Feats Organized 3.5

Feats Levels, Feat Trees, Feat Sets, and Class Feats

Introduction

Howdy!

These charts are an attempt to put a better organizational structure on the 3.5 feat system. The intent was to provide more structure to them instead of making great alterations. So the primary things done were:

  1. Creating names that were both more descriptive and more consistent,
  2. Organizing Feats into Trees, and placing these into convenient Sets, and
  3. Better gauging the relative power of a feat versus other feats.

Minor alterations were made to existing feats was when the feat was clearly under/overpowered. The only major alteration of the feats is the removal of virtually all restrictions and standardizing prequisites. A smattering of new feats have been included (designated by {KDD}), all of which have been playtested successfully.

Enjoy!

Feat Basics

There are now four levels of feats.

  1. Enh= Enhanced. These are the basic level of feat, usually available to the starting character. They typically augment a statistic, reduce a penalty, or give a minor tradeoff.
  2. Imp = Improved. These are the useful feats of a low level adventurer. They commonly enable major tradeoffs, allow substitutions, or increase damage. All Imp Feats require one Enh Feat as a prerequisite: the one listed to its left on the Feat Set tables.
  3. Gtr = Greater. These are the advanced feats of a medium level adventurer. They often lessen restrictions, alter rules, and improve movement. All Gtr Feats require two (2) Imp Feats from the same Feat Set: the prerequisite to the left, and any other.
  4. Sup = Supreme. These are the unbelievable feats of a high level adventurer. They have multiplicative effects, extra attacks, and incredible benefits. All Sup Feats require (2) Gtr Feats from the same Feat Set: the prerequisite to the left, and any other.

Feats have now been organized into Feat Trees that form the basic building block of feat organization. These feat trees are arranged into Feat Sets that are used as the prerequisites for the Gtr and Sup feats. Note that the same feat tree can appear in several feats sets. Feat sets come in two types: General Feat Sets and Class Feat Sets, which are specific to each class.

Every class gets four special abilities, called the Class Benefit, Class Defining, Class Killer, and Class Name Abilities. In some cases, the ability is unique to a class (e.g. Barbarian Rage); in other cases, it is shared between classes and assumed to stack (e.g. Sneak Attack). Each of these abilities has a Ability Feat Tree associated with it, which are all considered part of the Class Feat Set.

Here is the standard feat schedule that all classes follow:

Character Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Can be spent on ... feat
General Feat - G - - - G - - - G - - - G - - - G - - G=Any
Class Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Class Feat C1 - C - - - C - - - C - - - C - - - C - C=Any Class or Ability, C1=Initial Bonus
Benefit Ability BA+B B - B - B - B - B - - - - - - - - - - B=Benefit Tree, BA=Class Benefit
Defining Ability DA - - D - - - D - - - D - - - D - - - D D=Defining Tree, DA=Class Defining
Killer Ability - - - - KA - K - K - - - K - K - K - - - K=Killer Tree, KA=Class Killer
Name Ability - - - - - - - - - - NA N - N - N - N - N N=Name Tree, NA=Class Name

Note that this gives a vast number of feats to non-fighter classes. To restore a reasonable balance two things will be done: a) fighters will be given special class abilities, and b) class abilities will be pulled out of the other classes and put into feat trees. Classes no longer receive powers directly by level; instead, they receive feats each level they can spend on powers from the appropiate tree. At several key levels they are effectively granted a specific power by having only one choice (for example, they always get the Class Killer Ability at Level 5).

Prerequisites have also been standardized. There are only 6 types of prequisites:

  1. [Ability] - Such as a Prf = Proficiency or Class Ability.
  2. BAB - Base Attack Bonus
  3. BMB - Base Magic Bonus
  4. ECL - Effective Character Level = Total for PCs
  5. Skill - Having ranks in a certain skill
  6. (Ability Score) - These are not used in Kim D&D
Note that certain trees are clearly designed for certain ability scores. These abilities have been listed with the tree for informational purposes; as a variant, you can restore them as prerequisites.

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
BAB +1 +2 +4 +8
BMB +1 +2 +4 +8
ECL 1 2 4 8
Skill 1 2 4 8
(Ability Score) 11 12 14 18

Feat and Class Sets

All Sets with Trees

Class Benefit Tree Defining Tree Killer Tree Name Tree Trees
Amazon Amazon Throw Ally Sentinel Opportunity Action Point, Draw, Save Reflex, Tactical
Artificer Item Craft Ally Homunculous Save Will
Barbarian Dodge Rage Hit Point Save Fortitude Action Point, Speed, Throw, Whirlwind
Bard Song Save Fortitude
Cleric Spell Effect Turn Curing Save Will, Spell Target
Druid Wilderness Summon Wild Shape Wild Morph Save Fortitude
Fighter Draw Specialization Cleave Action Point Hit Point, Save Fortitude, Shot, Throw, Unarmed, Whirlwind
Hexblade Hex Ally Familiar Action Point, Save Will
Monk Speed Unarmed Stun Mystic Defense Save Will
Ninja Ki Ghost Flare Speed Ki Ninja Dodge, Save Reflex
Paladin Paladin Smite Ally Mount Curing Action Point, Cleave, Mounted, Save Will, Turn
Ranger Wilderness Shot Ally Companion Action Point, Favored Enemy, Save Fortitude, Track
Rogue Dodge Flare Save Reflex Skill Action Point, Opportunity
Samurai Draw Dual Flourish Action Point, Save Fortitude, Tactical
Scout Wilderness Flare Speed Save Reflex, Skirmish, Track
Shaman Spirit
Sorcerer
Swashbuckler Initiative Finesse Critical Action Point, Opportunity, Save Fortitude, Tactical
Warlock Invocation Minor Flare Hit Point Invocation Major Save Will
Warmage Warmage
Wizard Spell Casting Fortify Ally Familiar Magnus Item Craft, Save Will, Spell Target, Warmage

Set Trees
Ally Ally Cohort, Ally Companion, Ally Familiar, Ally Mount
Augment Point Action Point, Hit Point, Skill
Augment Save Save All, Save Fortitude, Save Reflex, Save Will
Augment Speed Draw, Initiative, Speed
Basic Combat Cleave, Mounted, Shot
Combat Contest Throw, Whirlwind
Combat Fighting Tactical, Unarmed
Combat Opening Dodge, Finesse, Opportunity
Magic Focus Fortify, Item Craft
Metamagic Spell Casting, Spell Effect, Spell Target
Weapon Focus Critical, Dual, Specialization

For a more in-depth example how to use these charts to design a character, look here.

All Trees with Sets

Tree (# Feats) Set(s) Class(es)
Action Point (7) Augment Point Amazon, Barbarian, Fighter, Hexblade, Paladin, Ranger, Rogue, Samurai, Swashbuckler
Ally Companion (5) Ally Ranger
Ally Familiar (5) Ally Hexblade, Wizard
Ally Mount (5) Ally Paladin
Ally Sentinel (6) Amazon
Amazon (7) Amazon
Class Ability (57)
Cleave (7) Basic Combat Fighter, Paladin
Critical (7) Weapon Focus Swashbuckler
Curing (6) Cleric, Paladin
Dodge (7) Combat Opening Barbarian, Ninja, Rogue
Draw (7) Augment Speed Amazon, Fighter, Samurai
Dual (7) Weapon Focus Samurai
Finesse (7) Combat Opening Swashbuckler
Flare (6) Ninja, Rogue, Scout, Warlock
Fortify (6) Magic Focus Wizard
Hit Point (6) Augment Point Barbarian, Fighter, Warlock
Initiative (5) Augment Speed Swashbuckler
Invocation Major (3) Warlock
Invocation Minor (7) Warlock
Item Craft (7) Magic Focus Artificer, Wizard
Ki Ghost (7) Ninja
Magnus (4) Wizard
Mounted (8) Basic Combat Paladin
Move Type (4)
Mystic Defense (7) Monk
Opportunity (5) Combat Opening Amazon, Rogue, Swashbuckler
Tree (# Feats) Set(s) Class(es)
Paladin (5) Paladin
Proficiency (12)
Rage (7) Barbarian
Save All (3) Augment Save
Save Fortitude (6) Augment Save Barbarian, Bard, Druid, Fighter, Ranger, Samurai, Swashbuckler
Save Reflex (6) Augment Save Amazon, Ninja, Rogue, Scout
Save Will (4) Augment Save Artificer, Cleric, Hexblade, Monk, Paladin, Warlock, Wizard
Shot (7) Basic Combat Fighter, Ranger
Skill (6) Augment Point Rogue
Smite (7) Paladin
Specialization (7) Weapon Focus Fighter
Speed (5) Augment Speed Barbarian, Monk, Ninja, Scout
Spell Casting (5) Metamagic Wizard
Spell Effect (6) Metamagic Cleric
Spell Target (7) Metamagic Cleric, Wizard
Stun (7) Monk
Summon (7) Druid
Tactical (14) Combat Fighting Amazon, Samurai, Swashbuckler
Throw (7) Combat Contest Amazon, Barbarian, Fighter
Turn (7) Cleric, Paladin
Unarmed (8) Combat Fighting Fighter, Monk
Warmage (6) Warmage, Wizard
Whirlwind (6) Combat Contest Barbarian, Fighter
Wild Morph (7) Druid
Wild Shape (7) Druid
Wilderness (7) Druid, Ranger, Scout

Notes

The following are abbreviated notes for the feat descriptions, as well as compact summaries of several non-proficient rules:

Craft* = Cost and XP requirements have changed radically: refer to the Crafting page for more details. Wondrous Items require whichever craft feats are relevant. For example, a wondrous item with both multiple disposable charges and renewable uses would need both Craft Multiple Charge and Craft Renewable Use to make.

Critical* = Criticals are now base x2 for all weapons, which means the threat is now the salient number (old x3 = 19, old x4 = 18). There is no threat if the number rolled was the minimum needed to hit.

Curing* = Affecting Hit Points. Curing can also mean Inflict (for appropriately aligned casters).

Dual* = To fight with two weapons incurs a -6, -10 (off hand) penalty. Using a light weapon in the off hand removes -2, -2 of this penalty. Dual attacks require a full round action.

Dual Hit* = A dual hit occurs when the weapon in each hand hits at least once in a round. Remember the primary hand attacks only once (under normal circumstances).

Finesse* = Finesse can only be done with light (Slashing/Piercing) or finessable weapons. Finesse can only be done in light armor (or less). Targets immune to sneak attack are also immune to finesse.

Fortify* = +1 BMB Casting spells, +1 Spellcraft checks for specialty. This affects DCs for saves, Spell Resistance checks, and creating principal spells.

Mount* = To fight while mounted incurs -2, -6 (moved) to attack in melee, and -4, -8 (moved) to attack at range.

Tactics* = Bull Rush, Disarm, Feint, Grapple, Overrun, Sunder, and Trip.

Note: Having Tactial Mastery automatically grants all Imp Tactics* feats for the purpose of prerequisites. The Imp Tactics* feats do not stack with Tactical Positioning and Tactical Mastery. The Imp Tactics* feats are intended for those who want only a specific tactic and wish to save feats (or follow only that branch).

Prf* = Proficiencies span classes and anyone can take them. The only prerequisites are other proficiencies. Proficiencies and class abilities are the only feat prerequisites to other trees.

Specialty* = An arcane school or divine domain.

Speed* = Every 5' of speed gained reduces the space needed to jump by 5'. Also adds +1 to jump checks.

+n SL* = This metamagic feat can be applied by using a slot n levels above the spell. Alternatively, it can be cast spontaneously by taking a longer time. The scale for time-shifting is: full rds, std action, move action, swift action. Each step adds / subtracts +2 SL. So a +2 SL feat could be applied spontaneously to a spell that normally costs a std action to cast by taking a full round to cast, or a std action at +2 SL. Both prepared and spontaneous spell casters can make conversions to longer casting times; prepared casters are forced to take the longest time. So, to maximize a spell on the fly (+3 SL) would require two full rounds to cast.

If you had the Quicken Casting feat, you could apply that same +2 SL feat as a move action at +4 SL, or a swift action at +6 SL. Only spontaneous casters can do this in real time; prepared casters must do this beforehand. Note that shifting actions only takes +1 SL; the "extra" +1 SL at each step come from an extra spell casting per round (at a move action) and avoiding an attack of opportunity (at a swift action).

Every spell caster has Heighten Spell as a natural ability (i.e. can trade a higher level slot to cast a lower level spell as a higher level spell). This does not require a feat.

Keywords

Feats now used standardized keywords as much as possible. Also, when feasible, the tree name is incorporated into the feat name. Here's a legend of keywords in the feats and their meanings:

Keyword Lvl Typically Means
Action Any Involves Action Points. Also Active
Assault Gtr Move before / after attack / charge, sometimes alters
Attack Imp Trades one stat for another up to Ability Mod
Blow Any An unarmed attack
Class Enh A feat that can only be taken by specific classes
Craft(sman) Any Magic Item Creation related
Evasion G/S Reflex Save enhancement
Extend Any Increase duration
Extra Sup Grants another thingie, usually an action or attack
Flare Any Refers to Sneak Attack, Sudden Attack, or Skirmish
Fortify Any [+1 DC, +1 CL] = Spellcaster Specialization, +1 Spellcraft check
Hardiness G/S Fortitude enhancement
Mastery Gtr [+1, +1] on class of things + stuff
Mettle G/S Will Save enhancement
Opportunity Any Involves AoOs. Also Opportune, Opportunist, etc.
Resistance Any Saves or Spell Resistance.
Savage Sup X2 on declared attack, no crit
Smite Any + Ability Mod AB +ECL Dmg against [category]
Specialization Enh [+1, +1]/2L on 1 thing
Specialization Imp [+1, +1]/2L on 3 things
Sudden Sup Apply metamagic 1/day w/o +n SL*
Tactic Any Involves a Tactic* somehow. Also Tactical

In addition, I'm in the midst of cleaning up some words. Here's a list of how I'd like to shape some keywords and their potential meaning:

Keyword Lvl Would Like to Mean
Artisan Any Related to Craft Mundane, for which we have no feats :-(
Expert Any Allows exceeding of usual limits
Insightful Any Add mental stat to physical thingie
Power(ful) Imp Increase damage (by #FIT)
Slam Any Prone, Daze, or Knockback on failed Fort Save
Strike Any Modifies an attack? This will be a toughie.
Swing Any Another good attack word

Lastly, many feats change according to numeric criteria. Here's a legend of the common abbreviations:

Abbr Number of... = More specifically 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
#CBF Class Benefit Feats = 1 + (#Lvl/2) up to L10 1 2 2 3 3 4 4 5 5 6 6 6 6 6 6 6 6 6 6 6
#CDF Class Defining Feats = 1 + (#Lvl/4) 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6
#CKF Class Killer Feats = ((#Lvl-1)/4) + ((#Lvl+1)/8) - - - - 1 1 2 2 3 3 3 3 4 4 5 5 6 6 6 6
#CNF Class Name Feats = ((#Lvl-9)/2) - - - - - - - - - - 1 2 2 3 3 4 4 5 5 6
#CNL Class Name Levels = (#Lvl-10) - - - - - - - - - - 1 2 3 4 5 6 7 8 9 10
#ECL Effective Character Levels = Sum of all levels of all classes
#FIT Feats In Tree = The feats held in this tree
#Lvl (Class) Level = Level in this class only

Finesse tree needs more work
  Need parallel for clerics with WIS/CHR and maces
  What are WIS and CHR Attacks?  WIS for clerics and monks, bludgeoning
Need to flesh out whirlwind tree
Do megalist of sets once WIP is mostly done
Add all Class Abilities as feats; rename as Class X

All Trees with Feats

Action Point Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
ECL Heroic Action Action Boost Action Surge Swift Action
Action Replay Action Initiative Rallying Action

Name Ty Benefit {Old Name; Src}
Action Boost Ex Roll d8 for APs {Ebr}, Spend AP to occupy square opponent left {Pursue; Ebr}
Action Initiative Ex AP roll +1, Spend AP to Init, wrap at highest {KDD}
Action Replay Ex AP roll +1, Spend AP to reroll one of your rolls 1/rd {KDD}
Action Surge Ex Roll d10 for APs, Spend AP for extra move or AoO 1/rd {Ebr}
Heroic Action Ex +3 APs/L, either Luck or Block {Heroic Spirit; Ebr}
Rallying Action Ex AP roll +1, Spend 2AP for 1AP for comrade to spend {KDD}
Swift Action Ex Roll d12 for APs, Spend 2AP for extra std or swift 1/rd {KDD}

Ally Companion Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Companion Ally] Devoted Companion Companion Evasion Companion Resistance
BAB Mighty Companion Martial Companion

Name Ty Benefit {Old Name; Src}
Companion Evasion Ex +2 NA, +1 Trick, Evasion {PHB-Dru}
Companion Resistance Ex +2 NA, +1 Trick, Saves = Master, Lightning Evasion {PHB-Dru}
Devoted Companion Ex +2 NA, +1 Trick, +4 Will {PHB-Dru}
Martial Companion Ex +2 NA, +1 Trick, BAB = Master, Multi-Attack {KDD}
Mighty Companion Ex +2 NA, +1 Trick, + L/4 to Str, Dex, Con {PHB-Dru}

Ally Familiar Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Familiar Ally] Familiar Communication Familiar Conduit Familiar Evasion Familiar Resistance
BMB Familiar Infiltrator

