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		<id>https://wiki.tirnanog.info/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Prinzessin</id>
		<title>8th Sea - User contributions [en]</title>
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		<updated>2026-04-07T10:53:13Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Psion&amp;diff=3184</id>
		<title>Prinzessin:Psion</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Psion&amp;diff=3184"/>
				<updated>2012-09-27T11:49:37Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Psion ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Features			PP	PwrKn	Power Level&lt;br /&gt;
1	Discipline			2	3	1st&lt;br /&gt;
2	Bonus feat			6	4	1st&lt;br /&gt;
3	Extra Power Known(Ex)		11	6	2nd&lt;br /&gt;
4	Discipline Affinity(Ex) 1	17	7	2nd&lt;br /&gt;
5	Extra Power Known(Ex)		25	9	3rd&lt;br /&gt;
6	Bonus feat			35	10	3rd&lt;br /&gt;
7	Extra Power Known(Ex)		46	12	4th&lt;br /&gt;
8	Discipline Affinity(Ex) 2	58	13	4th&lt;br /&gt;
9	Extra Power Known(Ex)		72	15	5th&lt;br /&gt;
10	Bonus feat			88	16	5th&lt;br /&gt;
11	Extra Power Known(Ex)		106	18	6th&lt;br /&gt;
12	Discipline Affinity(Ex) 3	126	19	6th&lt;br /&gt;
13	Extra Power Known(Ex)		147	21	7th&lt;br /&gt;
14	Bonus feat			170	22	7th&lt;br /&gt;
15	Extra Power Known(Ex)		195	25	8th&lt;br /&gt;
16	Discipline Affinity(Ex) 4	221	26	8th&lt;br /&gt;
17	Extra Power Known(Ex)		250	28	9th&lt;br /&gt;
18	Bonus feat			280	29	9th&lt;br /&gt;
19	Extra Power Known(Ex)		311	31	9th&lt;br /&gt;
20	20th level feature todo		343	32	9th&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Manifesting: Int-based DC and bonus pp.&lt;br /&gt;
&lt;br /&gt;
Discipline: Choose one discipline. You add powers from this discipline to your class list. Your choice of discipline determines whether you Egoist, Telepath, etc.&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: Psionic, metapsionic or Psionic Item Creation feat.&lt;br /&gt;
&lt;br /&gt;
Extra Power Known(Ex): +1 Power Known for Psion class.&lt;br /&gt;
&lt;br /&gt;
Discipline Affinity(Ex): Preferred Discipline powers can be augmented for additional number pp.&lt;br /&gt;
&lt;br /&gt;
== Alternative Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Egoist ===&lt;br /&gt;
&lt;br /&gt;
==== Minor Shapeshift ====&lt;br /&gt;
&lt;br /&gt;
2. Minor Shapeshift(Su). R: Bonus feat 1.&lt;br /&gt;
&lt;br /&gt;
==== True Healer ====&lt;br /&gt;
&lt;br /&gt;
P: Medicine 5.&lt;br /&gt;
&lt;br /&gt;
6. You add powers from life mantle to your class list. R: Bonus feat 6.&lt;br /&gt;
&lt;br /&gt;
=== Kineticist ===&lt;br /&gt;
&lt;br /&gt;
==== Energy Snap ====&lt;br /&gt;
&lt;br /&gt;
2. Energy Snap(Su): AT=S R=T, d6 x maximum power level known energy damage. At will. R: Bonus feat 1.&lt;br /&gt;
&lt;br /&gt;
==== Greater Animator ====&lt;br /&gt;
&lt;br /&gt;
6. Greater Animator: You gain knowledge of control object power. Your control object power now have following augmentation option: For each additional pp you spend you may affect object weighting an additional 25 lbs. R: Bonus feat 6.&lt;br /&gt;
&lt;br /&gt;
=== Nomad ===&lt;br /&gt;
&lt;br /&gt;
==== Personal Space ====&lt;br /&gt;
&lt;br /&gt;
2. Personal Space(Ps): To reach the space AT=s, need to expend focus. Space size is pouch (1st lvl), sack (5th lvl), backpack (10th lvl), chest (15th lvl), Medium creature (20th lvl). R: Bonus feat 1.&lt;br /&gt;
&lt;br /&gt;
==== Temporal Grace ====&lt;br /&gt;
&lt;br /&gt;
6. Temporal Grace(Ps): If you fail a save against effect that would hinder your movement in any way you may expend your focus to re-roll save with +Psion/5 bonus. R: Bonus feat 6.&lt;br /&gt;
&lt;br /&gt;
=== Seer ===&lt;br /&gt;
&lt;br /&gt;
==== Psychic Knowledge ====&lt;br /&gt;
&lt;br /&gt;
2. Psychic Knowledge(Ex): As a Bardic Knowledge but with Psion instead. R: Bonus feat 1.&lt;br /&gt;
&lt;br /&gt;
==== Fate Points ====&lt;br /&gt;
&lt;br /&gt;
6. Fate Points: You gain Action Boost and Heroic Spirit feats. R: Bonus feat 6.&lt;br /&gt;
&lt;br /&gt;
=== Shaper ===&lt;br /&gt;
&lt;br /&gt;
==== Trinkets ====&lt;br /&gt;
&lt;br /&gt;
2. Trinkets(Ps): AT=S D=1m, Spend a psionic focus, you create small objects like lockpicks, handkerchiefs, etc. You can create tools and they are considered to be mastercraft. Poisons or something like this is not available. R: Bonus feat 1.&lt;br /&gt;
&lt;br /&gt;
==== Personal Construct ====&lt;br /&gt;
&lt;br /&gt;
P: Must know astral construct power.&lt;br /&gt;
&lt;br /&gt;
6. Personal Construct(Ex): When you manifest astral construct power you can manifest it as a swift action if you spend a focus. R: Bonus feat 6.&lt;br /&gt;
&lt;br /&gt;
=== Telepath ===&lt;br /&gt;
&lt;br /&gt;
==== Telepathic Communication ====&lt;br /&gt;
&lt;br /&gt;
2. Telepathy(Su): A=1 x Psion. R: Bonus feat 1.&lt;br /&gt;
&lt;br /&gt;
==== Harbinger ====&lt;br /&gt;
&lt;br /&gt;
P: Mast have false sensory input power.&lt;br /&gt;
&lt;br /&gt;
6. Harbinger(Ex): All your powers have the following augmentation option: Cost 3 pp, against opponents not immune to fear your power have it's DC increased by d3. R: Bonus feat 6.&lt;br /&gt;
&lt;br /&gt;
== Unique Feats ==&lt;br /&gt;
&lt;br /&gt;
Privileged Energy[P]: P: Kineticist 5. B: Choose cold electricity, fire or sonic. Your powers with this descriptor deal extra 1 damage per die.&lt;br /&gt;
* Dazzling Energy[P]: Any sighted opponent you damage with your privileged energy power is dazzled for ML r.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Archivist&amp;diff=3034</id>
		<title>Prinzessin:Archivist</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Archivist&amp;diff=3034"/>
				<updated>2012-05-02T10:00:18Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: not tested&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Archivist ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature			Spells per day&lt;br /&gt;
1	Knowledge(Ex):Tactics		3/1&lt;br /&gt;
2	Scribe Scroll			4/2&lt;br /&gt;
3	Lore Mastery(Ex)		4/3/1&lt;br /&gt;
4	Still Mind(Ex)			4/4/2&lt;br /&gt;
5	Knowledge(Ex):Foe		4/4/3/1&lt;br /&gt;
6	Bonus Feat			4/4/4/2&lt;br /&gt;
7	Lore Mastery(Ex)		4/4/4/3/1&lt;br /&gt;
8	Knowledge of Will(Ex)		4/4/4/4/2&lt;br /&gt;
9	Knowledge(Ex):Foreknowledge	4/4/4/4/3/1&lt;br /&gt;
10	Bonus Feat			4/4/4/4/4/2&lt;br /&gt;
11	Lore Mastery(Ex)		4/4/4/4/4/3/1&lt;br /&gt;
12	Knowledge of Reflexes(Ex)	4/4/4/4/4/4/2&lt;br /&gt;
13	Knowledge(Ex):Puissance		4/4/4/4/4/4/3/1&lt;br /&gt;
14	Bonus Feat			4/4/4/4/4/4/4/2&lt;br /&gt;
15	Lore Mastery(Ex)		4/4/4/4/4/4/4/3/1&lt;br /&gt;
16	Knowledge of Fortitude(Ex)	4/4/4/4/4/4/4/4/2&lt;br /&gt;
17	Knowledge(Ex):Dread Secret	4/4/4/4/4/4/4/4/3/1&lt;br /&gt;
18	Bonus Feat			4/4/4/4/4/4/4/4/4/2&lt;br /&gt;
19	Lore Mastery(Ex)		4/4/4/4/4/4/4/4/4/3&lt;br /&gt;
20	20th level feature todo		4/4/4/4/4/4/4/4/4/4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Spellcasting: Prayerbook, Clr and Drd spell list, Int based, Cl=lvl.&lt;br /&gt;
&lt;br /&gt;
Knowledge(Ex): AT=M D=1m, affects only elementals, magical beasts, or outsiders. A=6, one type affected, no more than one effect at once.&lt;br /&gt;
* Tactics: Bonus on attack rolls, 15 = +1, 25 = +2, 35 = +3.&lt;br /&gt;
* Foe: Bonus to damage, 15 = d6, 25 = 2d6, 35 = 3d6.&lt;br /&gt;
* Foreknowledge: i bonus to AC against, 15 = +1, 25 = +2, 35 = +3.&lt;br /&gt;
* Puissance: Bonus to saves against, 15 = +1, 25 = +2, 35 = +3.&lt;br /&gt;
* Dread Secret: One creature, once per day, D=1r. 15 = dazzled, 25 = dazed, 35 = stunned.&lt;br /&gt;
&lt;br /&gt;
Lore Mastery(Ex): +2 on two Knowledge:Monster skills of your choice.&lt;br /&gt;
&lt;br /&gt;
Still Mind(Ex): +2 WC.&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: Skill Focus:Any Monster, Spell Focus, metamagic or item creation.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Will(Ex): AT=i, may spend Knowledge use to use your Knowledge:Monster as a Will save against effect from this monster. You gain Mettle as a part of this save.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Reflexes(Ex): AT=i, may spend Knowledge use to use your Knowledge:Monster as a Ref save against effect from this monster. You gain Evasion as a part of this save.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Fortitude(Ex): AT=i, may spend Knowledge use to use your Knowledge:Monster as a Fort save against effect from this monster. You gain Mettle as a part of this save.&lt;br /&gt;
&lt;br /&gt;
== Unique Feats ==&lt;br /&gt;
&lt;br /&gt;
Archivist of Nature: Your Knowledge can be used against feys and giants.&lt;br /&gt;
&lt;br /&gt;
Archivist of Arcane: Your Knowledge can be used against constructs and dragons. '''Note:''' Knowledge:Dragons is impossible to find.&lt;br /&gt;
&lt;br /&gt;
Optional Feat: Archivist of Darkness: Your Knowledge can be used against aberrations, abominations and undead. '''This feat is optional and strongly up to dm. Also it must be pointed that learning Knowledges related to aberrations, abominations and undead is virtually impossible. Most character will fail to learn anything about them and the ones who will find this precious info most likely will end up mad and/or corrupted. Thus this feat requires strong dm's approval because you may risk to end up with this feat and no knowledges to use it. Prerequisites of this feat are also up to DM.'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Erudite&amp;diff=3033</id>
		<title>Prinzessin:Erudite</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Erudite&amp;diff=3033"/>
				<updated>2012-05-02T09:58:08Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: not tested&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Erudite ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature			PP	UniqPow	Power Level&lt;br /&gt;
1	Manifesting, Discipline(Ex)	2	1	1&lt;br /&gt;
2	Psycrystal Affinity		6	2	1&lt;br /&gt;
3	Bonus Feat			11	3	2&lt;br /&gt;
4	Preferred Power(Ex) 1		17	3	2&lt;br /&gt;
5	Discipline(Ex)			25	4	3&lt;br /&gt;
6	Power of Knowledge(Ex) +1	35	4	3&lt;br /&gt;
7	Bonus Feat			46	5	4&lt;br /&gt;
8	Preferred Power(Ex) 2		58	5	4&lt;br /&gt;
9	Discipline(Ex)			72	6	5&lt;br /&gt;
10	Power of Knowledge(Ex) +2	88	6	5&lt;br /&gt;
11	Bonus Feat			106	7	6&lt;br /&gt;
12	Preferred Power(Ex) 3		126	7	6&lt;br /&gt;
13	Discipline(Ex)			147	8	7&lt;br /&gt;
14	Power of Knowledge(Ex) +3	170	8	7&lt;br /&gt;
15	Bonus Feat			195	9	8&lt;br /&gt;
16	Preferred Power(Ex) 4		221	9	8&lt;br /&gt;
17	Discipline(Ex)			250	10	9&lt;br /&gt;
18	Power of Knowledge(Ex) +4	280	10	9&lt;br /&gt;
19	Bonus Feat			311	11	9&lt;br /&gt;
20	20th level power todo		343	11	9&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Manifesting: CL=lvl, Int-based, unique power, Psion list.&lt;br /&gt;
&lt;br /&gt;
Discipline(Ex): Access to one Psion discipline list.&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: Metapsionic or Psionic Item Creation feat.&lt;br /&gt;
&lt;br /&gt;
Preferred Power(Ex): Choose a power you know. From now on using this power do not reduces your unique powers per day.&lt;br /&gt;
&lt;br /&gt;
Power of Knowledge(Ex): Indicated bonus on psionic dispel rolls.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Base_Classes&amp;diff=3032</id>
		<title>Prinzessin:Base Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Base_Classes&amp;diff=3032"/>
				<updated>2012-05-02T09:56:57Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: Archivist and erudite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;html&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
Level			HP	BAB	Def	Saves	Skills&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Barbarian&amp;quot;&amp;gt;Barbarian&amp;lt;/a&amp;gt;		15	1	3/4	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Bard&amp;quot;&amp;gt;Bard&amp;lt;/a&amp;gt;			10	3/4	1/2	RW	10&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Cleric&amp;quot;&amp;gt;Cleric&amp;lt;/a&amp;gt;			10	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Druid&amp;quot;&amp;gt;Druid&amp;lt;/a&amp;gt;			10	1/2	1/2	F	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Fighter&amp;quot;&amp;gt;Fighter&amp;lt;/a&amp;gt;			15	1	3/4	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Paladin&amp;quot;&amp;gt;Paladin&amp;lt;/a&amp;gt;			15	3/4	1/2	F	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Ranger&amp;quot;&amp;gt;Ranger&amp;lt;/a&amp;gt;			15	3/4	1/2	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Rogue&amp;quot;&amp;gt;Rogue&amp;lt;/a&amp;gt;			10	3/4	1/2	FRW	10&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Sorcerer&amp;quot;&amp;gt;Sorcerer&amp;lt;/a&amp;gt;		5	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Wizard&amp;quot;&amp;gt;Wizard&amp;lt;/a&amp;gt;			5	1/2	1/2	W	2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Hexblade&amp;quot;&amp;gt;Hexblade&amp;lt;/a&amp;gt;		15	3/4	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Swashbuckler&amp;quot;&amp;gt;Swashbuckler&amp;lt;/a&amp;gt;		15	1	3/4	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Scout&amp;quot;&amp;gt;Scout&amp;lt;/a&amp;gt;			10	3/4	1/2	FR	10&lt;br /&gt;
Spellthief		10	3/4	1/2	RW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Favoured_Soul&amp;quot;&amp;gt;Favoured Soul&amp;lt;/a&amp;gt;		10	1/2	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Warlock&amp;quot;&amp;gt;Warlock&amp;lt;/a&amp;gt;			10	3/4	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Warmage&amp;quot;&amp;gt;Warmage&amp;lt;/a&amp;gt;			10	3/4	1/2	R	6&lt;br /&gt;
&lt;br /&gt;
Witch			5	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Beguiler&amp;quot;&amp;gt;Beguiler&amp;lt;/a&amp;gt;		10	3/4	1/2	W	10&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Dragon_Shaman&amp;quot;&amp;gt;Dragon Shaman&amp;lt;/a&amp;gt;		15	3/4	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Duskblade&amp;quot;&amp;gt;Duskblade&amp;lt;/a&amp;gt;		10	3/4	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Knight&amp;quot;&amp;gt;Knight&amp;lt;/a&amp;gt;			15	1	3/4	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Dragonfire_Adept&amp;quot;&amp;gt;Dragonfire Adept&amp;lt;/a&amp;gt;	10	1/2	1/2	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Healer&amp;quot;&amp;gt;Healer&amp;lt;/a&amp;gt;			10	1/2	3/4	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Marshal&amp;quot;&amp;gt;Marshal&amp;lt;/a&amp;gt;			10	1	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Archivist&amp;quot;&amp;gt;Archivist&amp;lt;/a&amp;gt;		10	1/2	1/2	W	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Dread_Necromancer&amp;quot;&amp;gt;Dread Necromancer&amp;lt;/a&amp;gt;	10	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Factotum&amp;quot;&amp;gt;Factotum&amp;lt;/a&amp;gt;		10	3/4	1/2	R	10&lt;br /&gt;
Artificer		10	3/4	1/2	W	6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Psion&amp;quot;&amp;gt;Psion&amp;lt;/a&amp;gt;			5	1/2	1/2	W	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Psychic_Warrior&amp;quot;&amp;gt;Psychic Warrior&amp;lt;/a&amp;gt;		10	3/4	1/2	FW	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Soulknife&amp;quot;&amp;gt;Soulknife&amp;lt;/a&amp;gt;		15	1	3/4	RW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Wilder&amp;quot;&amp;gt;Wilder&amp;lt;/a&amp;gt;			10	3/4	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Ardent&amp;quot;&amp;gt;Ardent&amp;lt;/a&amp;gt;			10	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Divine_Mind&amp;quot;&amp;gt;Divine Mind&amp;lt;/a&amp;gt;		15	3/4	1/2	FW	6+&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Lurk&amp;quot;&amp;gt;Lurk&amp;lt;/a&amp;gt;			10	3/4	1/2	RW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Erudite&amp;quot;&amp;gt;Erudite&amp;lt;/a&amp;gt; 		5	1/2	1/2	W	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Psychic_Rogue&amp;quot;&amp;gt;Psychic Rogue&amp;lt;/a&amp;gt;		10	3/4	1/2	RW	10&lt;br /&gt;
Psionic Artificer	10	3/4	1/2	W	6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Crusader&amp;quot;&amp;gt;Crusader&amp;lt;/a&amp;gt;		15	1	3/4	F	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Hashashiyyin&amp;quot;&amp;gt;Hashashiyyin&amp;lt;/a&amp;gt;		10	3/4	1/2	RW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Warblade&amp;quot;&amp;gt;Warblade&amp;lt;/a&amp;gt;		15	1	1/2	F	2&lt;br /&gt;
&lt;br /&gt;
Incarnate		10	1	1/2	FW	6&lt;br /&gt;
Soulborn		15	1	3/4	FRW	6&lt;br /&gt;
Totemist		10	1	1/2	FR	6&lt;br /&gt;
&lt;br /&gt;
Binder			10	3/4	1/2	FW	6&lt;br /&gt;
Shadowcaster		10	1/2	1/2	FW	2&lt;br /&gt;
Truenamer		10	3/4	1/2	W	6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Battle_Dancer&amp;quot;&amp;gt;Battle Dancer&amp;lt;/a&amp;gt;		10	1	1/2	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Jester&amp;quot;&amp;gt;Jester&amp;lt;/a&amp;gt;			10	3/4	1/2	RW	10&lt;br /&gt;
Mountebank		10	3/4	1/2	RW	10&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Savant&amp;quot;&amp;gt;Savant&amp;lt;/a&amp;gt;			10	3/4	1/2	RW	10&lt;br /&gt;
Sha'ir			5	1/2	1/2	W	2&lt;br /&gt;
&lt;br /&gt;
Monk			10	3/4	3/4	FRW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Samurai&amp;quot;&amp;gt;Samurai&amp;lt;/a&amp;gt;			15	1	3/4	FR	6&lt;br /&gt;
Ninja			10	3/4	1/2	FRW	10&lt;br /&gt;
Shugenja		10	1/2	1/2	W	6&lt;br /&gt;
Spirit Shaman		10	3/4	1/2	W	6&lt;br /&gt;
Wu Jen			5	1/2	1/2	W	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Swordsage&amp;quot;&amp;gt;Swordsage&amp;lt;/a&amp;gt;		10	3/4	1/2	RW	6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Main_Page&amp;diff=3014</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Main_Page&amp;diff=3014"/>
				<updated>2012-03-29T09:18:29Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: exact date&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;tright&amp;quot; style=&amp;quot;clear:none&amp;quot;&amp;gt;[[File:Nedljabaranov.jpg||230px|]]&amp;lt;/div&amp;gt; &lt;br /&gt;
== Welcome!==&lt;br /&gt;
&lt;br /&gt;
[[File:involved.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:Alita_sidhe.png|center]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:Swtorsignature1st.png|center]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=t2lw8qVdhJk&amp;amp;feature=player_embedded Mac]&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
&lt;br /&gt;
Начало хронологии - 24 августа 2010&lt;br /&gt;
&lt;br /&gt;
=== ТВА ===&lt;br /&gt;
* nothing&lt;br /&gt;
&lt;br /&gt;
=== Current ===&lt;br /&gt;
&lt;br /&gt;
* [[Ящерки]] ([[Dark Heresy]]) (winter 2011 - present time) by Gorg&lt;br /&gt;
* Ars Magica by [[User:Boroda|Boroda]] (Long-long-time ago - present time) (19 september)&lt;br /&gt;
* Anima, First flight of The Lady (march 17th 2012 — present time)&lt;br /&gt;
&lt;br /&gt;
=== On pause ===&lt;br /&gt;
&lt;br /&gt;
* nothing&lt;br /&gt;
&lt;br /&gt;
=== Finished ===&lt;br /&gt;
&lt;br /&gt;
* [[Ересь в Империи]] (D&amp;amp;D — [[Todfüralle| Lizbeth's setting]]) (2011 - march 2012)&lt;br /&gt;
&lt;br /&gt;
* Damned Stars ([[Dark Heresy]]) (october 2012 - 25 february 2012) by [[User:Boroda|Boroda]]&lt;br /&gt;
&lt;br /&gt;
* [[Damned City]] ([[Dark Heresy]]) by Boroda (25 august - setember)&lt;br /&gt;
&lt;br /&gt;
* [[History_-_frontier_world|History - frontier world]] ([[Dark Heresy]]) by Gorg (31 august - 10 september)&lt;br /&gt;
&lt;br /&gt;
* Sic semper proditores (Dark Heresy) by [[User:Boroda|Boroda]] (july - august 2011)&lt;br /&gt;
&lt;br /&gt;
* [[Rogue Trader]] by Геометр теней (unknown)&lt;br /&gt;
&lt;br /&gt;
* [[Путь Ктулхи]] by [[user:Phoux|Phoux]] (unknown)&lt;br /&gt;
&lt;br /&gt;
* [[Game's history|and even more]]&lt;br /&gt;
&lt;br /&gt;
=== K.I.A ===&lt;br /&gt;
* [[Fallout]] (GURPS) by Crox (Пожелаем мастеру удачи с диссертацией!)&lt;br /&gt;
* [[Красная земля]] (Savage Worlds) by Lord of the Hunt (29 April 2011 - present time)&lt;br /&gt;
* [[Wild'n'Rogue Traider]] by [[user:Dictator|Dictator]] - it was dead before birth&lt;br /&gt;
*[[Унесенные Призраками]] ([[Dark Heresy]]) by [[User:Dictator|Dictator]] (07/04/2011 - dm was lost in action. Call 1-800-Concord if u have any information about him)&lt;br /&gt;
* ...&lt;br /&gt;
* Houses of the Blooded (8/04/2011 and was closed at 22/04/2011) by Lord of the Hunt&lt;br /&gt;
&lt;br /&gt;
=== Anima (Ex-DnD)  ===&lt;br /&gt;
&lt;br /&gt;
- [[Todfüralle| Lizbeth's setting]]&lt;br /&gt;
&lt;br /&gt;
== Special == &lt;br /&gt;
&amp;lt;div class=&amp;quot;tright&amp;quot; style=&amp;quot;clear:none&amp;quot;&amp;gt;[[File:Banhammer.jpg||160 px|]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*24.08.2010 till 1.08 2010 - Le wiki est mort! &lt;br /&gt;
*02 September 2010 - Vive le wiki!&lt;br /&gt;
*04 October - надо сделать категории, 7 море и неплохо было бы поправить хронологию по днд.&lt;br /&gt;
*06 October - нет аккаунта - нет редактирования. &lt;br /&gt;
*07 October - хронология обновлена.&lt;br /&gt;
*08 October - 7thSea все еще отсутсвует, зато добавились свистелки и колокольчики на главной странице &lt;br /&gt;
*09 October - появились первые категории&lt;br /&gt;
*17 November - новый виток эволюции для категорий, седьмое море все ещё ТВА&lt;br /&gt;
*28 November - случилось чудо. Друг спас жизнь друга, а я узнала факт того, что единственный адекватный способ разместить два изображения по центру вики страницы, это использовать таблицы.&lt;br /&gt;
*27 January 2011 - нашествие ботов! &lt;br /&gt;
*27 January 2011 - теперь у нас есть капча. &lt;br /&gt;
*1 March 2011 - наступила весна, а на вики - относительный порядок с категориями. Диктатор, ставь их, когда будешь создавать страничку для модуля.&lt;br /&gt;
*1 April 2011 - планируется переезд на кириллический домен&lt;br /&gt;
*2 September 2011 - День Рождения у Вики - ей исполнился 1 год.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
*04 september 2010 -  И вообще надо замутить свои вики-движки и игрища в мирке. С мотыгой и ролевичками.&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
“There are only two ways to disarm a bomb:&lt;br /&gt;
* a)violently, by blowing the sucker up, hopefully on purpose, or&lt;br /&gt;
* b)gingerly.  &lt;br /&gt;
If b) doesn’t work, see a)”&lt;br /&gt;
&lt;br /&gt;
– Richard Marcinko, Vengeance&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Как действовать, если вам кто-то не нравится, будь то npc или pc? Смело говорите:  &amp;quot;Он хочет на нас напасть! Смотрите как дико смотрит&amp;quot; и валите без разговоров.&lt;br /&gt;
&lt;br /&gt;
== StarWars:TOR  ==&lt;br /&gt;
&lt;br /&gt;
[[File:Swtor_revan_and_malak.jpg|400 px|center|thumb|&amp;lt;center&amp;gt;[[Sidhe Saga]] - [The Red] ]] &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WoT ==&lt;br /&gt;
&lt;br /&gt;
[[File:RED-N_4_500.jpg|400 px|center|thumb|&amp;lt;center&amp;gt;[[Sidhe armor]] ]] &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WikiAdmin ==&lt;br /&gt;
&lt;br /&gt;
[[File:moto.jpg|thumb|400 px|center|[[User:Alita|Alita Sidhe]] is owner of this wiki. She is old pen&amp;amp;parer rpg-games wolf and biker since 90s]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt; We are currently maintaining '''[[Special:Statistics|{{NUMBEROFARTICLES}}]]''' articles. &amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Main_Page&amp;diff=3013</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Main_Page&amp;diff=3013"/>
				<updated>2012-03-29T09:17:10Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: Anima, typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;tright&amp;quot; style=&amp;quot;clear:none&amp;quot;&amp;gt;[[File:Nedljabaranov.jpg||230px|]]&amp;lt;/div&amp;gt; &lt;br /&gt;
== Welcome!==&lt;br /&gt;
&lt;br /&gt;
[[File:involved.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:Alita_sidhe.png|center]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:Swtorsignature1st.png|center]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=t2lw8qVdhJk&amp;amp;feature=player_embedded Mac]&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
&lt;br /&gt;
Начало хронологии - 24 августа 2010&lt;br /&gt;
&lt;br /&gt;
=== ТВА ===&lt;br /&gt;
* nothing&lt;br /&gt;
&lt;br /&gt;
=== Current ===&lt;br /&gt;
&lt;br /&gt;
* [[Ящерки]] ([[Dark Heresy]]) (winter 2011 - present time) by Gorg&lt;br /&gt;
* Ars Magica by [[User:Boroda|Boroda]] (Long-long-time ago - present time) (19 september)&lt;br /&gt;
* Anima, First flight of The Lady (march 2012 — present time)&lt;br /&gt;
&lt;br /&gt;
=== On pause ===&lt;br /&gt;
&lt;br /&gt;
* nothing&lt;br /&gt;
&lt;br /&gt;
=== Finished ===&lt;br /&gt;
&lt;br /&gt;
* [[Ересь в Империи]] (D&amp;amp;D — [[Todfüralle| Lizbeth's setting]]) (2011 - march 2012)&lt;br /&gt;
&lt;br /&gt;
* Damned Stars ([[Dark Heresy]]) (october 2012 - 25 february 2012) by [[User:Boroda|Boroda]]&lt;br /&gt;
&lt;br /&gt;
* [[Damned City]] ([[Dark Heresy]]) by Boroda (25 august - setember)&lt;br /&gt;
&lt;br /&gt;
* [[History_-_frontier_world|History - frontier world]] ([[Dark Heresy]]) by Gorg (31 august - 10 september)&lt;br /&gt;
&lt;br /&gt;
* Sic semper proditores (Dark Heresy) by [[User:Boroda|Boroda]] (july - august 2011)&lt;br /&gt;
&lt;br /&gt;
* [[Rogue Trader]] by Геометр теней (unknown)&lt;br /&gt;
&lt;br /&gt;
* [[Путь Ктулхи]] by [[user:Phoux|Phoux]] (unknown)&lt;br /&gt;
&lt;br /&gt;
* [[Game's history|and even more]]&lt;br /&gt;
&lt;br /&gt;
=== K.I.A ===&lt;br /&gt;
* [[Fallout]] (GURPS) by Crox (Пожелаем мастеру удачи с диссертацией!)&lt;br /&gt;
* [[Красная земля]] (Savage Worlds) by Lord of the Hunt (29 April 2011 - present time)&lt;br /&gt;
* [[Wild'n'Rogue Traider]] by [[user:Dictator|Dictator]] - it was dead before birth&lt;br /&gt;
*[[Унесенные Призраками]] ([[Dark Heresy]]) by [[User:Dictator|Dictator]] (07/04/2011 - dm was lost in action. Call 1-800-Concord if u have any information about him)&lt;br /&gt;
* ...&lt;br /&gt;
* Houses of the Blooded (8/04/2011 and was closed at 22/04/2011) by Lord of the Hunt&lt;br /&gt;
&lt;br /&gt;
=== Anima (Ex-DnD)  ===&lt;br /&gt;
&lt;br /&gt;
- [[Todfüralle| Lizbeth's setting]]&lt;br /&gt;
&lt;br /&gt;
== Special == &lt;br /&gt;
&amp;lt;div class=&amp;quot;tright&amp;quot; style=&amp;quot;clear:none&amp;quot;&amp;gt;[[File:Banhammer.jpg||160 px|]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*24.08.2010 till 1.08 2010 - Le wiki est mort! &lt;br /&gt;
*02 September 2010 - Vive le wiki!&lt;br /&gt;
*04 October - надо сделать категории, 7 море и неплохо было бы поправить хронологию по днд.&lt;br /&gt;
*06 October - нет аккаунта - нет редактирования. &lt;br /&gt;
*07 October - хронология обновлена.&lt;br /&gt;
*08 October - 7thSea все еще отсутсвует, зато добавились свистелки и колокольчики на главной странице &lt;br /&gt;
*09 October - появились первые категории&lt;br /&gt;
*17 November - новый виток эволюции для категорий, седьмое море все ещё ТВА&lt;br /&gt;
*28 November - случилось чудо. Друг спас жизнь друга, а я узнала факт того, что единственный адекватный способ разместить два изображения по центру вики страницы, это использовать таблицы.&lt;br /&gt;
*27 January 2011 - нашествие ботов! &lt;br /&gt;
*27 January 2011 - теперь у нас есть капча. &lt;br /&gt;
*1 March 2011 - наступила весна, а на вики - относительный порядок с категориями. Диктатор, ставь их, когда будешь создавать страничку для модуля.&lt;br /&gt;
*1 April 2011 - планируется переезд на кириллический домен&lt;br /&gt;
*2 September 2011 - День Рождения у Вики - ей исполнился 1 год.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
*04 september 2010 -  И вообще надо замутить свои вики-движки и игрища в мирке. С мотыгой и ролевичками.&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
“There are only two ways to disarm a bomb:&lt;br /&gt;
* a)violently, by blowing the sucker up, hopefully on purpose, or&lt;br /&gt;
* b)gingerly.  &lt;br /&gt;
If b) doesn’t work, see a)”&lt;br /&gt;
&lt;br /&gt;
– Richard Marcinko, Vengeance&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Как действовать, если вам кто-то не нравится, будь то npc или pc? Смело говорите:  &amp;quot;Он хочет на нас напасть! Смотрите как дико смотрит&amp;quot; и валите без разговоров.&lt;br /&gt;
&lt;br /&gt;
== StarWars:TOR  ==&lt;br /&gt;
&lt;br /&gt;
[[File:Swtor_revan_and_malak.jpg|400 px|center|thumb|&amp;lt;center&amp;gt;[[Sidhe Saga]] - [The Red] ]] &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WoT ==&lt;br /&gt;
&lt;br /&gt;
[[File:RED-N_4_500.jpg|400 px|center|thumb|&amp;lt;center&amp;gt;[[Sidhe armor]] ]] &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WikiAdmin ==&lt;br /&gt;
&lt;br /&gt;
[[File:moto.jpg|thumb|400 px|center|[[User:Alita|Alita Sidhe]] is owner of this wiki. She is old pen&amp;amp;parer rpg-games wolf and biker since 90s]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt; We are currently maintaining '''[[Special:Statistics|{{NUMBEROFARTICLES}}]]''' articles. &amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Anarchic_Feats&amp;diff=2890</id>
		<title>Prinzessin:Anarchic Feats</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Anarchic_Feats&amp;diff=2890"/>
				<updated>2012-01-26T09:43:00Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: Touch of Hate converted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Chaos Feats ==&lt;br /&gt;
&lt;br /&gt;
Scion of Sorrow: +5 anarchic on any one roll 1/day.&lt;br /&gt;
* Tormented Knight[F]: P: BAB 4. B: Your weapons are anarchic. Once per round you may imbue your attack with anarchic energy so lawful creature you damage with this attack must make FC save DC 10+damage or take d4 Cha damage.&lt;br /&gt;
&lt;br /&gt;
Chaos Music: P: Bardic Music, Perform 1. B: +4 (no more than HD) effective Bard level for purposes of Bardic Music.&lt;br /&gt;
&lt;br /&gt;
Chaos Rage: P: Rage, Intimidate 1. B: +4 (no more than HD) effective Barbarian level for purposes of Rage.&lt;br /&gt;
&lt;br /&gt;
Flexible Mind: Choose 2 skills. They become Class skills for you and receive +1 bonus.&lt;br /&gt;
&lt;br /&gt;
Verminfriend: Insects do not attack you.&lt;br /&gt;
* Gift of the Spider: Immunity to Poison. May spit d6 acid FC + 1/2 HD +Con d6Str/d6Str Poison, 3+Con/day.&lt;br /&gt;
* Spider Bite: Your bite is poisonous +1/2 HD +Con d6Str/d6Str.&lt;br /&gt;
&lt;br /&gt;
Wild Touch: When determining the random effect of a magic item or wild magic, you may roll twice and choose the more appropriate of the two.&lt;br /&gt;
* Touch of Hate: P: ECL 5. B: AT=S R=T, animal gains Beast of Chaos template if it fails WW +1/2 HD +Wis save, and is controlled by you. Once per day. You can have only one beast of chaos under your control at a time.&lt;br /&gt;
&lt;br /&gt;
== Demon Feats ==&lt;br /&gt;
&lt;br /&gt;
* Abyss-Bound Soul: +2 on saves against law, and bonus from demonic patron.&lt;br /&gt;
** %insert name here%: +BAB damage on charge.&lt;br /&gt;
** %insert name here%: Waterbreathing. Summon demon with 3/4 HD CR 1/day.&lt;br /&gt;
** %insert name here%: Immunity to fear, +2 anarchic RD.&lt;br /&gt;
** %insert name here%: Immunity to acid.&lt;br /&gt;
** %insert name here%: Immunity to cold.&lt;br /&gt;
** %insert name here%: +1 enchantment CL, immunity to any magical insanity.&lt;br /&gt;
** %insert name here%: +1 natural armour, Fortification 25%.&lt;br /&gt;
** %insert name here%: +4 on saves against death and negative energy, +1 anarchic attack and damage with natural weapons.&lt;br /&gt;
&lt;br /&gt;
Thrall to Demon: +5 anarchic on any roll 1/day.&lt;br /&gt;
* Beloved of Demons: Power Attack, Knowledge:Demons 3. B: Once per round when you damage opponent you gain 1/2 HD temporary hp. As i you may sacrifice 5 temporary hp to gain +5/law DR for 1 round.&lt;br /&gt;
* Blood War Conscript: +1 anarchic on melee attack and damage.&lt;br /&gt;
* Demonic Conduit: All your spells gain +1 DC and extra 1 DC against lawful targets.&lt;br /&gt;
* Demonsworn Knight: P: BAB 4. B: Your weapon is anarchic, you gain extra die of damage.&lt;br /&gt;
&lt;br /&gt;
=== Abyssal feats ===&lt;br /&gt;
&lt;br /&gt;
Chaotic Spell Recall: P: Any Abyssal feat, Spontaneous spellcaster. B: AT=s, restore spell slot you used on casting spell with chaotic descriptor, Demon feats/2 per day. -2 Concentration.&lt;br /&gt;
&lt;br /&gt;
Claws of the Beast: +1+1/2 Abyssal feats anarchic unarmed damage. -1 Larceny.&lt;br /&gt;
* Poison Talons: P: Any two Abyssal feats. B: AT=s, next unarmed attack within 1h is poisoned with d4Str/d4Str poison. Abyssal feats/day.&lt;br /&gt;
&lt;br /&gt;
Cloak of Obyrith: DR 2 x Abyssal feats/law. -1 Nature.&lt;br /&gt;
&lt;br /&gt;
Demonic Skin: +1+1/2 Abyssal feats NA bonus. -2 Escape Artist.&lt;br /&gt;
&lt;br /&gt;
Demonic Sneak Attack: When making a sneak attack you may re-roll Abyssal feats number of dices. -2 Tactics.&lt;br /&gt;
&lt;br /&gt;
Eyes of the Abyss: P: Any Abyssal feat. B: Darkvision 6, + Abyssal feats number on Awareness. -1 Persuasion.&lt;br /&gt;
&lt;br /&gt;
Heart of the Nabassu: You may harmlessly absorb Abyssal feats number of negative levels per day. -1 Nature.&lt;br /&gt;
&lt;br /&gt;
Keeper of Forbidden Lore: P: Int 13. B: +Abyssal feats number on Prayercraft, Knowledge:Demons and bardic knowledge. -2 Local.&lt;br /&gt;
&lt;br /&gt;
Otherworldly Countenance: B: Choose one from below. -2 Disguise.&lt;br /&gt;
* Beautiful: P: Cha 15. B: You gain +Abyssal feats on Perform. AT=FR, target is fascinated until it looses sight of you, WW +1/2 HD + Cha negates, Abyssal feats/day.&lt;br /&gt;
* Ugly: P: Cha lower than 10. B: You gain +Abyssal feats on Intimidate and may use Con instead of Cha on Intimidate. AT=FR, target is sickened until it looses sight of you, WW +1/2 HD + Con negates, Abyssal feats/day.&lt;br /&gt;
&lt;br /&gt;
Precognitive Visions: P: Wis 13, One Abyssal feat. B: You gain Abyssal feats/2 floating +1 insight bonuses which you may redistribute every 24 hours. Bonuses may be applied to: AC, attacks, one saving throe, one skill. -2 Awareness.&lt;br /&gt;
&lt;br /&gt;
Primordial Scion: P: Any one Abyssal feat. B: All your attacks are chaotic and gain extra die of damage + extra die for each 4 Abyssal feats you possess against lawful targets. -1 Awareness.&lt;br /&gt;
&lt;br /&gt;
== Devil Feats ==&lt;br /&gt;
&lt;br /&gt;
Disciple of Devils: +5 anarchic on any roll 1/day.&lt;br /&gt;
* Hellbound Knight[F]: P: BAB 4. B: Your weapons are anarchic, you gain +1 anarchic on attack rolls.&lt;br /&gt;
* Hellsworn: P: Weapon Focus, Knowledge:Devils 6. B: Your attacks inflict extra die of damage. Your anarchic spells have +1 CL, and once per encounter you may add +1 DC to any spell you cast, half of damage from the spell becomes divine in nature.&lt;br /&gt;
&lt;br /&gt;
Brand of Hell: P: ECL 7. B: +2 Intimidate, additional benefit depends on patron.&lt;br /&gt;
* Limbo: AT=s, D=10m, resistance to cold 20, extra die of cold damage on unarmed. 1/day.&lt;br /&gt;
* Lust: AT=S, melee touch, WC +1/2 HD +Con save or daze for 1 r.&lt;br /&gt;
* Gluttony: AT=s, D=1m, fast healing 5. 1/day.&lt;br /&gt;
* Greed: You cannot be flanked or caught flat-footed.&lt;br /&gt;
* Anger: AT=s, D=1r. Unarmed attacks make die of fire damage, opponents grappling you or in adjacent squares take d6 x HD fire damage, RD +1/2 HD + Cha half, grappling opponents do not get a save. 3/day.&lt;br /&gt;
* Heresy: A=6, creatures with equal or more HD than you must make WW +1/2 HD + Cha save or take -2 on attacks on you. Opponents with less HD or in less than half hp must make same save or become shaken. Each save must be made only once per 24h.&lt;br /&gt;
* Violence: Your weapon attacks gain extra die of damage, and additional die against lawful creatures.&lt;br /&gt;
* Fraud: +4 on feint and escape artist, extra die of melee precision damage against opponent who looses Dex to AC.&lt;br /&gt;
* Treachery: AT=s, command SLA 3/day.&lt;br /&gt;
&lt;br /&gt;
All marks have Brand of Hell and ECL 13 as a prerequisite.&lt;br /&gt;
&lt;br /&gt;
Mark of Limbo: You treat ice as normal terrain and gain +4 on attack and damage if both you and opponent are on ice. As a swift action you gain die of cold weapon damage or two dies if weapon is from hellforged material.&lt;br /&gt;
&lt;br /&gt;
Mark of Lust: After having some sexual activity you gain number of pleasure points equal to your Con. As s you may spend one point to gain +4 on any roll.&lt;br /&gt;
&lt;br /&gt;
Mark of Gluttony: 3+Con tumours. AT=s spend a tumour to gain one benefit: +2 enh speed; heal 2d6+HD hp; +1 unarmed reach; spray filth on adjacent target to make it sickened, FC +1/2 +Con negates.&lt;br /&gt;
&lt;br /&gt;
Mark of Greed: Square in which you start your round is not threatened by your opponents. As a i you may gain +4 on single AC or save.&lt;br /&gt;
&lt;br /&gt;
Mark of Anger: Each time you miss on attack or opponent saves against your spell you gain cumulative +1 bonus on all rolls except for AC which gains cumulative -1 penalty. Bonuses and penalties dissipate when you hit your opponent or he fails his save.&lt;br /&gt;
&lt;br /&gt;
Mark of Heresy: You gain +1 on charge non-iterative attack rolls for each square you move during a charge.&lt;br /&gt;
&lt;br /&gt;
Mark of Violence: Once per encounter you may attack or use an SLA as i. Also on readied actions you gain +4 on attack and damage.&lt;br /&gt;
&lt;br /&gt;
Mark of Fraud: Creatures in adjacent squares must make +1/2 HD +Dex Acrobatics check or stop moving. First time you hit living opponent in encounter he must make +1/2 HD + Con FC save or become sickened for 10r.&lt;br /&gt;
&lt;br /&gt;
Mark of Treachery: Anyone who wants to attack you must make WW +1/2 HD + Cha save. After save is made no save required until end of encounter.&lt;br /&gt;
&lt;br /&gt;
=== Devil Pact feats ===&lt;br /&gt;
&lt;br /&gt;
Devil's Favour: +2 on any roll Pact feats/day.&lt;br /&gt;
* Devil's Aura: P: Cha 13, Intimidate 6. B: AT=s, A=2, D=1r, opponents must make WW +1/2 +Cha save or become shaken for 3r. This effect do not stack with other fear effects. Pact feats/day.&lt;br /&gt;
* Devil's Flesh: P: Con 15. B: 1/2 Pact feats bonus on natural armour and intimidate, same penalty on socialize against lawful creatures.&lt;br /&gt;
* Devil's Sight: P: Wis 15. B: Darkvision +12. AT=s, D=5r, Blindsight 6, Pact feats/day.&lt;br /&gt;
* Devil's Stamina: P: Fort 3. B: +5 hp per Pact feat. AT=f, D=5r, Pact feats fast healing.&lt;br /&gt;
* Devil's Tongue: P: Cha 15. B: AT=S, opponent must make WC +1/2 + Cha save or become dazed and flat-footed for 1r. You may spend two uses to change AT to s. Pact feats/day.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Hashashiyyin&amp;diff=2889</id>
		<title>Prinzessin:Hashashiyyin</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Hashashiyyin&amp;diff=2889"/>
				<updated>2012-01-24T22:08:27Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: noose&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hashashiyyin ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature			Known	Ready	Stances&lt;br /&gt;
1	Weapon Focus:School, School	2	3	1&lt;br /&gt;
2	AC Bonus(Ex)			3	3	1&lt;br /&gt;
3	Quick to Act(Ex) +1		5	4	2&lt;br /&gt;
4	Discipline Focus(Ex):Damage	6	4	2&lt;br /&gt;
5	Adaptive Style feat		8	5	3&lt;br /&gt;
6	Dodge feat			9	5	3&lt;br /&gt;
7	Quick to Act(Ex) +2		11	6	4&lt;br /&gt;
8	Discipline Focus(Ex):AC		12	6	4&lt;br /&gt;
9	Evasion(Ex)			13	7	5&lt;br /&gt;
10	Crowd Tactics feat		14	7	5&lt;br /&gt;
11	Quick to Act(Ex) +3		16	8	5&lt;br /&gt;
12	Discipline Focus(Ex):Attack	17	8	5&lt;br /&gt;
13	Sense Magic(Su)			18	9	5&lt;br /&gt;
14	Blend the Crowd(Ex)		19	9	5&lt;br /&gt;
15	Quick to Act(Ex) +4		20	10	6&lt;br /&gt;
16	Discipline Focus(Ex):Saves	21	10	6&lt;br /&gt;
17	Mettle(Ex)			22	11	6&lt;br /&gt;
18	Hide in Plain Sight(Ex)		23	11	6&lt;br /&gt;
19	Quick to Act(Ex) +5		24	12	6&lt;br /&gt;
20	Stance Mastery(Ex)		25	12	6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
School: Assassin's Hand&lt;br /&gt;
&lt;br /&gt;
AC Bonus(Ex): +Wis to AC while in light armour, no more than level.&lt;br /&gt;
&lt;br /&gt;
Quick to Act(Ex): Add this value to your initiative.&lt;br /&gt;
&lt;br /&gt;
Discipline Focus(Ex):&lt;br /&gt;
* Damage: +Wis on Strikes damage, no more than level.&lt;br /&gt;
* AC: +2 AC while in Assassin's Hand stance.&lt;br /&gt;
* Attack: +Wis on Strikes attack, no more than level.&lt;br /&gt;
* Saves: +2 on all saves while in Assassin's Hand stance.&lt;br /&gt;
&lt;br /&gt;
Evasion(Ex):&lt;br /&gt;
&lt;br /&gt;
Sense Magic(Su): AT=10 m, determine properties of magical armour or weapon. &lt;br /&gt;
&lt;br /&gt;
Blend in the Crowd(Ex): As Camouflage but in the crowds.&lt;br /&gt;
&lt;br /&gt;
Mettle(Ex):&lt;br /&gt;
&lt;br /&gt;
Hide in Plain Sight(Ex): any terrain.&lt;br /&gt;
&lt;br /&gt;
Stance Mastery(Ex): may use two stances simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Assassin's Hand ==&lt;br /&gt;
&lt;br /&gt;
'''School's Skill:''' Stealth.&lt;br /&gt;
&lt;br /&gt;
'''School's Weapons:''' Daggers.&lt;br /&gt;
&lt;br /&gt;
'''School's DC:''' 1/2 IL + Wis&lt;br /&gt;
&lt;br /&gt;
=== Manoeuvres ===&lt;br /&gt;
&lt;br /&gt;
1. Clinging Shadow Strike[S]: IT=S. If you hit you deal +d6 damage per IL (max 5d6) and your opponent gain 20% miss chance on attacks for 1 r.&lt;br /&gt;
&lt;br /&gt;
1. Shadow Blade Technique[S]: IT=S, roll 2d10 twice and choose which result to use, if you used lower result your attack gain +d6 per IL (max 5d6) cold damage.&lt;br /&gt;
&lt;br /&gt;
2. Cloak of Deception[B]: IT=s, you're affected as if by greater invisibility until start of your next turn.&lt;br /&gt;
&lt;br /&gt;
2. Drain Vitality[S]: IT=S. If you hit your opponent takes 2 Con damage, FC negates.&lt;br /&gt;
&lt;br /&gt;
2. Shadow Jaunt: IT=S, R=10, teleport.&lt;br /&gt;
&lt;br /&gt;
3. Shadow Garotte[S]: IT=S, R=12, ranged touch, target must be living. Opponent takes +d6 per IL (max 10d6) damage and becomes flat-footed until start of your next turn.&lt;br /&gt;
&lt;br /&gt;
3. Strength Draining Strike[S]: IT=S. If you hit your opponent takes 4 Str damage, FC half.&lt;br /&gt;
&lt;br /&gt;
4. Hand of Death[S]: IT=S, opponent must be flat-footed. Make a melee touch attack - opponent is paralysed for d3 r if he fail FC save.&lt;br /&gt;
&lt;br /&gt;
4. Obscuring Shadow Veil[S]: IT=S. If you hit you deal +d6 per IL (max 15d6) damage and your opponent gain 50% miss chance on attacks for 1 r.&lt;br /&gt;
&lt;br /&gt;
5. Bloodletting Strike[S]: IT=S. If you hit your opponent takes 4 Con damage, FC half.&lt;br /&gt;
&lt;br /&gt;
5. Shadow Stride: IT=M, R=10, teleport.&lt;br /&gt;
&lt;br /&gt;
6. Ghost Blade[B]: IT=s, opponent is flat-footed against your next attack in this round.&lt;br /&gt;
&lt;br /&gt;
6. Shadow Noose[S]: IT=S, R=12, opponent must be living and flat-footed. Target receives d6 damage per IL (max 20d6) and becomes stunned for 1 r.&lt;br /&gt;
&lt;br /&gt;
6. Stalker in the Night[S]: IT=FR, move up to your move and make one attack during your move. If you end your move in the place where stealth available you may make Stealth check to remain unnoticed.&lt;br /&gt;
&lt;br /&gt;
7. Death in the Dark[S]: IT=S, opponent must be flat-footed and not immune to crits. If your attack hits it deal extra 25d6 damage.&lt;br /&gt;
&lt;br /&gt;
7. Shadow Blink: IT=s, R=10, teleport.&lt;br /&gt;
&lt;br /&gt;
8. Enervating Shadow Strike[S]: IT=S, opponent who fails FW gain d4 negative levels.&lt;br /&gt;
&lt;br /&gt;
8. One with Shadow[C]: IT=i, you become incorporeal until start of your next turn.&lt;br /&gt;
&lt;br /&gt;
9. Five-Shadow Creeping Ice Enervation Strike[S]: IT=S, you deal extra 25d6 damage, roll d20 and target must succeed FW save to halve ability damage and negate special effect. 1-7 - legs, 2d6 Dex damage, s: speed 0 for d6 r. 8-14 - arms, 2d6 Str damage, s: -6 on attack rolls and Concentration for d6 r. 15-20 - heart, 2d6 Str, 2d6 Dex, s: 2d6 Con.&lt;br /&gt;
&lt;br /&gt;
=== Stances ===&lt;br /&gt;
&lt;br /&gt;
1. Child of Shadow: If you move 2 you gain concealment until start of your next turn. This concealment cannot be used for Hide in Plain Sight.&lt;br /&gt;
&lt;br /&gt;
1. Island of Blades: If you and ally both adjacent to target, this opponent is considered as flanked by both of you.&lt;br /&gt;
&lt;br /&gt;
3. Assassin's Stance: You gain Sneak Attack d6 +1d6 per five IL.&lt;br /&gt;
&lt;br /&gt;
3. Dance of the Spider: You gain Climb 4.&lt;br /&gt;
&lt;br /&gt;
5. Step of the Dancing Moth: You may move up to 1sq up and levitate there, moving as usual but ignoring effects from dangerous surfaces (like lava) and weak surfaces (like stretched paper or cloth). Also you ignore Stealth penalty for quick movement.&lt;br /&gt;
&lt;br /&gt;
8. Balance on the Sky: You act as if you're affected by Air Walk spell.&lt;br /&gt;
&lt;br /&gt;
== Unique Feats ==&lt;br /&gt;
&lt;br /&gt;
Extra Readied Manoeuvre: You gain +1 readied manoeuvre.&lt;br /&gt;
&lt;br /&gt;
Shadow Blade: P: Assassin's Hand Stance. B: You may add your Dex (no more than IL) to damage with school weapons while in schools stance.&lt;br /&gt;
&lt;br /&gt;
Shadow Trickster: P: CL 1, Assassin's Hand Stance: B: +2 DC of your illusions, you gain +2 sneak attack, flank or sudden strike damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Class_Combo_Feats&amp;diff=2884</id>
		<title>Prinzessin:Class Combo Feats</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Class_Combo_Feats&amp;diff=2884"/>
				<updated>2012-01-13T10:00:40Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Note: Level stack is limited to 10'''&lt;br /&gt;
&lt;br /&gt;
== Complete Adventurer ==&lt;br /&gt;
&lt;br /&gt;
Devoted Inquisitor: P: Paladin 3, Rogue 3. B: Your levels in paladin and rogue stack for following effects:&lt;br /&gt;
* Paladin: Your paladin levels stacks with rogue levels for purpose of Sneak Attack, also if you combine Smite with Sneak Attack then opponent must succeed FC +1/2 (Pal+Rog) +Cha or become dazed for 1r.&lt;br /&gt;
* Rogue: Your rogue levels stack with paladin levels for purpose of Smite, maximum bonus from Divine Grace and Discerning Insight.&lt;br /&gt;
&lt;br /&gt;
Devoted Performer: P: Bard 3, Paladin 3. B: Your levels in bard and paladin stack for following effects:&lt;br /&gt;
* Bard: Your bard levels stacks with paladin levels for purpose of Smite and Lay on Hand.&lt;br /&gt;
* Paladin: Your paladin levels stacks with bard levels for purpose of number of Bardic Music per day and DC, and for Inspire Courage.&lt;br /&gt;
&lt;br /&gt;
Devoted Tracker: P: Paladin 3, Ranger 3. B: Your levels in paladin and ranger stack for following effects:&lt;br /&gt;
* Paladin: Your paladin levels stacks with ranger levels for purpose of Favoured Enemy and Animal Companion.&lt;br /&gt;
* Ranger: Your ranger levels stacks with paladin levels for purpose of Smite and Mount. Also you may &amp;quot;combine&amp;quot; mount and Animal Companion.&lt;br /&gt;
&lt;br /&gt;
== Complete Scoundrel ==&lt;br /&gt;
&lt;br /&gt;
Daring Outlaw: P: Rogue 3, Swashbuckler 3. B: Your levels in rogue and swashbuckler stack for following effects:&lt;br /&gt;
* Rogue: Your rogue levels stack with swashbuckler levels for purpose of Dodge and Grace.&lt;br /&gt;
* Swashbuckler: Your swashbuckler levels stack with rogue levels for purpose of Rogue Abilities.&lt;br /&gt;
&lt;br /&gt;
Daring Warrior: P: Fighter 3, Swashbuckler 3. B: Your levels in fighter and swashbuckler stack for following effects:&lt;br /&gt;
* Fighter: Your fighter levels stack with swashbuckler levels for purpose of Defensive Training and Offensive training.&lt;br /&gt;
* Swashbuckler: Your swashbuckler levels stack with fighter levels for purpose of Dodge and Grace.&lt;br /&gt;
&lt;br /&gt;
Swift Ambusher: P: Rogue 3, Scout 3. B: Your levels in rogue and scout stack for following effects:&lt;br /&gt;
* Rogue: Your rogue levels stack with scout levels for purpose of Battle Fortitude and Skirmish AC bonus.&lt;br /&gt;
* Scout: Your scout levels stack with rogue levels for purpose of Rogue Abilities.&lt;br /&gt;
&lt;br /&gt;
Swift Hunter: P: Ranger 3, Scout 3. B: Your levels in ranger and scout stack for following effects:&lt;br /&gt;
* Ranger: Your ranger levels stack with scout levels for purpose of Battle Fortitude and Skirmish damage value.&lt;br /&gt;
* Scout: Your scout levels stack with ranger levels for purpose of Favoured Enemy and Spellcasting.&lt;br /&gt;
&lt;br /&gt;
=== Oriental Combos ===&lt;br /&gt;
&lt;br /&gt;
update later&lt;br /&gt;
&lt;br /&gt;
Ascetic Hunter: Monk+Ranger: 1/2 FE bonus on DC, unarmed damage.&lt;br /&gt;
&lt;br /&gt;
Ascetic Knight: Monk+Paladin: unarmed damage, smite damage.&lt;br /&gt;
&lt;br /&gt;
Ascetic Mage: Monk+Sorcerer: AT=s, sacrifice a spell, recieve SL on attack and damage rolls 1r, AC bonus, may use Cha instead of Wis.&lt;br /&gt;
&lt;br /&gt;
Ascetic Rogue: Monk+Rogue: +2 DC of SF, unarmed damage.&lt;br /&gt;
&lt;br /&gt;
Ascetic Stalker: Monk + Ninja: ki pool, unarmed damage, ki strike.&lt;br /&gt;
&lt;br /&gt;
Martial Stalker: Fighter+Ninja: ki pool, AC bonus, feats prequisites.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Anarchic_Feats&amp;diff=2882</id>
		<title>Prinzessin:Anarchic Feats</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Anarchic_Feats&amp;diff=2882"/>
				<updated>2012-01-12T08:00:33Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: nothing new&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Chaos Feats ==&lt;br /&gt;
&lt;br /&gt;
Scion of Sorrow: +5 anarchic on any one roll 1/day.&lt;br /&gt;
* Tormented Knight[F]: P: BAB 4. B: Your weapons are anarchic. Once per round you may imbue your attack with anarchic energy so lawful creature you damage with this attack must make FC save DC 10+damage or take d4 Cha damage.&lt;br /&gt;
&lt;br /&gt;
Chaos Music: P: Bardic Music, Perform 1. B: +4 (no more than HD) effective Bard level for purposes of Bardic Music.&lt;br /&gt;
&lt;br /&gt;
Chaos Rage: P: Rage, Intimidate 1. B: +4 (no more than HD) effective Barbarian level for purposes of Rage.&lt;br /&gt;
&lt;br /&gt;
Flexible Mind: Choose 2 skills. They become Class skills for you and receive +1 bonus.&lt;br /&gt;
&lt;br /&gt;
Verminfriend: Insects do not attack you.&lt;br /&gt;
* Gift of the Spider: Immunity to Poison. May spit d6 acid FC + 1/2 HD +Con d6Str/d6Str Poison, 3+Con/day.&lt;br /&gt;
* Spider Bite: Your bite is poisonous +1/2 HD +Con d6Str/d6Str.&lt;br /&gt;
&lt;br /&gt;
Wild Touch: When determining the random effect of a magic item or wild magic, you may roll twice and choose the more appropriate of the two.&lt;br /&gt;
&lt;br /&gt;
== Demon Feats ==&lt;br /&gt;
&lt;br /&gt;
* Abyss-Bound Soul: +2 on saves against law, and bonus from demonic patron.&lt;br /&gt;
** %insert name here%: +BAB damage on charge.&lt;br /&gt;
** %insert name here%: Waterbreathing. Summon demon with 3/4 HD CR 1/day.&lt;br /&gt;
** %insert name here%: Immunity to fear, +2 anarchic RD.&lt;br /&gt;
** %insert name here%: Immunity to acid.&lt;br /&gt;
** %insert name here%: Immunity to cold.&lt;br /&gt;
** %insert name here%: +1 enchantment CL, immunity to any magical insanity.&lt;br /&gt;
** %insert name here%: +1 natural armour, Fortification 25%.&lt;br /&gt;
** %insert name here%: +4 on saves against death and negative energy, +1 anarchic attack and damage with natural weapons.&lt;br /&gt;
&lt;br /&gt;
Thrall to Demon: +5 anarchic on any roll 1/day.&lt;br /&gt;
* Beloved of Demons: Power Attack, Knowledge:Demons 3. B: Once per round when you damage opponent you gain 1/2 HD temporary hp. As i you may sacrifice 5 temporary hp to gain +5/law DR for 1 round.&lt;br /&gt;
* Blood War Conscript: +1 anarchic on melee attack and damage.&lt;br /&gt;
* Demonic Conduit: All your spells gain +1 DC and extra 1 DC against lawful targets.&lt;br /&gt;
* Demonsworn Knight: P: BAB 4. B: Your weapon is anarchic, you gain extra die of damage.&lt;br /&gt;
&lt;br /&gt;
=== Abyssal feats ===&lt;br /&gt;
&lt;br /&gt;
Chaotic Spell Recall: P: Any Abyssal feat, Spontaneous spellcaster. B: AT=s, restore spell slot you used on casting spell with chaotic descriptor, Demon feats/2 per day. -2 Concentration.&lt;br /&gt;
&lt;br /&gt;
Claws of the Beast: +1+1/2 Abyssal feats anarchic unarmed damage. -1 Larceny.&lt;br /&gt;
* Poison Talons: P: Any two Abyssal feats. B: AT=s, next unarmed attack within 1h is poisoned with d4Str/d4Str poison. Abyssal feats/day.&lt;br /&gt;
&lt;br /&gt;
Cloak of Obyrith: DR 2 x Abyssal feats/law. -1 Nature.&lt;br /&gt;
&lt;br /&gt;
Demonic Skin: +1+1/2 Abyssal feats NA bonus. -2 Escape Artist.&lt;br /&gt;
&lt;br /&gt;
Demonic Sneak Attack: When making a sneak attack you may re-roll Abyssal feats number of dices. -2 Tactics.&lt;br /&gt;
&lt;br /&gt;
Eyes of the Abyss: P: Any Abyssal feat. B: Darkvision 6, + Abyssal feats number on Awareness. -1 Persuasion.&lt;br /&gt;
&lt;br /&gt;
Heart of the Nabassu: You may harmlessly absorb Abyssal feats number of negative levels per day. -1 Nature.&lt;br /&gt;
&lt;br /&gt;
Keeper of Forbidden Lore: P: Int 13. B: +Abyssal feats number on Prayercraft, Knowledge:Demons and bardic knowledge. -2 Local.&lt;br /&gt;
&lt;br /&gt;
Otherworldly Countenance: B: Choose one from below. -2 Disguise.&lt;br /&gt;
* Beautiful: P: Cha 15. B: You gain +Abyssal feats on Perform. AT=FR, target is fascinated until it looses sight of you, WW +1/2 HD + Cha negates, Abyssal feats/day.&lt;br /&gt;
* Ugly: P: Cha lower than 10. B: You gain +Abyssal feats on Intimidate and may use Con instead of Cha on Intimidate. AT=FR, target is sickened until it looses sight of you, WW +1/2 HD + Con negates, Abyssal feats/day.&lt;br /&gt;
&lt;br /&gt;
Precognitive Visions: P: Wis 13, One Abyssal feat. B: You gain Abyssal feats/2 floating +1 insight bonuses which you may redistribute every 24 hours. Bonuses may be applied to: AC, attacks, one saving throe, one skill. -2 Awareness.&lt;br /&gt;
&lt;br /&gt;
Primordial Scion: P: Any one Abyssal feat. B: All your attacks are chaotic and gain extra die of damage + extra die for each 4 Abyssal feats you possess against lawful targets. -1 Awareness.&lt;br /&gt;
&lt;br /&gt;
== Devil Feats ==&lt;br /&gt;
&lt;br /&gt;
Disciple of Devils: +5 anarchic on any roll 1/day.&lt;br /&gt;
* Hellbound Knight[F]: P: BAB 4. B: Your weapons are anarchic, you gain +1 anarchic on attack rolls.&lt;br /&gt;
* Hellsworn: P: Weapon Focus, Knowledge:Devils 6. B: Your attacks inflict extra die of damage. Your anarchic spells have +1 CL, and once per encounter you may add +1 DC to any spell you cast, half of damage from the spell becomes divine in nature.&lt;br /&gt;
&lt;br /&gt;
Brand of Hell: P: ECL 7. B: +2 Intimidate, additional benefit depends on patron.&lt;br /&gt;
* Limbo: AT=s, D=10m, resistance to cold 20, extra die of cold damage on unarmed. 1/day.&lt;br /&gt;
* Lust: AT=S, melee touch, WC +1/2 HD +Con save or daze for 1 r.&lt;br /&gt;
* Gluttony: AT=s, D=1m, fast healing 5. 1/day.&lt;br /&gt;
* Greed: You cannot be flanked or caught flat-footed.&lt;br /&gt;
* Anger: AT=s, D=1r. Unarmed attacks make die of fire damage, opponents grappling you or in adjacent squares take d6 x HD fire damage, RD +1/2 HD + Cha half, grappling opponents do not get a save. 3/day.&lt;br /&gt;
* Heresy: A=6, creatures with equal or more HD than you must make WW +1/2 HD + Cha save or take -2 on attacks on you. Opponents with less HD or in less than half hp must make same save or become shaken. Each save must be made only once per 24h.&lt;br /&gt;
* Violence: Your weapon attacks gain extra die of damage, and additional die against lawful creatures.&lt;br /&gt;
* Fraud: +4 on feint and escape artist, extra die of melee precision damage against opponent who looses Dex to AC.&lt;br /&gt;
* Treachery: AT=s, command SLA 3/day.&lt;br /&gt;
&lt;br /&gt;
All marks have Brand of Hell and ECL 13 as a prerequisite.&lt;br /&gt;
&lt;br /&gt;
Mark of Limbo: You treat ice as normal terrain and gain +4 on attack and damage if both you and opponent are on ice. As a swift action you gain die of cold weapon damage or two dies if weapon is from hellforged material.&lt;br /&gt;
&lt;br /&gt;
Mark of Lust: After having some sexual activity you gain number of pleasure points equal to your Con. As s you may spend one point to gain +4 on any roll.&lt;br /&gt;
&lt;br /&gt;
Mark of Gluttony: 3+Con tumours. AT=s spend a tumour to gain one benefit: +2 enh speed; heal 2d6+HD hp; +1 unarmed reach; spray filth on adjacent target to make it sickened, FC +1/2 +Con negates.&lt;br /&gt;
&lt;br /&gt;
Mark of Greed: Square in which you start your round is not threatened by your opponents. As a i you may gain +4 on single AC or save.&lt;br /&gt;
&lt;br /&gt;
Mark of Anger: Each time you miss on attack or opponent saves against your spell you gain cumulative +1 bonus on all rolls except for AC which gains cumulative -1 penalty. Bonuses and penalties dissipate when you hit your opponent or he fails his save.&lt;br /&gt;
&lt;br /&gt;
Mark of Heresy: You gain +1 on charge non-iterative attack rolls for each square you move during a charge.&lt;br /&gt;
&lt;br /&gt;
Mark of Violence: Once per encounter you may attack or use an SLA as i. Also on readied actions you gain +4 on attack and damage.&lt;br /&gt;
&lt;br /&gt;
