on Charisma checks to trap or compel outsiders.


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Any glaive wielded by the character gains the Icy Burst ability.


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The character may use any martial weapon with his Flurry of Blows.


Name:
Ritual Scarring (+%d Natural Armor) (Ex)

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The character gains a bonus to Natural Armor through frequent disfiguration.


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The characters speed increases by +10 Feet when in light or no armor.


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The character gains a +4 bonus to penetrate the spell resistance of outsiders.


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Whenever the character uses an ability, spell, or effect with the Teleportation descriptor (like Shadow Jump), he may make a Full Attack upon completion.


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The character may direct her mount to perform a Power Dive attack.


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The character gains access to spells of the Blightbringer domain.


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The character can craft magical armor and shields with up to a +3 enhancement bonus or with properties that imitate or hamper undead abilities. (GW22)


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This rune functions like the spell glyph version of glyph of warding. Prereq: (chanter level + Wis mod) = 1+. (GW24)


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The character can telepathically communicate with her spirit tree at a range of one mile. (GW20)


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The deathwarden chanter`s class level stacks with his cleric and paladin levels for the purpose of turning undead. (GW24)


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The character can craft magical weapons with a +1 enhancement bonus or with properties that imitate undead attacks or harm undead. (GW22)


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Once per day the character can absorb any one magical effect from an undead creature`s attack, such as ability score drain or damage, and                                                  (GW22)


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Send telepathic 10-word message to all Deathwarden dwarves within 1 mile OR perform boosted turn undead attempt as if character had Divine Energy Focus feat. A function can be used only 1/day. (GW25)


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Rune emanates magic vestment spell affecting all allies of the chanter within 5 foot radius. The power of the rune lasts 12 hours. Prereq: (chanter level + Wis mod) = 4+. (GW24)


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As a free action, the character can cause his weapon or unarmed strike (all limbs) to act as if it had the ghost bane property for one round. Can be used (class level + CHA mod) times per day. (GW27)


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Allies within 60 ft immune to fear effects, stabilize automatically, and gain +2 bonus on saves against sonic effects. Duration: 1 minute/class level. Prereq: (chanter level + Wis mod) = 9+. (GW24)


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Character recognizes undisguised undead on a Spot check (DC 10+undead`s CHA mod). +4 bonus to Spot checks and Will saves to penetrate undead`s disguise or illusion that changes its appearance. (GW21)


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Once per day the character can force a ghost within 50 feet to depart the Material Plane and enter the True Afterlife, as if using a dismissal spell. (GW25)


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When making a charge or taking the run action, the character can pass unhindered through normal inanimate living plants. (GW20)


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The character can make an Intuit Direction check (DC 15) to determine the direction to her spirit tree. This can be done once per round. (GW20)


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The character can craft magical weapons with up to a +3 enhancement bonus or with properties that imitate undead attacks or harm undead. (GW22)


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The character can sense creatures without using her eyes, out to a range of 30 ft. She can activate this ability once per day as a free action, for a number of rounds equal to her class level. (GW21)


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As a move-equivalent action, the character can cause his weapon or unarmed strike (one limb) to act as if it had the ghost touch property for one round. This ability can be used at will. (GW26)


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Once per day as a standard action, the character can focus her concentration so her first successful attack with a bow in the next round is automatically a critical hit. (GW20)


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The character can add his CHA mod to an attack roll against undead and if successful, add one point of positive energy damage per level. (GW24)


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Rune acts as alarm. Triggering creature stunned 1d6 rounds (Fort save neg.) and all Deathwarden dwarves within 1 mile get message. Prereqs: deep chant ability, (chanter level + Wis mod) = 2+. (GW24)


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The character gains a +1 morale bonus on attack rolls, weapon damage, checks, and saving throws when within 500 feet of her bonded tree. (GW21)


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The character can use detect ghost at will as a spell-like ability. (GW26)


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The character can acquire potions from her bonded spirit tree if she provides the necessary herbs and ingredients. (GW20)


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When triggered, rune activates as if the chanter himself were using his turn undead ability at that location. Prereq: (chanter level + Wis mod) = 3+. (GW24)


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Within the Spirit Wood, the character`s land speed increases by 10 feet. This benefit stacks with any other bonuses to speed. (GW20)


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The character may cast Forcecage a number of times per day.


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The character`s summoning spells Hit Dice cap is increased by specific number.


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The character may cast Imprisonment a number of times per day.


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The character can cast heal a limited number of times per day.


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While using Proselytize, the character may move among and heal the audience. (ELH32)


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The character may stand within 5ft. of a Portal or Gate, and prevent it from being used form either side as long as he remains there.


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The character may may take an Ethereal Jaunt, as the spell, a limited number of times per day.


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The character can use Shield of Law a limited number of times per day.


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While using Proselytize, the character can project a Sunburst from her face (ELH32)


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The familiar gains the benefit of the Familiar Spell feat for a chosen spell.


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The character may evoke a +2 bonus on attack and damage rolls lasting 10 rounds, a specific number of times per day.


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The character can extend her sense out to 20ft. +20ft /Epic Infiltrator level.


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The character can travel between shadows, as if by means of a Dimension Door spell.  The distance she travels is dependent on level, and greater than 167772160 ft.


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While using Proselytize, the character can release a wave of deific force. (ELH32)


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When the character spends one day attuning himself to his quarry, he senses their location at all times as the Discern Location spell.


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Now 1/2 the damage you deal from Sever Life is permanent


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This rune calls one of the chanter`s dead ancestors back from beyond the Veil to fight on his behalf. Prereq: (chanter level + Wis mod) = 10+. (GW24)


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The character gains a +3 bonus on all saving throws against ghost powers. Also, ability damage or drain caused by ghost powers is reduced by 1 point for each attack (minimum 0). (GW26)


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Within 60ft, living creatures are fatigued; ghosts must make Will save (DC 10+1/2 chanter level+chanter`s CHA mod) each round or succumb to the Calling. Prereq: (chanter level + Wis mod) = 8+. (GW24)


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The character can craft magical armor and shields with a +1 enhancement bonus or with properties that imitate or hamper undead abilities. (GW22)


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When the character`s natural Armor Class bonus improves to +3, her skin gains the coloration of her spirit tree. (GW20)


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The character can use the quench ability (as the spell) once per day. (GW21)


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All dwarves within 30 feet gain a +2 luck bonus on attack rolls, weapon damage rolls, saving throws, and skill checks for 24 hours. Prereq: (chanter level + Wis mod) = 7+. (GW24)


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All lawful beings within 60 feet gain +2 competence bonus on saving throws. DCs of lawful spells cast from within this area increase by +2.  Prereq: (chanter level + Wis mod) = 6+. (GW24)


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A Cavelord gains the ability to invoke the strength of the earth. 1/day as a free action, he can gain an insight bonus to STR  equal to his Cavelord level that lasts for 1 Minute (Underdark 31)


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a Shadowcrafter gains a +2 bonus on caster level checks for all of his illusion (shadow) spells.  Stacks with Spell & greater penetration


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Use Divination to ask about target 1/day


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Webrider can summon a Large monstrous spider or spider swarm once per day. Same as Summon Monster 3


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Every other kuo-toa worshiper of Blibdoolpoolp within 30 feet who can see and hear the Sea Mother whip receives the benefit of an aid spell.


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Become a Greater Earth Elemental for up to 10 minutes per day (Underdark 33)


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Gifted with a mystical connection to the Underdark, the Cavelord gains a superior form of darkvision with a 120-foot range. He also gains a +4 competence bonus on any Listen Checks made underground.


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Horrid wilting (18th level) on those he deems unworthy within 100 ft. (DC 18+ wis mod)


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Summon a Large Earth Elemental 1/day (Underdark 33)


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This feat is required to add the bonuses for UDT.


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You can now throw your blade up to 30 ft


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Once per day, the character may surround himself with a shroud of divine energy, that grants SR12+Caster Level.


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The character gains 3/4 quarters concealment and all effects of a Shield spell, that lasts 1 round per caster level per day.


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The character can make an inspirational speech, bolstering them against fear and improving their combat abilities.


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The character chooses one component of his deity`s alignment, and casts spells of that alignment at +1 Caster Level.


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This value is added the the characters saves vs. Enchantment, Illusion, Necromancy, and any spells with the Shadow descriptor.


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The character adds this value to their Leadership score, which represents their vested interest in followers.


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The character may cast a spell as if it were Enlarged, without change in casting time or preparation. May be Used 1+Cha bonus times per day.


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The character can ward himself with Sanctuary (as the spell) once per day.


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The character may select one bonus feat from the Fighter list (besides Weapon Specialization).


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The character must select an additional prohibited school of magic.


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The character may transfer prepared spells on a one-for-one basis to others, as the spell.


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The character may use the Locate Creature spell once per day.


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Once per day, the character may add her Charisma bonus to her attack roll and 1 point of damage per Divine Champion level.


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The character can create runes with Additional Charges, that Activate when Read or Passed, the have Charges per Day, and that are Permanent.


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The character gains a +2 Divine bonus on saves vs. Glyphs, Runes, and Symbols.


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The character can be the focus of a Great Circle, allowing up to 9 assistants.


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The character can use a Quickened Greater Command once per day as a Sorcerer of his highest level.


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Once per day, the character can add a +2 Luck bonus to a single saving throw.


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The character can inscribe Thayan tattoos on qualified novices.


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Spelldancing is a means of increasing the effectiveness of a spell by performing a vigorous magical dance before casting


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The character adds this bonus to any Craft checks made to inscribe runes.


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Once per day, the character can channel divine energy, gaining +3 to Attack, Damage & Saves. And DR 5/- for a number of rounds equal to her Cha bonus.


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The character may select any metamagic feat instead of a special ability. (Select as a bonus feat from the feat screen.)


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The character gains a +4 bonus to the hierophant`s turning checks and turning damage rolls. This ability only affects undead, even if the hierophant can turn other creatures.


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On creatures of the same alignment as the character, any spell with the healing descriptor works as if under the effects of a Maximize Spell feat (without using a higher-level spell slot).


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The character can transfer one or more uses of transfer one or more of his druid class features to a willing creature for anywhere from 24 hours to one week.


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The character can transfer one or more uses of his turn (or rebuke) undead ability to a willing creature for anywhere from 24 hours to one week.


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Once per day you can enthrall targets with a special dance


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At each level you gain one of the blessings from table 3-5 on page 31 of MagFR


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You can coordinate with other dancing character to share some of the effort of casting spells with spelldancing


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You gain a single-function 50-charges device of any device power he knows


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You gain a AC bonus equal to your Cha bonus


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You can effect spells with a metamagic feat without preparing before hand


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You gain a free skill focus in Spellcraft or Knowledge (arcane)


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The character gains the skill focus feat.


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You gain the feat Extend spell without the downside


# info God

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The god of valor.  Alignment: lawful good.   Favored weapon: longsword.


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Make this selection if your character`s deity falls outside the D&D pantheon.


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A monstrous deity devoted to Duergar.  Alignment: lawful evil.  Favored weapon: warhammer.


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A monstrous deity devoted to Yuan-ti.  Alignment: chaotic evil.  Favored weapon: longsword.


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A monstrous deity devoted to evil sea creatures.  Alignment: neutral evil.  Favored weapon: quarterstaff.


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A giant deity devoted to Stone Giants.  Alignment: neutral.  Favored weapon: warhammer.