Name Ty Benefit {Old Name; Src}
Familiar Communication Su +1 NA, INT = +L/2, Alertness, Speak with Master {PHB-Wiz}
Familiar Conduit Su +1 NA, BMB = Master, Share Spells, Deliver Touch {PHB-Wiz}
Familiar Evasion Su +2 NA, BAB = Master, Evasion {PHB-Wiz}
Familiar Infiltrator Sp +2 NA, Skills = Master, Speak with similar animals, Scry 1/day, Telepathy 1/day {PHB-Wiz}
Familiar Resistance Su +2 NA, Saves = Master, Spell Resistance {PHB-Wiz}

Ally Mount Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Mount Ally] Evasive Mount Lightning Mount Mount Resistance
BAB Mighty Mount Commanding Mount

Name Ty Benefit {Old Name; Src}
Commanding Mount Sp +2 NA, INT=+L/3, Command similar animals {PHB-Pal}
Evasive Mount Ex +2 NA, +5' x L/5, Evasion {PHB-Pal}
Lightning Mount Ex +2 NA, BAB = Master, Lightning Evasion {PHB-Pal}
Mighty Mount Ex +2 NA, +L/4 to Str, Dex, Con {KDD}
Mount Resistance Su +2 NA, Saves = Master, Spell Resistance {PHB-Pal}

Ally Sentinel Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Sentinel Ally] Sentinel Blessing Sentinel Prayer Sentinel Favor
BAB, Wis Sentinel Augury Sentinel Truth Sentinel Counsel

Name Ty Benefit {Old Name; Src}
Sentinel Augury Su Augur Spell #CDF/wk {KDD}
Sentinel Blessing Su Bless [Morale] #CBF/d, as Amazon casting {KDD}
Sentinel Counsel Su Commune Spell #CNF/wk, CI 4x#CNF {KDD}
Sentinel Favor Su Divine Favor [Aligned] #CKF/d, FR #CKF {KDD}
Sentinel Prayer Su Prayer [Luck] #CDF/d {KDD}
Sentinel Truth Su Zone of Truth on grapple, DC 10+WIS+BMB+#CKF {KDD}

Amazon Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Amazon] Scanty Armor Bullseye Attack Missile Deflection Missile Reflection
BAB, Wis Distract Foe Emotion Sense Guiding Hands

Name Ty Benefit {Old Name; Src}
Bullseye Attack Ex Trade AB this attack for AB next attack, up to WIS {KDD}
Distract Foe Ex Bluff Feint can instead give -#CBF Luck to next d20, when Scanty {KDD}
Emotion Sense Ex Feint, Goad, and Sense Motive gain +#CBF, when Scanty {KDD}
Guiding Hands Su Double actions for #CNF rds 1/d {KDD}
Missile Deflection Ex Trade Swift or AoO to deflect shot/throw, req Bracers {KDD}
Missile Reflection Ex Attack on successful deflection, req Bracers {KDD}
Scanty Armor Ex Armor = 1/2 enc, +5' Armor Push, Bracers = 1/2 enc Shield, 1/2 ACP, -4 melee, 1d refit {KDD}

Class Ability Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Amazon] Crack Shot Divine Infusion Sentinel Ally Golden Weapons
[Artificer] Artificer Craft Homunculous Ally
[Assassin]
[Barbarian] Rage Barbarian Deduction Barbarian Reduction
[Bard]
[Cleric] Cleric Domains Turn Cleric Curing Divine Intervention?
[Druid] Nature Sense Summoner Wild Shape Wild Heal
[Fighter] Readiness Fighter Focus Mass Combat Create New Feat
[Hexblade] Hex
[Monk] Monk Speed Flurry of Blows Monk Stun Monk AC
[Ninja] Ki Sudden Attack Ninja Acrobatics Ninja AC
[Paladin] Lay on Hands Smite Mount Ally Paladin Curing
[Ranger] Track Favored Enemy Companion Ally Wild Hunt
[Rogue] Trap Sense Sneak Attack Instant Flank Rogue Skill Trapfinding
[Samurai]
[Scout] Seek Skirmish Scout Opportunity
[Swashbuckler] First Mover Swashbuckler Critical
[Warlock] Invocation Eldritch Blast Eldritch Healing Occult Resilience
[Wizard] Wizard Schools Wizard Focus Familiar Ally Create New Spell
Spontaneous Casting

Name Ty Benefit {Old Name; Src}
Artificer Craft Sp Get Positive XP each level; Gain Infusions {Ebr-Art}
Barbarian Deduction Ex #CKF/none DD {KDD}
Barbarian Reduction Ex #CNF/none DR {KDD}
Cleric Curing Ex +#CKF per cure, cannot exceed cure max {KDD}
Cleric Domains Ex +#CDF Domains for spells; only first for ability {PHB-Clr}
Companion Ally Ex +1 NA, +1 Trick, hp = Master, (HD ~ Master), INT=5, Link {PHB-Dru}
Crack Shot Ex Remove #CBF ranged/thrown penalties {KDD}
Create New Feat Ex Create a combat related Epic Level feat, takeable as C or G {KDD}
Create New Spell Ex Create #CNF new spells each advancement {KDD}
Divine Infusion Su +2x#CDF to one ability; change #CDF/d at std {KDD}
Divine Intervention? Su Request divine miracle #CNF each level {KDD}
Eldritch Blast Sp 1d6 per odd Lvl, 60' Range {CArc-Warlk}
Eldritch Healing Su FH 1 for BMB rds 2x#CKF/day as swift, stacks {Fiendish Resilience; CArc-Warlk}
Familiar Ally Su +1 NA, hp = 1/2 Master (HD ~ Master), INT=5, Empathic Link, +3 Skill {PHB-Wiz}
Favored Enemy Ex +2 dmg vs 2 favored enemies x #CDF {PHB-Rng}
Fighter Focus Ex +#CDF dmg, cannot exceed weapon max {KDD}
First Mover Ex #CBF to Init {KDD}
Flurry of Blows Ex Flurry of Blows {PHB-Mnk}
Golden Weapons Ex GoldSheen in hand +1rd, indestructible, as if Silver + Iron {KDD}
Hex Su #CDF/day {CAdv?}
Homunculous Ally Ex Gain a Homunculous {Ebr-Art}
Instant Flank Ex #CKF/day flank first attack; #CKF AB on flank {KDD}
Invocation Sp Cast invocations at will as std {CArc-Warlk}
Ki Su CHR + #Lvl/2 / day, +2 Will if Ki left {CAdv-Ninja}
Lay on Hands Su Heal CHR X #Lvl per day {PHB-Pal}
Mass Combat Ex Add +#Foes felled this rd to AB {KDD}
Monk AC Ex WIS + #CKF AC Armor Enh, except armored, helpless, or overloaded {PHB-Monk}
Monk Speed Ex +5' x #CDF extra move {KDD}
Monk Stun Ex +#CKF / day Stun {PHB-Mnk}
Mount Ally Su +2 NA, hp = Master, (HD ~ Master), INT=5, Empathic Link {PHB-Pal}
Nature Sense Ex Use Know Nature to sense, +#CBF, #CBF min {KDD}
Ninja AC Ex CHR + #CKF AC Armor Enh, except armored, helpless, or overloaded {CAdv-Ninja}
Ninja Acrobatics Ex +2x#CKF to Acrobat or Mover {KDD}
Occult Resilience Su DR #CNF/cold iron {CArc-Warlk}
Paladin Curing Ex Reduce Conversion rate by #CNF; 1 hp min {KDD}
Rage Ex #CDF/day: +4 Str, +4 Con, -2 AC, +2 Will, +2 Tmp HP/#Lvl for 3+CON rds, fatigue after {PHB-Bbn}
Readiness Ex #CBF/day attacks no flat foot {KDD}
Rogue Skill Ex Min #CNF x 2 any skill roll {KDD}
Scout Opportunity Ex Ignore #CKF AoOs/rd (of squares) {KDD}
Seek Ex Use Know Geo to seek, +#CBF, #CBF min {KDD}
Sentinel Ally Su Never surprised, act in surprise rd, no start flat-footed {KDD}
Skirmish Ex +#CDK d6 (+~#CDK Comp) if moved 5'x#CDK in rd; ranged 30' {CAdv-Scout}
Smite Su CHR + #CDF/day, Smite [Alignment] +CHR AB +#Lvl Dmg, w/i CHR rds of declaration {PHB-Pal}
Sneak Attack Ex +1d6 / odd Lvl, when No Dex / Flank {PHB-Rog}
Spontaneous Casting Su Choose spells at cast time {PHB-Sor}
Sudden Attack Ex As Rogue Sneak Attack
Summoner Su +#CDF after concentration ends, Spontaneous SNA {KDD}
Swashbuckler Critical Ex +#CKF threat range {KDD}
Track Ex Use Survival to track; +#CBF, #CBF min {PHB}
Trap Sense Ex +#CDF Save vs. traps, +#CDF AC trap attack {PHB-Rog}
Trapfinding Ex Use Search for traps; Disable Device on magic, bypass by 10 {PHB-Rog}
Turn Su WIS + #CDF/day: 1d6 dmg / BMB all undead w/I 60ft, Will or lose action WIS rds, ECL+WIS = Max HD affectable {KDD}
Wild Heal Ex Self heal #CNF x 4 hp each WS; auto-cool one step condition {KDD}
Wild Hunt Ex Trade FE Dmg for AB; Cannot lose after hit {KDD}
Wild Shape Su #CKF/day, WS for BMB hr into Sm or Lg size Animal type {PHB-Dru}
Wizard Focus Su +#CDF SL* / day "free" metamagic {KDD}
Wizard Schools Ex +#CDF Schools for spells {KDD}

Cleave Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[M-Melee Prf] Monkey Grip Power Attack Cleave Great Cleave
BMB, (Str) Powerful Finisher Unyielding Assault Combat Brute

Name Ty Benefit {Old Name; Src}
Cleave Ex Extra Melee Attack after dropping target {PHB}
Combat Brute Ex Advancing blows, sundering cleave, and momentum swing {CWar}
Great Cleave Ex Extra Cleave, 5ft move w/no threat {PHB}
Monkey Grip Ex Use larger melee weapons at -2 AB {CWar}
Power Attack Ex Trade BAB for Dmg up to STR on melee {PHB}
Powerful Finisher Ex Add +#FIT Dmg only if it kills target, 1/rd {KDD}
Unyielding Assault Ex x2 dmg by power attack if no move {KDD}

Critical Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
BAB Extend Critical Insightful Critical Critical Mastery Consistent Critical
Expert Critical Critical Tactics Savage Critical

Name Ty Benefit {Old Name; Src}
Consistent Critical Ex Add +INT to threat of prf weapons {KDD}
Critical Mastery Ex [+1 confirm, +1 dmg] to all criticals, +1 to threat of prf weapons {KDD}
Critical Tactics Ex Trade Confirm roll for Tactic* {KDD}
Expert Critical Ex +4 confirm critical {Power Critical; CWar}
Extend Critical Ex +1 to threat of prf weapons {Imp Critical; PHB}
Insightful Critical Ex Add INT or WIS to Dmg once on threat {KDD}
Savage Critical Ex Gain 2nd confirm roll, do x3 if both {KDD}

Curing Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
ECL Cure Ability Cure Soundness Cure Morale Cure Condition
Cure Paralysis Cure Curse

Name Ty Benefit {Old Name; Src}
Cure Ability Ex Trade 4 pts of Curing* for 1 pt of Ability Dmg {KDD}
Cure Condition Ex Trade 4 pts of Curing* X any Scale {KDD}
Cure Curse Ex Trade 2xDC pts of Curing* to remove curse {KDD}
Cure Morale Ex Trade 4 pts of Curing* X Morale Scale {KDD}
Cure Paralysis Ex Trade DC pts of Curing* to remove paralysis {KDD}
Cure Soundness Ex Trade 4 pts of Curing* X Soundness Scale {KDD}

Dodge Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
ECL Dodge Uncanny Dodge Unearthly Dodge Unflankable Dodge
Mobility Elusive Target Tripping Dodge

Name Ty Benefit {Old Name; Src}
Dodge Ex +1 AC Dodge {PHB}
Elusive Target Ex Negate power attack, Diverting Defense, Cause Overreach {CWar}
Mobility Ex +4 AC Dodge vs. AoO (if Dex) {PHB}
Tripping Dodge Ex Trip attempt after foe misses as AoO {Destructive Throw; CWar}
Uncanny Dodge Ex Keep DEX Bonus when flat-footed {PHB}
Unearthly Dodge Ex Cannot be flanked except by L+4 {Imp Uncanny Dodge; PHB}
Unflankable Dodge Ex No Flanking, No Flat-Footed {Eyes in the back of your head; CWar}

Draw Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
ECL Expert Packing Quick Draw Greater Packrat Refitted Armor
Rapid Reload Ready Usage Flick of the Wrist

Name Ty Benefit {Old Name; Src}
Expert Packing Ex +4 ready slots w/o 1i encumbrance {KDD}
Flick of the Wrist Ex Draw light and attack, flat-foot opponent 1/rd once/combat {CWar}
Greater Packrat Ex +(4xEF)i EL {KDD}
Quick Draw Ex Move action for stored, free action for ready {PHB}
Rapid Reload Ex Move action for heavy, free action other, all types {PHB}
Ready Usage Ex Take 10 on Use Ms, Bal, and Sleight (if trained) {KDD}
Refitted Armor Ex Armor is one category lighter (+5' and reqs), lgt still lgt {KDD}

Dual Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Dual Prf] Dual Defense Oversized Dual Dual Mastery Dual Tactics
BAB Dual Strike Dual Slam Opportune Dual

Name Ty Benefit {Old Name; Src}
Dual Defense Ex +1 AC Shield when dual (+2 if defense) {2-Weapon Defense; PHB}
Dual Mastery Ex [+1, +1] / 2L for any dual = {KDD}; # att increase with BAB = {Imp + Gtr Two-Weapon; PHB}
Dual Slam Ex +1 AC Shield when dual (+2 if defense) = {Gtr 2-Weapon Defense; CWar}, Target [prone, dazed] on Dual Hit*, fails Fort {Anvil of thunder; CWar} or {Hammer's Edge; CWar}
Dual Strike Ex +1 AC Shield when dual (+2 if defense) = {Imp 2-Weapon Defense; CWar}, Attack once w/each hand as standard action = {CAdv}
Dual Tactics Ex Free Tactic* on Dual Hit* {Bear Fang; CWar} or {High Sword Low Axe; CWar}
Opportune Dual Ex +1 AC Shield when dual (+2 if defense), Can use opportunity action to attack if Dual Hit* {KDD}
Oversized Dual Ex Treat 1-handed weapon as light = {Oversized 2 weapon fighting; CAdv}, treat shield as light (but no AC when used dual) = {KDD}

Finesse Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
BAB Defensive Finesse Weapon Finesse Insightful Finesse Opportune Finesse
Parry Attack Flensing Strike Deft Strike

Name Ty Benefit {Old Name; Src}
Defensive Finesse Ex +2 morale AB after total defense {Defensive Strike; CWar}
Deft Strike Ex Ignore armor and natural armor {CAdv}
Flensing Strike Ex Full rd to Fort 10+L/2+WIS or Target -4 AB, saves, and checks for 1 min {Ebr}
Insightful Finesse Ex Sub DEX or INT for STR Dmg on Finesse* Weapons {Insightful Strike; CWar-Swash}
Opportune Finesse Ex Use AoO during total defense {KDD}
Parry Attack Ex Trade BAB for AC up to INT {Combat Expertise; PHB}
Weapon Finesse Ex Sub DEX or INT for STR AB on Finesse* Weapons {PHB}

Flare Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Flare Attack] Flare Ability Flare Soundness Flare Morale
ECL Arterial Flare Hamstring Flare Staggering Flare

Name Ty Benefit {Old Name; Src}
Arterial Flare Ex Trade 1d6 for 1hp/rd {Arterial Strike; CWar}
Flare Ability Ex Trade 1d6 for 1 pt of Ability Damage {KDD}
Flare Morale Ex Trade 1d6 for Morale Scale {KDD}
Flare Soundness Ex Trade 1d6 for Soundness Scale {KDD}
Hamstring Flare Ex Trade 2d6 to cut opponent's speed in half {CDiv}
Staggering Flare Ex Limit target to a single action for 1 rd {Staggering Strike; CDiv}

Fortify Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Spellcaster] Spell Fortify Fortify Specialization Fortify Mastery Savage Fortify
BMB Sanctum Fortify Cooperative Fortify

Name Ty Benefit {Old Name; Src}
Cooperative Fortify Sp +1 Fortify* per extra caster = {Cooperative Spell; CArc}
Fortify Mastery Sp +1 Fortify* to all spells = {KDD}
Fortify Specialization Sp [+1 Fortify* three Specialty*] / 3L = {Gtr Spell Focus + Gtr Spell Penetration; PHB}
Sanctum Fortify Sp +#FIT Fortify* in Sanctum, -1 outside Sanctum = {Sanctum Spell; CArc}
Savage Fortify Sp Burn a spell gives +SL Fortify* 1/rd = {KDD}
Spell Fortify Sp +1 Fortify* to one Specialty* = {Spell Focus + Spell Penetration; PHB}

Hit Point Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
ECL Toughness Diehard Damage Deduction Damage Reduction
(Con) Recuperation Ruggedness

Name Ty Benefit {Old Name; Src}
Damage Deduction Ex Increase DD by 1/- {KDD}
Damage Reduction Ex Increase DR by 1/- {Gtr Resiliency; CWar}
Diehard Ex Remain Conscious at neg HP, move or std, no full {PHB}
Recuperation Ex Recover #Rest HP / day always, Sleep in armor {Endurance; PHB, Faster Healing; CWar}
Ruggedness Ex +1 hp / L, retroactive {Imp Toughness; CWar}
Toughness Ex [+10 hp] / 10L {PHB}