Mark of Fraud: Creatures in adjacent squares must make +1/2 HD +Dex Acrobatics check or stop moving. First time you hit living opponent in encounter he must make +1/2 HD + Con FC save or become sickened for 10r.&lt;br /&gt;
&lt;br /&gt;
Mark of Treachery: Anyone who wants to attack you must make WW +1/2 HD + Cha save. After save is made no save required until end of encounter.&lt;br /&gt;
&lt;br /&gt;
=== Devil Pact feats ===&lt;br /&gt;
&lt;br /&gt;
Devil's Favour: +2 on any roll Pact feats/day.&lt;br /&gt;
* Devil's Aura: P: Cha 13, Intimidate 6. B: AT=s, A=2, D=1r, opponents must make WW +1/2 +Cha save or become shaken for 3r. This effect do not stack with other fear effects. Pact feats/day.&lt;br /&gt;
* Devil's Flesh: P: Con 15. B: 1/2 Pact feats bonus on natural armour and intimidate, same penalty on socialize against lawful creatures.&lt;br /&gt;
* Devil's Sight: P: Wis 15. B: Darkvision +12. AT=s, D=5r, Blindsight 6, Pact feats/day.&lt;br /&gt;
* Devil's Stamina: P: Fort 3. B: +5 hp per Pact feat. AT=f, D=5r, Pact feats fast healing.&lt;br /&gt;
* Devil's Tongue: P: Cha 15. B: AT=S, opponent must make WC +1/2 + Cha save or become dazed and flat-footed for 1r. You may spend two uses to change AT to s. Pact feats/day.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Ranger&amp;diff=2881</id>
		<title>Prinzessin:Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Ranger&amp;diff=2881"/>
				<updated>2012-01-12T07:43:01Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: ChotW&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ranger ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl 	Class Feature				Spells Known	Spells Per Day&lt;br /&gt;
1	Favoured Enemy(Ex) +2*1, Track (feat)	-		-&lt;br /&gt;
2	Combat Style(Ex), Wild Empathy(Ex)	-		-&lt;br /&gt;
3	Endurance (feat)			-		-&lt;br /&gt;
4	Animal Companion			-/2*		-/0&lt;br /&gt;
5	Favoured Enemy(Ex) +4*2			-/2		-/1&lt;br /&gt;
6	Improved Combat Style(Ex)		-/3		-/1&lt;br /&gt;
7 	Woodland Stride(Ex)			-/3/2*		-/2/0&lt;br /&gt;
8	Swift Tracker(Ex)			-/4/2		-/2/1&lt;br /&gt;
9	Favoured Enemy(Ex) +6*3			-/4/3		-/2/1&lt;br /&gt;
10	Greater Combat Style(Ex)		-/4/3/2*	-/3/2/0&lt;br /&gt;
11	Evasion(Ex)				-/4/4/2		-/3/2/1&lt;br /&gt;
12	Camouflage(Ex)				-/4/4/3		-/3/2/1&lt;br /&gt;
13	Favoured Enemy(Ex) +8*4			-/4/4/3/2*	-/3/3/2/0&lt;br /&gt;
14	Combat Style Mastery(Ex)		-/4/4/4/2	-/4/3/2/1&lt;br /&gt;
15	Skill Mastery:Survival			-/4/4/4/3	-/4/3/2/1&lt;br /&gt;
16	Hide in Plain Sight(Ex)			-/4/4/4/3	-/4/3/3/2&lt;br /&gt;
17	Favoured Enemy(Ex) +10*5		-/5/4/4/4 	-/4/4/3/2&lt;br /&gt;
18	Combat Style Supremacy(Ex)		-/5/5/4/4	-/4/4/3/3&lt;br /&gt;
19	Tracking Supremacy(Ex)			-/5/5/5/4	-/4/4/4/3&lt;br /&gt;
20	Master Hunter(Ex)			-/5/5/5/5	-/4/4/4/4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Favoured Enemy(Ex): Receive stated value to damage against selected enemies as well as to Awareness and Nature checks against them.&lt;br /&gt;
&lt;br /&gt;
Wild Empathy(Ex): May use Rng +Cha as persuasion check against animals, or with -4 penalty against magical beasts with Int 1 or 2.&lt;br /&gt;
&lt;br /&gt;
Combat Style(Ex): Choose one and see the table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1 cellpadding=1 cellspacing=1 style=&amp;quot;border: thin #000000;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#000000; color:#FFFFFF&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Style&lt;br /&gt;
! Improved&lt;br /&gt;
! Greater&lt;br /&gt;
! Mastery&lt;br /&gt;
|-&lt;br /&gt;
| Bear-Wrestling&lt;br /&gt;
| Improved Unarmed Strike&lt;br /&gt;
| Improved Grapple&lt;br /&gt;
| Superior Unarmed Strike&lt;br /&gt;
| Any feat that benefits unarmed combat&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Combat&lt;br /&gt;
| Ride-by-Attack&lt;br /&gt;
| Spirited Charge&lt;br /&gt;
| Trample&lt;br /&gt;
| Any feat that benefits mounted combat&lt;br /&gt;
|-&lt;br /&gt;
| Ranged&lt;br /&gt;
| Rapid Shot&lt;br /&gt;
| Manyshot&lt;br /&gt;
| Improved Precise Shot&lt;br /&gt;
| Any feat that benefits shooting&lt;br /&gt;
|-&lt;br /&gt;
| Strong-Arm&lt;br /&gt;
| Power Attack&lt;br /&gt;
| Improved Bull Rush&lt;br /&gt;
| Great Cleave&lt;br /&gt;
| Any feat that benefits two-handed combat&lt;br /&gt;
|-&lt;br /&gt;
| Throwing&lt;br /&gt;
| Point Blank Shot&lt;br /&gt;
| Far Shot&lt;br /&gt;
| Precise Shot&lt;br /&gt;
| Any feat that benefits throwing&lt;br /&gt;
|-&lt;br /&gt;
| Two-Weapon&lt;br /&gt;
| Two-Weapon Fighting&lt;br /&gt;
| Improved Two-Weapon Fighting&lt;br /&gt;
| Greater Two-Weapon Fighting&lt;br /&gt;
| Any feat that benefits two-weapon combat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Favoured Terrain(Ex): Receive stated value to Awareness, Stealth, Nature and Knowledge:Geography rolls related to this terrain. Also, receive half of the stated value as a bonus on initiative checks while in favoured terrain. These bonuses do not stack with Favoured Enemy bonuses.&lt;br /&gt;
&lt;br /&gt;
Animal Companion:&lt;br /&gt;
&lt;br /&gt;
Improved Combat Style(Ex): See table&lt;br /&gt;
&lt;br /&gt;
Woodland Stride(Ex): May move through any sort of non-magic undergrowth without any penalty.&lt;br /&gt;
&lt;br /&gt;
Swift Tracker(Ex): May move at normal speed while tracking without penalty, may move twice normal speed with only -10 penalty.&lt;br /&gt;
&lt;br /&gt;
Evasion(Ex):&lt;br /&gt;
&lt;br /&gt;
Greater Combat Style(Ex): See table.&lt;br /&gt;
&lt;br /&gt;
Camouflage(Ex): May use Stealth in natural terrain even without cover and concealment.&lt;br /&gt;
&lt;br /&gt;
Combat Style Mastery(Ex): See table.&lt;br /&gt;
&lt;br /&gt;
Hide in Plain Sight(Ex): May use Stealth in natural terrain even while observed.&lt;br /&gt;
&lt;br /&gt;
Combat Style Supremacy(Ex): As Mastery.&lt;br /&gt;
&lt;br /&gt;
Tracking Supremacy(Ex): May take 20 on Tracking 1/day.&lt;br /&gt;
&lt;br /&gt;
Master Hunter(Ex): Maximized weapon damage and auto-confirmed criticals against favoured enemies.&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Champion of the Wild ===&lt;br /&gt;
&lt;br /&gt;
Change BAB to 1 and Def to 3/4.&lt;br /&gt;
&lt;br /&gt;
Losses: Spellcasting.&lt;br /&gt;
&lt;br /&gt;
4. Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
6. Fast Movement(Ex): +2 when not in heavy armour or without heavy load.&lt;br /&gt;
&lt;br /&gt;
8. Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
10. Nature's Blessing(Su): AT=S, D=Rng m, add +4 to your Dexterity, Constitution and Wisdom, 1/day.&lt;br /&gt;
&lt;br /&gt;
12. Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
14. Healing Touch(Sp): As Cure Critical Wounds, Negate Poison and Remove Disease, 1/day.&lt;br /&gt;
&lt;br /&gt;
16. Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
18. Freedom of Movement(Su): As if under constant effect of Freedom of Movement spell.&lt;br /&gt;
&lt;br /&gt;
20. Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
May choose Bonus feats from the following list: Blind-Fight, Combat Expertise, Eyes in the Back of Your Head, Improved Disarm, Improved Favoured Enemy, Improved Feint, Improved Trip.&lt;br /&gt;
&lt;br /&gt;
Archery: Far Shot, Improved Rapid Shot, Point Blank Shot, Precise Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Sharp-Shooting, Shot on the Run.&lt;br /&gt;
&lt;br /&gt;
Two-Weapon Combat: Greater Two-Weapon Defence, Improved Two-Weapon Defence, Two-Weapon Defence, Weapon Finesse.&lt;br /&gt;
&lt;br /&gt;
=== Urban Ranger ===&lt;br /&gt;
&lt;br /&gt;
Looses: Favoured Enemy(Ex), Track (feat), Wild Empathy, Favoured Terrain(Ex), Animal Companion, Woodland Stride(Ex), Swift Tracker(Ex), Camouflage(Ex), Hide in Plain Sight(Ex).&lt;br /&gt;
&lt;br /&gt;
1. Rival Organization(Ex): Same as Favoured Enemy but against organization. Urban Tracking (feat), Voice of the City(Ex): May try communicate with speakers whose language he do not know. Rng+Cha to communicate, Rng+Wis to understand. DC 20 if same alphabet or language group, DC 30 if not. Some unusual languages may receive +5 or +10 to DC, and some planar or very rare languages can't be used with this ability.&lt;br /&gt;
&lt;br /&gt;
4. Urban Companion: Receive a Familiar, except for HP equal 3/4 yours, may communicate with animals of it's own kind and can be summoned after 24 hours since the last one passed. Use Rng/2 instead of Sor.&lt;br /&gt;
&lt;br /&gt;
7. Crowd-Walker(Ex): May move through crowds freely.&lt;br /&gt;
&lt;br /&gt;
8. Swift Urban Tracker(Ex): May make Urban Tracking checks every half hour without penalty.&lt;br /&gt;
&lt;br /&gt;
12. Hidden Stalker(Ex): Do not take -5 Stealth penalty for moving faster than half speed, do not take -10 penalty to Stealth during brief distraction. May count peoples as cover for purpose of Stealth.&lt;br /&gt;
&lt;br /&gt;
16. Hide in Plain Sight(Ex): May use Stealth in urban terrain even while observed.&lt;br /&gt;
&lt;br /&gt;
=== Wild Shape Ranger ===&lt;br /&gt;
&lt;br /&gt;
Looses: Combat Style(Ex), Improved Combat Style(Ex), Greater Combat Style(Ex), Combat Style Mastery(Ex), Combat Style Supremacy(Ex).&lt;br /&gt;
&lt;br /&gt;
1. Fast Movement(Ex): +2 when not in heavy armour or without heavy load.&lt;br /&gt;
&lt;br /&gt;
5. Wild Shape(Su): 1/day.&lt;br /&gt;
&lt;br /&gt;
6. Wild Shape(Su): 2/day.&lt;br /&gt;
&lt;br /&gt;
7. Wild Shape(Su): 3/day.&lt;br /&gt;
&lt;br /&gt;
10. Wild Shape(Su): 4/day.&lt;br /&gt;
&lt;br /&gt;
14. Wild Shape(Su): 5/day.&lt;br /&gt;
&lt;br /&gt;
18. Wild Shape(Su): 6/day.&lt;br /&gt;
&lt;br /&gt;
=== Shadow Sword ===&lt;br /&gt;
&lt;br /&gt;
Looses: Endurance feat, Improved Combat Style.&lt;br /&gt;
&lt;br /&gt;
3. Walk in Shadows(Su): AT=s, D=1r, +5 circumstance Stealth, Rng/2 day.&lt;br /&gt;
&lt;br /&gt;
6. Bane Weapon(Su): AT=FR, D=1/2Rng, one weapon is bane against one favoured enemy, 1+Wis/day.&lt;br /&gt;
&lt;br /&gt;
=== Monstrous Ranger ===&lt;br /&gt;
&lt;br /&gt;
Looses: Favoured Enemy 5.&lt;br /&gt;
&lt;br /&gt;
4. Animal Companion: +2 Drd level.&lt;br /&gt;
&lt;br /&gt;
5. Nature's Blessing(Ex) +1 sacred AC.&lt;br /&gt;
&lt;br /&gt;
== Alternative Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Distracting Attack ===&lt;br /&gt;
&lt;br /&gt;
4. Distracting Attack(Ex): If you hit enemy with weapon attack, your allies counted as attacking from flank. This benefit lasts until start of your next round or target creature is attacked by your allies. R: Animal Companion.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Favoured Enemy ===&lt;br /&gt;
&lt;br /&gt;
1. Defensive Favoured Enemy(Ex): As favoured enemy but damage bonus is removed. Instead add half of the favoured enemy bonus as dodge AC and also the bonus applies to Stealth checks.&lt;br /&gt;
&lt;br /&gt;
=== Spell Reflection ===&lt;br /&gt;
&lt;br /&gt;
11. Spell Reflection(Su): When enemy misses you with a ranged spell you may redirect it back with original modifiers. 1+Dex/day. R: Evasion(Ex).&lt;br /&gt;
&lt;br /&gt;
=== Spiritual Connection ===&lt;br /&gt;
&lt;br /&gt;
2. Speak with Animals(Sp) and Speak with Plants(Sp) total 3/day. R: Wild Empathy(Ex).&lt;br /&gt;
&lt;br /&gt;
=== Spiritual Guide ===&lt;br /&gt;
&lt;br /&gt;
4. Spiritual Guide(Su): 1/4 Rng divine on Nature and Awareness while in natural terrain, Commune with Nature(Sp): 1/day. R: Animal Companion.&lt;br /&gt;
&lt;br /&gt;
=== Trap Expert ===&lt;br /&gt;
&lt;br /&gt;
1. Trapfinding(Ex) R: Track (feat), Swift Tracker(Ex).&lt;br /&gt;
&lt;br /&gt;
=== Celestial Slayer ===&lt;br /&gt;
&lt;br /&gt;
Looses: Wild Empathy(Ex).&lt;br /&gt;
&lt;br /&gt;
2. Celestial Slayer(Su): SR 10+rng against lawful spells and sla. +4 competence to confirm crit against lawful subtype.&lt;br /&gt;
&lt;br /&gt;
=== Feign Death ===&lt;br /&gt;
&lt;br /&gt;
11. Feign Death(Su): AT=i, appears to be dead even for purposes of magical examination, Medicine check DC 10+lvl+Con to see through disguise. R: Evasion.&lt;br /&gt;
&lt;br /&gt;
=== Solitary Hunter ===&lt;br /&gt;
&lt;br /&gt;
Looses: Animal Companion&lt;br /&gt;
&lt;br /&gt;
4. Solitary Hunter(Ex): +2 on attacks against favoured enemies.&lt;br /&gt;
&lt;br /&gt;
== Unique Feats ==&lt;br /&gt;
&lt;br /&gt;
=== Favoured Enemy Feats ===&lt;br /&gt;
&lt;br /&gt;
Disabling Strike: B: When you make critical hit against your favoured enemy, this enemy is stunned FC DC 15+Favoured Enemy bonus negates.&lt;br /&gt;
&lt;br /&gt;
Favoured Dodge: P: Dodge. B: Add one half your Favoured Enemy bonus as dodge bonus on AC against favoured enemies.&lt;br /&gt;
&lt;br /&gt;
Favoured Power Attack: P: BAB 4, Power Attack. B: Your Power Attack damage multiplier is increased by .5 for light weapons and by 1 for one-handed and two-handed weapons&lt;br /&gt;
&lt;br /&gt;
Improved Favoured Enemy: P: BAB 5. B: Multiply your Favoured Enemy bonus on damage rolls by 1.5.&lt;br /&gt;
&lt;br /&gt;
Intimidate the Enemy: P: B: May demoralize favoured enemies as a move action.&lt;br /&gt;
&lt;br /&gt;
Tactical Advantage: P: BAB +5. B: You may add your Favoured Enemy bonus on any Trip, Bull Rush, Disarm and Feint checks against your favoured enemies.&lt;br /&gt;
&lt;br /&gt;
=== Other Feats ===&lt;br /&gt;
&lt;br /&gt;
Mystic Animal Companion: P: Animal Companion, Ability to cast Ranger spells, Nature 6. B: As long as you have line of sight to your Animal Companion, you receive +4 CL for your Ranger spells, no more CL than HD.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Paladin&amp;diff=2880</id>
		<title>Prinzessin:Paladin</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Paladin&amp;diff=2880"/>
				<updated>2012-01-12T07:39:29Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: Holy Warrior&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Paladin ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature				Spells Known	Spells Per Day&lt;br /&gt;
1	Detect Evil(Sp), Smite(Su) 1/day	-		-&lt;br /&gt;
2	Divine Grace(Su), Lay on Hands(Su)	-		-&lt;br /&gt;
3	Aura of Courage(Su), Divine Health(Ex)	-		-&lt;br /&gt;
4	Turn(Su), Spellcasting			-/2*		-/0&lt;br /&gt;
5	Special Mount, Smite(Su) 2/day		-/2		-/1&lt;br /&gt;
6	Lay on Hands(Su):Remove Disease		-/3		-/1&lt;br /&gt;
7	Discerning Insight(Ex) +1		-/3/2*		-/2/0&lt;br /&gt;
8	Inspiring Presence(Ex) +1		-/4/2		-/2/1&lt;br /&gt;
9	Smite(Su) 3/day				-/4/3		-/2/1&lt;br /&gt;
10	Lay on Hands(Su):Neutralise Poison	-/4/3/2*	-/3/2/0&lt;br /&gt;
11	Discerning Insight(Ex) +2		-/4/4/2		-/3/2/1&lt;br /&gt;
12	Inspiring Presence(Ex) +2		-/4/4/3		-/3/2/1&lt;br /&gt;
13	Smite 4/day				-/4/4/3/2*	-/3/3/2/0&lt;br /&gt;
14	Lay on Hands(Su):Break Enchantment	-/4/4/4/2	-/4/3/2/1&lt;br /&gt;
15	Discerning Insight(Ex) +3		-/4/4/4/3	-/4/3/2/1&lt;br /&gt;
16	Inspiring Presence(Ex) +3		-/4/4/4/3	-/4/3/3/2&lt;br /&gt;
17	Smite(Su) 5/day				-/5/4/4/4	-/4/4/3/2&lt;br /&gt;
18	Lay on Hands(Su):Remove Curse		-/5/5/4/4	-/4/4/3/3&lt;br /&gt;
19	Discerning Insight(Ex) +4		-/5/5/5/4	-/4/4/3/3&lt;br /&gt;
20	Inspiring Presence(Ex) +4, Champion(Su)	-/5/5/5/5	-/4/4/4/4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Detect Evil(Sp): At will.&lt;br /&gt;
&lt;br /&gt;
Smite(Su): +Cha on attack (no more than level), +Pal on damage.&lt;br /&gt;
&lt;br /&gt;
Divine Grace(Su): +Cha on saves, no more than level.&lt;br /&gt;
&lt;br /&gt;
Lay on Hands(Su): Pal x Cha hp reserve pool. May be used to damage undead, WW Pal/2+Cha half.&lt;br /&gt;
* Remove Disease: If you spend 5 or more points to cure subject then he is also affected by Remove Disease spell with CL = Pal.&lt;br /&gt;
* Neutralize Poison: If you spend 10 or more points to cure subject then he is also affected by Neutralize Poison spell with CL = Pal.&lt;br /&gt;
* Break Enchantment: If you spend 15 or more points to cure subject then he is also affected by Break Enchantment spell with CL = Pal.&lt;br /&gt;
* Remove Curse: If you spend 20 or more points to cure subject then he is also affected by Remove Curse spell with CL = Pal.&lt;br /&gt;
&lt;br /&gt;
Aura of Courage(Su): +4 on saves against fear, +4 morale against fear to allies within 2.&lt;br /&gt;
&lt;br /&gt;
Divine Health(Ex): +4 on saves against diseases.&lt;br /&gt;
&lt;br /&gt;
Turn(Ex): Turning level equal Pal. 3+Cha or Pal whichever is less per day.&lt;br /&gt;
&lt;br /&gt;
Spellcasting: Spontaneous Divine. 4 levels. CL=1/2lvl.&lt;br /&gt;
&lt;br /&gt;
Special Mount:&lt;br /&gt;
&lt;br /&gt;
Discerning Insight(Ex): Bonus on Empathy and saves against illusions.&lt;br /&gt;
&lt;br /&gt;
Inspiring Presence(Ex): Bonus on leadership score for purpose of attracting 1st level followers and for rallying checks.&lt;br /&gt;
&lt;br /&gt;
Champion(Su): .&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Holy Warrior ===&lt;br /&gt;
&lt;br /&gt;
Change BAB to 1 and Def to 3/4.&lt;br /&gt;
&lt;br /&gt;
Looses: Spellcasting.&lt;br /&gt;
&lt;br /&gt;
4. Bonus Feat&lt;br /&gt;
&lt;br /&gt;
6: Blessed Weapon(Su): Any weapon you wield is considered Holy.&lt;br /&gt;
&lt;br /&gt;
8. Bonus Feat&lt;br /&gt;
&lt;br /&gt;
10: Divine Might(Su): AT=S, add +4 to your Strength, Wisdom and Charisma for Pal minutes, 1/day.&lt;br /&gt;
&lt;br /&gt;
12. Bonus Feat&lt;br /&gt;
&lt;br /&gt;
14: Tend to Mount(Su): cure 5 hp to mount for 1, also can remove ability damage, blindness, confusion, daze, dazzle, deafness, disease, exhaustion, fatigue, feeblemind, insanity, nausea, sicken, stun or poison at cost of 5.&lt;br /&gt;
&lt;br /&gt;
16. Bonus Feat&lt;br /&gt;
&lt;br /&gt;
18: Holy Sword(Su): Any weapon you wield is +5 holy.&lt;br /&gt;
&lt;br /&gt;
20. Bonus Feat&lt;br /&gt;
&lt;br /&gt;
May select Bonus Feat from the following list: any divine feat, any smite-related feat, any mounted combat-related feat, any Purification feat, Power Attack, Cleave, Great Cleave.&lt;br /&gt;
&lt;br /&gt;
=== Paladin of Law ===&lt;br /&gt;
&lt;br /&gt;
Looses: Detect Evil(Sp), Aura of Courage(Su), Divine Health(Ex).&lt;br /&gt;
&lt;br /&gt;
1. Detect Chaos(Sp): At will.&lt;br /&gt;
&lt;br /&gt;
3. Divine Endurance(Ex): +4 on saves against poison.&lt;br /&gt;
&lt;br /&gt;
17. Aura of Resolve(Su): +4 on saves against compulsion, +4m on allies saves against compulsion within 2. &lt;br /&gt;
&lt;br /&gt;
=== Hunter of the Foul ===&lt;br /&gt;
&lt;br /&gt;
Looses: Lay on Hands(Su), Turn(Su).&lt;br /&gt;
&lt;br /&gt;
1. Favoured Enemy 2*1 (may select only aberrations, abominations, demons, devils, *insert anarchic name here*, fey or undead)&lt;br /&gt;
&lt;br /&gt;
5. Favoured Enemy 4*2&lt;br /&gt;
&lt;br /&gt;
9. Favoured Enemy 6*3&lt;br /&gt;
&lt;br /&gt;
13. Favoured Enemy 8*4&lt;br /&gt;
&lt;br /&gt;
17. Favoured Enemy 10*5&lt;br /&gt;
&lt;br /&gt;
=== Planar Paladin ===&lt;br /&gt;
&lt;br /&gt;
Looses: Turn(Su).&lt;br /&gt;
&lt;br /&gt;
4. Lesser Smite(Su): AT=f, add Cha to damage roll, if ability used within consecrate or hallow then also add Cha to attack roll.&lt;br /&gt;
&lt;br /&gt;
6. Celestial Mount: Mount gains Celestial Template.&lt;br /&gt;
&lt;br /&gt;
=== Izengras Paladin ===&lt;br /&gt;
&lt;br /&gt;
Looses: Smite(Su), Lay on hands(Su).&lt;br /&gt;
&lt;br /&gt;
1. Gauntlets of Izengras(Su): AT=S, D=3+Cha r. Two d4 gauntlet attacks. These attacks are magic law aligned and gain 1/2 Pal on damage. As Smite/day.&lt;br /&gt;
&lt;br /&gt;
6. Smite(Su): + extra use per lvl.&lt;br /&gt;
&lt;br /&gt;
=== Undead Hunter Paladin ===&lt;br /&gt;
&lt;br /&gt;
Looses: Detect Evil(Sp), Smite(Su), Divine Health(Ex), Remove Disease, Neutralize Poison, Break Enchantment and Remove Curse.&lt;br /&gt;
&lt;br /&gt;
1. Corpsestrike(Su): AT=s, D=Pal m, weapon ignores any non-epic DR of undead. As Smite/day. Detect Undead(Sp): as Detect Evil but affects only Undead, no concentration required.&lt;br /&gt;
&lt;br /&gt;
3. Eternal Vigour(Ex): +4 on saves against negative levels. Deity's Blessing(Ex): When making smite attack against Undead, you may add +2 on attack rolls and 1/2 Pal to damage.&lt;br /&gt;
&lt;br /&gt;
6. Greater Turning(Su): 1/day + extra use per 4 levels thereafter. Warded Mount(Ex): Your special mount receives +4 on saves against death effects and energy drain.&lt;br /&gt;
&lt;br /&gt;
=== Defender's Paladin ===&lt;br /&gt;
&lt;br /&gt;
Looses: Aura of Courage(Su), Turn(Su), Smite(Su)-3.&lt;br /&gt;
&lt;br /&gt;
3. Defend the Weak(Su): Can grant AC bonus from fighting defensively to one adjacent ally in addition to herself.&lt;br /&gt;
&lt;br /&gt;
4. Shield Other(Sp): Cha/day.&lt;br /&gt;
&lt;br /&gt;
10. Expanded Healing(Su): +3 CL of healing spells, Paladin level counts as 3 higher for purpose of Lay on Hands.&lt;br /&gt;
&lt;br /&gt;
=== Fiend Hunter Paladin ===&lt;br /&gt;
&lt;br /&gt;
Looses: Smite(Su), Turn(Su), Remove Disease, Neutralize Poison, Break Enchantment and Remove Curse.&lt;br /&gt;
&lt;br /&gt;
1. Favoured Enemy(Ex): Evil Outsiders. As Ranger.&lt;br /&gt;
&lt;br /&gt;
4. Censure Devil(Su): AT=S, R=6, evil outsider must succeed on WW save or be dazed for 1 r. 3+Cha/day.&lt;br /&gt;
&lt;br /&gt;
6. Zone of Truth(Sp): 1/day + extra use per 4 levels thereafter.&lt;br /&gt;
&lt;br /&gt;
=== The One's Paladin ===&lt;br /&gt;
&lt;br /&gt;
Looses: Divine Health(Ex), Turn(Su), Remove Disease, Neutralize Poison, Break Enchantment and Remove Curse.&lt;br /&gt;
&lt;br /&gt;
3. Vigilant Aid(Ex): May use Aid Another as move action.&lt;br /&gt;
&lt;br /&gt;
4. Smite(Su): 3+Cha/day.&lt;br /&gt;
&lt;br /&gt;
6. Heroism(Sp): 1/day + extra use per 4 levels thereafter.&lt;br /&gt;
&lt;br /&gt;
=== Salkavian Paladin ===&lt;br /&gt;
&lt;br /&gt;
Looses: Divine Grace(Su), Remove Disease, Neutralize Poison, Break Enchantment and Remove Curse.&lt;br /&gt;
&lt;br /&gt;
2. Brilliant Strategy(Su): AT=i, D=1 r, Cha i on AC, Pal/2 per day.&lt;br /&gt;
&lt;br /&gt;
6. Spontaneous Extend Spell(Su): 1/day + extra use per 4 levels thereafter.&lt;br /&gt;
&lt;br /&gt;
10. Glory(Su): Armour have daylight spell.&lt;br /&gt;
&lt;br /&gt;
=== Light Paladin ===&lt;br /&gt;
&lt;br /&gt;
Looses: Divine Health(Ex), Turn(Su).&lt;br /&gt;
&lt;br /&gt;
3. Tenacious Tracker(Su): may track Evil creatures and gain +10 competence bonus on track.&lt;br /&gt;
&lt;br /&gt;
4. Awesome Smite(Su): Attack as if you had Awesome Blow feat and were one size category larger for its purposes. 3+Cha/day.&lt;br /&gt;
&lt;br /&gt;
=== Bardic Paladin ===&lt;br /&gt;
&lt;br /&gt;
Looses: Detect Evil(Sp), Remove Disease, Neutralize Poison, Break Enchantment and Remove Curse.&lt;br /&gt;
&lt;br /&gt;
1. Inspire Courage(Su): +1. As Bardic Music. Pal/day.&lt;br /&gt;
&lt;br /&gt;
6. Inspire Competence(Su): +2. As Bardic Music. 1/day.&lt;br /&gt;
&lt;br /&gt;
9. Inspire Greatness(Su): As Bardic Music. 1/day.&lt;br /&gt;
&lt;br /&gt;
10. Battlesong(Su): As Inspire Courage, But as if Bard level were Paladin-4. 1/day.&lt;br /&gt;
&lt;br /&gt;
=== Evil Paladin ===&lt;br /&gt;
&lt;br /&gt;
Sorry, folks. There will be no lesbian cosplayers or paladins of Tyranny or Slaughter. Well, actually they will be, but as NPC, because of required extended use of Necromancy. Or they will not. Or maybe Prestige Paladin variant will be adopted. Also, we have some hard time converting Dungeonscape variant to evil side, and evil paladins have extremely poor spell list. So, supposedly there will be no evil paladins, as there will be no good hexblades, for example.&lt;br /&gt;
&lt;br /&gt;
== Alternative Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Charging Smite ===&lt;br /&gt;
&lt;br /&gt;
5: Charging Smite(Su): when charging and Smiting you may add Pal x 2 to damage. If you miss, Smite use is not wasted. R: Special Mount(Su).&lt;br /&gt;
&lt;br /&gt;
=== Divine Counterspell ===&lt;br /&gt;
&lt;br /&gt;
4. Divine Counterspell(Su): may counter spells with CL = Pal-3, 1+Cha/day. R: Turn Undead.&lt;br /&gt;
&lt;br /&gt;
=== Stand Fast ===&lt;br /&gt;
&lt;br /&gt;
5. Stand Fast(Su): AT=i, you may add your Cha to allies one save for 1 round. AT=i, you may add Cha to resist any combat manoeuvre. Each ability is usable 1/day, 2/day at 11, 3/day at 18. R: Special Mount.&lt;br /&gt;
&lt;br /&gt;
=== Divine Spirit ===&lt;br /&gt;
&lt;br /&gt;
As a standard action may call a divine spirit. Spirit can't be damaged, but can be dispelled, always occupy your square, only one spirit may be summoned at given moment each once per day with a duration Pal lvl. AT=S.&lt;br /&gt;
&lt;br /&gt;
5. Spirit of Healing(Su): May heal up to double of Lay on Hands hp pool.&lt;br /&gt;
&lt;br /&gt;
11. Spirit of Combat(Su): You and adjacent allies receive 1/4 Pal as sacred bonus on attack and damage rolls.&lt;br /&gt;
&lt;br /&gt;
16. Spirit of Heroism(Su): You receive DR 10/-, Diehard (feat) and once per round may use Lay on Hands as a free action.&lt;br /&gt;
&lt;br /&gt;
20. Spirit of the Fallen(Su): Fast Healing 10 to you and all adjacent allies, at the start of the turn may heal Pal x 2 hp to ally who is at negative hp.&lt;br /&gt;
&lt;br /&gt;
R: Special Mount.&lt;br /&gt;
&lt;br /&gt;
== Unique Feats ==&lt;br /&gt;
&lt;br /&gt;
=== Smite Feats ===&lt;br /&gt;
&lt;br /&gt;
Exalted Smiting[E]: Your smite is considered good and all additional damage it make is considered from divine source.&lt;br /&gt;
&lt;br /&gt;
Extra Smiting: P: BAB 4. B: Smites +2/day.&lt;br /&gt;
&lt;br /&gt;
Improved Smiting: P: Cha 13. B: Your smite is considered good and +1 higher for purposes of overcoming DR. Also it gains die of damage.&lt;br /&gt;
&lt;br /&gt;
Ranged Smite Evil: You may deliver Smite with ranged attack.&lt;br /&gt;
&lt;br /&gt;
Smiting Power: P: Power Attack. B: You may spend your Smite during Bull Rush or Overrun to add your Smite attack bonus to Str check. If you succeed on check you deal Smite damage to your opponent.&lt;br /&gt;
&lt;br /&gt;
=== Purification feats ===&lt;br /&gt;
&lt;br /&gt;
Purification feats are feats which improve Paladin's Lay on Hands(Su) class ability and have it as a prerequisite. Each usage require 10hp from Lay on Hands pool.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1 cellpadding=1 cellspacing=1 style=&amp;quot;border: thin #000000;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background:#000000; color:#FFFFFF&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Benefit&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Decay&lt;br /&gt;
| AT=S, any weapon you hold becomes +1 Undead Bane or +1 Aberration Bane for 10 m&lt;br /&gt;
|-&lt;br /&gt;
| Detoxifying Touch&lt;br /&gt;
| AT=S, instantly cures any non-magical poison damage to abilities.&lt;br /&gt;
|-&lt;br /&gt;
| Extra Lay on Hands&lt;br /&gt;
| +5 hp per Pal to pool&lt;br /&gt;
|-&lt;br /&gt;
| Smite Carrier&lt;br /&gt;
| May Smite creature who possess poisonous or infectious natural attack&lt;br /&gt;
|-&lt;br /&gt;
| Strengthen Resilience&lt;br /&gt;
| AT=S, you and two touched allies receive +4 on saves against disease and poison. D=1 h.&lt;br /&gt;
|-&lt;br /&gt;
| Wholesome Fare&lt;br /&gt;
| AT=f, you gain 5 uses of Purify Food and Drink for 24 h. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Rogue&amp;diff=2879</id>
		<title>Prinzessin:Rogue</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Rogue&amp;diff=2879"/>
				<updated>2012-01-12T04:21:54Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: +Craven&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rogue ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature I 	Class feature II&lt;br /&gt;
1	Sneak Attack(Ex) +d6	Skill-Monkey(Ex) +1&lt;br /&gt;
2	Apprentice Ability	Trapfinding(Ex)&lt;br /&gt;
3	Trap Sense(Ex) +1	Sneak Attack(Ex) +2d6&lt;br /&gt;
4	Apprentice Ability	Resourceful(Ex) 1&lt;br /&gt;
5	Sneak Attack(Ex) +3d6	Skill-Monkey(Ex) +2&lt;br /&gt;
6	Journeyman Ability	Resourceful(Ex) 2&lt;br /&gt;
7	Sneak Attack(Ex) +4d6	Trap Sense(Ex) +2&lt;br /&gt;
8	Journeyman Ability	Resourceful(Ex) 3&lt;br /&gt;
9	Sneak Attack(Ex) +5d6	Skill-Monkey(Ex) +3&lt;br /&gt;
10	Master Ability		Resourceful(Ex) 4&lt;br /&gt;
11	Sneak Attack(Ex) +6d6	Trap Sense(Ex) +3&lt;br /&gt;
12	Master Ability		Resourceful(Ex) 5&lt;br /&gt;
13	Sneak Attack(Ex) +7d6	Skill-Monkey(Ex) +4&lt;br /&gt;
14	Master Ability		Resourceful(Ex) 6&lt;br /&gt;
15	Sneak Attack(Ex) +8d6	Trap Sense(Ex) +4&lt;br /&gt;
16	Grand-Master Ability	Resourceful(Ex) 7&lt;br /&gt;
17	Sneak Attack(Ex) +9d6	Skill-Monkey(Ex) +5&lt;br /&gt;
18	Grand-Master Ability	Resourceful(Ex) 8&lt;br /&gt;
19	Sneak Attack(Ex) +10d6	Trap Sense(Ex) +5&lt;br /&gt;
20	Grand-Master Ability	Master Rogue(Ex)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Skill Monkey(Ex): Add indicated bonus on all skill checks including complex ones.&lt;br /&gt;
&lt;br /&gt;
Sneak Attack(Ex):&lt;br /&gt;
&lt;br /&gt;
Trapfinding(Ex):&lt;br /&gt;
&lt;br /&gt;
Apprentice Ability:&lt;br /&gt;
* Accurate Fall(Ex): May treat all falling damage as a nonlethal damage if succeed at Acrobatics check DC 20 for liquid or soft surfaces or DC 25 for hard surfaces.&lt;br /&gt;
* Disruptive Attack(Ex): When attacking flat-footed or flanked opponent may forego sneak attack damage to imply -5 penalty to that opponent AC for 1 round.&lt;br /&gt;
* Feign Death(Su): AT=i, appears to be dead for purpose of magical effects, Medicine check DC 10+lvl+Con to see through disguise.&lt;br /&gt;
* Light Sleeper(Ex): You do not take -10 penalty on Awareness during sleep.&lt;br /&gt;
* Trick Mastery(Ex): Choose one category of Skill Tricks. You may use tricks from this category more often as follows: Interaction - 1+Wis/enc, Manipulation - 1+Cha/enc, Mental 1+Int/enc and Movement 1+Dex/enc. You may take this ability up to four times choosing different skill trick group each time.&lt;br /&gt;
* Uncanny Dodge(Ex):&lt;br /&gt;
* Ambush feat. You may take this ability multiple times.&lt;br /&gt;
* Martial Training:Assassins Hand feat. Assassins only.&lt;br /&gt;
* Skill Focus feat. You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
Trap Sense(Ex): Add indicated number to your AC and saves against traps and attacks in surprise round.&lt;br /&gt;
&lt;br /&gt;
Resourceful(Ex): Indicated number of re-rolls per day. &lt;br /&gt;
&lt;br /&gt;
Journeyman Ability:&lt;br /&gt;
* Breathstealer(Ex): May sacrifice sneak attack damage to imply recharge time of breath weapon by dice sacrificed/2 rounds.&lt;br /&gt;
* Defensive Roll(Ex): When damage will reduce you to half hp or less, may attempt Ref save DC = damage to halve damage. Evasion is not applicable. 1/encounter.&lt;br /&gt;
* Evasion(Ex):&lt;br /&gt;
* Improved Uncanny Dodge(Ex): P: Uncanny Dodge(Ex).&lt;br /&gt;
* Fortification Penetration(Ex): 25%&lt;br /&gt;
* Quick Feint(Ex): You may feint-required action is reduced by one step as following: standard to move, move to swift, swift to free. You may feint as a free action only once per round.&lt;br /&gt;
* Skill Practice(Ex): Choose one skill. You receive 3+Appropriate Stat modifier re-rolls for this skill. No roll may be re-rolled more than once via this ability. It is NOT considered a luck effect. You may take this ability multiple times choosing different skill each time.&lt;br /&gt;
* Uncanny Bravery(Ex): +4 on saves against fear.&lt;br /&gt;
* Martial Stance:Assassins Hand feat. Assassins only.&lt;br /&gt;
&lt;br /&gt;
Master Ability:&lt;br /&gt;
* Crippling Strike(Ex): +2 Str damage on Sneak Attack. Must be non-good.&lt;br /&gt;
* Face in the Crowd(Ex): May make Stealth check even if observed while in a crowd of 10+ persons.&lt;br /&gt;
* Fortification Penetration, Improved(Ex): 50%. P: Fortification Penetration(Ex).&lt;br /&gt;
* Holy Stalker(Su): +Rog positive energy damage when sneaking aberrations, abominations or undead. Must be non-evil.&lt;br /&gt;
* Mettle(Ex):&lt;br /&gt;
* Opportunist(Ex): Once per round may make AoO against opponent hit by ally.&lt;br /&gt;
* Skill Mastery(Ex): Choose 3+Int/2 Skills. You may take 10 with them even under stress or distraction. You may take this ability multiple times.&lt;br /&gt;
* Slippery Mind(Ex): May re-roll failed WC save at next round.&lt;br /&gt;
* Spell Reflection(Su): When enemy misses you with a ranged spell you may redirect it back with original modifiers. 1+Dex/day.&lt;br /&gt;
* Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
Grand-Master Ability:&lt;br /&gt;
* Stat Rush(Ex): Choose a stat. You may treat one stat check as 20 (not natural 20) 1/day. You may take this ability up to six times choosing different stat each time.&lt;br /&gt;
* Cartilaginous Skeleton(Ex): +4 escape Artist, +2 on Grapple, you may make AoO against creature that tries to grapple you even if they have Improved Grapple feat or Improved Grab.&lt;br /&gt;
* Facade(Su): If divination cast on you while you in disguise, make opposed CL vs Disguise check. If you win the divination spell tells info that is consisted with your disguise.&lt;br /&gt;
* Fear Mirror(Su): If you targeted by fear effect, the source is also targeted by this effect.&lt;br /&gt;
* Fortification Penetration, Greater(Ex): 75%. P: Fortification Penetration, Improved(Ex).&lt;br /&gt;
* Friend's Evasion(Ex): P: Evasion. B: Every adjacent ally gains Evasion.&lt;br /&gt;
* Skill Grand-Mastery(Ex): Choose a skill already affected by your Skill Mastery. You may take 20 on that skill even under stress or distraction 3/day. This Ability may be chosen multiple times.&lt;br /&gt;
&lt;br /&gt;
Master Rogue(Ex): Your Sneak Attack is maximized.&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Wilderness Rogue ===&lt;br /&gt;
&lt;br /&gt;
Losses: Any Sp and Su Rogue Abilities.&lt;br /&gt;
&lt;br /&gt;
Add following options to Wilderness Rogue Ability list.&lt;br /&gt;
&lt;br /&gt;
Apprentice Ability:&lt;br /&gt;
* Terrain Mastery(Ex): Choose a terrain. You gain +2 move +2 competence initiative while in chosen terrain. You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
Journeyman Ability:&lt;br /&gt;
* Woodland Stride(Ex): As a Ranger.&lt;br /&gt;
&lt;br /&gt;
Master Ability:&lt;br /&gt;
* Camouflage(Ex): As a Ranger.&lt;br /&gt;
&lt;br /&gt;
Grand-Master Ability:&lt;br /&gt;
* Hide in Plain Sight(Ex): As Ranger. P: Camouflage(Ex).&lt;br /&gt;
&lt;br /&gt;
=== Martial Rogue ===&lt;br /&gt;
&lt;br /&gt;
Looses: Sneak Attack(Ex), Master Rogue(Ex).&lt;br /&gt;
&lt;br /&gt;
Every odd level: Bonus Fighter Feat.&lt;br /&gt;
&lt;br /&gt;
20. Offensive Mastery(Ex): Choose one weapon group. For weapons from this weapon group you automatically confirms all critical hits, your critical multiplier is increased by 1, and also you gain maximum damage for weapons rolls.. &lt;br /&gt;
&lt;br /&gt;
=== Poison Master ===&lt;br /&gt;
&lt;br /&gt;
Looses: Trapfinding(Ex), Trap Sense(Ex), any Su and Sp Rogue abilities.&lt;br /&gt;
&lt;br /&gt;
2. Poison Use(Ex). R: Trapfinding(Ex).&lt;br /&gt;
&lt;br /&gt;
3. Poison Master(Ex): Increase DC of any poison used by Rogue by 1. Increase this bonus by 1 for every four levels thereafter. R: Trap Sense(Ex).&lt;br /&gt;
&lt;br /&gt;
Add following options to Poison Master Rogue Ability list.&lt;br /&gt;
&lt;br /&gt;
Apprentice Ability:&lt;br /&gt;
* Poisoner(Ex): May poison weapons as a s, +1 DC for poisons you craft.&lt;br /&gt;
&lt;br /&gt;
Journeyman Ability:&lt;br /&gt;
* Poison Specialist(Ex): P: Poisoner. B: Any poison you craft have DC +1 and their damage empowered.&lt;br /&gt;
&lt;br /&gt;
Master Ability:&lt;br /&gt;
* Poison Adept(Ex): P: Poison Specialist. B: Any poison you craft have DC +1 and their damage maximized (if not empowered by Poison Specialist).&lt;br /&gt;
&lt;br /&gt;
Grand-Master Ability:&lt;br /&gt;
* Poison Master(Ex): P: Poison Adept. B: Any poison you craft have DC +1 and their damage empowered and maximized.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Rogue ===&lt;br /&gt;
&lt;br /&gt;
Looses: Trapfinding(Ex), Trap Sense(Ex), all Ex Rogue abilities.&lt;br /&gt;
&lt;br /&gt;
2. Antiquarian(Ex): +Wis on Trade checks with divine items, may make Religion check to identify such item 1/day.&lt;br /&gt;
&lt;br /&gt;
3. Spell Sense(Ex): Receive +1 dodge bonus to AC against ranged spells and sla, increase by +1 for each four levels thereafter. R: Trap Sense(Ex).&lt;br /&gt;
&lt;br /&gt;
Add following options to Mystic Rogue Ability list.&lt;br /&gt;
&lt;br /&gt;
Apprentice Ability:&lt;br /&gt;
* Minor Spell(Sp): 0 or 1st-level spell-like ability, CL=1/2 Rog 1/day. You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
Journeyman Ability:&lt;br /&gt;
* Moderate Spell(Sp): 2nd level spell-like ability, CL=1/2 Rog 1/day. You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
Master Ability:&lt;br /&gt;
* Major Spell(Sp): 3rd level spell-like ability, CL=1/2 Rog 1/day. You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
Grand-Master Ability:&lt;br /&gt;
* True Spell(Sp): 4th level spell-like ability, CL=1/2 Rog 1/day. You may take this ability multiple times.&lt;br /&gt;
&lt;br /&gt;
== Alternative Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Spell Reflection ===&lt;br /&gt;
&lt;br /&gt;
6. Swap places of Spell Reflection and Evasion in abilities lists.&lt;br /&gt;
&lt;br /&gt;
=== Quick Fingers ===&lt;br /&gt;
&lt;br /&gt;
Looses: Trap Sense(Ex).&lt;br /&gt;
&lt;br /&gt;
3. Quick Fingers(Ex):Simple Trap: AT=M, DC 10.&lt;br /&gt;
&lt;br /&gt;
7. Quick Fingers(Ex):Tricky Trap: AT=S. DC 15.&lt;br /&gt;
&lt;br /&gt;
11. Quick Fingers(Ex):Difficult Trap: AT=FR, DC 20.&lt;br /&gt;
&lt;br /&gt;
15. Quick Fingers(Ex):Wicked Trap: AT=1d4r, DC 25+.&lt;br /&gt;
&lt;br /&gt;
=== Mimic ===&lt;br /&gt;
&lt;br /&gt;
1: Disguise Self(Sp): CL=Rog, 1/day +1 at 3, 7, 11, 15, 19 level. May spend two uses to cast as a free action. R: Trapfinding(Ex) and Trap Sense(Ex).&lt;br /&gt;
&lt;br /&gt;
== Unique Feats ==&lt;br /&gt;
&lt;br /&gt;
=== Ambush Feats ===&lt;br /&gt;
&lt;br /&gt;
Arterial Strike[A]: P: Sneak Attack 2d6. B: When making a Sneak Attack may reduce your Sneak Attack by 1d6 to inflict bleeding 1 on opponent. This feat do stack with itself.&lt;br /&gt;
&lt;br /&gt;
Burning Link[A]: P: Sneak Attack 3d6. B: You may sacrifice 2d6 Sneak Attack damage to transfer remaining Sneak Attack dices to targets familiar/animal companion/special mount, etc.&lt;br /&gt;
&lt;br /&gt;
Concussion Attack[A]: P: Sneak Attack 3d6. B: When making a Sneak Attack may reduce your Sneak Attack by 2d6 to imply -2 on Int and Wis skill checks and ability checks for 1 m.&lt;br /&gt;
&lt;br /&gt;
Dazzling Strike[A]: P: Sneak Attack 2d6. B: May reduce your Sneak Attack damage by Nd6, target is dazzled for N r. Both of you must be in bright illumination area.&lt;br /&gt;
&lt;br /&gt;
Deafening Strike[A]: P: Sneak Attack 4d6. B: When making a Sneak Attack may reduce your Sneak Attack by 3d6 to make opponent deafened for 3 r.&lt;br /&gt;
&lt;br /&gt;
Demonic Bloodthirst Ritual[A]: P: Sneak Attack 5d6, Worship Demons. B: When making a Sneak Attack may reduce your Sneak Attack by 4d6 to make opponent stunned for 1r. FC DC +Sneak Attack +Dex negate, 1/day. Foes that are immune to pain are immune to this ability.&lt;br /&gt;
&lt;br /&gt;
Disembowelling Strike[A]: P: Weapon Focus, Sneak Attack 5d6. B: When making a Sneak Attack with Weapon Focus slashing weapon you may reduce your Sneak Attack by 4d6 to inflict d4 Con damage on opponent.&lt;br /&gt;
&lt;br /&gt;
Eldritch Erosion[A]: P: Sneak Attack 3d6. B: When making a Sneak Attack may reduce your Sneak Attack by 2d6 to reduce opponent's SR And PR by 5 for 1m.&lt;br /&gt;
&lt;br /&gt;
Gloom Strike[A]: P: Sneak Attack 3d6, assassin. B: When making a Sneak Attack may reduce your Sneak Attack by 3d6 to imply -4 on opponents awareness and treat all targets as having concealment against him for 3r. This effect is supernatural and can be dispelled with any light spell.&lt;br /&gt;
&lt;br /&gt;
Hamstring[A]: P: Sneak Attack 3d6. B: When making a Sneak Attack may reduce your Sneak Attack by 2d6 to reduce opponent's mov by half for 24h. Any magical healing or DC 15 Medicine check restores movement reduction due to this feat.&lt;br /&gt;
&lt;br /&gt;
Head Shot[A]: P: Weapon Focus, Sneak Attack 6d6. B: When making a Sneak Attack with Weapon Focus bludgeoning weapon you may reduce your Sneak Attack by 5d6 to inflict confusion on opponent for 1 r. WW +Sneak Attack +Dex negates.&lt;br /&gt;
&lt;br /&gt;
Impeding Attack[A]: P: Sneak Attack 4d6. B: When making a Sneak Attack may reduce your Sneak Attack by 3d6 to imply -2 on Str and Dex skill checks and ability checks for 1 m.&lt;br /&gt;
&lt;br /&gt;
Merciful Strike[A]: P: Sneak Attack 2d6. B: When making a Sneak Attack may reduce your Sneak Attack by d6 to convert your damage to nonlethal.&lt;br /&gt;
&lt;br /&gt;
Mind Drain[A]: P: Sneak Attack 2d6. B: When making a Sneak Attack may reduce your Sneak Attack by d6 to force your opponent to lose Sneak Attack pp. If he is left with no pp due to this feat, then he also looses his psionic focus.&lt;br /&gt;
&lt;br /&gt;
Painful Strike[A]: P: Power Attack, Sneak Attack 4d6. B: When making a Sneak Attack may reduce your Sneak Attack by 3d6 to imply -2 on attacks, saves, skill checks and ability checks for 1 m.&lt;br /&gt;
&lt;br /&gt;
Persistent Attacker[A]: P: Sneak Attack 5d6. B: When making a Sneak Attack may reduce your Sneak Attack by 4d6. If you hit then your first attack in the next round is also a sneak attack regardless of sneak attack conditions being met.&lt;br /&gt;
&lt;br /&gt;
Precise Strike[A]: P: Dex 13, Sneak Attack. B: May reduce Sneak Attack damage by Nd6 to receive +N competence on attack roll. The target still must be susceptible to Sneak Attack for this ability to be used.&lt;br /&gt;
&lt;br /&gt;
Sickening Strike[A]: P: Sneak Attack 2d6. B: When making a Sneak Attack may reduce your Sneak Attack by 1d6 to make opponent sickened for 1 r.&lt;br /&gt;
&lt;br /&gt;
Staggering Strike[A]: P: Sneak Attack 5d6. B: When making a Sneak Attack may reduce your Sneak Attack by 4d6 to make opponent staggered for 1r.&lt;br /&gt;
&lt;br /&gt;
Terrifying Strike[A]: P: Intimidate 4, Sneak Attack 2d6. B: When making a Sneak Attack may reduce your Sneak Attack by 1d6 to make opponent shaken for 1 r. This effect do not stack with other fear effects. Mind-affecting fear.&lt;br /&gt;
&lt;br /&gt;
Throat Punch[A]: P: Improved Unarmed Strike, Sneak Attack +3d6. B: When making a Sneak Attack with unarmed strike you may reduce your Sneak Attack by 2d6 to imply -5 on skill checks requiring speech and 50% failure chance to cast V spell for 3r.&lt;br /&gt;
&lt;br /&gt;
Venomous Strike[A]: P: Sneak Attack 2d6, Poison Use. B: When making Sneak Attack with poisoned weapon you may sacrifice d6 for +2 Poison DC bonus.&lt;br /&gt;
* Deep Poisoning[A]: P: Sneak Attack 6d6, Poison Use. B: When making Sneak Attack with poisoned weapon may trade up to 5 +d6 for +1 Poison DC bonus each. Do not stack with Venomous Strike.&lt;br /&gt;
&lt;br /&gt;
Weaken the Heart[A]: P: Sneak Attack 3d6. B: May reduce Sneak Attack damage by 2d6, opponent must make FC +Sneak Attack +Dex save. If he fails within 10 m each time he makes Str, Dex, or Con check he becomes fatigued. If he is fatigued already, then he becomes exhausted.&lt;br /&gt;
&lt;br /&gt;
=== Sneak Attack Feats ===&lt;br /&gt;
&lt;br /&gt;
Craven: P: Not immune to fear. B: Your Sneak Attacks gain +1 damage per Sneak Attack die. You receive -2 on saves against fear.&lt;br /&gt;
&lt;br /&gt;
Sneak Attack of Opportunity: P: Combat Reflexes, Sneak Attack +3d6. B: Once per round may count your AoO as a sneak attack even if it is not counted as Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
=== Poison Use Feats ===&lt;br /&gt;
&lt;br /&gt;
Poison Expert: P: Craft:Poison 5. B: Choose one type of poison. When you use this type of poison you crafted poison gain +1 DC.&lt;br /&gt;
* Poison Master: Choose one type of poison. When you use this type of poison you crafted poison gain +1 damage per die, or +1 damage in case of fixed damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Feats&amp;diff=2878</id>
		<title>Prinzessin:Feats</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Feats&amp;diff=2878"/>
				<updated>2012-01-12T04:20:55Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: -Craven&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Player's Handbook ==&lt;br /&gt;
&lt;br /&gt;
Alertness-likes are banned. Quick Draw, Rapid Reload, Eschew Materials come to heroic characters for free. Weapon Proficiency feats replaced with Weapon Group Proficiency.&lt;br /&gt;
&lt;br /&gt;
Armour Proficiency: You become proficient with all non-exotic armour.&lt;br /&gt;
&lt;br /&gt;
Combat Casting: You do not provoke AoO while casting spells. S: If opponent have Mage Slayer feat, then you must cast defensively as usual.&lt;br /&gt;
* Battle Casting: P: Dex 13, Concentration 5. B: You gain +2 dodge AC in a round you cast spell. This bonus applied against AoO provoked by spell and even if the spell itself was failed to cast.&lt;br /&gt;
* Shielded Casting: P: Concentration 2. B: You do not provoke AoO while casting spells while wielding at least light shield.&lt;br /&gt;
&lt;br /&gt;
Combat Expertise[F]: P: Int 13. B: When making an attack roll you may reduce your attack roll bonus up to BAB or Int and receive amount of reduction to AC until start of your next turn. This ability replaces Fighting Defensively.&lt;br /&gt;
* Allied Defence[F]: When you use Combat Expertise, you may also share it's benefit with one adjacent ally.&lt;br /&gt;
* Canny Opportunist[F]: P: Dex 13. B: May make AoO against opponent who ready weapon, ready/loosen a shield or feinting without Improved Feint feat.&lt;br /&gt;
** Exploit Adjustment[F]: You can make AoO against opponent who make 5 feet step from one square you threaten to another.&lt;br /&gt;
* Defensive Opportunist[F]: Acrobatics 2. B: When making AoO while fighting defensively, do not take fighting defensively penalty on attack roll.&lt;br /&gt;
* Improved Combat Expertise[F]: P: Int 15, BAB 6. B: You may apply your Combat Expertise AC bonus to your rolls to resist bull rush, disarm, feint, grapple, overrun or trip.&lt;br /&gt;
* Improved Disarm[F]: Disarm do not provoke AoO, +4 on offensive disarm checks, opponent don't get a chance to disarm you on failed attempt.&lt;br /&gt;
** Double Weapon Disarm[F]: +4 on disarm with double weapons.&lt;br /&gt;
* Improved Feint[F]: +4 on offensive feint checks, feint is move action.&lt;br /&gt;
** Surprising Riposte[F]: If you deal damage to opponent you feinted against in this turn, this opponent becomes flat-footed until start if his next turn.&lt;br /&gt;
* Improved Trip[F]: Unarmed trip do not provoke AoO, +4 on offensive trip checks. If you trip your opponent you may immediately attack him as if your trip attack was not spent.&lt;br /&gt;
** Curling Wave Strike[F]: P: Dex 13. B: If you successfully trip an opponent, you may make new trip attack against another opponent instead of making attack against tripped enemy.&lt;br /&gt;
** Knock-Down: P: Str 15, BAB 3. B: When you deal ECL or more damage to opponent in melee you may make free trip at -5 against him.&lt;br /&gt;
* Riposte[F]: P: BAB 5. B: You may make an AoO with fencing weapon against opponent who misses your AC while you using Combat Expertise.&lt;br /&gt;
&lt;br /&gt;
Combat Reflexes[F]: +Dex AoO per round, may make AoO while flat-footed.&lt;br /&gt;
* Backstab[F]: Once per round you may make AoO against flanked opponent who attacks not you.&lt;br /&gt;
* Close-Quarter Defence[F]: B: +2 AoO attack against opponent who enter your hex, making unarmed attack, bull-rush, grapple start or sunder against you. If opponent has means to avoid AoO generation during this actions, you still may attack with -10 instead of +2.&lt;br /&gt;
* Deft Opportunist: P: Dex 15. B: You gain +4 on basic AoO attack rolls and +2 on AoO attack rolls which are provoking AoO because of your feats or class features or equipment.&lt;br /&gt;
* Improved Combat Reflexes[F]: P: BAB 6. B: After making of AoO if your opponent continues the same action that provoked AoO you may spend AoO to make additional AoO with two iterative penalties.&lt;br /&gt;
** Greater Combat Reflexes[F]: P: Dex 15, BAB 11. B: After making of AoO if your opponent continues the same action that provoked AoO you may spend AoO to make additional AoO with iterative penalty. If opponent still continues his AoO-provoking action you may spend an AoO attempt and make an AoO with two iterative penalties against him. This feat Supersedes Improved Combat Reflexes.&lt;br /&gt;
* Expert Tactician: P: BAB 2. B: If you hit opponent with AoO, you and your allies gains +2 circumstance bonus on attack rolls and damage rolls against this opponent.&lt;br /&gt;
* Gambit[F]: P: BAB 12. B: You may use special stance that gives +4 on melee attack rolls and damage rolls against you. In exchange you're able to make AoO against any opponent attacking you after his attack is resolved.&lt;br /&gt;
* Hindering Opportunist: P: BAB 3. B: If enemy provokes AoO you may make aid another against this opponent instead of AoO.&lt;br /&gt;
** Stalwart Defence: P: BAB 9. B: When opponent attacks an ally adjacent to you you may spend your AoO attempt to use aid another action to improve that ally's AC bonus.&lt;br /&gt;
* Hold the Line: P: BAB 2. B: You may make AoO against charging opponent who enters square you threaten.&lt;br /&gt;
** Cometary Collision[F]: You gain +2 attack +4 damage on AoO against charging opponents, if you deal AoO damage to charging opponents he looses charge benefits while retaining penalties.&lt;br /&gt;
* Vexing Flanker[F]: +2 on flanking attacks.&lt;br /&gt;
** Adaptive Flanker[F]: P: BAB 4. B: AT=s, you may treat your opponents flanking sides as one step closer.&lt;br /&gt;
&lt;br /&gt;
Dodge[F]: P: Dex 13. B: +2 dodge AC.&lt;br /&gt;
* Combat Tactician: P: BAB 12. B: You gain +5 on melee damage against opponents who were not threatened by you nor threaten you at the start of the turn. &lt;br /&gt;
* Mighty are Fallen[F]: +4 AC against power attack enhanced attacks.&lt;br /&gt;
&lt;br /&gt;
Expeditious Dodge[F,S]: P: Dex 13. B: At the start of the round you may declare that you'll move at least 8 this round and receive +3 dodge AC until start of your next turn. You must move 8 this round, if you somehow prevented from moving stated distance then bonus is negated.&lt;br /&gt;
* Mobility[F,S]: Your movement do not provoke AoO.&lt;br /&gt;
** Sidestep: P: Dex 15, Tumble 5. B: Once per round you may make free 1sq move after making AoO.&lt;br /&gt;
** Spring Attack[F,S]: P: BAB 4. B: AT=FR, you may may move up to your move and make melee attack once during any point of movement.&lt;br /&gt;
*** Bounding Assault[F,S]: P: BAB 9. B: AT=FR, you may may move up to your move and make two melee attacks with iterative penalty during any points of movement.&lt;br /&gt;
**** Rapid Blitz[F,S]: P: BAB 14. B: AT=FR, you may may move up to your move and make three melee attacks with iterative penalties during any points of movement.&lt;br /&gt;
&lt;br /&gt;
Great Fortitude: You gain +2 on Fort saves, and natural 2 is not a botch. S: If your base Fort is less than 3/4 HD you may instead of receiving +2 bonus receive +N where N is difference between 3/4 your HD and your base Fort.&lt;br /&gt;
* Steadfast Determination: P: [or Con 13 Wis 13]. B: You may apply your Con instead of Wis on WW or apply Wis instead of Con on FC. Note: The choice is made while taking this feat, so if your stat is reduced by ability damage you can't switch to another stat during a combat.&lt;br /&gt;
&lt;br /&gt;
Improved Shield Bash[F]: Once per round you may make a shield bash without loosing your AC bonus from shield.&lt;br /&gt;
* Agile Shield Fighter[F]: Your Multi-Weapon Fighting penalties for using shield and any other weapon are reduced to 0/0.&lt;br /&gt;
* Shield Charge[F]: P: BAB 3. B: If you successfully damage your opponent with a shield during a charge you may attempt to trip him with a shield as a part of same action. The opponent can't trip you on your failed attempt.&lt;br /&gt;
** Shield Slam[F]: P: BAB 6. B: As FR or charge action you may attack opponent with your shield. if your attack was successful your opponent must make +1/2 HD +Str FC save or become dazed for 1 round. Creatures immune to critical strikes also immune to this feat.&lt;br /&gt;
* Shield Snare[F]: If you're attacked by opponent you may spend your standard action for this round as if you readied it to make a make a disarm attempt with your shield without provoking AoO. If your disarm attempt fails your opponent do not get a chance to disarm you in response. You lose your shield bonus to AC for 1 r after using this feat.&lt;br /&gt;
** Improved Shield Snare: P: BAB 4. B: If you disarmed your opponent using a shield snare you gain AoO against him. Also you gain +2 on attack rolls against unarmed opponents.&lt;br /&gt;
&lt;br /&gt;
Improved Unarmed Strike[F]: P: Unarmed Weapon Proficiency. B: Your unarmed strikes deal lethal damage.&lt;br /&gt;
* Deft Fist: P: Wis 13, Weapon Finesse, Weapon Focus:Unarmed. B: Ignore cover while making unarmed attacks.&lt;br /&gt;
* Ring the Ear: P: Sneak Attack +2d6. B: When making unarmed Sneak Attack may reduce Sneak Attack bonus by d6 and render opponent deaf for 1m, FC +1/2 lvl +Str negates.&lt;br /&gt;
* Improved Grapple[F]: Grapple attempt do not provoke AoO, +4 on grapple checks.&lt;br /&gt;
** Scorpion's Grasp: P: Wis 13. B: If you hit opponent with light or one-handed weapon you may initiate a grapple with no touch attack needed. If used One-handed weapon, then you must drop it.&lt;br /&gt;
&lt;br /&gt;
Iron Will: You gain +2 on Will saves, and natural 2 is not a botch. S: If your base Will is less than 3/4 HD you may instead of receiving +2 bonus receive +N where N is difference between 3/4 your HD and your base Will.&lt;br /&gt;
* Force of Personality: P: [or Wis 13 Cha 13]. B: You may apply your Cha instead of Wis on WW or apply Wis instead of Cha on WC. Note: The choice is made while taking this feat, so if your stat is reduced by ability damage you can't switch to another stat during a combat.&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes: You gain +2 on your Ref saves, and natural 2 is not a botch. S: If your base Ref is less than 3/4 HD you may instead of receiving +2 bonus receive +N where N is difference between 3/4 your HD and your base Ref.&lt;br /&gt;
* Dive for Cover: P: Ref 4. B: After rolling a saving throw against RD effect, you may choose to become prone to receive evasion against this effect for 1r and, at your option, to re-roll RD save against this effect.&lt;br /&gt;
&lt;br /&gt;
Multi-Weapon Fighting[F]: P: Dex 15. B: Your primary attack penalty is reduced by 2 and off-hands penalty reduced by 6 during multi-weapon fighting.&lt;br /&gt;
* Improved Multi-Weapon Fighting[F]: P: Dex 17, BAB 6. B: You may make second iterative attacks with off-hand weapons. Also your MWF penalties for additional attacks are reduced by 1.&lt;br /&gt;
** Greater Multi-Weapon Fighting[F]: P: Dex 19, BAB 11. B: You may make first iterative attacks with off-hand weapons. Also your MWF penalties for additional attacks are reduced by additional 1.&lt;br /&gt;
* Double Hit[F]: P: Combat Reflexes. B: When making an AoO you may spend additional AoO attempt to attack with two of your weapons by taking the corresponding MWF penalty.&lt;br /&gt;
* Multi-Weapon Defence[F]: You receive +1 shield bonus to front arc AC. Double this bonus for fighting defensively.&lt;br /&gt;
** Improved Multi-Weapon Defence[F]: P: Dex 17, BAB 6. B: You receive +2 shield bonus to front arc AC. Double this bonus for fighting defensively.&lt;br /&gt;
*** Greater Multi-Weapon Defence[F]: P: Dex 19, BAB 11. B: You receive +3 shield bonus to front arc AC. Double this bonus for fighting defensively.&lt;br /&gt;
* Multi-Weapon Pounce[F]: P: BAB 6. B: You gain Pounce extraordinary ability.&lt;br /&gt;
* Multi-Weapon Rend[F]: P: BAB 11. B: You gain Rend extraordinary ability.&lt;br /&gt;
* Oversized Multi-Weapon Fighting[F]: Your penalties for using more than one one-handed weapon or for using two-handed weapons during multi-weapon fighting are reduced by 2.&lt;br /&gt;
* Pin Shield: P: BAB 4. B: While making a full attack with multiple weapons, you may forgo one branch of attacks to render your opponents shield ineffective. You still take MWF penalty for attacks you sacrificed.&lt;br /&gt;
&lt;br /&gt;
Point Blank Shot[F]: You gain +1 on ranged attacks and damage within 6sq.&lt;br /&gt;
* Defensive Archery[F]: Your ranged attacks do not provoke AoO.&lt;br /&gt;
* Far Shot[F]: Increase range increments by 1.5 for projectile weapons and by 2 for thrown weapons. Also increase precision range by 1.5 for your ranged attacks.&lt;br /&gt;
* Precise Shot[F]: You may shot at targets engaged in melee without -4 penalty.&lt;br /&gt;
** Concealed Ambush: P: Stealth 7. B: -10 penalty on Stealth after sniping.&lt;br /&gt;
** Improved Precise Shot[F]: P: Dex 19, BAB 11. B: Your ranged attacks ignore cover and concealment (but not total cover or total concealment). In addition when you attack grappling target, you do not suffer from chance to hit wrong target.&lt;br /&gt;
** Ranged Disarm[F]: You may make Disarm within 6 sq with ranged weapons. Bows and Crossbows are treated as light weapons for purpose of this check. You cannot use Improved Disarm feat with this feat.&lt;br /&gt;
** Ranged Threat[F]: P: BAB 6, Combat Reflexes. B: May make ranged AoO within 3 expending all AoO per round.&lt;br /&gt;
* Rapid Shot[F]: P: Dex 13. B: When making a ranged full-attack, you may make extra attack and all your attack suffer -2 penalty.&lt;br /&gt;