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A monstrous deity devoted to Lizardfolk.  Alignment: neutral.  Favored weapon: greatclub.


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The god of strength.  Alignment: chaotic good.  Favored weapon: greatsword.


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A monstrous deity devoted to Kobolds.  Alignment: lawful evil.  Favored weapon: halfspear.


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A monstrous deity devoted to Xill.  Alignment: lawful evil. Favored weapon:  short sword.


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The god of secrets.  Alignment: neutral evil.  Favored weapon: dagger.


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The god of the sun.  Alignment: neutral good.  Favored weapon: mace.


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A monstrous deity devoted to Water Naga.  Alignment: neutral.  Favored weapon: bite.


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A monstrous deity devoted to Drow.  Alignment: chaotic evil.  Favored weapon: whip.


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The god of tyranny.  Alignment: lawful evil.  Favored weapon: flail.


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A dragon deity devoted to all dragons in general.  Alignment: neutral evil.  Favored weapon: none.


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A monstrous deity, devoted to orcs.  Alignment: chaotic evil.  Favored weapon: spear.


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A giant deity devoted to Storm Giants and Cloud Giants.  Alignment: neutral good. Favored weapon: warhammer.


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A giant deity devoted to all giants in general, particularly female.  Alignment: neutral good.   Favored weapon: spear.


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The god of death.  Alignment: neutral evil.   Favored weapon: scythe.


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A giant deity devoted to Hill Giants, Ettins, and Ogres.  Alignment: chaotic evil.  Favored weapon: club.


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The goddess of death and magic. Alignment: lawful neutral. Favored weapon: dagger.


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A monstrous deity devoted to aquatic elves.  Alignment: chaotic good.  Favored weapon: trident.


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The god of slaughter, devoted to gnolls.  Alignment: chaotic evil.   Favored weapon: morningstar (with a blunt head).


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A dragon deity devoted to chaotic dragons.  Alignment: chaotic good.  Favored weapon: none.


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The god of elves. Alignment: chaotic good.  Favored weapon: longsword.


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A monstrous deity devoted to evil fire creatures. Alignment: neutral evil.  Favored weapon: spear.


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A giant deity devoted to Fire Giants.  Alignment: lawful evil.  Favored weapon: greatsword.


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The god of roads.  Alignment: neutral.   Favored weapon: quarterstaff.


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A dragon deity devoted to all dragons in general.  Alignment: neutral.  Favored weapon: none.


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The god of retribution.  Alignment:  lawful neutral.  Favored weapon: mace.


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The god of magic. Alignment: neutral.   Favored weapon: quarterstaff.


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A monstrous deity devoted to Centaurs.  Alignment: neutral good.  Favored weapon: spear.


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A monstrous deity devoted to goblins and hobgoblins.  Alignment: neutral evil.  Favored weapon: battleaxe.


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A giant deity devoted to all giants in general.  Alignment: neutral.   Favored weapon: unarmed strike.


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A monstrous deity devoted to Derro.  Alignment: chaotic evil.  Favored weapon: dagger (usually poisoned).


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A giant deity devoted to Frost Giants.  Alignment: chaotic evil.  Favored weapon:  greataxe


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A dragon deity devoted to evil dragons. Alignment: lawful evil. Favored weapon: claw.


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A monstrous deity devoted to Beholders. Alignment: chaotic evil. Favored weapon: bite.


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A dragon deity devoted good dragons.  Alignment: lawful good.  Favored weapon: claw.


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The god of gnomes.  Alignment: neutral good.  Favored weapon: battleaxe.


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A giant deity devoted to evil cloud giants.  Alignment: neutral evil.  Favored weapon: morningstar.


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A giant deity devoted to ogres. Alignment: chaotic evil. Favored weapon: greatclub.


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A giant deity devoted to good giants.  Alignment: neutral good.  Favored weapon:  unarmed strike.


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The god of dwarves.  Alignment: lawful good.   Favored weapon: warhammer.


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A monstrous deity devoted to Kuo-Toa.  Alignment: chaotic evil.  Favored weapon: pincer staff.


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A monstrous deity devoted to Locathah and Merfolk.  Alignment: neutral.  Favored weapon: spear.


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The god of rogues.  Alignment: chaotic neutral.  Favored weapon: rapier.


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A monstrous deity devoted to Svirfneblin.  Alignment: neutral.  Favored weapon: battleaxe.


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The god of nature. Alignment: neutral.  Favored weapon: quarterstaff.


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The goddess of the woodlands.  Alignment: neutral good.  Favored weapon: longsword.


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The goddess of halflings.  Alignment: lawful good.  Favored weapon: short sword.


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A monstrous deity devoted to Troglodytes.  Alignment: chaotic evil.  Favored weapon: javelin.


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A monstrous deity devoted to Sahuagin.  Alignment: lawful evil.  Favored weapon: trident.


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A monstrous deity devoted to Bugbears.  Alignment: chaotic evil.  Favored weapon: morningstar.


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Lesser god of Beasts & Strength. AL CN. Favored weapon: battleaxe(m). LGG 175


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Int. god of Power, Prestige, Money, Business, & Influence AL LN Favored weapon: dagger LGG 189


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Lesser god of Portals, Doors, Enclosures, Locks & Keys. AL CG. Favored weapon: dagger. LGG 169


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Int. God of Light, Resolution, Law, Order, Inflexibility, Sun & Moon AL LG. Favored weapon:quarterstaff LGG 179


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Lesser god of Stone, Metals, Mountains, & Guardianship. AL LN. Favored weapon: warhammer(m). LGG 171


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Demigod of Amphibians, Bigotry, & Self-Deception AL LN Favored weapon: glaive(m). LGG 187


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Lesser god of Mercy, Hope, & Benevolence AL NG Favored weapon:hand of Zodal (unarmed strike) LGG 189


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Demigod of Guardianship, Faithfulness, Dignity, & Duty. AL LG Favored weapon: falchion(m). LGG 165


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Greater goddess of the Oerth, Nature, & Rain Alignment: neutral. Favored weapon: club.  LGG 166


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Int. god of Time, Tedium, Patience, & Study. AL N. Favored weapon: greatsword(m) LGG 174


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Lesser god of Nature, Beauty, & Farming AL CG. Favored weapon: scimitar. LGG 179


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Lesser god of Air, Wind, Clouds, Birds, & Archery AL CG. Favored weapon: longbow. LGG 179


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Lesser goddess of Summer, South Wind, Ease, & Comfort AL CG Favored weapon: net LGG 183


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Lesser goddess of Lakes, Rivers, Wells, & Streams. AL N. Favored weapon: shortspear. LGG 171


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Int. god of Stars, Space, & Wanderers. AL N. Favored weapon: shortspear. LGG 168


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Lesser god of Xvarts, Rats, Wererats, & Bats AL CE  Favored weapon: dagger LGG 182


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Lesser god of Lies, Deceit, Treachery, & False Promises AL NE Favored weapon: dagger LGG 183


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Demigod of Deceit, Pain, Oppression & Evil. AL CE. Favored weapon: greatsword(m). LGG 173


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Demigod of Protection, Justice, & Valor. AL LG. Favored weapon: bastard sword. LGG 175


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A deity involved with the manipulation of cosmic forces to bring about vast destruction. Favored Weapon: Curved Dagger.


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Demigoddess of Chance, Good Luck, & Skill Al CN Favored weapon: rapier. LGG 182


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Lesser god of Metal, Mines, & Smiths AL N. Favored weapon: warhammer(m). LGG 167


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Lesser goddess of Insects & Industriousness. AL N. Favored weapon: dagger. LGG 168


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Lesser goddess of Poetry, Prose, Literature, & Art. AL CG. Favored weapon: shortspear, rapier(m). LGG 175


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Int. god of Chance, Ill Luck, Misfortune, & Insanity AL CN. Weapons: quarterstaff. LGG 181


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Demigod of Physical & Mental Mastery AL N Favored weapon: fist of Zuoken. LGG 190


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Int. god of Seas, Sea Life, Salt, Sea Weather, & Navigation AL CN Favored weapon: trident. LGG 180


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Demigoddess of Farming, Agriculture, & Home AL LG.  Favored weapon: sickle. LGG 176


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Lesser god of Ethics & Propriety. AL LN. Favored weapon: shortspear. LGG 165.


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Lesser goddess of Spring, East Wind, & Renewal AL NG. Favored weapon: sling LGG 165


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Lesser god of Trade, Negotiation, Ventures, Appraisal, & Reciprocity. AL N. Weapons: dagger. LGG 176


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Lesser goddess of Autumn, West Wind, Harvest, & Brewing AL CG Favored weapon: club LGG 187


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Greater goddess of Fate, Destiny, Divination, Future, & Honesty. AL N. Favored weapon: web of Istus. LGG 172


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Demigod of Music & Magical Songs AL CG Favored weapon: longsword LGG 188


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Lesser god of Luck, Gambling, & Risks AL CN.  Favored weapon: dagger LGG 177


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Lesser goddess of Twilight, Shadows, Stealth, & Mental Power AL N Favored weapon: falchion(m). LGG 188


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Lesser god of the Sea, Sailing, Money, & Business AL N Favored weapon: trident. LGG 188


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Lesser goddess of Love, Romance, & Beauty AL NG.  Favored weapon: shortbow. LGG 177


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Lesser god of Reason, Intellect, & Study. AL LG. Favored weapon: dart. LGG 169


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Lesser goddess of Home, Family, & Agriculture AL NG. Favored weapon: sickle. LGG 167


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Demigod of Humor, Eccentricity, Occult Lore, & Unpredictability AL CN Favored weapon: club LGG 188


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Lesser goddess of Sea Voyages, Ships, & Sailors AL LN. Weapons: trident. LGG 178


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Int. goddess of Hills, Mountains, & Gemstones AL LG Favored weapon: warhammer LGG 185


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Lesser goddess of Malice, Caves, & Pits AL CE. Weapon: claws of Beltar (unarmed strike or spiked gauntlet). LGG 166


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Lesser god of Northern Barbarians, Cold, Winter, & Arctic Beats AL CN Favored weapon: battleaxe(m) LGG 185


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Lesser goddess of Music, Knowledge, & Daylight. AL NG. Favored weapon: shaft of light(shortspear). LGG 175


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Int. God of Individuality, Liberty, Retribution, Self Defense  AL CG Favored weapon: shortspear LGG 185


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Greater god of Peace, Reason, & Serenity AL LG. Favored weapon: light mace. LGG 181


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Lesser goddess of Fire, Volcanoes, Wrath, Anger, & Quarrels. AL N. Favored weapon: quarterstaff. LGG 173


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Lesser god of Jealousy, Revenge, & Theft. AL N. Favored weapon: quarterstaff. LGG 174


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Lesser god of Time, Infinity, & Continuity. AL LN. Favored weapon: sling. LGG 168


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Lesser god of Sky & Weather AL N Favored weapon: shortspear LGG 186


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Lesser orc deity.  Alignment:  Neutral Evil.  Favored Weapon:  Longsword.


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Intermediate diety.  Alignment:  Lawful Good.  Favored Weapon:  Light flail or heavy flail.


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The Lady of Mysteries, the Mother of all Magic.  Alignment:  Lawful Neutral.  Favored Weapon:  Shuriken.