Initiative Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
ECL Alert Danger Sense Guardian Spirit Watchful Spirit
(Chr) Quick Reconnoiter

Name Ty Benefit {Old Name; Src}
Alert Ex +2 to init {Imp Initiative; PHB}
Danger Sense Ex +2 to init, Reroll init 1/day {CAdv}
Guardian Spirit Ex +2 to init, Reroll init 2/day, reroll save 1/day {CArc}
Quick Reconnoiter Ex +2 to init, Spot and Listen as free actions {CAdv}
Watchful Spirit Ex +2 to init, roll init twice and take better {CArc-Wuj}

Invocation Major Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Occult Resilience] Greater Invocation Greatest Invocation
Lvl Imbue Item

Name Ty Benefit {Old Name; Src}
Greater Invocation Sp Access greater invocation list {CArc-Warlk}
Greatest Invocation Sp Access greatest invocation list {CArc-Warlk}
Imbue Item Su Use Magic DC 15+SL Arcane, 25+SL Divine {CArc-Warlk}

Invocation Minor Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Eldritch Blast] Least Invocation Detect Magic Lesser Invocation Arcane Resistance
Lvl Intuit Item Extra Invocation Aligned Resistance

Name Ty Benefit {Old Name; Src}
Aligned Resistance Su Resistance 5 to one Aligned Energy {KDD}
Arcane Resistance Su Resistance 5 to one Arcane Energy {CArc-Warlk}
Detect Magic Sp Detect Magic at will {CArc-Warlk}
Extra Invocation Ex Gain 1 invocation {CArc}
Intuit Item Ex Take 10 on Use Magic always {Deceive Item; CArc-Warlk}
Least Invocation Sp Access least invocation list {CArc-Warlk}
Lesser Invocation Sp Access lesser invocation list {CArc-Warlk}

Item Craft Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
BMB Craft Single Charge Craft Multiple Charge Craft Renewable Use Craft Constant Use
Magic Craft Exceptional Craftsman Extraordinary Craftsman Legendary Craftsman

Name Ty Benefit {Old Name; Src}
Craft Constant Use Sp Craft*, mend half = {Craft Arms / Armor, Forge Ring; PHB}
Craft Multiple Charge Sp Craft* = {Craft Wand; PHB}
Craft Renewable Use Sp Craft*, mend half = {Craft Staff, Craft Rod; PHB}
Craft Single Charge Sp Craft* = {Brew Potion, Scribe Scroll; PHB} +{Craft Contingent Spell; CArc}
Exceptional Craftsman Ex -10% time, gp, and Neg XP {Exceptional Artisan; Ebr}
Extraordinary Craftsman Ex -10% time, gp, and Neg XP {Extraordinary Artisan; Ebr}
Legendary Craftsman Ex -10% time, gp, and Neg XP {Legendary Artisan; Ebr}

Ki Ghost Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Ki] Ghost Disguise Ghost Step Ghost Dodge Ethereal Ghost
Lvl Ghost Sense Ghost Strike Ghost Materialize

Name Ty Benefit {Old Name; Src}
Ethereal Ghost Su Spend Ki as swift for ethereal 1 rd {CAdv-Ninja}
Ghost Disguise Su Spend Ki for Disguise Self {KDD}
Ghost Dodge Su Spend Ki as immediate for any attack miss {KDD}
Ghost Materialize Su Spend Ki as mTA to force enemy corporeal for CHR rd {KDD}
Ghost Sense Su See invisible / ethereal when Ki spent {KDD}
Ghost Step Su Spend Ki as swift for invisible 1 rd {CAdv-Ninja}
Ghost Strike Su Spend Ki as move to strike incorporeal / ethereal, No AoO {CAdv-Ninja}

Magnus Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Spellcaster] Nonlethal Magic Energy Substitution Extra Energy School Magnus
BMB

Name Ty Benefit {Old Name; Src}
Energy Substitution Sp Energy spells can deal different energy dmg {CArc}
Extra Energy Sp Add another energy: +25% for +1 SL*, +50% for +2 SL*, +100% for +3 SL* {Energy Admixture; CArc}
Nonlethal Magic Sp Damage spells can deal non-lethal dmg {Nonlethal Substitution; CArc}
School Magnus Sp +1 SL* to add #BMB energy dmg to school spells, chosen once {KDD}

Mounted Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
BAB, Ride Stable Mount Mount Protection Ride By Attack Extra Mounted
[Mounted Prf] Mounted Trample Mounted Mastery Savage Charge
Cavalry Charger

Name Ty Benefit {Old Name; Src}
Cavalry Charger Ex Unhorse, leaping charge, & fell trample {CWar}
Extra Mounted Ex Extra Mounted Attack (All -2) {KDD}
Mount Protection Ex Sub Ride Check for AC once/rd {Mounted Combat; PHB}
Mounted Mastery Ex [+1,+1] / 2L for all Mounted {KDD}
Mounted Trample Ex Foe can't avoid Overrun {Trample; PHB}
Ride By Attack Ex Remove -2 of Mount*, Move before / after mounted attack {PHB}
Savage Charge Ex X2 Dmg declared mounted charge, no crit {Spirited Charge; PHB}
Stable Mount Ex Remove -2 of Mount*, No Ride Check your attack {KDD}

Move Type Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
Brachiation
Imp Swim
Imp Flight
Speed Climb

Name Ty Benefit {Old Name; Src}
Brachiation Ex Swing through trees at normal land speed {CAdv}
Imp Flight Ex Flight maneuverability improves by 1 step {CAdv}
Imp Swim Ex Double swimming speed {CAdv}
Speed Climb Ex climb at normal speed and one handed as a mv action w/out penalty as long as you begins and ends on a horizontal surface {KDD}

Mystic Defense Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
BMB Mage Slayer Still Mind Penetrate Concealment Spell Resistence
Abundant Step Ethereal Body Perfect Self

Name Ty Benefit {Old Name; Src}
Abundant Step Ex Dimension door 1/day {PHB-Mnk}
Ethereal Body Ex Ethereal for #Lvl rd/day, as though using etherealness {Empty Body; PHB-Mnk}
Mage Slayer Su +1 Will; spellcasters you threaten can't cast defensively {CArc}
Penetrate Concealment Su Ignore spell-based concealment or cover {Pierce Magical Protection; CArc}
Perfect Self Ex Become outsider rather than humanoid; also gain DR 10/magic; can still raise {PHB-Mnk}
Spell Resistence Su SR 10 + #Lvl + WIS {Diamond Soul; PHB-Mnk}
Still Mind Ex +2 saves vs enchantment {PHB-Mnk}

Opportunity Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
ECL Deft Opportunist Hold the Line Expert Tactician Extra Opportunity
Karmic Strike

Name Ty Benefit {Old Name; Src}
Deft Opportunist Ex +2 on AoO, use AoO even flat-footed {CAdv}
Expert Tactician Ex All allies gain [+2,+2] for 1 rd vs a target you've hit w/ an AoO {CAdv}
Extra Opportunity Ex +2 on AoO, One extra opportunity action {Combat Reflexes; PHB}
Hold the Line Ex +2 on AoO, Make AoO vs charging foe {CWar}
Karmic Strike Ex Make AoO after hit in melee, -4 to AC {CWar}

Paladin Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
Lvl Attuned [Alignment] Aura of Courage Divine Grace
Divine Health Class Turn

Name Ty Benefit {Old Name; Src}
Attuned [Alignment] Su Aura of [Alignment] = #Lvl, Detect [~Alignment] at will 60ft unblockable {PHB-Pal}
Aura of Courage Su Immune to all fear; allies < 10' feet gain +4 morale bonus vs. fear while conscious. {PHB-Pal}
Class Turn Su As Cleric Class Turn {KDD}
Divine Grace Su Add CHR to all saves {PHB-Pal}
Divine Health Ex Immune to all disease {PHB-Pal}

Proficiency Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
None Armor Prf (Lgt) Armor Prf (Med) Armor Prf (Hvy) Armor Prf (War)
Armor Push Prf
Dual Prf
Mounted Prf
Unarmed Prf
Weapon Prf (Simple) Weapon Prf (M-Melee) Weapon Prf (Exotic)
Weapon Prf (M-Range)

Name Ty Benefit {Old Name; Src}
Armor Prf (Hvy) Ex No ACP on attack rolls; includes Shields {PHB}
Armor Prf (Lgt) Ex No ACP on attack rolls; includes Shields {PHB}
Armor Prf (Med) Ex No ACP on attack rolls; includes Shields {PHB}
Armor Prf (War) Ex No ACP on attack rolls; includes Shields {KDD}
Armor Push Prf Ex Trade 10' for 2i EL, up to armor penalty {KDD}
Dual Prf Ex Remove -2 from Dual* {Two-Weapon Fighting; PHB}
Mounted Prf Ex Remove -2 from Mount* {KDD}
Unarmed Prf Ex AoO as if armed, deal lethal as option {Imp Unarmed Strike; PHB}
Weapon Prf (Exotic) Ex No -4 for one Exotic Weapon {PHB}
Weapon Prf (M-Melee) Ex No -4 for all Martial Melee + Martial Basic Weapons {Martial; PHB}
Weapon Prf (M-Range) Ex No -4 for all Martial Range + Martial Basic Weapons {Martial; PHB}
Weapon Prf (Simple) Ex No -4 for all Simple Weapons {PHB}

Rage Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Class Rage] Raging Action Greater Rage Timeless Rage Mighty Rage
BAB Intimidating Rage Extra Rage Indomitable Rage

Name Ty Benefit {Old Name; Src}
Extra Rage Ex +#CDF/2 Rages / day {CWar}
Greater Rage Ex Rages +6 Str/Con and +3 Will, -2 AC {PHB-Bbn}
Indomitable Rage Ex +4 Will vs enchantment (stacks) while raging {Indomitable Will; PHB-Bbn} + No longer becomes fatigued {Tireless Rage; PHB-Bbn}
Intimidating Rage Ex Cause single foe w/in 30' to become shaken {CWar} +8 on Str Check to break {Destructive Rage; CWar}
Mighty Rage Ex Rages +8 Str/Con and +4 Will, -2 AC {PHB-Bbn}
Raging Action Ex Gain 1 Temp Luck Pt when Rage {Raging Luck; Ebr}
Timeless Rage Ex Rage any time {Instant Rage; CWar} + Rage lasts +5 rds {Extend Rage; CWar}

Save All Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
ECL Fortunate True Believer Nervous Substitution

Name Ty Benefit {Old Name; Src}
Fortunate Ex +1 on all saves {KDD}
Nervous Substitution Ex Retry another save on failure, famished regardless 1 rd {KDD}
True Believer Ex Gain +3 bonus on 1 save/day {CDiv}

Save Fortitude Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
ECL Great Fortitude Fitness Hardiness Great Hardiness
(Con) Poison Immunity Recover

Name Ty Benefit {Old Name; Src}
Fitness Ex Disease immune except Su/Magic {Purity of Body; PHB-Mnk}, if Paladin, then all {Divine Health; PHB-Pal}
Great Fortitude Ex +2/2L on Fort {PHB}
Great Hardiness Ex 1/2 dmg on failed Fort; ABR 1/- on Str,Dex,Con {KDD}
Hardiness Ex No dmg on successful Fort; ABR 1/- on Str,Dex,Con {KDD}
Poison Immunity Ex Immunity to all poisons {Diamond Body; PHB-Mnk} {Venom Immunity; PHB-Dru}
Recover Ex 1 retry on failed Fort, fatigued 1 rd regardless {KDD}

Save Reflex Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
ECL Lightning Reflexes Defensive Roll Evasion Lightning Evasion
(Dex) Grace Dive for Cover

Name Ty Benefit {Old Name; Src}
Defensive Roll Ex 1/day, if reduced to <=0 HP save vs DC=dmg to avoid {PHB-Rog}
Dive for Cover Ex 1 retry on failed Refl, prone regardless {CAdv}
Evasion Ex No dmg on successful Refl {PHB}
Grace Ex +1 AC Competence per 8L if light armor {CWar-Swash}
Lightning Evasion Ex 1/2 dmg on failed Refl if not helpless {Imp Evasion; PHB-Rog}
Lightning Reflexes Ex +2/2L on Refl {PHB}

Save Will Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
ECL Iron Will Mettle Iron Mettle
(Wis) Slippery Mind

Name Ty Benefit {Old Name; Src}
Iron Mettle Ex 1/2 dmg on fail Will, ADR 1/- Int, Wis, Chr {KDD}
Iron Will Ex +2/2L on Will {PHB}
Mettle Ex No dmg on successful Will, ADR 1/- Int, Wis, Chr {KDD}
Slippery Mind Ex 1 retry failed Will, sluggish 1 rd regardless {KDD}

Shot Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[M-Range Prf] Sharp Shot Power Shot Shot Assault Extra Shot
BAB, (Dex) Reckless Shot Many Shot Precise Shot

Name Ty Benefit {Old Name; Src}
Extra Shot Ex Extra Range Attack (All -2) {Rapid Shot; PHB}
Many Shot Ex Std Action = -4 X2, -6 X3, -8 X4 {PHB}
Power Shot Ex Add STR dmg to Range attacks {KDD}
Precise Shot Ex Remove -2 of Sharp Shot, Many Shot = {Imp Rapid Shot; CWar}, No Cover / Conceal less than total = {Imp PS; PHB}
Reckless Shot Ex Trade AC to AB up to DEX, flat-footed {KDD}
Sharp Shot Ex Remove -2 of -4 shoot into melee, -2 of cover {KDD}
Shot Assault Ex Move before / after range attack {Shot on the Run; PHB}

Skill Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
ECL Skillful Talent Journeyman Jack of all trades Consummate Skill
(Int) Skilled Expert Cool Headed

Name Ty Benefit {Old Name; Src}
Consummate Skill Ex All skill are class skills {KDD}
Cool Headed Ex take 10 for one block under adverse conditions {CWar-Swash}
Jack of all trades Ex Use any skill, even "trained only" ones {CAdv}
Journeyman Ex Treat 1 synergy block as class skills {KDD}
Skilled Expert Ex [+2 bonus to 2 skills same synergy block] / 2L or [+3 to 1] / 3L, considered rank {Many; PHB}
Skillful Talent Ex +1 skill point / level, including this one {KDD}

Smite Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Class Smite] Aligned Smite Powerful Smite Sustained Smite Awesome Smite
BAB Penetrating Smite Extra Smiting Smite Splash

Name Ty Benefit {Old Name; Src}
Aligned Smite Su Weapon is aligned (for DR); Allies' weapons w/i 30ft also gain alignment {Glorious Weapons; CDiv}
Awesome Smite Ex Another +#Lvl Dmg to Smite {KDD}
Extra Smiting Ex +#CDF/2 Smites / day {CWar}
Penetrating Smite Ex Smite dmg bypasses all DD, DR, Resist, etc. {KDD}
Powerful Smite Ex +#FIT dmg to Smite {Silver Smite; Ebr}
Smite Splash Su Spend smite for half dmg w/i 30ft, Will DC=AR {KDD}
Sustained Smite Ex +CHR AB Aligned to smites w/i 1 rd of smite {KDD}

Specialization Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
BAB Weapon Specialization Melee Specialization Melee Mastery Savage Melee
Range Specialization Range Mastery Savage Range

Name Ty Benefit {Old Name; Src}
Melee Mastery Ex [+1, +1] / 2L for all melee {KDD}
Melee Specialization Ex [+1, +1] / 2L for 3 prf melee weapons / 3L {KDD}
Range Mastery Ex [+1, +1] / 2L for all ranged {Point Blank Shot; PHB}
Range Specialization Ex [+1, +1] / 2L for 3 prf range weapons / 3L {KDD}
Savage Melee Ex X2 Dmg declared melee attack per round, no crit {KDD}
Savage Range Ex X2 Dmg declared range attack per round, no crit {KDD}
Weapon Specialization Ex [+1, +1] / 2L for one prf Weapon {Weapon Focus; PHB}

Speed Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
ECL Dash Fleet of Foot Speedy Move Extra Move
Speed Move

Name Ty Benefit {Old Name; Src}
Dash Ex Speed* +5' in light armor (or less) {CWar}
Extra Move Ex Speed* +5'; Move Action with Full Rd {KDD}
Fleet of Foot Ex Speed* +5' in medium armor (or less), Make 1 direction change in run / charge {CWar}
Speed Move Ex Balance Full, Climb Half, -5 at x2 {Speed Climb; CAdv-Ninja}
Speedy Move Ex Speed* +5' in heavy armor (or less); 5ft Move always (if can move) {KDD}

Spell Casting Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Spellcaster] Forego Casting Delay Casting Quicken Casting Sudden Casting
BMB Twin Spell

Name Ty Benefit {Old Name; Src}
Delay Casting Sp Spell effects delayed n=1-5 rds, +n SL* = {Delay Spell; CArc}
Forego Casting Sp <= 1gp = {Eschew Components; PHB}, No verbal +1 SL* = {Silent Spell; PHB}, No somatic +1 SL* = {Still Spell; PHB}
Quicken Casting Sp Trade actions for +2n SL*; no AoO for +1 SL* {Quicken Spell; PHB}
Sudden Casting Sp Any Casting 1/day (each Forego, Delay, Quicken) w/o +n SL* {CArc}
Twin Spell Sp Simultaneously cast a single spell twice +4 SL* = {Twin Spell; CArc}