** Improved Rapid Shot[F]: P: BAB 6. B: When making a ranged full-attack, you may make two extra attacks and all your attack suffer -5 penalty. Do not stack with Rapid Shot.&lt;br /&gt;
* Sharp-Shooting[F]: P: BAB 3. B: When attacking opponent with a shield you count his shield bonus as 4 lower for purpose of your ranged attacks.&lt;br /&gt;
* Shot on the Run[F]: P: Dex 13, BAB 4. B: AT=FR, you may may move up to your move and make ranged attack once during any point of movement.&lt;br /&gt;
** Manyshot[F]: P: Dex 17, BAB 6. B: AT=S, may fire two arrows with -2 penalty. Single attack roll to single target, precision damage and critical hits applied only once, DR applied to each arrow. At BAB 11 may shoot 3 arrows with -6 penalty. At BAB 16 may shoot 4 arrows with -8 penalty.&lt;br /&gt;
*** Improved Manyshot[F]: P: BAB 11. B: As Manyshot, but each arrow fired with separate attack roll, and each arrow may deal critical hit or precision damage.&lt;br /&gt;
&lt;br /&gt;
Power Attack[F]: P: Str 13. B:  When making an attack roll you may reduce your attack roll bonus up to BAB or Str and receive amount of reduction to damage until start of your next turn. If you wielding a weapon two-handed, add twice that amount.&lt;br /&gt;
* Find the Flaw[F]: Ignore N hardness points, where N is your Power Attack reduction.&lt;br /&gt;
* Cleave[F]: Whenever you drop opponent, you may make attack at the same attack bonus against another foe.&lt;br /&gt;
** Quick Cleave[F]: +2 on cleave attacks.&lt;br /&gt;
** Great Cleave[F]: P: BAB 4. B: As a Cleave, but your attack that dropped opponent and following cleave attack gain Str x 2 damage bonus.&lt;br /&gt;
*** Whirlwind Attack[F]: As a full-attack action you may make one attack at highest attack bonus against every opponent within reach. While using this feat, you give up additional attacks such as from cleave feat.&lt;br /&gt;
**** Improved Whirlwind Attack[F]: P: BAB 6. B: When making Whirlwind attack may make additional iterative attacks one time each if your BAB is high enough.&lt;br /&gt;
* Improved Bull Rush[F]:&lt;br /&gt;
* Improved Overrun[F]:&lt;br /&gt;
* Leap Attack: P: Athletics 5. B: Double your Power Attack damage bonus on first attack during a charge.&lt;br /&gt;
* Power Lunge: If you choose to provoke AoO from opponent you charged, you deal extra Str x 2 damage on first attack during that charge.&lt;br /&gt;
&lt;br /&gt;
Skill Focus: +5 on all checks with selected skill.&lt;br /&gt;
&lt;br /&gt;
Spell Focus: Choose a school. +1 effective caster level and DC for chosen school.&lt;br /&gt;
* Arcane Defence: -1 effective caster level on non-harmless spells of chosen school targeted against you, +2 on saves against this school.&lt;br /&gt;
* Greater Spell Focus: Extra +1 effective caster level and DC for chosen school.&lt;br /&gt;
&lt;br /&gt;
Spell Penetration: +2 on spell penetration.&lt;br /&gt;
* Greater Spell Penetration: +2 on spell penetration.&lt;br /&gt;
** Burning Focus: P: Cha 13. B: If you fail to penetrate creature's SR you gain +5 morale bonus on following attempts to penetrate it's SR. You loose this bonus if you cease to penetrate its SR for 1 m.&lt;br /&gt;
&lt;br /&gt;
Toughness: +1 hp per level.&lt;br /&gt;
* Dwarf's Toughness: Prerequisite: Con 13, Fort +1. +2 hp per level.&lt;br /&gt;
** Giant's Toughness: Prerequisite: Con 15, Fort +3. +3 hp per level.&lt;br /&gt;
*** Dragon's Toughness: Prerequisite: Con 17, Fort +5. +4 hp per level.&lt;br /&gt;
&lt;br /&gt;
Weapon Finesse[F]: You may add 1-1/2 your Dex to attack rolls with suitable weapons wielded one handed. You may not use your other hand to gain benefit of this feat.&lt;br /&gt;
* Graceful Edge[F]: P: Weapon Focus with single-handed bladed weapon. B: While fighting with single-handed weapon may apply Weapon Finesse to chosen weapon, +1 shield AC (+2 shield while fighting defensively).&lt;br /&gt;
* Single Blade Style[F]: P: BAB 10. B: +4 dodge AC while fighting with fencing weapons and with light or no armour.&lt;br /&gt;
&lt;br /&gt;
Weapon Focus[F]: +1 on attack rolls with chosen Weapon Group. Also, reduce iterative attacks penalty by 1 for each iteration.&lt;br /&gt;
* Power Critical[F]: P: BAB 4. B: +4 on critical hits confirmation with chosen weapon group.&lt;br /&gt;
** Improved Critical[F]: P: BAB 8. B: Your crit range for chosen weapon group is doubled.&lt;br /&gt;
*** Staggering Critical[F]: P: BAB 12. B: Opponent against whom you confirm crit acts as if slowed for 1 r.&lt;br /&gt;
&lt;br /&gt;
== Player's Handbook II ==&lt;br /&gt;
&lt;br /&gt;
Acrobatic Strike: P: Acrobatics 9. B: During a movement through opponent's adjacent square you may make Acrobatics vs opponents Tactics check. If you win you get +4 on your next attack against this opponent, if you loose you provoke AoO from this opponent.&lt;br /&gt;
&lt;br /&gt;
Armour Specialization[F]: P: BAB 12. B: You gain DR 5/- or your Armour value, whichever is less, while wearing Armour. &lt;br /&gt;
&lt;br /&gt;
Defensive Sweep[F]: P: BAB 15. B: Opponent you threaten who doesn't moved during a turn provokes AoO from you at the end of turn.&lt;br /&gt;
&lt;br /&gt;
Crossbow Sniper[F]: P: Weapon Focus with crossbows. B: +1/2 Dex crossbow damage, +6 precision range.&lt;br /&gt;
* Dead Eye[F]: P: BAB 1. B: +Dex precision on crossbow damage within 6.&lt;br /&gt;
&lt;br /&gt;
Overwhelming Assault[F]: P: BAB 15. B: You gain +4 on attack rolls against any opponent whom you threaten who doesn't attack you, cast spell at you or use any special ability against you for a turn.&lt;br /&gt;
&lt;br /&gt;
Shield Specialization[F]: Your Shield bonus from any shield increases by +1. Also your shield protects all your front arc.&lt;br /&gt;
* Active Shield Defence[F]: Your take only half penalty on your AoO while using a shield for fighting defensively or using total defence.&lt;br /&gt;
* Block Arrow[F]: Once per round while using a shield you may deflect harmlessly one projectile attack of up to one size category larger than you that would otherwise hit you.&lt;br /&gt;
* Shieldmate[F]: P: BAB 1. B: Allies adjacent to your shield arc have their shield bonus to AC increased by 2 (no more than your own shield bonus).&lt;br /&gt;
** Improved Shieldmate[F]: P: BAB 4. B: As a Shieldmate but bonus is increased by 5.&lt;br /&gt;
* Shield Wall[F]: If your adjacent ally uses a shield your shield bonus to AC is increased by 2.&lt;br /&gt;
* Shield Ward[F]: You may apply your shield AC bonus to your rolls to resist bull rush, disarm, feint, grapple, overrun or trip.&lt;br /&gt;
** Parrying Shield[F]: Your shield also is applied to your touch AC.&lt;br /&gt;
&lt;br /&gt;
== Expanded Psionics Handbook ==&lt;br /&gt;
&lt;br /&gt;
Reckless Offence feat comes to all heroic characters for free.&lt;br /&gt;
&lt;br /&gt;
Open Minded: You gain number of skill points equal to your HDx2.&lt;br /&gt;
&lt;br /&gt;
== Complete Arcane ==&lt;br /&gt;
&lt;br /&gt;
Arcane Mastery: P: Arcane spellcasting. B: You can take 10 on arcane caster level checks.&lt;br /&gt;
&lt;br /&gt;
Extra Slot: You gain one slot from 0 to 3rd level. To gain a slot you must be able to cast spells of indicated levels.&lt;br /&gt;
* Improved Extra Slot: You gain one slot from 4th to 6th level. To gain a slot you must be able to cast spells of indicated levels.&lt;br /&gt;
** Greater Extra Slot: You gain one slot from 7th to 9th level. To gain a slot you must be able to cast spells of indicated levels.&lt;br /&gt;
&lt;br /&gt;
Extra Spell: You gain extra spell from any list with level up to 1 lower than your maximum spell level known to your list of spells known.&lt;br /&gt;
&lt;br /&gt;
Mage Slayer: P: BAB 3, Prayercraft 3, Spellcraft 3, not spellcaster. B: Spellcasters you threaten may not cast defensively unless they have Combat Casting Feat. +1 Will.&lt;br /&gt;
* Occult Opportunist: P: Prayercraft 6, Spellcraft 6. B: May make AoO when opponent dismisses a spell, direct/redirect an active spell, cast swift spell or make turn/rebuke attempt. Opponents that have Combat Casting feat may try cast defensively to avoid AoO. If damaged, opponent must succeed at DC 10+damage or loose a spell/action attempted.&lt;br /&gt;
* Pierce Magical Concealment: P: Con 13, Blind-Fight. B: You ignore any miss chances from spells and may ignore mirror image spell.&lt;br /&gt;
* Pierce Magical Protection: P: Con 13. B: AT=S, make one attack ignoring all opponents spell bonuses to AC and spell bonuses to armour DR. If this attack succeeds, then you automatically dispel all spells that gives opponent bonus to AC and armour DR.&lt;br /&gt;
&lt;br /&gt;
== Races of Stone ==&lt;br /&gt;
&lt;br /&gt;
Heavy Armour Optimization[F]: Your Heavy Armours have Armour +2 and ACP -1.&lt;br /&gt;
* Greater Heavy Armour Optimization[F]: Your Heavy Armours have Armour +4 and ACP -3. This feat supersedes Heavy Armour Optimization.&lt;br /&gt;
&lt;br /&gt;
== Tome of Battle ==&lt;br /&gt;
&lt;br /&gt;
Evasive Reflexes: P: Dex 13. B: You may make 1sq step instead of making AoO.&lt;br /&gt;
&lt;br /&gt;
== Champions of Ruin ==&lt;br /&gt;
&lt;br /&gt;
Dirty Rat: P: Acrobatics 1. B: +1 on flank attacks.&lt;br /&gt;
&lt;br /&gt;
Flay/Pulverize/Skewer Foe[F]: P: Str 15, BAB 6. B: Choose melee weapon damage type. Each time in the round you hit your opponent with indicated damage type weapon, your subsequent attacks against him with the same weapon deals extra die of damage. This bonus lasts until start of your next turn.&lt;br /&gt;
&lt;br /&gt;
== Lords of Madness ==&lt;br /&gt;
&lt;br /&gt;
Quiet Feet: P: Dex 15, Skill Focus:Stealth, Stealth 3. B: Not detected by Tremorsense while moving 1/2 speed and not attacking.&lt;br /&gt;
* Suppress Presence: P: Stealth 9. B: While having Cover may use Stealth against Blindsense.&lt;br /&gt;
** Darkstalker: P: Stealth 15. B: May use Stealth against Tremorsense, Blindsense and Blindsight.&lt;br /&gt;
&lt;br /&gt;
== Unearthed Arcana ==&lt;br /&gt;
&lt;br /&gt;
Skill Knowledge: Extra 2 class skills.&lt;br /&gt;
&lt;br /&gt;
== Dragon Magazine ==&lt;br /&gt;
&lt;br /&gt;
Easy Metamagic: P: Spellcraft (for arcane) or Prayercraft (for divine) 6. B: Choose one Metamagic feat. Cost of applying this Metamagic is reduced by 1.&lt;br /&gt;
&lt;br /&gt;
Guerilla Trapsmith: +2 Craft:Trapmaking, +2 DC of your traps.&lt;br /&gt;
&lt;br /&gt;
Hard to Fool: +2 WI, +2 Empathy.&lt;br /&gt;
&lt;br /&gt;
Polyglot: Speak Language is Class. +1 Language.&lt;br /&gt;
&lt;br /&gt;
Aura of Bravery: Allies (except for you) receive +4 morale against fear.&lt;br /&gt;
&lt;br /&gt;
Sprinter: P: Dex 15, Con 15, Run. B: AT=f, +2 move, D=Con r, 3/day.&lt;br /&gt;
&lt;br /&gt;
Inspired Master: Any Item you make have it's CL +1.&lt;br /&gt;
&lt;br /&gt;
Spear Master: You may choose to wield a Spear or Shortspear as a Double Weapon. The blunt end does Bludgeoning damage in the same amount as the Piercing end. Each end must be Enchanted separately.&lt;br /&gt;
&lt;br /&gt;
Stalwart: +4 vs Bull Rush, Overrun and Trip.&lt;br /&gt;
&lt;br /&gt;
Battle Hardened[F]: P: BAB 1. B: +1 AC when threatened by two or more opponents.&lt;br /&gt;
&lt;br /&gt;
Shield and Pike Style[F]: May use Light Shield while using a polearm. However your light shield is treated as a buckler while used in this way.&lt;br /&gt;
&lt;br /&gt;
Mounted Fighting[F,S]: +1 attack and damage while mounted.&lt;br /&gt;
&lt;br /&gt;
Efficient Pull[F]: +2 Str for composite bows.&lt;br /&gt;
&lt;br /&gt;
Improved Aid Another: Aid Another bonus is 1 more.&lt;br /&gt;
&lt;br /&gt;
Pack Tactics: P: Wis 13. B: When flanking an opponent you grant all your allies who is not flanking him a +1 bonus on attack rolls.&lt;br /&gt;
* Pack Feint: P: BAB 3, Dex 13, Wis 13. B: Successfully feinted opponent looses Dex to AC against first attack each adjacent to him ally make until start of your next turn.&lt;br /&gt;
&lt;br /&gt;
Commanding: P: Cha 15, Skill Focus:Persuasion. B: +1 compulsion spells DC.&lt;br /&gt;
&lt;br /&gt;
Earth Focus: +1 DC for earth spells, or if save is not allowed +1 CL.&lt;br /&gt;
&lt;br /&gt;
Water Focus: +1 DC for water spells, or if save is not allowed +1 CL.&lt;br /&gt;
&lt;br /&gt;
Charming: P: Cha 13, Skill Focus:Persuasion. B: +3 on Cha checks to exert your control.&lt;br /&gt;
&lt;br /&gt;
Combat Charm: P: Wis 13. B: Target threatened by your allies do not receive +5 bonus on it's save against your charm effects.&lt;br /&gt;
&lt;br /&gt;
Puppet Master: P: Wis 13. B: +5 DC on Sense Motive checks to sense your magical influence on subjects.&lt;br /&gt;
&lt;br /&gt;
Flash Casting: When you cast light spell you glow brightly for 1r. You cannot use stealth, but attacks relying on sight receives -2 against you.&lt;br /&gt;
&lt;br /&gt;
=== Birth Feats ===&lt;br /&gt;
&lt;br /&gt;
Initial Birth Feats: Prerequisite: 1st level, must be naturally born, may not have any other birth feats.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1 cellpadding=1 cellspacing=1 style=&amp;quot;border: thin #000000;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background:#000000; color:#FFFFFF&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Benefit&lt;br /&gt;
|-&lt;br /&gt;
| Born under the High Sun&lt;br /&gt;
| +1 Intimidate, +2 fire saves, +1 Fort&lt;br /&gt;
|-&lt;br /&gt;
| * Venegance of the Noon, P: Lvl 6, Power Attack.&lt;br /&gt;
| +3 against fire. AT=s, one your weapon deals extra [d] fire damage for Cha r, 1/day.&lt;br /&gt;
|-&lt;br /&gt;
| Born under the Rising Sun&lt;br /&gt;
| +1 Medicine, +2 fear saves, +1 Will&lt;br /&gt;
|-&lt;br /&gt;
| * Spirit of Dawn, P: Lvl 6.&lt;br /&gt;
| +3 against fear. AT=s, all allies gains +2 morale Will for Cha r, 1/day.&lt;br /&gt;
|-&lt;br /&gt;
| Born under the Setting Sun&lt;br /&gt;
| Concentration class, +1 on 2 Knowledges.&lt;br /&gt;
|-&lt;br /&gt;
| * Secrets of the Dusk, P: Lvl6, Skill Focus:Knowledge&lt;br /&gt;
| May take 10 on Concentration. May take 20 on any Knowledge with Skill Focus, 1/day.&lt;br /&gt;
|-&lt;br /&gt;
| Born under the Crescent Moon&lt;br /&gt;
| +1 Awareness, +1 Sense Motive, Detect Thoughts(Sp) 1/day&lt;br /&gt;
|-&lt;br /&gt;
| Born under the Full Moon&lt;br /&gt;
| +1 Intimidate, +1 Use Magical Device, Command(Sp) 1/day&lt;br /&gt;
|-&lt;br /&gt;
| Born under the Gibbous Moon&lt;br /&gt;
| +1 Persuasion, +1 Local, Calm Animals(Sp) 1/day&lt;br /&gt;
|-&lt;br /&gt;
| Born under the Half Moon&lt;br /&gt;
| +1 Acrobatics, +1 Concentration, Expeditious Retreat(Sp) 1/day&lt;br /&gt;
|-&lt;br /&gt;
| Born under the New Moon&lt;br /&gt;
| +1 Sleight of Hand, +1 Stealth, Disguise Self(Sp) 1/day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Class_Combo_Feats&amp;diff=2877</id>
		<title>Prinzessin:Class Combo Feats</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Class_Combo_Feats&amp;diff=2877"/>
				<updated>2012-01-12T04:20:00Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: new and edited. Not very ballanced.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Note: Level stack is limited to 10'''&lt;br /&gt;
&lt;br /&gt;
== Complete Adventurer ==&lt;br /&gt;
&lt;br /&gt;
Devoted Inquisitor: P: Paladin 3, Rogue 3. B: Your levels in paladin and rogue stack for following effects:&lt;br /&gt;
* Paladin: Your paladin levels stacks with rogue levels for purpose of Sneak Attack, also if you combine Smite with Sneak Attack then opponent must succeed FC +1/2 (Pal+Rog) +Cha or become dazed for 1r.&lt;br /&gt;
* Rogue: Your rogue levels stack with paladin levels for purpose of Smite, maximum bonus from Divine Grace and Discerning Insight.&lt;br /&gt;
&lt;br /&gt;
Devoted Performer: P: Bard 3, Paladin 3. B: Your levels in bard and paladin stack for following effects:&lt;br /&gt;
* Bard: Your bard levels stacks with paladin levels for purpose of Smite and Lay on Hand.&lt;br /&gt;
* Paladin: Your paladin levels stacks with bard levels for purpose of number of Bardic Music per day and DC, and for Inspire Courage.&lt;br /&gt;
&lt;br /&gt;
Devoted Tracker: P: Paladin 3, Ranger 3. B: Your levels in paladin and ranger stack for following effects:&lt;br /&gt;
* Paladin: Your paladin levels stacks with ranger levels for purpose of Favoured Enemy and Animal Companion.&lt;br /&gt;
* Ranger: Your ranger levels stacks with paladin levels for purpose of Smite and Mount. Also you may &amp;quot;combine&amp;quot; mount and Animal Companion.&lt;br /&gt;
&lt;br /&gt;
== Complete Scoundrel ==&lt;br /&gt;
&lt;br /&gt;
Daring Outlaw: P: Rogue 3, Swashbuckler 3. B: Your levels in rogue and swashbuckler stack for following effects:&lt;br /&gt;
* Rogue: Your rogue levels stack with swashbuckler levels for purpose of Dodge and Grace.&lt;br /&gt;
* Swashbuckler: Your swashbuckler levels stack with rogue levels for purpose of Rogue Abilities.&lt;br /&gt;
&lt;br /&gt;
Daring Warrior: P: Fighter 3, Swashbuckler 3. B: Your levels in fighter and swashbuckler stack for following effects:&lt;br /&gt;
* Fighter: Your fighter levels stack with swashbuckler levels for purpose of Defensive Training and Offensive training.&lt;br /&gt;
* Swashbuckler: Your swashbuckler levels stack with fighter levels for purpose of Dodge and Grace.&lt;br /&gt;
&lt;br /&gt;
Swift Ambusher: P: Rogue 3, Scout 3. B: Your levels in rogue and scout stack for following effects:&lt;br /&gt;
* Rogue: Your rogue levels stack with scout levels for purpose of Battle Fortitude and Skirmish AC bonus.&lt;br /&gt;
* Scout: Your scout levels stack with rogue levels for purpose of Rogue Abilities.&lt;br /&gt;
&lt;br /&gt;
Swift Hunter: P: Ranger 3, Scout 3. B: Your levels in ranger and scout stack for following effects:&lt;br /&gt;
* Ranger: Your ranger levels stack with scout levels for purpose of Battle Fortitude and Skirmish damage value.&lt;br /&gt;
* Scout: Your scout levels stack with ranger levels for purpose of Favoured Enemy and Spellcasting.&lt;br /&gt;
&lt;br /&gt;
=== Oriental Combos ===&lt;br /&gt;
&lt;br /&gt;
todo later&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Ardent&amp;diff=2876</id>
		<title>Prinzessin:Ardent</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Ardent&amp;diff=2876"/>
				<updated>2012-01-12T03:16:15Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: feats c/p from divine mind&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ardent ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature			Unarmed	 PP	PKnown	MaxPL&lt;br /&gt;
1	Assume Mantles I&amp;amp;II 		d6	  2	2	1&lt;br /&gt;
2	Assume Mantle III		d6	  6	3	1&lt;br /&gt;
3	Bonus feat			d6	 11	4	2&lt;br /&gt;
4	Flurry of Blows(Ex) -2/+1	d8	 17	5	2&lt;br /&gt;
5	Mantle I Upgrade		d8	 25	6	3&lt;br /&gt;
6	Assume Mantle IV		d8	 35	7	3&lt;br /&gt;
7	Bonus feat			d8	 46	8	4&lt;br /&gt;
8	AC Bonus(Ex)			d10	 58	9	4&lt;br /&gt;
9	Mantle II Upgrade		d10	 72	10	5&lt;br /&gt;
10	Assume Mantle V			d10	 88	11	5&lt;br /&gt;
11	Bonus feat			d10	106	12	6&lt;br /&gt;
12	Flurry of Blows(Ex) -1/+1	d12	126	13	6&lt;br /&gt;
13	Mantle I Upgrade II		d12	147	14	7&lt;br /&gt;
14	Assume Mantle VI		d12	170	15	7&lt;br /&gt;
15	Bonus feat			d12	195	16	8&lt;br /&gt;
16	Flurry of Blows(Ex) -1/+2	2d8	221	17	8&lt;br /&gt;
17	Mantle II Upgrade II		2d8	250	18	9&lt;br /&gt;
18	Assume Mantle VII		2d8	280	19	9&lt;br /&gt;
19	Bonus feat			2d8	311	20	9&lt;br /&gt;
20	Mantle I Upgrade III		2d10	343	21	9&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Assume Mantle(Ex):&lt;br /&gt;
&lt;br /&gt;
Bonus feat: any Psionic feat.&lt;br /&gt;
&lt;br /&gt;
Flurry of Blows(Ex): As stated.&lt;br /&gt;
&lt;br /&gt;
AC Bonus(Ex): Wis to AC, no more than class level.&lt;br /&gt;
&lt;br /&gt;
== Mantles ==&lt;br /&gt;
&lt;br /&gt;
Chaos: Expend focus to deal extra d6 anarchic damage with any next attack.&lt;br /&gt;
* 2d8 damage.&lt;br /&gt;
** 3d10 damage.&lt;br /&gt;
*** 4d12 damage.&lt;br /&gt;
&lt;br /&gt;
Communication: While psionically focused you gain +2 c on Persuasion.&lt;br /&gt;
* +5 c and Rushed Persuasion penalty is -5.&lt;br /&gt;
** +7 c.&lt;br /&gt;
*** +10 c, rushed diplomacy penalty negated.&lt;br /&gt;
&lt;br /&gt;
Consumption: AT=i, spend focus and gain 5 temp hp for 1m.&lt;br /&gt;
* 10 temp hp.&lt;br /&gt;
** 25 temp hp.&lt;br /&gt;
*** 50 temp hp.&lt;br /&gt;
&lt;br /&gt;
Creation: You gain an ectopic form feat.&lt;br /&gt;
* Second ectopic form.&lt;br /&gt;
** Third ectopic form.&lt;br /&gt;
*** May apply two ectopic form feats simultaneously.&lt;br /&gt;
&lt;br /&gt;
Destruction: You are treated as is you had Improved Sunder while focused. If you expend focus while attacking object, it's hardness is treated as 2 less.&lt;br /&gt;
* 5 less hardness.&lt;br /&gt;
** 10 less hardness.&lt;br /&gt;
*** 20 less hardness.&lt;br /&gt;
&lt;br /&gt;
Air: Your falls are treated as if they were 4 less.&lt;br /&gt;
* 8 less.&lt;br /&gt;
** 12 less.&lt;br /&gt;
*** You do not take damage from falling at all.&lt;br /&gt;
&lt;br /&gt;
Earth: +2 on Acrobatics to resist falling, +2 on resisting trip.&lt;br /&gt;
* Increase bonuses to 4.&lt;br /&gt;
** Increase bonuses to 6.&lt;br /&gt;
*** Increase bonuses to 10.&lt;br /&gt;
&lt;br /&gt;
Fire: +1 fire damage on melee attacks.&lt;br /&gt;
*  +2 fire damage on melee attacks.&lt;br /&gt;
**  +3 fire damage on melee attacks.&lt;br /&gt;
***  +5 fire damage on melee attacks.&lt;br /&gt;
&lt;br /&gt;
Water: Swim speed equal to land speed.&lt;br /&gt;
* Swim speed equal to land speed +2.&lt;br /&gt;
** Water breathing.&lt;br /&gt;
*** Not impeded by water.&lt;br /&gt;
&lt;br /&gt;
Energy: AT=i, expend focus. You gain resistance 5 to chosen energy for 3+Wis r.&lt;br /&gt;
* Resistance 10.&lt;br /&gt;
** Resistance 15.&lt;br /&gt;
*** Resistance 20.&lt;br /&gt;
&lt;br /&gt;
Force: While focused you gain +1 deflection AC.&lt;br /&gt;
* +2 AC.&lt;br /&gt;
** +3 AC.&lt;br /&gt;
*** +5 AC.&lt;br /&gt;
&lt;br /&gt;
Freedom: +2 speed while focused, may spend focus to add ML on resisting grapple or escaping grapple.&lt;br /&gt;
* +3 speed.&lt;br /&gt;
** +4 speed.&lt;br /&gt;
*** Constant freedom of movement.&lt;br /&gt;
&lt;br /&gt;
Good: Expend focus to deal extra d6 sacred damage with any next attack.&lt;br /&gt;
* 2d8 damage.&lt;br /&gt;
** 3d10 damage.&lt;br /&gt;
*** 4d12 damage.&lt;br /&gt;
&lt;br /&gt;
Guardian: AT=i, redirect damage from ally to yourself. Before damage is rolled.&lt;br /&gt;
* DR 1/-&lt;br /&gt;
** DR 2/-&lt;br /&gt;
*** DR 5/-&lt;br /&gt;
&lt;br /&gt;
Justice: AT=i, You may expend focus to make one AoO against opponent who attack your ally.&lt;br /&gt;
* Two attacks may be made in this round, each one need to be provoked separately.&lt;br /&gt;
** Three attacks may be made in this round, each one need to be provoked separately.&lt;br /&gt;
*** Focus is no longer needed.&lt;br /&gt;
&lt;br /&gt;
Knowledge: You can make knowledge checks untrained.&lt;br /&gt;
* You may expend focus to gain +2 on knowledge check.&lt;br /&gt;
** +5 on check.&lt;br /&gt;
*** +10 on check.&lt;br /&gt;
&lt;br /&gt;
Law: Expend focus to deal extra d6 axiomatic damage with any next attack.&lt;br /&gt;
* 2d8 damage.&lt;br /&gt;
** 3d10 damage.&lt;br /&gt;
*** 4d12 damage.&lt;br /&gt;
&lt;br /&gt;
Life: If you spend psionic focus while manifesting power from mantle list, this power is augmented by 1pp.&lt;br /&gt;
* 2 pp augment.&lt;br /&gt;
** 3pp augment.&lt;br /&gt;
*** 5 pp augment.&lt;br /&gt;
&lt;br /&gt;
Magic: to do or not to do?&lt;br /&gt;
* &lt;br /&gt;
** &lt;br /&gt;
*** &lt;br /&gt;
&lt;br /&gt;
Mental Power: Treat your Wis as if it were 2 higher for purpose of bonus pp.&lt;br /&gt;
* Wis 4 higher.&lt;br /&gt;
** Wis 6 higher.&lt;br /&gt;
*** Wis 8 higher.&lt;br /&gt;
&lt;br /&gt;
Natural World: Wild Empathy.&lt;br /&gt;
* +1 NA&lt;br /&gt;
** +2 NA&lt;br /&gt;
*** +3 NA 25% fortification.&lt;br /&gt;
&lt;br /&gt;
Physical Power: AT=f D=1r expend focus. You gain +2 Str, Dex or Con.&lt;br /&gt;
* +4 bonus.&lt;br /&gt;
** +6 bonus.&lt;br /&gt;
*** D=2r.&lt;br /&gt;
&lt;br /&gt;
The Planes: +1 on power penetration.&lt;br /&gt;
* +2.&lt;br /&gt;
** +3.&lt;br /&gt;
*** +5.&lt;br /&gt;
&lt;br /&gt;
Repose: +2 Concentration, can expend focus to gain +5.&lt;br /&gt;
* +3 Concentration, can expend focus to gain +10.&lt;br /&gt;
** +4 Concentration, can expend focus to gain +15.&lt;br /&gt;
*** +5 Concentration, can expend focus to gain +20.&lt;br /&gt;
&lt;br /&gt;
== Alternative Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Dominant Ideal ===&lt;br /&gt;
&lt;br /&gt;
9. Dominant Ideal(Ex): Applying first metapower to Mantle I do not require spending a focus, metapowers or augment are 2pp cheaper (to a minimum of 2 pp). R: AC Bonus(Ex).&lt;br /&gt;
&lt;br /&gt;
== Unique Feats ==&lt;br /&gt;
&lt;br /&gt;
Mantle Focus: +1 DC for powers from chosen Mantle.&lt;br /&gt;
&lt;br /&gt;
Tap Mantle: You gain access to Mantle's powers.&lt;br /&gt;
* Don Mantle: You gain Mantle's granted power.&lt;br /&gt;
** Extra Aura: You gain Mantle's Aura.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Divine_Mind&amp;diff=2875</id>
		<title>Prinzessin:Divine Mind</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Divine_Mind&amp;diff=2875"/>
				<updated>2012-01-12T03:08:41Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: blank todos for 4eji0bek&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Divine Mind ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature				PP	Known	PL&lt;br /&gt;
1	Psychic Aura(Su) A2, Hidden Talent	0	0	-&lt;br /&gt;
2	Mantle(Ex) 1st				1	0	-&lt;br /&gt;
3	todo					2	0	-&lt;br /&gt;
4	Divine Grace(Su)			3	0	-&lt;br /&gt;
5	Psychic Aura(Su) A4			4	1	1&lt;br /&gt;
6	Mantle(Ex) 2nd				6	2	1&lt;br /&gt;
7	todo					8	2	1&lt;br /&gt;
8	Change Aura(Ex) Standard		10	3	2&lt;br /&gt;
9	Psychic Aura(Su) A6			12	3	2&lt;br /&gt;
10	Psychic Aura(Su) 2nd			14	4	2&lt;br /&gt;
11	todo					18	4	3&lt;br /&gt;
12	Mantle(Ex) 3rd				22	5	3&lt;br /&gt;
13	Psychic Aura(Su) A8			26	5	3&lt;br /&gt;
14	Change Aura(Ex) Move			30	6	4&lt;br /&gt;
15	todo					35	6	4&lt;br /&gt;
16	Mettle(Ex)	 			40	7	4&lt;br /&gt;
17	Psychic Aura(Su) A10			45	7	5&lt;br /&gt;
18	Change Aura(Ex) Minor			50	8	5&lt;br /&gt;
19	todo					55	8	5&lt;br /&gt;
20	Psychic Aura(Su) 3rd			62	9	6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Manifesting: Wis-based.&lt;br /&gt;
&lt;br /&gt;
Hidden Talent feat, you must take power from your first mantle list (which means it determines which mantle you have to take at lvl2) and it's DC is Wis-based.&lt;br /&gt;
&lt;br /&gt;
Psychic Aura(Su): You gain psychic aura of indicated area. You may project indicated number of psychic auras per time. Changing an Aura requires 1 h meditation.&lt;br /&gt;
* Attack: Allies gain +1+1/5 lvl m on attack.&lt;br /&gt;
* Defence: Allies gain +1+1/5 lvl m on AC.&lt;br /&gt;
* Perception: Allies gain +2+1/5 lvl m on Initiative and Awareness.&lt;br /&gt;
&lt;br /&gt;
Mantle(Ex): You gain Psychic Mantle of your choice. You may choose powers from this mantle and gain this mantle's Psychic Aura.&lt;br /&gt;
* Chaos: Allies gain +2+1/5 lvl m on saves against non-chaotic.&lt;br /&gt;
* Communication: Allies are affected by mindlink power.&lt;br /&gt;
* Consumption: AT=S, spend a focus, opponent must manifest power. You steal 1 pp from that opponent. 2 pp at lvl 7, 3 pp at lvl 14, 4 pp at lvl 20.&lt;br /&gt;
* Creation: Allied constructs heal 1 hp per h. 1 hp per 10 m at lvl 5, 1hp per 1 m at lvl 10 and 1hp per 1 r at lvl 15.&lt;br /&gt;
* Destruction: Allis ignore half object's hardness during a sunder.&lt;br /&gt;
* Air: Allies weapons overcome DR of air creatures, your weapons gain +1+1/5 lvl electricity damage.&lt;br /&gt;
* Earth: Allies weapons overcome DR of earth creatures, your weapons gain +1+1/5 lvl damage.&lt;br /&gt;
* Fire: Allies weapons overcome DR of fire creatures, your weapons gain +1+1/5 lvl fire damage.&lt;br /&gt;
* Water: Allies weapons overcome DR of water creatures, your weapons gain +1+1/5 lvl cold damage.&lt;br /&gt;
* Energy: +1+1/5 Divine Mind chosen energy damage on weapon attacks.&lt;br /&gt;
* Force: Allies may strike incorporeal creatures without miss chance.&lt;br /&gt;
* Freedom: Allies gain +2+1/4 lvl on Escape Artist an to resist grapple.&lt;br /&gt;
* Good: Allies Weapons are good-aligned.&lt;br /&gt;
* Guardian: Allies gain DR 1+Binder/5 /-.&lt;br /&gt;
* Justice: Allies gain +1+1/6 lvl on attacks against opponent who attacked you or another ally during this round.&lt;br /&gt;
* Knowledge: Allies gain +1+/6 lvl on knowledge checks.&lt;br /&gt;
* Law: Allies gain +2+1/5 lvl m on saves against non-lawful.&lt;br /&gt;
* Life: Allies gain +2+1/5 (max +5) against death.&lt;br /&gt;
* Magic: Allies weapons counted as +1+1/5 lvl enhancement for purposes of overcoming DR.&lt;br /&gt;
* Mental Power: Allies gain +2+1/6 lvl on saves against mind-affecting.&lt;br /&gt;
* Natural World: Allied animals and plants heal 1 hp per h. 1 hp per 10 m at lvl 5, 1hp per 1 m at lvl 10 and 1hp per 1 r at lvl 15.&lt;br /&gt;
* Physical Power: Allies gain +2+1/5 lvl on Str checks.&lt;br /&gt;
* The Planes: Allies gain +2+1/6 lvl on SR penetration of outsiders.&lt;br /&gt;
* Repose: Fatigue effect are reduced by one step for allies.&lt;br /&gt;
&lt;br /&gt;
Divine Grace(Su): +Wis on saves, no more than level.&lt;br /&gt;
&lt;br /&gt;
Change Aura(Ex): You may change your Psychic Auras projected by indicated action once per round.&lt;br /&gt;
&lt;br /&gt;
Mettle(Ex):&lt;br /&gt;
&lt;br /&gt;
== Alternative Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Ectopic Ally ===&lt;br /&gt;
&lt;br /&gt;
Your Psychic Aura area reduced by 2 (meaning it can affect only you at first level).&lt;br /&gt;
&lt;br /&gt;
1. Astral Construct(Ps): ML=Divine Mind, Divine Mind/2 per day. You may sacrifice uses per day for 2 pp augment.&lt;br /&gt;
&lt;br /&gt;
=== Stygian Path ===&lt;br /&gt;
&lt;br /&gt;
4. Turn(Su): TL=Divine mind, 3+Cha/day. R: Divine Grace(Su).&lt;br /&gt;
&lt;br /&gt;
== Unique Feats ==&lt;br /&gt;
&lt;br /&gt;
Enhanced Beneficence: Area of your Psychic Aura is 1-1/2 more.&lt;br /&gt;
&lt;br /&gt;
Mantle Focus: +1 DC for powers from chosen Mantle.&lt;br /&gt;
&lt;br /&gt;
Tap Mantle: You gain access to Mantle's powers.&lt;br /&gt;
* Don Mantle: You gain Mantle's granted power.&lt;br /&gt;
** Extra Aura: You gain Mantle's Aura.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Feats&amp;diff=2874</id>
		<title>Prinzessin:Feats</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Feats&amp;diff=2874"/>
				<updated>2012-01-11T16:12:26Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: Dive for Cover&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Player's Handbook ==&lt;br /&gt;
&lt;br /&gt;
Alertness-likes are banned. Quick Draw, Rapid Reload, Eschew Materials come to heroic characters for free. Weapon Proficiency feats replaced with Weapon Group Proficiency.&lt;br /&gt;
&lt;br /&gt;
Armour Proficiency: You become proficient with all non-exotic armour.&lt;br /&gt;
&lt;br /&gt;
Combat Casting: You do not provoke AoO while casting spells. S: If opponent have Mage Slayer feat, then you must cast defensively as usual.&lt;br /&gt;
* Battle Casting: P: Dex 13, Concentration 5. B: You gain +2 dodge AC in a round you cast spell. This bonus applied against AoO provoked by spell and even if the spell itself was failed to cast.&lt;br /&gt;
* Shielded Casting: P: Concentration 2. B: You do not provoke AoO while casting spells while wielding at least light shield.&lt;br /&gt;
&lt;br /&gt;
Combat Expertise[F]: P: Int 13. B: When making an attack roll you may reduce your attack roll bonus up to BAB or Int and receive amount of reduction to AC until start of your next turn. This ability replaces Fighting Defensively.&lt;br /&gt;
* Allied Defence[F]: When you use Combat Expertise, you may also share it's benefit with one adjacent ally.&lt;br /&gt;
* Canny Opportunist[F]: P: Dex 13. B: May make AoO against opponent who ready weapon, ready/loosen a shield or feinting without Improved Feint feat.&lt;br /&gt;
** Exploit Adjustment[F]: You can make AoO against opponent who make 5 feet step from one square you threaten to another.&lt;br /&gt;
* Defensive Opportunist[F]: Acrobatics 2. B: When making AoO while fighting defensively, do not take fighting defensively penalty on attack roll.&lt;br /&gt;
* Improved Combat Expertise[F]: P: Int 15, BAB 6. B: You may apply your Combat Expertise AC bonus to your rolls to resist bull rush, disarm, feint, grapple, overrun or trip.&lt;br /&gt;
* Improved Disarm[F]: Disarm do not provoke AoO, +4 on offensive disarm checks, opponent don't get a chance to disarm you on failed attempt.&lt;br /&gt;
** Double Weapon Disarm[F]: +4 on disarm with double weapons.&lt;br /&gt;
* Improved Feint[F]: +4 on offensive feint checks, feint is move action.&lt;br /&gt;
** Surprising Riposte[F]: If you deal damage to opponent you feinted against in this turn, this opponent becomes flat-footed until start if his next turn.&lt;br /&gt;
* Improved Trip[F]: Unarmed trip do not provoke AoO, +4 on offensive trip checks. If you trip your opponent you may immediately attack him as if your trip attack was not spent.&lt;br /&gt;
** Curling Wave Strike[F]: P: Dex 13. B: If you successfully trip an opponent, you may make new trip attack against another opponent instead of making attack against tripped enemy.&lt;br /&gt;
** Knock-Down: P: Str 15, BAB 3. B: When you deal ECL or more damage to opponent in melee you may make free trip at -5 against him.&lt;br /&gt;
* Riposte[F]: P: BAB 5. B: You may make an AoO with fencing weapon against opponent who misses your AC while you using Combat Expertise.&lt;br /&gt;
&lt;br /&gt;
Combat Reflexes[F]: +Dex AoO per round, may make AoO while flat-footed.&lt;br /&gt;
* Backstab[F]: Once per round you may make AoO against flanked opponent who attacks not you.&lt;br /&gt;
* Close-Quarter Defence[F]: B: +2 AoO attack against opponent who enter your hex, making unarmed attack, bull-rush, grapple start or sunder against you. If opponent has means to avoid AoO generation during this actions, you still may attack with -10 instead of +2.&lt;br /&gt;
* Deft Opportunist: P: Dex 15. B: You gain +4 on basic AoO attack rolls and +2 on AoO attack rolls which are provoking AoO because of your feats or class features or equipment.&lt;br /&gt;
* Improved Combat Reflexes[F]: P: BAB 6. B: After making of AoO if your opponent continues the same action that provoked AoO you may spend AoO to make additional AoO with two iterative penalties.&lt;br /&gt;
** Greater Combat Reflexes[F]: P: Dex 15, BAB 11. B: After making of AoO if your opponent continues the same action that provoked AoO you may spend AoO to make additional AoO with iterative penalty. If opponent still continues his AoO-provoking action you may spend an AoO attempt and make an AoO with two iterative penalties against him. This feat Supersedes Improved Combat Reflexes.&lt;br /&gt;
* Expert Tactician: P: BAB 2. B: If you hit opponent with AoO, you and your allies gains +2 circumstance bonus on attack rolls and damage rolls against this opponent.&lt;br /&gt;
* Gambit[F]: P: BAB 12. B: You may use special stance that gives +4 on melee attack rolls and damage rolls against you. In exchange you're able to make AoO against any opponent attacking you after his attack is resolved.&lt;br /&gt;
* Hindering Opportunist: P: BAB 3. B: If enemy provokes AoO you may make aid another against this opponent instead of AoO.&lt;br /&gt;
** Stalwart Defence: P: BAB 9. B: When opponent attacks an ally adjacent to you you may spend your AoO attempt to use aid another action to improve that ally's AC bonus.&lt;br /&gt;
* Hold the Line: P: BAB 2. B: You may make AoO against charging opponent who enters square you threaten.&lt;br /&gt;
** Cometary Collision[F]: You gain +2 attack +4 damage on AoO against charging opponents, if you deal AoO damage to charging opponents he looses charge benefits while retaining penalties.&lt;br /&gt;
* Vexing Flanker[F]: +2 on flanking attacks.&lt;br /&gt;
** Adaptive Flanker[F]: P: BAB 4. B: AT=s, you may treat your opponents flanking sides as one step closer.&lt;br /&gt;
&lt;br /&gt;
Dodge[F]: P: Dex 13. B: +2 dodge AC.&lt;br /&gt;
* Combat Tactician: P: BAB 12. B: You gain +5 on melee damage against opponents who were not threatened by you nor threaten you at the start of the turn. &lt;br /&gt;
* Mighty are Fallen[F]: +4 AC against power attack enhanced attacks.&lt;br /&gt;
&lt;br /&gt;
Expeditious Dodge[F,S]: P: Dex 13. B: At the start of the round you may declare that you'll move at least 8 this round and receive +3 dodge AC until start of your next turn. You must move 8 this round, if you somehow prevented from moving stated distance then bonus is negated.&lt;br /&gt;
* Mobility[F,S]: Your movement do not provoke AoO.&lt;br /&gt;
** Sidestep: P: Dex 15, Tumble 5. B: Once per round you may make free 1sq move after making AoO.&lt;br /&gt;
** Spring Attack[F,S]: P: BAB 4. B: AT=FR, you may may move up to your move and make melee attack once during any point of movement.&lt;br /&gt;
*** Bounding Assault[F,S]: P: BAB 9. B: AT=FR, you may may move up to your move and make two melee attacks with iterative penalty during any points of movement.&lt;br /&gt;
**** Rapid Blitz[F,S]: P: BAB 14. B: AT=FR, you may may move up to your move and make three melee attacks with iterative penalties during any points of movement.&lt;br /&gt;
&lt;br /&gt;
Great Fortitude: You gain +2 on Fort saves, and natural 2 is not a botch. S: If your base Fort is less than 3/4 HD you may instead of receiving +2 bonus receive +N where N is difference between 3/4 your HD and your base Fort.&lt;br /&gt;
* Steadfast Determination: P: [or Con 13 Wis 13]. B: You may apply your Con instead of Wis on WW or apply Wis instead of Con on FC. Note: The choice is made while taking this feat, so if your stat is reduced by ability damage you can't switch to another stat during a combat.&lt;br /&gt;
&lt;br /&gt;
Improved Shield Bash[F]: Once per round you may make a shield bash without loosing your AC bonus from shield.&lt;br /&gt;
* Agile Shield Fighter[F]: Your Multi-Weapon Fighting penalties for using shield and any other weapon are reduced to 0/0.&lt;br /&gt;
* Shield Charge[F]: P: BAB 3. B: If you successfully damage your opponent with a shield during a charge you may attempt to trip him with a shield as a part of same action. The opponent can't trip you on your failed attempt.&lt;br /&gt;
** Shield Slam[F]: P: BAB 6. B: As FR or charge action you may attack opponent with your shield. if your attack was successful your opponent must make +1/2 HD +Str FC save or become dazed for 1 round. Creatures immune to critical strikes also immune to this feat.&lt;br /&gt;
* Shield Snare[F]: If you're attacked by opponent you may spend your standard action for this round as if you readied it to make a make a disarm attempt with your shield without provoking AoO. If your disarm attempt fails your opponent do not get a chance to disarm you in response. You lose your shield bonus to AC for 1 r after using this feat.&lt;br /&gt;
** Improved Shield Snare: P: BAB 4. B: If you disarmed your opponent using a shield snare you gain AoO against him. Also you gain +2 on attack rolls against unarmed opponents.&lt;br /&gt;
&lt;br /&gt;
Improved Unarmed Strike[F]: P: Unarmed Weapon Proficiency. B: Your unarmed strikes deal lethal damage.&lt;br /&gt;
* Deft Fist: P: Wis 13, Weapon Finesse, Weapon Focus:Unarmed. B: Ignore cover while making unarmed attacks.&lt;br /&gt;
* Ring the Ear: P: Sneak Attack +2d6. B: When making unarmed Sneak Attack may reduce Sneak Attack bonus by d6 and render opponent deaf for 1m, FC +1/2 lvl +Str negates.&lt;br /&gt;
* Improved Grapple[F]: Grapple attempt do not provoke AoO, +4 on grapple checks.&lt;br /&gt;
** Scorpion's Grasp: P: Wis 13. B: If you hit opponent with light or one-handed weapon you may initiate a grapple with no touch attack needed. If used One-handed weapon, then you must drop it.&lt;br /&gt;
&lt;br /&gt;
Iron Will: You gain +2 on Will saves, and natural 2 is not a botch. S: If your base Will is less than 3/4 HD you may instead of receiving +2 bonus receive +N where N is difference between 3/4 your HD and your base Will.&lt;br /&gt;
* Force of Personality: P: [or Wis 13 Cha 13]. B: You may apply your Cha instead of Wis on WW or apply Wis instead of Cha on WC. Note: The choice is made while taking this feat, so if your stat is reduced by ability damage you can't switch to another stat during a combat.&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes: You gain +2 on your Ref saves, and natural 2 is not a botch. S: If your base Ref is less than 3/4 HD you may instead of receiving +2 bonus receive +N where N is difference between 3/4 your HD and your base Ref.&lt;br /&gt;
* Dive for Cover: P: Ref 4. B: After rolling a saving throw against RD effect, you may choose to become prone to receive evasion against this effect for 1r and, at your option, to re-roll RD save against this effect.&lt;br /&gt;
&lt;br /&gt;
Multi-Weapon Fighting[F]: P: Dex 15. B: Your primary attack penalty is reduced by 2 and off-hands penalty reduced by 6 during multi-weapon fighting.&lt;br /&gt;
* Improved Multi-Weapon Fighting[F]: P: Dex 17, BAB 6. B: You may make second iterative attacks with off-hand weapons. Also your MWF penalties for additional attacks are reduced by 1.&lt;br /&gt;
** Greater Multi-Weapon Fighting[F]: P: Dex 19, BAB 11. B: You may make first iterative attacks with off-hand weapons. Also your MWF penalties for additional attacks are reduced by additional 1.&lt;br /&gt;
* Double Hit[F]: P: Combat Reflexes. B: When making an AoO you may spend additional AoO attempt to attack with two of your weapons by taking the corresponding MWF penalty.&lt;br /&gt;
* Multi-Weapon Defence[F]: You receive +1 shield bonus to front arc AC. Double this bonus for fighting defensively.&lt;br /&gt;
** Improved Multi-Weapon Defence[F]: P: Dex 17, BAB 6. B: You receive +2 shield bonus to front arc AC. Double this bonus for fighting defensively.&lt;br /&gt;
*** Greater Multi-Weapon Defence[F]: P: Dex 19, BAB 11. B: You receive +3 shield bonus to front arc AC. Double this bonus for fighting defensively.&lt;br /&gt;
* Multi-Weapon Pounce[F]: P: BAB 6. B: You gain Pounce extraordinary ability.&lt;br /&gt;
* Multi-Weapon Rend[F]: P: BAB 11. B: You gain Rend extraordinary ability.&lt;br /&gt;
* Oversized Multi-Weapon Fighting[F]: Your penalties for using more than one one-handed weapon or for using two-handed weapons during multi-weapon fighting are reduced by 2.&lt;br /&gt;
* Pin Shield: P: BAB 4. B: While making a full attack with multiple weapons, you may forgo one branch of attacks to render your opponents shield ineffective. You still take MWF penalty for attacks you sacrificed.&lt;br /&gt;
&lt;br /&gt;
Point Blank Shot[F]: You gain +1 on ranged attacks and damage within 6sq.&lt;br /&gt;
* Defensive Archery[F]: Your ranged attacks do not provoke AoO.&lt;br /&gt;
* Far Shot[F]: Increase range increments by 1.5 for projectile weapons and by 2 for thrown weapons. Also increase precision range by 1.5 for your ranged attacks.&lt;br /&gt;
* Precise Shot[F]: You may shot at targets engaged in melee without -4 penalty.&lt;br /&gt;
** Concealed Ambush: P: Stealth 7. B: -10 penalty on Stealth after sniping.&lt;br /&gt;
** Improved Precise Shot[F]: P: Dex 19, BAB 11. B: Your ranged attacks ignore cover and concealment (but not total cover or total concealment). In addition when you attack grappling target, you do not suffer from chance to hit wrong target.&lt;br /&gt;
** Ranged Disarm[F]: You may make Disarm within 6 sq with ranged weapons. Bows and Crossbows are treated as light weapons for purpose of this check. You cannot use Improved Disarm feat with this feat.&lt;br /&gt;
** Ranged Threat[F]: P: BAB 6, Combat Reflexes. B: May make ranged AoO within 3 expending all AoO per round.&lt;br /&gt;
* Rapid Shot[F]: P: Dex 13. B: When making a ranged full-attack, you may make extra attack and all your attack suffer -2 penalty.&lt;br /&gt;
** Improved Rapid Shot[F]: P: BAB 6. B: When making a ranged full-attack, you may make two extra attacks and all your attack suffer -5 penalty. Do not stack with Rapid Shot.&lt;br /&gt;
* Sharp-Shooting[F]: P: BAB 3. B: When attacking opponent with a shield you count his shield bonus as 4 lower for purpose of your ranged attacks.&lt;br /&gt;
* Shot on the Run[F]: P: Dex 13, BAB 4. B: AT=FR, you may may move up to your move and make ranged attack once during any point of movement.&lt;br /&gt;
** Manyshot[F]: P: Dex 17, BAB 6. B: AT=S, may fire two arrows with -2 penalty. Single attack roll to single target, precision damage and critical hits applied only once, DR applied to each arrow. At BAB 11 may shoot 3 arrows with -6 penalty. At BAB 16 may shoot 4 arrows with -8 penalty.&lt;br /&gt;
*** Improved Manyshot[F]: P: BAB 11. B: As Manyshot, but each arrow fired with separate attack roll, and each arrow may deal critical hit or precision damage.&lt;br /&gt;
&lt;br /&gt;
Power Attack[F]: P: Str 13. B:  When making an attack roll you may reduce your attack roll bonus up to BAB or Str and receive amount of reduction to damage until start of your next turn. If you wielding a weapon two-handed, add twice that amount.&lt;br /&gt;
* Find the Flaw[F]: Ignore N hardness points, where N is your Power Attack reduction.&lt;br /&gt;
* Cleave[F]: Whenever you drop opponent, you may make attack at the same attack bonus against another foe.&lt;br /&gt;
** Quick Cleave[F]: +2 on cleave attacks.&lt;br /&gt;
** Great Cleave[F]: P: BAB 4. B: As a Cleave, but your attack that dropped opponent and following cleave attack gain Str x 2 damage bonus.&lt;br /&gt;
*** Whirlwind Attack[F]: As a full-attack action you may make one attack at highest attack bonus against every opponent within reach. While using this feat, you give up additional attacks such as from cleave feat.&lt;br /&gt;
**** Improved Whirlwind Attack[F]: P: BAB 6. B: When making Whirlwind attack may make additional iterative attacks one time each if your BAB is high enough.&lt;br /&gt;
* Improved Bull Rush[F]:&lt;br /&gt;
* Improved Overrun[F]:&lt;br /&gt;
* Leap Attack: P: Athletics 5. B: Double your Power Attack damage bonus on first attack during a charge.&lt;br /&gt;
* Power Lunge: If you choose to provoke AoO from opponent you charged, you deal extra Str x 2 damage on first attack during that charge.&lt;br /&gt;
&lt;br /&gt;
Skill Focus: +5 on all checks with selected skill.&lt;br /&gt;
&lt;br /&gt;
Spell Focus: Choose a school. +1 effective caster level and DC for chosen school.&lt;br /&gt;
* Arcane Defence: -1 effective caster level on non-harmless spells of chosen school targeted against you, +2 on saves against this school.&lt;br /&gt;
* Greater Spell Focus: Extra +1 effective caster level and DC for chosen school.&lt;br /&gt;
&lt;br /&gt;
Spell Penetration: +2 on spell penetration.&lt;br /&gt;
* Greater Spell Penetration: +2 on spell penetration.&lt;br /&gt;
** Burning Focus: P: Cha 13. B: If you fail to penetrate creature's SR you gain +5 morale bonus on following attempts to penetrate it's SR. You loose this bonus if you cease to penetrate its SR for 1 m.&lt;br /&gt;
&lt;br /&gt;
Toughness: +1 hp per level.&lt;br /&gt;
* Dwarf's Toughness: Prerequisite: Con 13, Fort +1. +2 hp per level.&lt;br /&gt;
** Giant's Toughness: Prerequisite: Con 15, Fort +3. +3 hp per level.&lt;br /&gt;
*** Dragon's Toughness: Prerequisite: Con 17, Fort +5. +4 hp per level.&lt;br /&gt;
&lt;br /&gt;
Weapon Finesse[F]: You may add 1-1/2 your Dex to attack rolls with suitable weapons wielded one handed. You may not use your other hand to gain benefit of this feat.&lt;br /&gt;
* Graceful Edge[F]: P: Weapon Focus with single-handed bladed weapon. B: While fighting with single-handed weapon may apply Weapon Finesse to chosen weapon, +1 shield AC (+2 shield while fighting defensively).&lt;br /&gt;
* Single Blade Style[F]: P: BAB 10. B: +4 dodge AC while fighting with fencing weapons and with light or no armour.&lt;br /&gt;
&lt;br /&gt;
Weapon Focus[F]: +1 on attack rolls with chosen Weapon Group. Also, reduce iterative attacks penalty by 1 for each iteration.&lt;br /&gt;
* Power Critical[F]: P: BAB 4. B: +4 on critical hits confirmation with chosen weapon group.&lt;br /&gt;
** Improved Critical[F]: P: BAB 8. B: Your crit range for chosen weapon group is doubled.&lt;br /&gt;
*** Staggering Critical[F]: P: BAB 12. B: Opponent against whom you confirm crit acts as if slowed for 1 r.&lt;br /&gt;
&lt;br /&gt;
== Player's Handbook II ==&lt;br /&gt;
&lt;br /&gt;
Acrobatic Strike: P: Acrobatics 9. B: During a movement through opponent's adjacent square you may make Acrobatics vs opponents Tactics check. If you win you get +4 on your next attack against this opponent, if you loose you provoke AoO from this opponent.&lt;br /&gt;
&lt;br /&gt;
Armour Specialization[F]: P: BAB 12. B: You gain DR 5/- or your Armour value, whichever is less, while wearing Armour. &lt;br /&gt;
&lt;br /&gt;
Defensive Sweep[F]: P: BAB 15. B: Opponent you threaten who doesn't moved during a turn provokes AoO from you at the end of turn.&lt;br /&gt;
&lt;br /&gt;
Crossbow Sniper[F]: P: Weapon Focus with crossbows. B: +1/2 Dex crossbow damage, +6 precision range.&lt;br /&gt;
* Dead Eye[F]: P: BAB 1. B: +Dex precision on crossbow damage within 6.&lt;br /&gt;
&lt;br /&gt;
Overwhelming Assault[F]: P: BAB 15. B: You gain +4 on attack rolls against any opponent whom you threaten who doesn't attack you, cast spell at you or use any special ability against you for a turn.&lt;br /&gt;
&lt;br /&gt;
Shield Specialization[F]: Your Shield bonus from any shield increases by +1. Also your shield protects all your front arc.&lt;br /&gt;
* Active Shield Defence[F]: Your take only half penalty on your AoO while using a shield for fighting defensively or using total defence.&lt;br /&gt;
* Block Arrow[F]: Once per round while using a shield you may deflect harmlessly one projectile attack of up to one size category larger than you that would otherwise hit you.&lt;br /&gt;
* Shieldmate[F]: P: BAB 1. B: Allies adjacent to your shield arc have their shield bonus to AC increased by 2 (no more than your own shield bonus).&lt;br /&gt;
** Improved Shieldmate[F]: P: BAB 4. B: As a Shieldmate but bonus is increased by 5.&lt;br /&gt;
* Shield Wall[F]: If your adjacent ally uses a shield your shield bonus to AC is increased by 2.&lt;br /&gt;
* Shield Ward[F]: You may apply your shield AC bonus to your rolls to resist bull rush, disarm, feint, grapple, overrun or trip.&lt;br /&gt;
** Parrying Shield[F]: Your shield also is applied to your touch AC.&lt;br /&gt;
&lt;br /&gt;
== Expanded Psionics Handbook ==&lt;br /&gt;
&lt;br /&gt;
Reckless Offence feat comes to all heroic characters for free.&lt;br /&gt;
&lt;br /&gt;
Open Minded: You gain number of skill points equal to your HDx2.&lt;br /&gt;
&lt;br /&gt;
== Complete Arcane ==&lt;br /&gt;
&lt;br /&gt;
Arcane Mastery: P: Arcane spellcasting. B: You can take 10 on arcane caster level checks.&lt;br /&gt;
&lt;br /&gt;
Extra Slot: You gain one slot from 0 to 3rd level. To gain a slot you must be able to cast spells of indicated levels.&lt;br /&gt;
* Improved Extra Slot: You gain one slot from 4th to 6th level. To gain a slot you must be able to cast spells of indicated levels.&lt;br /&gt;
** Greater Extra Slot: You gain one slot from 7th to 9th level. To gain a slot you must be able to cast spells of indicated levels.&lt;br /&gt;
&lt;br /&gt;
Extra Spell: You gain extra spell from any list with level up to 1 lower than your maximum spell level known to your list of spells known.&lt;br /&gt;
&lt;br /&gt;
Mage Slayer: P: BAB 3, Prayercraft 3, Spellcraft 3, not spellcaster. B: Spellcasters you threaten may not cast defensively unless they have Combat Casting Feat. +1 Will.&lt;br /&gt;
* Occult Opportunist: P: Prayercraft 6, Spellcraft 6. B: May make AoO when opponent dismisses a spell, direct/redirect an active spell, cast swift spell or make turn/rebuke attempt. Opponents that have Combat Casting feat may try cast defensively to avoid AoO. If damaged, opponent must succeed at DC 10+damage or loose a spell/action attempted.&lt;br /&gt;
* Pierce Magical Concealment: P: Con 13, Blind-Fight. B: You ignore any miss chances from spells and may ignore mirror image spell.&lt;br /&gt;
* Pierce Magical Protection: P: Con 13. B: AT=S, make one attack ignoring all opponents spell bonuses to AC and spell bonuses to armour DR. If this attack succeeds, then you automatically dispel all spells that gives opponent bonus to AC and armour DR.&lt;br /&gt;
&lt;br /&gt;
== Races of Stone ==&lt;br /&gt;
&lt;br /&gt;
Heavy Armour Optimization[F]: Your Heavy Armours have Armour +2 and ACP -1.&lt;br /&gt;
* Greater Heavy Armour Optimization[F]: Your Heavy Armours have Armour +4 and ACP -3. This feat supersedes Heavy Armour Optimization.&lt;br /&gt;
&lt;br /&gt;
== Tome of Battle ==&lt;br /&gt;
&lt;br /&gt;
Evasive Reflexes: P: Dex 13. B: You may make 1sq step instead of making AoO.&lt;br /&gt;
&lt;br /&gt;
== Champions of Ruin ==&lt;br /&gt;
&lt;br /&gt;
Craven: P: Not immune to fear. B: Your Sneak Attacks gain +1 damage per Sneak Attack die. You receive -2 on saves against fear.&lt;br /&gt;
&lt;br /&gt;
Dirty Rat: P: Acrobatics 1. B: +1 on flank attacks.&lt;br /&gt;
&lt;br /&gt;
Flay/Pulverize/Skewer Foe[F]: P: Str 15, BAB 6. B: Choose melee weapon damage type. Each time in the round you hit your opponent with indicated damage type weapon, your subsequent attacks against him with the same weapon deals extra die of damage. This bonus lasts until start of your next turn.&lt;br /&gt;
&lt;br /&gt;
== Lords of Madness ==&lt;br /&gt;
&lt;br /&gt;
Quiet Feet: P: Dex 15, Skill Focus:Stealth, Stealth 3. B: Not detected by Tremorsense while moving 1/2 speed and not attacking.&lt;br /&gt;
* Suppress Presence: P: Stealth 9. B: While having Cover may use Stealth against Blindsense.&lt;br /&gt;
** Darkstalker: P: Stealth 15. B: May use Stealth against Tremorsense, Blindsense and Blindsight.&lt;br /&gt;
&lt;br /&gt;
== Unearthed Arcana ==&lt;br /&gt;
&lt;br /&gt;
Skill Knowledge: Extra 2 class skills.&lt;br /&gt;
&lt;br /&gt;
== Dragon Magazine ==&lt;br /&gt;
&lt;br /&gt;
Easy Metamagic: P: Spellcraft (for arcane) or Prayercraft (for divine) 6. B: Choose one Metamagic feat. Cost of applying this Metamagic is reduced by 1.&lt;br /&gt;
&lt;br /&gt;
Guerilla Trapsmith: +2 Craft:Trapmaking, +2 DC of your traps.&lt;br /&gt;
&lt;br /&gt;
Hard to Fool: +2 WI, +2 Empathy.&lt;br /&gt;
&lt;br /&gt;
Polyglot: Speak Language is Class. +1 Language.&lt;br /&gt;
&lt;br /&gt;
Aura of Bravery: Allies (except for you) receive +4 morale against fear.&lt;br /&gt;
&lt;br /&gt;
Sprinter: P: Dex 15, Con 15, Run. B: AT=f, +2 move, D=Con r, 3/day.&lt;br /&gt;
&lt;br /&gt;
Inspired Master: Any Item you make have it's CL +1.&lt;br /&gt;
&lt;br /&gt;
Spear Master: You may choose to wield a Spear or Shortspear as a Double Weapon. The blunt end does Bludgeoning damage in the same amount as the Piercing end. Each end must be Enchanted separately.&lt;br /&gt;
&lt;br /&gt;
Stalwart: +4 vs Bull Rush, Overrun and Trip.&lt;br /&gt;
&lt;br /&gt;
Battle Hardened[F]: P: BAB 1. B: +1 AC when threatened by two or more opponents.&lt;br /&gt;
&lt;br /&gt;
Shield and Pike Style[F]: May use Light Shield while using a polearm. However your light shield is treated as a buckler while used in this way.&lt;br /&gt;
&lt;br /&gt;
Mounted Fighting[F,S]: +1 attack and damage while mounted.&lt;br /&gt;
&lt;br /&gt;
Efficient Pull[F]: +2 Str for composite bows.&lt;br /&gt;
&lt;br /&gt;
Improved Aid Another: Aid Another bonus is 1 more.&lt;br /&gt;
&lt;br /&gt;
Pack Tactics: P: Wis 13. B: When flanking an opponent you grant all your allies who is not flanking him a +1 bonus on attack rolls.&lt;br /&gt;
* Pack Feint: P: BAB 3, Dex 13, Wis 13. B: Successfully feinted opponent looses Dex to AC against first attack each adjacent to him ally make until start of your next turn.&lt;br /&gt;
&lt;br /&gt;
Commanding: P: Cha 15, Skill Focus:Persuasion. B: +1 compulsion spells DC.&lt;br /&gt;
&lt;br /&gt;
Earth Focus: +1 DC for earth spells, or if save is not allowed +1 CL.&lt;br /&gt;
&lt;br /&gt;
Water Focus: +1 DC for water spells, or if save is not allowed +1 CL.&lt;br /&gt;
&lt;br /&gt;
Charming: P: Cha 13, Skill Focus:Persuasion. B: +3 on Cha checks to exert your control.&lt;br /&gt;
&lt;br /&gt;
Combat Charm: P: Wis 13. B: Target threatened by your allies do not receive +5 bonus on it's save against your charm effects.&lt;br /&gt;
&lt;br /&gt;
Puppet Master: P: Wis 13. B: +5 DC on Sense Motive checks to sense your magical influence on subjects.&lt;br /&gt;