HelpText:
Lesser deity.  Alignment:  Neutral Good.  Favored Weapon:  Net


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The High One, Patron of Mages, Lord of Spells.  Alignment: Lawful Neutral.  Favored Weapon: Quarterstaff


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Intermediate elven deity.  Alignment:  Chaotic Good.  Favored Weapon:  Quarterstaff.


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Independent gnome deity.  Alignment:  Neutral Good.  Favored Weapon:  halfspear


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The Black Lord, the Black Hand, the Lord of Darkness.  Alignment: Lawful Evil.  Favored Weapon:  Morningstar


HelpText:
Lesser deity.  Alignment:  Lawful Evil.  Favored Weapon:  Scourge.


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Demigod.  Alignment:  Neutral Evil.  Favored Weapon:  Longspear, shortspear, or halfspear.


HelpText:
Intermediate gnome deity.  Alignment:  Neutral Good.  Favored Weapon:  Warhammer.


HelpText:
Intermediate elven deity.  Alignment:  Chaotic Good.  Favored Weapon:  Trident.


HelpText:
Greater elven god.  Alignment: Chaotic Good.  Favored Weapon:  Longspear or shortspear


HelpText:
Lesser orc deity.  Alignment:  Chaotic Evil.  Favored Weapon:  Spiked Gauntlet.


HelpText:
Lesser gnome deity.  Alignment:  Neutral Good.  Favored Weapon:  Dagger


HelpText:
Intermediate dwarven deity.  Alignment: Neural.  Favored Weapon:  Maul


HelpText:
Lesser orc deity.  Alignment:  Neutral Evil.  Favored Weapon:  Claw Bracer.


HelpText:
The Lord of Flames, the Firelord.  Alignment: Lawful Neutral.  Favored Weapon:  Spiked Chain.


HelpText:
Dwarven intermediate deity.  Alignment:  Neutral Evil.  Favored Weapon:  Dagger


HelpText:
Duergar demigod.  Alignment:  Lawful Evil.  Favored Weapon:  Battleaxe


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Lady Luck, the Lady Who Smiles, Our Smiling Lady.  Alignment:  Chaotic Good.  Favored Weapon:  Shuriken.


HelpText:
Lesser dwarven deity.  Alignment:  Chaotic Good.  Favored Weapon:  Spiked Gauntlet.


HelpText:
Greater halfling deity.  Alignment:  Lawful Good.  Favored Weapon:  Short Sword.


HelpText:
Intermediate deity.  Alignment:  Chaotic Evil.  Favored Weapon:  Scourge


HelpText:
Lesser drow deity.  Alignment:  Chaotic Evil.  Favored Weapon:  Short Sword.


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Demigod.  Alignment:  Lawful Neutral.  Favored Weapon:  Javelin.


HelpText:
Intermediate dwarven deity.  Alignment:  Lawful Good.  Favored Weapon:   Battleaxe.


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Greater deity.  Alignment:  Neutral.  Favored Weapon:  Warhammer.


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Elven demigod.  Alignment:  Chaotic Neutral.  Favored Weapon:  Longbow.


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The Lord of Knowledge, Binder of What is Known.  Alignment:  Neutral.  Favored Weapon:  Longsword.


HelpText:
Intermediate halfling deity.  Alignment:  Lawful good.  Favored weapon:  short sword.


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Demigod.  Alignment:  Lawful Neutral.  Favored Weapon:  Light Mace.


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Demigod.  Alignment:  Lawful Neutral.  Favored Weapon:  Longspear or shortspear.


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Rider of the Winds, the Helping Hand.  Alignment:  Chaotic Neutral.  Favored Weapon:  Greatsword.


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Greater elven deity.  Alignment:  Chaotic Good.  Favored Weapon:  Longsword.


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Greater deity.  Alignment:  Neutral.  Favored Weapon:  Heavy Pick.


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Demigod.  Alignment:  Chaotic Neutral.  Favored Weapon:  Longsword.


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Demigod.  Alignment:  Chaotic Neutral.  Favored Weapon:  Bastard Sword.


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Lesser deity.  Alignment:  Neutral.  Favored Weapon:  Quarterstaff.


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Lesser deity.  Alignment:  Chaotic Evil.  Favored Weapon:  Unarmed Strike.


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Demigod.  Alignment:  Lawful Neutral.  Favored Weapon:  Dagger.


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Our Lady of the Forest, the Forest Queen.  Alignment:  Neutral Good.  Favored Weapon:  Scimitar.


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Our lady of Silver, the Moonmaiden.  Alignment:  Chaotic Good.  Favored Weapon:  Heavy Mace.


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Drow demigod.  Alignment:  Chaotic Evil.  Favored Weapon:  Dagger.


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The Beastlord, the Black-Blooded Pard.  Alignment:  Chaotic Evil.  Favored Weapon:  Claw Bracer.


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Lesser deity.  Alignment:  Chaotic Good.  Favored Weapon:  Falchion


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The devourer.  Alignment: neutral.  Favored weapon:  greataxe


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Goddess of love and fertility.  Alignment: neutral good.  Favored weapon:  longsword


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Deity of wine, mirth, and madness..  Alignment: chaotic neutral.  Favored weapon:  quarterstaff


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God of luck and protector of women in childbirth.  Alignment: chaotic neutral.  Favored weapon:  short sword


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A radiant being suffused with positive energy.  Alignment: neutral good.  Favored weapon:  greataxe


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God of crafts, knowledge, secrets, and travel.  Alignment: lawful neutral.  Favored weapon:  mace


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God of beauty.  Alignment: neutral good.  Favored weapon:  greatsword


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Deity of music and dance.  Alignment: neutral good.  Favored weapon:  longsword


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The king of the gods.  Alignment: chaotic good.  Favored weapon:  shortspear, halfspear


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Ruler of the Pharaonic pantheon.  Alignment: lawful good.  Favored weapon:  khopesh


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God of magic and fertility.  Alignment: neutral good.  Favored weapon:  quarterstaff


HelpText:
What is divine must be purely good and perfect in every way.  Alignment: neutral good.  Favored weapon:  quarterstaff


HelpText:
Deity of protection, chaos, destruction, strength, and war.  Alignment: chaotic good.  Favored weapon:  tiger claws


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God of the sea and winds.  Alignment: neutral good.  Favored weapon:  longspear


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Deity of travelers.  Alignment: chaotic good.  Favored weapon:  staff


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God of scribes, sages, libraries, and knowledge.  Alignment: neutral.  Favored weapon:  quarterstaff


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Deity of crafts and medicine.  Alignment: neutral good.  Favored weapon:  quarterstaff


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God of blacksmithing, fire, and crafts.  Alignment: neutral good.  Favored weapon:  warhammer


HelpText:
Deity of romantic love.  Alignment: chaotic good.  Favored weapon:  dagger


HelpText:
Goddess of death and the underworld.  Alignment: neutral evil.  Favored weapon:  longsword


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Enemy of the gods.  Alignment: neutral evil.  Favored weapon:  heavy pick


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Goddess of the atmosphere, queen of the gods.  Alignment: neutral.  Favored weapon:  natural weapons


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God of the sun.  Alignment: chaotic good.  Favored weapon:  bastard sword


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Goddess of excellence and skill in battle.  Alignment: chaotic good.  Favored weapon:  longsword


HelpText:
Guide of souls of dead mortals.  Alignment: lawful neutral.  Favored weapon:  mace


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Misshapen son of Set and Nephthys.  Alignment: lawful evil.  Favored weapon:  shortspear


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Greater god of Plagues, Sickness, Famine, Nightmares, & Disasters. AL NE Weapons: quarterstaff LGG 172


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Lesser god of Hills & Mountains. Alignment: lawful good. Favored weapon: warhammer(m). LGG 173


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Lesser god of Fire, Poison, & Murder AL NE. Favored weapon: longsword. LGG 181


HelpText:
Lesser god of Winter, Cold and North Wind Al CN Favored weapon: shortspear. LGG 184


HelpText:
Int. goddess of Mysticism,Dreams,Far Journeys,Death,Full Moon & Transcendence AL CG Favored weapon:quarterstaff LGG 183


HelpText:
The creator and protector of the desmodu race.


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The god of tyranny and hatred.  Alignment: lawful evil.


HelpText:
An "aspect" of Tharizdun, the Dark God.  All clerics of this deity are insane.


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A dark creature composed of negative energy.  Alignment: neutral evil.  Favored weapon:  greataxe


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Deity of moon, magic, and plenty.  Alignment: neutral evil.  Favored weapon:  dagger


HelpText:
God of sunlight and Elves.  Alignment: neutral good.  Favored weapon:  greatsword


HelpText:
Deity of agriculture.  Alignment: neutral.  Favored weapon:  shortspear, halfspear


HelpText:
God of mischief.  Alignment: chaotic evil.  Favored weapon:  dagger


HelpText:
God of life and death.  Alignment: lawful good.  Favored weapon:  flail


HelpText:
Messenger of the gods.  Alignment: chaotic neutral.  Favored weapon:  rapier


HelpText:
God of the Oceans.  Alignment: neutral evil.  Favored weapon:  greatclub


HelpText:
God of death and wealth.  Alignment: neutral evil.  Favored weapon:  longsword


HelpText:
The bright god.  Alignment: lawful good.  Favored weapon:  longsword


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The maker.  Alignment: neutral.  Favored weapon:  greataxe


HelpText:
An earth mother deity of dwarven origin.  Alignment: chaotic good.  Favored weapon:  greataxe


HelpText:
God of courage and strategy.  Alignment: lawful neutral.  Favored weapon:  longsword


HelpText:
God of justice, peacemaker.  Alignment: neutral.  Favored weapon:  longsword


HelpText:
Deity of hunting.  Alignment: neutral good.  Favored weapon:  short sword


HelpText:
Personification of the spirit of victory.  Alignment: lawful neutral.  Favored weapon:  light mace


HelpText:
God of hunting.  Alignment: chaotic neutral.  Favored weapon:  longbow


HelpText:
Queen of the Olympian deities.  Alignment: neutral.  Favored weapon:  light mace


HelpText:
God of music.  Alignment: chaotic good.  Favored weapon:  composite longbow


HelpText:
Goddess of Mountains, Snowshoe Goddess.  Alignment: neutral.  Favored weapon:  greataxe


HelpText:
God of darkness.  Alignment: chaotic evil.  Favored weapon:  spear


HelpText:
God of the sea.  Alignment: chaotic neutral.  Favored weapon:  trident


HelpText:
Deity of home and hearth.  Alignment: neural good.  Favored weapon:  dagger


HelpText:
Deity of noble combat.  Alignment: lawful good.  Favored weapon:  shortspear


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God of thunder.  Alignment: chaotic good.  Favored weapon:  warhammer


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Wild god of nature.  Alignment: chaotic neutral.  Favored weapon:  unarmed strike


HelpText:
God of strength.  Alignment: chaotic good.  Favored weapon:  greatclub


HelpText:
Deity of good luck.  Alignment: neutral.  Favored weapon:  short sword


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All-Father.  Alignment: neutral good.  Favored weapon:  shortspear


HelpText:
God of mourning, death and grief.  Alignment: chaotic good.  Favored weapon:  mace


HelpText:
God of strife.  Alignment: chaotic evil.  Favored weapon:  halfspear


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She is selfish, cruel, and domineering, and so are most of her followers. Alignment: lawful evil. Favored weapon: whip


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God of the evil depths, master of the last gasping breath. Alignment: neutral evil. Favored weapon: trident


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Not a single god, but an entity composed of at least six beings. Alignment: neutral evil. Favored weapon: short sword


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A monstrous entity of savage lust and wanton destruction. Alignment: chaotic evil. Favored weapon: greatclub


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The Dark Watcher, destroying or consuming everything in its path. Alignment: neutral evil. Favored weapon: flail


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The Razor God is a diety of murder, torture and psychotic behavior. Alignment: chaotic evil. Favored weapon: shortsword


HelpText:
Thee 88th layer of the Abyss, called the Brine Flats or the Gaping Maw, is home to the duel entity known Demogorgon.