Spell Effect Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Spellcaster] Extend Effect Add Effect Empower Effect Sudden Effect
BMB Explosive Area Repeat Spell

Name Ty Benefit {Old Name; Src}
Add Effect Sp Add Good descriptor = {Consecrate Spell; Cdiv}, Add Evil descriptor = {Corrupt Spell; CDiv}
Empower Effect Sp +25% numeric +1 SL*, +50% numeric +2 SL* = {Empower Spell}, max numeric +3 SL* = {Maximize Spell}
Explosive Area Sp Creatures blasted to edge of spell area, 1d6 per 10', +2 SL* = {Explosive Spell; CArc}
Extend Effect Sp x2 Duration +1 SL* = {Extend Spell}, Fixed / Personal 1d +5 SL* = {Persistent Spell; CArc}
Repeat Spell Sp Spell is automatically cast again next round +3 SL* = {Repeat Spell; CArc}
Sudden Effect Sp Any Effect 1/day (each Extend, Add, Empower) w/o +n SL* {CArc}

Spell Target Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Spellcaster] Expand Dimension Sculpt Dimension Pierce Dimension Sudden Dimension
BMB Reach Target Split Target Chain Target

Name Ty Benefit {Old Name; Src}
Chain Target Sp Single target non-touch spell affects BMB more targets, DC -4, Save, +3 SL* = {Chain Spell; CArc}
Expand Dimension Sp x2 Range +1 SL* = {Enlarge Spell; PHB}, x2 Area +2 SL* = {Widen Spell; PHB}
Pierce Dimension Sp Spell areas can ignore walls, affects planes and spaces, +1 SL* = {Transdimensional Spell; CArc}
Reach Target Sp Melee touch spells become 30' ray for +1 SL* = {Reach Spell; CDiv}
Sculpt Dimension Sp Alter area {10' cylinder, 40' cone, (4) 10' cubes, 20' circle, 120'} +1 SL* = {Sculpt Spell; CArc}, exclude one creature from area of effect {Extraordinary Spell Aim; CArc}
Split Target Sp Single target non-touch spell affects one more target +2 SL* = {Split Ray; CArc}
Sudden Dimension Sp Any Dimension 1/day (each Expand, Sculpt, Pierce) w/o +n SL* {CArc}

Stun Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Stun] Rapid Stun Nauseating Stun Paralyzing Stun Quivering Stun
BAB Weakening Stun Extra Stun Sun School

Name Ty Benefit {Old Name; Src}
Extra Stun Ex +#CDF/2 / day Stun {CWar}
Nauseating Stun Ex Stun nauseates opponents for 1 rd {Pain Touch; CWar}
Paralyzing Stun Ex Trade Stun for paralysis {Freezing the Lifeblood; CWar}
Quivering Stun Su Trade Stun(s) for Fort DC 10 + BMB + WIS or #Lvl dmg {Quivering Palm; PHB-Mnk}
Rapid Stun Ex Use 1 more Stun each rd {CWar}
Sun School Ex Inexorable progress of the sun, Blinding Sun of Noon, Flash of Sunset {CWar}
Weakening Stun Ex Stun causes Str to drop by 6 for 1 min {CWar}

Summon Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Spellcaster] Summon Same Summon Martial Summon Epitome Stronger Summon
BMB Summon Vermin Summon Extension Summon Conversion

Name Ty Benefit {Old Name; Src}
Stronger Summon Ex CR+1 on all summon {KDD}
Summon Conversion Ex Trade rd duration for CR multiplicatively, up to max {KDD}
Summon Epitome Ex +2 All Stats {KDD}
Summon Extension Ex Burn spell as move to increase duration {KDD}
Summon Martial Ex +1 NA, +1 AB competence, +1 Dmg {KDD}
Summon Same Ex Summon same creature as before; +BMB hp {KDD}
Summon Vermin Ex Treat vermin as animals, allow summoning {Child of Winter; Ebr}

Tactical Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
BAB Tactical Intuition Tactical Positioning Tactical Mastery Tactical Strike
Imp Bull Rush
Imp Disarm
Imp Feint Swift Feint
Imp Grapple Clever Wrestling Crushing Pin
Imp Overrun
Imp Sunder
Imp Trip

Name Ty Benefit {Old Name; Src}
Clever Wrestling Ex Gain circumstance bonus +2 / size of enemy for grapple {CWar}
Crushing Pin Ex Extra d12 to pin, -4 AC {Earth's Embrace; CWar}
Imp Bull Rush Ex +4 on Bull Rush, No AoO {PHB}
Imp Disarm Ex +4 on Disarm, No AoO {PHB}
Imp Feint Ex +4 on Feint, as move action {PHB}
Imp Grapple Ex +4 on Grapple, No AoO {PHB}
Imp Overrun Ex +4 on Overrun, No AoO {PHB}
Imp Sunder Ex +4 on Sunder, No AoO {PHB}
Imp Trip Ex +4 on Trip, No AoO {PHB}
Swift Feint Ex Feint as a Swift Action {KDD}
Tactical Intuition Ex +1 insight AB or +2 to Tactics* to opponent meleed prev rd; Shield Bash keep bonus {Combat Intuition; CAdv}
Tactical Mastery Ex +2 on Tactics*, No AoO on Tactics*, satisfy Imp prereqs {KDD}
Tactical Positioning Ex +2 on Tactics*, +1 to flanking (self only) {Imp Flanking; CWar-Swash}
Tactical Strike Ex Can AoO against tactics, add dmg to check (if any) {Close Quarters Fighting; CWar}

Throw Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
BAB Far Shot Primal Throw Throw Anything Reaching Throw
Ricochet Throw Boomerang Throw Carom Throw

Name Ty Benefit {Old Name; Src}
Boomerang Throw Ex Throw returns to hand for round-trip incr {KDD}
Carom Throw Ex On hit, spend AoO for extra attack centered on first hit {KDD}
Far Shot Ex Range +50%, Thrown +100% increment {PHB}
Primal Throw Ex Sub STR or WIS for DEX to AB for thrown {Brutal Throw; CAdv}
Reaching Throw Ex Threaten any square in 20' when thrown in hand {KDD}
Ricochet Throw Ex No AoO on Throw, each turn = 1 incr {KDD}
Throw Anything Ex Throw melee w/o penalty {CWar} + Instant Simple 10' {KDD}

Turn Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Class Turn] Vigorous Turn Shielding Turn Curing Turn Healing Turn
BMB Powerful Turn Extra Turn Swift Turning

Name Ty Benefit {Old Name; Src}
Curing Turn Su Spend Turn and your Curing* maximized for WIS rds {Profane Boost; CDiv, Sacred Boost; CDiv}
Extra Turn Su +#CDF/2 Turns / day {KDD}
Healing Turn Su Spend Turn for Fast Healing 3 to allies in 60' for BMB rds {Sacred Healing; CDiv}
Powerful Turn Su +#FIT dmg when turning {Sacred Vengence; CWar}
Shielding Turn Su Spend Turn for +WIS AC Aligned for WIS rds {Divine Shield; CWar}
Swift Turning Su Turn as swift action {Quickened Turning; CDiv} + Stacked turns do not release hold {KDD}
Vigorous Turn Su Spend Turn for +10' speed, +2 hp/#Lvl for WIS rds {Divine Vigor; CWar}

Unarmed Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Unarmed Prf] Stunning Blow Avoid Missiles Magic Blow Snatch Missiles
BAB Iron Blow Aligned Blow Adamantine Blow
Opportunistic Strike

Name Ty Benefit {Old Name; Src}
Adamantine Blow Su Unarmed treated as adamantine weapons {Adamantine Strike; PHB-Mnk}
Aligned Blow Su Unarmed treated as aligned weapons (choose alignment) {Aligned Strike; PHB-Mnk}
Avoid Missiles Ex Sub Elude check for AC 1/rd {Deflect Arrows; PHB}
Iron Blow Ex +1d6 dmg unarmed, +1d12 on charge {Fists of Iron; CWar}+{Imp Natural Attack; Ebr}+{Flying Kick; CWar}
Magic Blow Su Unarmed treated as magic (+1) weapons {Ki-Strike; PHB-Mnk}
Opportunistic Strike Ex Use AoO unarmed att vs foe on which you've just scored critical hit {Roundabout Kick; CWar}
Snatch Missiles Ex On successful avoid, can grab and rethrow as AoO {Snatch Arrows; PHB}
Stunning Blow Ex 1/d Declared stun one rd Fort 10 + BAB + WIS {Stunning Fist; PHB}

Warmage Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
BAB Combat Casting Armored Mage (Lgt) Armored Mage (Med) Armored Mage (Hvy)
BMB Warmage Edge Battle Edge

Name Ty Benefit {Old Name; Src}
Armored Mage (Hvy) Ex +4 ASF Check, 1 doesn't fail for Hvy Armor = {Battle Casting; CArc}
Armored Mage (Lgt) Ex +4 ASF Check, 1 doesn't fail for Lgt Armor = {Battle Casting; CArc}
Armored Mage (Med) Ex +4 ASF Check, 1 doesn't fail for Med Armor = {Battle Casting; CArc}
Battle Edge Ex +1 bonus to warmage edge ability, plus 1/4 warmage lvls {Extra Edge; CArc}
Combat Casting Ex +4 Concentration for spells in combat {PHB}
Warmage Edge Ex On dmg spell add +INT once {CArc-War}

Whirlwind Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[M-Melee Prf] Acrobatic Charge Reckless Attack Spring Assault Whirlwind
BAB, (Con) Powerful Charge Sustained Charge

Name Ty Benefit {Old Name; Src}
Acrobatic Charge Ex Charge through terrain / allies (still jump / tumble); remove -#FIT AC {CWar-Swash}
Powerful Charge Ex +#FIT dmg on Charge {Ebr}
Reckless Attack Ex Trade AC for Dmg up to CON on melee {KDD}
Spring Assault Ex Move before / after melee attack, includes charging {Spring Attack; PHB}
Sustained Charge Ex Can charge new target after charge; ignore AoO on hit {KDD}
Whirlwind Ex One melee attack on all in reach (All -2) {PHB}

Wild Morph Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Wild Shape] Plant Morph Vermin Morph Beast Morph Elemental Morph
Lvl Large Morph Tiny Morph Huge Morph

Name Ty Benefit {Old Name; Src}
Beast Morph Su WS into Magic Beast type {Beast Shape; CDiv}
Elemental Morph Su WS into Elemental type {PHB-Dru}
Huge Morph Su WS into Huge size {PHB-Dru} + No aging penalties; still dies of old age. {Timeless Body; PHB-Dru}
Large Morph Su WS into Large size {PHB-Dru} + Alter Self at will in normal form {Thousand Faces; PHB-Dru}
Plant Morph Su WS into Plant type, (not Flora) {Plant Shape; CDiv}
Tiny Morph Su WS into Tiny size {PHB-Dru} + WS as a Move action {Fast Shape; CDiv}
Vermin Morph Su WS into Vermin type {Vermin Shape; Ebr}

Wild Shape Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
[Wild Shape] Shape Movement Shape Sense Shape Ability Reshape
Lvl Extend Shape Extra Shape Shape Touch

Name Ty Benefit {Old Name; Src}
Extend Shape Ex WS lasts +#CKF hrs {KDD}
Extra Shape Ex +#CKF/2 WS/day {CDiv}
Reshape Su Spend WS to gain Movement, Sense, or Ability in human form for 1 hr {Many; CDiv}
Shape Ability Ex WS can have Special Attacks, Natural Armor, and type Immunities {KDD}
Shape Movement Ex WS can have Climb, Swim, Burrow, Jump, and Fly move up to +20'; breathe Water {KDD}
Shape Sense Ex WS can have DV, LLV, Blindsense, or Tremorsense; keen Smell, Hearing, Sight, Touch, Taste {KDD}
Shape Touch Sp Use WS on melee touch, Will 10 + #Lvl + WIS, for WIS rds; Dru decides revert {KDD}

Wilderness Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
Lvl Wild Empathy Trackless Step Woodland Stride Hide in Wilderness
Resist Nature's Lure Beast Totem Wilderness Camouflage

Name Ty Benefit {Old Name; Src}
Beast Totem Ex +4 on saves vs specific attack form {Ebr}
Hide in Wilderness Ex Hide outdoors even while being observed {Hide in Plain Sight; PHB-Rng}
Resist Nature's Lure Ex +4 on saves vs spell-like abilities of Fey {PHB-Dru}
Trackless Step Ex No track outdoors; -#CDF for Track allies / other {PHB-Rng}
Wild Empathy Ex Diplomacy on animals; magic beast -2*INT {PHB-Dru}
Wilderness Camouflage Ex Use Disguise to Hide objects / others {KDD}
Woodland Stride Ex Normal move in natural undergrowth w/o damage or impairment {+Flawless Stride; PHB}