&lt;br /&gt;
Flash Casting: When you cast light spell you glow brightly for 1r. You cannot use stealth, but attacks relying on sight receives -2 against you.&lt;br /&gt;
&lt;br /&gt;
=== Birth Feats ===&lt;br /&gt;
&lt;br /&gt;
Initial Birth Feats: Prerequisite: 1st level, must be naturally born, may not have any other birth feats.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1 cellpadding=1 cellspacing=1 style=&amp;quot;border: thin #000000;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background:#000000; color:#FFFFFF&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Benefit&lt;br /&gt;
|-&lt;br /&gt;
| Born under the High Sun&lt;br /&gt;
| +1 Intimidate, +2 fire saves, +1 Fort&lt;br /&gt;
|-&lt;br /&gt;
| * Venegance of the Noon, P: Lvl 6, Power Attack.&lt;br /&gt;
| +3 against fire. AT=s, one your weapon deals extra [d] fire damage for Cha r, 1/day.&lt;br /&gt;
|-&lt;br /&gt;
| Born under the Rising Sun&lt;br /&gt;
| +1 Medicine, +2 fear saves, +1 Will&lt;br /&gt;
|-&lt;br /&gt;
| * Spirit of Dawn, P: Lvl 6.&lt;br /&gt;
| +3 against fear. AT=s, all allies gains +2 morale Will for Cha r, 1/day.&lt;br /&gt;
|-&lt;br /&gt;
| Born under the Setting Sun&lt;br /&gt;
| Concentration class, +1 on 2 Knowledges.&lt;br /&gt;
|-&lt;br /&gt;
| * Secrets of the Dusk, P: Lvl6, Skill Focus:Knowledge&lt;br /&gt;
| May take 10 on Concentration. May take 20 on any Knowledge with Skill Focus, 1/day.&lt;br /&gt;
|-&lt;br /&gt;
| Born under the Crescent Moon&lt;br /&gt;
| +1 Awareness, +1 Sense Motive, Detect Thoughts(Sp) 1/day&lt;br /&gt;
|-&lt;br /&gt;
| Born under the Full Moon&lt;br /&gt;
| +1 Intimidate, +1 Use Magical Device, Command(Sp) 1/day&lt;br /&gt;
|-&lt;br /&gt;
| Born under the Gibbous Moon&lt;br /&gt;
| +1 Persuasion, +1 Local, Calm Animals(Sp) 1/day&lt;br /&gt;
|-&lt;br /&gt;
| Born under the Half Moon&lt;br /&gt;
| +1 Acrobatics, +1 Concentration, Expeditious Retreat(Sp) 1/day&lt;br /&gt;
|-&lt;br /&gt;
| Born under the New Moon&lt;br /&gt;
| +1 Sleight of Hand, +1 Stealth, Disguise Self(Sp) 1/day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Base_Classes&amp;diff=2873</id>
		<title>Prinzessin:Base Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Base_Classes&amp;diff=2873"/>
				<updated>2012-01-11T10:49:39Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: Ardent ane Erudite was forgotten&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;html&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
Level			HP	BAB	Def	Saves	Skills&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Barbarian&amp;quot;&amp;gt;Barbarian&amp;lt;/a&amp;gt;		15	1	3/4	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Bard&amp;quot;&amp;gt;Bard&amp;lt;/a&amp;gt;			10	3/4	1/2	RW	10&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Cleric&amp;quot;&amp;gt;Cleric&amp;lt;/a&amp;gt;			10	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Druid&amp;quot;&amp;gt;Druid&amp;lt;/a&amp;gt;			10	1/2	1/2	F	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Fighter&amp;quot;&amp;gt;Fighter&amp;lt;/a&amp;gt;			15	1	3/4	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Paladin&amp;quot;&amp;gt;Paladin&amp;lt;/a&amp;gt;			15	3/4	1/2	F	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Ranger&amp;quot;&amp;gt;Ranger&amp;lt;/a&amp;gt;			15	3/4	1/2	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Rogue&amp;quot;&amp;gt;Rogue&amp;lt;/a&amp;gt;			10	3/4	1/2	FRW	10&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Sorcerer&amp;quot;&amp;gt;Sorcerer&amp;lt;/a&amp;gt;		5	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Wizard&amp;quot;&amp;gt;Wizard&amp;lt;/a&amp;gt;			5	1/2	1/2	W	2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Hexblade&amp;quot;&amp;gt;Hexblade&amp;lt;/a&amp;gt;		15	3/4	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Swashbuckler&amp;quot;&amp;gt;Swashbuckler&amp;lt;/a&amp;gt;		15	1	3/4	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Scout&amp;quot;&amp;gt;Scout&amp;lt;/a&amp;gt;			10	3/4	1/2	FR	10&lt;br /&gt;
Spellthief		10	3/4	1/2	RW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Favoured_Soul&amp;quot;&amp;gt;Favoured Soul&amp;lt;/a&amp;gt;		10	1/2	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Warlock&amp;quot;&amp;gt;Warlock&amp;lt;/a&amp;gt;			10	3/4	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Warmage&amp;quot;&amp;gt;Warmage&amp;lt;/a&amp;gt;			10	3/4	1/2	R	6&lt;br /&gt;
&lt;br /&gt;
Witch			5	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Beguiler&amp;quot;&amp;gt;Beguiler&amp;lt;/a&amp;gt;		10	3/4	1/2	W	10&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Dragon_Shaman&amp;quot;&amp;gt;Dragon Shaman&amp;lt;/a&amp;gt;		15	3/4	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Duskblade&amp;quot;&amp;gt;Duskblade&amp;lt;/a&amp;gt;		10	3/4	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Knight&amp;quot;&amp;gt;Knight&amp;lt;/a&amp;gt;			15	1	3/4	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Dragonfire_Adept&amp;quot;&amp;gt;Dragonfire Adept&amp;lt;/a&amp;gt;	10	1/2	1/2	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Healer&amp;quot;&amp;gt;Healer&amp;lt;/a&amp;gt;			10	1/2	3/4	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Marshal&amp;quot;&amp;gt;Marshal&amp;lt;/a&amp;gt;			10	1	1/2	FW	6&lt;br /&gt;
Archivist		10	1/2	1/2	W	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Dread_Necromancer&amp;quot;&amp;gt;Dread Necromancer&amp;lt;/a&amp;gt;	10	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Factotum&amp;quot;&amp;gt;Factotum&amp;lt;/a&amp;gt;		10	3/4	1/2	R	10&lt;br /&gt;
Artificer		10	3/4	1/2	W	6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Psion&amp;quot;&amp;gt;Psion&amp;lt;/a&amp;gt;			5	1/2	1/2	W	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Psychic_Warrior&amp;quot;&amp;gt;Psychic Warrior&amp;lt;/a&amp;gt;		10	3/4	1/2	FW	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Soulknife&amp;quot;&amp;gt;Soulknife&amp;lt;/a&amp;gt;		15	1	3/4	RW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Wilder&amp;quot;&amp;gt;Wilder&amp;lt;/a&amp;gt;			10	3/4	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Ardent&amp;quot;&amp;gt;Ardent&amp;lt;/a&amp;gt;			10	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Divine_Mind&amp;quot;&amp;gt;Divine Mind&amp;lt;/a&amp;gt;		15	3/4	1/2	FW	6+&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Lurk&amp;quot;&amp;gt;Lurk&amp;lt;/a&amp;gt;			10	3/4	1/2	RW	6&lt;br /&gt;
Erudite 		5	1/2	1/2	W	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Psychic_Rogue&amp;quot;&amp;gt;Psychic Rogue&amp;lt;/a&amp;gt;		10	3/4	1/2	RW	10&lt;br /&gt;
Psionic Artificer	10	3/4	1/2	W	6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Crusader&amp;quot;&amp;gt;Crusader&amp;lt;/a&amp;gt;		15	1	3/4	F	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Hashashiyyin&amp;quot;&amp;gt;Hashashiyyin&amp;lt;/a&amp;gt;		10	3/4	1/2	RW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Warblade&amp;quot;&amp;gt;Warblade&amp;lt;/a&amp;gt;		15	1	1/2	F	2&lt;br /&gt;
&lt;br /&gt;
Incarnate		10	1	1/2	FW	6&lt;br /&gt;
Soulborn		15	1	3/4	FRW	6&lt;br /&gt;
Totemist		10	1	1/2	FR	6&lt;br /&gt;
&lt;br /&gt;
Binder			10	3/4	1/2	FW	6&lt;br /&gt;
Shadowcaster		10	1/2	1/2	FW	2&lt;br /&gt;
Truenamer		10	3/4	1/2	W	6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Battle_Dancer&amp;quot;&amp;gt;Battle Dancer&amp;lt;/a&amp;gt;		10	1	1/2	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Jester&amp;quot;&amp;gt;Jester&amp;lt;/a&amp;gt;			10	3/4	1/2	RW	10&lt;br /&gt;
Mountebank		10	3/4	1/2	RW	10&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Savant&amp;quot;&amp;gt;Savant&amp;lt;/a&amp;gt;			10	3/4	1/2	RW	10&lt;br /&gt;
Sha'ir			5	1/2	1/2	W	2&lt;br /&gt;
&lt;br /&gt;
Monk			10	3/4	3/4	FRW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Samurai&amp;quot;&amp;gt;Samurai&amp;lt;/a&amp;gt;			15	1	3/4	FR	6&lt;br /&gt;
Ninja			10	3/4	1/2	FRW	10&lt;br /&gt;
Shugenja		10	1/2	1/2	W	6&lt;br /&gt;
Spirit Shaman		10	3/4	1/2	W	6&lt;br /&gt;
Wu Jen			5	1/2	1/2	W	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Swordsage&amp;quot;&amp;gt;Swordsage&amp;lt;/a&amp;gt;		10	3/4	1/2	RW	6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Base_Classes&amp;diff=2872</id>
		<title>Prinzessin:Base Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Base_Classes&amp;diff=2872"/>
				<updated>2012-01-10T21:38:04Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;html&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
Level			HP	BAB	Def	Saves	Skills&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Barbarian&amp;quot;&amp;gt;Barbarian&amp;lt;/a&amp;gt;		15	1	3/4	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Bard&amp;quot;&amp;gt;Bard&amp;lt;/a&amp;gt;			10	3/4	1/2	RW	10&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Cleric&amp;quot;&amp;gt;Cleric&amp;lt;/a&amp;gt;			10	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Druid&amp;quot;&amp;gt;Druid&amp;lt;/a&amp;gt;			10	1/2	1/2	F	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Fighter&amp;quot;&amp;gt;Fighter&amp;lt;/a&amp;gt;			15	1	3/4	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Paladin&amp;quot;&amp;gt;Paladin&amp;lt;/a&amp;gt;			15	3/4	1/2	F	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Ranger&amp;quot;&amp;gt;Ranger&amp;lt;/a&amp;gt;			15	3/4	1/2	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Rogue&amp;quot;&amp;gt;Rogue&amp;lt;/a&amp;gt;			10	3/4	1/2	FRW	10&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Sorcerer&amp;quot;&amp;gt;Sorcerer&amp;lt;/a&amp;gt;		5	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Wizard&amp;quot;&amp;gt;Wizard&amp;lt;/a&amp;gt;			5	1/2	1/2	W	2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Hexblade&amp;quot;&amp;gt;Hexblade&amp;lt;/a&amp;gt;		15	3/4	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Swashbuckler&amp;quot;&amp;gt;Swashbuckler&amp;lt;/a&amp;gt;		15	1	3/4	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Scout&amp;quot;&amp;gt;Scout&amp;lt;/a&amp;gt;			10	3/4	1/2	FR	10&lt;br /&gt;
Spellthief		10	3/4	1/2	RW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Favoured_Soul&amp;quot;&amp;gt;Favoured Soul&amp;lt;/a&amp;gt;		10	1/2	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Warlock&amp;quot;&amp;gt;Warlock&amp;lt;/a&amp;gt;			10	3/4	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Warmage&amp;quot;&amp;gt;Warmage&amp;lt;/a&amp;gt;			10	3/4	1/2	R	6&lt;br /&gt;
&lt;br /&gt;
Witch			5	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Beguiler&amp;quot;&amp;gt;Beguiler&amp;lt;/a&amp;gt;		10	3/4	1/2	W	10&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Dragon_Shaman&amp;quot;&amp;gt;Dragon Shaman&amp;lt;/a&amp;gt;		15	3/4	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Duskblade&amp;quot;&amp;gt;Duskblade&amp;lt;/a&amp;gt;		10	3/4	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Knight&amp;quot;&amp;gt;Knight&amp;lt;/a&amp;gt;			15	1	3/4	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Dragonfire_Adept&amp;quot;&amp;gt;Dragonfire Adept&amp;lt;/a&amp;gt;	10	1/2	1/2	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Healer&amp;quot;&amp;gt;Healer&amp;lt;/a&amp;gt;			10	1/2	3/4	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Marshal&amp;quot;&amp;gt;Marshal&amp;lt;/a&amp;gt;			10	1	1/2	FW	6&lt;br /&gt;
Archivist		10	1/2	1/2	W	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Dread_Necromancer&amp;quot;&amp;gt;Dread Necromancer&amp;lt;/a&amp;gt;	10	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Factotum&amp;quot;&amp;gt;Factotum&amp;lt;/a&amp;gt;		10	3/4	1/2	R	10&lt;br /&gt;
Artificer		10	3/4	1/2	W	6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Psion&amp;quot;&amp;gt;Psion&amp;lt;/a&amp;gt;			5	1/2	1/2	W	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Psychic_Warrior&amp;quot;&amp;gt;Psychic Warrior&amp;lt;/a&amp;gt;		10	3/4	1/2	FW	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Soulknife&amp;quot;&amp;gt;Soulknife&amp;lt;/a&amp;gt;		15	1	3/4	RW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Wilder&amp;quot;&amp;gt;Wilder&amp;lt;/a&amp;gt;			10	3/4	1/2	W	6&lt;br /&gt;
Ardent			10	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Divine_Mind&amp;quot;&amp;gt;Divine Mind&amp;lt;/a&amp;gt;		15	3/4	1/2	FW	6+&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Lurk&amp;quot;&amp;gt;Lurk&amp;lt;/a&amp;gt;			10	3/4	1/2	RW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Psychic_Rogue&amp;quot;&amp;gt;Psychic Rogue&amp;lt;/a&amp;gt;		10	3/4	1/2	RW	10&lt;br /&gt;
Psionic Artificer	10	3/4	1/2	W	6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Crusader&amp;quot;&amp;gt;Crusader&amp;lt;/a&amp;gt;		15	1	3/4	F	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Hashashiyyin&amp;quot;&amp;gt;Hashashiyyin&amp;lt;/a&amp;gt;		10	3/4	1/2	RW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Warblade&amp;quot;&amp;gt;Warblade&amp;lt;/a&amp;gt;		15	1	1/2	F	2&lt;br /&gt;
&lt;br /&gt;
Incarnate		10	1	1/2	FW	6&lt;br /&gt;
Soulborn		15	1	3/4	FRW	6&lt;br /&gt;
Totemist		10	1	1/2	FR	6&lt;br /&gt;
&lt;br /&gt;
Binder			10	3/4	1/2	FW	6&lt;br /&gt;
Shadowcaster		10	1/2	1/2	FW	2&lt;br /&gt;
Truenamer		10	3/4	1/2	W	6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Battle_Dancer&amp;quot;&amp;gt;Battle Dancer&amp;lt;/a&amp;gt;		10	1	1/2	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Jester&amp;quot;&amp;gt;Jester&amp;lt;/a&amp;gt;			10	3/4	1/2	RW	10&lt;br /&gt;
Mountebank		10	3/4	1/2	RW	10&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Savant&amp;quot;&amp;gt;Savant&amp;lt;/a&amp;gt;			10	3/4	1/2	RW	10&lt;br /&gt;
Sha'ir			5	1/2	1/2	W	2&lt;br /&gt;
&lt;br /&gt;
Monk			10	3/4	3/4	FRW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Samurai&amp;quot;&amp;gt;Samurai&amp;lt;/a&amp;gt;			15	1	3/4	FR	6&lt;br /&gt;
Ninja			10	3/4	1/2	FRW	10&lt;br /&gt;
Shugenja		10	1/2	1/2	W	6&lt;br /&gt;
Spirit Shaman		10	3/4	1/2	W	6&lt;br /&gt;
Wu Jen			5	1/2	1/2	W	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Swordsage&amp;quot;&amp;gt;Swordsage&amp;lt;/a&amp;gt;		10	3/4	1/2	RW	6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Feats&amp;diff=2870</id>
		<title>Prinzessin:Feats</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Feats&amp;diff=2870"/>
				<updated>2012-01-10T18:43:53Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: Cometary Collision&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Player's Handbook ==&lt;br /&gt;
&lt;br /&gt;
Alertness-likes are banned. Quick Draw, Rapid Reload, Eschew Materials come to heroic characters for free. Weapon Proficiency feats replaced with Weapon Group Proficiency.&lt;br /&gt;
&lt;br /&gt;
Armour Proficiency: You become proficient with all non-exotic armour.&lt;br /&gt;
&lt;br /&gt;
Combat Casting: You do not provoke AoO while casting spells. S: If opponent have Mage Slayer feat, then you must cast defensively as usual.&lt;br /&gt;
* Battle Casting: P: Dex 13, Concentration 5. B: You gain +2 dodge AC in a round you cast spell. This bonus applied against AoO provoked by spell and even if the spell itself was failed to cast.&lt;br /&gt;
* Shielded Casting: P: Concentration 2. B: You do not provoke AoO while casting spells while wielding at least light shield.&lt;br /&gt;
&lt;br /&gt;
Combat Expertise[F]: P: Int 13. B: When making an attack roll you may reduce your attack roll bonus up to BAB or Int and receive amount of reduction to AC until start of your next turn. This ability replaces Fighting Defensively.&lt;br /&gt;
* Allied Defence[F]: When you use Combat Expertise, you may also share it's benefit with one adjacent ally.&lt;br /&gt;
* Canny Opportunist[F]: P: Dex 13. B: May make AoO against opponent who ready weapon, ready/loosen a shield or feinting without Improved Feint feat.&lt;br /&gt;
** Exploit Adjustment[F]: You can make AoO against opponent who make 5 feet step from one square you threaten to another.&lt;br /&gt;
* Defensive Opportunist[F]: Acrobatics 2. B: When making AoO while fighting defensively, do not take fighting defensively penalty on attack roll.&lt;br /&gt;
* Improved Combat Expertise[F]: P: Int 15, BAB 6. B: You may apply your Combat Expertise AC bonus to your rolls to resist bull rush, disarm, feint, grapple, overrun or trip.&lt;br /&gt;
* Improved Disarm[F]: Disarm do not provoke AoO, +4 on offensive disarm checks, opponent don't get a chance to disarm you on failed attempt.&lt;br /&gt;
** Double Weapon Disarm[F]: +4 on disarm with double weapons.&lt;br /&gt;
* Improved Feint[F]: +4 on offensive feint checks, feint is move action.&lt;br /&gt;
** Surprising Riposte[F]: If you deal damage to opponent you feinted against in this turn, this opponent becomes flat-footed until start if his next turn.&lt;br /&gt;
* Improved Trip[F]: Unarmed trip do not provoke AoO, +4 on offensive trip checks. If you trip your opponent you may immediately attack him as if your trip attack was not spent.&lt;br /&gt;
** Curling Wave Strike[F]: P: Dex 13. B: If you successfully trip an opponent, you may make new trip attack against another opponent instead of making attack against tripped enemy.&lt;br /&gt;
** Knock-Down: P: Str 15, BAB 3. B: When you deal ECL or more damage to opponent in melee you may make free trip at -5 against him.&lt;br /&gt;
* Riposte[F]: P: BAB 5. B: You may make an AoO with fencing weapon against opponent who misses your AC while you using Combat Expertise.&lt;br /&gt;
&lt;br /&gt;
Combat Reflexes[F]: +Dex AoO per round, may make AoO while flat-footed.&lt;br /&gt;
* Backstab[F]: Once per round you may make AoO against flanked opponent who attacks not you.&lt;br /&gt;
* Close-Quarter Defence[F]: B: +2 AoO attack against opponent who enter your hex, making unarmed attack, bull-rush, grapple start or sunder against you. If opponent has means to avoid AoO generation during this actions, you still may attack with -10 instead of +2.&lt;br /&gt;
* Deft Opportunist: P: Dex 15. B: You gain +4 on basic AoO attack rolls and +2 on AoO attack rolls which are provoking AoO because of your feats or class features or equipment.&lt;br /&gt;
* Improved Combat Reflexes[F]: P: BAB 6. B: After making of AoO if your opponent continues the same action that provoked AoO you may spend AoO to make additional AoO with two iterative penalties.&lt;br /&gt;
** Greater Combat Reflexes[F]: P: Dex 15, BAB 11. B: After making of AoO if your opponent continues the same action that provoked AoO you may spend AoO to make additional AoO with iterative penalty. If opponent still continues his AoO-provoking action you may spend an AoO attempt and make an AoO with two iterative penalties against him. This feat Supersedes Improved Combat Reflexes.&lt;br /&gt;
* Expert Tactician: P: BAB 2. B: If you hit opponent with AoO, you and your allies gains +2 circumstance bonus on attack rolls and damage rolls against this opponent.&lt;br /&gt;
* Gambit[F]: P: BAB 12. B: You may use special stance that gives +4 on melee attack rolls and damage rolls against you. In exchange you're able to make AoO against any opponent attacking you after his attack is resolved.&lt;br /&gt;
* Hindering Opportunist: P: BAB 3. B: If enemy provokes AoO you may make aid another against this opponent instead of AoO.&lt;br /&gt;
** Stalwart Defence: P: BAB 9. B: When opponent attacks an ally adjacent to you you may spend your AoO attempt to use aid another action to improve that ally's AC bonus.&lt;br /&gt;
* Hold the Line: P: BAB 2. B: You may make AoO against charging opponent who enters square you threaten.&lt;br /&gt;
** Cometary Collision[F]: You gain +2 attack +4 damage on AoO against charging opponents, if you deal AoO damage to charging opponents he looses charge benefits while retaining penalties.&lt;br /&gt;
* Vexing Flanker[F]: +2 on flanking attacks.&lt;br /&gt;
** Adaptive Flanker[F]: P: BAB 4. B: AT=s, you may treat your opponents flanking sides as one step closer.&lt;br /&gt;
&lt;br /&gt;
Dodge[F]: P: Dex 13. B: +2 dodge AC.&lt;br /&gt;
* Combat Tactician: P: BAB 12. B: You gain +5 on melee damage against opponents who were not threatened by you nor threaten you at the start of the turn. &lt;br /&gt;
* Mighty are Fallen[F]: +4 AC against power attack enhanced attacks.&lt;br /&gt;
&lt;br /&gt;
Expeditious Dodge[F,S]: P: Dex 13. B: At the start of the round you may declare that you'll move at least 8 this round and receive +3 dodge AC until start of your next turn. You must move 8 this round, if you somehow prevented from moving stated distance then bonus is negated.&lt;br /&gt;
* Mobility[F,S]: Your movement do not provoke AoO.&lt;br /&gt;
** Sidestep: P: Dex 15, Tumble 5. B: Once per round you may make free 1sq move after making AoO.&lt;br /&gt;
** Spring Attack[F,S]: P: BAB 4. B: AT=FR, you may may move up to your move and make melee attack once during any point of movement.&lt;br /&gt;
*** Bounding Assault[F,S]: P: BAB 9. B: AT=FR, you may may move up to your move and make two melee attacks with iterative penalty during any points of movement.&lt;br /&gt;
**** Rapid Blitz[F,S]: P: BAB 14. B: AT=FR, you may may move up to your move and make three melee attacks with iterative penalties during any points of movement.&lt;br /&gt;
&lt;br /&gt;
Great Fortitude: You gain +2 on Fort saves, and natural 2 is not a botch. S: If your base Fort is less than 3/4 HD you may instead of receiving +2 bonus receive +N where N is difference between 3/4 your HD and your base Fort.&lt;br /&gt;
* Steadfast Determination: P: [or Con 13 Wis 13]. B: You may apply your Con instead of Wis on WW or apply Wis instead of Con on FC. Note: The choice is made while taking this feat, so if your stat is reduced by ability damage you can't switch to another stat during a combat.&lt;br /&gt;
&lt;br /&gt;
Improved Shield Bash[F]: Once per round you may make a shield bash without loosing your AC bonus from shield.&lt;br /&gt;
* Agile Shield Fighter[F]: Your Multi-Weapon Fighting penalties for using shield and any other weapon are reduced to 0/0.&lt;br /&gt;
* Shield Charge[F]: P: BAB 3. B: If you successfully damage your opponent with a shield during a charge you may attempt to trip him with a shield as a part of same action. The opponent can't trip you on your failed attempt.&lt;br /&gt;
** Shield Slam[F]: P: BAB 6. B: As FR or charge action you may attack opponent with your shield. if your attack was successful your opponent must make +1/2 HD +Str FC save or become dazed for 1 round. Creatures immune to critical strikes also immune to this feat.&lt;br /&gt;
* Shield Snare[F]: If you're attacked by opponent you may spend your standard action for this round as if you readied it to make a make a disarm attempt with your shield without provoking AoO. If your disarm attempt fails your opponent do not get a chance to disarm you in response. You lose your shield bonus to AC for 1 r after using this feat.&lt;br /&gt;
** Improved Shield Snare: P: BAB 4. B: If you disarmed your opponent using a shield snare you gain AoO against him. Also you gain +2 on attack rolls against unarmed opponents.&lt;br /&gt;
&lt;br /&gt;
Improved Unarmed Strike[F]: P: Unarmed Weapon Proficiency. B: Your unarmed strikes deal lethal damage.&lt;br /&gt;
* Deft Fist: P: Wis 13, Weapon Finesse, Weapon Focus:Unarmed. B: Ignore cover while making unarmed attacks.&lt;br /&gt;
* Ring the Ear: P: Sneak Attack +2d6. B: When making unarmed Sneak Attack may reduce Sneak Attack bonus by d6 and render opponent deaf for 1m, FC +1/2 lvl +Str negates.&lt;br /&gt;
* Improved Grapple[F]: Grapple attempt do not provoke AoO, +4 on grapple checks.&lt;br /&gt;
** Scorpion's Grasp: P: Wis 13. B: If you hit opponent with light or one-handed weapon you may initiate a grapple with no touch attack needed. If used One-handed weapon, then you must drop it.&lt;br /&gt;
&lt;br /&gt;
Iron Will: You gain +2 on Will saves, and natural 2 is not a botch. S: If your base Will is less than 3/4 HD you may instead of receiving +2 bonus receive +N where N is difference between 3/4 your HD and your base Will.&lt;br /&gt;
* Force of Personality: P: [or Wis 13 Cha 13]. B: You may apply your Cha instead of Wis on WW or apply Wis instead of Cha on WC. Note: The choice is made while taking this feat, so if your stat is reduced by ability damage you can't switch to another stat during a combat.&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes: You gain +2 on your Ref saves, and natural 2 is not a botch. S: If your base Ref is less than 3/4 HD you may instead of receiving +2 bonus receive +N where N is difference between 3/4 your HD and your base Ref.&lt;br /&gt;
&lt;br /&gt;
Multi-Weapon Fighting[F]: P: Dex 15. B: Your primary attack penalty is reduced by 2 and off-hands penalty reduced by 6 during multi-weapon fighting.&lt;br /&gt;
* Improved Multi-Weapon Fighting[F]: P: Dex 17, BAB 6. B: You may make second iterative attacks with off-hand weapons. Also your MWF penalties for additional attacks are reduced by 1.&lt;br /&gt;
** Greater Multi-Weapon Fighting[F]: P: Dex 19, BAB 11. B: You may make first iterative attacks with off-hand weapons. Also your MWF penalties for additional attacks are reduced by additional 1.&lt;br /&gt;
* Double Hit[F]: P: Combat Reflexes. B: When making an AoO you may spend additional AoO attempt to attack with two of your weapons by taking the corresponding MWF penalty.&lt;br /&gt;
* Multi-Weapon Defence[F]: You receive +1 shield bonus to front arc AC. Double this bonus for fighting defensively.&lt;br /&gt;
** Improved Multi-Weapon Defence[F]: P: Dex 17, BAB 6. B: You receive +2 shield bonus to front arc AC. Double this bonus for fighting defensively.&lt;br /&gt;
*** Greater Multi-Weapon Defence[F]: P: Dex 19, BAB 11. B: You receive +3 shield bonus to front arc AC. Double this bonus for fighting defensively.&lt;br /&gt;
* Multi-Weapon Pounce[F]: P: BAB 6. B: You gain Pounce extraordinary ability.&lt;br /&gt;
* Multi-Weapon Rend[F]: P: BAB 11. B: You gain Rend extraordinary ability.&lt;br /&gt;
* Oversized Multi-Weapon Fighting[F]: Your penalties for using more than one one-handed weapon or for using two-handed weapons during multi-weapon fighting are reduced by 2.&lt;br /&gt;
* Pin Shield: P: BAB 4. B: While making a full attack with multiple weapons, you may forgo one branch of attacks to render your opponents shield ineffective. You still take MWF penalty for attacks you sacrificed.&lt;br /&gt;
&lt;br /&gt;
Point Blank Shot[F]: You gain +1 on ranged attacks and damage within 6sq.&lt;br /&gt;
* Defensive Archery[F]: Your ranged attacks do not provoke AoO.&lt;br /&gt;
* Far Shot[F]: Increase range increments by 1.5 for projectile weapons and by 2 for thrown weapons. Also increase precision range by 1.5 for your ranged attacks.&lt;br /&gt;
* Precise Shot[F]: You may shot at targets engaged in melee without -4 penalty.&lt;br /&gt;
** Concealed Ambush: P: Stealth 7. B: -10 penalty on Stealth after sniping.&lt;br /&gt;
** Improved Precise Shot[F]: P: Dex 19, BAB 11. B: Your ranged attacks ignore cover and concealment (but not total cover or total concealment). In addition when you attack grappling target, you do not suffer from chance to hit wrong target.&lt;br /&gt;
** Ranged Disarm[F]: You may make Disarm within 6 sq with ranged weapons. Bows and Crossbows are treated as light weapons for purpose of this check. You cannot use Improved Disarm feat with this feat.&lt;br /&gt;
** Ranged Threat[F]: P: BAB 6, Combat Reflexes. B: May make ranged AoO within 3 expending all AoO per round.&lt;br /&gt;
* Rapid Shot[F]: P: Dex 13. B: When making a ranged full-attack, you may make extra attack and all your attack suffer -2 penalty.&lt;br /&gt;
** Improved Rapid Shot[F]: P: BAB 6. B: When making a ranged full-attack, you may make two extra attacks and all your attack suffer -5 penalty. Do not stack with Rapid Shot.&lt;br /&gt;
* Sharp-Shooting[F]: P: BAB 3. B: When attacking opponent with a shield you count his shield bonus as 4 lower for purpose of your ranged attacks.&lt;br /&gt;
* Shot on the Run[F]: P: Dex 13, BAB 4. B: AT=FR, you may may move up to your move and make ranged attack once during any point of movement.&lt;br /&gt;
** Manyshot[F]: P: Dex 17, BAB 6. B: AT=S, may fire two arrows with -2 penalty. Single attack roll to single target, precision damage and critical hits applied only once, DR applied to each arrow. At BAB 11 may shoot 3 arrows with -6 penalty. At BAB 16 may shoot 4 arrows with -8 penalty.&lt;br /&gt;
*** Improved Manyshot[F]: P: BAB 11. B: As Manyshot, but each arrow fired with separate attack roll, and each arrow may deal critical hit or precision damage.&lt;br /&gt;
&lt;br /&gt;
Power Attack[F]: P: Str 13. B:  When making an attack roll you may reduce your attack roll bonus up to BAB or Str and receive amount of reduction to damage until start of your next turn. If you wielding a weapon two-handed, add twice that amount.&lt;br /&gt;
* Find the Flaw[F]: Ignore N hardness points, where N is your Power Attack reduction.&lt;br /&gt;
* Cleave[F]: Whenever you drop opponent, you may make attack at the same attack bonus against another foe.&lt;br /&gt;
** Quick Cleave[F]: +2 on cleave attacks.&lt;br /&gt;
** Great Cleave[F]: P: BAB 4. B: As a Cleave, but your attack that dropped opponent and following cleave attack gain Str x 2 damage bonus.&lt;br /&gt;
*** Whirlwind Attack[F]: As a full-attack action you may make one attack at highest attack bonus against every opponent within reach. While using this feat, you give up additional attacks such as from cleave feat.&lt;br /&gt;
**** Improved Whirlwind Attack[F]: P: BAB 6. B: When making Whirlwind attack may make additional iterative attacks one time each if your BAB is high enough.&lt;br /&gt;
* Improved Bull Rush[F]:&lt;br /&gt;
* Improved Overrun[F]:&lt;br /&gt;
* Leap Attack: P: Athletics 5. B: Double your Power Attack damage bonus on first attack during a charge.&lt;br /&gt;
* Power Lunge: If you choose to provoke AoO from opponent you charged, you deal extra Str x 2 damage on first attack during that charge.&lt;br /&gt;
&lt;br /&gt;
Skill Focus: +5 on all checks with selected skill.&lt;br /&gt;
&lt;br /&gt;
Spell Focus: Choose a school. +1 effective caster level and DC for chosen school.&lt;br /&gt;
* Arcane Defence: -1 effective caster level on non-harmless spells of chosen school targeted against you, +2 on saves against this school.&lt;br /&gt;
* Greater Spell Focus: Extra +1 effective caster level and DC for chosen school.&lt;br /&gt;
&lt;br /&gt;
Spell Penetration: +2 on spell penetration.&lt;br /&gt;
* Greater Spell Penetration: +2 on spell penetration.&lt;br /&gt;
** Burning Focus: P: Cha 13. B: If you fail to penetrate creature's SR you gain +5 morale bonus on following attempts to penetrate it's SR. You loose this bonus if you cease to penetrate its SR for 1 m.&lt;br /&gt;
&lt;br /&gt;
Toughness: +1 hp per level.&lt;br /&gt;
* Dwarf's Toughness: Prerequisite: Con 13, Fort +1. +2 hp per level.&lt;br /&gt;
** Giant's Toughness: Prerequisite: Con 15, Fort +3. +3 hp per level.&lt;br /&gt;
*** Dragon's Toughness: Prerequisite: Con 17, Fort +5. +4 hp per level.&lt;br /&gt;
&lt;br /&gt;
Weapon Finesse[F]: You may add 1-1/2 your Dex to attack rolls with suitable weapons wielded one handed. You may not use your other hand to gain benefit of this feat.&lt;br /&gt;
* Graceful Edge[F]: P: Weapon Focus with single-handed bladed weapon. B: While fighting with single-handed weapon may apply Weapon Finesse to chosen weapon, +1 shield AC (+2 shield while fighting defensively).&lt;br /&gt;
* Single Blade Style[F]: P: BAB 10. B: +2 dodge AC while fighting with fencing weapons and with light or no armour.&lt;br /&gt;
&lt;br /&gt;
Weapon Focus[F]: +1 on attack rolls with chosen Weapon Group. Also, reduce iterative attacks penalty by 1 for each iteration.&lt;br /&gt;
* Power Critical[F]: P: BAB 4. B: +4 on critical hits confirmation with chosen weapon group.&lt;br /&gt;
** Improved Critical[F]: P: BAB 8. B: Your crit range for chosen weapon group is doubled.&lt;br /&gt;
*** Staggering Critical[F]: P: BAB 12. B: Opponent against whom you confirm crit acts as if slowed for 1 r.&lt;br /&gt;
&lt;br /&gt;
== Player's Handbook II ==&lt;br /&gt;
&lt;br /&gt;
Acrobatic Strike: P: Acrobatics 9. B: During a movement through opponent's adjacent square you may make Acrobatics vs opponents Tactics check. If you win you get +4 on your next attack against this opponent, if you loose you provoke AoO from this opponent.&lt;br /&gt;
&lt;br /&gt;
Armour Specialization[F]: P: BAB 12. B: You gain DR 5/- or your Armour value, whichever is less, while wearing Armour. &lt;br /&gt;
&lt;br /&gt;
Defensive Sweep[F]: P: BAB 15. B: Opponent you threaten who doesn't moved during a turn provokes AoO from you at the end of turn.&lt;br /&gt;
&lt;br /&gt;
Crossbow Sniper[F]: P: Weapon Focus with crossbows. B: +1/2 Dex crossbow damage, +6 precision range.&lt;br /&gt;
* Dead Eye[F]: P: BAB 1. B: +Dex precision on crossbow damage within 6.&lt;br /&gt;
&lt;br /&gt;
Overwhelming Assault[F]: P: BAB 15. B: You gain +4 on attack rolls against any opponent whom you threaten who doesn't attack you, cast spell at you or use any special ability against you for a turn.&lt;br /&gt;
&lt;br /&gt;
Shield Specialization[F]: Your Shield bonus from any shield increases by +1. Also your shield protects all your front arc.&lt;br /&gt;
* Active Shield Defence[F]: Your take only half penalty on your AoO while using a shield for fighting defensively or using total defence.&lt;br /&gt;
* Block Arrow[F]: Once per round while using a shield you may deflect harmlessly one projectile attack of up to one size category larger than you that would otherwise hit you.&lt;br /&gt;
* Shieldmate[F]: P: BAB 1. B: Allies adjacent to your shield arc have their shield bonus to AC increased by 2 (no more than your own shield bonus).&lt;br /&gt;
** Improved Shieldmate[F]: P: BAB 4. B: As a Shieldmate but bonus is increased by 5.&lt;br /&gt;
* Shield Wall[F]: If your adjacent ally uses a shield your shield bonus to AC is increased by 2.&lt;br /&gt;
* Shield Ward[F]: You may apply your shield AC bonus to your rolls to resist bull rush, disarm, feint, grapple, overrun or trip.&lt;br /&gt;
** Parrying Shield[F]: Your shield also is applied to your touch AC.&lt;br /&gt;
&lt;br /&gt;
== Expanded Psionics Handbook ==&lt;br /&gt;
&lt;br /&gt;
Reckless Offence feat comes to all heroic characters for free.&lt;br /&gt;
&lt;br /&gt;
Open Minded: You gain number of skill points equal to your HDx2.&lt;br /&gt;
&lt;br /&gt;
== Complete Arcane ==&lt;br /&gt;
&lt;br /&gt;
Arcane Mastery: P: Arcane spellcasting. B: You can take 10 on arcane caster level checks.&lt;br /&gt;
&lt;br /&gt;
Extra Slot: You gain one slot from 0 to 3rd level. To gain a slot you must be able to cast spells of indicated levels.&lt;br /&gt;
* Improved Extra Slot: You gain one slot from 4th to 6th level. To gain a slot you must be able to cast spells of indicated levels.&lt;br /&gt;
** Greater Extra Slot: You gain one slot from 7th to 9th level. To gain a slot you must be able to cast spells of indicated levels.&lt;br /&gt;
&lt;br /&gt;
Extra Spell: You gain extra spell from any list with level up to 1 lower than your maximum spell level known to your list of spells known.&lt;br /&gt;
&lt;br /&gt;
Mage Slayer: P: BAB 3, Prayercraft 3, Spellcraft 3, not spellcaster. B: Spellcasters you threaten may not cast defensively unless they have Combat Casting Feat. +1 Will.&lt;br /&gt;
* Occult Opportunist: P: Prayercraft 6, Spellcraft 6. B: May make AoO when opponent dismisses a spell, direct/redirect an active spell, cast swift spell or make turn/rebuke attempt. Opponents that have Combat Casting feat may try cast defensively to avoid AoO. If damaged, opponent must succeed at DC 10+damage or loose a spell/action attempted.&lt;br /&gt;
* Pierce Magical Concealment: P: Con 13, Blind-Fight. B: You ignore any miss chances from spells and may ignore mirror image spell.&lt;br /&gt;
* Pierce Magical Protection: P: Con 13. B: AT=S, make one attack ignoring all opponents spell bonuses to AC and spell bonuses to armour DR. If this attack succeeds, then you automatically dispel all spells that gives opponent bonus to AC and armour DR.&lt;br /&gt;
&lt;br /&gt;
== Races of Stone ==&lt;br /&gt;
&lt;br /&gt;
Heavy Armour Optimization[F]: Your Heavy Armours have Armour +2 and ACP -1.&lt;br /&gt;
* Greater Heavy Armour Optimization[F]: Your Heavy Armours have Armour +4 and ACP -3. This feat supersedes Heavy Armour Optimization.&lt;br /&gt;
&lt;br /&gt;
== Tome of Battle ==&lt;br /&gt;
&lt;br /&gt;
Evasive Reflexes: P: Dex 13. B: You may make 1sq step instead of making AoO.&lt;br /&gt;
&lt;br /&gt;
== Champions of Ruin ==&lt;br /&gt;
&lt;br /&gt;
Craven: P: Not immune to fear. B: Your Sneak Attacks gain +1 damage per Sneak Attack die. You receive -2 on saves against fear.&lt;br /&gt;
&lt;br /&gt;
Dirty Rat: P: Acrobatics 1. B: +1 on flank attacks.&lt;br /&gt;
&lt;br /&gt;
Flay/Pulverize/Skewer Foe[F]: P: Str 15, BAB 6. B: Choose melee weapon damage type. Each time in the round you hit your opponent with indicated damage type weapon, your subsequent attacks against him with the same weapon deals extra die of damage. This bonus lasts until start of your next turn.&lt;br /&gt;
&lt;br /&gt;
== Lords of Madness ==&lt;br /&gt;
&lt;br /&gt;
Quiet Feet: P: Dex 15, Skill Focus:Stealth, Stealth 3. B: Not detected by Tremorsense while moving 1/2 speed and not attacking.&lt;br /&gt;
* Suppress Presence: P: Stealth 9. B: While having Cover may use Stealth against Blindsense.&lt;br /&gt;
** Darkstalker: P: Stealth 15. B: May use Stealth against Tremorsense, Blindsense and Blindsight.&lt;br /&gt;
&lt;br /&gt;
== Unearthed Arcana ==&lt;br /&gt;
&lt;br /&gt;
Skill Knowledge: Extra 2 class skills.&lt;br /&gt;
&lt;br /&gt;
== Dragon Magazine ==&lt;br /&gt;
&lt;br /&gt;
Easy Metamagic: P: Spellcraft (for arcane) or Prayercraft (for divine) 6. B: Choose one Metamagic feat. Cost of applying this Metamagic is reduced by 1.&lt;br /&gt;
&lt;br /&gt;
Guerilla Trapsmith: +2 Craft:Trapmaking, +2 DC of your traps.&lt;br /&gt;
&lt;br /&gt;
Hard to Fool: +2 WI, +2 Empathy.&lt;br /&gt;
&lt;br /&gt;
Polyglot: Speak Language is Class. +1 Language.&lt;br /&gt;
&lt;br /&gt;
Aura of Bravery: Allies (except for you) receive +4 morale against fear.&lt;br /&gt;
&lt;br /&gt;
Sprinter: P: Dex 15, Con 15, Run. B: AT=f, +2 move, D=Con r, 3/day.&lt;br /&gt;
&lt;br /&gt;
Inspired Master: Any Item you make have it's CL +1.&lt;br /&gt;
&lt;br /&gt;
Spear Master: You may choose to wield a Spear or Shortspear as a Double Weapon. The blunt end does Bludgeoning damage in the same amount as the Piercing end. Each end must be Enchanted separately.&lt;br /&gt;
&lt;br /&gt;
Stalwart: +4 vs Bull Rush, Overrun and Trip.&lt;br /&gt;
&lt;br /&gt;
Battle Hardened[F]: P: BAB 1. B: +1 AC when threatened by two or more opponents.&lt;br /&gt;
&lt;br /&gt;
Shield and Pike Style[F]: May use Light Shield while using a polearm. However your light shield is treated as a buckler while used in this way.&lt;br /&gt;
&lt;br /&gt;
Mounted Fighting[F,S]: +1 attack and damage while mounted.&lt;br /&gt;
&lt;br /&gt;
Efficient Pull[F]: +2 Str for composite bows.&lt;br /&gt;
&lt;br /&gt;
Improved Aid Another: Aid Another bonus is 1 more.&lt;br /&gt;
&lt;br /&gt;
Pack Tactics: P: Wis 13. B: When flanking an opponent you grant all your allies who is not flanking him a +1 bonus on attack rolls.&lt;br /&gt;
* Pack Feint: P: BAB 3, Dex 13, Wis 13. B: Successfully feinted opponent looses Dex to AC against first attack each adjacent to him ally make until start of your next turn.&lt;br /&gt;
&lt;br /&gt;
Commanding: P: Cha 15, Skill Focus:Persuasion. B: +1 compulsion spells DC.&lt;br /&gt;
&lt;br /&gt;
Earth Focus: +1 DC for earth spells, or if save is not allowed +1 CL.&lt;br /&gt;
&lt;br /&gt;
Water Focus: +1 DC for water spells, or if save is not allowed +1 CL.&lt;br /&gt;
&lt;br /&gt;
Charming: P: Cha 13, Skill Focus:Persuasion. B: +3 on Cha checks to exert your control.&lt;br /&gt;
&lt;br /&gt;
Combat Charm: P: Wis 13. B: Target threatened by your allies do not receive +5 bonus on it's save against your charm effects.&lt;br /&gt;
&lt;br /&gt;
Puppet Master: P: Wis 13. B: +5 DC on Sense Motive checks to sense your magical influence on subjects.&lt;br /&gt;
&lt;br /&gt;
Flash Casting: When you cast light spell you glow brightly for 1r. You cannot use stealth, but attacks relying on sight receives -2 against you.&lt;br /&gt;
&lt;br /&gt;
=== Birth Feats ===&lt;br /&gt;
&lt;br /&gt;
Initial Birth Feats: Prerequisite: 1st level, must be naturally born, may not have any other birth feats.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1 cellpadding=1 cellspacing=1 style=&amp;quot;border: thin #000000;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background:#000000; color:#FFFFFF&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Benefit&lt;br /&gt;
|-&lt;br /&gt;
| Born under the High Sun&lt;br /&gt;
| +1 Intimidate, +2 fire saves, +1 Fort&lt;br /&gt;
|-&lt;br /&gt;
| * Venegance of the Noon, P: Lvl 6, Power Attack.&lt;br /&gt;
| +3 against fire. AT=s, one your weapon deals extra [d] fire damage for Cha r, 1/day.&lt;br /&gt;
|-&lt;br /&gt;
| Born under the Rising Sun&lt;br /&gt;
| +1 Medicine, +2 fear saves, +1 Will&lt;br /&gt;
|-&lt;br /&gt;
| * Spirit of Dawn, P: Lvl 6.&lt;br /&gt;
| +3 against fear. AT=s, all allies gains +2 morale Will for Cha r, 1/day.&lt;br /&gt;
|-&lt;br /&gt;
| Born under the Setting Sun&lt;br /&gt;
| Concentration class, +1 on 2 Knowledges.&lt;br /&gt;
|-&lt;br /&gt;
| * Secrets of the Dusk, P: Lvl6, Skill Focus:Knowledge&lt;br /&gt;
| May take 10 on Concentration. May take 20 on any Knowledge with Skill Focus, 1/day.&lt;br /&gt;
|-&lt;br /&gt;
| Born under the Crescent Moon&lt;br /&gt;
| +1 Awareness, +1 Sense Motive, Detect Thoughts(Sp) 1/day&lt;br /&gt;
|-&lt;br /&gt;
| Born under the Full Moon&lt;br /&gt;
| +1 Intimidate, +1 Use Magical Device, Command(Sp) 1/day&lt;br /&gt;
|-&lt;br /&gt;
| Born under the Gibbous Moon&lt;br /&gt;
| +1 Persuasion, +1 Local, Calm Animals(Sp) 1/day&lt;br /&gt;
|-&lt;br /&gt;
| Born under the Half Moon&lt;br /&gt;
| +1 Acrobatics, +1 Concentration, Expeditious Retreat(Sp) 1/day&lt;br /&gt;
|-&lt;br /&gt;
| Born under the New Moon&lt;br /&gt;
| +1 Sleight of Hand, +1 Stealth, Disguise Self(Sp) 1/day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Feats&amp;diff=2869</id>
		<title>Prinzessin:Feats</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Feats&amp;diff=2869"/>
				<updated>2012-01-10T18:39:28Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: Sves feat, slight fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Player's Handbook ==&lt;br /&gt;
&lt;br /&gt;
Alertness-likes are banned. Quick Draw, Rapid Reload, Eschew Materials come to heroic characters for free. Weapon Proficiency feats replaced with Weapon Group Proficiency.&lt;br /&gt;
&lt;br /&gt;
Armour Proficiency: You become proficient with all non-exotic armour.&lt;br /&gt;
&lt;br /&gt;
Combat Casting: You do not provoke AoO while casting spells. S: If opponent have Mage Slayer feat, then you must cast defensively as usual.&lt;br /&gt;
* Battle Casting: P: Dex 13, Concentration 5. B: You gain +2 dodge AC in a round you cast spell. This bonus applied against AoO provoked by spell and even if the spell itself was failed to cast.&lt;br /&gt;
* Shielded Casting: P: Concentration 2. B: You do not provoke AoO while casting spells while wielding at least light shield.&lt;br /&gt;
&lt;br /&gt;
Combat Expertise[F]: P: Int 13. B: When making an attack roll you may reduce your attack roll bonus up to BAB or Int and receive amount of reduction to AC until start of your next turn. This ability replaces Fighting Defensively.&lt;br /&gt;
* Allied Defence[F]: When you use Combat Expertise, you may also share it's benefit with one adjacent ally.&lt;br /&gt;
* Canny Opportunist[F]: P: Dex 13. B: May make AoO against opponent who ready weapon, ready/loosen a shield or feinting without Improved Feint feat.&lt;br /&gt;
** Exploit Adjustment[F]: You can make AoO against opponent who make 5 feet step from one square you threaten to another.&lt;br /&gt;
* Defensive Opportunist[F]: Acrobatics 2. B: When making AoO while fighting defensively, do not take fighting defensively penalty on attack roll.&lt;br /&gt;
* Improved Combat Expertise[F]: P: Int 15, BAB 6. B: You may apply your Combat Expertise AC bonus to your rolls to resist bull rush, disarm, feint, grapple, overrun or trip.&lt;br /&gt;
* Improved Disarm[F]: Disarm do not provoke AoO, +4 on offensive disarm checks, opponent don't get a chance to disarm you on failed attempt.&lt;br /&gt;
** Double Weapon Disarm[F]: +4 on disarm with double weapons.&lt;br /&gt;
* Improved Feint[F]: +4 on offensive feint checks, feint is move action.&lt;br /&gt;
** Surprising Riposte[F]: If you deal damage to opponent you feinted against in this turn, this opponent becomes flat-footed until start if his next turn.&lt;br /&gt;
* Improved Trip[F]: Unarmed trip do not provoke AoO, +4 on offensive trip checks. If you trip your opponent you may immediately attack him as if your trip attack was not spent.&lt;br /&gt;
** Curling Wave Strike[F]: P: Dex 13. B: If you successfully trip an opponent, you may make new trip attack against another opponent instead of making attack against tripped enemy.&lt;br /&gt;
** Knock-Down: P: Str 15, BAB 3. B: When you deal ECL or more damage to opponent in melee you may make free trip at -5 against him.&lt;br /&gt;
* Riposte[F]: P: BAB 5. B: You may make an AoO with fencing weapon against opponent who misses your AC while you using Combat Expertise.&lt;br /&gt;
&lt;br /&gt;
Combat Reflexes[F]: +Dex AoO per round, may make AoO while flat-footed.&lt;br /&gt;
* Backstab[F]: Once per round you may make AoO against flanked opponent who attacks not you.&lt;br /&gt;
* Close-Quarter Defence[F]: B: +2 AoO attack against opponent who enter your hex, making unarmed attack, bull-rush, grapple start or sunder against you. If opponent has means to avoid AoO generation during this actions, you still may attack with -10 instead of +2.&lt;br /&gt;
* Deft Opportunist: P: Dex 15. B: You gain +4 on basic AoO attack rolls and +2 on AoO attack rolls which are provoking AoO because of your feats or class features or equipment.&lt;br /&gt;
* Improved Combat Reflexes[F]: P: BAB 6. B: After making of AoO if your opponent continues the same action that provoked AoO you may spend AoO to make additional AoO with two iterative penalties.&lt;br /&gt;
** Greater Combat Reflexes[F]: P: Dex 15, BAB 11. B: After making of AoO if your opponent continues the same action that provoked AoO you may spend AoO to make additional AoO with iterative penalty. If opponent still continues his AoO-provoking action you may spend an AoO attempt and make an AoO with two iterative penalties against him. This feat Supersedes Improved Combat Reflexes.&lt;br /&gt;
* Expert Tactician: P: BAB 2. B: If you hit opponent with AoO, you and your allies gains +2 circumstance bonus on attack rolls and damage rolls against this opponent.&lt;br /&gt;
* Gambit[F]: P: BAB 12. B: You may use special stance that gives +4 on melee attack rolls and damage rolls against you. In exchange you're able to make AoO against any opponent attacking you after his attack is resolved.&lt;br /&gt;
* Hindering Opportunist: P: BAB 3. B: If enemy provokes AoO you may make aid another against this opponent instead of AoO.&lt;br /&gt;
** Stalwart Defence: P: BAB 9. B: When opponent attacks an ally adjacent to you you may spend your AoO attempt to use aid another action to improve that ally's AC bonus.&lt;br /&gt;
* Hold the Line: P: BAB 2. B: You may make AoO against charging opponent who enters square you threaten.&lt;br /&gt;
** &lt;br /&gt;
* Vexing Flanker[F]: +2 on flanking attacks.&lt;br /&gt;
** Adaptive Flanker[F]: P: BAB 4. B: AT=s, you may treat your opponents flanking sides as one step closer.&lt;br /&gt;
&lt;br /&gt;
Dodge[F]: P: Dex 13. B: +2 dodge AC.&lt;br /&gt;
* Combat Tactician: P: BAB 12. B: You gain +5 on melee damage against opponents who were not threatened by you nor threaten you at the start of the turn. &lt;br /&gt;
* Mighty are Fallen[F]: +4 AC against power attack enhanced attacks.&lt;br /&gt;
&lt;br /&gt;
Expeditious Dodge[F,S]: P: Dex 13. B: At the start of the round you may declare that you'll move at least 8 this round and receive +3 dodge AC until start of your next turn. You must move 8 this round, if you somehow prevented from moving stated distance then bonus is negated.&lt;br /&gt;
* Mobility[F,S]: Your movement do not provoke AoO.&lt;br /&gt;
** Sidestep: P: Dex 15, Tumble 5. B: Once per round you may make free 1sq move after making AoO.&lt;br /&gt;
** Spring Attack[F,S]: P: BAB 4. B: AT=FR, you may may move up to your move and make melee attack once during any point of movement.&lt;br /&gt;
*** Bounding Assault[F,S]: P: BAB 9. B: AT=FR, you may may move up to your move and make two melee attacks with iterative penalty during any points of movement.&lt;br /&gt;
**** Rapid Blitz[F,S]: P: BAB 14. B: AT=FR, you may may move up to your move and make three melee attacks with iterative penalties during any points of movement.&lt;br /&gt;
&lt;br /&gt;
Great Fortitude: You gain +2 on Fort saves, and natural 2 is not a botch. S: If your base Fort is less than 3/4 HD you may instead of receiving +2 bonus receive +N where N is difference between 3/4 your HD and your base Fort.&lt;br /&gt;
* Steadfast Determination: P: [or Con 13 Wis 13]. B: You may apply your Con instead of Wis on WW or apply Wis instead of Con on FC. Note: The choice is made while taking this feat, so if your stat is reduced by ability damage you can't switch to another stat during a combat.&lt;br /&gt;
&lt;br /&gt;
Improved Shield Bash[F]: Once per round you may make a shield bash without loosing your AC bonus from shield.&lt;br /&gt;
* Agile Shield Fighter[F]: Your Multi-Weapon Fighting penalties for using shield and any other weapon are reduced to 0/0.&lt;br /&gt;
* Shield Charge[F]: P: BAB 3. B: If you successfully damage your opponent with a shield during a charge you may attempt to trip him with a shield as a part of same action. The opponent can't trip you on your failed attempt.&lt;br /&gt;
** Shield Slam[F]: P: BAB 6. B: As FR or charge action you may attack opponent with your shield. if your attack was successful your opponent must make +1/2 HD +Str FC save or become dazed for 1 round. Creatures immune to critical strikes also immune to this feat.&lt;br /&gt;
* Shield Snare[F]: If you're attacked by opponent you may spend your standard action for this round as if you readied it to make a make a disarm attempt with your shield without provoking AoO. If your disarm attempt fails your opponent do not get a chance to disarm you in response. You lose your shield bonus to AC for 1 r after using this feat.&lt;br /&gt;
** Improved Shield Snare: P: BAB 4. B: If you disarmed your opponent using a shield snare you gain AoO against him. Also you gain +2 on attack rolls against unarmed opponents.&lt;br /&gt;
&lt;br /&gt;
Improved Unarmed Strike[F]: P: Unarmed Weapon Proficiency. B: Your unarmed strikes deal lethal damage.&lt;br /&gt;
* Deft Fist: P: Wis 13, Weapon Finesse, Weapon Focus:Unarmed. B: Ignore cover while making unarmed attacks.&lt;br /&gt;
* Ring the Ear: P: Sneak Attack +2d6. B: When making unarmed Sneak Attack may reduce Sneak Attack bonus by d6 and render opponent deaf for 1m, FC +1/2 lvl +Str negates.&lt;br /&gt;
* Improved Grapple[F]: Grapple attempt do not provoke AoO, +4 on grapple checks.&lt;br /&gt;
** Scorpion's Grasp: P: Wis 13. B: If you hit opponent with light or one-handed weapon you may initiate a grapple with no touch attack needed. If used One-handed weapon, then you must drop it.&lt;br /&gt;
&lt;br /&gt;
Iron Will: You gain +2 on Will saves, and natural 2 is not a botch. S: If your base Will is less than 3/4 HD you may instead of receiving +2 bonus receive +N where N is difference between 3/4 your HD and your base Will.&lt;br /&gt;
* Force of Personality: P: [or Wis 13 Cha 13]. B: You may apply your Cha instead of Wis on WW or apply Wis instead of Cha on WC. Note: The choice is made while taking this feat, so if your stat is reduced by ability damage you can't switch to another stat during a combat.&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes: You gain +2 on your Ref saves, and natural 2 is not a botch. S: If your base Ref is less than 3/4 HD you may instead of receiving +2 bonus receive +N where N is difference between 3/4 your HD and your base Ref.&lt;br /&gt;
&lt;br /&gt;
Multi-Weapon Fighting[F]: P: Dex 15. B: Your primary attack penalty is reduced by 2 and off-hands penalty reduced by 6 during multi-weapon fighting.&lt;br /&gt;
* Improved Multi-Weapon Fighting[F]: P: Dex 17, BAB 6. B: You may make second iterative attacks with off-hand weapons. Also your MWF penalties for additional attacks are reduced by 1.&lt;br /&gt;
** Greater Multi-Weapon Fighting[F]: P: Dex 19, BAB 11. B: You may make first iterative attacks with off-hand weapons. Also your MWF penalties for additional attacks are reduced by additional 1.&lt;br /&gt;
* Double Hit[F]: P: Combat Reflexes. B: When making an AoO you may spend additional AoO attempt to attack with two of your weapons by taking the corresponding MWF penalty.&lt;br /&gt;
* Multi-Weapon Defence[F]: You receive +1 shield bonus to front arc AC. Double this bonus for fighting defensively.&lt;br /&gt;
** Improved Multi-Weapon Defence[F]: P: Dex 17, BAB 6. B: You receive +2 shield bonus to front arc AC. Double this bonus for fighting defensively.&lt;br /&gt;
*** Greater Multi-Weapon Defence[F]: P: Dex 19, BAB 11. B: You receive +3 shield bonus to front arc AC. Double this bonus for fighting defensively.&lt;br /&gt;
* Multi-Weapon Pounce[F]: P: BAB 6. B: You gain Pounce extraordinary ability.&lt;br /&gt;
* Multi-Weapon Rend[F]: P: BAB 11. B: You gain Rend extraordinary ability.&lt;br /&gt;
* Oversized Multi-Weapon Fighting[F]: Your penalties for using more than one one-handed weapon or for using two-handed weapons during multi-weapon fighting are reduced by 2.&lt;br /&gt;
* Pin Shield: P: BAB 4. B: While making a full attack with multiple weapons, you may forgo one branch of attacks to render your opponents shield ineffective. You still take MWF penalty for attacks you sacrificed.&lt;br /&gt;
&lt;br /&gt;
Point Blank Shot[F]: You gain +1 on ranged attacks and damage within 6sq.&lt;br /&gt;
* Defensive Archery[F]: Your ranged attacks do not provoke AoO.&lt;br /&gt;
* Far Shot[F]: Increase range increments by 1.5 for projectile weapons and by 2 for thrown weapons. Also increase precision range by 1.5 for your ranged attacks.&lt;br /&gt;
* Precise Shot[F]: You may shot at targets engaged in melee without -4 penalty.&lt;br /&gt;
** Concealed Ambush: P: Stealth 7. B: -10 penalty on Stealth after sniping.&lt;br /&gt;
** Improved Precise Shot[F]: P: Dex 19, BAB 11. B: Your ranged attacks ignore cover and concealment (but not total cover or total concealment). In addition when you attack grappling target, you do not suffer from chance to hit wrong target.&lt;br /&gt;
** Ranged Disarm[F]: You may make Disarm within 6 sq with ranged weapons. Bows and Crossbows are treated as light weapons for purpose of this check. You cannot use Improved Disarm feat with this feat.&lt;br /&gt;
** Ranged Threat[F]: P: BAB 6, Combat Reflexes. B: May make ranged AoO within 3 expending all AoO per round.&lt;br /&gt;
* Rapid Shot[F]: P: Dex 13. B: When making a ranged full-attack, you may make extra attack and all your attack suffer -2 penalty.&lt;br /&gt;
** Improved Rapid Shot[F]: P: BAB 6. B: When making a ranged full-attack, you may make two extra attacks and all your attack suffer -5 penalty. Do not stack with Rapid Shot.&lt;br /&gt;
* Sharp-Shooting[F]: P: BAB 3. B: When attacking opponent with a shield you count his shield bonus as 4 lower for purpose of your ranged attacks.&lt;br /&gt;
* Shot on the Run[F]: P: Dex 13, BAB 4. B: AT=FR, you may may move up to your move and make ranged attack once during any point of movement.&lt;br /&gt;
** Manyshot[F]: P: Dex 17, BAB 6. B: AT=S, may fire two arrows with -2 penalty. Single attack roll to single target, precision damage and critical hits applied only once, DR applied to each arrow. At BAB 11 may shoot 3 arrows with -6 penalty. At BAB 16 may shoot 4 arrows with -8 penalty.&lt;br /&gt;
*** Improved Manyshot[F]: P: BAB 11. B: As Manyshot, but each arrow fired with separate attack roll, and each arrow may deal critical hit or precision damage.&lt;br /&gt;
&lt;br /&gt;
Power Attack[F]: P: Str 13. B:  When making an attack roll you may reduce your attack roll bonus up to BAB or Str and receive amount of reduction to damage until start of your next turn. If you wielding a weapon two-handed, add twice that amount.&lt;br /&gt;