HelpText:
One of the most powerful Demon in the Abyss, Graz`zt is lord of three layers of that plane.


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Juiblex, Known as the Faceless Lord, is a loathsome demon of slim and ooze.


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Orcus is a massive, bloated demon prince---bloated on spite, bile, and contempt.


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Yeenoghu is very powerful, but not in the same league as Demogorgon or Orcus.


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Bel is one of the newer lords of the Nine Hells, currently the ruler of Avernus, the first layer.


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Dispater is the Iron Duke --- the lord of the Iron City of Dis. His home is the Iron Tower, an impregnable fortress.


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Mammon, the lord of hells third layer, has long been a power-hungry schemer.


HelpText:
The Lady Fierna rules the fourth layer known as Phlegethos.Most devils know that Belial, her father really runs things.


HelpText:
Prince Levistus is an ancient being. He has ruled the fifth layer of hell, Stygia, for eons.


HelpText:
The Hag Countess was the lover of the previous ruler of the sixth layer, Moloch.


HelpText:
One of the mightiest of Archdevils, he is known as Lord of the Flies, Lord of Lies, the Fallen One, the slug Archduke.


HelpText:
Mephistopheles is an archdevil who has long held a great deal of power in hell.


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Demigod.  Alignment:  Chaotic Good.  Favored Weapon:  Cutlass.


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Queen of Spiders, Queen of the Demonweb Pits.  Alignment:  Chaotic Evil.  Favored Weapon:  Dagger.


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The Destroyer, the Storm Lord.  Alignment:  Chaotic Evil.  Favored Weapon:  Longspear, shortspear, or halfspear.


HelpText:
Asmodeus the Archfiend, the overlord of all the dukes of hell, commands all devilkind and master of the Nine Hells.


HelpText:
Lesser halfling deity.  Alignment:  Neutral.  Favored Weapon:  Dagger.


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The Even-handed, the Maimed God, the Just God.  Alignment:  Lawful Good.  Favored Weapon:  longsword.


HelpText:
The Crying God, the Broken God.  Alignment:  Lawful Good.  Favored Weapon:  unarmed strike.


HelpText:
Lesser drow deity.  Alignment:  Chaotic Evil.  Favored Weapon:  Warhammer.


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Firehair, Lady Firehair.  Alignment:  Chaotic Good.  Favored Weapon:  Whip.


HelpText:
Intermediate halfling deity.  Alignment:  Lawful Good.  Favored Weapon:  Club


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Father of the Uthgardt, Battle Father.  Alignment:  Chaotic Neutral.  Favored Weapon:  Battleaxe.


HelpText:
Greater deity.  Alignment:  Lawful Good.  Favored Weapon:  Khopesh.


HelpText:
Lesser Deity.  Alignment:  Neutral Good.  Favored Weapon:  Short Sword.


HelpText:
Intermediate deity.  Alignment:  Neutral Good.  Favored Weapon:  Punching Dagger.


HelpText:
Intermediate dwarven deity.  Alignment:  Neutral.  Favored Weapon:  Longsword.


HelpText:
Lesser deity.  Alignment:  Neutral Good.  Favored Weapon:  Rapier.


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Demigod.  Alignment:  Chaotic Good.  Favored Weapon:  Claw Bracer.


HelpText:
Intermediate elven deity.  Alignment:  Chaotic Good.  Favored Weapon:  Dagger.


HelpText:
Lesser dwarven deity.  Alignment:  Chaotic Good.  Favored Weapon:  Whip.


HelpText:
Lesser orc deity.  Alignment:  Chaotic Evil.  Favored Weapon:  Short sword.


HelpText:
The Great Mother, the Grain Goddess, Earthmother.  Alignment: Neutral Good.  Favored weapon: scythe.


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Oak Father, the Forest Father, Treefather.  Alignment:  Neutral.  Favored Weapon:  Maul.


HelpText:
Intermediate elven deity.  Alignment:  Chaotic Neutral.  Favored Weapon:  Short Sword.


HelpText:
Lesser elven deity.  Alignment:  Chaotic Neutral.  Favored Weapon:  Dagger.


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Demigod.  Alignment:  Lawful Evil.  Favored Weapon:  Scythe.


HelpText:
The Morninglord.  Alignment:  Neutral Good.  Favored Weapon:  Light or Heavy Mace.


HelpText:
Lord of the Dead, Judge of the Damned.  Alignment:  Lawful Neutral.  Favored Weapon:  Bastard Sword.


HelpText:
Demigod.  Alignment:  Neutral Evil.  Favored Weapon:  Quarterstaff.


HelpText:
Intermediate god of battle, success, athletes, warriors. Alignment: chaotic neutral. Favored weapon: battleaxe. (GW87)


HelpText:
Intermediate god of laws, order, structure. Alignment: lawful neutral. Favored weapon: longsword. (GW80)


HelpText:
Intermediate god of skill, planning, magic. Alignment: lawful neutral. Favored weapon: light flail. (GW88)


HelpText:
Lesser god of death, guarding and protecting souls, ghosts. Alignment: neutral good. Favored weapon: short sword. (GW80)


HelpText:
Intermediate god of travelers, roads. Alignment: chaotic good. Favored weapon: halfspear. (GW88)


HelpText:
Greater god of nature, wood. Alignment: neutral. Favored weapon: quarterstaff. (GW83)


HelpText:
Greater god of growth, life, animals. Alignment: neutral good. Favored weapon: quarterstaff. (GW82)


HelpText:
Intermediate god of fire, sorcerers, magic. Alignment: neutral. Favored weapon: dagger. (GW84)


HelpText:
Lesser god of necromancy, torture, pain, undeath. Alignment: chaotic evil. Favored weapon: mace. (GW85)


HelpText:
Lesser god of truth, righteousness, honor. Alignment: lawful good. Favored weapon: warhammer. (GW82)


HelpText:
Lesser god of death, endings, finality. Alignment: lawful neutral. Favored weapon: scimitar. (GW81)


HelpText:
Lesser god of bad luck, inevitability, oppression. Alignment: lawful evil. Favored weapon: greataxe. (GW86)


HelpText:
Demigod of plague, stench, vermin. Alignment: neutral evil. Favored weapon: spiked gauntlet. (GW84)


HelpText:
Lesser god of creativity, water. Alignment: chaotic good. Favored weapon: trident. (GW86)


HelpText:
Intermediate elven deity.  Alignment: Chaotic Good.  Favored Weapon:  Quarterstaff.


HelpText:
The Watcher, the Vigilant One.  Alignment:  Lawful Neutral.  Favored Weapon:  Bastard Sword.


HelpText:
Lesser dwarven deity.  Alignment:  Lawful Good.  Favored Weapon:  Battleaxe.


HelpText:
Prince of Lies, the Dark Sun, the Black Sun.  Alignment: Chaotic Evil.  Favored Weapon: Longsword


HelpText:
Greater orc deity.  Alignment:  Chaotic Evil.  Favored Weapon:  Longspear or shortspear


HelpText:
Elven intermediate goddess.  Alignment:  Chaotic Good.  Favored Weapon: Quarterstaff


HelpText:
Greater dwarven deity.  Alignment:  Lawful good.  Favored Weapon:  Warhammer.


HelpText:
Drow demigod.  Alignment: Chaotic Evil.  Favored Weapon:  Heavy Mace.


HelpText:
Master of all Thieves, Lord of the Shadows.  Alignment:  Neutral Evil.  Favored Weapon:  Longsword.


HelpText:
Lesser Deity.  Alignment:  Lawful Evil.  Favored Weapon:  Heavy Pick.


HelpText:
Demigod.  Alignment:  Lawful Neutral.  Favored Weapon:  Longsword.


HelpText:
Halfling demigod.  Alignment:  Lawful neutral.  Favored Weapon:  Any flail.


HelpText:
Intermediate gnome deity.  Alignment:  Neutral.  Favored Weapon:  Battleaxe.


HelpText:
The True, the True Deity, the Loyal Fury.  Alignment:  Lawful Good.  Favored Weapon:  Greatsword.


HelpText:
Intermediate duergar deity.  Alignment:  Lawful Evil.  Favored Weapon:  Warhammer.


HelpText:
Lesser orc deity.  Alignment:  Neutral Evil.  Favored Weapon:  Unarmed Strike.


HelpText:
Demigod.  Alignment:  Lawful Evil.  Favored Weapon:  Dagger or throwing dagger.


HelpText:
Intermediate halfling deity.  Alignment: Neutral.  Favored Weapon:  Sickle.


HelpText:
Lesser deity.  Alignment:  Chaotic Good.  Favored Weapon:  Shuriken.


HelpText:
The Bitch Queen, Queen of the Deeps.  Alignment:  Chaotic Evil.  Favored Weapon:  Trident.


HelpText:
Intermediate gnome deity. Alignment:  Neutral Good.  Favored Weapon:  Heavy Mace.


HelpText:
Lesser dwarven deity.  Alignment:  Chaotic Good.  Favored Weapon:  Short Sword.


HelpText:
Demigod.  Alignment:  Chaotic Neutral.  Favored Weapon:  Greatsword.


HelpText:
Intermediate dwarven deity.  Alignment:  Lawful good. Favored Weapon: Heavy mace.


HelpText:
Intermediate deity.  Alignment:  Neutral.  Favored Weapon:  Quarterstaff.


HelpText:
Demigod.  Alignment:  Neutral Good.  Favored Weapon:  Quarterstaff.


HelpText:
Lesser gnome deity.  Alignment:  Lawful Good.  Favored Weapon:  Warhammer.


HelpText:
Demigod.  Alignment:  Chaotic Good.  Favored Weapon:  Shortspear.


HelpText:
Greater gnome deity.  Alignment:  Lawful Good.  Favored Weapon:  Battleaxe.


HelpText:
Intermediate elven diety.  Alignment:  Chaotic Good.  Favored Weapon:  Longbow.


HelpText:
Mistress of the Night, Lady of Loss, Dark Goddess.  Alignment:  Neutral Evil.  Favored Weapon:  Chakram.


HelpText:
Lesser deity.  Alignment:  Neutral Good.  Favored Weapon:  Dagger.


HelpText:
Wonderbringer, Lord of all Smiths.  Alignment: Neutral.  Favored Weapon: Warhammer


HelpText:
Intermediate gnome deity.  Alignment:  Chaotic Evil.  Favored Weapon:  Claw bracer.


HelpText:
Intermediate deity.  Alignment:  Chaotic Good.  Favored Weapon:  Whip.


HelpText:
Greater deity.  Alignment:  Neutral.  Favored Weapon: Heavy Flail.


HelpText:
Dwarven demigod.  Alignment:  Chaotic Good.  Favored Weapon:  Greatsword.