All Feats with Trees

Name Lvl Tree Ty Benefit {Old Name; Src}
Abundant Step Imp Mystic Defense Ex Dimension door 1/day {PHB-Mnk}
Acrobatic Charge Enh Whirlwind Ex Charge through terrain / allies (still jump / tumble); remove -#FIT AC {CWar-Swash}
Action Boost Imp Action Point Ex Roll d8 for APs {Ebr}, Spend AP to occupy square opponent left {Pursue; Ebr}
Action Initiative Gtr Action Point Ex AP roll +1, Spend AP to Init, wrap at highest {KDD}
Action Replay Imp Action Point Ex AP roll +1, Spend AP to reroll one of your rolls 1/rd {KDD}
Action Surge Gtr Action Point Ex Roll d10 for APs, Spend AP for extra move or AoO 1/rd {Ebr}
Adamantine Blow Sup Unarmed Su Unarmed treated as adamantine weapons {Adamantine Strike; PHB-Mnk}
Add Effect Imp Spell Effect Sp Add Good descriptor = {Consecrate Spell; Cdiv}, Add Evil descriptor = {Corrupt Spell; CDiv}
Alert Enh Initiative Ex +2 to init {Imp Initiative; PHB}
Aligned Blow Gtr Unarmed Su Unarmed treated as aligned weapons (choose alignment) {Aligned Strike; PHB-Mnk}
Aligned Resistance Sup Invocation Minor Su Resistance 5 to one Aligned Energy {KDD}
Aligned Smite Enh Smite Su Weapon is aligned (for DR); Allies' weapons w/i 30ft also gain alignment {Glorious Weapons; CDiv}
Arcane Resistance Sup Invocation Minor Su Resistance 5 to one Arcane Energy {CArc-Warlk}
Armor Prf (Hvy) Gtr Proficiency Ex No ACP on attack rolls; includes Shields {PHB}
Armor Prf (Lgt) Enh Proficiency Ex No ACP on attack rolls; includes Shields {PHB}
Armor Prf (Med) Imp Proficiency Ex No ACP on attack rolls; includes Shields {PHB}
Armor Prf (War) Sup Proficiency Ex No ACP on attack rolls; includes Shields {KDD}
Armor Push Prf Sup Proficiency Ex Trade 10' for 2i EL, up to armor penalty {KDD}
Armored Mage (Hvy) Sup Warmage Ex +4 ASF Check, 1 doesn't fail for Hvy Armor = {Battle Casting; CArc}
Armored Mage (Lgt) Imp Warmage Ex +4 ASF Check, 1 doesn't fail for Lgt Armor = {Battle Casting; CArc}
Armored Mage (Med) Gtr Warmage Ex +4 ASF Check, 1 doesn't fail for Med Armor = {Battle Casting; CArc}
Arterial Flare Imp Flare Ex Trade 1d6 for 1hp/rd {Arterial Strike; CWar}
Artificer Craft Enh Class Ability Sp Get Positive XP each level; Gain Infusions {Ebr-Art}
Attuned [Alignment] Enh Paladin Su Aura of [Alignment] = #Lvl, Detect [~Alignment] at will 60ft unblockable {PHB-Pal}
Aura of Courage Imp Paladin Su Immune to all fear; allies < 10' feet gain +4 morale bonus vs. fear while conscious. {PHB-Pal}
Avoid Missiles Imp Unarmed Ex Sub Elude check for AC 1/rd {Deflect Arrows; PHB}
Awesome Smite Sup Smite Ex Another +#Lvl Dmg to Smite {KDD}
Barbarian Deduction Gtr Class Ability Ex #CKF/none DD {KDD}
Barbarian Reduction Sup Class Ability Ex #CNF/none DR {KDD}
Battle Edge Gtr Warmage Ex +1 bonus to warmage edge ability, plus 1/4 warmage lvls {Extra Edge; CArc}
Beast Morph Gtr Wild Morph Su WS into Magic Beast type {Beast Shape; CDiv}
Beast Totem Gtr Wilderness Ex +4 on saves vs specific attack form {Ebr}
Boomerang Throw Gtr Throw Ex Throw returns to hand for round-trip incr {KDD}
Brachiation Enh Move Type Ex Swing through trees at normal land speed {CAdv}
Bullseye Attack Imp Amazon Ex Trade AB this attack for AB next attack, up to WIS {KDD}
Carom Throw Sup Throw Ex On hit, spend AoO for extra attack centered on first hit {KDD}
Cavalry Charger Enh Mounted Ex Unhorse, leaping charge, & fell trample {CWar}
Chain Target Sup Spell Target Sp Single target non-touch spell affects BMB more targets, DC -4, Save, +3 SL* = {Chain Spell; CArc}
Class Turn Gtr Paladin Su As Cleric Class Turn {KDD}
Cleave Gtr Cleave Ex Extra Melee Attack after dropping target {PHB}
Cleric Curing Gtr Class Ability Ex +#CKF per cure, cannot exceed cure max {KDD}
Cleric Domains Enh Class Ability Ex +#CDF Domains for spells; only first for ability {PHB-Clr}
Clever Wrestling Imp Tactical Ex Gain circumstance bonus +2 / size of enemy for grapple {CWar}
Combat Brute Sup Cleave Ex Advancing blows, sundering cleave, and momentum swing {CWar}
Combat Casting Enh Warmage Ex +4 Concentration for spells in combat {PHB}
Commanding Mount Gtr Ally Mount Sp +2 NA, INT=+L/3, Command similar animals {PHB-Pal}
Companion Ally Gtr Class Ability Ex +1 NA, +1 Trick, hp = Master, (HD ~ Master), INT=5, Link {PHB-Dru}
Companion Evasion Gtr Ally Companion Ex +2 NA, +1 Trick, Evasion {PHB-Dru}
Companion Resistance Sup Ally Companion Ex +2 NA, +1 Trick, Saves = Master, Lightning Evasion {PHB-Dru}
Consistent Critical Sup Critical Ex Add +INT to threat of prf weapons {KDD}
Consummate Skill Sup Skill Ex All skill are class skills {KDD}
Cool Headed Gtr Skill Ex take 10 for one block under adverse conditions {CWar-Swash}
Cooperative Fortify Gtr Fortify Sp +1 Fortify* per extra caster = {Cooperative Spell; CArc}
Crack Shot Enh Class Ability Ex Remove #CBF ranged/thrown penalties {KDD}
Craft Constant Use Sup Item Craft Sp Craft*, mend half = {Craft Arms / Armor, Forge Ring; PHB}
Craft Multiple Charge Imp Item Craft Sp Craft* = {Craft Wand; PHB}
Craft Renewable Use Gtr Item Craft Sp Craft*, mend half = {Craft Staff, Craft Rod; PHB}
Craft Single Charge Enh Item Craft Sp Craft* = {Brew Potion, Scribe Scroll; PHB} +{Craft Contingent Spell; CArc}
Create New Feat Sup Class Ability Ex Create a combat related Epic Level feat, takeable as C or G {KDD}
Create New Spell Sup Class Ability Ex Create #CNF new spells each advancement {KDD}
Critical Mastery Gtr Critical Ex [+1 confirm, +1 dmg] to all criticals, +1 to threat of prf weapons {KDD}
Critical Tactics Gtr Critical Ex Trade Confirm roll for Tactic* {KDD}
Crushing Pin Sup Tactical Ex Extra d12 to pin, -4 AC {Earth's Embrace; CWar}
Cure Ability Enh Curing Ex Trade 4 pts of Curing* for 1 pt of Ability Dmg {KDD}
Cure Condition Sup Curing Ex Trade 4 pts of Curing* X any Scale {KDD}
Cure Curse Gtr Curing Ex Trade 2xDC pts of Curing* to remove curse {KDD}
Cure Morale Gtr Curing Ex Trade 4 pts of Curing* X Morale Scale {KDD}
Cure Paralysis Imp Curing Ex Trade DC pts of Curing* to remove paralysis {KDD}
Cure Soundness Imp Curing Ex Trade 4 pts of Curing* X Soundness Scale {KDD}
Curing Turn Gtr Turn Su Spend Turn and your Curing* maximized for WIS rds {Profane Boost; CDiv, Sacred Boost; CDiv}
Damage Deduction Gtr Hit Point Ex Increase DD by 1/- {KDD}
Damage Reduction Sup Hit Point Ex Increase DR by 1/- {Gtr Resiliency; CWar}
Danger Sense Imp Initiative Ex +2 to init, Reroll init 1/day {CAdv}
Dash Enh Speed Ex Speed* +5' in light armor (or less) {CWar}
Defensive Finesse Enh Finesse Ex +2 morale AB after total defense {Defensive Strike; CWar}
Defensive Roll Imp Save Reflex Ex 1/day, if reduced to <=0 HP save vs DC=dmg to avoid {PHB-Rog}
Deft Opportunist Enh Opportunity Ex +2 on AoO, use AoO even flat-footed {CAdv}
Deft Strike Sup Finesse Ex Ignore armor and natural armor {CAdv}
Delay Casting Imp Spell Casting Sp Spell effects delayed n=1-5 rds, +n SL* = {Delay Spell; CArc}
Detect Magic Imp Invocation Minor Sp Detect Magic at will {CArc-Warlk}
Devoted Companion Imp Ally Companion Ex +2 NA, +1 Trick, +4 Will {PHB-Dru}
Diehard Imp Hit Point Ex Remain Conscious at neg HP, move or std, no full {PHB}
Distract Foe Imp Amazon Ex Bluff Feint can instead give -#CBF Luck to next d20, when Scanty {KDD}
Dive for Cover Sup Save Reflex Ex 1 retry on failed Refl, prone regardless {CAdv}
Divine Grace Gtr Paladin Su Add CHR to all saves {PHB-Pal}
Divine Health Imp Paladin Ex Immune to all disease {PHB-Pal}
Divine Infusion Imp Class Ability Su +2x#CDF to one ability; change #CDF/d at std {KDD}
Divine Intervention? Sup Class Ability Su Request divine miracle #CNF each level {KDD}
Dodge Enh Dodge Ex +1 AC Dodge {PHB}
Dual Defense Enh Dual Ex +1 AC Shield when dual (+2 if defense) {2-Weapon Defense; PHB}
Dual Mastery Gtr Dual Ex [+1, +1] / 2L for any dual = {KDD}; # att increase with BAB = {Imp + Gtr Two-Weapon; PHB}
Dual Prf Enh Proficiency Ex Remove -2 from Dual* {Two-Weapon Fighting; PHB}
Dual Slam Gtr Dual Ex +1 AC Shield when dual (+2 if defense) = {Gtr 2-Weapon Defense; CWar}, Target [prone, dazed] on Dual Hit*, fails Fort {Anvil of thunder; CWar} or {Hammer's Edge; CWar}
Dual Strike Imp Dual Ex +1 AC Shield when dual (+2 if defense) = {Imp 2-Weapon Defense; CWar}, Attack once w/each hand as standard action = {CAdv}
Dual Tactics Sup Dual Ex Free Tactic* on Dual Hit* {Bear Fang; CWar} or {High Sword Low Axe; CWar}
Eldritch Blast Imp Class Ability Sp 1d6 per odd Lvl, 60' Range {CArc-Warlk}
Eldritch Healing Gtr Class Ability Su FH 1 for BMB rds 2x#CKF/day as swift, stacks {Fiendish Resilience; CArc-Warlk}
Elemental Morph Sup Wild Morph Su WS into Elemental type {PHB-Dru}
Elusive Target Gtr Dodge Ex Negate power attack, Diverting Defense, Cause Overreach {CWar}
Emotion Sense Gtr Amazon Ex Feint, Goad, and Sense Motive gain +#CBF, when Scanty {KDD}
Empower Effect Gtr Spell Effect Sp +25% numeric +1 SL*, +50% numeric +2 SL* = {Empower Spell}, max numeric +3 SL* = {Maximize Spell}
Energy Substitution Imp Magnus Sp Energy spells can deal different energy dmg {CArc}
Ethereal Body Gtr Mystic Defense Ex Ethereal for #Lvl rd/day, as though using etherealness {Empty Body; PHB-Mnk}
Ethereal Ghost Sup Ki Ghost Su Spend Ki as swift for ethereal 1 rd {CAdv-Ninja}
Evasion Gtr Save Reflex Ex No dmg on successful Refl {PHB}
Evasive Mount Imp Ally Mount Ex +2 NA, +5' x L/5, Evasion {PHB-Pal}
Exceptional Craftsman Imp Item Craft Ex -10% time, gp, and Neg XP {Exceptional Artisan; Ebr}
Expand Dimension Enh Spell Target Sp x2 Range +1 SL* = {Enlarge Spell; PHB}, x2 Area +2 SL* = {Widen Spell; PHB}
Expert Critical Imp Critical Ex +4 confirm critical {Power Critical; CWar}
Expert Packing Enh Draw Ex +4 ready slots w/o 1i encumbrance {KDD}
Expert Tactician Gtr Opportunity Ex All allies gain [+2,+2] for 1 rd vs a target you've hit w/ an AoO {CAdv}
Explosive Area Imp Spell Effect Sp Creatures blasted to edge of spell area, 1d6 per 10', +2 SL* = {Explosive Spell; CArc}
Extend Critical Enh Critical Ex +1 to threat of prf weapons {Imp Critical; PHB}
Extend Effect Enh Spell Effect Sp x2 Duration +1 SL* = {Extend Spell}, Fixed / Personal 1d +5 SL* = {Persistent Spell; CArc}
Extend Shape Imp Wild Shape Ex WS lasts +#CKF hrs {KDD}
Extra Energy Gtr Magnus Sp Add another energy: +25% for +1 SL*, +50% for +2 SL*, +100% for +3 SL* {Energy Admixture; CArc}
Extra Invocation Gtr Invocation Minor Ex Gain 1 invocation {CArc}
Extra Mounted Sup Mounted Ex Extra Mounted Attack (All -2) {KDD}
Extra Move Sup Speed Ex Speed* +5'; Move Action with Full Rd {KDD}
Extra Opportunity Sup Opportunity Ex +2 on AoO, One extra opportunity action {Combat Reflexes; PHB}
Extra Rage Gtr Rage Ex +#CDF/2 Rages / day {CWar}
Extra Shape Gtr Wild Shape Ex +#CKF/2 WS/day {CDiv}
Extra Shot Sup Shot Ex Extra Range Attack (All -2) {Rapid Shot; PHB}
Extra Smiting Gtr Smite Ex +#CDF/2 Smites / day {CWar}
Extra Stun Gtr Stun Ex +#CDF/2 / day Stun {CWar}
Extra Turn Gtr Turn Su +#CDF/2 Turns / day {KDD}
Extraordinary Craftsman Gtr Item Craft Ex -10% time, gp, and Neg XP {Extraordinary Artisan; Ebr}
Familiar Ally Gtr Class Ability Su +1 NA, hp = 1/2 Master (HD ~ Master), INT=5, Empathic Link, +3 Skill {PHB-Wiz}
Familiar Communication Enh Ally Familiar Su +1 NA, INT = +L/2, Alertness, Speak with Master {PHB-Wiz}
Familiar Conduit Imp Ally Familiar Su +1 NA, BMB = Master, Share Spells, Deliver Touch {PHB-Wiz}
Familiar Evasion Gtr Ally Familiar Su +2 NA, BAB = Master, Evasion {PHB-Wiz}
Familiar Infiltrator Imp Ally Familiar Sp +2 NA, Skills = Master, Speak with similar animals, Scry 1/day, Telepathy 1/day {PHB-Wiz}
Familiar Resistance Sup Ally Familiar Su +2 NA, Saves = Master, Spell Resistance {PHB-Wiz}
Far Shot Enh Throw Ex Range +50%, Thrown +100% increment {PHB}
Favored Enemy Imp Class Ability Ex +2 dmg vs 2 favored enemies x #CDF {PHB-Rng}
Fighter Focus Imp Class Ability Ex +#CDF dmg, cannot exceed weapon max {KDD}
First Mover Enh Class Ability Ex #CBF to Init {KDD}
Fitness Imp Save Fortitude Ex Disease immune except Su/Magic {Purity of Body; PHB-Mnk}, if Paladin, then all {Divine Health; PHB-Pal}
Flare Ability Enh Flare Ex Trade 1d6 for 1 pt of Ability Damage {KDD}
Flare Morale Gtr Flare Ex Trade 1d6 for Morale Scale {KDD}
Flare Soundness Imp Flare Ex Trade 1d6 for Soundness Scale {KDD}
Fleet of Foot Imp Speed Ex Speed* +5' in medium armor (or less), Make 1 direction change in run / charge {CWar}
Flensing Strike Gtr Finesse Ex Full rd to Fort 10+L/2+WIS or Target -4 AB, saves, and checks for 1 min {Ebr}
Flick of the Wrist Sup Draw Ex Draw light and attack, flat-foot opponent 1/rd once/combat {CWar}
Flurry of Blows Imp Class Ability Ex Flurry of Blows {PHB-Mnk}
Forego Casting Enh Spell Casting Sp <= 1gp = {Eschew Components; PHB}, No verbal +1 SL* = {Silent Spell; PHB}, No somatic +1 SL* = {Still Spell; PHB}
Fortify Mastery Gtr Fortify Sp +1 Fortify* to all spells = {KDD}
Fortify Specialization Imp Fortify Sp [+1 Fortify* three Specialty*] / 3L = {Gtr Spell Focus + Gtr Spell Penetration; PHB}
Fortunate Enh Save All Ex +1 on all saves {KDD}
Ghost Disguise Enh Ki Ghost Su Spend Ki for Disguise Self {KDD}
Ghost Dodge Gtr Ki Ghost Su Spend Ki as immediate for any attack miss {KDD}
Ghost Materialize Sup Ki Ghost Su Spend Ki as mTA to force enemy corporeal for CHR rd {KDD}
Ghost Sense Imp Ki Ghost Su See invisible / ethereal when Ki spent {KDD}
Ghost Step Imp Ki Ghost Su Spend Ki as swift for invisible 1 rd {CAdv-Ninja}
Ghost Strike Gtr Ki Ghost Su Spend Ki as move to strike incorporeal / ethereal, No AoO {CAdv-Ninja}
Golden Weapons Sup Class Ability Ex GoldSheen in hand +1rd, indestructible, as if Silver + Iron {KDD}
Grace Imp Save Reflex Ex +1 AC Competence per 8L if light armor {CWar-Swash}
Great Cleave Sup Cleave Ex Extra Cleave, 5ft move w/no threat {PHB}
Great Fortitude Enh Save Fortitude Ex +2/2L on Fort {PHB}
Great Hardiness Sup Save Fortitude Ex 1/2 dmg on failed Fort; ABR 1/- on Str,Dex,Con {KDD}
Greater Invocation Enh Invocation Major Sp Access greater invocation list {CArc-Warlk}
Greater Packrat Gtr Draw Ex +(4xEF)i EL {KDD}
Greater Rage Imp Rage Ex Rages +6 Str/Con and +3 Will, -2 AC {PHB-Bbn}
Greatest Invocation Gtr Invocation Major Sp Access greatest invocation list {CArc-Warlk}
Guardian Spirit Gtr Initiative Ex +2 to init, Reroll init 2/day, reroll save 1/day {CArc}
Guiding Hands Sup Amazon Su Double actions for #CNF rds 1/d {KDD}
Hamstring Flare Gtr Flare Ex Trade 2d6 to cut opponent's speed in half {CDiv}
Hardiness Gtr Save Fortitude Ex No dmg on successful Fort; ABR 1/- on Str,Dex,Con {KDD}
Healing Turn Sup Turn Su Spend Turn for Fast Healing 3 to allies in 60' for BMB rds {Sacred Healing; CDiv}
Heroic Action Enh Action Point Ex +3 APs/L, either Luck or Block {Heroic Spirit; Ebr}
Hex Enh Class Ability Su #CDF/day {CAdv?}
Hide in Wilderness Sup Wilderness Ex Hide outdoors even while being observed {Hide in Plain Sight; PHB-Rng}
Hold the Line Imp Opportunity Ex +2 on AoO, Make AoO vs charging foe {CWar}
Homunculous Ally Gtr Class Ability Ex Gain a Homunculous {Ebr-Art}
Huge Morph Sup Wild Morph Su WS into Huge size {PHB-Dru} + No aging penalties; still dies of old age. {Timeless Body; PHB-Dru}
Imbue Item Imp Invocation Major Su Use Magic DC 15+SL Arcane, 25+SL Divine {CArc-Warlk}
Imp Bull Rush Imp Tactical Ex +4 on Bull Rush, No AoO {PHB}
Imp Disarm Imp Tactical Ex +4 on Disarm, No AoO {PHB}
Imp Feint Imp Tactical Ex +4 on Feint, as move action {PHB}
Imp Flight Enh Move Type Ex Flight maneuverability improves by 1 step {CAdv}
Imp Grapple Imp Tactical Ex +4 on Grapple, No AoO {PHB}
Imp Overrun Imp Tactical Ex +4 on Overrun, No AoO {PHB}
Imp Sunder Imp Tactical Ex +4 on Sunder, No AoO {PHB}
Imp Swim Enh Move Type Ex Double swimming speed {CAdv}
Imp Trip Imp Tactical Ex +4 on Trip, No AoO {PHB}
Indomitable Rage Sup Rage Ex +4 Will vs enchantment (stacks) while raging {Indomitable Will; PHB-Bbn} + No longer becomes fatigued {Tireless Rage; PHB-Bbn}
Insightful Critical Imp Critical Ex Add INT or WIS to Dmg once on threat {KDD}
Insightful Finesse Gtr Finesse Ex Sub DEX or INT for STR Dmg on Finesse* Weapons {Insightful Strike; CWar-Swash}
Instant Flank Gtr Class Ability Ex #CKF/day flank first attack; #CKF AB on flank {KDD}
Intimidating Rage Imp Rage Ex Cause single foe w/in 30' to become shaken {CWar} +8 on Str Check to break {Destructive Rage; CWar}
Intuit Item Imp Invocation Minor Ex Take 10 on Use Magic always {Deceive Item; CArc-Warlk}
Invocation Enh Class Ability Sp Cast invocations at will as std {CArc-Warlk}
Iron Blow Imp Unarmed Ex +1d6 dmg unarmed, +1d12 on charge {Fists of Iron; CWar}+{Imp Natural Attack; Ebr}+{Flying Kick; CWar}
Iron Mettle Sup Save Will Ex 1/2 dmg on fail Will, ADR 1/- Int, Wis, Chr {KDD}
Iron Will Enh Save Will Ex +2/2L on Will {PHB}
Jack of all trades Gtr Skill Ex Use any skill, even "trained only" ones {CAdv}
Journeyman Imp Skill Ex Treat 1 synergy block as class skills {KDD}
Karmic Strike Sup Opportunity Ex Make AoO after hit in melee, -4 to AC {CWar}
Ki Enh Class Ability Su CHR + #Lvl/2 / day, +2 Will if Ki left {CAdv-Ninja}