* Find the Flaw[F]: Ignore N hardness points, where N is your Power Attack reduction.&lt;br /&gt;
* Cleave[F]: Whenever you drop opponent, you may make attack at the same attack bonus against another foe.&lt;br /&gt;
** Quick Cleave[F]: +2 on cleave attacks.&lt;br /&gt;
** Great Cleave[F]: P: BAB 4. B: As a Cleave, but your attack that dropped opponent and following cleave attack gain Str x 2 damage bonus.&lt;br /&gt;
*** Whirlwind Attack[F]: As a full-attack action you may make one attack at highest attack bonus against every opponent within reach. While using this feat, you give up additional attacks such as from cleave feat.&lt;br /&gt;
**** Improved Whirlwind Attack[F]: P: BAB 6. B: When making Whirlwind attack may make additional iterative attacks one time each if your BAB is high enough.&lt;br /&gt;
* Improved Bull Rush[F]:&lt;br /&gt;
* Improved Overrun[F]:&lt;br /&gt;
* Leap Attack: P: Athletics 5. B: Double your Power Attack damage bonus on first attack during a charge.&lt;br /&gt;
* Power Lunge: If you choose to provoke AoO from opponent you charged, you deal extra Str x 2 damage on first attack during that charge.&lt;br /&gt;
&lt;br /&gt;
Skill Focus: +5 on all checks with selected skill.&lt;br /&gt;
&lt;br /&gt;
Spell Focus: Choose a school. +1 effective caster level and DC for chosen school.&lt;br /&gt;
* Arcane Defence: -1 effective caster level on non-harmless spells of chosen school targeted against you, +2 on saves against this school.&lt;br /&gt;
* Greater Spell Focus: Extra +1 effective caster level and DC for chosen school.&lt;br /&gt;
&lt;br /&gt;
Spell Penetration: +2 on spell penetration.&lt;br /&gt;
* Greater Spell Penetration: +2 on spell penetration.&lt;br /&gt;
** Burning Focus: P: Cha 13. B: If you fail to penetrate creature's SR you gain +5 morale bonus on following attempts to penetrate it's SR. You loose this bonus if you cease to penetrate its SR for 1 m.&lt;br /&gt;
&lt;br /&gt;
Toughness: +1 hp per level.&lt;br /&gt;
* Dwarf's Toughness: Prerequisite: Con 13, Fort +1. +2 hp per level.&lt;br /&gt;
** Giant's Toughness: Prerequisite: Con 15, Fort +3. +3 hp per level.&lt;br /&gt;
*** Dragon's Toughness: Prerequisite: Con 17, Fort +5. +4 hp per level.&lt;br /&gt;
&lt;br /&gt;
Weapon Finesse[F]: You may add 1-1/2 your Dex to attack rolls with suitable weapons wielded one handed. You may not use your other hand to gain benefit of this feat.&lt;br /&gt;
* Graceful Edge[F]: P: Weapon Focus with single-handed bladed weapon. B: While fighting with single-handed weapon may apply Weapon Finesse to chosen weapon, +1 shield AC (+2 shield while fighting defensively).&lt;br /&gt;
* Single Blade Style[F]: P: BAB 10. B: +2 dodge AC while fighting with fencing weapons and with light or no armour.&lt;br /&gt;
&lt;br /&gt;
Weapon Focus[F]: +1 on attack rolls with chosen Weapon Group. Also, reduce iterative attacks penalty by 1 for each iteration.&lt;br /&gt;
* Power Critical[F]: P: BAB 4. B: +4 on critical hits confirmation with chosen weapon group.&lt;br /&gt;
** Improved Critical[F]: P: BAB 8. B: Your crit range for chosen weapon group is doubled.&lt;br /&gt;
*** Staggering Critical[F]: P: BAB 12. B: Opponent against whom you confirm crit acts as if slowed for 1 r.&lt;br /&gt;
&lt;br /&gt;
== Player's Handbook II ==&lt;br /&gt;
&lt;br /&gt;
Acrobatic Strike: P: Acrobatics 9. B: During a movement through opponent's adjacent square you may make Acrobatics vs opponents Tactics check. If you win you get +4 on your next attack against this opponent, if you loose you provoke AoO from this opponent.&lt;br /&gt;
&lt;br /&gt;
Armour Specialization[F]: P: BAB 12. B: You gain DR 5/- or your Armour value, whichever is less, while wearing Armour. &lt;br /&gt;
&lt;br /&gt;
Defensive Sweep[F]: P: BAB 15. B: Opponent you threaten who doesn't moved during a turn provokes AoO from you at the end of turn.&lt;br /&gt;
&lt;br /&gt;
Crossbow Sniper[F]: P: Weapon Focus with crossbows. B: +1/2 Dex crossbow damage, +6 precision range.&lt;br /&gt;
* Dead Eye[F]: P: BAB 1. B: +Dex precision on crossbow damage within 6.&lt;br /&gt;
&lt;br /&gt;
Overwhelming Assault[F]: P: BAB 15. B: You gain +4 on attack rolls against any opponent whom you threaten who doesn't attack you, cast spell at you or use any special ability against you for a turn.&lt;br /&gt;
&lt;br /&gt;
Shield Specialization[F]: Your Shield bonus from any shield increases by +1. Also your shield protects all your front arc.&lt;br /&gt;
* Active Shield Defence[F]: Your take only half penalty on your AoO while using a shield for fighting defensively or using total defence.&lt;br /&gt;
* Block Arrow[F]: Once per round while using a shield you may deflect harmlessly one projectile attack of up to one size category larger than you that would otherwise hit you.&lt;br /&gt;
* Shieldmate[F]: P: BAB 1. B: Allies adjacent to your shield arc have their shield bonus to AC increased by 2 (no more than your own shield bonus).&lt;br /&gt;
** Improved Shieldmate[F]: P: BAB 4. B: As a Shieldmate but bonus is increased by 5.&lt;br /&gt;
* Shield Wall[F]: If your adjacent ally uses a shield your shield bonus to AC is increased by 2.&lt;br /&gt;
* Shield Ward[F]: You may apply your shield AC bonus to your rolls to resist bull rush, disarm, feint, grapple, overrun or trip.&lt;br /&gt;
** Parrying Shield[F]: Your shield also is applied to your touch AC.&lt;br /&gt;
&lt;br /&gt;
== Expanded Psionics Handbook ==&lt;br /&gt;
&lt;br /&gt;
Reckless Offence feat comes to all heroic characters for free.&lt;br /&gt;
&lt;br /&gt;
Open Minded: You gain number of skill points equal to your HDx2.&lt;br /&gt;
&lt;br /&gt;
== Complete Arcane ==&lt;br /&gt;
&lt;br /&gt;
Arcane Mastery: P: Arcane spellcasting. B: You can take 10 on arcane caster level checks.&lt;br /&gt;
&lt;br /&gt;
Extra Slot: You gain one slot from 0 to 3rd level. To gain a slot you must be able to cast spells of indicated levels.&lt;br /&gt;
* Improved Extra Slot: You gain one slot from 4th to 6th level. To gain a slot you must be able to cast spells of indicated levels.&lt;br /&gt;
** Greater Extra Slot: You gain one slot from 7th to 9th level. To gain a slot you must be able to cast spells of indicated levels.&lt;br /&gt;
&lt;br /&gt;
Extra Spell: You gain extra spell from any list with level up to 1 lower than your maximum spell level known to your list of spells known.&lt;br /&gt;
&lt;br /&gt;
Mage Slayer: P: BAB 3, Prayercraft 3, Spellcraft 3, not spellcaster. B: Spellcasters you threaten may not cast defensively unless they have Combat Casting Feat. +1 Will.&lt;br /&gt;
* Occult Opportunist: P: Prayercraft 6, Spellcraft 6. B: May make AoO when opponent dismisses a spell, direct/redirect an active spell, cast swift spell or make turn/rebuke attempt. Opponents that have Combat Casting feat may try cast defensively to avoid AoO. If damaged, opponent must succeed at DC 10+damage or loose a spell/action attempted.&lt;br /&gt;
* Pierce Magical Concealment: P: Con 13, Blind-Fight. B: You ignore any miss chances from spells and may ignore mirror image spell.&lt;br /&gt;
* Pierce Magical Protection: P: Con 13. B: AT=S, make one attack ignoring all opponents spell bonuses to AC and spell bonuses to armour DR. If this attack succeeds, then you automatically dispel all spells that gives opponent bonus to AC and armour DR.&lt;br /&gt;
&lt;br /&gt;
== Races of Stone ==&lt;br /&gt;
&lt;br /&gt;
Heavy Armour Optimization[F]: Your Heavy Armours have Armour +2 and ACP -1.&lt;br /&gt;
* Greater Heavy Armour Optimization[F]: Your Heavy Armours have Armour +4 and ACP -3. This feat supersedes Heavy Armour Optimization.&lt;br /&gt;
&lt;br /&gt;
== Tome of Battle ==&lt;br /&gt;
&lt;br /&gt;
Evasive Reflexes: P: Dex 13. B: You may make 1sq step instead of making AoO.&lt;br /&gt;
&lt;br /&gt;
== Champions of Ruin ==&lt;br /&gt;
&lt;br /&gt;
Craven: P: Not immune to fear. B: Your Sneak Attacks gain +1 damage per Sneak Attack die. You receive -2 on saves against fear.&lt;br /&gt;
&lt;br /&gt;
Dirty Rat: P: Acrobatics 1. B: +1 on flank attacks.&lt;br /&gt;
&lt;br /&gt;
Flay/Pulverize/Skewer Foe[F]: P: Str 15, BAB 6. B: Choose melee weapon damage type. Each time in the round you hit your opponent with indicated damage type weapon, your subsequent attacks against him with the same weapon deals extra die of damage. This bonus lasts until start of your next turn.&lt;br /&gt;
&lt;br /&gt;
== Lords of Madness ==&lt;br /&gt;
&lt;br /&gt;
Quiet Feet: P: Dex 15, Skill Focus:Stealth, Stealth 3. B: Not detected by Tremorsense while moving 1/2 speed and not attacking.&lt;br /&gt;
* Suppress Presence: P: Stealth 9. B: While having Cover may use Stealth against Blindsense.&lt;br /&gt;
** Darkstalker: P: Stealth 15. B: May use Stealth against Tremorsense, Blindsense and Blindsight.&lt;br /&gt;
&lt;br /&gt;
== Unearthed Arcana ==&lt;br /&gt;
&lt;br /&gt;
Skill Knowledge: Extra 2 class skills.&lt;br /&gt;
&lt;br /&gt;
== Dragon Magazine ==&lt;br /&gt;
&lt;br /&gt;
Easy Metamagic: P: Spellcraft (for arcane) or Prayercraft (for divine) 6. B: Choose one Metamagic feat. Cost of applying this Metamagic is reduced by 1.&lt;br /&gt;
&lt;br /&gt;
Guerilla Trapsmith: +2 Craft:Trapmaking, +2 DC of your traps.&lt;br /&gt;
&lt;br /&gt;
Hard to Fool: +2 WI, +2 Empathy.&lt;br /&gt;
&lt;br /&gt;
Polyglot: Speak Language is Class. +1 Language.&lt;br /&gt;
&lt;br /&gt;
Aura of Bravery: Allies (except for you) receive +4 morale against fear.&lt;br /&gt;
&lt;br /&gt;
Sprinter: P: Dex 15, Con 15, Run. B: AT=f, +2 move, D=Con r, 3/day.&lt;br /&gt;
&lt;br /&gt;
Inspired Master: Any Item you make have it's CL +1.&lt;br /&gt;
&lt;br /&gt;
Spear Master: You may choose to wield a Spear or Shortspear as a Double Weapon. The blunt end does Bludgeoning damage in the same amount as the Piercing end. Each end must be Enchanted separately.&lt;br /&gt;
&lt;br /&gt;
Stalwart: +4 vs Bull Rush, Overrun and Trip.&lt;br /&gt;
&lt;br /&gt;
Battle Hardened[F]: P: BAB 1. B: +1 AC when threatened by two or more opponents.&lt;br /&gt;
&lt;br /&gt;
Shield and Pike Style[F]: May use Light Shield while using a polearm. However your light shield is treated as a buckler while used in this way.&lt;br /&gt;
&lt;br /&gt;
Mounted Fighting[F,S]: +1 attack and damage while mounted.&lt;br /&gt;
&lt;br /&gt;
Efficient Pull[F]: +2 Str for composite bows.&lt;br /&gt;
&lt;br /&gt;
Improved Aid Another: Aid Another bonus is 1 more.&lt;br /&gt;
&lt;br /&gt;
Pack Tactics: P: Wis 13. B: When flanking an opponent you grant all your allies who is not flanking him a +1 bonus on attack rolls.&lt;br /&gt;
* Pack Feint: P: BAB 3, Dex 13, Wis 13. B: Successfully feinted opponent looses Dex to AC against first attack each adjacent to him ally make until start of your next turn.&lt;br /&gt;
&lt;br /&gt;
Commanding: P: Cha 15, Skill Focus:Persuasion. B: +1 compulsion spells DC.&lt;br /&gt;
&lt;br /&gt;
Earth Focus: +1 DC for earth spells, or if save is not allowed +1 CL.&lt;br /&gt;
&lt;br /&gt;
Water Focus: +1 DC for water spells, or if save is not allowed +1 CL.&lt;br /&gt;
&lt;br /&gt;
Charming: P: Cha 13, Skill Focus:Persuasion. B: +3 on Cha checks to exert your control.&lt;br /&gt;
&lt;br /&gt;
Combat Charm: P: Wis 13. B: Target threatened by your allies do not receive +5 bonus on it's save against your charm effects.&lt;br /&gt;
&lt;br /&gt;
Puppet Master: P: Wis 13. B: +5 DC on Sense Motive checks to sense your magical influence on subjects.&lt;br /&gt;
&lt;br /&gt;
Flash Casting: When you cast light spell you glow brightly for 1r. You cannot use stealth, but attacks relying on sight receives -2 against you.&lt;br /&gt;
&lt;br /&gt;
=== Birth Feats ===&lt;br /&gt;
&lt;br /&gt;
Initial Birth Feats: Prerequisite: 1st level, must be naturally born, may not have any other birth feats.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1 cellpadding=1 cellspacing=1 style=&amp;quot;border: thin #000000;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background:#000000; color:#FFFFFF&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Benefit&lt;br /&gt;
|-&lt;br /&gt;
| Born under the High Sun&lt;br /&gt;
| +1 Intimidate, +2 fire saves, +1 Fort&lt;br /&gt;
|-&lt;br /&gt;
| * Venegance of the Noon, P: Lvl 6, Power Attack.&lt;br /&gt;
| +3 against fire. AT=s, one your weapon deals extra [d] fire damage for Cha r, 1/day.&lt;br /&gt;
|-&lt;br /&gt;
| Born under the Rising Sun&lt;br /&gt;
| +1 Medicine, +2 fear saves, +1 Will&lt;br /&gt;
|-&lt;br /&gt;
| * Spirit of Dawn, P: Lvl 6.&lt;br /&gt;
| +3 against fear. AT=s, all allies gains +2 morale Will for Cha r, 1/day.&lt;br /&gt;
|-&lt;br /&gt;
| Born under the Setting Sun&lt;br /&gt;
| Concentration class, +1 on 2 Knowledges.&lt;br /&gt;
|-&lt;br /&gt;
| * Secrets of the Dusk, P: Lvl6, Skill Focus:Knowledge&lt;br /&gt;
| May take 10 on Concentration. May take 20 on any Knowledge with Skill Focus, 1/day.&lt;br /&gt;
|-&lt;br /&gt;
| Born under the Crescent Moon&lt;br /&gt;
| +1 Awareness, +1 Sense Motive, Detect Thoughts(Sp) 1/day&lt;br /&gt;
|-&lt;br /&gt;
| Born under the Full Moon&lt;br /&gt;
| +1 Intimidate, +1 Use Magical Device, Command(Sp) 1/day&lt;br /&gt;
|-&lt;br /&gt;
| Born under the Gibbous Moon&lt;br /&gt;
| +1 Persuasion, +1 Local, Calm Animals(Sp) 1/day&lt;br /&gt;
|-&lt;br /&gt;
| Born under the Half Moon&lt;br /&gt;
| +1 Acrobatics, +1 Concentration, Expeditious Retreat(Sp) 1/day&lt;br /&gt;
|-&lt;br /&gt;
| Born under the New Moon&lt;br /&gt;
| +1 Sleight of Hand, +1 Stealth, Disguise Self(Sp) 1/day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Base_Classes&amp;diff=2868</id>
		<title>Prinzessin:Base Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Base_Classes&amp;diff=2868"/>
				<updated>2012-01-10T17:00:14Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: Psiart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;html&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
Level			HP	BAB	Def	Saves	Skills&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Barbarian&amp;quot;&amp;gt;Barbarian&amp;lt;/a&amp;gt;		15	1	3/4	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Bard&amp;quot;&amp;gt;Bard&amp;lt;/a&amp;gt;			10	3/4	1/2	RW	10&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Cleric&amp;quot;&amp;gt;Cleric&amp;lt;/a&amp;gt;			10	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Druid&amp;quot;&amp;gt;Druid&amp;lt;/a&amp;gt;			10	1/2	1/2	F	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Fighter&amp;quot;&amp;gt;Fighter&amp;lt;/a&amp;gt;			15	1	3/4	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Paladin&amp;quot;&amp;gt;Paladin&amp;lt;/a&amp;gt;			15	3/4	1/2	F	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Ranger&amp;quot;&amp;gt;Ranger&amp;lt;/a&amp;gt;			15	3/4	1/2	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Rogue&amp;quot;&amp;gt;Rogue&amp;lt;/a&amp;gt;			10	3/4	1/2	FRW	10&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Sorcerer&amp;quot;&amp;gt;Sorcerer&amp;lt;/a&amp;gt;		5	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Wizard&amp;quot;&amp;gt;Wizard&amp;lt;/a&amp;gt;			5	1/2	1/2	W	2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Hexblade&amp;quot;&amp;gt;Hexblade&amp;lt;/a&amp;gt;		15	3/4	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Swashbuckler&amp;quot;&amp;gt;Swashbuckler&amp;lt;/a&amp;gt;		15	1	3/4	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Scout&amp;quot;&amp;gt;Scout&amp;lt;/a&amp;gt;			10	3/4	1/2	FR	10&lt;br /&gt;
Spellthief		10	3/4	1/2	RW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Favoured_Soul&amp;quot;&amp;gt;Favoured Soul&amp;lt;/a&amp;gt;		10	1/2	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Warlock&amp;quot;&amp;gt;Warlock&amp;lt;/a&amp;gt;			10	3/4	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Warmage&amp;quot;&amp;gt;Warmage&amp;lt;/a&amp;gt;			10	3/4	1/2	R	6&lt;br /&gt;
&lt;br /&gt;
Witch			5	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Beguiler&amp;quot;&amp;gt;Beguiler&amp;lt;/a&amp;gt;		10	3/4	1/2	W	10&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Dragon_Shaman&amp;quot;&amp;gt;Dragon Shaman&amp;lt;/a&amp;gt;		15	3/4	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Duskblade&amp;quot;&amp;gt;Duskblade&amp;lt;/a&amp;gt;		10	3.4	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Knight&amp;quot;&amp;gt;Knight&amp;lt;/a&amp;gt;			15	1	3/4	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Dragonfire_Adept&amp;quot;&amp;gt;Dragonfire Adept&amp;lt;/a&amp;gt;	10	1/2	1/2	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Healer&amp;quot;&amp;gt;Healer&amp;lt;/a&amp;gt;			10	1/2	3/4	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Marshal&amp;quot;&amp;gt;Marshal&amp;lt;/a&amp;gt;			10	1	1/2	FW	6&lt;br /&gt;
Archivist		10	1/2	1/2	W	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Dread_Necromancer&amp;quot;&amp;gt;Dread Necromancer&amp;lt;/a&amp;gt;	10	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Factotum&amp;quot;&amp;gt;Factotum&amp;lt;/a&amp;gt;		10	3/4	1/2	R	10&lt;br /&gt;
Artificer		10	3/4	1/2	W	6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Psion&amp;quot;&amp;gt;Psion&amp;lt;/a&amp;gt;			5	1/2	1/2	W	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Psychic_Warrior&amp;quot;&amp;gt;Psychic Warrior&amp;lt;/a&amp;gt;		10	3/4	1/2	FW	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Soulknife&amp;quot;&amp;gt;Soulknife&amp;lt;/a&amp;gt;		15	1	3/4	RW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Wilder&amp;quot;&amp;gt;Wilder&amp;lt;/a&amp;gt;			10	3/4	1/2	W	6&lt;br /&gt;
Ardent			10	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Divine_Mind&amp;quot;&amp;gt;Divine Mind&amp;lt;/a&amp;gt;		15	3/4	1/2	FW	6+&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Lurk&amp;quot;&amp;gt;Lurk&amp;lt;/a&amp;gt;			10	3/4	1/2	RW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Psychic_Rogue&amp;quot;&amp;gt;Psychic Rogue&amp;lt;/a&amp;gt;		10	3/4	1/2	RW	10&lt;br /&gt;
Psionic Artificer	10	3/4	1/2	W	6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Crusader&amp;quot;&amp;gt;Crusader&amp;lt;/a&amp;gt;		15	1	3/4	F	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Hashashiyyin&amp;quot;&amp;gt;Hashashiyyin&amp;lt;/a&amp;gt;		10	3/4	1/2	RF	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Warblade&amp;quot;&amp;gt;Warblade&amp;lt;/a&amp;gt;		15	1	1/2	F	2&lt;br /&gt;
&lt;br /&gt;
Incarnate		10	1	1/2	FW	6&lt;br /&gt;
Soulborn		15	1	3/4	FRW	6&lt;br /&gt;
Totemist		10	1	1/2	FR	6&lt;br /&gt;
&lt;br /&gt;
Binder			10	3/4	1/2	FW	6&lt;br /&gt;
Shadowcaster		10	1/2	1/2	FW	2&lt;br /&gt;
Truenamer		10	3/4	1/2	W	6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Battle_Dancer&amp;quot;&amp;gt;Battle Dancer&amp;lt;/a&amp;gt;		10	1	1/2	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Jester&amp;quot;&amp;gt;Jester&amp;lt;/a&amp;gt;			10	3/4	1/2	RW	10&lt;br /&gt;
Mountebank		10	3/4	1/2	RW	10&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Savant&amp;quot;&amp;gt;Savant&amp;lt;/a&amp;gt;			10	3/4	1/2	RW	10&lt;br /&gt;
Sha'ir			5	1/2	1/2	W	2&lt;br /&gt;
&lt;br /&gt;
Monk			10	3/4	3/4	FRW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Samurai&amp;quot;&amp;gt;Samurai&amp;lt;/a&amp;gt;			15	1	3/4	FR	6&lt;br /&gt;
Ninja			10	3/4	1/2	FRW	10&lt;br /&gt;
Shugenja		10	1/2	1/2	W	6&lt;br /&gt;
Spirit Shaman		10	3/4	1/2	W	6&lt;br /&gt;
Wu Jen			5	1/2	1/2	W	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Swordsage&amp;quot;&amp;gt;Swordsage&amp;lt;/a&amp;gt;		10	3/4	1/2	RW	6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Base_Classes&amp;diff=2867</id>
		<title>Prinzessin:Base Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Base_Classes&amp;diff=2867"/>
				<updated>2012-01-10T16:58:35Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: All hail Alita!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;html&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
Level			HP	BAB	Def	Saves	Skills&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Barbarian&amp;quot;&amp;gt;Barbarian&amp;lt;/a&amp;gt;		15	1	3/4	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Bard&amp;quot;&amp;gt;Bard&amp;lt;/a&amp;gt;			10	3/4	1/2	RW	10&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Cleric&amp;quot;&amp;gt;Cleric&amp;lt;/a&amp;gt;			10	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Druid&amp;quot;&amp;gt;Druid&amp;lt;/a&amp;gt;			10	1/2	1/2	F	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Fighter&amp;quot;&amp;gt;Fighter&amp;lt;/a&amp;gt;			15	1	3/4	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Paladin&amp;quot;&amp;gt;Paladin&amp;lt;/a&amp;gt;			15	3/4	1/2	F	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Ranger&amp;quot;&amp;gt;Ranger&amp;lt;/a&amp;gt;			15	3/4	1/2	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Rogue&amp;quot;&amp;gt;Rogue&amp;lt;/a&amp;gt;			10	3/4	1/2	FRW	10&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Sorcerer&amp;quot;&amp;gt;Sorcerer&amp;lt;/a&amp;gt;		5	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Wizard&amp;quot;&amp;gt;Wizard&amp;lt;/a&amp;gt;			5	1/2	1/2	W	2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Hexblade&amp;quot;&amp;gt;Hexblade&amp;lt;/a&amp;gt;		15	3/4	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Swashbuckler&amp;quot;&amp;gt;Swashbuckler&amp;lt;/a&amp;gt;		15	1	3/4	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Scout&amp;quot;&amp;gt;Scout&amp;lt;/a&amp;gt;			10	3/4	1/2	FR	10&lt;br /&gt;
Spellthief		10	3/4	1/2	RW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Favoured_Soul&amp;quot;&amp;gt;Favoured Soul&amp;lt;/a&amp;gt;		10	1/2	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Warlock&amp;quot;&amp;gt;Warlock&amp;lt;/a&amp;gt;			10	3/4	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Warmage&amp;quot;&amp;gt;Warmage&amp;lt;/a&amp;gt;			10	3/4	1/2	R	6&lt;br /&gt;
&lt;br /&gt;
Witch			5	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Beguiler&amp;quot;&amp;gt;Beguiler&amp;lt;/a&amp;gt;		10	3/4	1/2	W	10&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Dragon_Shaman&amp;quot;&amp;gt;Dragon Shaman&amp;lt;/a&amp;gt;		15	3/4	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Duskblade&amp;quot;&amp;gt;Duskblade&amp;lt;/a&amp;gt;		10	3.4	1/2	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Knight&amp;quot;&amp;gt;Knight&amp;lt;/a&amp;gt;			15	1	3/4	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Dragonfire_Adept&amp;quot;&amp;gt;Dragonfire Adept&amp;lt;/a&amp;gt;	10	1/2	1/2	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Healer&amp;quot;&amp;gt;Healer&amp;lt;/a&amp;gt;			10	1/2	3/4	FW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Marshal&amp;quot;&amp;gt;Marshal&amp;lt;/a&amp;gt;			10	1	1/2	FW	6&lt;br /&gt;
Archivist		10	1/2	1/2	W	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Dread_Necromancer&amp;quot;&amp;gt;Dread Necromancer&amp;lt;/a&amp;gt;	10	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Factotum&amp;quot;&amp;gt;Factotum&amp;lt;/a&amp;gt;		10	3/4	1/2	R	10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Psion&amp;quot;&amp;gt;Psion&amp;lt;/a&amp;gt;			5	1/2	1/2	W	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Psychic_Warrior&amp;quot;&amp;gt;Psychic Warrior&amp;lt;/a&amp;gt;		10	3/4	1/2	FW	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Soulknife&amp;quot;&amp;gt;Soulknife&amp;lt;/a&amp;gt;		15	1	3/4	RW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Wilder&amp;quot;&amp;gt;Wilder&amp;lt;/a&amp;gt;			10	3/4	1/2	W	6&lt;br /&gt;
Ardent			10	1/2	1/2	W	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Divine_Mind&amp;quot;&amp;gt;Divine Mind&amp;lt;/a&amp;gt;		15	3/4	1/2	FW	6+&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Lurk&amp;quot;&amp;gt;Lurk&amp;lt;/a&amp;gt;			10	3/4	1/2	RW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Psychic_Rogue&amp;quot;&amp;gt;Psychic Rogue&amp;lt;/a&amp;gt;		10	3/4	1/2	RW	10&lt;br /&gt;
&lt;br /&gt;
Artificer		10	3/4	1/2	W	6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Crusader&amp;quot;&amp;gt;Crusader&amp;lt;/a&amp;gt;		15	1	3/4	F	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Hashashiyyin&amp;quot;&amp;gt;Hashashiyyin&amp;lt;/a&amp;gt;		10	3/4	1/2	RF	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Warblade&amp;quot;&amp;gt;Warblade&amp;lt;/a&amp;gt;		15	1	1/2	F	2&lt;br /&gt;
&lt;br /&gt;
Incarnate		10	1	1/2	FW	6&lt;br /&gt;
Soulborn		15	1	3/4	FRW	6&lt;br /&gt;
Totemist		10	1	1/2	FR	6&lt;br /&gt;
&lt;br /&gt;
Binder			10	3/4	1/2	FW	6&lt;br /&gt;
Shadowcaster		10	1/2	1/2	FW	2&lt;br /&gt;
Truenamer		10	3/4	1/2	W	6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Battle_Dancer&amp;quot;&amp;gt;Battle Dancer&amp;lt;/a&amp;gt;		10	1	1/2	FR	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Jester&amp;quot;&amp;gt;Jester&amp;lt;/a&amp;gt;			10	3/4	1/2	RW	10&lt;br /&gt;
Mountebank		10	3/4	1/2	RW	10&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Savant&amp;quot;&amp;gt;Savant&amp;lt;/a&amp;gt;			10	3/4	1/2	RW	10&lt;br /&gt;
Sha'ir			5	1/2	1/2	W	2&lt;br /&gt;
&lt;br /&gt;
Monk			10	3/4	3/4	FRW	6&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Samurai&amp;quot;&amp;gt;Samurai&amp;lt;/a&amp;gt;			15	1	3/4	FR	6&lt;br /&gt;
Ninja			10	3/4	1/2	FRW	10&lt;br /&gt;
Shugenja		10	1/2	1/2	W	6&lt;br /&gt;
Spirit Shaman		10	3/4	1/2	W	6&lt;br /&gt;
Wu Jen			5	1/2	1/2	W	2&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://alitasidhe.nichost.ru/wiki/index.php/Prinzessin:Swordsage&amp;quot;&amp;gt;Swordsage&amp;lt;/a&amp;gt;		10	3/4	1/2	RW	6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Fighter&amp;diff=2856</id>
		<title>Prinzessin:Fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Fighter&amp;diff=2856"/>
				<updated>2012-01-10T00:15:42Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fighter ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature I			Class Feature II&lt;br /&gt;
1	Defensive Training(Ex) +1*1	Applied Force(Ex) +1&lt;br /&gt;
2	Bonus Feat			Stamina Reserve(Ex) +1&lt;br /&gt;
3	Offensive Training(Ex) +1*1	Combat Bearing(Ex) +1&lt;br /&gt;
4	Bonus Feat			Bravery(Ex) +1&lt;br /&gt;
5	Defensive Training(Ex) +2*2	Applied Force(Ex) +2&lt;br /&gt;
6	Bonus Feat			Stamina Reserve(Ex) +2&lt;br /&gt;
7	Offensive Training(Ex) +2*2	Combat Bearing(Ex) +2&lt;br /&gt;
8	Bonus Feat			Bravery(Ex) +2&lt;br /&gt;
9	Defensive Training(Ex) +3*3	Applied Force(Ex) +3&lt;br /&gt;
10	Bonus Feat			Stamina Reserve(Ex) +3&lt;br /&gt;
11	Offensive Training(Ex) +3*3	Combat Bearing(Ex) +3&lt;br /&gt;
12	Bonus Feat			Bravery(Ex) +3&lt;br /&gt;
13	Defensive Training(Ex) +4*4	Applied Force(Ex) +4&lt;br /&gt;
14	Bonus Feat			Stamina Reserve(Ex) +4&lt;br /&gt;
15	Offensive Training(Ex) +4*4	Combat Bearing(Ex) +4&lt;br /&gt;
16	Bonus Feat			Bravery(Ex) +4&lt;br /&gt;
17	Defensive Training(Ex) +5*5	Applied Force(Ex) +5&lt;br /&gt;
18	Bonus Feat			Stamina Reserve(Ex) +5&lt;br /&gt;
19	Offensive Training(Ex) +5*5	Combat Bearing(Ex) +5, Defensive Mastery(Ex)&lt;br /&gt;
20	Bonus Feat			Bravery(Ex) +5, Offensive Mastery(Ex)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Defensive Training(Ex): Choose a Weapon Group. You gain indicated bonus to AC against attacks with weapons from selected groups and their damage is reduced by this amount. Also this bonus is applied on saves against effects derived from opponents skills and feats with this weapon, consult with DM.&lt;br /&gt;
&lt;br /&gt;
Applied Force(Ex): Indicated bonus on Strength checks and Athletics.&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: A Fighter gains a bonus feat from list of the Fighter bonus feats.&lt;br /&gt;
&lt;br /&gt;
Stamina Reserve(Ex): Indicated bonus on Constitution checks and Endurance.&lt;br /&gt;
&lt;br /&gt;
Offensive Training(Ex): Choose a Weapon Group. When using weapons from this weapon group fighter gains indicated bonus on attack rolls, damage rolls and feint checks.&lt;br /&gt;
&lt;br /&gt;
Combat Bearing(Ex): Indicated bonus on Dexterity checks and Acrobatics.&lt;br /&gt;
&lt;br /&gt;
Bravery(Ex): Competence bonus on WW and WC saves.&lt;br /&gt;
&lt;br /&gt;
Defensive Mastery(Ex): Weapons from Defensive Training weapons groups have their damage dies minimized against you and also you cannot be disarmed with this weapons.&lt;br /&gt;
&lt;br /&gt;
Offensive Mastery(Ex): When using weapon from the Offensive Training weapon groups Fighter automatically confirms all critical hits, his critical multiplier is increased by 1, and also he gain maximum damage for weapons rolls.&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Sneaker ===&lt;br /&gt;
&lt;br /&gt;
Loose: Bonus Feats.&lt;br /&gt;
&lt;br /&gt;
Each even level: Sneak Attack(Ex):&lt;br /&gt;
&lt;br /&gt;
=== Planar Fighter ===&lt;br /&gt;
&lt;br /&gt;
Looses: Bonus feat 4, 8, 12.&lt;br /&gt;
&lt;br /&gt;
4. Planar Study(Ex): +5 on damage against elementals, extraplanars, outsiders (demons, devils, etc).&lt;br /&gt;
&lt;br /&gt;
8. Align Puissance(Su): AT=S, D=Fgt r, weapon you wield ignore any alignment DR, 1/day.&lt;br /&gt;
&lt;br /&gt;
12. Aura of Stability(Su): AT=S, D=Fgt r, Dimensional Anchor on fighter and grappled opponents, 1/day.&lt;br /&gt;
&lt;br /&gt;
=== Special Training ===&lt;br /&gt;
&lt;br /&gt;
At 1st level a Fighter may choose one of these career paths and may take one of his career special abilities instead of his Fighter bonus feats:&lt;br /&gt;
&lt;br /&gt;
Bodyguard: Must have Awareness and Sense Motive as a class skills.&lt;br /&gt;
* Cover(Ex): May transfer his Shield bonus and dodge bonus from fight defensively to adjacent ally.&lt;br /&gt;
* Clear the Path(Ex): counts as having Great Cleave feat while fighting defensively, making AoO or using Cover.&lt;br /&gt;
&lt;br /&gt;
Commander: Must have Knowledge:State and Persuasion as class skills.&lt;br /&gt;
* Helpful Hints(Ex): May use aid another within 12.&lt;br /&gt;
* Rousing Speech(Ex): Allies within 12 gains +1 morale on attacks.&lt;br /&gt;
&lt;br /&gt;
Corsair: Must have Profession:Sailor and Trade as a class skills. Losses Medium and Heavy Armour proficiencies. Must take Corsair special ability at 1st level instead of Exotic Weapon Proficiency feat.&lt;br /&gt;
* Climb-Fighting(Ex): Not Flat-Footed while climbing.&lt;br /&gt;
* Slow Fall(Ex): When falling near the wall and wielding a bladed weapon may use this ability to reduce effective distance by 6.&lt;br /&gt;
* Rope Swing(Ex): When swinging a rope gain +1 on Bull Rush for each 1 swing.&lt;br /&gt;
* Big Breath(Ex): Must make Endurance checks once per 2r while holding a breath.&lt;br /&gt;
&lt;br /&gt;
Fencer: Must have Persuasion as class skill. Looses Medium and Heavy Armour proficiencies and Shield proficiency.&lt;br /&gt;
* Encouraging Blow(Ex): +3 morale AC against crit threatened opponent, +6 morale to AC against critical damaged opponent. D=Cha r. Mind-affecting.&lt;br /&gt;
* Denigrating Banner(Ex): AT=S, make opposed Cha check, if opponent loose he receive -2+1/5 difference BAB, D=1+Cha r. Language Dependent, Mind-affecting.&lt;br /&gt;
* Insurmountable Counter(Ex): +2 dodge to AC against enemies using Power Attack or fight defensively.&lt;br /&gt;
&lt;br /&gt;
Horseman: Must have Ride as class skill. Looses Medium and Heavy Armour proficiencies.&lt;br /&gt;
* Quick Turn(Ex): may make Dex 90-degree turns during mounted charge.&lt;br /&gt;
* Share Shield(Ex): mount gains your Shield bonus to AC.&lt;br /&gt;
* Spur(Ex): AT=f, +2 mounts move, mount's Con/day.&lt;br /&gt;
* Steady Hand(Ex): May make Ride check instead of mount's Will saves against mind-affecting.&lt;br /&gt;
&lt;br /&gt;
Knight: Must have Ride as Class skill.&lt;br /&gt;
* Hard Charge(Ex): +5 damage on charge for both Fighter and mount.&lt;br /&gt;
* Jousting Charge(Ex): do not receive -2 to AC while charging mounted and with shield.&lt;br /&gt;
* Staggered Gait(Ex): Mount may make two hoof attacks at -2 against trampled enemies. Prerequisite: Trample feat.&lt;br /&gt;
* Vicious Mount(Ex): Mount gain +1/2 Fgt on damage.&lt;br /&gt;
&lt;br /&gt;
Brawler: Must have Endurance as class skill. Looses Shield and Weapon Proficiencies except for basic and unarmed. Looses Bravery(Ex). Receives Endurance feat.&lt;br /&gt;
* Combo(Ex): 1st and 2nd unarmed attacks in round may be declared as combo and have their AB equal to half of their sum.&lt;br /&gt;
* Heavy Hitting(Ex): +2 or 1/4 Fighter level non-lethal damage from unarmed.&lt;br /&gt;
* Iron Jaw(Ex): DR Con/lethal, +1 FC against stunning.&lt;br /&gt;
* Shake it Off(Ex): Reduce stun duration by 1r (min 1).&lt;br /&gt;
&lt;br /&gt;
Shield-Bearer: Must have Endurance as Class skill. Have only one Weapon Group Proficiency. Receive Exotic Armour Proficiency instead of Exotic Weapon Proficiency at first level.&lt;br /&gt;
* Armoured Gait(Ex): May count one Armour Category as one category lighter for purposes of movement.&lt;br /&gt;
* Armoured Grace(Ex): Choose Armour Category. Armour from this category have MDB 1 higher and ACP 1 less.&lt;br /&gt;
* Armour Optimization(Ex): +1 dodge AC while wearing armour from chosen Armour Category.&lt;br /&gt;
* Fortification(Ex): +2 AC against critical confirmations while wearing armour from chosen Armour Category.&lt;br /&gt;
* Shield Strike(Ex): May count Shield as a free hand for purpose of special manoeuvres.&lt;br /&gt;
&lt;br /&gt;
Targeteer: Must have Awareness as Class Skill. Must start with Basic, Thrown, Bows, Crossbows Weapon Group Proficiencies.&lt;br /&gt;
* Arrow Swarm(Ex): Rapid Shot penalty reduced by 1, Improved Rapid Shot penalty reduced by 2. Prerequisite: Rapid Shot.&lt;br /&gt;
* Sniper(Ex): May sacrifice attacks to increase threat range by 1 for one shot for each attack sacrificed.&lt;br /&gt;
* Vital Aim(Ex): May use Dex instead of Str on damage against opponents vulnerable to critical hits.&lt;br /&gt;
&lt;br /&gt;
== Alternative Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Elusive Attack ===&lt;br /&gt;
&lt;br /&gt;
6: Elusive Attack(Ex): AT=FR, make an attack, +2 dodge to AC until start of your net turn. +4 at 11, +6 at 16. R: Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
=== Counterattack ===&lt;br /&gt;
&lt;br /&gt;
12: Counterattack(Ex): AT=FR, make an attack, as i make attack against any opponent attacking you before start of your next turn. R: Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
=== Overpowering Attack ===&lt;br /&gt;
&lt;br /&gt;
16: Overpowering Attack(Ex): AT=FR, make an attack. This attack deals double damage as well as any other attacks until start of your next turn. R: Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
=== Dungeon Crasher ===&lt;br /&gt;
&lt;br /&gt;
Losses: Bonus feat&lt;br /&gt;
&lt;br /&gt;
2. Dungeon Crasher(Ex): +2 comp on RD and AC vs traps, +2 Str checks again doors. 4d6+Str damage if bullrush enemy in the wall.&lt;br /&gt;
&lt;br /&gt;
6. Dungeon Crasher(Ex): +4 comp on RD and AC vs traps, +5 Str checks again doors. 8d6+Str*2 damage if bullrush enemy in the wall.&lt;br /&gt;
&lt;br /&gt;
=== Resolute ===&lt;br /&gt;
&lt;br /&gt;
2+: Resolute(Su): AT=i, reduce your BAB by half, add reduction amount to your Will saves. Lasts until end of your next action. R: Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
=== Aligned Strike ===&lt;br /&gt;
&lt;br /&gt;
4+: Aligned Strike(Su): Any weapon you hold is aligned by your alignment. R: Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
=== Armour of God ===&lt;br /&gt;
&lt;br /&gt;
8+: Armour of God(Su): AT=i, reduce your Base Will save to 0, add reduction to AC, until start of your next action. R: Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
=== Hit-and-Run Tactics ===&lt;br /&gt;
&lt;br /&gt;
1: Hit-and-Run Tactics(Ex): +2 init, add Dex comp damage against FF opponents within 6sq. R: Heavy Armour Proficiency.&lt;br /&gt;
&lt;br /&gt;
=== Reaction ===&lt;br /&gt;
&lt;br /&gt;
3. Reaction(Ex): You gain +1 competence on RD, increase bonus by 1 for each 4 levels thereafter. R: Bravery(Ex).&lt;br /&gt;
&lt;br /&gt;
== Unique Feats ==&lt;br /&gt;
&lt;br /&gt;
Weapon Specialization[F]: P: Fighter 4, Weapon Focus. B: Add +5 on damage rolls with selected Weapon Group. Increase this damage to +7 if you using a two-handed weapon, and decrease it to +2 for off-hand weapons.&lt;br /&gt;
* Weapon Mastery[F]: P: Fighter 6, BAB 8. B: +2 on attack rolls and damage rolls with selected Weapon Group.&lt;br /&gt;
* Greater Weapon Focus[F]: P: Fighter 8. B: +2 on attack rolls with chosen Weapon Group. Also, reduce iterative attacks penalty by 2 for each iteration. Supersedes Weapon Focus.&lt;br /&gt;
** Greater Weapon Specialization[F]: P: Fighter 12. B: Add +10 on damage rolls with selected Weapon Group. Increase this damage to +15 if you using a two-handed weapon, and decrease it to +5 for off-hand weapons. Supersedes Weapon Specialization.&lt;br /&gt;
*** Weapon Supremacy[F]: P: Fighter 18, Weapon Mastery. B: When making a full attack, you may make extra attack with selected Weapon Group. Also, you receive following benefits when fighting with chosen Weapon Group: +1 AC, +4 against disarm, you may use your weapon in grapple freely, you may take 10 on attack rolls.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Fighter&amp;diff=2855</id>
		<title>Prinzessin:Fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Fighter&amp;diff=2855"/>
				<updated>2012-01-07T18:25:50Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: Table and stat bonus clarifies, slight feat changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fighter ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature I			Class Feature II&lt;br /&gt;
1	Defensive Training(Ex) +1*1	Applied Force(Ex) +1&lt;br /&gt;
2	Bonus Feat			Stamina Reserve(Ex) +1&lt;br /&gt;
3	Offensive Training(Ex) +1*1	Combat Bearing(Ex) +1&lt;br /&gt;
4	Bonus Feat			Bravery(Ex) +1&lt;br /&gt;
5	Defensive Training(Ex) +2*2	Applied Force(Ex) +2&lt;br /&gt;
6	Bonus Feat			Stamina Reserve(Ex) +2&lt;br /&gt;
7	Offensive Training(Ex) +2*2	Combat Bearing(Ex) +2&lt;br /&gt;
8	Bonus Feat			Bravery(Ex) +2&lt;br /&gt;
9	Defensive Training(Ex) +3*3	Applied Force(Ex) +3&lt;br /&gt;
10	Bonus Feat			Stamina Reserve(Ex) +3&lt;br /&gt;
11	Offensive Training(Ex) +3*3	Combat Bearing(Ex) +3&lt;br /&gt;
12	Bonus Feat			Bravery(Ex) +3&lt;br /&gt;
13	Defensive Training(Ex) +4*4	Applied Force(Ex) +4&lt;br /&gt;
14	Bonus Feat			Stamina Reserve(Ex) +4&lt;br /&gt;
15	Offensive Training(Ex) +4*4	Combat Bearing(Ex) +4&lt;br /&gt;
16	Bonus Feat			Bravery(Ex) +4&lt;br /&gt;
17	Defensive Training(Ex) +5*5	Applied Force(Ex) +5&lt;br /&gt;
18	Bonus Feat			Stamina Reserve(Ex) +5&lt;br /&gt;
19	Offensive Training(Ex) +5*5	Combat Bearing(Ex) +5, Defensive Mastery(Ex)&lt;br /&gt;
20	Bonus Feat			Bravery(Ex) +5, Offensive Mastery(Ex)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Defensive Training(Ex): Choose a Weapon Group. You gain indicated bonus to AC against attacks with weapons from selected groups and their damage is reduced by this amount. Also this bonus is applied on saves against effects derived from opponents skills and feats with this weapon, consult with DM.&lt;br /&gt;
&lt;br /&gt;
Applied Force(Ex): Indicated bonus on Strength checks and Athletics.&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: A Fighter gains a bonus feat from list of the Fighter bonus feats.&lt;br /&gt;
&lt;br /&gt;
Stamina Reserve(Ex): Indicated bonus on Constitution checks and Endurance.&lt;br /&gt;
&lt;br /&gt;
Offensive Training(Ex): Choose a Weapon Group. When using weapons from this weapon group fighter gains indicated bonus on attack rolls, damage rolls and feint checks.&lt;br /&gt;
&lt;br /&gt;
Combat Bearing(Ex): Indicated bonus on Dexterity checks and Acrobatics.&lt;br /&gt;
&lt;br /&gt;
Bravery(Ex): Competence bonus on WW and WC saves.&lt;br /&gt;
&lt;br /&gt;
Defensive Mastery(Ex): Weapons from Defensive Training weapons groups have their damage dies minimized against you and also you cannot be disarmed with this weapons.&lt;br /&gt;
&lt;br /&gt;
Offensive Mastery(Ex): When using weapon from the Offensive Training weapon groups Fighter automatically confirms all critical hits, his critical multiplier is increased by 1, and also he gain maximum damage for weapons rolls.&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Sneaker ===&lt;br /&gt;
&lt;br /&gt;
Loose: Bonus Feats.&lt;br /&gt;
&lt;br /&gt;
Each even level: Sneak Attack(Ex):&lt;br /&gt;
&lt;br /&gt;
=== Planar Fighter ===&lt;br /&gt;
&lt;br /&gt;
Looses: Bonus feat 4, 8, 12.&lt;br /&gt;
&lt;br /&gt;
4. Planar Study(Ex): +2 or 1/4 Fgt on damage against elementals, extraplanars, outsiders.&lt;br /&gt;
&lt;br /&gt;
8. Align Puissance(Su): AT=S, D=Fgt r, weapon you wield ignore any alignment DR, 1/day.&lt;br /&gt;
&lt;br /&gt;
12. Aura of Stability(Su): AT=S, D=Fgt r, Dimensional Anchor on fighter and grappled opponents, 1/day.&lt;br /&gt;
&lt;br /&gt;
=== Special Training ===&lt;br /&gt;
&lt;br /&gt;
At 1st level a Fighter may choose one of these career paths and may take one of his career special abilities instead of his Fighter bonus feats:&lt;br /&gt;
&lt;br /&gt;
Bodyguard: Must have Awareness and Sense Motive as a class skills.&lt;br /&gt;
* Cover(Ex): May transfer his Shield bonus and dodge bonus from fight defensively to adjacent ally.&lt;br /&gt;
* Clear the Path(Ex): counts as having Great Cleave feat while fighting defensively, making AoO or using Cover.&lt;br /&gt;
&lt;br /&gt;
Commander: Must have Knowledge:State and Persuasion as class skills.&lt;br /&gt;
* Helpful Hints(Ex): May use aid another within 12.&lt;br /&gt;
* Rousing Speech(Ex): Allies within 12 gains +1 morale on attacks.&lt;br /&gt;
&lt;br /&gt;
Corsair: Must have Profession:Sailor and Trade as a class skills. Losses Medium and Heavy Armour proficiencies. Must take Corsair special ability at 1st level instead of Exotic Weapon Proficiency feat.&lt;br /&gt;
* Climb-Fighting(Ex): Not Flat-Footed while climbing.&lt;br /&gt;
* Slow Fall(Ex): When falling near the wall and wielding a bladed weapon may use this ability to reduce effective distance by 6.&lt;br /&gt;
* Rope Swing(Ex): When swinging a rope gain +1 on Bull Rush for each 1 swing.&lt;br /&gt;
* Big Breath(Ex): Must make Endurance checks once per 2r while holding a breath.&lt;br /&gt;
&lt;br /&gt;
Fencer: Must have Persuasion as class skill. Looses Medium and Heavy Armour proficiencies and Shield proficiency.&lt;br /&gt;
* Encouraging Blow(Ex): +3 morale AC against crit threatened opponent, +6 morale to AC against critical damaged opponent. D=Cha r. Mind-affecting.&lt;br /&gt;
* Denigrating Banner(Ex): AT=S, make opposed Cha check, if opponent loose he receive -2+1/5 difference BAB, D=1+Cha r. Language Dependent, Mind-affecting.&lt;br /&gt;
* Insurmountable Counter(Ex): +2 dodge to AC against enemies using Power Attack or fight defensively.&lt;br /&gt;
&lt;br /&gt;
Horseman: Must have Ride as class skill. Looses Medium and Heavy Armour proficiencies.&lt;br /&gt;
* Quick Turn(Ex): may make Dex 90-degree turns during mounted charge.&lt;br /&gt;
* Share Shield(Ex): mount gains your Shield bonus to AC.&lt;br /&gt;
* Spur(Ex): AT=f, +2 mounts move, mount's Con/day.&lt;br /&gt;
* Steady Hand(Ex): May make Ride check instead of mount's Will saves against mind-affecting.&lt;br /&gt;
&lt;br /&gt;
Knight: Must have Ride as Class skill.&lt;br /&gt;
* Hard Charge(Ex): +5 damage on charge for both Fighter and mount.&lt;br /&gt;
* Jousting Charge(Ex): do not receive -2 to AC while charging mounted and with shield.&lt;br /&gt;
* Staggered Gait(Ex): Mount may make two hoof attacks at -2 against trampled enemies. Prerequisite: Trample feat.&lt;br /&gt;
* Vicious Mount(Ex): Mount gain +1/2 Fgt on damage.&lt;br /&gt;
&lt;br /&gt;
Brawler: Must have Endurance as class skill. Looses Shield and Weapon Proficiencies except for basic and unarmed. Looses Bravery(Ex). Receives Endurance feat.&lt;br /&gt;
* Combo(Ex): 1st and 2nd unarmed attacks in round may be declared as combo and have their AB equal to half of their sum.&lt;br /&gt;
* Heavy Hitting(Ex): +2 or 1/4 Fighter level non-lethal damage from unarmed.&lt;br /&gt;
* Iron Jaw(Ex): DR Con/lethal, +1 FC against stunning.&lt;br /&gt;
* Shake it Off(Ex): Reduce stun duration by 1r (min 1).&lt;br /&gt;
&lt;br /&gt;
Shield-Bearer: Must have Endurance as Class skill. Have only one Weapon Group Proficiency. Receive Exotic Armour Proficiency instead of Exotic Weapon Proficiency at first level.&lt;br /&gt;
* Armoured Gait(Ex): May count one Armour Category as one category lighter for purposes of movement.&lt;br /&gt;
* Armoured Grace(Ex): Choose Armour Category. Armour from this category have MDB 1 higher and ACP 1 less.&lt;br /&gt;
* Armour Optimization(Ex): +1 dodge AC while wearing armour from chosen Armour Category.&lt;br /&gt;
* Fortification(Ex): +2 AC against critical confirmations while wearing armour from chosen Armour Category.&lt;br /&gt;
* Shield Strike(Ex): May count Shield as a free hand for purpose of special manoeuvres.&lt;br /&gt;
&lt;br /&gt;
Targeteer: Must have Awareness as Class Skill. Must start with Basic, Thrown, Bows, Crossbows Weapon Group Proficiencies.&lt;br /&gt;
* Arrow Swarm(Ex): Rapid Shot penalty reduced by 1, Improved Rapid Shot penalty reduced by 2. Prerequisite: Rapid Shot.&lt;br /&gt;
* Sniper(Ex): May sacrifice attacks to increase threat range by 1 for one shot for each attack sacrificed.&lt;br /&gt;
* Vital Aim(Ex): May use Dex instead of Str on damage against opponents vulnerable to critical hits.&lt;br /&gt;
&lt;br /&gt;
== Alternative Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Elusive Attack ===&lt;br /&gt;
&lt;br /&gt;
6: Elusive Attack(Ex): AT=FR, make an attack, +2 dodge to AC until start of your net turn. +4 at 11, +6 at 16. R: Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
=== Counterattack ===&lt;br /&gt;
&lt;br /&gt;
12: Counterattack(Ex): AT=FR, make an attack, as i make attack against any opponent attacking you before start of your next turn. R: Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
=== Overpowering Attack ===&lt;br /&gt;
&lt;br /&gt;
16: Overpowering Attack(Ex): AT=FR, make an attack. This attack deals double damage as well as any other attacks until start of your next turn. R: Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
=== Dungeon Crasher ===&lt;br /&gt;
&lt;br /&gt;
Losses: Bonus feat&lt;br /&gt;
&lt;br /&gt;
2. Dungeon Crasher(Ex): +2 comp on RD and AC vs traps, +2 Str checks again doors. 4d6+Str damage if bullrush enemy in the wall.&lt;br /&gt;
&lt;br /&gt;
6. Dungeon Crasher(Ex): +4 comp on RD and AC vs traps, +5 Str checks again doors. 8d6+Str*2 damage if bullrush enemy in the wall.&lt;br /&gt;
&lt;br /&gt;
=== Resolute ===&lt;br /&gt;
&lt;br /&gt;
2+: Resolute(Su): AT=i, reduce your BAB by half, add reduction amount to your Will saves. Lasts until end of your next action. R: Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
=== Aligned Strike ===&lt;br /&gt;
&lt;br /&gt;
4+: Aligned Strike(Su): Any weapon you hold is aligned by your alignment. R: Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
=== Armour of God ===&lt;br /&gt;
&lt;br /&gt;
8+: Armour of God(Su): AT=i, reduce your Base Will save to 0, add reduction to AC, until start of your next action. R: Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
=== Hit-and-Run Tactics ===&lt;br /&gt;
&lt;br /&gt;
1: Hit-and-Run Tactics(Ex): +2 init, add Dex comp damage against FF opponents within 6sq. R: Heavy Armour Proficiency.&lt;br /&gt;
&lt;br /&gt;
=== Reaction ===&lt;br /&gt;
&lt;br /&gt;
3. Reaction(Ex): You gain +1 competence on RD, increase bonus by 1 for each 4 levels thereafter. R: Bravery(Ex).&lt;br /&gt;
&lt;br /&gt;
== Unique Feats ==&lt;br /&gt;
&lt;br /&gt;
Weapon Specialization[F]: P: Fighter 4, Weapon Focus. B: Add +5 on damage rolls with selected Weapon Group. Increase this damage to +7 if you using a two-handed weapon, and decrease it to +2 for off-hand weapons.&lt;br /&gt;
* Weapon Mastery[F]: P: Fighter 6, BAB 8. B: +2 on attack rolls and damage rolls with selected Weapon Group.&lt;br /&gt;
* Greater Weapon Focus[F]: P: Fighter 8. B: +2 on attack rolls with chosen Weapon Group. Also, reduce iterative attacks penalty by 2 for each iteration. Supersedes Weapon Focus.&lt;br /&gt;
** Greater Weapon Specialization[F]: P: Fighter 12. B: Add +10 on damage rolls with selected Weapon Group. Increase this damage to +15 if you using a two-handed weapon, and decrease it to +5 for off-hand weapons. Supersedes Weapon Specialization.&lt;br /&gt;
*** Weapon Supremacy[F]: P: Fighter 18, Weapon Mastery. B: When making a full attack, you may make extra attack with selected Weapon Group. Also, you receive following benefits when fighting with chosen Weapon Group: +1 AC, +4 against disarm, you may use your weapon in grapple freely, you may take 10 on attack rolls.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Warblade&amp;diff=2854</id>
		<title>Prinzessin:Warblade</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Warblade&amp;diff=2854"/>
				<updated>2012-01-07T18:21:08Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: todo later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Warblade ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature			Known	Ready	Stances&lt;br /&gt;
1	Battle Clarity(Ex), School	3	3	1&lt;br /&gt;
2	Weapon Focus feat		4	3	1&lt;br /&gt;
3	Battle Ardour(Ex)		5	3	1&lt;br /&gt;
4	Uncanny Dodge(Ex)		5	4	2&lt;br /&gt;
5	Bonus Feat			6	4	2&lt;br /&gt;
6	Weapon Aptitude(Ex) I		6	4	2&lt;br /&gt;
7	Battle Cunning(Ex)		7	4	2&lt;br /&gt;
8	Improved Uncanny Dodge(Ex)	7	4	2&lt;br /&gt;
9	Bonus Feat			8	4	2&lt;br /&gt;
10	Weapon Aptitude(Ex) II		8	5	3&lt;br /&gt;
11	Battle Skill(Ex)		9	5	3&lt;br /&gt;
12	-				9	5	3&lt;br /&gt;
13	Bonus Feat			10	5	3&lt;br /&gt;
14	Weapon Aptitude(Ex) III		10	5	3&lt;br /&gt;
15	Battle Mastery(Ex)		11	6	3&lt;br /&gt;
16	-				11	6	4&lt;br /&gt;
17	Bonus Feat			12	6	4&lt;br /&gt;
18	-				12	6	4&lt;br /&gt;
19	Battle Instincts(Ex)		13	6	4&lt;br /&gt;
20	Stance Mastery(Ex)		13	7	4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
School: Legionnaire Commander or Eisenherz.&lt;br /&gt;
&lt;br /&gt;
Battle Clarity(Ex): Add Int i to RD, no more than level.&lt;br /&gt;
&lt;br /&gt;
Uncanny Dodge(Ex):&lt;br /&gt;
&lt;br /&gt;
Battle Ardour(Ex): Int i co confirm crits, no more than level.&lt;br /&gt;
&lt;br /&gt;
Weapon Aptitude(Ex): You may take Weapon Specialization feat ignoring Fighter levels prerequisite.&lt;br /&gt;
* II: You may take Greater Weapon Focus feat ignoring Fighter levels prerequisite.&lt;br /&gt;
** III: You may take Greater Weapon Specialization feat ignoring Fighter levels prerequisite.&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: Blade Meditation, Blind-Fight, Combat Reflexes, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Run, Legionnaire's Defence.&lt;br /&gt;
&lt;br /&gt;
Improved Uncanny Dodge(Ex):&lt;br /&gt;
&lt;br /&gt;
Battle Cunning(Ex): +Int i on flat-footed and flank damage, no more than level.&lt;br /&gt;
&lt;br /&gt;
Battle Skill(Ex): + Int i against bull rush, disarm, feint, overrun, sunder or trip.&lt;br /&gt;
&lt;br /&gt;
Battle Mastery(Ex): +Int i AoO attack and damage.&lt;br /&gt;
&lt;br /&gt;
Battle Instincts(Ex): +Int i on init.&lt;br /&gt;
&lt;br /&gt;
Stance Mastery(Ex): May use two stances simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Berserker ===&lt;br /&gt;
&lt;br /&gt;
School: Change to Berserker Warrior.&lt;br /&gt;
&lt;br /&gt;
Battle Clarity(Ex), Battle Ardour(Ex), Battle Cunning(Ex). Battle Skill(Ex) and Battle Mastery(Ex) are keyed to Wis, not to Int.&lt;br /&gt;
&lt;br /&gt;
Stance Mastery is replaced with Dual Boost(Ex): You may use two Boost manoeuvres simultaneously. 3/day.&lt;br /&gt;
&lt;br /&gt;
== Combat Schools ==&lt;br /&gt;
&lt;br /&gt;
=== Legionnaire Commander ===&lt;br /&gt;
&lt;br /&gt;
'''School Skill:''' Persuasion.&lt;br /&gt;
&lt;br /&gt;
'''School Weapons:''' Spears and Lances.&lt;br /&gt;
&lt;br /&gt;
==== Manoeuvres ====&lt;br /&gt;
&lt;br /&gt;
1. Douse the Flames[S]: IT=S, if you hit opponent is not able to make AoO for 1 r.&lt;br /&gt;
&lt;br /&gt;
1. Leading the Attack[S]: IT=S, if you hit your opponent your allies gain +4 m on attacks against him for 1 r.&lt;br /&gt;
&lt;br /&gt;
2. Battle Leader's Charge[S]: IT=FR, make a charge attack. Your charge movement do not provoke AoO and you gain +10 damage.&lt;br /&gt;
&lt;br /&gt;
2. Tactical Strike[S]: if you hit you deal +d6 damage per IL (max 5d6) and each ally adjacent to target may make free 1sq step.&lt;br /&gt;
&lt;br /&gt;
3. Lion's Roar[B]: IT=s, A=12, must drop opponent below 0. You and allies gain +5 m on damage for 10 r.&lt;br /&gt;
&lt;br /&gt;
3. Order Forged from Chaos: IT=M, A=6. Allies gain extra move action to move.&lt;br /&gt;
&lt;br /&gt;
4. Covering Strike[B]: IT=s, if you hit opponent is not able to make AoO for 3 r.&lt;br /&gt;
&lt;br /&gt;
4. Legion's Strike[S]: IT=S, if you hit you deal +d6 damage per IL (max 10d6) and opponent is flat-footed for 1 r.&lt;br /&gt;
&lt;br /&gt;
5. Flanking Manoeuvre[S]: IT=S, if you hit opponent any ally who flanks him gain extra attack against this opponent.&lt;br /&gt;
&lt;br /&gt;
6. Legion's Tactics[B]: IT=s, R=2. Ally initiative count becomes 1 lesser than your.&lt;br /&gt;
&lt;br /&gt;
6. War Leader's Charge[S]: IT=FR, make a charge attack. Your charge movement do not provoke AoO and you gain +35 damage.&lt;br /&gt;
&lt;br /&gt;
7. Clarion Call[B]: IT=s, A=12, must drop opponent below 0. All allies make extra attack or may move up to their move.&lt;br /&gt;
&lt;br /&gt;
7. Swarming Assault[S]: IT=S, if you hit any ally who threatens the target gain extra attack against it resolved in the order of your choice.&lt;br /&gt;
&lt;br /&gt;
8. Legion's Hammer[S]: IT=S, if you hit you deal +d6 damage per IL (max 20d6) and opponent is stunned for 1 r.&lt;br /&gt;
&lt;br /&gt;
9. War Master's Charge[S]: IT=FR, make a charge attack. Your charge movement do not provoke AoO and you gain +50 damage. Also each ally within 6 may charge with you without provoking AoO as i and gain +25 damage. Each charger provides +2 cumulative bonus on attack rolls to all allies and target hit by two chargers is stunned for 1 r.&lt;br /&gt;
&lt;br /&gt;
==== Stances ====&lt;br /&gt;
&lt;br /&gt;
1. Bolstering Voice: A=12. Allies gain +2 m on Will and +4 m against fear.&lt;br /&gt;
&lt;br /&gt;
1. Leading the Charge: A=12. Allies gain your IL on charge damage.&lt;br /&gt;
&lt;br /&gt;
3. Tactics of the Wolf: You and allies who flank a opponent whom you threaten gain +1/2 IL on damage.&lt;br /&gt;
&lt;br /&gt;
5. Press the Advantage: You may make extra 1sq step per round.&lt;br /&gt;
&lt;br /&gt;
8. Swarm Tactics: A=12. Your allies gain +5 on attack against creatures adjacent to you.&lt;br /&gt;
&lt;br /&gt;
=== Berserker Warrior ===&lt;br /&gt;
&lt;br /&gt;
'''School Skill:''' Athletics.&lt;br /&gt;
&lt;br /&gt;
'''School Weapons:''' Axes.&lt;br /&gt;
&lt;br /&gt;
'''School DC:''' 1/2 IL + Str&lt;br /&gt;
&lt;br /&gt;
==== Manoeuvres ====&lt;br /&gt;
&lt;br /&gt;
1. Sudden Leap[B]: IT=s, Make Athletics check and divide it by 5. Resulting number determines jump distance you move as a part of this action.&lt;br /&gt;
&lt;br /&gt;
1. Wolf Fang Strike[S]: IT=S, make one attack at -2 with two weapons against one target.&lt;br /&gt;
&lt;br /&gt;
2. Claw at the Moon[S]: IT=S, Make Athletics check equal to target's AC. If you succeed you gain +d6 damage per IL (max 5d6) and +4 on crit confirmation.&lt;br /&gt;
&lt;br /&gt;
2. Rabid Wolf Strike[S]: IT=S, You gain +4 attack and +d6 damage per IL (max 5d6), but receive -4 AC after this strike resolved until your next turn.&lt;br /&gt;
&lt;br /&gt;
3. Flesh Ripper[S]: IT=S, If opponent fail FC save it gain -4 on attacks and AC for 1r. Creatures immune to critical hits are immune to this manoeuvre.&lt;br /&gt;
&lt;br /&gt;
3. Soaring Raptor Strike[S]: IT=S, Make Athletics check equal to target's AC. If you succeed you gain +4 attack and +d6 damage per IL (max 10d6).&lt;br /&gt;
&lt;br /&gt;
4. Death from Above[S]: IT=S, Make DC 20 Athletics check. If you succeed you gain +d6 damage per IL (max 10d6) and opponent is flat-footed against your attack. After that you may move to any square within 4 that is adjacent to your opponent.&lt;br /&gt;
&lt;br /&gt;
4. Fountain of Blood[B]: IT=s, activate when you reduce opponent below Con. You deal extra die damage to this opponent and enemies within 6 must make WW save or become shaken for 1 m.&lt;br /&gt;
&lt;br /&gt;
5. Pouncing Charge[S]: IT=FR, you may make full attack at the end of charge.&lt;br /&gt;
&lt;br /&gt;
5. Raging Wolf[B]: IT=s, you may make one extra attack at highest bonus with each your weapon.&lt;br /&gt;
&lt;br /&gt;
6. Rabid Bear Strike[S]: IT=S, You gain +4 attack and +d6 damage per IL (max 15d6), but receive -4 AC after this strike resolved until your next turn.&lt;br /&gt;
&lt;br /&gt;
6. Wolf Climbs the Mountain[S]: AT=S, Enter opponents space without AoO, your attack gain +d6 damage per IL (max 15d6) and you gain cover against this opponent until you still in his place.&lt;br /&gt;