HelpText:
The Dark Maiden, Lady of the Dance.  Alignment: Chaotic Good.  Favored Weapon:  Bastard Sword


HelpText:
Lesser deity.  Alignment:  Neutral Evil.  Favored Weapon:  battleaxe


HelpText:
Lord of Battles, Foehammer.  Alignment:  Chaotic Neutral. Favored Weapon:  Battleaxe.


HelpText:
Demigod.  Alignment:  Lawful Good.  Favored Weapon:  Heavy Pick.


HelpText:
Intermediate deity.  Alignment:  Lawful Evil.  Favored Weapon:  Longspear, shortspear, or halfspear.


HelpText:
Lesser dwarven deity.  Alignment:  Neutral Good.  Favored Weapon:  Heavy mace.


HelpText:
Merchant`s Friend.  Alignment:  Neutral.  Favored Weapon:  Nunchaku.


# info Goods

HelpText:
Medium-size dog trained to carry small humanoid rider. Brave in combat like a warhorse.


HelpText:
Quiver of bolts. If used as melee weapons, bolts do 1d4 points of damage.


HelpText:
A place on the floor and a blanket if the innkeeper likes you.


HelpText:
Wool coat and cap, linen shirt, heavy cloak, thick pants or skirt, and boots.


HelpText:
A loaf of relatively coarse wheat bread.


HelpText:
Boots, a wool skirt or breeches, sturdy belt, a shirt, vest or jacket, and hooded cloak.


HelpText:
This substance grants a +5 alchemical bonus to Fort saves for one hour.


HelpText:
Best all-around work animal and mount in common use. Hard to control in combat.


HelpText:
Prisoner can get free with a Escape Artist DC 25, or Strength check at DC 26.


HelpText:
Artisan`s tools for Craft: Bowmaking.  -2 to the craft skill without these tools.  +2 to the craft skill with masterworked tools.


HelpText:
Any of a variety of cheeses wrapped in wax or cloth.


HelpText:
A small balance, pans and assortment of weights. +2 to some Appraise checks.


HelpText:
Opened with a large, bulky key. Can pick with Open Lock skill check at DC 30.


HelpText:
This gold-tipped iron rod glows brightly when struck. It illuminates a 30-foot radius for six hours.


HelpText:
A small private room with one bed, some amenities, and a chamber pot.


HelpText:
Horse trained for battle and easily controlled in combat.


HelpText:
Handy for looking around corners, signaling, avoiding gaze attacks, etc.


HelpText:
Standard gear for horses, ponies, mules and donkeys.


HelpText:
Two-wheeled vehicle drawn by a single horse (or other beast of burden). Comes with harness.


HelpText:
Illuminates a cone 60-feet long and 20-feet wide. Burns six hours on pint of oil.


HelpText:
A nice joint of venison or slab of bacon.


HelpText:
A leather pouch with a narrow neck that is used for holding water.


HelpText:
You can use a pole to test the ground ahead, prod at suspected traps, etc.


HelpText:
-2 to Disable Device and Open Lock skills without these tools.  +2 to the skills with masterworked tools.


HelpText:
A ceramic, glass, or metal vial fitted with a tight stopper. Holds one ounce.


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Artisan`s tools for Craft: Blacksmith and Metalworking.  -2 to the craft skill without these tools.  +2 to the craft skill with masterworked tools.


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Basic ceramic jug fitted with a stopper.  Holds one gallon of liquid.


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Artisan`s tools for Craft: Leatherworking.  -2 to the craft skill without these tools.  +2 to the craft skill with masterworked tools.


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One handed with an iron head. Useful for pounding pitons into a wall.


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Opened with a large, bulky key. Can pick with Open Lock skill check at DC 25.


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Explorer`s outfit: Sturdy boots, leather breaches or skirt, shirt, belt, gloves, and cloak, etc.


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Popular instruments include: fifes, recorders, lutes, mandolins, etc. Masterwork version adds +2 to perform checks.


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Used by clerics as the focus for their spells and turning undead.


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A cow, either dairy or beef, old enough for market.


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Goat hide or sheepskin prepared for writing.


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Might include bread, chicken stew, carrots and watered-down ale or wine.


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Illuminates 15-foot radius and burns for six hours on a pint of oil. Spills easily.


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Artisan`s tools for Craft: Metalworking.  -2 to the craft skill without these tools.  +2 to the craft skill with masterworked tools.


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Loose shirt and baggy breeches or loose shirt and skirt or overdress, cloth shoes.


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Artisan`s tools for Craft: Bookbinding.  -2 to the craft skill without these tools.  +2 to the craft skill with masterworked tools.


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Fits an unusual mount. +2 to Ride checks related to staying in saddle.


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Holds as much gear and supplies as the mount can carry. Cannot hold a rider.


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Leather pouch of lead spheres.  Much heavier than stones of the same size.


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This treated stick creates enough smoke to fill a 10-foot cube in one round when ignited.


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Jack-shaped objects with spiked ends. Scatter on ground to slow or injure opponents.


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Bedding and a blanket thin enough to be rolled together and tied.


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Robe, belt, cap, soft shoes, and possibly a cloak.


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Simple lens that is a useful substitute for flint and steel when starting fires. +2 to some Appraise checks.


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A two-handed, iron-headed hammer that is good for smashing treasure chests.


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Artisan`s tools for Craft: Sculpting.  -2 to the craft skill without these tools.  +2 to the craft skill with masterworked tools.


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Has 4 hp and can be burst with a Strength check at DC 24. Adds +2 to Rope Use.


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Sturdy leather bags that fit on a riding animal.


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Can hurt some creatures that resist damage from normal weapons, like werewolves.


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Small compared to the military version, this is a tool designed for tight spaces.


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Cheap, unspiced wine in a stoppered ceramic jug.


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Opened with a large, bulky key. Can pick with Open Lock skill check at DC 40.


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One of the best pack animals available. Second only to the donkey.


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Large and bulky clock accurate to within half an hour per day since it was last set.


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A capped leather or tin tube for holding rolled pieces of parchment or paper.


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A ceramic, glass, or metal container fitted with a tight stopper.  Holds one pint.


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Ostentatious clothing adorned with gems, gold, silk and fur in abundance.


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Designed to be showy and expensive. Should be worn with signet ring and jewelry.


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Standard riding saddle that supports one rider.


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Artisan`s tools for Craft: Weaponsmithing.  -2 to the craft skill without these tools.  +2 to the craft skill with masterworked tools.


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Flashy clothes for entertaining. Practical design lets you tumble, dance, etc.


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Case of bolts rigged for loading into a repeating crossbow.


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Artisan`s tools for Craft: Shipmaking.  -2 to the craft skill without these tools.  +2 to the craft skill with masterworked tools.


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Illuminates a 15-foot radius and burns for one hour.


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Artisan`s tools for Craft: Calligraphy.  -2 to the craft skill without these tools.  +2 to the craft skill with masterworked tools.


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Artisan`s tools for Craft: Carpentry.  -2 to the craft skill without these tools.  +2 to the craft skill with masterworked tools.


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Compact, dry, high-energy foods suitable for travel.


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Four-wheeled open vehicle for transporting heavy loads. Generally drawn by two horses.


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Watertight belt pouch containing all common spell components.


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A leather pack carried on the back, typically with straps to secure it.


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Has 2 hp and can be burst with a Strength check at DC 23.


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A small, treated wooden stick that ignites when struck against a rough surface.


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Artisan`s tools for Craft: Painting.  -2 to the craft skill without these tools.  +2 to the craft skill with masterworked tools.


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Has a hardness rating of 10 and five hp.  Can be burst with a Str check at DC26.


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A white sheet of paper made from cloth fibers.


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Wooden stick with a special tip that draws from a vial and can then be used for writing.


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Artisan`s tools for Craft: Woodcarving.  -2 to the craft skill without these tools.  +2 to the craft skill with masterworked tools.


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A 25 sq. ft. net woven of tough hemp twine.


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A leather pouch that straps to your belt.


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Herbs, salves, bandages, etc.  You get a +2 bonus to Heal checks.


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Wagon on runners for moving on snow or ice. Generally drawn by two horses.


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Artisan`s tools for Craft: Cobbling.  -2 to the craft skill without these tools.  +2 to the craft skill with masterworked tools.


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A drawstring sack made of burlap or similar material.


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Clearly illuminates a five-foot radius and burns for one hour.


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Might include bread, baked turnips, onions, and water.


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Alchemical equipment, chemicals and substances. +2 bonus to Alchemy skill checks.


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A boisterous meal with entertainment and many courses.


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Large, leatherbound book that serves as a wizard`s reference.


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Sandals, loose breeches, loose shirt, all bound together with sashes.


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A small basket woven from straw or wicker.


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Used by druids as the divine focus for their spells.


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Opened with a large, bulky key. Can pick with Open Lock skill check at DC 20.


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Fancy, tailored clothes in current fashion. Should be worn with jewelry.


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A small, hammered steel needle complete with eye.


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Might include bread and pastries, beef, peas, and ale or wine.


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A rope and pulley system that makes lifting heavy objects easier.


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Fits an unusual mount, such as a pegasus.


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Artisan`s tools for Craft: Stonecarving -2 to the craft skill without these tools.  +2 to the craft skill with masterworked tools.


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Saddle that braces you in place. +2 to Ride checks related to staying in saddle.


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Artisan`s tools for Craft: Stonemasonry and Stonecarving.  -2 to the craft skill without these tools.  +2 to the craft skill with masterworked tools.


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A quiver of arrows. If used as melee weapons, arrows inflict 1d4 points of damage.


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Button shirt, skirt or pants, shoes, cap and perhaps tool belt or apron.


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A pound bag of dark, pungent tea leaves.


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A portable timepiece constructed of brass and a blown glass sand chamber.


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Artisan`s tools for Craft: Weaving.  -2 to the craft skill without these tools.  +2 to the craft skill with masterworked tools.


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A piece of rough stone used for sharpening blades.


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Artisan`s tools for Craft: Locksmith.  -2 to the craft skill without these tools.  +2 to the craft skill with masterworked tools.


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A place on a raised, heated, floor, a pillow and blanket, and better company.


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Steel spike with an eye through which you can loop rope. Pound into wall to assist climbing.


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Illuminates 30-foot radius and burns for six hours on a pint of oil.


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Burns for 6 hours in a lantern. Can be rigged as a grenade-like weapon.


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Artisan`s tools for Craft: Trapmaking.  -2 to the craft skill without these tools.  +2 to the craft skill with masterworked tools.


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Feed (per day): Grains such as oats to feed your animals. Providing feed is much superior to grazing.


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One of the best pack animals available. Second only to the mule.


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Artisan`s tools for Craft: Gemcutting.  -2 to the craft skill without these tools.  +2 to the craft skill with masterworked tools.


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Special pitons, boot tips, gloves, and harness.  You get a +2 bonus to Climb checks.


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When tied to a rope, the hook can secure the rope to battlements, windows, etc.


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Your ring`s unique design leaves an identifying mark when pressed into sealing wax.


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Fits an unusual pack animal. Holds as much gear as mount can carry.


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Bag containing cosmetics, hair dye, and physical props. +2 bonus to Disguise checks.


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An iron-shod wooden beam for bashing down doors.


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Ecclesiastical clothes for performing priestly functions, not for adventuring.


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Pony trained for battle and easily controlled in combat.


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Artisan`s tools for Craft: Armorsmith.  -2 to the craft skill without these tools.  +2 to the craft skill with masterworked tools.