Large Morph Imp Wild Morph Su WS into Large size {PHB-Dru} + Alter Self at will in normal form {Thousand Faces; PHB-Dru}
Lay on Hands Enh Class Ability Su Heal CHR X #Lvl per day {PHB-Pal}
Least Invocation Enh Invocation Minor Sp Access least invocation list {CArc-Warlk}
Legendary Craftsman Sup Item Craft Ex -10% time, gp, and Neg XP {Legendary Artisan; Ebr}
Lesser Invocation Gtr Invocation Minor Sp Access lesser invocation list {CArc-Warlk}
Lightning Evasion Sup Save Reflex Ex 1/2 dmg on failed Refl if not helpless {Imp Evasion; PHB-Rog}
Lightning Mount Gtr Ally Mount Ex +2 NA, BAB = Master, Lightning Evasion {PHB-Pal}
Lightning Reflexes Enh Save Reflex Ex +2/2L on Refl {PHB}
Mage Slayer Enh Mystic Defense Su +1 Will; spellcasters you threaten can't cast defensively {CArc}
Magic Blow Gtr Unarmed Su Unarmed treated as magic (+1) weapons {Ki-Strike; PHB-Mnk}
Many Shot Gtr Shot Ex Std Action = -4 X2, -6 X3, -8 X4 {PHB}
Martial Companion Gtr Ally Companion Ex +2 NA, +1 Trick, BAB = Master, Multi-Attack {KDD}
Mass Combat Gtr Class Ability Ex Add +#Foes felled this rd to AB {KDD}
Melee Mastery Gtr Specialization Ex [+1, +1] / 2L for all melee {KDD}
Melee Specialization Imp Specialization Ex [+1, +1] / 2L for 3 prf melee weapons / 3L {KDD}
Mettle Gtr Save Will Ex No dmg on successful Will, ADR 1/- Int, Wis, Chr {KDD}
Mighty Companion Imp Ally Companion Ex +2 NA, +1 Trick, + L/4 to Str, Dex, Con {PHB-Dru}
Mighty Mount Imp Ally Mount Ex +2 NA, +L/4 to Str, Dex, Con {KDD}
Mighty Rage Sup Rage Ex Rages +8 Str/Con and +4 Will, -2 AC {PHB-Bbn}
Missile Deflection Gtr Amazon Ex Trade Swift or AoO to deflect shot/throw, req Bracers {KDD}
Missile Reflection Sup Amazon Ex Attack on successful deflection, req Bracers {KDD}
Mobility Imp Dodge Ex +4 AC Dodge vs. AoO (if Dex) {PHB}
Monk AC Class Ability Ex WIS + #CKF AC Armor Enh, except armored, helpless, or overloaded {PHB-Monk}
Monk Speed Enh Class Ability Ex +5' x #CDF extra move {KDD}
Monk Stun Gtr Class Ability Ex +#CKF / day Stun {PHB-Mnk}
Monkey Grip Enh Cleave Ex Use larger melee weapons at -2 AB {CWar}
Mount Ally Gtr Class Ability Su +2 NA, hp = Master, (HD ~ Master), INT=5, Empathic Link {PHB-Pal}
Mount Protection Imp Mounted Ex Sub Ride Check for AC once/rd {Mounted Combat; PHB}
Mount Resistance Sup Ally Mount Su +2 NA, Saves = Master, Spell Resistance {PHB-Pal}
Mounted Mastery Gtr Mounted Ex [+1,+1] / 2L for all Mounted {KDD}
Mounted Prf Enh Proficiency Ex Remove -2 from Mount* {KDD}
Mounted Trample Imp Mounted Ex Foe can't avoid Overrun {Trample; PHB}
Nature Sense Enh Class Ability Ex Use Know Nature to sense, +#CBF, #CBF min {KDD}
Nauseating Stun Imp Stun Ex Stun nauseates opponents for 1 rd {Pain Touch; CWar}
Nervous Substitution Sup Save All Ex Retry another save on failure, famished regardless 1 rd {KDD}
Ninja AC Class Ability Ex CHR + #CKF AC Armor Enh, except armored, helpless, or overloaded {CAdv-Ninja}
Ninja Acrobatics Gtr Class Ability Ex +2x#CKF to Acrobat or Mover {KDD}
Nonlethal Magic Enh Magnus Sp Damage spells can deal non-lethal dmg {Nonlethal Substitution; CArc}
Occult Resilience Sup Class Ability Su DR #CNF/cold iron {CArc-Warlk}
Opportune Dual Sup Dual Ex +1 AC Shield when dual (+2 if defense), Can use opportunity action to attack if Dual Hit* {KDD}
Opportune Finesse Sup Finesse Ex Use AoO during total defense {KDD}
Opportunistic Strike Imp Unarmed Ex Use AoO unarmed att vs foe on which you've just scored critical hit {Roundabout Kick; CWar}
Oversized Dual Imp Dual Ex Treat 1-handed weapon as light = {Oversized 2 weapon fighting; CAdv}, treat shield as light (but no AC when used dual) = {KDD}
Paladin Curing Sup Class Ability Ex Reduce Conversion rate by #CNF; 1 hp min {KDD}
Paralyzing Stun Gtr Stun Ex Trade Stun for paralysis {Freezing the Lifeblood; CWar}
Parry Attack Imp Finesse Ex Trade BAB for AC up to INT {Combat Expertise; PHB}
Penetrate Concealment Gtr Mystic Defense Su Ignore spell-based concealment or cover {Pierce Magical Protection; CArc}
Penetrating Smite Imp Smite Ex Smite dmg bypasses all DD, DR, Resist, etc. {KDD}
Perfect Self Sup Mystic Defense Ex Become outsider rather than humanoid; also gain DR 10/magic; can still raise {PHB-Mnk}
Pierce Dimension Gtr Spell Target Sp Spell areas can ignore walls, affects planes and spaces, +1 SL* = {Transdimensional Spell; CArc}
Plant Morph Enh Wild Morph Su WS into Plant type, (not Flora) {Plant Shape; CDiv}
Poison Immunity Imp Save Fortitude Ex Immunity to all poisons {Diamond Body; PHB-Mnk} {Venom Immunity; PHB-Dru}
Power Attack Imp Cleave Ex Trade BAB for Dmg up to STR on melee {PHB}
Power Shot Imp Shot Ex Add STR dmg to Range attacks {KDD}
Powerful Charge Imp Whirlwind Ex +#FIT dmg on Charge {Ebr}
Powerful Finisher Imp Cleave Ex Add +#FIT Dmg only if it kills target, 1/rd {KDD}
Powerful Smite Imp Smite Ex +#FIT dmg to Smite {Silver Smite; Ebr}
Powerful Turn Imp Turn Su +#FIT dmg when turning {Sacred Vengence; CWar}
Precise Shot Sup Shot Ex Remove -2 of Sharp Shot, Many Shot = {Imp Rapid Shot; CWar}, No Cover / Conceal less than total = {Imp PS; PHB}
Primal Throw Imp Throw Ex Sub STR or WIS for DEX to AB for thrown {Brutal Throw; CAdv}
Quick Draw Imp Draw Ex Move action for stored, free action for ready {PHB}
Quick Reconnoiter Imp Initiative Ex +2 to init, Spot and Listen as free actions {CAdv}
Quicken Casting Gtr Spell Casting Sp Trade actions for +2n SL*; no AoO for +1 SL* {Quicken Spell; PHB}
Quivering Stun Sup Stun Su Trade Stun(s) for Fort DC 10 + BMB + WIS or #Lvl dmg {Quivering Palm; PHB-Mnk}
Rage Imp Class Ability Ex #CDF/day: +4 Str, +4 Con, -2 AC, +2 Will, +2 Tmp HP/#Lvl for 3+CON rds, fatigue after {PHB-Bbn}
Raging Action Enh Rage Ex Gain 1 Temp Luck Pt when Rage {Raging Luck; Ebr}
Rallying Action Sup Action Point Ex AP roll +1, Spend 2AP for 1AP for comrade to spend {KDD}
Range Mastery Gtr Specialization Ex [+1, +1] / 2L for all ranged {Point Blank Shot; PHB}
Range Specialization Imp Specialization Ex [+1, +1] / 2L for 3 prf range weapons / 3L {KDD}
Rapid Reload Imp Draw Ex Move action for heavy, free action other, all types {PHB}
Rapid Stun Enh Stun Ex Use 1 more Stun each rd {CWar}
Reach Target Imp Spell Target Sp Melee touch spells become 30' ray for +1 SL* = {Reach Spell; CDiv}
Reaching Throw Sup Throw Ex Threaten any square in 20' when thrown in hand {KDD}
Readiness Enh Class Ability Ex #CBF/day attacks no flat foot {KDD}
Ready Usage Gtr Draw Ex Take 10 on Use Ms, Bal, and Sleight (if trained) {KDD}
Reckless Attack Imp Whirlwind Ex Trade AC for Dmg up to CON on melee {KDD}
Reckless Shot Imp Shot Ex Trade AC to AB up to DEX, flat-footed {KDD}
Recover Sup Save Fortitude Ex 1 retry on failed Fort, fatigued 1 rd regardless {KDD}
Recuperation Imp Hit Point Ex Recover #Rest HP / day always, Sleep in armor {Endurance; PHB, Faster Healing; CWar}
Refitted Armor Sup Draw Ex Armor is one category lighter (+5' and reqs), lgt still lgt {KDD}
Repeat Spell Sup Spell Effect Sp Spell is automatically cast again next round +3 SL* = {Repeat Spell; CArc}
Reshape Sup Wild Shape Su Spend WS to gain Movement, Sense, or Ability in human form for 1 hr {Many; CDiv}
Resist Nature's Lure Imp Wilderness Ex +4 on saves vs spell-like abilities of Fey {PHB-Dru}
Ricochet Throw Imp Throw Ex No AoO on Throw, each turn = 1 incr {KDD}
Ride By Attack Gtr Mounted Ex Remove -2 of Mount*, Move before / after mounted attack {PHB}
Rogue Skill Sup Class Ability Ex Min #CNF x 2 any skill roll {KDD}
Ruggedness Gtr Hit Point Ex +1 hp / L, retroactive {Imp Toughness; CWar}
Sanctum Fortify Imp Fortify Sp +#FIT Fortify* in Sanctum, -1 outside Sanctum = {Sanctum Spell; CArc}
Savage Charge Sup Mounted Ex X2 Dmg declared mounted charge, no crit {Spirited Charge; PHB}
Savage Critical Sup Critical Ex Gain 2nd confirm roll, do x3 if both {KDD}
Savage Fortify Sup Fortify Sp Burn a spell gives +SL Fortify* 1/rd = {KDD}
Savage Melee Sup Specialization Ex X2 Dmg declared melee attack per round, no crit {KDD}
Savage Range Sup Specialization Ex X2 Dmg declared range attack per round, no crit {KDD}
Scanty Armor Enh Amazon Ex Armor = 1/2 enc, +5' Armor Push, Bracers = 1/2 enc Shield, 1/2 ACP, -4 melee, 1d refit {KDD}
School Magnus Sup Magnus Sp +1 SL* to add #BMB energy dmg to school spells, chosen once {KDD}
Scout Opportunity Gtr Class Ability Ex Ignore #CKF AoOs/rd (of squares) {KDD}
Sculpt Dimension Imp Spell Target Sp Alter area {10' cylinder, 40' cone, (4) 10' cubes, 20' circle, 120'} +1 SL* = {Sculpt Spell; CArc}, exclude one creature from area of effect {Extraordinary Spell Aim; CArc}
Seek Enh Class Ability Ex Use Know Geo to seek, +#CBF, #CBF min {KDD}
Sentinel Ally Gtr Class Ability Su Never surprised, act in surprise rd, no start flat-footed {KDD}
Sentinel Augury Imp Ally Sentinel Su Augur Spell #CDF/wk {KDD}
Sentinel Blessing Enh Ally Sentinel Su Bless [Morale] #CBF/d, as Amazon casting {KDD}
Sentinel Counsel Sup Ally Sentinel Su Commune Spell #CNF/wk, CI 4x#CNF {KDD}
Sentinel Favor Gtr Ally Sentinel Su Divine Favor [Aligned] #CKF/d, FR #CKF {KDD}
Sentinel Prayer Imp Ally Sentinel Su Prayer [Luck] #CDF/d {KDD}
Sentinel Truth Gtr Ally Sentinel Su Zone of Truth on grapple, DC 10+WIS+BMB+#CKF {KDD}
Shape Ability Gtr Wild Shape Ex WS can have Special Attacks, Natural Armor, and type Immunities {KDD}
Shape Movement Enh Wild Shape Ex WS can have Climb, Swim, Burrow, Jump, and Fly move up to +20'; breathe Water {KDD}
Shape Sense Imp Wild Shape Ex WS can have DV, LLV, Blindsense, or Tremorsense; keen Smell, Hearing, Sight, Touch, Taste {KDD}
Shape Touch Sup Wild Shape Sp Use WS on melee touch, Will 10 + #Lvl + WIS, for WIS rds; Dru decides revert {KDD}
Sharp Shot Enh Shot Ex Remove -2 of -4 shoot into melee, -2 of cover {KDD}
Shielding Turn Imp Turn Su Spend Turn for +WIS AC Aligned for WIS rds {Divine Shield; CWar}
Shot Assault Gtr Shot Ex Move before / after range attack {Shot on the Run; PHB}
Skilled Expert Imp Skill Ex [+2 bonus to 2 skills same synergy block] / 2L or [+3 to 1] / 3L, considered rank {Many; PHB}
Skillful Talent Enh Skill Ex +1 skill point / level, including this one {KDD}
Skirmish Imp Class Ability Ex +#CDK d6 (+~#CDK Comp) if moved 5'x#CDK in rd; ranged 30' {CAdv-Scout}
Slippery Mind Sup Save Will Ex 1 retry failed Will, sluggish 1 rd regardless {KDD}
Smite Imp Class Ability Su CHR + #CDF/day, Smite [Alignment] +CHR AB +#Lvl Dmg, w/i CHR rds of declaration {PHB-Pal}
Smite Splash Sup Smite Su Spend smite for half dmg w/i 30ft, Will DC=AR {KDD}
Snatch Missiles Sup Unarmed Ex On successful avoid, can grab and rethrow as AoO {Snatch Arrows; PHB}
Sneak Attack Imp Class Ability Ex +1d6 / odd Lvl, when No Dex / Flank {PHB-Rog}
Speed Climb Enh Move Type Ex climb at normal speed and one handed as a mv action w/out penalty as long as you begins and ends on a horizontal surface {KDD}
Speed Move Imp Speed Ex Balance Full, Climb Half, -5 at x2 {Speed Climb; CAdv-Ninja}
Speedy Move Gtr Speed Ex Speed* +5' in heavy armor (or less); 5ft Move always (if can move) {KDD}
Spell Fortify Enh Fortify Sp +1 Fortify* to one Specialty* = {Spell Focus + Spell Penetration; PHB}
Spell Resistence Sup Mystic Defense Su SR 10 + #Lvl + WIS {Diamond Soul; PHB-Mnk}
Split Target Gtr Spell Target Sp Single target non-touch spell affects one more target +2 SL* = {Split Ray; CArc}
Spontaneous Casting Enh Class Ability Su Choose spells at cast time {PHB-Sor}
Spring Assault Gtr Whirlwind Ex Move before / after melee attack, includes charging {Spring Attack; PHB}
Stable Mount Enh Mounted Ex Remove -2 of Mount*, No Ride Check your attack {KDD}
Staggering Flare Sup Flare Ex Limit target to a single action for 1 rd {Staggering Strike; CDiv}
Still Mind Imp Mystic Defense Ex +2 saves vs enchantment {PHB-Mnk}
Stronger Summon Sup Summon Ex CR+1 on all summon {KDD}
Stunning Blow Enh Unarmed Ex 1/d Declared stun one rd Fort 10 + BAB + WIS {Stunning Fist; PHB}
Sudden Attack Imp Class Ability Ex As Rogue Sneak Attack
Sudden Casting Sup Spell Casting Sp Any Casting 1/day (each Forego, Delay, Quicken) w/o +n SL* {CArc}
Sudden Dimension Sup Spell Target Sp Any Dimension 1/day (each Expand, Sculpt, Pierce) w/o +n SL* {CArc}
Sudden Effect Sup Spell Effect Sp Any Effect 1/day (each Extend, Add, Empower) w/o +n SL* {CArc}
Summon Conversion Sup Summon Ex Trade rd duration for CR multiplicatively, up to max {KDD}
Summon Epitome Gtr Summon Ex +2 All Stats {KDD}
Summon Extension Gtr Summon Ex Burn spell as move to increase duration {KDD}
Summon Martial Imp Summon Ex +1 NA, +1 AB competence, +1 Dmg {KDD}
Summon Same Enh Summon Ex Summon same creature as before; +BMB hp {KDD}
Summon Vermin Imp Summon Ex Treat vermin as animals, allow summoning {Child of Winter; Ebr}
Summoner Imp Class Ability Su +#CDF after concentration ends, Spontaneous SNA {KDD}
Sun School Sup Stun Ex Inexorable progress of the sun, Blinding Sun of Noon, Flash of Sunset {CWar}
Sustained Charge Gtr Whirlwind Ex Can charge new target after charge; ignore AoO on hit {KDD}
Sustained Smite Gtr Smite Ex +CHR AB Aligned to smites w/i 1 rd of smite {KDD}
Swashbuckler Critical Gtr Class Ability Ex +#CKF threat range {KDD}
Swift Action Sup Action Point Ex Roll d12 for APs, Spend 2AP for extra std or swift 1/rd {KDD}
Swift Feint Sup Tactical Ex Feint as a Swift Action {KDD}
Swift Turning Sup Turn Su Turn as swift action {Quickened Turning; CDiv} + Stacked turns do not release hold {KDD}
Tactical Intuition Enh Tactical Ex +1 insight AB or +2 to Tactics* to opponent meleed prev rd; Shield Bash keep bonus {Combat Intuition; CAdv}
Tactical Mastery Gtr Tactical Ex +2 on Tactics*, No AoO on Tactics*, satisfy Imp prereqs {KDD}
Tactical Positioning Imp Tactical Ex +2 on Tactics*, +1 to flanking (self only) {Imp Flanking; CWar-Swash}
Tactical Strike Sup Tactical Ex Can AoO against tactics, add dmg to check (if any) {Close Quarters Fighting; CWar}
Throw Anything Gtr Throw Ex Throw melee w/o penalty {CWar} + Instant Simple 10' {KDD}
Timeless Rage Gtr Rage Ex Rage any time {Instant Rage; CWar} + Rage lasts +5 rds {Extend Rage; CWar}
Tiny Morph Gtr Wild Morph Su WS into Tiny size {PHB-Dru} + WS as a Move action {Fast Shape; CDiv}
Toughness Enh Hit Point Ex [+10 hp] / 10L {PHB}
Track Enh Class Ability Ex Use Survival to track; +#CBF, #CBF min {PHB}
Trackless Step Imp Wilderness Ex No track outdoors; -#CDF for Track allies / other {PHB-Rng}
Trap Sense Enh Class Ability Ex +#CDF Save vs. traps, +#CDF AC trap attack {PHB-Rog}
Trapfinding Class Ability Ex Use Search for traps; Disable Device on magic, bypass by 10 {PHB-Rog}
Tripping Dodge Sup Dodge Ex Trip attempt after foe misses as AoO {Destructive Throw; CWar}
True Believer Imp Save All Ex Gain +3 bonus on 1 save/day {CDiv}
Turn Imp Class Ability Su WIS + #CDF/day: 1d6 dmg / BMB all undead w/I 60ft, Will or lose action WIS rds, ECL+WIS = Max HD affectable {KDD}
Twin Spell Sup Spell Casting Sp Simultaneously cast a single spell twice +4 SL* = {Twin Spell; CArc}
Unarmed Prf Enh Proficiency Ex AoO as if armed, deal lethal as option {Imp Unarmed Strike; PHB}
Uncanny Dodge Imp Dodge Ex Keep DEX Bonus when flat-footed {PHB}
Unearthly Dodge Gtr Dodge Ex Cannot be flanked except by L+4 {Imp Uncanny Dodge; PHB}
Unflankable Dodge Sup Dodge Ex No Flanking, No Flat-Footed {Eyes in the back of your head; CWar}
Unyielding Assault Gtr Cleave Ex x2 dmg by power attack if no move {KDD}
Vermin Morph Imp Wild Morph Su WS into Vermin type {Vermin Shape; Ebr}
Vigorous Turn Enh Turn Su Spend Turn for +10' speed, +2 hp/#Lvl for WIS rds {Divine Vigor; CWar}
Warmage Edge Imp Warmage Ex On dmg spell add +INT once {CArc-War}
Watchful Spirit Sup Initiative Ex +2 to init, roll init twice and take better {CArc-Wuj}
Weakening Stun Imp Stun Ex Stun causes Str to drop by 6 for 1 min {CWar}
Weapon Finesse Imp Finesse Ex Sub DEX or INT for STR AB on Finesse* Weapons {PHB}
Weapon Prf (Exotic) Gtr Proficiency Ex No -4 for one Exotic Weapon {PHB}
Weapon Prf (M-Melee) Imp Proficiency Ex No -4 for all Martial Melee + Martial Basic Weapons {Martial; PHB}
Weapon Prf (M-Range) Imp Proficiency Ex No -4 for all Martial Range + Martial Basic Weapons {Martial; PHB}
Weapon Prf (Simple) Enh Proficiency Ex No -4 for all Simple Weapons {PHB}
Weapon Specialization Enh Specialization Ex [+1, +1] / 2L for one prf Weapon {Weapon Focus; PHB}
Whirlwind Sup Whirlwind Ex One melee attack on all in reach (All -2) {PHB}
Wild Empathy Enh Wilderness Ex Diplomacy on animals; magic beast -2*INT {PHB-Dru}
Wild Heal Sup Class Ability Ex Self heal #CNF x 4 hp each WS; auto-cool one step condition {KDD}
Wild Hunt Sup Class Ability Ex Trade FE Dmg for AB; Cannot lose after hit {KDD}
Wild Shape Gtr Class Ability Su #CKF/day, WS for BMB hr into Sm or Lg size Animal type {PHB-Dru}
Wilderness Camouflage Sup Wilderness Ex Use Disguise to Hide objects / others {KDD}
Wizard Focus Imp Class Ability Su +#CDF SL* / day "free" metamagic {KDD}
Wizard Schools Enh Class Ability Ex +#CDF Schools for spells {KDD}
Woodland Stride Gtr Wilderness Ex Normal move in natural undergrowth w/o damage or impairment {+Flawless Stride; PHB}