&lt;br /&gt;
7. Hamstring Attack[S]: IT=S, opponent takes d8 Dex damage an his speed reduced by 2 for 1 m, FC save halves both damage and speed reduction.&lt;br /&gt;
&lt;br /&gt;
7. Swooping Dragon Strike[S]: IT=S, make Athletics check equal to target's AC. If you succeed you move to opponent's opposed side, your opponent looses Dex to AC against this attack, it deals +d6 damage per IL (max 20d6) and opponent must succeed at Athletics DC FC save or be stunned for 1 r.&lt;br /&gt;
&lt;br /&gt;
8. Raging Bear[B]: IT=s, you may make two extra attacks at highest bonus with each your weapon.&lt;br /&gt;
&lt;br /&gt;
8. Windmill Flesh Rip[B]: IT=s, if you hit your opponent more than once per turn you deal additional 4d6 +2d6 per hit (max 16d6) damage after all your attacks was resolved. AoO are not counted.&lt;br /&gt;
&lt;br /&gt;
9. Feral Death Blow[S]: IT=FR, Make Athletics check equal to target's AC. If you succeed you gain +25d6 damage and target dies if it fail FC save. Creatures immune to crits are immune to death effect.&lt;br /&gt;
&lt;br /&gt;
==== Stances ====&lt;br /&gt;
&lt;br /&gt;
1. Blood in the Water: +1 on attack and damage rolls after each confirmed crit. Bonus fades away after 1m without crits.&lt;br /&gt;
&lt;br /&gt;
1. Hunter's Sense: You gain Scent(Ex).&lt;br /&gt;
&lt;br /&gt;
3. Leaping Dragon Stance: All your jumps are treated as running jumps and gain +2 enh on distance.&lt;br /&gt;
&lt;br /&gt;
3. Bear's Stance: You may use one-handed weapons in grapple, do not receive -4 on attacks during grapple and if your opponent is larger you gain +4 damage.&lt;br /&gt;
&lt;br /&gt;
7. Prey on the Weak: When opponent within 2 is dropped, you gain AoO against any opponent.&lt;br /&gt;
&lt;br /&gt;
8. Wolf's Pack Tactics: Each time you hit opponent you may move 1sq. Total movement via this stance may not exceed your speed.&lt;br /&gt;
&lt;br /&gt;
=== Eisenherz ===&lt;br /&gt;
&lt;br /&gt;
'''School Skill:''' Acrobatics.&lt;br /&gt;
&lt;br /&gt;
'''School Weapons:''' Heavy Blades.&lt;br /&gt;
&lt;br /&gt;
'''School DC:''' 1/2 IL + Str&lt;br /&gt;
&lt;br /&gt;
==== Manoeuvres ====&lt;br /&gt;
&lt;br /&gt;
1. Steel Wind[S]: IT=S, make two melee attacks against different opponents.&lt;br /&gt;
&lt;br /&gt;
1. Steely Strike[S]: IT=S. Make attack with +4 bonus, opponents except the one you attacked gain +4 on attacks against you for 1r.&lt;br /&gt;
&lt;br /&gt;
2. Disarming Strike[S]: IT=S. Make an attack. If you hit you gain free disarm attempt against opponent, and opponent get no chance to disarm you if you fail.&lt;br /&gt;
&lt;br /&gt;
2. Wall of Blades[C]: IT=i, you may use result of attack roll instead of AC against melee or ranged attack.&lt;br /&gt;
&lt;br /&gt;
3. Eisenherz Surge: IT=S. When you use this manoeuvre, select one spell or effect that causes the following conditions: blinded, confused, dazzled, deafened, exhausted, fatigued, paralysed, shaken, sickened or slowed, - affecting you and with a duration of 1 or more rounds. This effect ends immediately. The action is purely mental, so you can use it even while unable to move.&lt;br /&gt;
&lt;br /&gt;
3. Exorcism of Steel[S]: IT=S. Make an attack, if it hit your opponent takes -4 on damage rolls for 1m.&lt;br /&gt;
&lt;br /&gt;
4. Lightning Recovery[C]: IT=i, reroll failed melee attack roll with +2 bonus.&lt;br /&gt;
&lt;br /&gt;
4. Mithril Tornado[S]: IT=S. Make melee attack against each adjacent enemy, these attacks gains +2 bonus.&lt;br /&gt;
&lt;br /&gt;
5. Dazing Strike[S]: IT=S. Make an attack. If you hit opponent is dazed.&lt;br /&gt;
&lt;br /&gt;
5. Eisenherz Focus[C]: IT=i, reroll a saving throw.&lt;br /&gt;
&lt;br /&gt;
6. Eisenherz Endurance[B]: IT=s, must be below half hp. You heal IL*2 hp.&lt;br /&gt;
&lt;br /&gt;
6. Manticore Parry[C]: IT=i, make an attack roll. If your attack roll is higher than opponents then you redirect his attack to any target adjacent to you.&lt;br /&gt;
&lt;br /&gt;
7. Finishing Move[S]: IT=S, Make an attack. It gain +5d6 damage against opponents in full hp, +10d6 damage against wounded opponents and +20d6 damage against opponents below half hp.&lt;br /&gt;
&lt;br /&gt;
7. Scything Blade[B]: IT=s. If you hit opponent with melee attack you may initiate this manouvre to make extra melee attack at highest AB.&lt;br /&gt;
&lt;br /&gt;
8. Adamantine Hurricane[S]: IT=S. Make two melee attacks against each adjacent enemy, these attacks gains +4 bonus.&lt;br /&gt;
&lt;br /&gt;
8. Lightning Throw[S]: IT=S, A=6line, damage = melee damage + d6 per IL (max 20d6), RD +1/2 IL +Str half.&lt;br /&gt;
&lt;br /&gt;
9. Strike of Perfect Clarity[S]: IT=S, make an attack, it gain +100 damage.&lt;br /&gt;
&lt;br /&gt;
==== Stances ====&lt;br /&gt;
&lt;br /&gt;
1. Punishing Stance: +die damage, -2 AC.&lt;br /&gt;
&lt;br /&gt;
3. Absolute Steel: +2 move. If you move at least 2 during your turn you gain +2 dodge AC.&lt;br /&gt;
&lt;br /&gt;
5. Dancing Blade Form: +1 reach during your turn.&lt;br /&gt;
&lt;br /&gt;
8. Supreme Blade Parry: DR 10/- while not flat-footed.&lt;br /&gt;
&lt;br /&gt;
== Unique Feats ==&lt;br /&gt;
&lt;br /&gt;
Eisenherz Aura: P: Eisenherz Stance. B: Adjacent allies gain +2 on saves when you are in Eisenherz stance.&lt;br /&gt;
&lt;br /&gt;
Legionnaire's Defence: P: Legionnaire Commander's Stance. B: You gain +1 AC and if you wielding Legionnaire Commander weapon adjacent allies gain +1 AC.&lt;br /&gt;
&lt;br /&gt;
Tiger-Blooded: P: Rage or Shift. B: While you're raged or shifted and in Berserker Warrior stance your Berserker Warrior manoeuvres push target 1sq back if it fail +1/2 IL +Str FC save.&lt;br /&gt;
&lt;br /&gt;
Song of the Legion: P: Bardic Music:Inspire Courage, Legionnaire Commander's Stance. B: While you're in the Legionnaire Commander's stance you may activate Inspire Courage as a s action. Your Warblade and Bard levels stack for purpose of Inspire Courage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Human&amp;diff=2853</id>
		<title>Prinzessin:Human</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Human&amp;diff=2853"/>
				<updated>2012-01-07T05:01:33Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Human ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1	Feat, Skill Bonus(Ex) +1&lt;br /&gt;
5	Feat, Skill Bonus(Ex) +2&lt;br /&gt;
10	Feat, Skill Bonus(Ex) +3&lt;br /&gt;
15	Feat, Skill Bonus(Ex) +4&lt;br /&gt;
20	Feat, Skill Bonus(Ex) +5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Race Features ===&lt;br /&gt;
&lt;br /&gt;
Favoured Class: Choose one.&lt;br /&gt;
&lt;br /&gt;
Skill Bonus: Indicated bonus to one skill of your choice.&lt;br /&gt;
&lt;br /&gt;
Feat: Any feat to which you meet prerequisites.&lt;br /&gt;
&lt;br /&gt;
== Human Paragon ==&lt;br /&gt;
&lt;br /&gt;
Human Paragons are the best of their own kind blessed with longer lifespan not mentioning their heroic capabilities. Noone knows why are the paragons originating. Whether a character can be a Paragon and how many Paragon levels he can take is subject to DM. &lt;br /&gt;
&lt;br /&gt;
HP 10. BAB 3/4. Def 1/2. Saves W. SP 6+.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1	Adaptive Learning(Ex), Paragon Longevilty&lt;br /&gt;
2	Feat, +1 spellcaster level&lt;br /&gt;
3	Ability Boost(Ex) +2 any, +1 spellcaster level&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Adaptive Learning(Ex): extra class skill and extra skill point per HD.&lt;br /&gt;
&lt;br /&gt;
Paragon Longevity: Human Paragons lifspan is multiplied by 1+Paragon levels.&lt;br /&gt;
&lt;br /&gt;
Feat: Any feat to which you meet prerequisites.&lt;br /&gt;
&lt;br /&gt;
== Racial Feats ==&lt;br /&gt;
&lt;br /&gt;
Able Learner: Cross-class skills cost 1 per 1 for you. However the cross-class skill cap remains the same.&lt;br /&gt;
&lt;br /&gt;
Heroic Destiny: You gain one free temporary AP. If spent, it returns back after one day.&lt;br /&gt;
* Protected Destiny: P: Lvl 3. B: Once per day you may reroll failed saving throw.&lt;br /&gt;
* Fearless Destiny: P: Lvl 6. B: Once per day if any effect would kill you via hp damage, you may instead choose to be left at -Con hp and stabilized.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Domain_Feats&amp;diff=2850</id>
		<title>Prinzessin:Domain Feats</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Domain_Feats&amp;diff=2850"/>
				<updated>2011-12-28T17:54:49Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: Created page with &amp;quot;'''Any Character may possess only one Domain feat at time. Characters with Domain Class Feature may take only Domain feat related to their domain.'''  === Domain Feats ===  Air D...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Any Character may possess only one Domain feat at time. Characters with Domain Class Feature may take only Domain feat related to their domain.'''&lt;br /&gt;
&lt;br /&gt;
=== Domain Feats ===&lt;br /&gt;
&lt;br /&gt;
Air Devotion: AT=s D=1m, +2+1/5 HD balance bonus to AC. 50% concealment against ranged weapon attacks.&lt;br /&gt;
&lt;br /&gt;
Animal Devotion: AT=s D=1m, choose one.&lt;br /&gt;
* Ape's Fury: Sacred 2+1/5 HD Str bonus.&lt;br /&gt;
* Cheetah Sprint: Sacred +1+1/4 HD speed bonus.&lt;br /&gt;
* Hawk's Flight: Wings Fly 8, +1/5 HD sacred bonus to fly speed.&lt;br /&gt;
* Serpent's Strike: Your bite becomes poisonous, FC +1/2 HD +Con d3Con/d3Con damage.&lt;br /&gt;
&lt;br /&gt;
Chaos Devotion: AT=s D=1m, roll d6 (d8 at 10th, d10 at 15th), even result is anarchic bonus to AC, odd result is anarchic bonus to attacks. This feat may not be used with Maximize Supernatural Ability feat because it excludes any chaos-ness and any random probabilities from the roll.&lt;br /&gt;
&lt;br /&gt;
Destruction Devotion: AT=s D=1m, Each your strike reduces opponent natural armour or armour value by 1 (2 at 10th) until effect of this feat ends.&lt;br /&gt;
&lt;br /&gt;
Earth Devotion: AT=i, D=1m, choose one.&lt;br /&gt;
* Ignore difficult terrain and +5 balance bonus on Athletics and Endurance.&lt;br /&gt;
* Clear earthy or stony difficult terrain, A=1/3 HD adjacent squares. At 10th level you may instead cause spikes to form, as caltrops with your HD on attack.&lt;br /&gt;
&lt;br /&gt;
Fire Devotion: AT=s D=m, you glow like torch and inflict extra 1+1/3 HD fire damage in melee.&lt;br /&gt;
&lt;br /&gt;
Good Devotion: AT=i, D=1m, DR 5+1/2 HD/evil.&lt;br /&gt;
&lt;br /&gt;
Healing Devotion: AT=s, D=1m, FH HD.&lt;br /&gt;
&lt;br /&gt;
Law Devotion: AT=s D=1m, +1 (3 on 10th, 5 on 15th) axiomatic bonus to AC or attack rolls, may be relocated at the beginning of each turn.&lt;br /&gt;
&lt;br /&gt;
Plant Devotion: AT=i D=1m, +2 NA 25% fortification (50% on 10th, 75% on 15th).&lt;br /&gt;
&lt;br /&gt;
Protection Devotion: AT=i A=6 D=1m, 1+1/5 HD sacred or axiomatic (depends on deity) AC to allies.&lt;br /&gt;
&lt;br /&gt;
Strength Devotion: AT=s D=1m, ignore half of hardness, d6 Slam (d8 at 6th, d10 at 11th, d12 at 16th), +2 on all natural attacks damage.&lt;br /&gt;
&lt;br /&gt;
Sun Devotion: AT=s D=1m, your weapon receive +HD sacred bonus on damage against Aberrations.&lt;br /&gt;
&lt;br /&gt;
Water Devotion: AT=s D=1m must pour waterskin or be adjacent to water, summons small water elemental (medium at 6th, large at 11th, huge at 16th).&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Turn_Feats&amp;diff=2849</id>
		<title>Prinzessin:Turn Feats</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Turn_Feats&amp;diff=2849"/>
				<updated>2011-12-28T15:45:13Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Divine Feats ==&lt;br /&gt;
&lt;br /&gt;
=== Player's Handbook II ===&lt;br /&gt;
&lt;br /&gt;
Divine Armour: P: Divine SCL 5. B: AT=s, you gain DR 1/2 TL/- for 1 r.&lt;br /&gt;
&lt;br /&gt;
Divine Ward: B: AT=10m, creates channel to willing target. You may spend a turn to treat touch spell as close spell in regard of channelled target.&lt;br /&gt;
&lt;br /&gt;
Sacred Healing: P: Life. B: AT=s, D=1r, +2 hp healing per die, +5 on Medicine.&lt;br /&gt;
&lt;br /&gt;
Sacred Purification: AT=S A=12, TL/2 x d8 +Cha damage to undead and cure to living.&lt;br /&gt;
&lt;br /&gt;
Sacred Radiance: P: Divine SCL 9, Light. B: AT=S, 12/12 bright/shadowy illumination centred on you, auto-counter 3rd level darkness. Evil creatures in illumination take -2 on saves against fear, non-evil receives +2 morale against disease, fear, poison and death.&lt;br /&gt;
&lt;br /&gt;
=== Complete Divine ===&lt;br /&gt;
&lt;br /&gt;
Divine Metamagic: Choose a metamagic feat you know. You may apply this feat to divine spell by spending 1+metacost turns. Resulting Spell level including metacost cannot be greater than your maximum spell level.&lt;br /&gt;
&lt;br /&gt;
Divine Spellpower: P: Cha 17. B: AT=f, +2 CL for next spell.&lt;br /&gt;
&lt;br /&gt;
Elemental Healing: P: Elemental Domain. B: AT=S A=12, TL*d8 hp cured to elementals of relevant energy type.&lt;br /&gt;
&lt;br /&gt;
Elemental Smiting: P: Elemental Domain. B: AT=f, +TL elemental damage on one attack.&lt;br /&gt;
&lt;br /&gt;
Glorious Weapons: P: Non-neutral. B: AT=S A=12 D=3r, all allies weapons becomes anarchic/axiomatic/holy/unholy corresponding to your alignment.&lt;br /&gt;
&lt;br /&gt;
Sacred Boost: P: Good. B: AT=f A=12 D=1r, cure spells in this area are maximized.&lt;br /&gt;
&lt;br /&gt;
Sacred Healing: P: Life, Medicine 5. B: AT=FR A=12 D=1+Cha r, living allies within area receive TL FH.&lt;br /&gt;
&lt;br /&gt;
=== Complete Warrior ===&lt;br /&gt;
&lt;br /&gt;
Divine Cleansing: P: Good. B: AT=S A=12 D=Cha r, +5 sacred bonus on Fort to allies.&lt;br /&gt;
* Divine Resistance: AT=S A=12 D=Cha r, TL x 2 resistance to all energies.&lt;br /&gt;
&lt;br /&gt;
Divine Might: AT=f D=1r, +Cha on weapon damage, no more than TL.&lt;br /&gt;
&lt;br /&gt;
Divine Shield: AT=S D=TL/2 r, +Cha on wielded Shield AC bonus, no more than TL.&lt;br /&gt;
&lt;br /&gt;
Divine Vigour: AT=S D=Cha m, +5 temp hp per TL, +2 move.&lt;br /&gt;
&lt;br /&gt;
Sacred Vengeance: AT=f D=1r, +2 dies of damage against undead.&lt;br /&gt;
&lt;br /&gt;
=== Complete Champion ===&lt;br /&gt;
&lt;br /&gt;
Retrieve Spell: P: Any two Divine feats. B: AT=S, retrieve spent spell with level equal to turns spent+1.&lt;br /&gt;
&lt;br /&gt;
Spiritual Counter: P: Any Divine feat. B: You may use ready action to counter a spell by spending 1+spell level turns. You may not counter spell with level greater than your (turning level+1)/2.&lt;br /&gt;
&lt;br /&gt;
=== Libris Mortis ===&lt;br /&gt;
&lt;br /&gt;
Divine Accuracy: AT=S D=1m A=12, allies re-roll incorporeality misses.&lt;br /&gt;
&lt;br /&gt;
Sacred Vitality: AT=S D=1m, you gain immunity to ability damage, ability drain and energy drain.&lt;br /&gt;
&lt;br /&gt;
Spurn Death's Touch: AT=S R=T, ally restores one negative level or d4 ability damage or is cured from paralysis.&lt;br /&gt;
&lt;br /&gt;
=== Drow of the Underdark ===&lt;br /&gt;
&lt;br /&gt;
Fiendish Boon: P: Fiends follower. B: AT=S A=12 spend 2 turns, all fiends, vermins and you receive +TL temporary hp and +5 anarchic on damage rolls.&lt;br /&gt;
&lt;br /&gt;
Fiendish Caress: P: Fiends follower. B: AT=s A=4, secondary poison effect immediately triggers on any poisoned enemy.&lt;br /&gt;
&lt;br /&gt;
=== Fiendish Codex II ===&lt;br /&gt;
&lt;br /&gt;
Divine Censure: P: Lawful. B: AT=S A=6 D=Cha r, fiends are shaken.&lt;br /&gt;
&lt;br /&gt;
Divine Justice: AT=f D=1r, +2 dies of damage against fiends.&lt;br /&gt;
&lt;br /&gt;
Persistent Refusal: AT=s, make another save against ongoing effect.&lt;br /&gt;
&lt;br /&gt;
Pious Defiance: P: Lawful. B: AT=i D=1r, +1/2 TL on Will.&lt;br /&gt;
&lt;br /&gt;
=== Tome of Battle ===&lt;br /&gt;
&lt;br /&gt;
Divine Spirit: P: Ares's Spirit stance. B: AT=s, cure TL+Cha hp to yourself while in Ares's Spirit stance.&lt;br /&gt;
&lt;br /&gt;
=== Faiths of Eberron ===&lt;br /&gt;
&lt;br /&gt;
Domain Spontaneity: Choose a Domain. AT=f, convert your next spell to spells of equal level from this domain.&lt;br /&gt;
&lt;br /&gt;
== Related Feats ==&lt;br /&gt;
&lt;br /&gt;
Improved Turning: +1 turning level.&lt;br /&gt;
&lt;br /&gt;
Empower Turning: Turning damage is increased by 1-1/2.&lt;br /&gt;
&lt;br /&gt;
Heighten Turning: While activating Turn you may increase your turning level by you max turning level and reduce your turning damage by same value.&lt;br /&gt;
&lt;br /&gt;
Quicken Turning: You may turn as s instead of S but with -4 penalty on turning level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Samurai&amp;diff=2848</id>
		<title>Prinzessin:Samurai</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Samurai&amp;diff=2848"/>
				<updated>2011-12-28T14:55:53Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: todo later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Samurai ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature I			Class Feature II&lt;br /&gt;
1	Exotic Proficiency		Ancenstral Daisho +1&lt;br /&gt;
2	Improved Initiative		Bonus feat&lt;br /&gt;
3	Kiai Smite(Ex) 1/day		Ancenstral Daisho +2&lt;br /&gt;
4	Two-Weapons Fighting		Bonus feat&lt;br /&gt;
5	Two-Weapons Defence		Ancenstral Daisho +3&lt;br /&gt;
6	Staredown(Ex)			Bonus feat&lt;br /&gt;
7	Kiai Smite(Ex) 2/day		Ancenstral Daisho +4&lt;br /&gt;
8	Improved Two-Weapons Fighting	Bonus feat&lt;br /&gt;
9	Improved Two-Weapons Defence	Ancenstral Daisho +5&lt;br /&gt;
10	Mass Staredown(Ex)		Bonus feat&lt;br /&gt;
11	Kiai Smite(Ex) 3/day		Ancenstral Daisho +6&lt;br /&gt;
12	Greater Two-Weapons Fighting	Bonus feat&lt;br /&gt;
13	Greater Two-Weapons Defence	Ancenstral Daisho +7&lt;br /&gt;
14	Improved Staredown(Ex)		Bonus feat&lt;br /&gt;
15	Kiai Smite(Ex) 4/day		Ancenstral Daisho +8&lt;br /&gt;
16	Frightful Presence(Ex)		Bonus feat&lt;br /&gt;
17	Two-Weapon Rend			Ancenstral Daisho +9&lt;br /&gt;
18	Greater Staredown(Ex)		Bonus feat&lt;br /&gt;
19	Kiai Smite(Ex) 5/day		Ancenstral Daisho +10&lt;br /&gt;
20	todo&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
=== Ancestor Feats ===&lt;br /&gt;
&lt;br /&gt;
Crab:&lt;br /&gt;
* Great Crafter: Anything you craft gain +2 hardness and gain +10 hp. Also your ancestral weapons gain these benefits.&lt;br /&gt;
* Great Teamwork: You are treated as if yoou square 1 step closer to rear.&lt;br /&gt;
* Improved Aid: Extra +2 bonus while aiding another.&lt;br /&gt;
* Luck of Heroes: +1 on saves and AC.&lt;br /&gt;
* Power Attack Shadowlands: x2 PA modifier for one-handed weapons and x3 for two-handed against shadowlands creatures.&lt;br /&gt;
* Resist Taint: +4 on saves against taint.&lt;br /&gt;
* Spell Power: +1 CL on 1 spell, 3/day.&lt;br /&gt;
* Strength of the Crab: +1 morale on melee attack rolls and WW saves.&lt;br /&gt;
&lt;br /&gt;
Crane:&lt;br /&gt;
* Art of Fascination: Fascinate as bard, at will, but opponent who saves cannot be affected within 24h.&lt;br /&gt;
* Cultured Courtier: +2 Persuasion, Empathy and Perform.&lt;br /&gt;
* Gifted General: +2 init +2 Fort.&lt;br /&gt;
* Iaijutsu Master: May use Iaijutsu check instead of attack roll, AC roll, saving throw or skill check. 1/day.&lt;br /&gt;
* Power Attack Iaijutsu: +d6 Iaijutsu damage.&lt;br /&gt;
* Smooth Talk: Full-round Persuasion rolls have only -5 penalty.&lt;br /&gt;
&lt;br /&gt;
Dragon:&lt;br /&gt;
* Keen Intellect: May use Int instead of wis on Medicine, Empathy, Nature and WW.&lt;br /&gt;
* Resist Poison: +4 on saves against poison.&lt;br /&gt;
* Silver Tongue: &lt;br /&gt;
* Soul of Loyalty: +4 on WC against compulsion.&lt;br /&gt;
* Warrior Shugenja: +2 Concentration, failed cast defensively do not fail a spell.&lt;br /&gt;
&lt;br /&gt;
Lion:&lt;br /&gt;
* Attention to Detail: +2 awareness and empathy, +2 on WI.&lt;br /&gt;
* Fearsome and Fearless: +4 on WW against fear, +2 DC of fear effects.&lt;br /&gt;
* Lion Spy: +2 Persuasion, Local and Empathy.&lt;br /&gt;
* Warrior Instinct: Roll attack roll twice and choose better result, 1/day.&lt;br /&gt;
&lt;br /&gt;
Phoenix:&lt;br /&gt;
* Great Diplomat: +2 Persuasion, +2 Leadership.&lt;br /&gt;
* Oni's Bane: +3 on SR penetration of outsiders.&lt;br /&gt;
* Scholar of Nature: +2 Medicine and Nature.&lt;br /&gt;
* Spellcaster's Support: You may spend action to &amp;quot;aid another&amp;quot; to a caster, spell he cast gain +1 CL. Also allied adjacent casters do not have to cast defensively as if they had Combat Casting.&lt;br /&gt;
&lt;br /&gt;
Scorpion:&lt;br /&gt;
* Audacious Attempt: Any your roll that require 18 or more to succeed may be re-rolled if failed.&lt;br /&gt;
* Blood Sorcery:&lt;br /&gt;
* Infamous Traitor: +2 Init, Persuasion and Intimidate.&lt;br /&gt;
* Karmic Twin: +2 Persuasion and Intimidate.&lt;br /&gt;
* Magistrate's Mind: +2 Intimidate, Investigate and Empathy.&lt;br /&gt;
* Many Masks: +2 Persuasion, Disguise and Perform.&lt;br /&gt;
&lt;br /&gt;
Unicorn:&lt;br /&gt;
* Cool Head: Immune to shaken, re-roll against confusion effects.&lt;br /&gt;
* Kami's Intuition: +2 Empathy, may roll knowledges untrained and with Wis instead of Int.&lt;br /&gt;
* Powerful Voice: +2 Persuasion, AT=S D=Conc, grant allies +1 morale on attacks, saves, AC and skills.&lt;br /&gt;
* Saddleback: May take 10 on Ride, may use Ride instead of mount's failed RD save.&lt;br /&gt;
* Spellwise: +2 on Spellcraft and WI.&lt;br /&gt;
* Soul of Honour: Aware of anything that violates your alignment blah-blah.&lt;br /&gt;
* Strength of the Charger: +mount's Con on hp and Fort.&lt;br /&gt;
* Strong Soul: +1 on Fort and Will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Shaman&amp;diff=2847</id>
		<title>Prinzessin:Shaman</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Shaman&amp;diff=2847"/>
				<updated>2011-12-28T14:01:24Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: todo later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Shaman ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature		Unarmed	Spells Known		Spells per day&lt;br /&gt;
1	Domains I&amp;amp;II		d4	4/0			3/2&lt;br /&gt;
	Improved Unarmed Strike					&lt;br /&gt;
2	Animal Companion	d4	5/1			4/3&lt;br /&gt;
3	Spells II		d4	6/2/0			4/3/2&lt;br /&gt;
4	Turn (Su)		d4	6/2/1			5/4/3&lt;br /&gt;
5	Spells III, Feat	d6	7/3/2/0			5/4/3/2&lt;br /&gt;
6	Spirits Favour(Su)	d6	7/3/2/1			6/5/4/3&lt;br /&gt;
7	Spells IV		d6	8/4/3/2/0		6/5/4/3/2&lt;br /&gt;
8	Spirit Sight(Su)	d6	8/4/3/2/1		6/5/5/4/3&lt;br /&gt;
9	Spells V, Feat		d8	9/5/4/3/2/0		6/5/5/4/3/2&lt;br /&gt;
10	Domain III		d8	9/5/4/3/2/1		6/5/5/5/4/3&lt;br /&gt;
11	Spells VI		d8	9/5/5/4/3/2/0		6/5/5/5/4/3/2&lt;br /&gt;
12	Improved Spells(Ex)	d8	9/5/5/4/3/2/1		6/5/5/5/5/4/3&lt;br /&gt;
13	Spells VII, Feat	d10	9/5/5/5/4/3/2/0		6/5/5/5/5/4/3/2&lt;br /&gt;
14	-			d10	9/5/5/5/4/3/2/1		6/5/5/5/5/5/4/3&lt;br /&gt;
15	Spells VIII		d10	9/5/5/5/4/4/3/2/0	6/5/5/5/5/5/4/3/2&lt;br /&gt;
16	-			d10	9/5/5/5/4/4/3/2/1	6/5/5/5/5/5/5/4/3&lt;br /&gt;
17	Spells IX, Feat		d12	9/5/5/5/4/4/4/3/2/0	6/5/5/5/5/5/5/4/3/2&lt;br /&gt;
18	-			d12	9/5/5/5/4/4/4/3/2/1	6/5/5/5/5/5/5/5/4/3&lt;br /&gt;
19	Timeless Body(Ex)	d12	9/5/5/5/4/4/4/3/3/2	6/5/5/5/5/5/5/5/4/4&lt;br /&gt;
20	Feat			d12	9/5/5/5/4/4/4/3/3/3	6/5/5/5/5/5/5/5/5/5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Spellcasting: Wis based, CL=lvl.&lt;br /&gt;
&lt;br /&gt;
Domains: You gain domain from Shaman domains list. You gain Domain power, first level spell from this domain and first level spell slot.&lt;br /&gt;
&lt;br /&gt;
Spells: You gain indicated level spells from domain to your known and indicated level spell slot.&lt;br /&gt;
&lt;br /&gt;
Animal Companion: As druid.&lt;br /&gt;
&lt;br /&gt;
Turn(Su): 3+Cha, no more than Shaman per day.&lt;br /&gt;
&lt;br /&gt;
Feat: Any feat that lists Improved Unarmed Strike as a prerequisite.&lt;br /&gt;
&lt;br /&gt;
Spirits Favour(Su): +Cha on saves, no more than lvl.&lt;br /&gt;
&lt;br /&gt;
Spirit Sight(Su): You can see ethereal creatures as semitransparent even with your normal sight.&lt;br /&gt;
&lt;br /&gt;
Improved Spells(Su): Spells Shaman class feature now grant you 2 spell slots.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Turn_Feats&amp;diff=2846</id>
		<title>Prinzessin:Turn Feats</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Turn_Feats&amp;diff=2846"/>
				<updated>2011-12-28T13:14:13Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: Created page with &amp;quot;== Divine Feats ==  === Player's Handbook II ===  Divine Armour: P: Divine SCL 5. B: AT=s, you gain DR 1/2 TL/- for 1 r.  Divine Ward: B: AT=10m, creates channel to willing targe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Divine Feats ==&lt;br /&gt;
&lt;br /&gt;
=== Player's Handbook II ===&lt;br /&gt;
&lt;br /&gt;
Divine Armour: P: Divine SCL 5. B: AT=s, you gain DR 1/2 TL/- for 1 r.&lt;br /&gt;
&lt;br /&gt;
Divine Ward: B: AT=10m, creates channel to willing target. You may spend a turn to treat touch spell as close spell in regard of channelled target.&lt;br /&gt;
&lt;br /&gt;
Sacred Healing: P: Life. B: AT=s, D=1r, +2 hp healing per die, +5 on Medicine.&lt;br /&gt;
&lt;br /&gt;
Sacred Purification: AT=S A=12, TL/2 x d8 +Cha damage to undead and cure to living.&lt;br /&gt;
&lt;br /&gt;
Sacred Radiance: P: Divine SCL 9, Light. B: AT=S, 12/12 bright/shadowy illumination centred on you, auto-counter 3rd level darkness. Evil creatures in illumination take -2 on saves against fear, non-evil receives +2 morale against disease, fear, poison and death.&lt;br /&gt;
&lt;br /&gt;
=== Complete Divine ===&lt;br /&gt;
&lt;br /&gt;
Divine Metamagic: Choose a metamagic feat you know. You may apply this feat to divine spell by spending 1+metacost turns. Resulting Spell level including metacost cannot be greater than your maximum spell level.&lt;br /&gt;
&lt;br /&gt;
Divine Spellpower: P: Cha 17. B: AT=f, +2 CL for next spell.&lt;br /&gt;
&lt;br /&gt;
Elemental Healing: P: Elemental Domain. B: AT=S A=12, TL*d8 hp cured to elementals of your energy type.&lt;br /&gt;
&lt;br /&gt;
Elemental Smiting: P: Elemental Domain. B: AT=f, +TL elemental damage on one attack.&lt;br /&gt;
&lt;br /&gt;
Glorious Weapons: P: Non-neutral. B: AT=S A=12 D=3r, all allies weapons becomes anarchic/axiomatic/holy/unholy corresponding to your alignment.&lt;br /&gt;
&lt;br /&gt;
Sacred Boost: P: Good. B: AT=f A=12 D=1r, cure spells in this area are maximized.&lt;br /&gt;
&lt;br /&gt;
Sacred Healing: P: Life, Medicine 5. B: AT=FR A=12 D=1+Cha r, living allies within area receive TL FH.&lt;br /&gt;
&lt;br /&gt;
=== Complete Warrior ===&lt;br /&gt;
&lt;br /&gt;
Divine Cleansing: P: Good. B: AT=S A=12 D=Cha r, +5 sacred bonus on Fort to allies.&lt;br /&gt;
* Divine Resistance: AT=S A=12 D=Cha r, TL x 2 resistance to all energies.&lt;br /&gt;
&lt;br /&gt;
Divine Might: AT=f D=1r, +Cha on weapon damage, no more than TL.&lt;br /&gt;
&lt;br /&gt;
Divine Shield: AT=S D=TL/2 r, +Cha on wielded Shield AC bonus, no more than TL.&lt;br /&gt;
&lt;br /&gt;
Divine Vigour: AT=S D=Cha m, +5 temp hp per TL, +2 move.&lt;br /&gt;
&lt;br /&gt;
Sacred Vengeance: AT=f D=1r, +2 dies of damage against undead.&lt;br /&gt;
&lt;br /&gt;
=== Complete Champion ===&lt;br /&gt;
&lt;br /&gt;
Retrieve Spell: P: Any two Divine feats. B: AT=S, retrieve spent spell with level equal to turns spent+1.&lt;br /&gt;
&lt;br /&gt;
Spiritual Counter: P: Any Divine feat. B: You may use ready action to counter a spell by spending 1+spell level turns. You may not counter spell with level greater than your (turning level+1)/2.&lt;br /&gt;
&lt;br /&gt;
=== Libris Mortis ===&lt;br /&gt;
&lt;br /&gt;
Divine Accuracy: AT=S D=1m A=12, allies re-roll incorporeality misses.&lt;br /&gt;
&lt;br /&gt;
Sacred Vitality: AT=S D=1m, you gain immunity to ability damage, ability drain and energy drain.&lt;br /&gt;
&lt;br /&gt;
Spurn Death's Touch: AT=S R=T, ally restores one negative level or d4 ability damage or is cured from paralysis.&lt;br /&gt;
&lt;br /&gt;
=== Drow of the Underdark ===&lt;br /&gt;
&lt;br /&gt;
Fiendish Boon: P: Fiends follower. B: AT=S A=12 spend 2 turns, all fiends, vermins and you receive +TL temporary hp and +5 anarchic on damage rolls.&lt;br /&gt;
&lt;br /&gt;
Fiendish Caress: P: Fiends follower. B: AT=s A=4, secondary poison effect immediately triggers on any poisoned enemy.&lt;br /&gt;
&lt;br /&gt;
=== Fiendish Codex II ===&lt;br /&gt;
&lt;br /&gt;
Divine Censure: P: Lawful. B: AT=S A=6 D=Cha r, fiends are shaken.&lt;br /&gt;
&lt;br /&gt;
Divine Justice: AT=f D=1r, +2 dies of damage against fiends.&lt;br /&gt;
&lt;br /&gt;
Persistent Refusal: AT=s, make another save against ongoing effect.&lt;br /&gt;
&lt;br /&gt;
Pious Defiance: P: Lawful. B: AT=i D=1r, +1/2 TL on Will.&lt;br /&gt;
&lt;br /&gt;
=== Tome of Battle ===&lt;br /&gt;
&lt;br /&gt;
Divine Spirit: P: Ares's Spirit stance. B: AT=s, cure TL+Cha hp to yourself while in Ares's Spirit stance.&lt;br /&gt;
&lt;br /&gt;
=== Faiths of Eberron ===&lt;br /&gt;
&lt;br /&gt;
Domain Spontaneity: Choose a Domain. AT=f, convert your next spell to spells of equal level from this domain.&lt;br /&gt;
&lt;br /&gt;
== Related Feats ==&lt;br /&gt;
&lt;br /&gt;
Improved Turning: +1 turning level.&lt;br /&gt;
&lt;br /&gt;
Empower Turning: Turning damage is increased by 1.5.&lt;br /&gt;
&lt;br /&gt;
Heighten Turning: While activating Turn you may increase your turning level by you max turning level and reduce your turning damage by same value.&lt;br /&gt;
&lt;br /&gt;
Quicken Turning: You may turn as S instead of S but with -4 penalty on turning level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Druid&amp;diff=2845</id>
		<title>Prinzessin:Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Druid&amp;diff=2845"/>
				<updated>2011-12-28T11:53:52Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: Feats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Druid ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature						Spells Known		Spells per Day&lt;br /&gt;
1	Spellcasting, Domain, Spells I, Wild Empathy(Ex)	4/0			3/2&lt;br /&gt;
	Shapeshift(Su) Predator&lt;br /&gt;
2	Nature's Sense(Ex), Woodland Stride(Ex)			5/1			4/3&lt;br /&gt;
3	Trackless Step(Ex), Spells II				6/2/0			4/3/2&lt;br /&gt;
4	Predator Mobility (feat), Resist Nature's Lure(Ex)	6/2/1			5/4/3&lt;br /&gt;
5	Spells III, Shapeshift(Su) Aerial			7/3/2/0			5/4/3/2&lt;br /&gt;
6	Animal Companion 					7/3/2/1			5/4/4/3&lt;br /&gt;
7	Spells IV, Aerial Flyby Attack (feat) 			8/4/3/2/0		5/5/4/3/2&lt;br /&gt;
8	Shapeshift(Su) Ferocious Slayer				8/4/3/2/1		5/5/4/4/3&lt;br /&gt;
9	Spells V, Venom Resistance(Ex)				9/5/4/3/2/0		5/5/5/4/3/2&lt;br /&gt;
10	Ferocious Slayer Improved Critical (feat)		9/5/4/3/2/1		5/5/5/4/4/3&lt;br /&gt;
11	Spells VI						9/5/5/4/3/2/0		5/5/5/5/4/3/2&lt;br /&gt;
12	Shapeshift(Su) Forest Avenger				9/5/5/4/3/2/1		5/5/5/5/4/4/3&lt;br /&gt;
13	Spells VII, Thousand Faces(Su)				9/5/5/5/4/3/2/0		5/5/5/5/5/4/3/2&lt;br /&gt;
14	Forest Avenger Improved Overrun (feat)			9/5/5/5/4/3/2/1		5/5/5/5/5/4/4/3&lt;br /&gt;
15	Spells VIII, Timeless Body				9/5/5/5/4/4/3/2/0	5/5/5/5/5/5/4/3/2&lt;br /&gt;
16	Shapeshift(Su) Nature's Fury				9/5/5/5/4/4/3/2/1	5/5/5/5/5/5/4/4/3&lt;br /&gt;
17	Spells IX, Woodland Sprint(Ex)				9/5/5/5/4/4/4/3/2/0	5/5/5/5/5/5/5/4/3/2&lt;br /&gt;
18	Nature's Fury Great Cleave (feat)			9/5/5/5/4/4/4/3/2/1	5/5/5/5/5/5/5/5/4/3&lt;br /&gt;
19	Repel Nature's Lure(Ex)					9/5/5/5/4/4/4/3/3/2	5/5/5/5/5/5/5/5/4/4&lt;br /&gt;
20	Shapeshift(Su) Nature's Avatar				9/5/5/5/4/4/4/3/3/3	5/5/5/5/5/5/5/5/5/5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Spellcasting: Spontaneous, 9 levels, 5 slots, CL=Lvl.&lt;br /&gt;
&lt;br /&gt;
Domain: Choose Animal or Plant. Receive Domain granted power.&lt;br /&gt;
&lt;br /&gt;
Spells: Summon Nature's Ally spells and Domain spells of stated level are added to Spell Known for free.&lt;br /&gt;
&lt;br /&gt;
Wild Empathy(Ex):&lt;br /&gt;
&lt;br /&gt;
Shapeshift(Su): AT=s, D=u, cannot cast spells.&lt;br /&gt;
* Form of the Predator: Bite d6, +4 racial Str, +4 NA, Speed 10. Mobility at 4th lvl.&lt;br /&gt;
* Aerial Form: Claw d6, +2 racial Str, +2 enh Ref, +2 NA, Speed 8. Flyby Attack at 7th lvl.&lt;br /&gt;
* Ferocious Slayer Form: Bite d8, 2 Claws d6, +8 racial Str, +4 enh Fort, +8 NA, Large, Speed 8. Improved Critical:Bite and Improved Critical:Claw at 10th lvl.&lt;br /&gt;
* Forest Avenger Form: 2 slams d8, +12 racial Str, +4 enh Fort Will, +12 NA, Large reach 2, Speed 4, DR 5/slashing. Improved Overrun at 14th lvl.&lt;br /&gt;
* Nature's Fury Form: 2 slams 2d6, +16 racial Str, +4 enh Saves, +16 NA, Huge reach, immunity to critical hits. Great Cleave at 18th lvl. &lt;br /&gt;
* Nature's Avatar: 2 slams 2d8, +20 racial Str, +6 enh saves, +20 NA, Huge reach, Speed 10, immunity to critical hits and mind-affecting.&lt;br /&gt;
&lt;br /&gt;
Nature's Sense(Ex): +5 Nature.&lt;br /&gt;
&lt;br /&gt;
Woodland Stride(Ex):&lt;br /&gt;
&lt;br /&gt;
Trackless Step(Ex):&lt;br /&gt;
&lt;br /&gt;
Animal Companion: CR = Drd-4&lt;br /&gt;
&lt;br /&gt;
Resist Nature's Lure(Ex) +4 on saves vs spell-like abilities of fey.&lt;br /&gt;
&lt;br /&gt;
Venom Resistance(Ex): +4 vs Poisons.&lt;br /&gt;
&lt;br /&gt;
Thousand Faces(Su): As alter self but at will.&lt;br /&gt;
&lt;br /&gt;
Timeless Body(Ex):&lt;br /&gt;
&lt;br /&gt;
Plant Shape(Su):&lt;br /&gt;
&lt;br /&gt;
Woodland Sprint(Ex): As Woodland Strike but also affects magically manipulated obstacles.&lt;br /&gt;
&lt;br /&gt;
Repel Nature's Lure(Ex): SR 10+Drd vs spell-like abilities of fey.&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Memorize Druid ===&lt;br /&gt;
&lt;br /&gt;
Looses: Spellcasting, Spells. Change Skill points value to 2+&lt;br /&gt;
&lt;br /&gt;
1. Spellcasting: с меморайзом. Спелл-слотов как у Визарда. Молитвы хранятся в преебуке. Каждый уровень приходит 2 молитвы. Spontaneous Casting(Ex): Summon Nature Ally spells.&lt;br /&gt;
&lt;br /&gt;
=== Druidic Avenger ===&lt;br /&gt;
&lt;br /&gt;
Losses: Animal Companion, Spells.&lt;br /&gt;
&lt;br /&gt;
1. Fast Movement(Ex) +2, Wild Empathy(Ex) -4.&lt;br /&gt;
&lt;br /&gt;
4. Rage(Ex):&lt;br /&gt;
&lt;br /&gt;
10. Tireless Rage(Ex):&lt;br /&gt;
&lt;br /&gt;
=== Wild Shape Druid ===&lt;br /&gt;
&lt;br /&gt;
Looses: Animal Companion, Shapeshift(Su).&lt;br /&gt;
&lt;br /&gt;
5. Wild Shape(Su): 1/day.&lt;br /&gt;
&lt;br /&gt;
6. Wild Shape(Su): 2/day.&lt;br /&gt;
&lt;br /&gt;
7. Wild Shape(Su): 3/day.&lt;br /&gt;
&lt;br /&gt;
8. Wild Shape(Su): Large.&lt;br /&gt;
&lt;br /&gt;
10. Wild Shape(Su): 4/day.&lt;br /&gt;
&lt;br /&gt;
11. Wild Shape(Su): Tiny.&lt;br /&gt;
&lt;br /&gt;
12. Wild Shape(Su): 5/day.&lt;br /&gt;
&lt;br /&gt;
14. Wild Shape(Su): 6/day.&lt;br /&gt;
&lt;br /&gt;
15. Wild Shape(Su): Huge.&lt;br /&gt;
&lt;br /&gt;
16. Plant Shape(Su): 1/day.&lt;br /&gt;
&lt;br /&gt;
18. Plant Shape(Su): 2/day, Wild Shape(Su): 7/day.&lt;br /&gt;
&lt;br /&gt;
20. Plant Shape(Su): 3/day, Plant Shape(Su): Large.&lt;br /&gt;
&lt;br /&gt;
=== Elemental Druid ===&lt;br /&gt;
&lt;br /&gt;
Looses: Wild Empathy(Ex), Animal Companion, Nature's Sense(Ex), Resist Nature's Lure(Ex), Shapeshift(Su), Repel Nature's Lure(Ex).&lt;br /&gt;
&lt;br /&gt;
1. Bonus Language. Domain: Air, Fire, Earth or Water.&lt;br /&gt;
&lt;br /&gt;
3. Element's Sense(Ex): +2 Acrobatics, Athletics, Endurance, Fly.&lt;br /&gt;
&lt;br /&gt;
4. Element's Favour(Ex): +2 on saves against elemental spells. Elemental Companion: CR=Druid-4.&lt;br /&gt;
&lt;br /&gt;
5. Elemental Shape(Su): 1/day. On Wild Shape levels except where stated.&lt;br /&gt;
&lt;br /&gt;
6. Elemental Shape(Su): 2/day.&lt;br /&gt;
&lt;br /&gt;
7. Elemental Shape(Su): 3/day.&lt;br /&gt;
&lt;br /&gt;
8. Elemental Shape(Su): Large.&lt;br /&gt;
&lt;br /&gt;
10. Elemental Shape(Su): 4/day.&lt;br /&gt;
&lt;br /&gt;
11. Elemental Shape(Su): Tiny.&lt;br /&gt;
&lt;br /&gt;
12. Elemental Shape(Su): 5/day.&lt;br /&gt;
&lt;br /&gt;
14. Elemental Shape(Su): 6/day.&lt;br /&gt;
&lt;br /&gt;
15. Elemental Shape(Su): Huge.&lt;br /&gt;
&lt;br /&gt;
16. Elemental Shape(Su): 7/day.&lt;br /&gt;
&lt;br /&gt;
18. Elemental Shape(Su): 8/day.&lt;br /&gt;
&lt;br /&gt;
19. Elemental Shape(Su): 9/day.&lt;br /&gt;
&lt;br /&gt;
20. Elemental Shape(Su): 10/day.&lt;br /&gt;
&lt;br /&gt;
=== Martial Druid ===&lt;br /&gt;
&lt;br /&gt;
Looses: Elemental Shape(Su), Armours and Shields proficiency.&lt;br /&gt;
&lt;br /&gt;
1. AC Bonus(Ex): Wis to AC, no more level, Stacks with Monk's Belt but not other such bonuses. Track (feat), Favoured Enemy +2*1.&lt;br /&gt;
&lt;br /&gt;
3. Fast Movement(Ex): +2 enh.&lt;br /&gt;
&lt;br /&gt;
5. Favoured Enemy +4*2, AC Bonus(Ex): +1.&lt;br /&gt;
&lt;br /&gt;
6. Fast Movement(Ex): +4 enh.&lt;br /&gt;
&lt;br /&gt;
8. Swift Tracker(Ex):&lt;br /&gt;
&lt;br /&gt;
9. Fast Movement(Ex): +6 enh.&lt;br /&gt;
&lt;br /&gt;
10. Favoured Enemy +6*3, AC Bonus(Ex): +2.&lt;br /&gt;
&lt;br /&gt;
12. Fast Movement(Ex): +8 enh.&lt;br /&gt;
&lt;br /&gt;
15. Favoured Enemy +8*4, AC Bonus(Ex): +3, Fast Movement(Ex): +10 enh.&lt;br /&gt;
&lt;br /&gt;
18. Fast Movement(Ex): +12 enh.&lt;br /&gt;
&lt;br /&gt;
20. Favoured Enemy +10*5, AC Bonus(Ex): +4.&lt;br /&gt;
&lt;br /&gt;
=== Urban Druid ===&lt;br /&gt;
&lt;br /&gt;
Losses: Animal Companion, Nature's Sense(Ex), Wild Empathy(Ex), Woodland Stride(Ex), Trackless Step(Ex), Resist Nature's Lure(Ex), Shapeshift(Su), Repel Nature's Lure(Ex).&lt;br /&gt;
&lt;br /&gt;
1. Voice of the City(Ex):&lt;br /&gt;
&lt;br /&gt;
2. Crowd-Walker(Ex): , Urban Sense(Ex): +5 Local.&lt;br /&gt;
&lt;br /&gt;
3. Go to Ground(Ex):&lt;br /&gt;
&lt;br /&gt;
4. Strong Stomach (feat), Urban Companion(Ex): .&lt;br /&gt;
&lt;br /&gt;
5. Urban Shape(Ex):&lt;br /&gt;
&lt;br /&gt;
9. Disease Resistance(Ex): +4 on saves against disease.&lt;br /&gt;
&lt;br /&gt;
=== Fiendish Druid ===&lt;br /&gt;
&lt;br /&gt;
Looses: Summon Nature's Ally Spells from class, Wild Empathy(Ex), Woodland Stride(Ex), Resist Nature's Lure(Ex), Repel Nature's Lure(Ex), Shapeshift(Su). &lt;br /&gt;
&lt;br /&gt;
1. Vermin Empathy(Ex), Spontaneous Affliction(Su): AT=S, sacrifice a spell, opponents within 6 sickened for SL rounds, FC +1/2 lvl +Cha negates.&lt;br /&gt;
&lt;br /&gt;
2. Root Walker(Ex): ignore stone, rock, natural debris.&lt;br /&gt;
&lt;br /&gt;
4. Resist Law(Ex): +4 on saves against axiomatic spells.&lt;br /&gt;
&lt;br /&gt;
5. Insect Shape(Ex):&lt;br /&gt;
&lt;br /&gt;
19. Repel Law(Ex): SR 10+Drd vs axiomatic spells.&lt;br /&gt;
&lt;br /&gt;
== Alternative Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Spontaneous Rejuvenation ===&lt;br /&gt;
&lt;br /&gt;
1. Spontaneous Rejuvenation(Su): At=S, sacrifice a spell, allies within 6 receives fast healing equal SL*3 for 3 rounds. R: Summon Nature's Ally Spells I-IX.&lt;br /&gt;
&lt;br /&gt;
=== Aspect of Nature ===&lt;br /&gt;
&lt;br /&gt;
5. AT=s, D=1h. 1 aspect at 5th lvl, 2 aspects at 8th lvl, 3 aspects at 11th lvl, 4 aspects at 14th lvl.&lt;br /&gt;
* Agility: +8 Dex, -4 Str.&lt;br /&gt;
* Aquatic: water breathing, Swim 8. Lvl 8.&lt;br /&gt;
* Endurance: +4 Con. Lvl 8.&lt;br /&gt;
* Flight: Fly 8.&lt;br /&gt;
* Plant: Immunity to poison, sleep stun, paralysis, slam d6, NA=4, +10 Stealth within natural terrain. Can be combined only with Vigour. Lvl 12.&lt;br /&gt;
* Poison: Bite d4, poison d6 Con/d6 Con DC +1/2lvl+Con.&lt;br /&gt;
* Scent: Scent(Ex).&lt;br /&gt;
* Speed: +6 enh move.&lt;br /&gt;
* Tooth and Claw: bite d6, 2 claws d4.&lt;br /&gt;
* Vigour: +8 Str, -4 Dex.&lt;br /&gt;
&lt;br /&gt;
=== Aspect of the Dragon ===&lt;br /&gt;
&lt;br /&gt;
5. Aspect of the Dragon(Su): AT=s, D=1h. 1 aspect at 5th lvl, 2 aspects at 8th lvl, 3 aspects at 11th lvl, 4 aspects at 14th lvl.&lt;br /&gt;
* Draconic Breath: 1/2 Drd levels of elemental damage. RD +1/2 Drd +Con half. Recharge d4 rounds.&lt;br /&gt;
* Claws of the Dragon: 2 claws d6, +4 Str.&lt;br /&gt;
* Heart of the Dragon: +4 Con, +4 against paralysis.&lt;br /&gt;
* Mind of the Dragon: +4 Wis, darkvision 12, +4 against sleep.&lt;br /&gt;
* Wings of the Dragon: Fly 12.&lt;br /&gt;
* Air Dragon Form: Fly 20, immunity to stun, sleep, paralysis, poison, critical hits, dr 10/magic. Druid 16.&lt;br /&gt;
* Earth Dragon Form: Slam d8, immunity to poison, sleep, paralysis, stunning, NA=8, DR 10/magic. Druid 16.&lt;br /&gt;
* Fire Dragon Form: Immunity to fire, poison, sleep, paralysis, stunning, +d6 fire unarmed damage, DR 10/magic. Druid 16.&lt;br /&gt;
* Water Dragon Form: Resistance to fire 10, immunity poison, sleep, paralysis, stunning, Swim 18, Greater Dispel Magic with touch against fire at will, DR 10/magic. Druid 16.&lt;br /&gt;
&lt;br /&gt;
== Unique Feats ==&lt;br /&gt;
&lt;br /&gt;
=== Wild Feats ===&lt;br /&gt;
&lt;br /&gt;
Default duration is 1h per druid level unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
==== Complete Adventurer ====&lt;br /&gt;
&lt;br /&gt;
Blindsense: Blindsense 6.&lt;br /&gt;
&lt;br /&gt;
Climb Like an Ape: B: Climb equal to land speed.&lt;br /&gt;
&lt;br /&gt;
Cougar's Vision: P: Awareness 1. B: LLV, +2 racial Awareness.&lt;br /&gt;
&lt;br /&gt;
Hawk's Vision: P: Awareness 1. B: +4 racial Awareness, Awareness penalties for range and ranged attacks are halved.&lt;br /&gt;
&lt;br /&gt;
Scent: You gain Scent.&lt;br /&gt;
&lt;br /&gt;
==== Complete Divine ====&lt;br /&gt;
&lt;br /&gt;
Boar's Ferocity: AT=f (may be used not on your own turn), As a Diehard feat.&lt;br /&gt;
&lt;br /&gt;
Cheetah Speed: AT=S, +4 move, once per hour you may x4 your charge distance.&lt;br /&gt;
&lt;br /&gt;
Eagle's Wings: AT=S, Winged Fly 12.&lt;br /&gt;
&lt;br /&gt;
Elephant's Hide: P: Wild Shape:Large. B: AT=S, your natural armour bonus becomes +7 unless it was higher.&lt;br /&gt;
&lt;br /&gt;
Grizzly's Claws: AT=S, 2 claw d6 attacks.&lt;br /&gt;
&lt;br /&gt;
Lion's Pounce: AT=s, Pounce 3/4 Druid.&lt;br /&gt;
&lt;br /&gt;
Oaken Resilience: P: Plant Shape. B: Immunity to critical hits, poison, sleep, paralysis and stunning, +8 on resist bull rush and trip.&lt;br /&gt;
&lt;br /&gt;
Serpent's Venom: 1d4 Bite attack with d6Con/d6Con poison.&lt;br /&gt;
* Venom's Gift: P: Plant Shape. B: All your natural attacks gain d3Str/d3Str poison.&lt;br /&gt;
&lt;br /&gt;
Swim Like a Fish: Waterbreathing, Swim 8.&lt;br /&gt;
&lt;br /&gt;
Wolverine's Rage: AT=f, +2 Str +2 Con -1 AC.&lt;br /&gt;
&lt;br /&gt;
==== Complete Champion ====&lt;br /&gt;
&lt;br /&gt;
Elemental Essence: Extra die of elemental damage with melee attacks, resistance Druid level to this energy.&lt;br /&gt;
&lt;br /&gt;
Great and Small: P: Wild Shape:Large. B: Increase or decrease your size category by 1, stats modifiers as in enlarge/reduce person.&lt;br /&gt;
&lt;br /&gt;
==== Races of the Stone ====&lt;br /&gt;
&lt;br /&gt;
Stone Form: Immunity to Poison, your NA becomes +4 unless it was higher, Slam d8.&lt;br /&gt;
&lt;br /&gt;
==== Dragon Magazine ====&lt;br /&gt;
&lt;br /&gt;
Elemental Fists: P: Elemental Shape: B: AT=S, Spend your Elemental Shape, D=1m. You gain d12 magical Ghost Touch Slam attack with following effect chosen at the time of activation. DC, if any, is +1/2 Drd +Cha:&lt;br /&gt;
* Air - extra d12 electricity damage and opponent is deafened d4r FC negate.&lt;br /&gt;
* Earth - extra d12 damage and ignore hardness.&lt;br /&gt;
* Fire - extra d12 fire damage.&lt;br /&gt;
* Water - extra d12 cold damage and opponent is fatigued d4m FC negate.&lt;br /&gt;
&lt;br /&gt;
Photosynthesise: P: Plant Shape. B: AT=S, Spend your Wild Shape, D=24h. You are immune to suffocation, do not need to eat if spend 8 hours under direct sunlight and gain +10 inherent FC against thirst. &lt;br /&gt;
&lt;br /&gt;
=== Related Feats ===&lt;br /&gt;
&lt;br /&gt;
Savage Mobility: P: Dex 13. B: Any your Wild Shape receive +2 to all movement modes.&lt;br /&gt;
&lt;br /&gt;
Extra Wild Shape: +2 Wild Shape uses.&lt;br /&gt;
&lt;br /&gt;
Fast Wild Shape: Wild Shape is used as M.&lt;br /&gt;
* Swift Wild Shape: Wild Shape is used as s.&lt;br /&gt;
&lt;br /&gt;
Frozen Wild Shape: You may assume form of magical beasts with cold subtype.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Bard&amp;diff=2844</id>
		<title>Prinzessin:Bard</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Bard&amp;diff=2844"/>
				<updated>2011-12-28T11:51:03Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: Feats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bard ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Features						Spells Known	Spells Per Day&lt;br /&gt;
1	Bardic Music, Inspire Courage(Su) +1, Spellcasting	4/2		4/0&lt;br /&gt;
2	Bardic Knowledge(Ex), Fascinate(Sp)			5/3		5/1&lt;br /&gt;
3	Inspire Competence(Su) +2				6/3		5/2&lt;br /&gt;
4	Inspire Courage(Su) +2, Countersong(Su)			6/4/2		5/3/0&lt;br /&gt;
5	Inspire Competence(Su) +3				6/4/3		5/3/1&lt;br /&gt;
6	Suggestion(Sp)						6/4/3		5/3/2&lt;br /&gt;
7	Inspire Competence(Su) +4				6/4/4/2		5/4/3/0&lt;br /&gt;
8	Inspire Courage(Su) +3					6/4/4/3		5/4/3/1&lt;br /&gt;
9	Inspire Greatness(Su), Inspire Competence(Su) +5	6/4/4/3		5/4/3/2&lt;br /&gt;
10	Mass Suggestion(Sp)					6/4/4/4/2	5/4/4/3/0&lt;br /&gt;
11	Inspire Competence(Su) +6				6/4/4/4/3	5/5/4/3/1&lt;br /&gt;
12	Inspire Courage(Su) +4, Song of Freedom(Su)		6/4/4/4/3	5/5/4/3/2&lt;br /&gt;
13	Inspire Competence(Su) +7				6/4/4/4/4/2	5/5/4/4/3/0&lt;br /&gt;
14	Improved Inspire Greatness(Su)				6/4/4/4/4/3	5/5/5/4/3/1&lt;br /&gt;
15	Inspire Competence(Su) +8, Inspire Heroics(Su)		6/5/4/4/4/3	5/5/5/4/3/2&lt;br /&gt;
16	Inspire Courage(Su) +5					6/5/5/4/4/4/2	5/5/5/4/4/3/0&lt;br /&gt;
17	Inspire Competence(Su) +9				6/5/5/5/4/4/3	5/5/5/5/4/3/1&lt;br /&gt;
18	Improved Inspire Heroics(Su)				6/5/5/5/5/4/3	5/5/5/5/4/4/2&lt;br /&gt;
19	Inspire Competence(Su) +10				6/5/5/5/5/5/4	5/5/5/5/4/4/3&lt;br /&gt;
20	Inspire Courage(Su) +6, Legendary Bard(Ex)		6/5/5/5/5/5/5	5/5/5/5/5/5/5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Spellcasting: Spontaneous, Cha based, 5 spell level, CL=Brd.&lt;br /&gt;
&lt;br /&gt;
Bardic Knowledge(Ex): Brd + Int check, works up to dm.&lt;br /&gt;
&lt;br /&gt;
Bardic Music(Su or Sp): mind-affecting, requires allies to hear the Bard. Brd/day. Bardic Music may be used only with certain Perform types, like string or wind, Perfom dance or Weapon Drill are not applicable.&lt;br /&gt;
* Inspire Courage(Su): morale bonus to all allies on attack rolls, damage rolls and saves against mind-affecting effects for concentration+5r.&lt;br /&gt;
* Fascinate(Sp): &lt;br /&gt;
* Inspire Competence(Su): Morale bonus to all skill checks made by one ally during performance. Dmax=20r. For every three levels thereafter may affect one additional ally.&lt;br /&gt;
* Countersong(Su): &lt;br /&gt;
* Suggestion(Sp): &lt;br /&gt;
** Mass Suggestion(Su): &lt;br /&gt;
* Song of Freedom(Sp): AT=1m, as break enchantment spell.&lt;br /&gt;
* Inspire Greatness(Su): +2 HD 15 hp each, +2 competence on attack rolls and +1 Fort. For every three levels thereafter may affect one additional ally.&lt;br /&gt;
** Improved(Su): +4 HD 15 hp each, +4 competence on attack rolls and +2 Fort. &lt;br /&gt;
* Inspire Heroics(Su): +4 morale on saving throws, +4 dodge AC. For every three levels thereafter may affect one additional ally.&lt;br /&gt;
** Improved(Su): +8 morale saving throws, +8 dodge AC.&lt;br /&gt;
&lt;br /&gt;
Legendary Bard(Su): May use two bardic music simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Bardic Sage ===&lt;br /&gt;
&lt;br /&gt;
BAB: 1/2. Saves: W.&lt;br /&gt;
&lt;br /&gt;
Looses: Bardic Knowledge.&lt;br /&gt;
&lt;br /&gt;
Spellcasting: Int is level stat. Extra divination spell per spell level in spell known. Add following spells to spell list: 1st - detect evil/good. 2nd - zone of truth. 3rd - arcane sight. 4th - analyse dweomer, sending. 5th - contact other plane, greater scrying. 6th - true seeing, vision.&lt;br /&gt;
&lt;br /&gt;
Bardic Music: lasts only 3 r instead of 5 r.&lt;br /&gt;
&lt;br /&gt;
2. Bardic Lore(Su): AT=i, +4i no more than Bard on attack roll, AC, skill check or save. Brd/2 day.&lt;br /&gt;
&lt;br /&gt;
=== Divine Bard ===&lt;br /&gt;
&lt;br /&gt;
Looses: Inspire Competence(Su), Suggestion(Sp), Mass Suggestion(Sp).&lt;br /&gt;
&lt;br /&gt;
Spellcasting: Divine. Wisdom is level stat. Add following spells to spell list: 0 - cure minor wounds. 1st - detect evil, protection from evil. 2nd - consecrate. 3rd - magic circle against evil, prayer. 4th - remove disease, sending. 5th - divination, restoration. 6th - commune, hallow.&lt;br /&gt;
&lt;br /&gt;
3. Bardic Music:Hymn of Fortification(Su): R=6, D=C2mM, ally gains protection from evil.&lt;br /&gt;
&lt;br /&gt;
6. Bardic Music:Inspire Turning(Su): R=6, D=C M2m, Ally turning level is treated as 2 higher.&lt;br /&gt;
&lt;br /&gt;
10. Bardic Music:Hymn of Healing(Su): +Bard sacred on ally Conjuration:healing bonus on hp cured. AT=m, played before rest, rest benefits are doubled.&lt;br /&gt;
&lt;br /&gt;
=== Savage Bard  ===&lt;br /&gt;
&lt;br /&gt;
Saves: FW.&lt;br /&gt;
&lt;br /&gt;
Spellcasting: Remove following spells from class list: calm emotions, detect secret doors, erase, prestidigitation, read magic, snake sigil, summon monster I-VI. Add following spells to class list: 1st - calm animals, detect snares and pits, endure elements, summon nature's ally I. 2nd - bull's strength, pass without trace, summon nature's ally II. 3rd - snare, summon nature's ally III. 4th - insect plague, summon nature's ally IV. 5th - commune with nature, summon nature's ally V. 6th - creeping doom, summon nature's ally VI.&lt;br /&gt;
&lt;br /&gt;
=== Nature's Friend ===&lt;br /&gt;
&lt;br /&gt;
Looses: Bardic Knowledge(Ex), Inspire Courage(Su), Inspire Competence(Su), Inspire Greatness(Su), Inspire Heroics(Su).&lt;br /&gt;
&lt;br /&gt;
1. Wild Empathy(Ex)&lt;br /&gt;
&lt;br /&gt;
2. Nature's Sense(Ex)&lt;br /&gt;
&lt;br /&gt;
4. Animal Companion, Resist Nature's Lure(Ex)&lt;br /&gt;
&lt;br /&gt;
== Alternative Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Bardic Knack ===&lt;br /&gt;
&lt;br /&gt;
2. Bardic Knack(Ex): You may use half your Bard level instead of skill ranks. However this ability wont allow you to use Trained Only skills if you don't have ranks in them. Also you cannot take 10 while using this ability. R: Bardic Knowledge(Ex).&lt;br /&gt;
&lt;br /&gt;
=== Spellbreaker Song ===&lt;br /&gt;
&lt;br /&gt;
4. Bardic Music:Spellbreaker Song(Su): Enemies within 6 gain 20% spell failure chance with V spells. D=3rM. R: Countersong(Su).&lt;br /&gt;
&lt;br /&gt;
=== Mimicing Song ===&lt;br /&gt;
&lt;br /&gt;
4. Bardic Music:Mimicing Song(Su): As Inspire Competence but with Stealth. R: Countersong(Su).&lt;br /&gt;
&lt;br /&gt;
=== Inspire Awe ===&lt;br /&gt;
&lt;br /&gt;
1. Bardic Music:Inspire Awe(Su): A=6, D=C+1r, enemies are shaken, WW Perform check negates. At level 8 A=12. At level 14 D=C+5r. At level 20 enemies are frightened for 1r, then shaken. R: Inspire Courage(Su).&lt;br /&gt;
&lt;br /&gt;
=== Deadly Knowledge ===&lt;br /&gt;
&lt;br /&gt;
1. Poison Use(Ex): R: Bardic Knowledge(Ex). &lt;br /&gt;
&lt;br /&gt;
=== Repel Domination ===&lt;br /&gt;
&lt;br /&gt;
6. Repel Domination(Ex): +2 on saves against mind-affecting. R: Suggestion(Sp). &lt;br /&gt;
&lt;br /&gt;
=== Specialized Training ===&lt;br /&gt;
&lt;br /&gt;
2. Specialized Training(Ex): Choose one Perform type. Your Bardic Music with this perform is treated as 2 levels higher for purpose of effect. R: Bardic Knowledge(Ex).&lt;br /&gt;
&lt;br /&gt;
== Unique Feats ==&lt;br /&gt;
&lt;br /&gt;
=== Bardic Music Feats ===&lt;br /&gt;
&lt;br /&gt;
==== Complete Adventurer ====&lt;br /&gt;
&lt;br /&gt;
Chant of Fortitude: P: Perform 6. B: AT=i D=1r A=6, your allies cannot die from hp loss. This ability may be used Perform/5 times per day.&lt;br /&gt;
&lt;br /&gt;
Ironskin Chant: P: Perform 9. B: AT=s D=1r, Perform check DR/-.&lt;br /&gt;
&lt;br /&gt;
Lyric Spell: P: Perform 6, 2nd level of Bard spells. B: You may cast any Bard spell you know by spending Spell level+1 Bardic Music uses.&lt;br /&gt;
&lt;br /&gt;
==== Complete Scoundrel ====&lt;br /&gt;
&lt;br /&gt;
Chord of Distraction: P: Perform 6. B: AT=i R=6 D=1r, make opposed Perform versus Concentration check, if you win opponent is flat-footed against one your ally of your choice.&lt;br /&gt;
&lt;br /&gt;
Epic of the Lost King: AT=M A=6, remove fatigue from 3 allies, if you spend 3 Bardic Music uses then exhaustion is removed.&lt;br /&gt;
&lt;br /&gt;
Sound of Silence: AT=S R=6 D=3r, opponent must succeed on WW save vs your Perform check or become deafened.&lt;br /&gt;
&lt;br /&gt;
Warning Shout: P: Perform 6. B: AT=i R=6 D=1r, spend 2 uses of Bardic Music. Ally gain +5 morale on RD and evasion.&lt;br /&gt;
&lt;br /&gt;
==== Races of the Stone ====&lt;br /&gt;
&lt;br /&gt;
Enchanting Song: P: Perform 5. B: As a part of casting Bard enchantment spell you may spend Bardic music use and this spell gain +1 CL +1 DC.&lt;br /&gt;
&lt;br /&gt;
Inspire Spellpower: P: Perform 5. B: Used as a Bardic music, allies except for yourself gain +1 CL.&lt;br /&gt;
&lt;br /&gt;
Metamagic Song:You may apply metamagic feats to Bard spells by spending 1+metacost Bardic Music uses. Resulting Spell level including metacost cannot be greater than your maximum spell level.&lt;br /&gt;
&lt;br /&gt;
Misleading Song: P: Perform 5. B: As a part of casting Bard illusion spell you may spend Bardi music use and this spell gain +1 CL +1 DC.&lt;br /&gt;
&lt;br /&gt;
==== Dragon Magazine ====&lt;br /&gt;
&lt;br /&gt;
Undertone of Heresy: P: Perform 1, Chaotic. B: While using Bardic Music may spend extra use to increase DC by +2.&lt;br /&gt;
* Blasphemous Utterance: P: Perform 6. B: AT=S, A=12, spend your Bardic music, all who have more HD than you are shaken, equal HD - frightened, and less HD - panicked. WW DC +1/2 Bard +Cha negates. D=d4+Cha r. Aberrations are immune.&lt;br /&gt;
** Sickening Sonata: P: Perform 9. B: AT=S, A=12, spend your Bardic music, all who have more HD than you are paralysed, equal HD - nauseated, and less HD - sickened. WW DC +1/2 Bard +Cha negates. D=d4+Cha r. Aberrations are immune.&lt;br /&gt;
&lt;br /&gt;
=== Related Feats ===&lt;br /&gt;
&lt;br /&gt;
Arcane Accompaniment: AT=s, spend Bard spell slot to increase your Bardic Music duration after you stop performing by level of slot expended,&lt;br /&gt;
&lt;br /&gt;
Extra Music: +4 Bardic Music uses.&lt;br /&gt;
&lt;br /&gt;
Focused Performer: P: Bardic Music. B: You may substitute Perform instead of Concentration for Bard spells.&lt;br /&gt;
&lt;br /&gt;
Hymnist: P: Divine Bard. B: +Wis on Perform. &lt;br /&gt;
&lt;br /&gt;
Lingering Song: Increase your Bardic Music duration after you stop performing by 5r.&lt;br /&gt;
&lt;br /&gt;
Song of the Heart: Your Inspire Courage, Inspire Competence, Inspire Greatness and Inspire Heroics have bonuses increased by 1. Your Fascinate, Suggestion and Mass Suggestion bardic musics gain +1 DC.&lt;br /&gt;
&lt;br /&gt;
Speak to the Masses: P: Bardic Music, Perform 6. B: +2 DC for Fascinate and Suggestion Bardic music, Fascinate affect twice more targets.&lt;br /&gt;
&lt;br /&gt;
=== Tactical Feat ===&lt;br /&gt;
&lt;br /&gt;
Focused Performance: P: Bardic Music, Focused Performer, Perform 6. B: Only one may be used during a given moment.&lt;br /&gt;
* Accompaniment: You may spend 5 Bardic Music uses to produce two Bardic Music uses simultaneously. Usable with any Bardic Music.&lt;br /&gt;
* Dramatic Pause: You may spend 2 Bardic Music uses to cease performance for one round (to get an action) and resume it on following round, allies still receive full benefits of your music on the dramatic pause round. Usable with Fascinate, Inspire Courage, Inspire Greatness and Inspire Heroics.&lt;br /&gt;
* Harmony: You may spend 1 Bardic Music use to affect one additional target. Usable with Inspire Competence, Suggestion and Song of Freedom.&lt;br /&gt;
* Focused Performance: You may spend 1 Bardic Music use to affect only one target (not yourself) with your Bardic Music, bonuses/penalties from your Bardic Music for this target is 2 more. Usable with Fascinate, Inspire Courage, Inspire Greatness and Inspire Heroics.&lt;br /&gt;
* Projection: You may spend 1 Bardic Music use to double area of effect of your Bardic Music. Usable with Countersong, Fascinate, Inspire Competence, Inspire Greatness, Inspire Heroics, and Song of Freedom.&lt;br /&gt;
* Rhythm: You may spend 1 Bardic Music use to make current bardic music last 2 r longer after you cease to perform. Usable with Fascinate, Inspire Competence, Inspire Courage, Inspire Greatness, and Inspire Heroics.&lt;br /&gt;
* Riveting Performance: You may spend 1 Bardic Music use to affect all targets in the range even if they do not see you. Usable with Fascinate and Inspire Competence.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Spirit_Shaman&amp;diff=2843</id>
		<title>Prinzessin:Spirit Shaman</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Spirit_Shaman&amp;diff=2843"/>
				<updated>2011-12-28T11:48:02Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: Created page with &amp;quot;== Spirit Shaman == &amp;lt;pre&amp;gt; Lvl	Class Feature			Spells Slots		Spells Known 1	Wild Empathy(Ex)		3/2			3/1 2	Chastise Spirits(Su)		4/3			3/1 3	Detect Spirits(Sp) at will	5/4/2			3/1/...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Spirit Shaman ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature			Spells Slots		Spells Known&lt;br /&gt;