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Artisan`s tools for Craft: Pottery.  -2 to the craft skill without these tools.  +2 to the craft skill with masterworked tools.


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Strike together to create sparks to ignite tinder.


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Huge vehicle; Handle Animal +0; Spd: Drawn (clumsy) Overall AC 3; Face 20x10 ft. Height 10 ft.; Crew 1+7. (A&EG57)


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A metal pan used to hold burning coals, providing heat & light, and consuming incense and other sacrificial items. Suitable for a worship on the road.


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This looks like a light mace and can hold up to 3 pints of holy water. By shaking it as a standard action, you can sprinkle holy water on a target.


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A metal pan used to hold burning coals, providing heat and light and consuming incense and other items as sacrifice. This is suitable for a temple.


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A metal pan used to hold burning coals, providing heat and light and consuming incense and other items as sacrifice. Suitable for a chapel or shrine.


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Standard white altar-cloths are 6 ft wide and 14 ft long. For an extra cost, they can be dyed red, blue, yellow, green, brown, or black.


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A common spell component and found in most spell component pouches.


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Many religions have holy texts or formalized prayers and rituals for use by clerics and believers. About the same size and weight as spellbooks.


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A small altar cloth is 2 feet square and suitable for an altar case.


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An elaborate box designed to hold burning incense. It swings from a chain in order to disperse smoke from the incense more widely.


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The physical body (or components there of) for constructing a Golem. (T&B78)


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A sturdy hutch or box for transporting a familiar. (T&B71)


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This is a secret compartment built into a tool, weapon, or other item, large enough to hold the components for one spell.  (T&B72)


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Reusable vestments needed for constructing a Clay Golem. (T&B78)


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Similar to a bullseye lantern, this lamp comes with an adjustable stand so you can shine the light on the document you`re reading. (T&B71)


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You gain a +2 bonus to checks done to holding something Alchemy DC 20 (LoD191)


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When you write a message in this ink, the message disappears and can only be seen but one type of light Alchemy DC 20 (LoD191)


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When applied, this sticky green paste promotes rapid healing, and cures 1d8 points of damage. (T&B72)


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This is a secret pocket sewn into a garment, large enough to hold the components for one spell.  (T&B72)


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Collection of 200+ rare arcane tomes and volumes. (T&B71)


Name:
Golem Components: Clay (Additional Materials)

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Additional materials needed for constructing a Golem. (T&B78)


Name:
Golem Components: Stone (Additional Materials)


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A compact wooden box that folds out into a firm writing surface. (T&B71)


Name:
Golem Components: Flesh (Additional Materials)


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Arcane equipment, chemicals and substances. +2 bonus to Spellcraft skill checks when researching new spells. (T&B71)


Name:
Golem Components: Iron (Additional Materials)


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This luminescent dust clings to surfaces and creatures, making them glow  Alchemy DC 20 (LoD190)


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You can throw this small bead ad a grenadelike weapon Alchemy DC 25 (LoD190)


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After being used to write a message, the ink vanished from view in an hour.  Heat applied to the writing surface makes it reappear.


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A set consists of 24 clay or stony pieces and a board of alternating light and dark squares in a wooden case.


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Cassil powder suppresses male fertility for 3d4 days.


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Oil adds a +1 Cha to Cha checks (MagFR181)


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When dropped in water make fog (MagFR181)


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A torch made of this wood burns for 2 hours and very little smoke (MagFR181)


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Acidic poison from Carceri. Fort DC 24/18 (Injury/Ingested), Initial/Secondary: 2d6 Temporary Con; Acid 1d6 per round for 3 rounds; (MotP106)


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You can throw a flask of alchemist`s fire like a grenadelike weapon that deal 1d6 points of damage


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When a thunderstone hits a hard surface it creates a deafening bang


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You can throw a flask of acid like a grenadelike weapon


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You can throw this round leather bag full of alchemical goo as a grenadelike weapon


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It causes you not to be detected by effects that read or alter thoughts (LoD184)


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It is used by wizards and other who need to rapidly boost their Intelligence (LoD183)


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It causes you to be come numb of pain (LoD185)


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It causes you to become stronger and healthier (LoD184)


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It is used by slavers who need to boost the Strength of slaves (LoD183)


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This paste when lit fills a area with smoke weapon Alchemy DC 20 (LoD191)


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It causes a temporary increase in speed and reaction time (LoD183)


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Injury Fort save (DC 18) 1d6 Str (E&A44)


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Injury Fort save (DC 20) 1d6 Con (E&A44)


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It is well known for its ability to improve hand -to-eye coordination (BoVD43)


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Mule Pollen is mildly addictive (MagFR181)


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These berries are naturally have goodberry cast on them (MagFR181)


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When ripe it creates a 5ft diameter circle of blackness (MagFR181)


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Grants a +2 bonus to Fort saves for 1 hour (MagFR181)


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When added to a spell, the spells DC goes up by 1 (MagFR181)


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These rare trees make good wood items (MagFR181)


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If the mold is breathed in you have a chance of falling asleep (MagFR181)


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It causes you gain 1d8 hit points (LoD184)


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It causes you to see and be enthrall by your visions (LoD183)


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It causes you to be come more dexterity (LoD185)


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It causes your spells DC to increases by 2(LoD184)


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Spell Effect (Will save [DC 16] for disbelief and Fort save [DC 16]), Phantasmal Killer 7th level); Search (DC29); Disable Device (DC29) (S&S34).


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Spell Effect (Destruction, (Fort save [DC 20] partial) 13th level); Search (DC32); Disable Device (DC32) (S&S35)


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Atk +10 ranged (1d4+1, dart); Search (DC14); Disable Device (DC20) (S&S32).


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Type: inhaled DC 18, DC to create: 25 (S&S25).


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40-ft deep (4d6, fall, reflex save [DC20] avoids); Search (DC25); Disable Device (DC17) (S&S33).


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Spell Effect (reverse gravity, (Reflex save [DC 20] avoids, 6d6, fall (2 times)) 13th level); Search (DC32); Disable Device (DC32) (S&S35)


Name:
Trap (CR 9), Wide-Mouth Spiked Pit Trap w/ Poison

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70-ft deep (7d6, fall, reflex save [DC20] avoids, Atk +10 melee, 1d4 spikes (1d4+5 + poison each); Search (DC20); Disable Device (DC20) (S&S36)


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Atk +21 ranged (1d8, spear, 1d6 spears per target); Search (DC26); Disable Device (DC20) (S&S34)


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Atk +2 ranged touch (2d4 acid / round for 2 rounds); Search (DC27); Disable Device (DC27) (S&S33).


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Trap (CR 5), Doorknob Smeared with Contact Poison

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Poison (Fort save [DC 13] resists, 3d6 con); Search (DC25); Disable Device (DC19) (S&S34).


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10ft fall (1d6, fall, reflex save [DC20] avoids); reflex save (DC20) avoids; Search (DC24); Disable Device (DC20) (S&S32).


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Spell Effect (Will save [DC14] negates, bestow cure, 5th level); Search (DC28); Disable Device (DC28) (S&S33).


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Spell effect (Fort save [DC 13] negates ghoul Touch spell, 3rd level); Search (DC27); Disable Device (DC27) (S&S33).


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Atk +16 melee (1d12+8/x3, greataxe), bypass switch (search [DC25]); Search (DC 25); Disable Device (DC 18) (S&S34).


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Spell Effect (Earthquake, (Reflex save [DC 15 or 20] 65-ft radius) 13th level); Search (DC32); Disable Device (DC32) (S&S35)


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Atk +12 melee (2d6, bricks); Search (DC20); Disable Device (DC20) (S&S32).


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Atk +20 melee (8d6, stone Blocks); Search (DC14); Disable Device (DC16)  (S&S34)


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10-ft deep (1d6, fall, reflex save [DC20] avoids); Search (DC27); Disable Device (DC20) (S&S33).


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Atk +15 melee (6d6, stone blocks); Search (DC20); Disable Device (DC24) (S&S33).


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Atk +16 ranged (1d6+4, javelin); Search (DC20); Disable Device (DC18) (S&S32).


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A bottle of drow spiderblood, DC 11 to resist intoxication, non-drow must save vs. poison DC 11 (1d2 points of Con, primary and secondary). (A&EG31)


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Injury DC 12, Initial 0, Secondary 1d6 Str, DC 15 Craft, Trap CR Modifier +1 (A&EG37)


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Injury DC 12, Initial 0, Secondary 1d4 Con + 1d3 Wis, DC 15 Craft, Trap CR Modifier +1 (A&EG37)


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Injury DC 14, Initial 1 Con, Secondary Unconscious, DC 15 Craft, Trap CR Modifier +1 (A&EG37)


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Injury DC 13, Initial 1 Con, Secondary 1d2 Con, DC 15 Craft, Trap CR Modifier +1 (A&EG37)


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Injury DC 14, Initial 1d4 Str, Secondary 1d6 Str, DC 15 Craft, Trap CR Modifier +2 (A&EG37)


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Injury DC 24, Initial 1d6 Str, Secondary 1d6 Str, DC 20 Craft, Trap CR Modifier +4 (A&EG37)


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Injury DC 11, Initial 1d2 Dex, Secondary 1d2 Dex, DC 15 Craft, Trap CR Modifier +1 (A&EG37)


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Contact DC 20, Initial 3d6 Con, Secondary 3d6 Con, DC 35 Craft, Trap CR Modifier +8 (A&EG37)


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Contact DC 13, Initial Paralysis, Secondary 0, DC 15 Craft, Trap CR Modifier +1 (A&EG37)


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Contact DC 26, Initial 3d6 Str, Secondary 0, DC 30 Craft, Trap CR Modifier +6 (A&EG37)


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Contact DC 16, Initial 1 Dex, Secondary 2d4 Dex, DC 20 Craft, Trap CR Modifier +3 (A&EG37)


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Venom from a wyvern stinger DC 17 primary damage 2d6 con secondary damage 2d6 con


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Venom from a giant wasp DC 18 primary damage 1d6 dex secondary damage 1d6 dex


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Contact DC 13, Initial 0, Secondary 3d6 Con, DC 20 Craft, Trap CR Modifier +4 (A&EG37)


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Contact DC 16, Initial 1d6 Dex, Secondary 2d6 Dex, DC 25 Craft, Trap CR Modifier +5 (A&EG37)


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Ingested DC 13, Initial 1 Con, Secondary 1d8 Con, DC 15 Craft, Trap CR Modifier +0 (A&EG37)


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Ingested DC 18, Initial 2d6 Con, Secondary 1d6 Con + 1d6 Str, DC 25 Craft, Trap CR Modifier +0 (A&EG37)


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Ingested DC 14, Initial 1d4 Int, Secondary 2d6 Int, DC 15 Craft, Trap CR Modifier +0 (A&EG37)


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Ingested DC 17, Initial 2d6 Str, Secondary 1d6 Str, DC 20 Craft, Trap CR Modifier +0 (A&EG37)


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Ingested DC 15, Initial 0, Secondary Unconscious, DC 15 Craft, Trap CR Modifier +0 (A&EG37)


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Ingested DC 11, Initial 1 Wis, Secondary 2d6 Wis + 1d4 Int, DC 15 Craft, Trap CR Modifier +0 (A&EG37)


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Inhaled DC 15, Initial 1d4 Wis, Secondary 2d6 Wis, DC 20 Craft, Trap CR Modifier +4 (A&EG37)


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Inhaled DC 15, Initial 1 Cha, Secondary 1d6 Cha + 1 Cha permanent, DC 20 Craft, Trap CR Modifier +3 (A&EG37)


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Thickness: 3 feet     Hardness: 2     HP: 30     Break DC: 19     Climb DC: 15


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Offers plush and cushioned seating for the audience and an adjustable stage.  Seats 30 people and offers a +2 bonus to Perform checks in this space.