WORK IN PROGRESS

All Trees with Feats

Ally Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
Totem Companion
Vermin Companion Spirit Companion

Name Ty Benefit {Old Name; Src}
Spirit Companion Ex Gain spirit beast as animal companion {KDD}
Totem Companion Ex Gain magical beast as animal companion {Ebr}
Vermin Companion Ex Gain vermin as companion; add vermin to SNA {Child of Winter; Ebr}

Arcane Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
{Arcane Defense; CArc} {Arcane Mastery; CArc}

Name Ty Benefit {Old Name; Src}
{Arcane Defense; CArc} Sp +3 bonus on saves vs specific school of magic
{Arcane Mastery; CArc} Sp Take 10 on caster level checks

Bard Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
Subsonics Obscure Lore Lyric Spell Lingering Song Heart Song Extra Music Disguise Song

Name Ty Benefit {Old Name; Src}
Disguise Song Ex Cast spells unobtrusively as part of a performance {Disguise Spell; CAdv}
Extra Music Ex Gain extra 4 uses/day of bardic music {CAdv}
Heart Song Ex Increase bardic music effects {Song of the Heart; Ebr}
Lingering Song Ex Extend duration of bardic music effects {CAdv}
Lyric Spell Ex Spend bardic music uses to cast extra spells {CWar}
Obscure Lore Ex Gain +4 bonus on bardic knowledge or lore checks {CWar}
Subsonics Ex Produce bardic music effects very softly {CWar}

Circumstance Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
Zen Archery Prone Attack Hear the Unseen Blind Fight

Name Ty Benefit {Old Name; Src}
Blind Fight Ex Reroll Conceal, no invis bonus, half speed {Blind Fight; PHB}
Hear the Unseen Ex Pinpoint a target's location by sound, not sight {CAdv}
Prone Attack Ex Attack while prone at no penalty, no AC, stand up as swift or free on hit {CWar}
Zen Archery Ex Sub WIS for DEX for ranged AB {CWar}

Draconic Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
{Draconic Skin; CArc} {Draconic Resistance; CArc} {Draconic Presence; CArc} {Draconic Power; CArc} {Draconic Flight; CArc} {Draconic Claw; CArc}
{Dragon Totem; Ebr} {Draconic Legacy; CArc} {Draconic Heritage; CArc} {Draconic Breath; CArc}

Name Ty Benefit {Old Name; Src}
{Draconic Breath; CArc} Su Convert spell energy into a breath weapon
{Draconic Claw; CArc} Su Gain claws and make a swift claw attack when you cast a spell
{Draconic Flight; CArc} Su After casting a spell, fly for rest of the round
{Draconic Heritage; CArc} Su Gain Draconic class skill and a bonus on saves vs sleep
{Draconic Legacy; CArc} Su Add spells to your spells known
{Draconic Power; CArc} Su +1 caster lvl and DC for spells of the energy type matching your Draconic heritage
{Draconic Presence; CArc} Su Strike Fear into lower-lvl opponents when you cast a spell
{Draconic Resistance; CArc} Su Gain resistance to energy of the type of your Draconic Heritage
{Draconic Skin; CArc} Su Natural armor increases by 1
{Dragon Totem; Ebr} Su Gain energy resistence 5 to 1 type of energy

Druid Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
{Gatekeeper Initiate; Ebr} {Greensinger Initiate; Ebr} {Warden Initiative; Ebr}

Name Ty Benefit {Old Name; Src}
{Gatekeeper Initiate; Ebr} Ex +2 saves vs aberrations, add spells to spell list, add knowledge-planes as class skill
{Greensinger Initiate; Ebr} Ex Add bluff, hide, and perform as class skills, add spells to spell list
{Warden Initiative; Ebr} Ex +2 deflection bonus to AC, add spells to spell list, add climb and jump as class skills

Favored Enemy Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
{Improved Favored Enemy; CWar} {Favored Power Attack; CWar}

Name Ty Benefit {Old Name; Src}
{Favored Power Attack; CWar} Ex Trade attack bonus for dmg at greater rate than notmal vs favored enemies
{Improved Favored Enemy; CWar} Ex +3 bonus on dmg vs favored enemy

Favored Soul Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
Elemental Resistance

Name Ty Benefit {Old Name; Src}
Elemental Resistance Su BMB 5: Gain energy resistance 10 vs 1 energy type (self stacks) {CDiv-Fav}

Flourish Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
{Greater Kiai Shout; CWar} {Kiai Shout; CWar} Staredown Panicking Flourish Mass Staredown Inspiring Flourish Improved Staredown Frightful Presence

Name Ty Benefit {Old Name; Src}
{Greater Kiai Shout; CWar} Ex Foes who hear your shout may panic
{Kiai Shout; CWar} Ex Affected opponents become shaken for 1d6 rds
Frightful Presence Ex draw blade and opponents w/in 30' get panicked (1-4 HD) or shaken (5-19 HD) for 4d6 rds (Will vs 20+CHR) {CWar-Sam}
Improved Staredown Ex Staredown as move action {CWar-Sam}
Inspiring Flourish Ex W/ Flourish, allies w/in 30' gain +1 morale to Att, and temp +2 HP, for 2d6 rds {KDD}
Mass Staredown Ex Staredown for all opponents w/in 30' {CWar-Sam}
Panicking Flourish Ex w/ Flourish, opponents panicked for 2d6 rds {CWar-Sam}
Staredown Ex +4 Intimidate; can demoralize opponent as standard action {CWar-Sam}

Group Fighting Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
{Formation Expert; CWar}

Name Ty Benefit {Old Name; Src}
{Formation Expert; CWar} Ex Lock Shields, Step into Breach, and Wall of Polearms

Hex Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
Greater Hexblade's Curse Dire hexblade's Curse

Name Ty Benefit {Old Name; Src}
Dire hexblade's Curse Su L19: As hexblade's curse and greater hexblade's curse, but the penalty becomes -6 {CWar-Hex}
Greater Hexblade's Curse Su As hexblade's curse, but the penalty is -4 instead of -2. {CWar-Hex}

Ki Ninja Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
Ghost Mind Ghost Walk
Ghost Sight

Name Ty Benefit {Old Name; Src}
Ghost Mind Su Scry needs DC20+ECL to see. {CAdv-Ninja}
Ghost Sight Su See invisible / ethereal {CAdv-Ninja}
Ghost Walk Su Spend 2 Ki power for ethereal jaunt spell {CAdv-Ninja}

Multiclass Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
{Ascetic Rogue; CAdv} {Ascetic Mage; CAdv} {Ascetic Knight; CAdv} {Ascetic Hunter; CAdv}
{Devoted Tracker; CAdv} {Devoted Performer; CAdv} {Devoted Inquisitor; CAdv}
{Savage Grapple; CAdv} {Razing Strike; CAdv}

Name Ty Benefit {Old Name; Src}
{Ascetic Hunter; CAdv} Ex Monk & Ranger lvls stack for unarmed strike dmg, favored enemy bonus improves stunning DC
{Ascetic Knight; CAdv} Ex Monk & Paladin lvls stack for unarmed strike and smite dmg
{Ascetic Mage; CAdv} Ex Monk & Sorcerer lvls stack for AC bonus (Cha-based), sacrifice spell to gain bonus on unarmed strike
{Ascetic Rogue; CAdv} Ex Monk & Rogue lvls stack for sneak att dmg, unarmed strike sneak attack gains improved stunning DC
{Devoted Inquisitor; CAdv} Ex Use smite evil & sneak attack together to daze a foe
{Devoted Performer; CAdv} Ex Paladin & Bard lvls stack for smite evil & bardic music
{Devoted Tracker; CAdv} Ex Special mount becomes animal companion, and paladin & ranger lvls stack for smite evil & wild empathy
{Razing Strike; CAdv} Ex Spend a spell use to gain attack and dmg bonuses against constructs or undead
{Savage Grapple; CAdv} Ex Deal sneak attack dmg when grappling in wildshape

Race Dragonmark Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
{Greater Dragonmark; Ebr} {Lesser Dragonmark; Ebr} {Least Dragonmark; Ebr} {Favored in House; Ebr} {Aberrant Dragonmark; Ebr}

Name Ty Benefit {Old Name; Src}
{Aberrant Dragonmark; Ebr} Ex aberrant dragonmark spell-like ability
{Favored in House; Ebr} Ex Member of powerful mercantile house; call in favors
{Greater Dragonmark; Ebr} Ex Greater dragonmark
{Least Dragonmark; Ebr} Ex least dragonmark
{Lesser Dragonmark; Ebr} Ex lesser dragonmark

Race Elf Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
{Right of Counsel; Ebr}

Name Ty Benefit {Old Name; Src}
{Right of Counsel; Ebr} Ex Call on undying ancestor for advice

Race Shifter Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
{Shifter Multiattack; Ebr} {Shifter Ferocity; Ebr} {Greater Shifter Defense; Ebr} {Shifter Defense; Ebr} {Longstride Elite; Ebr} {Healing Factor; Ebr} {Great Rend; Ebr} {Great Bite; Ebr} {Extra Shifter Trait; Ebr} {Cliffwalker Elite; Ebr} {Beasthide Elite; Ebr}

Name Ty Benefit {Old Name; Src}
{Beasthide Elite; Ebr} Ex Natural Armor Bonus increases to +4
{Cliffwalker Elite; Ebr} Ex Climb speed improves by 10' while shifted
{Extra Shifter Trait; Ebr} Ex Select a 2nd shifter trait
{Great Bite; Ebr} Ex Improve critical multiplier to x3
{Great Rend; Ebr} Ex Deal 1d4 + 1/2 STR extra dmg when both claw attacks hit
{Greater Shifter Defense; Ebr} Ex DR 4/silver while shifting
{Healing Factor; Ebr} Ex Heal when shifting ends
{Longstride Elite; Ebr} Ex Base land speed improves 10' while shifting
{Shifter Defense; Ebr} Ex DR 2/silver while shifting
{Shifter Ferocity; Ebr} Ex Fight w/out penalty while disabled or dying
{Shifter Multiattack; Ebr} Ex Reduce secondary att penalty w/ natural weapon to -2

Race Warforged Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
{Mithral Fluidity; Ebr} {Mithral Body; Ebr} {Improved Fortification; Ebr} {Improved Dmg Reduction; Ebr} {Adamantine Body; Ebr}

Name Ty Benefit {Old Name; Src}
{Adamantine Body; Ebr} Ex Armor bonus +8, DR 2/adamantine
{Improved Dmg Reduction; Ebr} Ex Gain DR 1/adamantine or improve existing DR by 1
{Improved Fortification; Ebr} Ex Immunity to critical hits and sneak attacks
{Mithral Body; Ebr} Ex Armor bonus +5
{Mithral Fluidity; Ebr} Ex Increase max dex bonus by 1, reduce armor check penalty by 1

Random Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
{Repel Aberration; Ebr}

Name Ty Benefit {Old Name; Src}
{Repel Aberration; Ebr} Su Keep aberrations at bay

Range Tactic Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
Ranged Sunder Ranged Pin Ranged Disarm

Name Ty Benefit {Old Name; Src}
Ranged Disarm Ex Use ranged weapon to disarm foe w/in 30' {CWar}
Ranged Pin Ex Use ranged weapon to grapple foe w/in 30' {CWar}
Ranged Sunder Ex Use ranged weapon to sunder foe's weapon at reduced penalty {CWar}

Shield Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
Shield Charge {Phalanx Fighting; CWar}
Imp Buckler Defense Pin Shield