1	Wild Empathy(Ex)		3/2			3/1&lt;br /&gt;
2	Chastise Spirits(Su)		4/3			3/1&lt;br /&gt;
3	Detect Spirits(Sp) at will	5/4/2			3/1/1&lt;br /&gt;
4	Blessing of the Spirits(Sp)	6/5/3			3/2/1&lt;br /&gt;
5	Follow the Guide(Su)		6/6/4/2			3/2/1/1&lt;br /&gt;
6	Ghost Warrior(Su)		6/6/5/3			3/2/2/1&lt;br /&gt;
7	Exorcism(Su)			6/6/6/4/2		3/3/2/1/1&lt;br /&gt;
8	Warding of the Spirits(Sp)	6/6/6/5/3		3/3/2/2/1&lt;br /&gt;
9	Spirit Form(Su) 1/day		6/6/6/6/4/2		3/3/3/2/1/1&lt;br /&gt;
10	Guide Magic(Su)			6/6/6/6/5/3		3/3/3/2/2/1&lt;br /&gt;
11	Recall Spirit(Sp) 1/day		6/6/6/6/6/4/2		3/3/3/3/2/1/1&lt;br /&gt;
12	Weaken Spirits(Su)		6/6/6/6/6/5/3		3/3/3/3/2/2/1&lt;br /&gt;
13	Spirit Form(Su) 2/day		6/6/6/6/6/6/4/2		3/3/3/3/3/2/1/1&lt;br /&gt;
14	Spirit Journey(Sp)		6/6/6/6/6/6/5/3		3/3/3/3/3/2/2/1&lt;br /&gt;
15	Recall Spirit II(Sp) 2/day	6/6/6/6/6/6/6/4/2	3/3/3/3/3/3/2/1/1&lt;br /&gt;
16	Favoured of the Spirits(Sp)	6/6/6/6/6/6/6/5/3	3/3/3/3/3/3/2/2/1&lt;br /&gt;
17	Spirit Form(Su) 3/day		6/6/6/6/6/6/6/6/4/2	3/3/3/3/3/3/3/2/1/1&lt;br /&gt;
18	Returning Spirit(Sp)		6/6/6/6/6/6/6/6/5/3	3/3/3/3/3/3/3/2/2/1&lt;br /&gt;
19	Recall Spirit III(Sp) 3/day	6/6/6/6/6/6/6/6/6/4	3/3/3/3/3/3/3/3/2/2&lt;br /&gt;
20	Spirit Who Walks(Ex)		6/6/6/6/6/6/6/6/6/6	3/3/3/3/3/3/3/3/3/3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Spellcasting: Wis-based, spontaneous retrieving.&lt;br /&gt;
&lt;br /&gt;
Wild Empathy(Ex):&lt;br /&gt;
&lt;br /&gt;
Chastise Spirits(Su): AT=S R=0 A=6, Lvl x d6 damage to spirits except for yourself, WW half.&lt;br /&gt;
&lt;br /&gt;
Detect Spirits(Sp): As detect undead but for spirits.&lt;br /&gt;
&lt;br /&gt;
Blessing of the Spirits(Sp): In the day you retrieve spells you constantly surrounded by protection from evil but against spirits. Can be dispelled, but resumed with f.&lt;br /&gt;
&lt;br /&gt;
Follow the Guide(Su): As slippery mind but Su.&lt;br /&gt;
&lt;br /&gt;
Ghost Warrior(Su): Your weapons and armour are ghost touch.&lt;br /&gt;
&lt;br /&gt;
Exorcism(Su): AT=FR A=6, Lvl+Cha VS HD+Cha opposing check, if you win spirit is forced out of body he occupies and cannot possess this body again for 24h.&lt;br /&gt;
&lt;br /&gt;
Warding of the Spirits(Su): In the day you retrieve spells you constantly surrounded by circle of protection from evil but against spirits. Can be dispelled, but resumed with f.&lt;br /&gt;
&lt;br /&gt;
Spirit Form(Su): AT=FR, D=1m, you gain incorporeal subtype.&lt;br /&gt;
&lt;br /&gt;
Guide Magic(Su): AT=f, only one spell that require concentration may be affected. This spell do not require action to mantain and cannot be disrupted with effects that rely on concentration roll.&lt;br /&gt;
&lt;br /&gt;
Recall Spirit(Sp): As raise dead but CT=1r, within 1r of dying, and no lvl loss and Con loss.&lt;br /&gt;
* II: upgraded to function within 2r of dying.&lt;br /&gt;
** III: upgraded to function within 1m of dying.&lt;br /&gt;
&lt;br /&gt;
Weaken Spirits(Su): Chastise Spirits force damaged spirit to lose non-epic DR, SR and, if incorporeal, immunity to nonmagical attacks, 50% chance to ignore material attacks and ability to move through objects.&lt;br /&gt;
&lt;br /&gt;
Spirit Journey(Sp): As shadow walk but to the realms of fey.&lt;br /&gt;
&lt;br /&gt;
Favoured of the Spirits(Su): Contingent self-only heal activated as a free action or when you drop below -Con. AT=S, D=P, cost 5 AP.&lt;br /&gt;
&lt;br /&gt;
Returning Spirit(Su): Contingent self-only true resurrection activated 24h after you die. AT=S, D=P, cost 10 AP.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Psionic_Feats&amp;diff=2841</id>
		<title>Prinzessin:Psionic Feats</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Psionic_Feats&amp;diff=2841"/>
				<updated>2011-12-28T10:51:42Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: no changes, only errata&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Expanded Psionics Handbook ==&lt;br /&gt;
&lt;br /&gt;
Aligned Attack: P: BAB 6. B: While psionically focused your attacks are treated as if they were of your alignment for purposes of overcoming DR.&lt;br /&gt;
&lt;br /&gt;
Body Fuel: AT=f once per round, take 2 ability burn to your Str, Dex and Con. You gain your ML pp and recover your focus.&lt;br /&gt;
&lt;br /&gt;
Boost Construct: Your construct gain extra menu choice from it's highest menu choices available.&lt;br /&gt;
&lt;br /&gt;
Combat Manifestation: You do not provoke AoO while manifesting powers.&lt;br /&gt;
&lt;br /&gt;
Expanded Knowledge: You gain extra power from any list with level up to 1 lower than your maximum power level known to your list of powers.&lt;br /&gt;
&lt;br /&gt;
Ghost Attack: P: BAB 3. B: While psionically focused, you re-roll failed incorporeal miss chance rolls against your attacks.&lt;br /&gt;
&lt;br /&gt;
Hidden Talent: +1 pp per HD, you may choose one 1st level power from any list and manifest it with ML=1.&lt;br /&gt;
&lt;br /&gt;
Inquisitor: P: Wis 13. B: Expend focus during an Empathy roll, you gain +10i on this roll.&lt;br /&gt;
&lt;br /&gt;
Mental Leap: P: Str 13, Athletics 2. B: Expend focus during an Athletics roll, you gain +10i on this roll.&lt;br /&gt;
&lt;br /&gt;
Metamorphic Transfer: P: Metamorphosis power. B: Choose one supernatural ability of creature form you know. While you assuming this creature form through Metamorphosis+Greater you gain this supernatural ability as if you actually were this creature.&lt;br /&gt;
&lt;br /&gt;
Narrow Mind: You auto-succeed on rolls to regain psionic focus. Also after a full rest you gain extra focus, which if spent cannot be restored unless via taking full rest.&lt;br /&gt;
&lt;br /&gt;
Overchannel: While manifesting a power you can choose to overchannel this power. Overchanneled power is treated as if it were 1 ML higher and can be augmented for this virtual ML increase, you take 5 damage.&lt;br /&gt;
* Improved Overchannel: P: ML 9. B: You can increase your ML by 2 for 10 damage.&lt;br /&gt;
** Greater Overchannel: P: ML 15. B: You can increase your ML by 3 for 15 damage.&lt;br /&gt;
* Talented: If you expend your focus during overchanneling of lvl 1-3 power, you take no damage from overchannel.&lt;br /&gt;
&lt;br /&gt;
Power Penetration: +2 on power penetration rolls.&lt;br /&gt;
* Greater Power Penetration: +2 on power penetration rolls.&lt;br /&gt;
&lt;br /&gt;
Psicrystal Affinity: You gain a psicrystal.&lt;br /&gt;
* Improved Psicrystal: Add one personality for your psicrystal, treat your ML as one higher for purposes of psicrystal abilities.&lt;br /&gt;
* Psicrystal Containment: You can store psionic focus in your psicrystal and use it as your own as long as psicrystal is within 1sq around you. Only you can psionically focus your psicrystal.&lt;br /&gt;
* Elemental Envoy: P: Wilder. B: You transform your Psicrystal with Elemental Envoy (choose one of four). It retains all qualities of the psicrystal (personality and focus, if any) and also while it's within 1s around you, you gain +1 ML while manifesting powers with same descriptor as your Envoys subtype.&lt;br /&gt;
** Envoy Cognizance: While your Envoy is within 1sq around you your powers with same descriptor as your Envoys subtype gain +1 damage per die.&lt;br /&gt;
&lt;br /&gt;
Psionic Body: You gain 5hp per psionic feat you have.&lt;br /&gt;
&lt;br /&gt;
Psionic Dodge: P: Dodge. B: While focused you gain +2 dodge AC.&lt;br /&gt;
&lt;br /&gt;
Psionic Endowment: Expend focus, your next power you manifest gain +1 effective manifester level and +1 DC.&lt;br /&gt;
* Greater Psionic Endowment: Expend focus, your next power you manifest gain +2 effective manifester level and +2 DC.&lt;br /&gt;
&lt;br /&gt;
Psionic Meditation: P: Concentration 4. B: You may gain focus using M instead of FR.&lt;br /&gt;
&lt;br /&gt;
Psionic Shot: P: Dex 13. B: Expend your focus, your next ranged attack deal extra 2 dices of damage.&lt;br /&gt;
* Fell Shot: P: BAB 6. B: Expend your focus, your next ranged attack becomes touch attack.&lt;br /&gt;
* Greater Psionic Shot: P: BAB 5. B: Psionic Shot gain extra 2 dices of damage.&lt;br /&gt;
&lt;br /&gt;
Psionic Weapon: P: Str 13. B: Expend your focus, your next melee attack deal extra 2 dices of damage.&lt;br /&gt;
* Deep Impact: P: BAB 6. B: Expend your focus, your next melee attack becomes touch attack.&lt;br /&gt;
* Greater Psionic Weapon: P: Str 13. B: Psionic Weapon gain extra 2 dices of damage.&lt;br /&gt;
&lt;br /&gt;
Return Shot: P: Snatch Arrows. B: You may expend your focus to add opponents dex modifier on your Snatch arrows return attack.&lt;br /&gt;
&lt;br /&gt;
Speed of Thought: P: Wis 13. B: While focused and not wearing a heavy armour you gain +2i speed.&lt;br /&gt;
* Psionic Charge: Expand your focus, you can charge opponent you see moving as you desire, not by straight line.&lt;br /&gt;
&lt;br /&gt;
Up the Walls: P: Wis 13. B: While focused you can move freely on the walls, however your speed is halved.&lt;br /&gt;
&lt;br /&gt;
Wild Talent: +1 pp per HD.&lt;br /&gt;
* Psionic Talent: P: Will +1. B: +2 pp per HD.&lt;br /&gt;
** Psionic Talent, Improved: P: Will +3. B: +3 pp per HD.&lt;br /&gt;
*** Psionic Talent, Greater: P: Will +5, B: +4 pp per HD.&lt;br /&gt;
&lt;br /&gt;
Wounding Attack: P: BAB 8. B: Expend your focus, your next attack deal 1 Con damage.&lt;br /&gt;
&lt;br /&gt;
== Complete Psionic ==&lt;br /&gt;
&lt;br /&gt;
Deep Vision: P: Racial Darkvision. B: While focused your racial Darkvision range is doubled.&lt;br /&gt;
&lt;br /&gt;
Focused Perception: You may expend focus as a free action to gain Blindsense 12 for 1r.&lt;br /&gt;
&lt;br /&gt;
Focused Shield: While focused and wielding a shield, you increase this shield bonus by 2.&lt;br /&gt;
&lt;br /&gt;
Focused Skill User: Choose 3 skills. While focused you gain +2 on these skills.&lt;br /&gt;
&lt;br /&gt;
Instinctive Consummator: You may expend focus to autoconfirm critical hit.&lt;br /&gt;
&lt;br /&gt;
Invest Armour: While you're focused, treat your armour bonus as 2 higher.&lt;br /&gt;
* Energize Armour: While focused and in armour, you gain resistance 10 to any energy. Changing energy is a move action.&lt;br /&gt;
** Deflective Armour: As long as you're focused, your armour applies against touch attack as well.&lt;br /&gt;
&lt;br /&gt;
Mental Juggernaut: AT=i, expend focus, you may ignore failed save against effect that stun or daze you. You gain +1 on saves against daze or stun and additional +1 while focused.&lt;br /&gt;
&lt;br /&gt;
Skin of the Construct: P: Astral Construct power. B: While manifesting an Astral construct you can choose to expend focus and absorb it within yourself. You gain ML temporary hp for ML hours and one Menu A power with the same duration as constructs you manifest.&lt;br /&gt;
&lt;br /&gt;
== Races of Stone ==&lt;br /&gt;
&lt;br /&gt;
Earth Power: P: Earth Sense. B: You pay 1pp less (min 1 pp) while manifesting any power.&lt;br /&gt;
&lt;br /&gt;
== Magic of Eberron ==&lt;br /&gt;
&lt;br /&gt;
Heroic Focus: You may spend 1ap to regain your focus as swift action. Also you gain 1 more ap each level.&lt;br /&gt;
&lt;br /&gt;
Psionic Luck: If you expend your focus while using ap to increase a roll, you roll d10 instead of d6. If you have Action Boost feat, then you roll d12 instead. You cannot use this ability to boost DC.&lt;br /&gt;
&lt;br /&gt;
Psychic Rush: You can spend ap to manifest any power you know for free as if you spent number of pp equal to your effective ML.&lt;br /&gt;
&lt;br /&gt;
== Secrets of Sarlona ==&lt;br /&gt;
&lt;br /&gt;
Gestalt Might: AT=s, expend focus. You gain +2 Str and Dex for 1r.&lt;br /&gt;
&lt;br /&gt;
Mind Mask: As long as you're focused, your aura do not have signs of your alignment and magical/psionic nature.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Psion&amp;diff=2840</id>
		<title>Prinzessin:Psion</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Psion&amp;diff=2840"/>
				<updated>2011-12-27T12:21:40Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Psion ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Features			PP	PwrKn	Power Level&lt;br /&gt;
1	Discipline			2	3	1st&lt;br /&gt;
2	Bonus feat			6	4	1st&lt;br /&gt;
3	Extra Power Known(Ex)		11	6	2nd&lt;br /&gt;
4	Discipline Affinity(Ex) 1	17	7	2nd&lt;br /&gt;
5	Extra Power Known(Ex)		25	9	3rd&lt;br /&gt;
6	Bonus feat			35	10	3rd&lt;br /&gt;
7	Extra Power Known(Ex)		46	12	4th&lt;br /&gt;
8	Discipline Affinity(Ex) 2	58	13	4th&lt;br /&gt;
9	Extra Power Known(Ex)		72	15	5th&lt;br /&gt;
10	Bonus feat			88	16	5th&lt;br /&gt;
11	Extra Power Known(Ex)		106	18	6th&lt;br /&gt;
12	Discipline Affinity(Ex) 3	126	19	6th&lt;br /&gt;
13	Extra Power Known(Ex)		147	21	7th&lt;br /&gt;
14	Bonus feat			170	22	7th&lt;br /&gt;
15	Extra Power Known(Ex)		195	25	8th&lt;br /&gt;
16	Discipline Affinity(Ex) 4	221	26	8th&lt;br /&gt;
17	Extra Power Known(Ex)		250	28	9th&lt;br /&gt;
18	Bonus feat			280	29	9th&lt;br /&gt;
19	Extra Power Known(Ex)		311	31	9th&lt;br /&gt;
20	20th level feature todo		343	32	9th&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Manifesting: Int-based DC and bonus pp.&lt;br /&gt;
&lt;br /&gt;
Discipline: Choose one discipline. You add powers from this discipline to your class list. Your choice of discipline determines whether you Egoist, Telepath, etc.&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: Psionic, metapsionic or Psionic Item Creation feat.&lt;br /&gt;
&lt;br /&gt;
Extra Power Known(Ex): +1 Power Known for Psion class.&lt;br /&gt;
&lt;br /&gt;
Discipline Affinity(Ex): Preferred Discipline powers can be augmented for additional number pp.&lt;br /&gt;
&lt;br /&gt;
== Alternative Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Egoist ===&lt;br /&gt;
&lt;br /&gt;
==== Minor Shapeshift ====&lt;br /&gt;
&lt;br /&gt;
2. Minor Shapeshift(Su). R: Bonus feat 1.&lt;br /&gt;
&lt;br /&gt;
==== True Healer ====&lt;br /&gt;
&lt;br /&gt;
P: Medicine 5.&lt;br /&gt;
&lt;br /&gt;
6. You add powers from life mantle to your class list. R: Bonus feat 5.&lt;br /&gt;
&lt;br /&gt;
=== Kineticist ===&lt;br /&gt;
&lt;br /&gt;
==== Energy Snap ====&lt;br /&gt;
&lt;br /&gt;
2. Energy Snap(Su): AT=S R=T, d6 x maximum power level known energy damage. At will. R: Bonus feat 1.&lt;br /&gt;
&lt;br /&gt;
==== Greater Animator ====&lt;br /&gt;
&lt;br /&gt;
6. Greater Animator: You gain knowledge of control object power. Your control object power now have following augmentation option: For each additional pp you spend you may affect object weighting an additional 25 lbs. R: Bonus feat 5.&lt;br /&gt;
&lt;br /&gt;
=== Nomad ===&lt;br /&gt;
&lt;br /&gt;
==== Personal Space ====&lt;br /&gt;
&lt;br /&gt;
2. Personal Space(Ps): To reach the space AT=s, need to expend focus. Space size is pouch (1st lvl), sack (5th lvl), backpack (10th lvl), chest (15th lvl), Medium creature (20th lvl). R: Bonus feat 1.&lt;br /&gt;
&lt;br /&gt;
==== Temporal Grace ====&lt;br /&gt;
&lt;br /&gt;
6. Temporal Grace(Ps): If you fail a save against effect that would hinder your movement in any way you may expend your focus to re-roll save with +Psion/5 bonus. R: Bonus feat 5.&lt;br /&gt;
&lt;br /&gt;
=== Seer ===&lt;br /&gt;
&lt;br /&gt;
==== Psychic Knowledge ====&lt;br /&gt;
&lt;br /&gt;
2. Psychic Knowledge(Ex): As a Bardic Knowledge but with Psion instead. R: Bonus feat 1.&lt;br /&gt;
&lt;br /&gt;
==== Fate Points ====&lt;br /&gt;
&lt;br /&gt;
6. Fate Points: You gain Action Boost and Heroic Spirit feats. R: Bonus feat 5.&lt;br /&gt;
&lt;br /&gt;
=== Shaper ===&lt;br /&gt;
&lt;br /&gt;
==== Trinkets ====&lt;br /&gt;
&lt;br /&gt;
2. Trinkets(Ps): AT=S D=1m, Spend a psionic focus, you create small objects like lockpicks, handkerchiefs, etc. You can create tools and they are considered to be mastercraft. Poisons or something like this is not available. R: Bonus feat 1.&lt;br /&gt;
&lt;br /&gt;
==== Personal Construct ====&lt;br /&gt;
&lt;br /&gt;
P: Must know astral construct power.&lt;br /&gt;
&lt;br /&gt;
6. Personal Construct(Ex): When you manifest astral construct power you can manifest it as a swift action if you spend a focus. R: Bonus feat 5.&lt;br /&gt;
&lt;br /&gt;
=== Telepath ===&lt;br /&gt;
&lt;br /&gt;
==== Telepathic Communication ====&lt;br /&gt;
&lt;br /&gt;
2. Telepathy(Su): A=1 x Psion. R: Bonus feat 1.&lt;br /&gt;
&lt;br /&gt;
==== Harbinger ====&lt;br /&gt;
&lt;br /&gt;
P: Mast have false sensory input power.&lt;br /&gt;
&lt;br /&gt;
6. Harbinger(Ex): All your powers have the following augmentation option: Cost 3 pp, against opponents not immune to fear your power have it's DC increased by d3. R: Bonus feat 5.&lt;br /&gt;
&lt;br /&gt;
== Unique Feats ==&lt;br /&gt;
&lt;br /&gt;
Privileged Energy[P]: P: Kineticist 5. B: Choose cold electricity, fire or sonic. Your powers with this descriptor deal extra 1 damage per die.&lt;br /&gt;
* Dazzling Energy[P]: Any sighted opponent you damage with your privileged energy power is dazzled for ML r.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Psychic_Rogue&amp;diff=2839</id>
		<title>Prinzessin:Psychic Rogue</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Psychic_Rogue&amp;diff=2839"/>
				<updated>2011-12-27T11:47:50Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Psychic Rogue ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature				PP	Known	Lvl&lt;br /&gt;
1	Sneak Attack(Ex) +1d6			0	1	1st&lt;br /&gt;
2	Apprentice Ability, Trapfinding(Ex)	1	2	1st&lt;br /&gt;
3	Special Ability				2	3	1st&lt;br /&gt;
4	Danger Sense(Su)			4	3	1st&lt;br /&gt;
5	Sneak Attack(Ex) +2d6			6	4	2nd&lt;br /&gt;
6	Apprentice Ability			8	5	2nd&lt;br /&gt;
7	Special Ability				10	6	2nd&lt;br /&gt;
8	Danger Sense II(Ex)			12	6	2nd&lt;br /&gt;
9	Sneak Attack(Ex) +3d6			16	7	3rd&lt;br /&gt;
10	Journeyman Ability			20	8	3rd&lt;br /&gt;
11	Special Ability				24	9	3rd&lt;br /&gt;
12	Danger Sense III(Su)			28	9	3rd&lt;br /&gt;
13	Sneak Attack(Ex) +4d6			32	10	4th&lt;br /&gt;
14	Journeyman Ability			40	11	4th&lt;br /&gt;
15	Special Ability				48	12	4th&lt;br /&gt;
16	Master Ability				56	12	4th&lt;br /&gt;
17	Sneak Attack(Ex) +5d6			64	13	5th&lt;br /&gt;
18	Master Ability				76	14	5th&lt;br /&gt;
19	Special Ability				88	15	5th&lt;br /&gt;
20	Master Rogue(Ex)			100	15	5th&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Manifesting: Int based.&lt;br /&gt;
&lt;br /&gt;
Sneak Attack(Ex):&lt;br /&gt;
&lt;br /&gt;
Apprentice Ability: As Rogue.&lt;br /&gt;
&lt;br /&gt;
Trapfinding(Ex):&lt;br /&gt;
&lt;br /&gt;
Special Ability: Choose one.&lt;br /&gt;
* Blind Spot(Ps): As cloud mind power but D=concentration instead.&lt;br /&gt;
* Decoy(Ps): As project image, but D=concentration (max lvl rounds).&lt;br /&gt;
* Psionic Sneak Attack(Ex): +1d6 Sneak Attack while focused. May be taken up to 5 times.&lt;br /&gt;
* Mind Cripple(Su): Once per round opponent hit with Sneak Attack also takes 2 Int damage. Prerequisite: PsyRog 11.&lt;br /&gt;
* Shadow Jump(Su): AT=S, may teleport from shadow to shadow. Total distance per day is 12, min step = 2. This ability may be taken up to 3 times each time adding 12 to total distance per day.&lt;br /&gt;
&lt;br /&gt;
Danger Sense(Su): Affected by danger sense power while psionically focused.&lt;br /&gt;
* II: Gain Uncanny Dodge while psionically focused.&lt;br /&gt;
** III: Gain Improved Uncanny Dodge while psionically focused.&lt;br /&gt;
&lt;br /&gt;
Journeyman Ability: As rogue.&lt;br /&gt;
&lt;br /&gt;
Master Ability: As rogue.&lt;br /&gt;
&lt;br /&gt;
Master Rogue(Ex): Sneak Attack is maximised&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Swashbuckler&amp;diff=2838</id>
		<title>Prinzessin:Swashbuckler</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Swashbuckler&amp;diff=2838"/>
				<updated>2011-12-27T11:16:01Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: Variants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Swashbuckler ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature I		Class Feature II&lt;br /&gt;
1	Expeditious Dodge	Weapon Focus:Fencing&lt;br /&gt;
2	Grace(Ex) +1		Critical Strike(Ex) +d6&lt;br /&gt;
3	Mobility		Insightful Strike(Ex)&lt;br /&gt;
4	Dodge(Ex) +1		Critical Strike(Ex) +2d6&lt;br /&gt;
5	Spring Attack		Power Critical:Fencing&lt;br /&gt;
6	Grace(Ex) +2		Critical Strike(Ex) +3d6&lt;br /&gt;
7	Acrobatic Charge(Ex)	Improved Flanking(Ex)&lt;br /&gt;
8	Dodge(Ex) +2		Critical Strike(Ex) +4d6&lt;br /&gt;
9	Improved Critical	Slippery Mind(Ex)&lt;br /&gt;
10	Grace(Ex) +3		Critical Strike(Ex) +5d6&lt;br /&gt;
11	Bounding Assault	Critical Mastery(Ex) I&lt;br /&gt;
12	Dodge(Ex) +3		Critical Strike(Ex) +6d6&lt;br /&gt;
13	Acrobatic Mastery(Ex)	Unpredictable(Ex)&lt;br /&gt;
14	Grace(Ex) +4		Critical Strike(Ex) +7d6&lt;br /&gt;
15	Weakening Critical(Ex)	Critical Mastery(Ex) II &lt;br /&gt;
16	Dodge(Ex) +4		Critical Strike(Ex) +8d6&lt;br /&gt;
17	Rapid Blitz (feat)	Hampering Critical(Ex)&lt;br /&gt;
18	Grace(Ex) +5		Critical Strike(Ex) +9d6&lt;br /&gt;
19	Wounding Critical(Ex)	Critical Mastery(Ex) III&lt;br /&gt;
20	Dodge(Ex) +5		Critical Strike(Ex) +10d6, Master Swashbuckler(Ex)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Grace(Ex): Add indicated bonus as competence bonus to RD. Your attacks with fencing weapons ignore this number of opponents armour and shield, if any.&lt;br /&gt;
&lt;br /&gt;
Critical Strike(Ex): Extra precision damage on critical threat.&lt;br /&gt;
&lt;br /&gt;
Insightful Strike(Ex): Dex damage with fencing weapons, no more than level.&lt;br /&gt;
&lt;br /&gt;
Dodge(Ex): Add indicated bonus as dodge bonus to AC.&lt;br /&gt;
&lt;br /&gt;
Acrobatic Movement(Ex): May freely move through urban difficult terrain.&lt;br /&gt;
&lt;br /&gt;
Improved Flanking(Ex): +2 on flank attacks.&lt;br /&gt;
&lt;br /&gt;
Slippery Mind(Ex): &lt;br /&gt;
&lt;br /&gt;
Critical Mastery(Ex): +1 to critical threat range (after Improved critical, and other modifiers if any), 25% fortification penetration.&lt;br /&gt;
* II: +2 to critical threat range (after Improved critical, and other modifiers if any), 50% fortification penetration.&lt;br /&gt;
** III: +3 to critical threat range (after Improved critical, and other modifiers if any), 75% fortification penetration.&lt;br /&gt;
&lt;br /&gt;
Acrobatic Mastery(Ex): May take 10 on Acrobatics and Athletics rolls.&lt;br /&gt;
&lt;br /&gt;
Unpredictable(Ex): 1 re-roll per day. This is not considered a luck effect&lt;br /&gt;
&lt;br /&gt;
Weakening Critical(Ex): Extra 2 Str damage on confirmed critical.&lt;br /&gt;
&lt;br /&gt;
Hampering Critical(Ex): Extra 2 Dex damage on confirmed critical.&lt;br /&gt;
&lt;br /&gt;
Wounding Critical(Ex): Extra 2 Con damage on confirmed critical.&lt;br /&gt;
&lt;br /&gt;
Master Swashbuckler(Ex): Your Critical Strike damage is maximized. Your Fortification Penetration ignores 100% of protection.&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Florentine ===&lt;br /&gt;
&lt;br /&gt;
1. Multi-Weapon Fighting instead of Expeditious Dodge.&lt;br /&gt;
&lt;br /&gt;
1. Multi-Weapon Defence instead of Weapon Focus.&lt;br /&gt;
&lt;br /&gt;
2. Two as One(Ex) Each time you hit your opponent with both your weapons you deal extra precision damage. Instead of Critical Strike(Ex).&lt;br /&gt;
&lt;br /&gt;
3. Double Hit instead of Mobility.&lt;br /&gt;
&lt;br /&gt;
4. Replace Dodge with Wall of Blades(Ex): Increase Swashbuckler's shield bonus to AC from Multi-Weapon Defence at stated value.&lt;br /&gt;
&lt;br /&gt;
5. Swift and Deadly(Ex): If you hit opponent at least once with each weapon you may make 5ft step as a swift action. Instead of Spring Attack.&lt;br /&gt;
&lt;br /&gt;
5. Multi-Weapon Pounce instead of Power Critical.&lt;br /&gt;
&lt;br /&gt;
7. Improved Multi-Weapon Fighting. Instead of Acrobatic Charge.&lt;br /&gt;
&lt;br /&gt;
9. Improved Multi-Weapon Defence instead of Improved Critical.&lt;br /&gt;
&lt;br /&gt;
11. Greater Multi-Weapon Fighting instead of Bounding Assault.&lt;br /&gt;
&lt;br /&gt;
17. Greater Multi-Weapon Defence instead of Rapid Blitz.&lt;br /&gt;
&lt;br /&gt;
20. Master Two-Weapons Fighter(Ex): +10 versus disarm, extra attack with each weapon at full bab instead of Master Swashbuckler(Ex).&lt;br /&gt;
&lt;br /&gt;
=== Destreza ===&lt;br /&gt;
&lt;br /&gt;
1. Combat Reflexes instead of Expeditious Dodge.&lt;br /&gt;
&lt;br /&gt;
1. Defensive Opportunist instead of Weapon Focus.&lt;br /&gt;
&lt;br /&gt;
2. Opportunistic Strike(Ex): Extra Precision damage on AoO.&lt;br /&gt;
&lt;br /&gt;
3. Combat Expertise instead of Mobility.&lt;br /&gt;
&lt;br /&gt;
4. Replace Dodge with Precision(Ex): Indicated bonus on AoO attacks.&lt;br /&gt;
&lt;br /&gt;
5. Improved Combat Reflexes instead of Spring Attack.&lt;br /&gt;
&lt;br /&gt;
5. Deft Opportunist instead of Power Critical.&lt;br /&gt;
&lt;br /&gt;
7. Riposte(Ex): Opponent who miss you provokes AoO, this AoO can be made only with Fencing weapon. Instead of Acrobatic Charge(Ex).&lt;br /&gt;
&lt;br /&gt;
9. Destreza Stance(Ex): You gain +1 reach with your Fencing wepons. Instead of Improved Critical.&lt;br /&gt;
&lt;br /&gt;
11. Greater Combat Reflexes instead of Bounding Assault.&lt;br /&gt;
&lt;br /&gt;
17. Improved Combat Expertise. Instead of Bounding Assault.&lt;br /&gt;
&lt;br /&gt;
20. Master Fencer(Ex): Once per round you may make AoO against one opponent even if he has not provoked it. Instead of Master Swashbuckler(Ex).&lt;br /&gt;
&lt;br /&gt;
== Alternative Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Arcane Stunt ===&lt;br /&gt;
&lt;br /&gt;
Lvl 2: Arcane Stunt(Sp): Choose a spell-like ability: blur, expeditious retreat, feather fall, jump or spider climb. Duration is 1r, AT=s, CL is equal to your Sws lvl. At each level you would gain Grace you choose an additional sla, and duration of all Arcane Stunt sla are increased by 1r. Each sla may be used 1+Cha times per day. It is possible to choose same sla several times effectively increasing number of times per day you can use it by 1+Cha. R: Grace(Ex).&lt;br /&gt;
&lt;br /&gt;
== Unique Feats ==&lt;br /&gt;
&lt;br /&gt;
Superior Flanking: P: Improved Flanking. B: Additional +2 on flanking.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Wilder&amp;diff=2837</id>
		<title>Prinzessin:Wilder</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Wilder&amp;diff=2837"/>
				<updated>2011-12-26T21:12:41Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: Educated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wilder ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature				PP	PwrKn	Power Level&lt;br /&gt;
1	Wild Surge(Su) +1			2	1	1&lt;br /&gt;
2	Elude Touch(Ex)				6	2	1&lt;br /&gt;
3	Surging Euphoria(Ex) +1			11	3	2&lt;br /&gt;
4	Volatile Mind(Ex) 1			17	3	2&lt;br /&gt;
5	Wild Surge(Su) +2			25	4	3&lt;br /&gt;
6	Extra Focus(Ex) 1			35	4	3&lt;br /&gt;
7	Surging Euphoria(Ex) +2			46	5	4&lt;br /&gt;
8	Volatile Mind(Ex) 2			58	5	4&lt;br /&gt;
9	Wild Surge(Su) +3			72	6	5&lt;br /&gt;
10	Extra Focus(Ex) 2			88	6	5&lt;br /&gt;
11	Surging Euphoria(Ex) +3			106	7	6&lt;br /&gt;
12	Volatile Mind(Ex) 3			126	7	6&lt;br /&gt;
13	Wild Surge(Su) +4			147	8	7&lt;br /&gt;
14	Extra Focus(Ex) 3			170	8	7&lt;br /&gt;
15	Surging Euphoria(Ex) +4			195	9	8&lt;br /&gt;
16	Volatile Mind(Ex) 4			221	9	8&lt;br /&gt;
17	Wild Surge(Su) +5			250	10	9&lt;br /&gt;
18	Extra Focus(Ex) 4			280	10	9&lt;br /&gt;
19	Surging Euphoria(Ex) +5			311	11	9&lt;br /&gt;
20	Volatile Mind(Ex) 5, Powersurge(Su)	343	11	9&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Wild Surge(Su): AT=f, Add up to +N to manifester level of your power, N additional power points supplied to power. After manifesting surged power there is N*5% chance to suffer psychic enervation. Character affected by psychic enervation looses number of power points equal to his manifester level and looses psionic focus. If character had no psionic focus when enervation is triggered, then he is dazed until end of next round. Wild Surge do not stack with Overchannel feat.&lt;br /&gt;
&lt;br /&gt;
Elude Touch(Ex): +Cha on touch AC, no more than level, touch AC cannot exceed normal AC by this mean.&lt;br /&gt;
&lt;br /&gt;
Surging Euphoria(Ex): Add indicated number as morale on attack rolls, damage rolls and saving throws after successful Wild Surge, D=Wild Surge N r.&lt;br /&gt;
&lt;br /&gt;
Volatile Mind(Ex): You may modify your Wild Surge roll by 2% per Volatile Mind value. Also you loose Volatile Mind value less pp on enervation.&lt;br /&gt;
&lt;br /&gt;
Extra Focus(Ex): You can hold additional number of psionic focuses equal to indicated value.&lt;br /&gt;
&lt;br /&gt;
Powersurge(Su): todo&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Educated Wilder ===&lt;br /&gt;
&lt;br /&gt;
Change hp to 5, BAB to 1/2.&lt;br /&gt;
&lt;br /&gt;
Replace Volatile Mind(Ex) and Surging Euphoria(Ex) with Extra Power Known(Ex).&lt;br /&gt;
&lt;br /&gt;
== Alternative Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Mantled Wilder ===&lt;br /&gt;
&lt;br /&gt;
1. Choose one Psychic Mantle. You gain benefit of this mantle and add powers from this mantle to your list. R: Elude Touch(Ex).&lt;br /&gt;
&lt;br /&gt;
== Unique Feats ==&lt;br /&gt;
&lt;br /&gt;
=== Wild Surge Feats ===&lt;br /&gt;
&lt;br /&gt;
Enervation Endurance: You lose only half your manifester level power points during Psychic Enervation.&lt;br /&gt;
&lt;br /&gt;
Postpone Enervation: P: Wild Surge(Ex) +2. B: When you fail your Psychic Enervation roll, you may decide to delay the Enervation for up to 3 r. You may decide to receive the enervation before the duration expires. You may not use Wild Surge while delaying the Enervation.&lt;br /&gt;
&lt;br /&gt;
=== Surging Euphoria Feats ===&lt;br /&gt;
&lt;br /&gt;
Euphoric Reduction: When you trigger your Surging Euphoria, you may gain DR 2/- for each point of euphoria bonus instead. You must be able to receive morale bonuses to gain benefit of this feat.&lt;br /&gt;
&lt;br /&gt;
=== Volatile Mind Feats ===&lt;br /&gt;
&lt;br /&gt;
Volatile Escalation[P]: When you are psionically focused, your volatile mind is treated as 2 more.&lt;br /&gt;
&lt;br /&gt;
Volatile Leech[P]: When you are psionically focused, your volatile mind is treated as twice more for purposes of enervation pp loss calculations. Also you recover Volatile Mind x Wild Surge N hp each time you use Wild Surge.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Ardent&amp;diff=2836</id>
		<title>Prinzessin:Ardent</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Ardent&amp;diff=2836"/>
				<updated>2011-12-26T21:10:37Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: slight fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ardent ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature			Unarmed	 PP	PKnown	MaxPL&lt;br /&gt;
1	Assume Mantles I&amp;amp;II 		d6	  2	2	1&lt;br /&gt;
2	Assume Mantle III		d6	  6	3	1&lt;br /&gt;
3	Bonus feat			d6	 11	4	2&lt;br /&gt;
4	Flurry of Blows(Ex) -2/+1	d8	 17	5	2&lt;br /&gt;
5	Mantle I Upgrade		d8	 25	6	3&lt;br /&gt;
6	Assume Mantle IV		d8	 35	7	3&lt;br /&gt;
7	Bonus feat			d8	 46	8	4&lt;br /&gt;
8	AC Bonus(Ex)			d10	 58	9	4&lt;br /&gt;
9	Mantle II Upgrade		d10	 72	10	5&lt;br /&gt;
10	Assume Mantle V			d10	 88	11	5&lt;br /&gt;
11	Bonus feat			d10	106	12	6&lt;br /&gt;
12	Flurry of Blows(Ex) -1/+1	d12	126	13	6&lt;br /&gt;
13	Mantle I Upgrade II		d12	147	14	7&lt;br /&gt;
14	Assume Mantle VI		d12	170	15	7&lt;br /&gt;
15	Bonus feat			d12	195	16	8&lt;br /&gt;
16	Flurry of Blows(Ex) -1/+2	2d8	221	17	8&lt;br /&gt;
17	Mantle II Upgrade II		2d8	250	18	9&lt;br /&gt;
18	Assume Mantle VII		2d8	280	19	9&lt;br /&gt;
19	Bonus feat			2d8	311	20	9&lt;br /&gt;
20	Mantle I Upgrade III		2d10	343	21	9&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Assume Mantle(Ex):&lt;br /&gt;
&lt;br /&gt;
Bonus feat: any Psionic feat.&lt;br /&gt;
&lt;br /&gt;
Flurry of Blows(Ex): As stated.&lt;br /&gt;
&lt;br /&gt;
AC Bonus(Ex): Wis to AC, no more than class level.&lt;br /&gt;
&lt;br /&gt;
== Mantles ==&lt;br /&gt;
&lt;br /&gt;
Chaos: Expend focus to deal extra d6 anarchic damage with any next attack.&lt;br /&gt;
* 2d8 damage.&lt;br /&gt;
** 3d10 damage.&lt;br /&gt;
*** 4d12 damage.&lt;br /&gt;
&lt;br /&gt;
Communication: While psionically focused you gain +2 c on Persuasion.&lt;br /&gt;
* +5 c and Rushed Persuasion penalty is -5.&lt;br /&gt;
** +7 c.&lt;br /&gt;
*** +10 c, rushed diplomacy penalty negated.&lt;br /&gt;
&lt;br /&gt;
Consumption: AT=i, spend focus and gain 5 temp hp for 1m.&lt;br /&gt;
* 10 temp hp.&lt;br /&gt;
** 25 temp hp.&lt;br /&gt;
*** 50 temp hp.&lt;br /&gt;
&lt;br /&gt;
Creation: You gain an ectopic form feat.&lt;br /&gt;
* Second ectopic form.&lt;br /&gt;
** Third ectopic form.&lt;br /&gt;
*** May apply two ectopic form feats simultaneously.&lt;br /&gt;
&lt;br /&gt;
Destruction: You are treated as is you had Improved Sunder while focused. If you expend focus while attacking object, it's hardness is treated as 2 less.&lt;br /&gt;
* 5 less hardness.&lt;br /&gt;
** 10 less hardness.&lt;br /&gt;
*** 20 less hardness.&lt;br /&gt;
&lt;br /&gt;
Air: Your falls are treated as if they were 4 less.&lt;br /&gt;
* 8 less.&lt;br /&gt;
** 12 less.&lt;br /&gt;
*** You do not take damage from falling at all.&lt;br /&gt;
&lt;br /&gt;
Earth: +2 on Acrobatics to resist falling, +2 on resisting trip.&lt;br /&gt;
* Increase bonuses to 4.&lt;br /&gt;
** Increase bonuses to 6.&lt;br /&gt;
*** Increase bonuses to 10.&lt;br /&gt;
&lt;br /&gt;
Fire: +1 fire damage on melee attacks.&lt;br /&gt;
*  +2 fire damage on melee attacks.&lt;br /&gt;
**  +3 fire damage on melee attacks.&lt;br /&gt;
***  +5 fire damage on melee attacks.&lt;br /&gt;
&lt;br /&gt;
Water: Swim speed equal to land speed.&lt;br /&gt;
* Swim speed equal to land speed +2.&lt;br /&gt;
** Water breathing.&lt;br /&gt;
*** Not impeded by water.&lt;br /&gt;
&lt;br /&gt;
Energy: AT=i, expend focus. You gain resistance 5 to chosen energy for 3+Wis r.&lt;br /&gt;
* Resistance 10.&lt;br /&gt;
** Resistance 15.&lt;br /&gt;
*** Resistance 20.&lt;br /&gt;
&lt;br /&gt;
Force: While focused you gain +1 deflection AC.&lt;br /&gt;
* +2 AC.&lt;br /&gt;
** +3 AC.&lt;br /&gt;
*** +5 AC.&lt;br /&gt;
&lt;br /&gt;
Freedom: +2 speed while focused, may spend focus to add ML on resisting grapple or escaping grapple.&lt;br /&gt;
* +3 speed.&lt;br /&gt;
** +4 speed.&lt;br /&gt;
*** Constant freedom of movement.&lt;br /&gt;
&lt;br /&gt;
Good: Expend focus to deal extra d6 sacred damage with any next attack.&lt;br /&gt;
* 2d8 damage.&lt;br /&gt;
** 3d10 damage.&lt;br /&gt;
*** 4d12 damage.&lt;br /&gt;
&lt;br /&gt;
Guardian: AT=i, redirect damage from ally to yourself. Before damage is rolled.&lt;br /&gt;
* DR 1/-&lt;br /&gt;
** DR 2/-&lt;br /&gt;
*** DR 5/-&lt;br /&gt;
&lt;br /&gt;
Justice: AT=i, You may expend focus to make one AoO against opponent who attack your ally.&lt;br /&gt;
* Two attacks may be made in this round, each one need to be provoked separately.&lt;br /&gt;
** Three attacks may be made in this round, each one need to be provoked separately.&lt;br /&gt;
*** Focus is no longer needed.&lt;br /&gt;
&lt;br /&gt;
Knowledge: You can make knowledge checks untrained.&lt;br /&gt;
* You may expend focus to gain +2 on knowledge check.&lt;br /&gt;
** +5 on check.&lt;br /&gt;
*** +10 on check.&lt;br /&gt;
&lt;br /&gt;
Law: Expend focus to deal extra d6 axiomatic damage with any next attack.&lt;br /&gt;
* 2d8 damage.&lt;br /&gt;
** 3d10 damage.&lt;br /&gt;
*** 4d12 damage.&lt;br /&gt;
&lt;br /&gt;
Life: If you spend psionic focus while manifesting power from mantle list, this power is augmented by 1pp.&lt;br /&gt;
* 2 pp augment.&lt;br /&gt;
** 3pp augment.&lt;br /&gt;
*** 5 pp augment.&lt;br /&gt;
&lt;br /&gt;
Magic: to do or not to do?&lt;br /&gt;
* &lt;br /&gt;
** &lt;br /&gt;
*** &lt;br /&gt;
&lt;br /&gt;
Mental Power: Treat your Wis as if it were 2 higher for purpose of bonus pp.&lt;br /&gt;
* Wis 4 higher.&lt;br /&gt;
** Wis 6 higher.&lt;br /&gt;
*** Wis 8 higher.&lt;br /&gt;
&lt;br /&gt;
Natural World: Wild Empathy.&lt;br /&gt;
* +1 NA&lt;br /&gt;
** +2 NA&lt;br /&gt;
*** +3 NA 25% fortification.&lt;br /&gt;
&lt;br /&gt;
Physical Power: AT=f D=1r expend focus. You gain +2 Str, Dex or Con.&lt;br /&gt;
* +4 bonus.&lt;br /&gt;
** +6 bonus.&lt;br /&gt;
*** D=2r.&lt;br /&gt;
&lt;br /&gt;
The Planes: +1 on power penetration.&lt;br /&gt;
* +2.&lt;br /&gt;
** +3.&lt;br /&gt;
*** +5.&lt;br /&gt;
&lt;br /&gt;
Repose: +2 Concentration, can expend focus to gain +5.&lt;br /&gt;
* +3 Concentration, can expend focus to gain +10.&lt;br /&gt;
** +4 Concentration, can expend focus to gain +15.&lt;br /&gt;
*** +5 Concentration, can expend focus to gain +20.&lt;br /&gt;
&lt;br /&gt;
== Alternative Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Dominant Ideal ===&lt;br /&gt;
&lt;br /&gt;
9. Dominant Ideal(Ex): Applying first metapower to Mantle I do not require spending a focus, metapowers or augment are 2pp cheaper (to a minimum of 2 pp). R: AC Bonus(Ex).&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Wizard&amp;diff=2835</id>
		<title>Prinzessin:Wizard</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Wizard&amp;diff=2835"/>
				<updated>2011-12-26T20:24:56Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: Created page with &amp;quot;== Wizard == &amp;lt;pre&amp;gt; Lvl	Class Feature			Spells per day 1	Specialization, Slot I		3/1 2	Familiar			4/2 3	Slot II				4/3/1 4	Minor School Esoterica(Ex)	4/4/2 5	Slot III			4/4/3/1 6	...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wizard ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature			Spells per day&lt;br /&gt;
1	Specialization, Slot I		3/1&lt;br /&gt;
2	Familiar			4/2&lt;br /&gt;
3	Slot II				4/3/1&lt;br /&gt;
4	Minor School Esoterica(Ex)	4/4/2&lt;br /&gt;
5	Slot III			4/4/3/1&lt;br /&gt;
6	Feat				4/4/4/2&lt;br /&gt;
7	Slot IV				4/4/4/3/1&lt;br /&gt;
8	Caster level Increase(Ex) +1	4/4/4/4/2&lt;br /&gt;
9	Slot V				4/4/4/4/3/1&lt;br /&gt;
10	Feat				4/4/4/4/4/2&lt;br /&gt;
11	Slot VI				4/4/4/4/4/3/1&lt;br /&gt;
12	Moderate School Esoterica(Ex)	4/4/4/4/4/4/2&lt;br /&gt;
13	Slot VII			4/4/4/4/4/4/3/1&lt;br /&gt;
14	Feat				4/4/4/4/4/4/4/2&lt;br /&gt;
15	Slot VIII			4/4/4/4/4/4/4/3/1&lt;br /&gt;
16	Caster Level Increase(Ex) +2	4/4/4/4/4/4/4/4/2&lt;br /&gt;
17	Slot IX				4/4/4/4/4/4/4/4/3/1&lt;br /&gt;
18	Feat				4/4/4/4/4/4/4/4/4/2&lt;br /&gt;
19	Timeless Body(Ex)		4/4/4/4/4/4/4/4/4/3&lt;br /&gt;
20	Major School Esoterica(Ex)	4/4/4/4/4/4/4/4/4/4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Spellcasting: Int-based Prepared Spellbook.&lt;br /&gt;
&lt;br /&gt;
Specialization: Must specialize in school of magic. In case of Universal specialization use standard slots.&lt;br /&gt;
&lt;br /&gt;
Spells: In case of School Specialization must ban two Schools of magic, and receives extra Specialist spell slot in spell level.&lt;br /&gt;
&lt;br /&gt;
Familiar:&lt;br /&gt;
&lt;br /&gt;
School Esoterica: See below.&lt;br /&gt;
&lt;br /&gt;
Feat: Metamagic, Item Creation, Spell Mastery, Reserve feat or any of the unique feats below.&lt;br /&gt;
&lt;br /&gt;
Caster Level Increase(Ex): Specialization school CL increase.&lt;br /&gt;
&lt;br /&gt;
== School Esoterica ==&lt;br /&gt;
&lt;br /&gt;
Minor functions constantly, moderate activates when you cast your specialization school spell and lasts Wiz r unless stated otherwise, major can be used 3 times per day.&lt;br /&gt;
&lt;br /&gt;
=== Abjuration Specialist ===&lt;br /&gt;
&lt;br /&gt;
* Minor: +1/4 Wiz c on dispel.&lt;br /&gt;
* Moderate: Evasion and Mettle.&lt;br /&gt;
* Major: May cast personal abjurations as T.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration Specialist ===&lt;br /&gt;
&lt;br /&gt;
* Minor: Any creature you summon or call have extra Wiz hp.&lt;br /&gt;
* Moderate: +5 on resisting dispels for your conjuration spells.&lt;br /&gt;
* Major: You can cast S-action conjurations as s.&lt;br /&gt;
&lt;br /&gt;
=== Divination Specialist ===&lt;br /&gt;
&lt;br /&gt;
* Minor: D=Conc spells lasts extra 1/4 Wiz rounds.&lt;br /&gt;
* Moderate: Greater uncanny dodge for duration of the spell.&lt;br /&gt;
* Major: When you cast divination you gain true seeing effect with same CL.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment Specialist ===&lt;br /&gt;
&lt;br /&gt;
* Minor: Targets of your charm spells do not gain a bonus on their saves due to being currently threatened or attacked by you or your allies, subjects of your compulsion spells do not get a bonus on saves due to being forced to take an action against their natures.&lt;br /&gt;
* Moderate: May reroll failed saves against mind-affecting.&lt;br /&gt;
* Major: Creature that succeeded save against your enchantment must re-roll it's save. This ability mutually negates Slippery Mind.&lt;br /&gt;
&lt;br /&gt;
=== Evocation Specialist ===&lt;br /&gt;
&lt;br /&gt;
* Minor: +1/2 Wiz on damage with evocations.&lt;br /&gt;
* Moderate: Energy resistance 20 for all energies.&lt;br /&gt;
* Major: Creature that fails saving throw against your evocation receives half of damage it received on the following round.&lt;br /&gt;
&lt;br /&gt;
=== Illusion Specialist ===&lt;br /&gt;
&lt;br /&gt;
* Minor: Will Disbelief illusions gain +2 DC&lt;br /&gt;
* Moderate: You gain 50% concealment&lt;br /&gt;
* Major: Your illusions are silent and stilled, and do not require material components.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation Specialist ===&lt;br /&gt;
&lt;br /&gt;
* Minor: When your transmutation is dispelled it lasts another one round before dissipating.&lt;br /&gt;
* Moderate: May re-roll failed saves against transmutations.&lt;br /&gt;
* Major: Whenever target saves against your transmutations it receives Wiz damage.&lt;br /&gt;
&lt;br /&gt;
=== Universal Specialist ===&lt;br /&gt;
&lt;br /&gt;
* Minor: +5 on spellcraft checks to recognise spells.&lt;br /&gt;
* Moderate: Once per day you may counterspell without readying action to do so.&lt;br /&gt;
* Major: -1 Metacost for all meta.&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Focused Specialist ===&lt;br /&gt;
&lt;br /&gt;
1. Focused Specialist(Ex): Extra prohibited School, +1 Specialization slots per Spell class feature.&lt;br /&gt;
&lt;br /&gt;
== Alternative Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Immediate Magic ===&lt;br /&gt;
&lt;br /&gt;
2. AT=i, D=1r, DC= +1/2 Wiz +Int, Int/day. R: Familiar.&lt;br /&gt;
* Abjuration: Urgent Shield(Su): +2 AC.&lt;br /&gt;
* Conjuration: Abrupt Jaunt(Su): Teleport 2.&lt;br /&gt;
* Divination: Glimpse of Peril(Su): +2 insight on saving throw.&lt;br /&gt;
* Enchantment: Instant Daze(Su): Opponent with no more HD than you who attack you in melee are dazed (WC negates).&lt;br /&gt;
* Evocation: Counterfire(Su): When visible opponent within 12 targets you with ranged attack, you may make RT with Wiz/3 d6 force damage.&lt;br /&gt;
* Illusion: Brief Figment(Su): Double self as a mirror image.&lt;br /&gt;
* Transmutation: Sudden Shift(Su): Climb, fly or swim equal your land speed.&lt;br /&gt;
&lt;br /&gt;
=== Battle Wizard ===&lt;br /&gt;
&lt;br /&gt;
6 and every 4 levels thereafter: Bonus Fighter feat. R: Bonus Wizard feats.&lt;br /&gt;
&lt;br /&gt;
=== Familiar Substitution ===&lt;br /&gt;
&lt;br /&gt;
This class feature replaces Familiar at 2nd level.&lt;br /&gt;
* Abjurer: Resistance to Energy(Su): AT=S, R=T, D=1h, 5+Wiz resistance to chosen energy, 1/day.&lt;br /&gt;
* Conjurer: Rapid Summoning(Ex): Summon Monster CT is S.&lt;br /&gt;
* Diviner: Enhanced Awareness(Ex): Identify CT=10m, arcane eye speed = 4, +1 divination spells DC.&lt;br /&gt;
* Enchanter: Cohort: As if your leadership score 2 lower.&lt;br /&gt;
* Evoker: Energy Affinity(Ex): +1 CL for evocation spells of chosen energy type.&lt;br /&gt;
* Illusionist: Chains of Disbelief(Ex): Opponents do not receive +4 on their WI to disbelieve illusion they are informed about. If illusion is obvious, still WI +10 save must be made to see through it.&lt;br /&gt;
* Transmuter: Enhanced Attribute(Ex): AT=s, +2 on any one stat. D=Wiz m. 1+1/5 Wiz /day.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Feats Substitution ===&lt;br /&gt;
&lt;br /&gt;
This class feature replaces Bonus feat at 6th lvl an each 4 levels thereafter.&lt;br /&gt;
* Abjurer: Aura of Protection(Ex): AT=S, R=S, D=1m(d), Int defl AC or Int res saves against one attack. 1/day +1 for each 4 levels. &lt;br /&gt;
* Conjurer: Enhanced Summoning(Ex): Summoned creatures gain at 6th +2 dispel DC, at 14th +4 dispel DC, at 10th +2 Str and Con, at 18th +4 Str and Con.&lt;br /&gt;
* Diviner: Bonus Feat List: Skill Focus:Awareness or Empathy, Improved Initiative, Lightning Reflexes, Quick Reckonniter.&lt;br /&gt;
* Enchanter: Social Proficiency(Ex): +2 comp on Empathy, Intimidate and Persuasion, increase bonus by 2 for each 4 lvls thereafter.&lt;br /&gt;
* Evoker: Energy Substitution(Ex): AT=f, while casting a spell, may change its energy type to any other energy. 1/day +1 extra use for each 4 levels thereafter.&lt;br /&gt;
* Illusionist: Shadow Shaper(Ex): Int to Stealth at 6th. +1 illusion spells DC at 10th. Hide in Plain Sight at 14th. Invisible in shadow illumination at 18th.&lt;br /&gt;
* Transmuter: Spell Versatility(Ex): At 6th level and every 4 levels thereafter may select any spell from sor/wiz list and treat it as a transmutation spell.&lt;br /&gt;
&lt;br /&gt;
=== Spell Slots Substitution ===&lt;br /&gt;
&lt;br /&gt;
This class Feature replaces Slot class feature.&lt;br /&gt;
* Abjurer: Spontaneous Dispelling(Ex): May loose 4 spell levels to cast dispel magic. At 11-th level may loose 7 spell levels to cast greater dispel magic.&lt;br /&gt;
* Conjurer: Spontaneous Summoning(Ex): May spontaneously convert spells to summon monster spells of lower level.&lt;br /&gt;
* Diviner: Prescience(Ex): AT=f, add Int ins on attack roll, AC, saving throw, skill check or level check. 1+(Wiz-1)/2 day.&lt;br /&gt;
* Enchanter: Extended Enchantment(Ex): AT=f, Enchantment spell is extended for free, 1/day +1 for each 2 lvls after 1st.&lt;br /&gt;
* Evoker: Overcome Resistance(Ex): AT=f, your spell treats opponents energy resistances as if they were 10 lower against your spell. 1/day +1 for each 2 lvls after 1st.&lt;br /&gt;
* Illusionist: Illusion Mastery(Ex): Add extra illusion spell to spellbook per Wiz lvl. All illusions with level equal or lower than (Wiz+1)/2 are Spell Mastered.&lt;br /&gt;
* Transmuter: Transmutable Memory(Ex): May re-memorize up to Wiz spell levels, AT=Wiz m, 1/day +1 for each 2 levels after first.&lt;br /&gt;
&lt;br /&gt;
== Unique Feats ==&lt;br /&gt;
&lt;br /&gt;
Ability Enhancer: P: Transmuter, Spell Focus:Transmutation. B: Stat bonuses from spells transmutation spells are increased by 2. Size bonuses and racial bonuses from spells are not affected.&lt;br /&gt;
&lt;br /&gt;
Abjurative Potency: P: Abjurer, Spell Focus:Abjuration. B: Abjuration bonuses to AC you cast are 1 more.&lt;br /&gt;
&lt;br /&gt;
Charmer: P: Enchanter, Spell Focus:Enchantment. B: +1 DC on charm spells.&lt;br /&gt;
&lt;br /&gt;
Cloudy Conjuration: P: Conjurer. B: When you cast a conjuration you may choose to make a D=1r 1sq-radius cloud to appear on you or on your target. You, creature you summoned and creature immune to poison suffer no ill effect, other creatures are nauseated until they leave cloud.&lt;br /&gt;
&lt;br /&gt;
Dazzling Illusion: P: Illusionist. B: When you cast an illusion spell you may force all non-blind enemies within 6 to b&lt;br /&gt;
e dazzled for 1r.&lt;br /&gt;
&lt;br /&gt;
Energy Abjuration: P: Abjurer: B: When you cast abjuration spell you gain (SL+1)x5 energy resistance to all energies that lasts as long this spell lasts and protects only from one attack.&lt;br /&gt;
&lt;br /&gt;
Evocation Resistance: P: Evoker, Spell Focus:Evocation. B: Energy based effects make -1 per die damage against you.&lt;br /&gt;
&lt;br /&gt;
Heavy Teleport: P: Conjurer, Spell Focus:Conjuration. B: You may teleport twice more targets with your teleport and greater teleport spells.&lt;br /&gt;
&lt;br /&gt;
Hidden Thoughts: P: Diviner, Spell Focus:Divination. B: +4 on saves aganst divination, +4 on Int check to detect scrying sensor.&lt;br /&gt;
&lt;br /&gt;
Insightful Divination: P: Diviner. B: After you cast divination spell you gain SL+1 on init and same i bonus on first save you make within 24h. After you make your save init bonus also disappears.&lt;br /&gt;
&lt;br /&gt;
Metamagic School Focus: P: Specialist Wizard. B: You may reduce metacost of one meta applied to specialisation school by 1 (to a minimum of 1) 3/day.&lt;br /&gt;
&lt;br /&gt;
Piercing Evocation: P: Evoker. B: Your energy evocation spells deal at least 10 damage even to targets with immunity, successful save and evasion/mettle.&lt;br /&gt;
&lt;br /&gt;
Potent Illusion: P:Illusionist, Spell Focus:Illusion. B: Creatures are treated as 3 HD less for purpose of your illusion effects.&lt;br /&gt;
&lt;br /&gt;
Toughening Transmutation: P: Transmuter. B: Any time you cast a transmutation, you may grant target or yourself +5 to any of it's DR or to gain DR 5/+1/4 Wiz.&lt;br /&gt;
&lt;br /&gt;
Unsettling Enchantment: P: Enchanter. B: Any target required to save against your enchantments receive -2 on attacks and AC for 1 r.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Perfect_Mind&amp;diff=2834</id>
		<title>Prinzessin:Perfect Mind</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Perfect_Mind&amp;diff=2834"/>
				<updated>2011-12-26T20:12:29Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: lj-cut remove&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Swordsage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature			Known	Ready	Stances&lt;br /&gt;
1	Weapon Focus:School, School	2	3	1&lt;br /&gt;
2	AC Bonus(Su)			3	3	1&lt;br /&gt;
3	Quick to Act(Ex) +1		5	4	1&lt;br /&gt;
4	Discipline Focus(Ex):Damage	6	4	1&lt;br /&gt;
5	Adaptive Style feat		8	5	2&lt;br /&gt;
6	Hidden Talent			9	5	2&lt;br /&gt;
7	Quick to Act(Ex): +2		11	6	2&lt;br /&gt;
8	Discipline Focus(Ex):AC		12	6	2&lt;br /&gt;
9	Evasion(Ex)			13	7	3&lt;br /&gt;
10	Psionic Meditation		14	7	3&lt;br /&gt;
11	Quick to Act(Ex) +3		16	8	4&lt;br /&gt;
12	Discipline Focus(Ex):Attack	17	8	4&lt;br /&gt;
13	Sense Magic(Su)			18	9	5&lt;br /&gt;
14	Battle of Wills(Ex)		19	9	5&lt;br /&gt;
15	Quick to Act(Ex): +4		20	10	6&lt;br /&gt;
16	Discipline Focus(Ex):Saves	21	10	6&lt;br /&gt;
17	Mettle(Ex)			22	11	6&lt;br /&gt;
18	Focused Will(Ex)		23	11	6&lt;br /&gt;
19	Quick to Act(Ex) +5		24	12	6&lt;br /&gt;
20	Stance Mastery(Ex)		25	12	6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
School: Perfect Mind.&lt;br /&gt;
&lt;br /&gt;
AC Bonus(Su): +Cha to AC while in no armour or heavy clothing and not encumbered, no more than level.&lt;br /&gt;
&lt;br /&gt;
Quick to Act(Ex): Add this value to your initiative.&lt;br /&gt;
&lt;br /&gt;
Discipline Focus(Ex):&lt;br /&gt;
* Damage: +Cha on Strikes damage, no more than level.&lt;br /&gt;
* Saves: +2 on all saves while in Perfect Mind stance.&lt;br /&gt;
* Attack: +Cha on Strikes attack, no more than level.&lt;br /&gt;
* AC: +2 AC while in Perfect Mind stance.&lt;br /&gt;
&lt;br /&gt;
Evasion(Ex):&lt;br /&gt;
&lt;br /&gt;
Sense Magic(Su): AT=10 m, determine properties of magical armour or weapon. &lt;br /&gt;
&lt;br /&gt;
Battle of Wills(Ex): May use Duel of Wills even in non-duels. However each additional combatant impose -1 penalty on duration and your (but not opponents) check on Duel of Wills.&lt;br /&gt;
&lt;br /&gt;
Mettle(Ex):&lt;br /&gt;
&lt;br /&gt;
Focused Will(Ex): You may add Cha instead of Con on your Concentration checks.&lt;br /&gt;
&lt;br /&gt;
Stance Mastery(Ex): May use two stances simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Perfect Mind ==&lt;br /&gt;
&lt;br /&gt;
'''School's Skill:''' Concentration.&lt;br /&gt;
&lt;br /&gt;
'''School's Weapons:''' Fencing.&lt;br /&gt;
&lt;br /&gt;
'''School's DC:''' 1/2 IL + Cha&lt;br /&gt;
&lt;br /&gt;
=== Manoeuvres ===&lt;br /&gt;
&lt;br /&gt;
1. Moment of Perfect Mind[C]: IT=i, R=P, Concentration instead of Will save.&lt;br /&gt;
&lt;br /&gt;
1. Sapphire Nightmare Blade[S]: IT=S, R=Melee, Concentration VS AC, flat-foot+d6 damage/-2 attack.&lt;br /&gt;
   &lt;br /&gt;
2. Action Before Thought[C]: IT=i, R=P, Concentration instead of Reflex save.&lt;br /&gt;
&lt;br /&gt;
2. Emerald Razor[S]: IT=S, R=Melee, Attack becomes touch attack.&lt;br /&gt;
   &lt;br /&gt;
3. Insightful Strike[S]: IT=S, R=Melee, attack Concentration check damage.&lt;br /&gt;
&lt;br /&gt;
3. Mind Over Body[C]: IT=i, R=P, Concentration instead Fortitude save.&lt;br /&gt;
   &lt;br /&gt;
4. Bounding Assault[S]: IT=FR, R=Melee, make double move and then attack, counts as charge. May initiate any S-action Strike instead of usual attack, in this case any charge damage modifiers are not applied to additional damage from strikes.&lt;br /&gt;
&lt;br /&gt;
4. Mind Strike[S]: IT=S, R=Melee, attack WW or 4 Wis damage.&lt;br /&gt;
&lt;br /&gt;
4. Ruby Nightmare Blade[S]: IT=S, R=Melee, Concentration VS AC, damage*2/-2 attack.&lt;br /&gt;
   &lt;br /&gt;
5. Disrupting Blow[S]: IT=S, R=Melee, D=1r, attack WW or unable to act.&lt;br /&gt;
&lt;br /&gt;
5. Rapid Counter[C]: IT=i, R=Melee, triggered when enemy provokes AoO. You may initiate any S-action strike against this opponent as part of this manoeuvre.&lt;br /&gt;
   &lt;br /&gt;
6. Insightful Strike, Greater[S]: IT=S, R=Melee, attack Concentration check*2 damage.&lt;br /&gt;
   &lt;br /&gt;
7. Avalanche of Blades[S]: IT=FR, R=Melee, if hit make next attack against the same target with -3 penalty. Repeat until miss.&lt;br /&gt;
&lt;br /&gt;
8. Diamond Defence[C]: IT=i, R=P, Initiator Level on save.&lt;br /&gt;
   &lt;br /&gt;
8. Diamond Nightmare Blade[S]: IT=S, R=Melee, Concentration VS AC, damage*4/-2 attack.&lt;br /&gt;
   &lt;br /&gt;
9. Time Stands Still[S]: IT=FR, R=P, Make two Full Attacks.&lt;br /&gt;
&lt;br /&gt;
=== Stances ===&lt;br /&gt;
&lt;br /&gt;
1. Stance of Clarity: +2 insight AC vs one opponent, -2 AC against others.&lt;br /&gt;
&lt;br /&gt;
3. Pearl of Black Doubt: +2 dodge AC for each opponent who miss until start of your next turn.&lt;br /&gt;
&lt;br /&gt;
5. Hearing the Air: +5 insight on Perception, Blindsense 6.&lt;br /&gt;
&lt;br /&gt;
6. Moment of Alacrity: +10 initiative.&lt;br /&gt;
&lt;br /&gt;
7. Quicksilver Motion: You gain extra M per round.&lt;br /&gt;
&lt;br /&gt;
8. Stance of Alacrity: extra Counter per round without immediate.&lt;br /&gt;
&lt;br /&gt;
== Unique Feats ==&lt;br /&gt;
&lt;br /&gt;
Unnerving Calm: P: Perfect Mind Stance. B: You may use Concentration instead of Intimidate in duel of wills. Duel of Wills bonus is doubled.&lt;br /&gt;
&lt;br /&gt;
== Tactical Feat ==&lt;br /&gt;
&lt;br /&gt;
Perfect Clarity of Mind and Body: P: BAB 6, Unnerving Calm. S: To use this feat you must be in Perfect Mind stance.&lt;br /&gt;
* Coiled Spring: You gain following benefits after a round in which you move no more than 1sq: +2 AC +6 speed and may make single attack after double move.&lt;br /&gt;
* You gain +4 bonus on disarm, trip and feint for the duration of duel of wills effect.&lt;br /&gt;
* After you damage, disarm or trip your opponent you may make Intimidate check against him. If you succeed he gain -2 on attacks until start of your next turn.&lt;br /&gt;
&lt;br /&gt;
== Also ==&lt;br /&gt;
&lt;br /&gt;
Duel of Wills&lt;br /&gt;
May be initiated in any 1 x 1 encounter. Rolled before init. Target of Duel of Wills may choose to submit, ignore or participate.&lt;br /&gt;
* Submit: Target takes -2 init -1 attacks for your Cha rounds.&lt;br /&gt;
* Ignore: You gain +1 on attacks against this opponent for Cha rounds.&lt;br /&gt;
* Participate: Make opposed intimidate check. Winner gets +1 on attack and damage against looser, looser receive -1 penalty on attacks and damage against winner.&lt;br /&gt;
&lt;br /&gt;
Небольшое замечание: Аннервинг калм удваивает бонуса а не весь эффект, так что если вы подозреваете, что оппонент - злобный перфект майнд, который вас перекидает, то возможно, что сабмит (-2 инит -1 атаки) будет выгоднее чем игнор (+2 атаки ему).&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Perfect_Mind&amp;diff=2833</id>
		<title>Prinzessin:Perfect Mind</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Perfect_Mind&amp;diff=2833"/>
				<updated>2011-12-26T20:08:24Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: Created page with &amp;quot;&amp;lt;lj-cut&amp;gt; == Swordsage == &amp;lt;pre&amp;gt; Lvl	Class Feature			Known	Ready	Stances 1	Weapon Focus:School, School	2	3	1 2	AC Bonus(Su)			3	3	1 3	Quick to Act(Ex) +1		5	4	1 4	Discipline Focus(...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;lj-cut&amp;gt;&lt;br /&gt;
== Swordsage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature			Known	Ready	Stances&lt;br /&gt;
1	Weapon Focus:School, School	2	3	1&lt;br /&gt;
2	AC Bonus(Su)			3	3	1&lt;br /&gt;
3	Quick to Act(Ex) +1		5	4	1&lt;br /&gt;
4	Discipline Focus(Ex):Damage	6	4	1&lt;br /&gt;
5	Adaptive Style feat		8	5	2&lt;br /&gt;