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Skills: Intimidate +7 (Cha), Heal +5 (Wis)   Class: Exp    Monthly Wages: 9 gp


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Skills: Profession (Clerk) +7 (Wis)    Class:  Exp    Monthly Wages:   12 gp


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Had murder holes/arrow slits in the floor and sits atop a gate or gatehouse.  requires two guards on duty at all times.


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This may contain one large, polished table (seats 16) or several smaller tables (seats 30).2 servants and a luxury kitchen are required.


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Creatures gain a +2 bonus to Str and Con scores, +1 on Will saves, but suffer a -1 penalty to AC and fight regardless of danger.  (Will DC 14 Negates)


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Thickness: 2 foot     Hardness: 8     HP: 180     Break DC: 35     Climb DC: 20


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It is popular among arcane spellcasters (BoVD43)


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A quasi-magical item, this simple knife must be carved from a very rare stone procured from the gallbladder of an intelligent creature.(BoVD41)


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It is well known for its ability to improve reaction time (BoVD43)


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Poison: Type Injury, DC11 [1d3 Str / 1d3 Str] (BoVD44)


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A potent alcohol, this magical drink is favored by heartless spellcasters of all types (BoVD43)


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Poison: Type Contact, DC24 [2d6 Str / 2d6 Str] (BoVD44)


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Poison: Type Injury, DC21 [1 SR / 1d3 SR] (BoVD44)


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Poison: Type Injury, DC15 [1d4 Str / 1d4 Str] (BoVD44)


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Poison: Type Inhaled, DC20 [1 all scores / 1 all scores] (BoVD44)


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A quasi-magical item, the violated horn is a unicorn`s horn that has been removed from a still living unicorn.(BoVD41)


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It is well known for its ability to improve Wisdom (BoVD42)


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Addicts are easily found by the permanent blue stains on their lips (BoVD43)


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Poison: Type Inhaled, DC19 [1d6 Str / 1d6 Str] (BoVD44)


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Poison: Type Inhaled, DC13 [1d6 Str / 1d6 Str] (BoVD44)


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Poison: Type Injury, DC16 [1d6 Str / 1d6 Str] (BoVD44)


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Poison: Type Injury, DC35 [2d8 Str / 2d8 Str] (BoVD44)


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Poison: Type Injury, DC20 [1d6 Con / 1d6 Con] (BoVD44)


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Poison: Type Inhaled, DC17 [1d6 Con / 1d6 Con] (BoVD44)


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Poison: Type Injury, DC36 [2d6 Str / 2d6 Str] (BoVD44)


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This drug is highly sought after by outsiders (BoVD42)


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It is well known for its ability to improve Strength (BoVD42)


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Created through alchemical processes that inflict terrible pain on a living being, causes great sorrow to anyone touching it.(BoVD41)


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Poison: Type Injury, DC36 [2d6 Dex / 2d6 Dex] (BoVD44)


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Poison: Type Injury, DC11 [1d2 Str / 1d2 Str] (BoVD44)


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Poison: Type Injury, DC18 [1d6 Dex / 1d6 Dex] (BoVD44)


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Poison: Type Injury, DC26 [1d8 Dex / 1d8 Dex] (BoVD44)


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Poison: Type Injury, DC13 [1d3 Dex / 1d3 Dex] (BoVD44)


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Poison: Type Injury, DC16 [1d4 Dex / 1d4 Dex] (BoVD44)


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Poison: Type Injury, DC20 [1d6 Str / 2d6 Str] and stays on the blade for 13 times (BoVD118)


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Poison: Type Injury, DC31 [2d6 Str / 2d6 Str] (BoVD44)


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It make you all around better and immune to pain (BoVD42)


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Poison: Type Injury, DC18 [1d6 Str / 1d6 Str] (BoVD44)


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Poison: Type Injury, DC11 [1d2 Dex / 1d2 Dex] (BoVD44)


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Poison: Type Injury, DC26 [1d8 Str / 1d8 Str] (BoVD44)


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Originally designed as a weapon against devas and lammasus, this dark red alchemical powder comes in a small glass.(BoVD41)


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Poison: Type Injury, DC13 [1d4 Str / 1d4 Str] (BoVD44)


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This small ceramic sphere is packed with alchemical explosives, rotting meat, and offal infected with filth fever.(BoVD41)


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This mask allows the wearer to see invisibility (SS56)


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This cloak allows the wearer to cast animal friendship, charm per or animal, or command plants (SS55)


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Comes in a glass vial and can be thrown like a grenade (SS46)


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A highly corrosive substance that likes stone (SS46)


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Fey leave silver acorn like this one lying in the open for foolish and unwary people to pick up (SS57)


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Three interwoven rings make up this beautiful silver headband (SS55)


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This open room contains up to ten simple wooden beds with straw mattresses for quartering guards or soldiers.


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This has 2 stoves and high quality equipment.  Meals can be prepared for 100 people but 6 cooks are required.  Profession (cook) checks get a +4 bonus


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Skills: Profession (Librarian) +7 (Wis), Knowledge (Any one) +5 (Int)    Class: Exp   Monthly Wages: 12 gp


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Thickness:  3 inches     Hardness:  30     HP: 180      Break DC: 60     Climb DC: 25


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This space includes a simple altar, some pews, and an icon of the power to be worshipped.  Up to 40 people can fit inside for a service.


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This cabinet is 8 ft tall by 3 ft deep by 4 ft wide.  Any creature placed inside enters a state of suspended animation.


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Choose from: Celestial Eagle, fiendish wolf, 1d3 fiendish dire rats.


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Anyone in this space can breathe water as if it were air.


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Feeds 150 people in a pleasant environment].  Staff: Cooks (10), servants (5).  Upkeep -75 gp per month.


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Poison: Type Injury, DC54 [2d8 Str / 2d8 Str] (BoVD44)


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Is known for the beautiful vision it induces and the deadly peril of its sinister embrace (BoVD42)


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Poison: Type Inhaled, DC18 [1d6 Cha / 2d6 Cha] (BoVD44)


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Poison: Type Contact, DC25 [1d6 Str / 1d6 Str] (BoVD44)


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Poison: Type Contact, DC18 [1d4 Dex / 1d4 Dex] (BoVD44)


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Poison: Type Inhaled, DC25 [1d8 Con / 1d8 Con] (BoVD44)


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Poison: Type Injury, DC11 [1 Dex / 1 Dex] (BoVD44)


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Poison: Type Injury, DC22 [1d8 Str / 1d8 Str] (BoVD44)


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Wearing this marks allows the owner to dominate and direct animals with simple commands (SS58)


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This brown cloak has layers of quills on the outside (SS55)


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This cable is thinner, stronger, and lighter than silk rope.  It has 10 hp and hardness 5.  It can be burst with a Strength check at DC 32.


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This mask covers the user`s whole face and provides fresh air for up to 4 hours.  The air supply can be replaced.


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This replaces the air supply from a breathing mask and provides fresh air for up to 4 hours.


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This gadget can carry 100 feet of cable in an enclosed reel.  The spring-wound reel can pull in 100 feet of cable in 1 round with a Strength of 16.


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Gargantuan vehicle; Profession (pilot) -2; Spd: Wind x 15 ft. (clumsy); Overall AC 1; Face 30x10 ft. Height 10 ft.; Crew 6. (A&EG55)


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Vehicles equipped with a ramming prow take half damage from ramming attacks they initiate. (A&E49)


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Huge vehicle; Handle Animal +4; Spd: Drawn (clumsy) Overall AC 3; Face 10x10 ft. Height 20 ft.; Crew 1+15. (A&EG56)


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Finely tuned, configured, or otherwise exceptionally well made vehicle controls. +2 Handle Animal or Profession for the vehicle driver. (A&EG49)


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Colossal vehicle; Profession (sailor) +2; Spd: Wind x15 ft. (nautical poor); Overall AC -3; Face 100x20 ft. Height 20 ft.; Crew 260. (A&EG54)


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Armor plating the increases the hit points & hardness of any vehicle. HP: 30, Hardness: 10 (A&EG48)


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Colossal vehicle; Profession (sailor) +2; Spd: Oars 10 ft. (nautical poor); Overall AC -3; Face 70x20 ft. Height 10 ft.; Crew 70+60. (A&EG53)


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Restoration cast by a 7th level caster. (A&EG64)


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Resurrection cast by a 13th level caster. (A&EG64)


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Sending cast by a 7th level caster. (A&EG64)


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Speak with dead cast by 5th level caster. (A&EG64)


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Teleport, very familiar (Caster Level 9)

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Teleport to a very familiar area, cast by a 9th level caster. (A&EG64)


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Teleport to a studied area, cast by a 9th level caster. (A&EG64)


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Teleport, area seen casually (Caster Level 9)

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Teleport to an area seen casually, cast by a 9th level caster. (A&EG64)


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Teleport, area viewed once (Caster Level 9)

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Teleport to an area viewed once, cast by a 9th level caster. (A&EG64)


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Teleport, description only (Caster Level 9)

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Teleport to an area only described, cast by a 9th level caster. (A&EG64)


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Teleport without error (Caster Level 13)

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Teleport without error cast by a 13th level caster. (A&EG64)


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Teleportation circle, cast by a 17th level caster. (A&EG64)


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Tongues, cast by a 5th level caster. (A&EG64)


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True resurrection, cast by a 17th level caster. (A&EG64)


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Colossal vehicle; Profession (sailor) +4; Spd: Wind x 20 ft. (nautical average); Overall AC -3; Face 80x20 ft. Height 10 ft.; Crew 20 (A&EG52)


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Medium vehicle; Handle Animal +2; Spd: Drawn (average) Overall AC 5; Face 5x5 ft. Height 5 ft.; Crew 1. (A&EG56)


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Available cargo space can be converted for lavish passenger use. One ton of capacity can be converted to hold 1 medium passenger comfortably. (A&E49)


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Large vehicle; Profession (pilot) +2; Spd: Fly 40 ft. (poor); Overall AC 4; Face 5x15 ft. Height 5 ft.; Crew 1. (A&EG54)


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Available cargo space can be converted for modest passenger use. One ton of capacity can be converted to hold 2 medium passengers comfortably. (A&E49)


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A Catapult that can be mounted on a vehicle with any flat 5x10 foot section of deck or roof. (A&EG48)


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A low platform on rollers that doubles the firing arc and crew requirement of any siege engine mounted on it. (A&E49)


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This liquid evaporates quickly when exposed to air, creating a temporary, mildly toxic cloud that puts living creatures to sleep.


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Gargantuan vehicle; Profession (sailor) +2; Spd: Wind x 20 ft. (nautical poor); Overall AC 1; Face 60x20 ft. Height 5 ft.; Crew 15 (A&EG52)


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A small eyepiece that grants a +1 circumstance bonus on Appraise checks when inspecting things very closely. (A&EG24)


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Container for liquids, especially wine and ale.  One person can easily carry the hand keg. (A&EG24)


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Container for liquids, especially wine and ale.  Two people are usually required to carry a full keg. (A&EG24)


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A lantern that can illuminate a cone 40 foot long and 10 feet wide at the end, even through fog and mist.  Lasts 6 hours per pint of oil. (A&EG24)


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Made for animals of diminutive size for training. (A&EG24)


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Made for animals of tiny size for training. (A&EG24)


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Made for animals of small size for training. (A&EG24)


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Made for animals of medium size for training. (A&EG24)


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Can attract small, loose metal items (3 ounces or less) or stick to ferrous objects. (A&EG24)


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All the essentials for eating; bowl, plate, fork, spoon and cup. (A&EG24)


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Small handheld device that can grind up grains, beans and spices. (A&EG24)


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This cloth pouch can hold up to 50 coins and be hidden under clothing.  DC checks for pickpocketing are +5 higher. (A&EG24)


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A tiny box with a small handle that, when turned, produces a single song. (A&EG24)


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A slender rod with a metal hoop on one end covered by insect netting.  Treat as a net, and gives a +2 bonus to attack. (A&EG24)


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Used to make coffee and other exotic drinks.  Causes 1d3 points of heat damage if hot contents are thrown at someone. (A&EG24)


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Small handheld periscope, about a foot long, that allows you to look around corners without exposing yourself. (A&EG24)


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Used to grind material down to powder.  Used with the Alchemy skill and to make potions. (A&EG24)


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A sturdy wooden pulley with a metal hook-and-eye for hanging.  Can hold up to 750 pounds before breaking. (A&EG24)


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A cleverly designed quiver that can hold arrows and bolts as normal.  A small weapon such as a short sword can be hidden inside. (A&EG24)


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20` long, elven rope is so supple it provides a +3 circumstance bonus on climb checks. (A&EG24)


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A small camp saw that can cut through four inches of softwood or two inches of hardwood per round. (A&EG24)


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This soft, padded shoes provide a +1 circumstance bonus to Move Silently checks. (A&EG24)


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A carefully made stone that "shrieks" when thrown.  Listen checks to hear are -5 DC and stones have a 50% chance of being destroyed. (A&EG24)


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Allow full movement on snow and icy surfaces.  Cannot be used on other terrain.  Requires a full round action to don and remove skis. (A&EG24)


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1-foot square piece of slate, used for writing on with chalk. (A&EG25)


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1-foot long slender tube that allows a person to remain submerged just under the surface of the water. (A&EG25)


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These lenses grant a +2 circumstance bonus to saves against indirect blinding effects, but impose a -4 penalty to Spot and Search checks. (A&EG25)


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Contains flint and steel set in a wire hinge.  Lighting a torch only takes a standard action.  Can be used ten times before it is used up. (A&EG25)


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An assortment of poles that can be attached and shaped into a variety of positions to aid in climbing. +1 circumstance bonus to Climb checks. (A&EG25)


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A small storage drum that can spray liquids (usually water, oil or holy water) in a 10` long vapor.  Holds enough liquid for three uses. (A&EG25)


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A gnomish device of tightly wrapped wire mesh that, when thrown at a hard surface, springs out into a 10` by 10` mesh net. (A&EG25)


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Wooden stilts that add two feet to your height.  Requires a DC 5 balance check to use effectively, base speed is 20 feet. (A&EG26)


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A 2` by 2` suitcase that doubles as a folding table. (A&EG26)


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A collapsible shelter that can hold up to eight medium-sized humanoids. (A&EG26)


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A deck of 78 cards, typically made of lacquered paper or parchment, in a wooden case.


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When mounted to a wagon, provides 1/2 cover to medium-sized creatures, and has embedded arrow slits. (RoFR158)


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A tent designed to hold one medium-sized humanoid. (A&EG26)


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A Large tent that can hold up to four medium-sized humanoids. (A&EG26)


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A Huge open-air canopy that can hold up to twenty medium-sized humanoids underneath. (A&EG26)


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Specially designed helmet to aid in listening.  Provides a +1 circumstance bonus to Listen checks. (A&EG26)


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A portable platform attached to a tree.  Gives a +2 Hide check for hiding from people on the ground and doubles vision range. (A&EG26)


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Elven one-person tent, provides a +1 circumstance bonus to Hide checks against being spotted from the ground. (A&EG26)


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Water imbued with the essence of Law.  Damages chaotic creatures dealing 2d4 points of damage. (A&EG26)


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Water imbues with the essence of Chaos.  Damages lawful creatures dealing 2d4 points of damage. (A&EG26)


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One inch of wick burns in 30 seconds. (A&EG27)


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A hand-cranked winch with 50` of hemp rope and a small hook.  Must be bolted or secured to a surface to be effective. (A&EG27)


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A small stone that when thrown causes those within 10` with darkvision to lose their darkvision for ten minutes (Reflex DC15) (A&EG34)


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When used in a lantern, provides light in a 40` radius, in a bullseye lantern it is a cone 80` long and 25` wide.  Lasts 3 hours. (A&EG34)


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When imbibed, provide user the ability to run 5 times normal base for 10 rounds + Con modifier.  This stacks with the Run feat. (A&EG34)


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When rubbed on a weapon, allows the wielder to hit incorporeal creatures for 2 rounds.  One flask is enough to cover one Large weapon or smaller.


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After rubbing across his eyes, the user gains a +1 bonus on his Search and Spot checks for 2 minutes.  After, he takes a -2 penalty for 10 minutes.


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When poured from the flask, the liquid quickly expands into a 30` long rope in 2 rounds.  Lasts for one hour. (A&EG34)


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When inhaled, allows user to hold his breath for 3 rounds per Con modifier instead of 2.  No longer in effect once he makes Con checks. (A&EG34)


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These allow 2/3 movement across snow and ice.  Require 1 minute to don and a full round action to remove. (A&EG25)


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This item is similar to others of its kind designed to trap large animals. It initially deals 1d6 damage, and 1d4 per round after that. (RoFR158)


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When the drawstring is pulled, the entire bag immolates, creating a Tiny campfire (suitable for cooking) in 1 round. (RoFR160)


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Injury DC 14; Initial Damage: Slow, 5 rounds; Secondary Damage: Unconsciousness, 1 minute. Wild Dwarves are Immune. (RoFR160)


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This pleated cloak unfurls into a glider if the wearer falls more than 20 feet. Under the right conditions, it negates all falling damage. (RoFR158)


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This clever device can climb most ropes with ease, granting a +5 circumstance bonus on Climb checks. (RoFR158)


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This nonmagical oil reduces friction and increases the armor check penalty (to a maximum of 0) of any metal armor. (RoFR158)


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Injury DC 13; Initial Damage: Unconsciousness, 1 minute; Secondary Damage: Unconsciousness, 2d4 Hours. (RoFR160)


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This small staff can extend and lock at any length between 5 and 11 feet. It can support up to 400lbs. (RoFR158)


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The egg-sized sphere requires a ranged touch attack to hit, and explodes, flashing a Daylight affect at any creature with Light Blindness. (RoFR160)


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Substance that is addictive to ghosts. Long-term use breaks down ectoplasm, turning victim into a shadow or wraith. (GW44)


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Made from vegetable pulp, this paper is made cheaper and faster than cloth-fiber paper. One piece is about 4 times the size of a single page. (GW43)


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This heavy warhorse is identical to the one in the Monster Manual, but with +2 to Strength and +2 to Constitution. (GW43)


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Some ghosts miss physical sensations of life and hire people willing to be temporarily possessed with the Ghost Ride feat for meals, etc. (GW43)


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As Host, Typical, but add 1 sp per hour for each point of Strength, Dexterity, Constitution, and Charisma bonus. (GW43)


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This heavy horse is identical to the one in the Monster Manual, but with +2 to Strength and +2 to Constitution. (GW43)


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Made from 25 pages of Tereppekian paper, folded, cut, and bound into a soft leather cover to make a book with 100 blank pages. (GW43)


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This bronze, copper, and steel device uses springs, gears, and weights to measure time. If wound daily, it is accurate within a few minutes. (GW42)


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Poison. Injury DC11, 1d2 Dex/1d2 Dex against living creatures. Injury DC13, 1 Con/1d2 Con against ghosts. (GW44)


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This is the cost for a ghost to have their dead body kept cold in storage so that it does not decay and can be raised later. (GW43)


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Poison. Affects only ghosts. Injury DC18, 1d6 Cha/1d6 Cha. (GW44)


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An incorporeal creature can enter the manikin and move it in a manner similar to how some ghosts possess bodies. Hardness 7, 50 hp. (GW44)


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Poison. Affects only ghosts. Injury DC18, 1d6 Str/1d6 Str. (GW43)


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This is a spellbook made of extra-thick paper and bound in a stiff leather cover. It otherwise is exactly like a normal parchment-page spellbook. (GW4


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As normal disguise kit, except all parts alchemically treated  to match the transparency/coloration of ghosts. Disguise living as ghost at -10. (GW44)


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When mounted to a wagon, provides 1/2 cover to medium-sized creatures.. (RoFR158)


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These special caltrops function exactly like normal caltrops, except they release a poison gas when they score a hit. (RoFR125)


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Applied to ectoplasm, this fine blue powder alters its properties so that it lasts 10 days instead of 10 minutes. 1 oz. per pound of ectoplasm. (GW44)


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One pound of raw, unshaped ectoplasm, either slippery or sticky. Decays into nothingness after 10 minutes unless stabilized. (GW44)


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An incorporeal creature can enter the manikin and move it in a manner similar to how some ghosts possess bodies. Hardness 7, 35 hp. (GW44)


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Protects drowcraft weapons & armor from the effects of Sunlight. A vial protects weapons for 3 days or armor for 1. (Udrk 67)


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DC 19, Injury - 1d4 Con damage - 1d4 Con Drain - A paste made from powdered sickstone usually applied to weapons (Udrk 67)


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Taints a 10x10ft cube of water. Any aquatic creature that breathes this must make a Con check or begin to drown (Udrk 67)


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DC 20, ingested - Confusion- 1d4 Int damage - Distilled from cave creeper fungus (Udrk 67)


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The kit contains a headlamp, head protection, protective clothes and heavy boots that aid spelunking. +2 circ bonus (Udrk 67)


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DC 20, Ingested - Grants temp 1d2 STR & Con at cost of 1d4 Int & Wis. (Udrk 68)


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DC 12, Inhaled - Stunning (1 rds) - Stunning (1d4 rds) - Made by svirfneblin; stored in airtight containers 5x5 cloud exposed (Udrk 67)


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This paint matches the shading & color contrasts of the surface it is applied to, making the paint inv to creatures w/ Darkvision


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DC 13, Injury - Unconsciousness (1 minute)- Uncon. 24 hrs - Renowned for their unconsciousness inducing poison (Udrk 67)


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A flask can be thrown as a splash weapon, dealing 1d6 damage or 3d6 damage if poured on inert rock. (Udrk 67)


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Derived from the fungus of that name, it creates a 1 rds horrific shriek when exposed to light (torch or better) (Udrk 67)


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This small harp grants +2 circ bonus on perform checks. Its sound carries for 1d6 miles down unobstructed tunnels (Udrk 67)


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This leather belt, similar to a bandoleer, has pockets to hold potion vials with ties or flaps to keep the potions from falling out.  Holds 6 potions.


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This leather belt has loops or pouches for carrying small items (up to dagger size).  It is usually worn across the chest.  It holds 8 items.