6	Hidden Talent			9	5	2&lt;br /&gt;
7	Quick to Act(Ex): +2		11	6	2&lt;br /&gt;
8	Discipline Focus(Ex):AC		12	6	2&lt;br /&gt;
9	Evasion(Ex)			13	7	3&lt;br /&gt;
10	Psionic Meditation		14	7	3&lt;br /&gt;
11	Quick to Act(Ex) +3		16	8	4&lt;br /&gt;
12	Discipline Focus(Ex):Attack	17	8	4&lt;br /&gt;
13	Sense Magic(Su)			18	9	5&lt;br /&gt;
14	Battle of Wills(Ex)		19	9	5&lt;br /&gt;
15	Quick to Act(Ex): +4		20	10	6&lt;br /&gt;
16	Discipline Focus(Ex):Saves	21	10	6&lt;br /&gt;
17	Mettle(Ex)			22	11	6&lt;br /&gt;
18	Focused Will(Ex)		23	11	6&lt;br /&gt;
19	Quick to Act(Ex) +5		24	12	6&lt;br /&gt;
20	Stance Mastery(Ex)		25	12	6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
School: Perfect Mind.&lt;br /&gt;
&lt;br /&gt;
AC Bonus(Su): +Cha to AC while in no armour or heavy clothing and not encumbered, no more than level.&lt;br /&gt;
&lt;br /&gt;
Quick to Act(Ex): Add this value to your initiative.&lt;br /&gt;
&lt;br /&gt;
Discipline Focus(Ex):&lt;br /&gt;
* Damage: +Cha on Strikes damage, no more than level.&lt;br /&gt;
* Saves: +2 on all saves while in Perfect Mind stance.&lt;br /&gt;
* Attack: +Cha on Strikes attack, no more than level.&lt;br /&gt;
* AC: +2 AC while in Perfect Mind stance.&lt;br /&gt;
&lt;br /&gt;
Evasion(Ex):&lt;br /&gt;
&lt;br /&gt;
Sense Magic(Su): AT=10 m, determine properties of magical armour or weapon. &lt;br /&gt;
&lt;br /&gt;
Battle of Wills(Ex): May use Duel of Wills even in non-duels. However each additional combatant impose -1 penalty on duration and your (but not opponents) check on Duel of Wills.&lt;br /&gt;
&lt;br /&gt;
Mettle(Ex):&lt;br /&gt;
&lt;br /&gt;
Focused Will(Ex): You may add Cha instead of Con on your Concentration checks.&lt;br /&gt;
&lt;br /&gt;
Stance Mastery(Ex): May use two stances simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Perfect Mind ==&lt;br /&gt;
&lt;br /&gt;
'''School's Skill:''' Concentration.&lt;br /&gt;
&lt;br /&gt;
'''School's Weapons:''' Fencing.&lt;br /&gt;
&lt;br /&gt;
'''School's DC:''' 1/2 IL + Cha&lt;br /&gt;
&lt;br /&gt;
=== Manoeuvres ===&lt;br /&gt;
&lt;br /&gt;
1. Moment of Perfect Mind[C]: IT=i, R=P, Concentration instead of Will save.&lt;br /&gt;
&lt;br /&gt;
1. Sapphire Nightmare Blade[S]: IT=S, R=Melee, Concentration VS AC, flat-foot+d6 damage/-2 attack.&lt;br /&gt;
   &lt;br /&gt;
2. Action Before Thought[C]: IT=i, R=P, Concentration instead of Reflex save.&lt;br /&gt;
&lt;br /&gt;
2. Emerald Razor[S]: IT=S, R=Melee, Attack becomes touch attack.&lt;br /&gt;
   &lt;br /&gt;
3. Insightful Strike[S]: IT=S, R=Melee, attack Concentration check damage.&lt;br /&gt;
&lt;br /&gt;
3. Mind Over Body[C]: IT=i, R=P, Concentration instead Fortitude save.&lt;br /&gt;
   &lt;br /&gt;
4. Bounding Assault[S]: IT=FR, R=Melee, make double move and then attack, counts as charge. May initiate any S-action Strike instead of usual attack, in this case any charge damage modifiers are not applied to additional damage from strikes.&lt;br /&gt;
&lt;br /&gt;
4. Mind Strike[S]: IT=S, R=Melee, attack WW or 4 Wis damage.&lt;br /&gt;
&lt;br /&gt;
4. Ruby Nightmare Blade[S]: IT=S, R=Melee, Concentration VS AC, damage*2/-2 attack.&lt;br /&gt;
   &lt;br /&gt;
5. Disrupting Blow[S]: IT=S, R=Melee, D=1r, attack WW or unable to act.&lt;br /&gt;
&lt;br /&gt;
5. Rapid Counter[C]: IT=i, R=Melee, triggered when enemy provokes AoO. You may initiate any S-action strike against this opponent as part of this manoeuvre.&lt;br /&gt;
   &lt;br /&gt;
6. Insightful Strike, Greater[S]: IT=S, R=Melee, attack Concentration check*2 damage.&lt;br /&gt;
   &lt;br /&gt;
7. Avalanche of Blades[S]: IT=FR, R=Melee, if hit make next attack against the same target with -3 penalty. Repeat until miss.&lt;br /&gt;
&lt;br /&gt;
8. Diamond Defence[C]: IT=i, R=P, Initiator Level on save.&lt;br /&gt;
   &lt;br /&gt;
8. Diamond Nightmare Blade[S]: IT=S, R=Melee, Concentration VS AC, damage*4/-2 attack.&lt;br /&gt;
   &lt;br /&gt;
9. Time Stands Still[S]: IT=FR, R=P, Make two Full Attacks.&lt;br /&gt;
&lt;br /&gt;
=== Stances ===&lt;br /&gt;
&lt;br /&gt;
1. Stance of Clarity: +2 insight AC vs one opponent, -2 AC against others.&lt;br /&gt;
&lt;br /&gt;
3. Pearl of Black Doubt: +2 dodge AC for each opponent who miss until start of your next turn.&lt;br /&gt;
&lt;br /&gt;
5. Hearing the Air: +5 insight on Perception, Blindsense 6.&lt;br /&gt;
&lt;br /&gt;
6. Moment of Alacrity: +10 initiative.&lt;br /&gt;
&lt;br /&gt;
7. Quicksilver Motion: You gain extra M per round.&lt;br /&gt;
&lt;br /&gt;
8. Stance of Alacrity: extra Counter per round without immediate.&lt;br /&gt;
&lt;br /&gt;
== Unique Feats ==&lt;br /&gt;
&lt;br /&gt;
Unnerving Calm: P: Perfect Mind Stance. B: You may use Concentration instead of Intimidate in duel of wills. Duel of Wills bonus is doubled.&lt;br /&gt;
&lt;br /&gt;
== Tactical Feat ==&lt;br /&gt;
&lt;br /&gt;
Perfect Clarity of Mind and Body: P: BAB 6, Unnerving Calm. S: To use this feat you must be in Perfect Mind stance.&lt;br /&gt;
* Coiled Spring: You gain following benefits after a round in which you move no more than 1sq: +2 AC +6 speed and may make single attack after double move.&lt;br /&gt;
* You gain +4 bonus on disarm, trip and feint for the duration of duel of wills effect.&lt;br /&gt;
* After you damage, disarm or trip your opponent you may make Intimidate check against him. If you succeed he gain -2 on attacks until start of your next turn.&lt;br /&gt;
&lt;br /&gt;
== Also ==&lt;br /&gt;
&lt;br /&gt;
Duel of Wills&lt;br /&gt;
May be initiated in any 1 x 1 encounter. Rolled before init. Target of Duel of Wills may choose to submit, ignore or participate.&lt;br /&gt;
* Submit: Target takes -2 init -1 attacks for your Cha rounds.&lt;br /&gt;
* Ignore: You gain +1 on attacks against this opponent for Cha rounds.&lt;br /&gt;
* Participate: Make opposed intimidate check. Winner gets +1 on attack and damage against looser, looser receive -1 penalty on attacks and damage against winner.&lt;br /&gt;
&lt;br /&gt;
Небольшое замечание: Аннервинг калм удваивает бонуса а не весь эффект, так что если вы подозреваете, что оппонент - злобный перфект майнд, который вас перекидает, то возможно, что сабмит (-2 инит -1 атаки) будет выгоднее чем игнор (+2 атаки ему).&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Wu_Jen&amp;diff=2832</id>
		<title>Prinzessin:Wu Jen</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Wu_Jen&amp;diff=2832"/>
				<updated>2011-12-26T19:59:43Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: category added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wu Jen ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature			Spell Slots&lt;br /&gt;
1	Watchful Spirit(Ex) 1/day	3/1&lt;br /&gt;
2	Bonus Feat			4/2&lt;br /&gt;
3	Spell Secret(Ex)		4/2/1&lt;br /&gt;
4	Elemental Mastery(Ex) +1	4/3/2&lt;br /&gt;
5	Watchful Spirit(Ex) 2/day	4/3/2/1&lt;br /&gt;
6	Bonus Feat			4/4/3/2&lt;br /&gt;
7	Spell Secret(Ex)		4/4/3/2/1&lt;br /&gt;
8	Elemental Mastery(Ex) +2	4/4/4/3/2&lt;br /&gt;
9	Watchful Spirit(Ex) 3/day	4/4/4/3/2/1&lt;br /&gt;
10	Bonus Feat			4/4/4/4/3/2&lt;br /&gt;
11	Spell Secret(Ex)		4/4/4/4/3/2/1&lt;br /&gt;
12	Elemental Mastery(Ex) +3	4/4/4/4/4/3/2&lt;br /&gt;
13	Watchful Spirit(Ex) 4/day	4/4/4/4/4/3/2/1&lt;br /&gt;
14	Bonus Feat			4/4/4/4/4/4/3/2&lt;br /&gt;
15	Spell Secret(Ex)		4/4/4/4/4/4/3/2/1&lt;br /&gt;
16	Elemental Mastery(Ex) +4	4/4/4/4/4/4/4/3/2&lt;br /&gt;
17	Watchful Spirit(Ex) 5/day	4/4/4/4/4/4/4/3/2/1&lt;br /&gt;
18	Bonus Feat			4/4/4/4/4/4/4/4/3/2&lt;br /&gt;
19	Spell Secret(Ex)		4/4/4/4/4/4/4/4/3/3&lt;br /&gt;
20	20th level feature todo		4/4/4/4/4/4/4/4/4/4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Watchful Spirit(Ex): AT=f, Initiative reroll.&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: Any feat that have Watchful Spirit as a prerequisite, metamagic feat or Elemental Adept feat.&lt;br /&gt;
&lt;br /&gt;
Spell Secret(Ex): Each time you gain this class feature, choose one spell you know to be permanently modified by Enlarge, Extend, Silent and Still Spell metamagic.&lt;br /&gt;
&lt;br /&gt;
Elemental Mastery(Ex): Choose one Wu Jen element, you gain indicated bonus on this element caster level and on saves against spells of this element.&lt;br /&gt;
&lt;br /&gt;
== Alternative Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Sun and Moon ===&lt;br /&gt;
&lt;br /&gt;
3. Sun and Moon(Ex): When you prepare spells, you can store two spells in one slot per spell level by designated one 'sun' and the other 'moon'. Moon spells can be used underground or at night. Sun spells can only be used during the day and above ground. L: Spell Secret(Ex) 3.&lt;br /&gt;
&lt;br /&gt;
== Unique Feats ==&lt;br /&gt;
&lt;br /&gt;
Elemental Adept: Choose one spell you know. You can cast this spell and spells you affected with Elemental Mastery spontaneously. You can change the chosen spell each time you gain +1 spellcaster level.&lt;br /&gt;
&lt;br /&gt;
=== Watchful Spirit feats ===&lt;br /&gt;
&lt;br /&gt;
Defending Spirit: In the encounter you used your Watchful spirit, you gain +2 AC. Also you gain extra Watchful Spirit use per day.&lt;br /&gt;
&lt;br /&gt;
Guardian Spirit: In the encounter you used your Watchful spirit, you may re-roll one saving throw roll. Also you gain extra Watchful Spirit use per day.&lt;br /&gt;
&lt;br /&gt;
Hasty Spirit: In the encounter you used your Watchful spirit, you may gain extra move action once. Also you gain extra Watchful Spirit use per day.&lt;br /&gt;
&lt;br /&gt;
Vengeful Spirit: P: Wu Jen 10. B: First opponent in the encounter that damages you after you used Watchful Spirit receives half damage dealt by his attack as an untyped magical damage. Also you gain extra Watchful Spirit use per day.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Wu_Jen&amp;diff=2831</id>
		<title>Prinzessin:Wu Jen</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Wu_Jen&amp;diff=2831"/>
				<updated>2011-12-26T19:59:22Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: slight changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wu Jen ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature			Spell Slots&lt;br /&gt;
1	Watchful Spirit(Ex) 1/day	3/1&lt;br /&gt;
2	Bonus Feat			4/2&lt;br /&gt;
3	Spell Secret(Ex)		4/2/1&lt;br /&gt;
4	Elemental Mastery(Ex) +1	4/3/2&lt;br /&gt;
5	Watchful Spirit(Ex) 2/day	4/3/2/1&lt;br /&gt;
6	Bonus Feat			4/4/3/2&lt;br /&gt;
7	Spell Secret(Ex)		4/4/3/2/1&lt;br /&gt;
8	Elemental Mastery(Ex) +2	4/4/4/3/2&lt;br /&gt;
9	Watchful Spirit(Ex) 3/day	4/4/4/3/2/1&lt;br /&gt;
10	Bonus Feat			4/4/4/4/3/2&lt;br /&gt;
11	Spell Secret(Ex)		4/4/4/4/3/2/1&lt;br /&gt;
12	Elemental Mastery(Ex) +3	4/4/4/4/4/3/2&lt;br /&gt;
13	Watchful Spirit(Ex) 4/day	4/4/4/4/4/3/2/1&lt;br /&gt;
14	Bonus Feat			4/4/4/4/4/4/3/2&lt;br /&gt;
15	Spell Secret(Ex)		4/4/4/4/4/4/3/2/1&lt;br /&gt;
16	Elemental Mastery(Ex) +4	4/4/4/4/4/4/4/3/2&lt;br /&gt;
17	Watchful Spirit(Ex) 5/day	4/4/4/4/4/4/4/3/2/1&lt;br /&gt;
18	Bonus Feat			4/4/4/4/4/4/4/4/3/2&lt;br /&gt;
19	Spell Secret(Ex)		4/4/4/4/4/4/4/4/3/3&lt;br /&gt;
20	20th level feature todo		4/4/4/4/4/4/4/4/4/4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Watchful Spirit(Ex): AT=f, Initiative reroll.&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: Any feat that have Watchful Spirit as a prerequisite, metamagic feat or Elemental Adept feat.&lt;br /&gt;
&lt;br /&gt;
Spell Secret(Ex): Each time you gain this class feature, choose one spell you know to be permanently modified by Enlarge, Extend, Silent and Still Spell metamagic.&lt;br /&gt;
&lt;br /&gt;
Elemental Mastery(Ex): Choose one Wu Jen element, you gain indicated bonus on this element caster level and on saves against spells of this element.&lt;br /&gt;
&lt;br /&gt;
== Alternative Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Sun and Moon ===&lt;br /&gt;
&lt;br /&gt;
3. Sun and Moon(Ex): When you prepare spells, you can store two spells in one slot per spell level by designated one 'sun' and the other 'moon'. Moon spells can be used underground or at night. Sun spells can only be used during the day and above ground. L: Spell Secret(Ex) 3.&lt;br /&gt;
&lt;br /&gt;
== Unique Feats ==&lt;br /&gt;
&lt;br /&gt;
Elemental Adept: Choose one spell you know. You can cast this spell and spells you affected with Elemental Mastery spontaneously. You can change the chosen spell each time you gain +1 spellcaster level.&lt;br /&gt;
&lt;br /&gt;
=== Watchful Spirit feats ===&lt;br /&gt;
&lt;br /&gt;
Defending Spirit: In the encounter you used your Watchful spirit, you gain +2 AC. Also you gain extra Watchful Spirit use per day.&lt;br /&gt;
&lt;br /&gt;
Guardian Spirit: In the encounter you used your Watchful spirit, you may re-roll one saving throw roll. Also you gain extra Watchful Spirit use per day.&lt;br /&gt;
&lt;br /&gt;
Hasty Spirit: In the encounter you used your Watchful spirit, you may gain extra move action once. Also you gain extra Watchful Spirit use per day.&lt;br /&gt;
&lt;br /&gt;
Vengeful Spirit: P: Wu Jen 10. B: First opponent in the encounter that damages you after you used Watchful Spirit receives half damage dealt by his attack as an untyped magical damage. Also you gain extra Watchful Spirit use per day.&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Ardent&amp;diff=2830</id>
		<title>Prinzessin:Ardent</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Ardent&amp;diff=2830"/>
				<updated>2011-12-26T19:53:34Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: slight changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ardent ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature			Unarmed	 PP	PKnown	MaxPL&lt;br /&gt;
1	Assume Mantles I&amp;amp;II 		d6	  2	2	1&lt;br /&gt;
2	Assume Mantle III		d6	  6	3	1&lt;br /&gt;
3	Bonus feat			d6	 11	4	2&lt;br /&gt;
4	Flurry of Blows(Ex) -2/+1	d8	 17	5	2&lt;br /&gt;
5	Mantle I Upgrade		d8	 25	6	3&lt;br /&gt;
6	Assume Mantle IV		d8	 35	7	3&lt;br /&gt;
7	Bonus feat			d8	 46	8	4&lt;br /&gt;
8	AC Bonus(Ex)			d10	 58	9	4&lt;br /&gt;
9	Mantle II Upgrade		d10	 72	10	5&lt;br /&gt;
10	Assume Mantle V			d10	 88	11	5&lt;br /&gt;
11	Bonus feat			d10	106	12	6&lt;br /&gt;
12	Flurry of Blows(Ex) -1/+1	d12	126	13	6&lt;br /&gt;
13	Mantle I Upgrade II		d12	147	14	7&lt;br /&gt;
14	Assume Mantle VI		d12	170	15	7&lt;br /&gt;
15	Bonus feat			d12	195	16	8&lt;br /&gt;
16	Flurry of Blows(Ex) -1/+2	2d8	221	17	8&lt;br /&gt;
17	Mantle II Upgrade II		2d8	250	18	9&lt;br /&gt;
18	Assume Mantle VII		2d8	280	19	9&lt;br /&gt;
19	Bonus feat			2d8	311	20	9&lt;br /&gt;
20	Mantle I Upgrade III		2d10	343	21	9&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Assume Mantle(Ex):&lt;br /&gt;
&lt;br /&gt;
Bonus feat: any Psionic feat.&lt;br /&gt;
&lt;br /&gt;
Flurry of Blows(Ex): As stated.&lt;br /&gt;
&lt;br /&gt;
AC Bonus(Ex): Wis to AC, no more than class level.&lt;br /&gt;
&lt;br /&gt;
== Mantles ==&lt;br /&gt;
&lt;br /&gt;
Chaos: Expend focus to deal extra d6 anarchic damage with any next attack.&lt;br /&gt;
* 2d8 damage.&lt;br /&gt;
** 3d10 damage.&lt;br /&gt;
*** 4d12 damage.&lt;br /&gt;
&lt;br /&gt;
Communication: While psionically focused you gain +2 c on Persuasion.&lt;br /&gt;
* +5 c and Rushed Persuasion penalty is -5.&lt;br /&gt;
** +7 c.&lt;br /&gt;
*** +10 c, rushed diplomacy penalty negated.&lt;br /&gt;
&lt;br /&gt;
Consumption: AT=i, spend focus and gain 5 temp hp for 1m.&lt;br /&gt;
* 10 temp hp.&lt;br /&gt;
** 25 temp hp.&lt;br /&gt;
*** 50 temp hp.&lt;br /&gt;
&lt;br /&gt;
Creation: You gain an ectopic form feat.&lt;br /&gt;
* Second ectopic form.&lt;br /&gt;
** Third ectopic form.&lt;br /&gt;
*** May apply two ectopic form feats simultaneously.&lt;br /&gt;
&lt;br /&gt;
Destruction: You are treated as is you had Improved Sunder while focused. If you expend focus while attacking object, it's hardness is treated as 2 less.&lt;br /&gt;
* 5 less hardness.&lt;br /&gt;
** 10 less hardness.&lt;br /&gt;
*** 20 less hardness.&lt;br /&gt;
&lt;br /&gt;
Air: Your falls are treated as if they were 4 less.&lt;br /&gt;
* 8 less.&lt;br /&gt;
** 12 less.&lt;br /&gt;
*** You do not take damage from falling at all.&lt;br /&gt;
&lt;br /&gt;
Earth: +2 on Acrobatics to resist falling, +2 on resisting trip.&lt;br /&gt;
* Increase bonuses to 4.&lt;br /&gt;
** Increase bonuses to 6.&lt;br /&gt;
*** Increase bonuses to 10.&lt;br /&gt;
&lt;br /&gt;
Fire: +1 fire damage on melee attacks.&lt;br /&gt;
*  +2 fire damage on melee attacks.&lt;br /&gt;
**  +3 fire damage on melee attacks.&lt;br /&gt;
***  +5 fire damage on melee attacks.&lt;br /&gt;
&lt;br /&gt;
Water: Swim speed equal to land speed.&lt;br /&gt;
* Swim speed equal to land speed +2.&lt;br /&gt;
** Water breathing.&lt;br /&gt;
*** Not impeded by water.&lt;br /&gt;
&lt;br /&gt;
Energy: AT=i, expend focus. You gain resistance 5 to chosen energy for 3+Wis r.&lt;br /&gt;
* Resistance 10.&lt;br /&gt;
** Resistance 15.&lt;br /&gt;
*** Resistance 20.&lt;br /&gt;
&lt;br /&gt;
Force: While focused you gain +1 deflection AC.&lt;br /&gt;
* +2 AC.&lt;br /&gt;
** +3 AC.&lt;br /&gt;
*** +5 AC.&lt;br /&gt;
&lt;br /&gt;
Freedom: +2 speed while focused, may spend focus to add ML on resisting grapple or escaping grapple.&lt;br /&gt;
* +3 speed.&lt;br /&gt;
** +4 speed.&lt;br /&gt;
*** Constant freedom of movement.&lt;br /&gt;
&lt;br /&gt;
Good: Expend focus to deal extra d6 sacred damage with any next attack.&lt;br /&gt;
* 2d8 damage.&lt;br /&gt;
** 3d10 damage.&lt;br /&gt;
*** 4d12 damage.&lt;br /&gt;
&lt;br /&gt;
Guardian: AT=i, redirect damage from ally to yourself. Before damage is rolled.&lt;br /&gt;
* DR 1/-&lt;br /&gt;
** DR 2/-&lt;br /&gt;
*** DR 5/-&lt;br /&gt;
&lt;br /&gt;
Justice: AT=i, You may expend focus to make one AoO against opponent who attack your ally.&lt;br /&gt;
* Two attacks may be made in this round, each one need to be provoked separately.&lt;br /&gt;
** Three attacks may be made in this round, each one need to be provoked separately.&lt;br /&gt;
*** Focus is no longer needed.&lt;br /&gt;
&lt;br /&gt;
Knowledge: You can make knowledge checks untrained.&lt;br /&gt;
* You may expend focus to gain +2 on knowledge check.&lt;br /&gt;
** +5 on check.&lt;br /&gt;
*** +10 on check.&lt;br /&gt;
&lt;br /&gt;
Law: Expend focus to deal extra d6 axiomatic damage with any next attack.&lt;br /&gt;
* 2d8 damage.&lt;br /&gt;
** 3d10 damage.&lt;br /&gt;
*** 4d12 damage.&lt;br /&gt;
&lt;br /&gt;
Life: If you spend psionic focus while manifesting power from mantle list, this power is augmented by 1pp.&lt;br /&gt;
* 2 pp augment.&lt;br /&gt;
** 3pp augment.&lt;br /&gt;
*** 5 pp augment.&lt;br /&gt;
&lt;br /&gt;
Magic: to do or not to do?&lt;br /&gt;
* &lt;br /&gt;
** &lt;br /&gt;
*** &lt;br /&gt;
&lt;br /&gt;
Mental Power: Treat your Wis as if it were 2 higher for purpose of bonus pp.&lt;br /&gt;
* Wis 4 higher.&lt;br /&gt;
** Wis 6 higher.&lt;br /&gt;
*** Wis 8 higher.&lt;br /&gt;
&lt;br /&gt;
Natural World: Wild Empathy.&lt;br /&gt;
* +1 NA&lt;br /&gt;
** +2 NA&lt;br /&gt;
*** +3 NA 25% fortification.&lt;br /&gt;
&lt;br /&gt;
Physical Power: AT=f D=1r expend focus. You gain +2 Str, Dex or Con.&lt;br /&gt;
* +4 bonus.&lt;br /&gt;
** +6 bonus.&lt;br /&gt;
*** D=2r.&lt;br /&gt;
&lt;br /&gt;
The Planes: +1 on power penetration.&lt;br /&gt;
* +2.&lt;br /&gt;
** +3.&lt;br /&gt;
*** +5.&lt;br /&gt;
&lt;br /&gt;
Repose: +2 Concentration, can expend focus to gain +5.&lt;br /&gt;
* +3 Concentration, can expend focus to gain +10.&lt;br /&gt;
** +4 Concentration, can expend focus to gain +15.&lt;br /&gt;
*** +5 Concentration, can expend focus to gain +20.&lt;br /&gt;
&lt;br /&gt;
== Alternative Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Dominant Ideal ===&lt;br /&gt;
&lt;br /&gt;
9. Dominant Ideal(Ex): Applying metapowers to Mantle I do not require focus, metapowers or augment are 2pp cheaper (to a minimum of 2 pp). R: AC Bonus(Ex).&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Sorcerer&amp;diff=2829</id>
		<title>Prinzessin:Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Sorcerer&amp;diff=2829"/>
				<updated>2011-12-25T15:11:28Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sorcerer ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature			Spells Known		Spells per Day&lt;br /&gt;
1	Feat, Spell I			4/0			5/0&lt;br /&gt;
2	Ability I			5/1			6/3&lt;br /&gt;
3	Spell II			5/2/0			6/4/0&lt;br /&gt;
4	Ability II			6/2/1			6/5/3&lt;br /&gt;
5	Feat, Spell III			6/3/2/0			6/6/4/0&lt;br /&gt;
6	Ability III			7/3/2/1			6/6/5/3&lt;br /&gt;
7	Spell IV			7/4/3/2/0		6/6/6/4/0&lt;br /&gt;
8	Improved Ability I		8/4/3/2/1		6/6/6/5/3&lt;br /&gt;
9	Arcane Fusion spell, Feat	8/5/4/3/2/0		6/6/6/6/4/0&lt;br /&gt;
10	Improved Ability II		9/5/4/3/2/1		6/6/6/6/5/3&lt;br /&gt;
11	Spell VI			9/5/5/4/3/2/0		6/6/6/6/6/4/0&lt;br /&gt;
12	Improved Ability III		9/5/5/4/3/2/1		6/6/6/6/6/5/3&lt;br /&gt;
13	Spell VII, Feat			9/5/5/5/4/3/2/0		6/6/6/6/6/6/4/0&lt;br /&gt;
14	Greater Ability I		9/5/5/5/4/3/2/1		6/6/6/6/6/6/5/3&lt;br /&gt;
15	Greater Arcane Fusion spell	9/5/5/5/4/4/3/2/0	6/6/6/6/6/6/6/4/0&lt;br /&gt;
16	Greater Ability II		9/5/5/5/4/4/3/2/1	6/6/6/6/6/6/6/5/3&lt;br /&gt;
17	Arcane Spellsurge spell, Feat	9/5/5/5/4/4/4/3/2/0	6/6/6/6/6/6/6/6/4/0&lt;br /&gt;
18	Greater Ability III		9/5/5/5/4/4/4/3/2/1	6/6/6/6/6/6/6/6/5/3&lt;br /&gt;
19	Timeless Body(Ex)		9/5/5/5/4/4/4/3/3/2	6/6/6/6/6/6/6/6/6/4&lt;br /&gt;
20	Apotheosis			9/5/5/5/4/4/4/3/3/3	6/6/6/6/6/6/6/6/6/6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Spellcasting: Spontaneous, Cha-based, 9 levels, CL=Sor.&lt;br /&gt;
&lt;br /&gt;
Bloodline or Pact: Bloodline is inherited power that grants sorcerer his spellcasting. On other hand, to receive Pact Powers character must bargain with some otherworldly entities or their emissaries, and they even may take his powers back if he displeases them. In this case Character becomes Ex-Sorcerer and looses his Spellcasting and Su abilities.&lt;br /&gt;
&lt;br /&gt;
Spell: Sorcerer adds indicated spell to list of his known spells. Arcane Fusions and Arcane Spellsurge are considered to be part of this class feature.&lt;br /&gt;
&lt;br /&gt;
Ability: Sorcerer gains indicated Power.&lt;br /&gt;
&lt;br /&gt;
Ability Upgrade: Indicated power upgraded as stated, not cumulative with old version.&lt;br /&gt;
&lt;br /&gt;
Feat: Sorcerer gains indicated feat from the Bloodline/Pact feats list.&lt;br /&gt;
&lt;br /&gt;
Timeless Body(Ex):&lt;br /&gt;
&lt;br /&gt;
== Bloodlines and Pacts ==&lt;br /&gt;
&lt;br /&gt;
=== Draconic Bloodline ===&lt;br /&gt;
&lt;br /&gt;
First-level Feat: Draconic Heritage.&lt;br /&gt;
&lt;br /&gt;
Bonus Spells:&lt;br /&gt;
1. Magic of the Dragonheart(DM).&lt;br /&gt;
2. Essence of the Dragon(RotD).&lt;br /&gt;
3. Hoard Life(RotD).&lt;br /&gt;
4. Wings of Flurry(RotD).&lt;br /&gt;
6. Lesser Dragonshape(DM).&lt;br /&gt;
7. Aspect of Chromatic/Platinum Dragon(DM)&lt;br /&gt;
&lt;br /&gt;
Bonus Feats: Draconic Heritage-related feats.&lt;br /&gt;
&lt;br /&gt;
'''Bloodline Powers:'''&lt;br /&gt;
&lt;br /&gt;
I. Draconic Senses(Ex): LLV x2, Darkvision 12, Blindsense 4.&lt;br /&gt;
* Improved: LLV x3, Darkvision 18, Blindsense 8.&lt;br /&gt;
** Greater: LLV x4, Darkvision 24, Blindsense 12.&lt;br /&gt;
&lt;br /&gt;
II. Draconic Body(Su): Breath weapon Sor x d6 recharge d4+1.&lt;br /&gt;
* Improved: Breath weapon Sor x d8 recharge d4+1.&lt;br /&gt;
** Greater: Breath weapon Sor x d10 recharge d4+1.&lt;br /&gt;
&lt;br /&gt;
III. Draconic Transformation(Su): Sor SR, Wings 6.&lt;br /&gt;
* Improved: 5+Sor SR, Wings 12.&lt;br /&gt;
** Greater: 10+Sor SR, Wings 18.&lt;br /&gt;
&lt;br /&gt;
Apotheosis: Become a dragon.&lt;br /&gt;
&lt;br /&gt;
=== Elemental Bloodline ===&lt;br /&gt;
&lt;br /&gt;
At first level choose which elemental heritage your character have. This choice determines favoured energy, abilities and feats allowed.&lt;br /&gt;
&lt;br /&gt;
First-level Feat: Energy Substitution:Favoured energy.&lt;br /&gt;
&lt;br /&gt;
Bonus Spells:&lt;br /&gt;
1. Air, Earth, Fire and Water — Orb of (X) lesser.&lt;br /&gt;
2. Air, Earth, Fire and Water — Energy Resistance.&lt;br /&gt;
3. Air, Earth, Fire and Water — Protection from Energy.&lt;br /&gt;
4. Air — Orb of Electricity(SC), Earth — Wall of Stone, Fire — Orb of Fire(SC), Water — Orb of Cold(SC).&lt;br /&gt;
6. Air — Chain Lightning, Earth — Cometstrike(CD), Fire — Fires of Purity(SC), Water — Freezing Sphere.&lt;br /&gt;
7. Air, Earth, Fire and Water — Energy Immunity.&lt;br /&gt;
(X) - element name/descriptor.&lt;br /&gt;
&lt;br /&gt;
Bonus Feats: Elemental Heritage:Chosen Element, Energy Admixture:Chosen Element, Improved Elemental Heritage, Skill Focus:Bonus Skill.&lt;br /&gt;
&lt;br /&gt;
'''Bloodline Powers:'''&lt;br /&gt;
&lt;br /&gt;
I. Elemental Resistance(Ex): Resistance to your energy 10, +1 on saves against poison, sleep, paralysis and stun.&lt;br /&gt;
* Improved: Resistance to your energy 30, +2 on saves against poison, sleep, paralysis and stun.&lt;br /&gt;
** Greater: Resistance to your energy 50, +3 on saves against poison, sleep, paralysis and stun.&lt;br /&gt;
&lt;br /&gt;
II. Elemental Penetration(Su): Your favoured element spell have 10% damage bypassing magical energy immunity. Also these spells ignore first 10 points of energy resistance your target have.&lt;br /&gt;
* Improved: Your favoured element spell have 20% damage bypassing magical energy immunity. Also these spells ignore first 20 points of energy resistance your target have.&lt;br /&gt;
** Greater: Your favoured element spell have 30% damage bypassing magical energy immunity. Also these spells ignore first 30 points of energy resistance your target have.&lt;br /&gt;
&lt;br /&gt;
III. Elemental Potency(Su): +1 damage per die for favoured energy spells. Sor number of dices per spell affected. &lt;br /&gt;
* Improved: +2 damage per die for favoured energy spells. Sor number of dices per spell affected.&lt;br /&gt;
** Greater: +3 damage per die for favoured energy spells. Sor number of dices per spell affected.&lt;br /&gt;
&lt;br /&gt;
Apotheosis: Become an elemental.&lt;br /&gt;
&lt;br /&gt;
=== Fiendish Pact ===&lt;br /&gt;
&lt;br /&gt;
First-level Feat: Devil's Favour (devil pact) / Fiendish Sorcerer Heritage (demon pact).&lt;br /&gt;
&lt;br /&gt;
Bonus Spells: Investiture Spells (devil pact) / .&lt;br /&gt;
&lt;br /&gt;
Bonus Feats: Devil's Favour (devil pact) / Fiendish Sorcerer Heritage (demons) related feats.&lt;br /&gt;
&lt;br /&gt;
'''Pact Powers'''&lt;br /&gt;
&lt;br /&gt;
I. Fiendish Transformation(Ex): Resistance to fire and electricity 5, Darkvision 12, Telepathy 5.&lt;br /&gt;
* Improved: Resistance to fire and electricity 10, Telepathy 10.&lt;br /&gt;
** Greater: Resistance to fire and electricity 20, Telepathy 20.&lt;br /&gt;
&lt;br /&gt;
II. Fiendish Body(Ex): Natural armour +1, +2 racial Str. &lt;br /&gt;
* Improved: Natural armour +2, +4 racial Str.&lt;br /&gt;
** Greater: Natural armour +3, +6 racial Str.&lt;br /&gt;
&lt;br /&gt;
III. Fiendish Fortitude(Ex): +2 racial bonus to Con, DR 5/+2.&lt;br /&gt;
* Improved: +4 racial bonus to Con, DR 5/+3, DR 5/cold iron (demons)/silver(devils).&lt;br /&gt;
** Greater: +6 racial bonus to Con, DR 5/+4, DR 5/cold iron (demons)/silver(devils), DR 5/axiomatic.&lt;br /&gt;
&lt;br /&gt;
Apotheosis: Becomes a Devil/Demon.&lt;br /&gt;
&lt;br /&gt;
=== Celestial Pact ===&lt;br /&gt;
&lt;br /&gt;
First-level Feat: Celestial Sorcerer Heritage.&lt;br /&gt;
&lt;br /&gt;
Bonus Spells: todo&lt;br /&gt;
&lt;br /&gt;
Bonus Feats: Celestial Sorcerer Heritage-related feats.&lt;br /&gt;
&lt;br /&gt;
I. Celestial Transformation(Ex): Resistance to cold and fire 5, Darkvision 12, LLVx2.&lt;br /&gt;
* Improved: Resistance to cold and fire 10, LLVx3.&lt;br /&gt;
** Greater: Resistance to cold and fire 20, LLVx4.&lt;br /&gt;
&lt;br /&gt;
II. Celestial Spirit(Ex): +1 axiomatic on saves, +2 racial Wis. &lt;br /&gt;
* Improved: +2 axiomatic on saves, +4 racial Wis.&lt;br /&gt;
** Greater: +3 axiomatic on saves, +6 racial Wis.&lt;br /&gt;
&lt;br /&gt;
III. Celestial Fortitude(Ex): +2 racial bonus to Con, DR 5/+2.&lt;br /&gt;
* Improved: +4 racial bonus to Con, DR 5/+3, DR 5/hellforged.&lt;br /&gt;
** Greater: +6 racial bonus to Con, DR 5/+4, DR 5/hellforged, DR 5/anarchic.&lt;br /&gt;
&lt;br /&gt;
=== Other Bloodlines and Pacts ===&lt;br /&gt;
&lt;br /&gt;
Other sorcerer bloodlines and pacts exist. For example Clerics of Darkness may bestow Aberrant Pact Sorcery, or perhaps some mysterious creatures have their own bloodlines. If you want to play Bloodline or Pact not presented here - consult with GM.&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Battle Sorcerer ===&lt;br /&gt;
&lt;br /&gt;
Change HP to 10, BAB to 3/4. Add additional Weapon Group Proficiency and Medium Armour Proficiency. Looses 2 spell slots per Spell level and one spell known (to a minimum of 1) per spell level.&lt;br /&gt;
&lt;br /&gt;
=== Planar Sorcerer ===&lt;br /&gt;
&lt;br /&gt;
Looses: Ability II and its upgrades. Must be Elemental Bloodline or Fiendish Pact Sorcerer.&lt;br /&gt;
&lt;br /&gt;
6. Spontaneous Planar Summoning(Ex): May Spontaneously cast any Summon Monster spells (fiendish for Fiendish Pact, and elementals for Elemental Bloodline).&lt;br /&gt;
&lt;br /&gt;
10. Extraplanar Spell Penetration(Ex): AT=f, D=1r, add Cha on spell penetration rolls, 3/day.&lt;br /&gt;
&lt;br /&gt;
16. Force-Charged Energy(Su): half favoured energy (fire for Devil Pact, electricity for Demon Pact) damage from non-highest level spell may be converted to force damage.&lt;br /&gt;
&lt;br /&gt;
=== Dragonblooded Sorcerer ===&lt;br /&gt;
&lt;br /&gt;
Looses: Draconic Bloodline Ability I, and it's upgrades.&lt;br /&gt;
&lt;br /&gt;
2. Draconic Ray(Su): AT=S, R=12, d6 * Sor/2 energy damage, secondary effect, at will.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1 cellpadding=1 cellspacing=1 style=&amp;quot;border: thin #000000;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#000000; color:#FFFFFF&amp;quot;&lt;br /&gt;
! Ancestor&lt;br /&gt;
! Damage Type&lt;br /&gt;
! Secondary Effect&lt;br /&gt;
! Save to negate SE&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Acid&lt;br /&gt;
| Shadow Eyes: everything have concealment against target&lt;br /&gt;
| WW&lt;br /&gt;
|-&lt;br /&gt;
| Blue&lt;br /&gt;
| Electricity&lt;br /&gt;
| Dehydration: d4/2 Sor dessication damage&lt;br /&gt;
| FC&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| Acid&lt;br /&gt;
| Command: as a spell&lt;br /&gt;
| WC&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| Fire&lt;br /&gt;
| Burning: d4 fire damage for Sor/2 r.&lt;br /&gt;
| RD&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Cold&lt;br /&gt;
| Rime of Ice: target drops everything it holds and falls prone.&lt;br /&gt;
| RD&lt;br /&gt;
|-&lt;br /&gt;
| Brass&lt;br /&gt;
| Fire&lt;br /&gt;
| Sleep: sleep for d6r.&lt;br /&gt;
| WC&lt;br /&gt;
|-&lt;br /&gt;
| Bronze&lt;br /&gt;
| Electricity&lt;br /&gt;
| Fear: paniced d4r.&lt;br /&gt;
| WW&lt;br /&gt;
|-&lt;br /&gt;
| Copper&lt;br /&gt;
| Acid&lt;br /&gt;
| Slow: as a spell&lt;br /&gt;
| FC&lt;br /&gt;
|-&lt;br /&gt;
| Gold&lt;br /&gt;
| Fire&lt;br /&gt;
| Weakening: d4 Str penalty for Sor/2 r.&lt;br /&gt;
| FW&lt;br /&gt;
|-&lt;br /&gt;
| Silver&lt;br /&gt;
| Cold&lt;br /&gt;
| Paralysis: paralysis D=d4r.&lt;br /&gt;
| FC&lt;br /&gt;
|}&lt;br /&gt;
8. Spell-Like Ability(Sp): Spell of level X, 3/day. Draconic Ray(Su) d8 x Sor/2.&lt;br /&gt;
&lt;br /&gt;
14. Bonus Spells(Ex): Evil: charm person, darkness, resist energy, suggestion. Good: bless, fog cloud, resist energy, fly. Draconic Ray(Su) d10 x Sor/2.&lt;br /&gt;
&lt;br /&gt;
== Alternative Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Metamagic Specialist ===&lt;br /&gt;
&lt;br /&gt;
1. Metamagic Specialist(Su): May cast metamagic-modified spell as S. 1/2 Sor+Cha/day. R: Arcane Bloodline Familiar.&lt;br /&gt;
&lt;br /&gt;
=== Stallwart Sorcerer ===&lt;br /&gt;
&lt;br /&gt;
Looses: Highest level spell known (min known 0).&lt;br /&gt;
&lt;br /&gt;
Gains Weapon Focus feat and +2 hp per Sor.&lt;br /&gt;
&lt;br /&gt;
=== Animal Companion ===&lt;br /&gt;
&lt;br /&gt;
1. Animal Companion. Drd levels = 1/2 Sor. Also you may use Natural Spell feat while using Polymorph into Animal. R: Unknown to DM Pact/Bloodline Power I.&lt;br /&gt;
&lt;br /&gt;
=== Spell Shield ===&lt;br /&gt;
&lt;br /&gt;
1. Spell Shield(Su): AT=i spend a spell slot, negate SL*5 damage from attack. R: Any Bloodline/Pact Ability III and it's upgrades.&lt;br /&gt;
* Improved: SL*7 damage from attack is negated.&lt;br /&gt;
** Greater: SL*10 damage from attack is negated.&lt;br /&gt;
&lt;br /&gt;
=== Divine Companion ===&lt;br /&gt;
&lt;br /&gt;
Divine Companion(Su): May spend up to CL spell slots each day in the pool. As a i may spend any number from pool to heal d6 per point spent. R: Celestial/Fiendish Pact Ability I.&lt;br /&gt;
* Improved: d12 per point spent healed.&lt;br /&gt;
** Greater: 12 per point spent healed.&lt;br /&gt;
&lt;br /&gt;
=== Domain Access ===&lt;br /&gt;
&lt;br /&gt;
P: You must be Elemental Sorcerer in which case you receive corresponding elemental domain, or Celestial/Fiendish Pact Sorcerer, in which case you receive one of the domains granted by your Patron.&lt;br /&gt;
&lt;br /&gt;
5. Domain Access(Su): Choose a domain, you receive spells from this domain to your spell known instead of spells from your Spells Sorcerer class feature.&lt;br /&gt;
&lt;br /&gt;
=== Arcane Reabsorption ===&lt;br /&gt;
&lt;br /&gt;
Arcane Reabsorption(Su): AT=i, if your spell is countered or failed to penetrate SR and have no effect whatsoever, you may try to not to loose spell slot by succeeding DC 20+3*SL Spellcraft check. If you succeed you also take SL nonlethal damage. R: Bloodline/Pact Ability I.&lt;br /&gt;
&lt;br /&gt;
=== Fiendblooded ===&lt;br /&gt;
&lt;br /&gt;
1. Fiendblooded(Ex): +1 CL Conjuration and Transmutation. -1 CL (min 1) abjuration and divination. R: Bonus feat 1.&lt;br /&gt;
&lt;br /&gt;
5. Feat: First level feat.&lt;br /&gt;
&lt;br /&gt;
=== Magic in the Blood ===&lt;br /&gt;
&lt;br /&gt;
1. Magic in the Blood(Su): Cha counts as 2 more for purpose of bonus Sor spells. R: Bloodline/Pact Ability I.&lt;br /&gt;
* Cha counts as 4 more for purpose of bonus Sor spells.&lt;br /&gt;
** Cha counts as 6 more for purpose of bonus Sor spells.&lt;br /&gt;
&lt;br /&gt;
== Unique Feats ==&lt;br /&gt;
&lt;br /&gt;
=== Celestial Sorcerer Feats ===&lt;br /&gt;
&lt;br /&gt;
Celestial Sorcerer Heritage: Celestial Sorcerer feats bonus on saves against sonic and petrification, also add protection fom chaos to your list of Sorcerer spells.&lt;br /&gt;
* Celestial Sorcerer Aura: AT=S, A=4, when you cast Sorcerer spell, opponents who fail WW +1/2 HD +Cha save takes -2 penalty on attacks, saves and checks for 24h or until they damage you. Opponent who saves or break effect cannot be affected again in 24h.&lt;br /&gt;
* Celestial Sorcerer Lance: AT=S, R=12 A=1 line, spend sorcerer spell slot. Sor * dices of untyped damage against chaotic creatures, d6 for 0-4 SL, d8 for 5-6 SL, d10 for 7-8 SL and d12 for 9+ SL.&lt;br /&gt;
* Celestial Sorcerer Lore: P: Two other Celestial Sorcerer feats. B: Add magic circle against chaos and teleport to your spells known.&lt;br /&gt;
* Celestial Sorcerer Wings: When you cast Sorcerer spell you gain Fly with speed equal to double your land speed for SL r.&lt;br /&gt;
* Axiomatic Heritage: +4 on saves against charm, +1 on saves against chaotic spells or creatures.&lt;br /&gt;
** Improved Axiomatic Heritage: Your attacks are lawful and you gain DR 5/anarchic.&lt;br /&gt;
&lt;br /&gt;
=== Fiendish Sorcerer Feats ===&lt;br /&gt;
Fiendish Sorcerer Heritage: Fiendish Sorcerer feats bonus on saves against electricity and poison, also +2 CL for Conjuration:Summoning for your Sorcerer spells.&lt;br /&gt;
* Fiendish Sorcerer Eyes: AT=s, D=SL m, spend a sorcerer spell-slot, you gain unlimited range coloured darkvision.&lt;br /&gt;
* Fiendish Sorcerer Howl: AT=S, R=6 cone, spend sorcerer spell slot. Sor * dices of sonic damage, d6 for 0-4 SL, d8 for 5-6 SL, d10 for 7-8 SL and d12 for 9+ SL.&lt;br /&gt;
* Fiendish Sorcerer Resistance: Sorcerer * 5 resistances to fire and electricity.&lt;br /&gt;
* Anarchic Heritage: +4 on saves against petrification, +1 on saves against lawful spells or creatures.&lt;br /&gt;
** Improved Anarchic Heritage: Your attacks are chaotic and you gain DR 5/axiomatic.&lt;br /&gt;
&lt;br /&gt;
=== Draconic Sorcerer Feats ===&lt;br /&gt;
&lt;br /&gt;
Draconic Heritage: Draconic feats bonus on saving throws against sleep, paralysis and favoured energy.&lt;br /&gt;
* Draconic Arcane Grace: AT=i, spend a slot. You gain SL bonus on next saving throw you make until start of your next turn.&lt;br /&gt;
* Draconic Armour: When you cast sorcerer spell you gain DR SL * Draconic feats (max SL * 5) penetrated only by weapons of at least (SL+1)/2 enhancement.&lt;br /&gt;
* Draconic Breath: AT=S, you may spend spell slot and make d6 * SL breath attack. If you already have Breath Attack then you may spend spell slot as a free action to add extra die per SL on breath damage.&lt;br /&gt;
* Draconic Claw: You gain claws. When you cast sorcerer spell you may make make claw attack as a s-action. This attack gain competence bonus on attack and damage equal to (SL+1)/2.&lt;br /&gt;
* Draconic Flight: When you cast sorcerer spell you gain flight SL * 2 for 1 r, or your Draconic wings from Draconic Transformation class feature fly speed is increased by SL for 1 r.&lt;br /&gt;
* Draconic Knowledge: You gain bonus equal to number of Draconic feats you have on History, Geography and Empathy.&lt;br /&gt;
* Draconic Persuasion: When you cast sorcerer spell you gain SL * 1.5 on your next Persuasion or Intimidate check you make until end of your next turn.&lt;br /&gt;
* Draconic Power: +1 CL and DC for favoured energy spells.&lt;br /&gt;
* Draconic Presence: When you cast sorcerer spell you gain Frightful presence A=SL+1 for 1 r treating this spell as attack.&lt;br /&gt;
* Draconic Resistance: Favoured energy resistance Draconic feats * 5.&lt;br /&gt;
* Draconic Skin: Scales NA bonus equal to Draconic feats / 2.&lt;br /&gt;
* Draconic Toughness: +5 hp per Draconic feat.&lt;br /&gt;
* Draconic Vigour: When you cast sorcerer spell you heal SL x Draconic feats (max SL * 5) hp.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

	<entry>
		<id>https://wiki.tirnanog.info/index.php?title=Prinzessin:Sorcerer&amp;diff=2828</id>
		<title>Prinzessin:Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tirnanog.info/index.php?title=Prinzessin:Sorcerer&amp;diff=2828"/>
				<updated>2011-12-25T12:19:47Z</updated>
		
		<summary type="html">&lt;p&gt;Prinzessin: Demon pact&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sorcerer ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl	Class Feature			Spells Known		Spells per Day&lt;br /&gt;
1	Feat, Spell I			4/0			5/0&lt;br /&gt;
2	Ability I			5/1			6/3&lt;br /&gt;
3	Spell II			5/2/0			6/4/0&lt;br /&gt;
4	Ability II			6/2/1			6/5/3&lt;br /&gt;
5	Feat, Spell III			6/3/2/0			6/6/4/0&lt;br /&gt;
6	Ability III			7/3/2/1			6/6/5/3&lt;br /&gt;
7	Spell IV			7/4/3/2/0		6/6/6/4/0&lt;br /&gt;
8	Improved Ability I		8/4/3/2/1		6/6/6/5/3&lt;br /&gt;
9	Arcane Fusion spell, Feat	8/5/4/3/2/0		6/6/6/6/4/0&lt;br /&gt;
10	Improved Ability II		9/5/4/3/2/1		6/6/6/6/5/3&lt;br /&gt;
11	Spell VI			9/5/5/4/3/2/0		6/6/6/6/6/4/0&lt;br /&gt;
12	Improved Ability III		9/5/5/4/3/2/1		6/6/6/6/6/5/3&lt;br /&gt;
13	Spell VII, Feat			9/5/5/5/4/3/2/0		6/6/6/6/6/6/4/0&lt;br /&gt;
14	Greater Ability I		9/5/5/5/4/3/2/1		6/6/6/6/6/6/5/3&lt;br /&gt;
15	Greater Arcane Fusion spell	9/5/5/5/4/4/3/2/0	6/6/6/6/6/6/6/4/0&lt;br /&gt;
16	Greater Ability II		9/5/5/5/4/4/3/2/1	6/6/6/6/6/6/6/5/3&lt;br /&gt;
17	Arcane Spellsurge spell, Feat	9/5/5/5/4/4/4/3/2/0	6/6/6/6/6/6/6/6/4/0&lt;br /&gt;
18	Greater Ability III		9/5/5/5/4/4/4/3/2/1	6/6/6/6/6/6/6/6/5/3&lt;br /&gt;
19	Timeless Body(Ex)		9/5/5/5/4/4/4/3/3/2	6/6/6/6/6/6/6/6/6/4&lt;br /&gt;
20	Apotheosis			9/5/5/5/4/4/4/3/3/3	6/6/6/6/6/6/6/6/6/6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
Spellcasting: Spontaneous, Cha-based, 9 levels, CL=Sor.&lt;br /&gt;
&lt;br /&gt;
Bloodline or Pact: Bloodline is inherited power that grants sorcerer his spellcasting. On other hand, to receive Pact Powers character must bargain with some otherworldly entities or their emissaries, and they even may take his powers back if he displeases them. In this case Character becomes Ex-Sorcerer and looses his Spellcasting and Su abilities.&lt;br /&gt;
&lt;br /&gt;
Spell: Sorcerer adds indicated spell to list of his known spells. Arcane Fusions and Arcane Spellsurge are considered to be part of this class feature.&lt;br /&gt;
&lt;br /&gt;
Ability: Sorcerer gains indicated Power.&lt;br /&gt;
&lt;br /&gt;
Ability Upgrade: Indicated power upgraded as stated, not cumulative with old version.&lt;br /&gt;
&lt;br /&gt;
Feat: Sorcerer gains indicated feat from the Bloodline/Pact feats list.&lt;br /&gt;
&lt;br /&gt;
Timeless Body(Ex):&lt;br /&gt;
&lt;br /&gt;
== Bloodlines and Pacts ==&lt;br /&gt;
&lt;br /&gt;
=== Draconic Bloodline ===&lt;br /&gt;
&lt;br /&gt;
First-level Feat: Draconic Heritage.&lt;br /&gt;
&lt;br /&gt;
Bonus Spells:&lt;br /&gt;
1. Magic of the Dragonheart(DM).&lt;br /&gt;
2. Essence of the Dragon(RotD).&lt;br /&gt;
3. Hoard Life(RotD).&lt;br /&gt;
4. Wings of Flurry(RotD).&lt;br /&gt;
6. Lesser Dragonshape(DM).&lt;br /&gt;
7. Aspect of Chromatic/Platinum Dragon(DM)&lt;br /&gt;
&lt;br /&gt;
Bonus Feats: Draconic Heritage-related feats.&lt;br /&gt;
&lt;br /&gt;
'''Bloodline Powers:'''&lt;br /&gt;
&lt;br /&gt;
I. Draconic Senses(Ex): LLV x2, Darkvision 12, Blindsense 4.&lt;br /&gt;
* Improved: LLV x3, Darkvision 18, Blindsense 8.&lt;br /&gt;
** Greater: LLV x4, Darkvision 24, Blindsense 12.&lt;br /&gt;
&lt;br /&gt;
II. Draconic Body(Su): Breath weapon Sor x d6 recharge d4+1.&lt;br /&gt;
* Improved: Breath weapon Sor x d8 recharge d4+1.&lt;br /&gt;
** Greater: Breath weapon Sor x d10 recharge d4+1.&lt;br /&gt;
&lt;br /&gt;
III. Draconic Transformation(Su): Sor SR, Wings 6.&lt;br /&gt;
* Improved: 5+Sor SR, Wings 12.&lt;br /&gt;
** Greater: 10+Sor SR, Wings 18.&lt;br /&gt;
&lt;br /&gt;
Apotheosis: Become a dragon.&lt;br /&gt;
&lt;br /&gt;
=== Elemental Bloodline ===&lt;br /&gt;
&lt;br /&gt;
At first level choose which elemental heritage your character have. This choice determines favoured energy, abilities and feats allowed.&lt;br /&gt;
&lt;br /&gt;
First-level Feat: Energy Substitution:Favoured energy.&lt;br /&gt;
&lt;br /&gt;
Bonus Spells:&lt;br /&gt;
1. Air, Earth, Fire and Water — Orb of (X) lesser.&lt;br /&gt;
2. Air, Earth, Fire and Water — Energy Resistance.&lt;br /&gt;
3. Air, Earth, Fire and Water — Protection from Energy.&lt;br /&gt;
4. Air — Orb of Electricity(SC), Earth — Wall of Stone, Fire — Orb of Fire(SC), Water — Orb of Cold(SC).&lt;br /&gt;
6. Air — Chain Lightning, Earth — Cometstrike(CD), Fire — Fires of Purity(SC), Water — Freezing Sphere.&lt;br /&gt;
7. Air, Earth, Fire and Water — Energy Immunity.&lt;br /&gt;
(X) - element name/descriptor.&lt;br /&gt;
&lt;br /&gt;
Bonus Feats: Elemental Heritage:Chosen Element, Energy Admixture:Chosen Element, Improved Elemental Heritage, Skill Focus:Bonus Skill.&lt;br /&gt;
&lt;br /&gt;
'''Bloodline Powers:'''&lt;br /&gt;
&lt;br /&gt;
I. Elemental Resistance(Ex): Resistance to your energy 10, +1 on saves against poison, sleep, paralysis and stun.&lt;br /&gt;
* Improved: Resistance to your energy 30, +2 on saves against poison, sleep, paralysis and stun.&lt;br /&gt;
** Greater: Resistance to your energy 50, +3 on saves against poison, sleep, paralysis and stun.&lt;br /&gt;
&lt;br /&gt;
II. Elemental Penetration(Su): Your favoured element spell have 10% damage bypassing magical energy immunity. Also these spells ignore first 10 points of energy resistance your target have.&lt;br /&gt;
* Improved: Your favoured element spell have 20% damage bypassing magical energy immunity. Also these spells ignore first 20 points of energy resistance your target have.&lt;br /&gt;
** Greater: Your favoured element spell have 30% damage bypassing magical energy immunity. Also these spells ignore first 30 points of energy resistance your target have.&lt;br /&gt;
&lt;br /&gt;
III. Elemental Potency(Su): +1 damage per die for favoured energy spells. Sor number of dices per spell affected. &lt;br /&gt;
* Improved: +2 damage per die for favoured energy spells. Sor number of dices per spell affected.&lt;br /&gt;
** Greater: +3 damage per die for favoured energy spells. Sor number of dices per spell affected.&lt;br /&gt;
&lt;br /&gt;
Apotheosis: Become an elemental.&lt;br /&gt;
&lt;br /&gt;
=== Fiendish Pact ===&lt;br /&gt;
&lt;br /&gt;
First-level Feat: Devil's Favour (devil pact) / Fiendish Sorcerer Heritage (demon pact).&lt;br /&gt;
&lt;br /&gt;
Bonus Spells: Investiture Spells (devil pact) / .&lt;br /&gt;
&lt;br /&gt;
Bonus Feats: Devil's Favour (devil pact) / Fiendish Sorcerer Heritage (demons) related feats.&lt;br /&gt;
&lt;br /&gt;
'''Pact Powers'''&lt;br /&gt;
&lt;br /&gt;
I. Fiendish Transformation(Ex): Resistance to fire and electricity 5, Darkvision 12, Telepathy 5.&lt;br /&gt;
* Improved: Resistance to fire and electricity 10, Telepathy 10.&lt;br /&gt;
** Greater: Resistance to fire and electricity 20, Telepathy 20.&lt;br /&gt;
&lt;br /&gt;
II. Fiendish Body(Ex): Natural armour +1, +2 racial Str. &lt;br /&gt;
* Improved: Natural armour +2, +4 racial Str.&lt;br /&gt;
** Greater: Natural armour +3, +6 racial Str.&lt;br /&gt;
&lt;br /&gt;
III. Fiendish Fortitude(Ex): +2 racial bonus to Con, DR 5/+2.&lt;br /&gt;
* Improved: +4 racial bonus to Con, DR 5/+3, DR 5/cold iron (demons)/silver(devils).&lt;br /&gt;
** Greater: +6 racial bonus to Con, DR 5/+4, DR 5/cold iron (demons)/silver(devils), DR 5/axiomatic.&lt;br /&gt;
&lt;br /&gt;
Apotheosis: Becomes a Devil/Demon.&lt;br /&gt;
&lt;br /&gt;
=== Celestial Pact ===&lt;br /&gt;
&lt;br /&gt;
First-level Feat: Celestial Sorcerer Heritage.&lt;br /&gt;
&lt;br /&gt;
Bonus Spells: todo&lt;br /&gt;
&lt;br /&gt;
Bonus Feats: Celestial Sorcerer Heritage-related feats.&lt;br /&gt;
&lt;br /&gt;
I. Celestial Transformation(Ex): Resistance to cold and fire 5, Darkvision 12, LLVx2.&lt;br /&gt;
* Improved: Resistance to cold and fire 10, LLVx3.&lt;br /&gt;
** Greater: Resistance to cold and fire 20, LLVx4.&lt;br /&gt;
&lt;br /&gt;
II. Celestial Spirit(Ex): +1 axiomatic on saves, +2 racial Wis. &lt;br /&gt;
* Improved: +2 axiomatic on saves, +4 racial Wis.&lt;br /&gt;
** Greater: +3 axiomatic on saves, +6 racial Wis.&lt;br /&gt;
&lt;br /&gt;
III. Celestial Fortitude(Ex): +2 racial bonus to Con, DR 5/+2.&lt;br /&gt;
* Improved: +4 racial bonus to Con, DR 5/+3, DR 5/hellforged.&lt;br /&gt;
** Greater: +6 racial bonus to Con, DR 5/+4, DR 5/hellforged, DR 5/anarchic.&lt;br /&gt;
&lt;br /&gt;
=== Other Bloodlines and Pacts ===&lt;br /&gt;
&lt;br /&gt;
Other sorcerer bloodlines and pacts exist. For example Clerics of Darkness may bestow Aberrant Pact Sorcery, or perhaps some mysterious creatures have their own bloodlines. If you want to play Bloodline or Pact not presented here - consult with GM.&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Battle Sorcerer ===&lt;br /&gt;
&lt;br /&gt;
Change HP to 10, BAB to 3/4. Add additional Weapon Group Proficiency and Medium Armour Proficiency. Looses 2 spell slots per Spell level and one spell known (to a minimum of 1) per spell level.&lt;br /&gt;
&lt;br /&gt;
=== Planar Sorcerer ===&lt;br /&gt;
&lt;br /&gt;
Looses: Ability II and its upgrades. Must be Elemental Bloodline or Fiendish Pact Sorcerer.&lt;br /&gt;
&lt;br /&gt;
6. Spontaneous Planar Summoning(Ex): May Spontaneously cast any Summon Monster spells (fiendish for Fiendish Pact, and elementals for Elemental Bloodline).&lt;br /&gt;
&lt;br /&gt;
10. Extraplanar Spell Penetration(Ex): AT=f, D=1r, add Cha on spell penetration rolls, 3/day.&lt;br /&gt;
&lt;br /&gt;
16. Force-Charged Energy(Su): half favoured energy (fire for Devil Pact, electricity for Demon Pact) damage from non-highest level spell may be converted to force damage.&lt;br /&gt;
&lt;br /&gt;
=== Dragonblooded Sorcerer ===&lt;br /&gt;
&lt;br /&gt;
Looses: Draconic Bloodline Ability I, and it's upgrades.&lt;br /&gt;
&lt;br /&gt;
2. Draconic Ray(Su): AT=S, R=12, d6 * Sor/2 energy damage, secondary effect, at will.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1 cellpadding=1 cellspacing=1 style=&amp;quot;border: thin #000000;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#000000; color:#FFFFFF&amp;quot;&lt;br /&gt;
! Ancestor&lt;br /&gt;
! Damage Type&lt;br /&gt;
! Secondary Effect&lt;br /&gt;
! Save to negate SE&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Acid&lt;br /&gt;
| Shadow Eyes: everything have concealment against target&lt;br /&gt;
| WW&lt;br /&gt;
|-&lt;br /&gt;
| Blue&lt;br /&gt;
| Electricity&lt;br /&gt;
| Dehydration: d4/2 Sor dessication damage&lt;br /&gt;
| FC&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| Acid&lt;br /&gt;
| Command: as a spell&lt;br /&gt;
| WC&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| Fire&lt;br /&gt;
| Burning: d4 fire damage for Sor/2 r.&lt;br /&gt;
| RD&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Cold&lt;br /&gt;
| Rime of Ice: target drops everything it holds and falls prone.&lt;br /&gt;
| RD&lt;br /&gt;
|-&lt;br /&gt;
| Brass&lt;br /&gt;
| Fire&lt;br /&gt;
| Sleep: sleep for d6r.&lt;br /&gt;
| WC&lt;br /&gt;
|-&lt;br /&gt;
| Bronze&lt;br /&gt;
| Electricity&lt;br /&gt;
| Fear: paniced d4r.&lt;br /&gt;
| WW&lt;br /&gt;
|-&lt;br /&gt;
| Copper&lt;br /&gt;
| Acid&lt;br /&gt;
| Slow: as a spell&lt;br /&gt;
| FC&lt;br /&gt;
|-&lt;br /&gt;
| Gold&lt;br /&gt;
| Fire&lt;br /&gt;
| Weakening: d4 Str penalty for Sor/2 r.&lt;br /&gt;
| FW&lt;br /&gt;
|-&lt;br /&gt;
| Silver&lt;br /&gt;
| Cold&lt;br /&gt;
| Paralysis: paralysis D=d4r.&lt;br /&gt;
| FC&lt;br /&gt;
|}&lt;br /&gt;
8. Spell-Like Ability(Sp): Spell of level X, 3/day. Draconic Ray(Su) d8 x Sor/2.&lt;br /&gt;
&lt;br /&gt;
14. Bonus Spells(Ex): Evil: charm person, darkness, resist energy, suggestion. Good: bless, fog cloud, resist energy, fly. Draconic Ray(Su) d10 x Sor/2.&lt;br /&gt;
&lt;br /&gt;
== Alternative Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Metamagic Specialist ===&lt;br /&gt;
&lt;br /&gt;
1. Metamagic Specialist(Su): May cast metamagic-modified spell as S. 1/2 Sor+Cha/day. R: Arcane Bloodline Familiar.&lt;br /&gt;
&lt;br /&gt;
=== Stallwart Sorcerer ===&lt;br /&gt;
&lt;br /&gt;
Looses: Highest level spell known (min known 0).&lt;br /&gt;
&lt;br /&gt;
Gains Weapon Focus feat and +2 hp per Sor.&lt;br /&gt;
&lt;br /&gt;
=== Animal Companion ===&lt;br /&gt;
&lt;br /&gt;
1. Animal Companion. Drd levels = 1/2 Sor. Also you may use Natural Spell feat while using Polymorph into Animal. R: Unknown to DM Pact/Bloodline Power I.&lt;br /&gt;
&lt;br /&gt;
=== Spell Shield ===&lt;br /&gt;
&lt;br /&gt;
1. Spell Shield(Su): AT=i spend a spell slot, negate SL*5 damage from attack. R: Any Bloodline/Pact Ability III and it's upgrades.&lt;br /&gt;
* Improved: SL*7 damage from attack is negated.&lt;br /&gt;
** Greater: SL*10 damage from attack is negated.&lt;br /&gt;
&lt;br /&gt;
=== Divine Companion ===&lt;br /&gt;
&lt;br /&gt;
Divine Companion(Su): May spend up to CL spell slots each day in the pool. As a i may spend any number from pool to heal d6 per point spent. R: Celestial/Fiendish Pact Ability I.&lt;br /&gt;
* Improved: d12 per point spent healed.&lt;br /&gt;
** Greater: 12 per point spent healed.&lt;br /&gt;
&lt;br /&gt;
=== Domain Access ===&lt;br /&gt;
&lt;br /&gt;
P: You must be Elemental Sorcerer in which case you receive corresponding elemental domain, or Celestial/Fiendish Pact Sorcerer, in which case you receive one of the domains granted by your Patron.&lt;br /&gt;
&lt;br /&gt;
5. Domain Access(Su): Choose a domain, you receive spells from this domain to your spell known instead of spells from your Spells Sorcerer class feature.&lt;br /&gt;
&lt;br /&gt;
=== Arcane Reabsorption ===&lt;br /&gt;
&lt;br /&gt;
Arcane Reabsorption(Su): AT=i, if your spell is countered or failed to penetrate SR and have no effect whatsoever, you may try to not to loose spell slot by succeeding DC 20+3*SL Spellcraft check. If you succeed you also take SL nonlethal damage. R: Bloodline/Pact Ability I.&lt;br /&gt;
&lt;br /&gt;
=== Fiendblooded ===&lt;br /&gt;
&lt;br /&gt;
1. Fiendblooded(Ex): +1 CL Conjuration and Transmutation. -1 CL (min 1) abjuration and divination. R: Bonus feat 1.&lt;br /&gt;
&lt;br /&gt;
5. Feat: First level feat.&lt;br /&gt;
&lt;br /&gt;
=== Magic in the Blood ===&lt;br /&gt;
&lt;br /&gt;
1. Magic in the Blood(Su): Cha counts as 2 more for purpose of bonus Sor spells. R: Bloodline/Pact Ability I.&lt;br /&gt;
* Cha counts as 4 more for purpose of bonus Sor spells.&lt;br /&gt;
** Cha counts as 6 more for purpose of bonus Sor spells.&lt;br /&gt;
&lt;br /&gt;
== Unique Feats ==&lt;br /&gt;
&lt;br /&gt;
=== Celestial Sorcerer Feats ===&lt;br /&gt;
&lt;br /&gt;
Celestial Sorcerer Heritage: Celestial Sorcerer feats bonus on saves against sonic and petrification, also add protection fom chaos to your list of Sorcerer spells.&lt;br /&gt;
* Celestial Sorcerer Aura: AT=S, A=4, when you cast Sorcerer spell, opponents who fail WW +1/2 HD +Cha save takes -2 penalty on attacks, saves and checks for 24h or until they damage you. Opponent who saves or break effect cannot be affected again in 24h.&lt;br /&gt;
* Celestial Sorcerer Lance: AT=S, R=12 A=1 line, spend sorcerer spell slot. Sor * dices of untyped damage against chaotic creatures, d6 for 0-4 SL, d8 for 5-6 SL, d10 for 7-8 SL and d12 for 9+ SL.&lt;br /&gt;
* Celestial Sorcerer Lore: P: Two other Celestial Sorcerer feats. B: Add magic circle against chaos and teleport to your spells known.&lt;br /&gt;
* Celestial Sorcerer Wings: When you cast Sorcerer spell you gain Fly with speed equal to double your land speed for SL r.&lt;br /&gt;
* Axiomatic Heritage: +4 on saves against charm, +1 on saves against chaotic spells or creatures.&lt;br /&gt;
** Improved Axiomatic Heritage: Your attacks are lawful and you gain DR 5/anarchic.&lt;br /&gt;
&lt;br /&gt;
=== Fiendish Sorcerer Feats ===&lt;br /&gt;
Fiendish Sorcerer Heritage: Chaos Sorcerer feats bonus on saves against electricity and poison, also +2 CL for Conjuration:Summoning for your Sorcerer spells.&lt;br /&gt;
* Fiendish Sorcerer Eyes: AT=s, D=SL m, spend a sorcerer spell-slot, you gain unlimited range coloured darkvision.&lt;br /&gt;
* Fiendish Sorcerer Howl: AT=S, R=6 cone, spend sorcerer spell slot. Sor * dices of sonic damage, d6 for 0-4 SL, d8 for 5-6 SL, d10 for 7-8 SL and d12 for 9+ SL.&lt;br /&gt;
* Fiendish Sorcerer Resistance: Sorcerer * 5 resistances to fire and electricity.&lt;br /&gt;
* Anarchic Heritage: +4 on saves against petrification, +1 on saves against lawful spells or creatures.&lt;br /&gt;
** Improved Anarchic Heritage: Your attacks are chaotic and you gain DR 5/axiomatic.&lt;br /&gt;
&lt;br /&gt;
=== Draconic Sorcerer Feats ===&lt;br /&gt;
&lt;br /&gt;
Draconic Heritage: Draconic feats bonus on saving throws against sleep, paralysis and favoured energy.&lt;br /&gt;
* Draconic Arcane Grace: AT=i, spend a slot. You gain SL bonus on next saving throw you make until start of your next turn.&lt;br /&gt;
* Draconic Armour: When you cast sorcerer spell you gain DR SL * Draconic feats (max SL * 5) penetrated only by weapons of at least (SL+1)/2 enhancement.&lt;br /&gt;
* Draconic Breath: AT=S, you may spend spell slot and make d6 * SL breath attack. If you already have Breath Attack then you may spend spell slot as a free action to add extra die per SL on breath damage.&lt;br /&gt;
* Draconic Claw: You gain claws. When you cast sorcerer spell you may make make claw attack as a s-action. This attack gain competence bonus on attack and damage equal to (SL+1)/2.&lt;br /&gt;
* Draconic Flight: When you cast sorcerer spell you gain flight SL * 2 for 1 r, or your Draconic wings from Draconic Transformation class feature fly speed is increased by SL for 1 r.&lt;br /&gt;
* Draconic Knowledge: You gain bonus equal to number of Draconic feats you have on History, Geography and Empathy.&lt;br /&gt;
* Draconic Persuasion: When you cast sorcerer spell you gain SL * 1.5 on your next Persuasion or Intimidate check you make until end of your next turn.&lt;br /&gt;
* Draconic Power: +1 CL and DC for favoured energy spells.&lt;br /&gt;
* Draconic Presence: When you cast sorcerer spell you gain Frightful presence A=SL+1 for 1 r treating this spell as attack.&lt;br /&gt;
* Draconic Resistance: Favoured energy resistance Draconic feats * 5.&lt;br /&gt;
* Draconic Skin: Scales NA bonus equal to Draconic feats / 2.&lt;br /&gt;
* Draconic Toughness: +5 hp per Draconic feat.&lt;br /&gt;
* Draconic Vigour: When you cast sorcerer spell you heal SL x Draconic feats (max SL * 5) hp.&lt;br /&gt;
&lt;br /&gt;
[[Category:Princess]]&lt;/div&gt;</summary>
		<author><name>Prinzessin</name></author>	</entry>

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