Name Ty Benefit {Old Name; Src}
{Phalanx Fighting; CWar} Ex bonus to AC & reflex saves while fighting in shield wall
Imp Buckler Defense Ex Apply buckler's shield bonus to AC while using off-hand weapon {CWar}
Pin Shield Ex render oponent's shield temporarily useless {CWar}
Shield Charge Ex Free trip at w/ shield during charge {CWar}

Shugenja Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
{Elemental Healing; CDiv} {Elemental Smiting; CDiv} Grtr Elemental Resist

Name Ty Benefit {Old Name; Src}
{Elemental Healing; CDiv} Su Spend turn to heal nearby elemental
{Elemental Smiting; CDiv} Su Spend turn to smite elemental
Grtr Elemental Resist Sp 1/day, allies in 60' gain resistance to cold 5, electricity 5, and fire 5 for (Shaman level rds)? {CDiv-Shu}

Spell Ability Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
{Communicator; CArc} {Maximize Spell-like Ability; CArc} {Innate Spell; CArc} {Heighten Spell-like Ability; CArc}
{Night Haunt; CArc} {Necropolis Born; CArc} {Spell Hand; CArc} {Soul of the North; CArc} {Insightful; CArc}

Name Ty Benefit {Old Name; Src}
{Communicator; CArc} Sp Use Arcane Mark, Message, and Comprehend Language as spell-like abilities 1/day
{Heighten Spell-like Ability; CArc} Sp Use spell-like ability at higher level up to 3 times/day
{Innate Spell; CArc} Sp Use spell as a spell-like ability once per round
{Insightful; CArc} Sp Use Detect Magic, Detect Secret Doors, or Read magic as spell-like abilities 1/day
{Maximize Spell-like Ability; CArc} Sp Maximize spell-like abilitiy's variable numeric effects up to 3/day
{Necropolis Born; CArc} Sp Use Cause Fear, Ghost Sound, and Touch of Fatigue as spell-like abilities 1/day
{Night Haunt; CArc} Sp Use Dancing Lights, Prestidigitation, and Unseen Servant as spell-like abilities 1/day
{Soul of the North; CArc} Sp use Chill Touch, Ray of Frost, and Resistance as spell-like abilities 1/day
{Spell Hand; CArc} Sp Use Mage Hand, Open/close, and Tensor's Floating Disk as spell-like abilities 1/day

Spirit Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
Detect Spirits Exorcism Ghost Warrior Favored of the Spirits
Follow the Guide Extra Chastise Spirit Form Spirit who Walks
Rite of Blessing Guide Magic Spirit Journey
Rite of Warding Smite Spirit Recall Spirit Weaken Spirits

Name Ty Benefit {Old Name; Src}
Detect Spirits Sp BMB 3: At will Detect Spirits (as detect undead) {CDiv-Sha}
Exorcism Su BMB 13 force possessing creature or spirit out of body it inhabits by making a class level check vs DC + possessing creature's HD + CHR {CDiv-Sha}
Extra Chastise Ex Chastise spirits and extra 3 times/day {KDD}
Favored of the Spirits Sp BMB 19 for 1000 XP, receive instant Heal spell if reduced to 0 HP or 0 ability score; Lasts until discharged, dismissed, or triggered. {CDiv-Sha}
Follow the Guide Su if affected by enchantment spell or effect and fails save, can reroll 1 rd later at same DC. (only 1 extra reroll) {CDiv-Sha}
Ghost Warrior Su Weapon gets ghost touch ability while held; use normal AC vs touch attacks of incorporeal creatures {CDiv-Sha}
Guide Magic Su BMB 10: assign spirit guide to concentrate on one spell or spell-like ability that's maintained through concentration {CDiv-Sha}
Recall Spirit Sp BMB 11: 1/week, restore life to creature w/in 1 rd of creature's death. As raise dead, but without level-, con-, or spell-loss. Creature restored to -1 hp, but stabilized. {CDiv-Sha}
Rite of Blessing Sp BMB 4: ward self vs spirits as spell protection from evil; lasts until dismissed or dispelled {CDiv-Sha}
Rite of Warding Sp BMB 7: W/ 1 minute rite, can ward herself and companions from hostile spirits as spell magic circle vs evil {CDiv-Sha}
Smite Spirit Su Spend Chastise to smite (add Shaman lvl to dmg) spirit {CDiv-Sha}
Spirit Form Su 1/day become incorporeal (self stacks) {CDiv-Sha}
Spirit Journey Sp BMB 17: 1/day; As spell Shadow Walk, but only for self and travel through plane of Spirits {CDiv-Sha}
Spirit who Walks Ex BMB 20: Treated as fey for purposes of spells and magical effects. Dmg red 5/cold iron {CDiv-Sha}
Weaken Spirits Su BMB 16: Spend 3d6*n dmg points of chastise to remove spell resistance, overcome dmg reduction / immunity of spirit for n rds. Will save takes 1/2 dmg {CDiv-Sha}

Tactical Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
{Raptor School; CWar}

Name Ty Benefit {Old Name; Src}
{Raptor School; CWar} Ex Eagle's Swoop, Falcon's Feather, Hawk's Eye

Track Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
Urban Tracking Swift Tracker

Name Ty Benefit {Old Name; Src}
Swift Tracker Ex move at normal speed while following tracks without -5 penalty; takes only a -10 penalty (instead -20) when moving twice normal speed. {PHB-Rng}
Urban Tracking Ex Follow person's trail in urban environments {Ebr}

Trap Tree

Prereq Enh Feat Imp Feat Gtr Feat Sup Feat
Tactile Trapsmith

Name Ty Benefit {Old Name; Src}
Tactile Trapsmith Ex Sub DEX for INT to search & disable device checks {CAdv}

All Feats with Trees

Name Lvl Tree Ty Benefit {Old Name; Src}
{Aberrant Dragonmark; Ebr} Enh Race Dragonmark Ex aberrant dragonmark spell-like ability
{Adamantine Body; Ebr} Enh Race Warforged Ex Armor bonus +8, DR 2/adamantine
{Arcane Defense; CArc} Enh Arcane Sp +3 bonus on saves vs specific school of magic
{Arcane Mastery; CArc} Gtr Arcane Sp Take 10 on caster level checks
{Ascetic Hunter; CAdv} Enh Multiclass Ex Monk & Ranger lvls stack for unarmed strike dmg, favored enemy bonus improves stunning DC
{Ascetic Knight; CAdv} Enh Multiclass Ex Monk & Paladin lvls stack for unarmed strike and smite dmg
{Ascetic Mage; CAdv} Enh Multiclass Ex Monk & Sorcerer lvls stack for AC bonus (Cha-based), sacrifice spell to gain bonus on unarmed strike
{Ascetic Rogue; CAdv} Enh Multiclass Ex Monk & Rogue lvls stack for sneak att dmg, unarmed strike sneak attack gains improved stunning DC
{Beasthide Elite; Ebr} Enh Race Shifter Ex Natural Armor Bonus increases to +4
{Cliffwalker Elite; Ebr} Enh Race Shifter Ex Climb speed improves by 10' while shifted
{Communicator; CArc} Enh Spell Ability Sp Use Arcane Mark, Message, and Comprehend Language as spell-like abilities 1/day
{Devoted Inquisitor; CAdv} Enh Multiclass Ex Use smite evil & sneak attack together to daze a foe
{Devoted Performer; CAdv} Enh Multiclass Ex Paladin & Bard lvls stack for smite evil & bardic music
{Devoted Tracker; CAdv} Enh Multiclass Ex Special mount becomes animal companion, and paladin & ranger lvls stack for smite evil & wild empathy
{Draconic Breath; CArc} Sup Draconic Su Convert spell energy into a breath weapon
{Draconic Claw; CArc} Enh Draconic Su Gain claws and make a swift claw attack when you cast a spell
{Draconic Flight; CArc} Enh Draconic Su After casting a spell, fly for rest of the round
{Draconic Heritage; CArc} Gtr Draconic Su Gain Draconic class skill and a bonus on saves vs sleep
{Draconic Legacy; CArc} Imp Draconic Su Add spells to your spells known
{Draconic Power; CArc} Enh Draconic Su +1 caster lvl and DC for spells of the energy type matching your Draconic heritage
{Draconic Presence; CArc} Enh Draconic Su Strike Fear into lower-lvl opponents when you cast a spell
{Draconic Resistance; CArc} Enh Draconic Su Gain resistance to energy of the type of your Draconic Heritage
{Draconic Skin; CArc} Enh Draconic Su Natural armor increases by 1
{Dragon Totem; Ebr} Imp Draconic Su Gain energy resistence 5 to 1 type of energy
{Elemental Healing; CDiv} Imp Shugenja Su Spend turn to heal nearby elemental
{Elemental Smiting; CDiv} Imp Shugenja Su Spend turn to smite elemental
{Extra Shifter Trait; Ebr} Enh Race Shifter Ex Select a 2nd shifter trait
{Favored in House; Ebr} Enh Race Dragonmark Ex Member of powerful mercantile house; call in favors
{Favored Power Attack; CWar} Enh Favored Enemy Ex Trade attack bonus for dmg at greater rate than notmal vs favored enemies
{Formation Expert; CWar} Enh Group Fighting Ex Lock Shields, Step into Breach, and Wall of Polearms
{Gatekeeper Initiate; Ebr} Enh Druid Ex +2 saves vs aberrations, add spells to spell list, add knowledge-planes as class skill
{Great Bite; Ebr} Enh Race Shifter Ex Improve critical multiplier to x3
{Great Rend; Ebr} Enh Race Shifter Ex Deal 1d4 + 1/2 STR extra dmg when both claw attacks hit
{Greater Dragonmark; Ebr} Enh Race Dragonmark Ex Greater dragonmark
{Greater Kiai Shout; CWar} Enh Flourish Ex Foes who hear your shout may panic
{Greater Shifter Defense; Ebr} Enh Race Shifter Ex DR 4/silver while shifting
{Greensinger Initiate; Ebr} Enh Druid Ex Add bluff, hide, and perform as class skills, add spells to spell list
{Healing Factor; Ebr} Enh Race Shifter Ex Heal when shifting ends
{Heighten Spell-like Ability; CArc} Enh Spell Ability Sp Use spell-like ability at higher level up to 3 times/day
{Improved Dmg Reduction; Ebr} Enh Race Warforged Ex Gain DR 1/adamantine or improve existing DR by 1
{Improved Favored Enemy; CWar} Enh Favored Enemy Ex +3 bonus on dmg vs favored enemy
{Improved Fortification; Ebr} Enh Race Warforged Ex Immunity to critical hits and sneak attacks
{Innate Spell; CArc} Enh Spell Ability Sp Use spell as a spell-like ability once per round
{Insightful; CArc} Enh Spell Ability Sp Use Detect Magic, Detect Secret Doors, or Read magic as spell-like abilities 1/day
{Kiai Shout; CWar} Enh Flourish Ex Affected opponents become shaken for 1d6 rds
{Least Dragonmark; Ebr} Enh Race Dragonmark Ex least dragonmark
{Lesser Dragonmark; Ebr} Enh Race Dragonmark Ex lesser dragonmark
{Longstride Elite; Ebr} Enh Race Shifter Ex Base land speed improves 10' while shifting
{Maximize Spell-like Ability; CArc} Enh Spell Ability Sp Maximize spell-like abilitiy's variable numeric effects up to 3/day
{Mithral Body; Ebr} Enh Race Warforged Ex Armor bonus +5
{Mithral Fluidity; Ebr} Enh Race Warforged Ex Increase max dex bonus by 1, reduce armor check penalty by 1
{Necropolis Born; CArc} Enh Spell Ability Sp Use Cause Fear, Ghost Sound, and Touch of Fatigue as spell-like abilities 1/day
{Night Haunt; CArc} Enh Spell Ability Sp Use Dancing Lights, Prestidigitation, and Unseen Servant as spell-like abilities 1/day
{Phalanx Fighting; CWar} Imp Shield Ex bonus to AC & reflex saves while fighting in shield wall
{Raptor School; CWar} Enh Tactical Ex Eagle's Swoop, Falcon's Feather, Hawk's Eye
{Razing Strike; CAdv} Enh Multiclass Ex Spend a spell use to gain attack and dmg bonuses against constructs or undead
{Repel Aberration; Ebr} Enh Random Su Keep aberrations at bay
{Right of Counsel; Ebr} Enh Race Elf Ex Call on undying ancestor for advice
{Savage Grapple; CAdv} Enh Multiclass Ex Deal sneak attack dmg when grappling in wildshape
{Shifter Defense; Ebr} Enh Race Shifter Ex DR 2/silver while shifting
{Shifter Ferocity; Ebr} Enh Race Shifter Ex Fight w/out penalty while disabled or dying
{Shifter Multiattack; Ebr} Enh Race Shifter Ex Reduce secondary att penalty w/ natural weapon to -2
{Soul of the North; CArc} Enh Spell Ability Sp use Chill Touch, Ray of Frost, and Resistance as spell-like abilities 1/day
{Spell Hand; CArc} Enh Spell Ability Sp Use Mage Hand, Open/close, and Tensor's Floating Disk as spell-like abilities 1/day
{Warden Initiative; Ebr} Enh Druid Ex +2 deflection bonus to AC, add spells to spell list, add climb and jump as class skills
Blind Fight Imp Circumstance Ex Reroll Conceal, no invis bonus, half speed {Blind Fight; PHB}
Detect Spirits Enh Spirit Sp BMB 3: At will Detect Spirits (as detect undead) {CDiv-Sha}
Dire hexblade's Curse Sup Hex Su L19: As hexblade's curse and greater hexblade's curse, but the penalty becomes -6 {CWar-Hex}
Disguise Song Enh Bard Ex Cast spells unobtrusively as part of a performance {Disguise Spell; CAdv}
Elemental Resistance Imp Favored Soul Su BMB 5: Gain energy resistance 10 vs 1 energy type (self stacks) {CDiv-Fav}
Exorcism Imp Spirit Su BMB 13 force possessing creature or spirit out of body it inhabits by making a class level check vs DC + possessing creature's HD + CHR {CDiv-Sha}
Extra Chastise Imp Spirit Ex Chastise spirits and extra 3 times/day {KDD}
Extra Music Enh Bard Ex Gain extra 4 uses/day of bardic music {CAdv}
Favored of the Spirits Sup Spirit Sp BMB 19 for 1000 XP, receive instant Heal spell if reduced to 0 HP or 0 ability score; Lasts until discharged, dismissed, or triggered. {CDiv-Sha}
Follow the Guide Imp Spirit Su if affected by enchantment spell or effect and fails save, can reroll 1 rd later at same DC. (only 1 extra reroll) {CDiv-Sha}
Frightful Presence Sup Flourish Ex draw blade and opponents w/in 30' get panicked (1-4 HD) or shaken (5-19 HD) for 4d6 rds (Will vs 20+CHR) {CWar-Sam}
Ghost Mind Gtr Ki Ninja Su Scry needs DC20+ECL to see. {CAdv-Ninja}
Ghost Sight Imp Ki Ninja Su See invisible / ethereal {CAdv-Ninja}
Ghost Walk Sup Ki Ninja Su Spend 2 Ki power for ethereal jaunt spell {CAdv-Ninja}
Ghost Warrior Gtr Spirit Su Weapon gets ghost touch ability while held; use normal AC vs touch attacks of incorporeal creatures {CDiv-Sha}
Greater Hexblade's Curse Gtr Hex Su As hexblade's curse, but the penalty is -4 instead of -2. {CWar-Hex}
Grtr Elemental Resist Gtr Shugenja Sp 1/day, allies in 60' gain resistance to cold 5, electricity 5, and fire 5 for (Shaman level rds)? {CDiv-Shu}
Guide Magic Imp Spirit Su BMB 10: assign spirit guide to concentrate on one spell or spell-like ability that's maintained through concentration {CDiv-Sha}
Hear the Unseen Imp Circumstance Ex Pinpoint a target's location by sound, not sight {CAdv}
Heart Song Enh Bard Ex Increase bardic music effects {Song of the Heart; Ebr}
Imp Buckler Defense Enh Shield Ex Apply buckler's shield bonus to AC while using off-hand weapon {CWar}
Improved Staredown Gtr Flourish Ex Staredown as move action {CWar-Sam}
Inspiring Flourish Imp Flourish Ex W/ Flourish, allies w/in 30' gain +1 morale to Att, and temp +2 HP, for 2d6 rds {KDD}
Lingering Song Enh Bard Ex Extend duration of bardic music effects {CAdv}
Lyric Spell Enh Bard Ex Spend bardic music uses to cast extra spells {CWar}
Mass Staredown Imp Flourish Ex Staredown for all opponents w/in 30' {CWar-Sam}
Obscure Lore Enh Bard Ex Gain +4 bonus on bardic knowledge or lore checks {CWar}
Panicking Flourish Enh Flourish Ex w/ Flourish, opponents panicked for 2d6 rds {CWar-Sam}
Pin Shield Gtr Shield Ex render oponent's shield temporarily useless {CWar}
Prone Attack Imp Circumstance Ex Attack while prone at no penalty, no AC, stand up as swift or free on hit {CWar}
Ranged Disarm Enh Range Tactic Ex Use ranged weapon to disarm foe w/in 30' {CWar}
Ranged Pin Enh Range Tactic Ex Use ranged weapon to grapple foe w/in 30' {CWar}
Ranged Sunder Enh Range Tactic Ex Use ranged weapon to sunder foe's weapon at reduced penalty {CWar}
Recall Spirit Imp Spirit Sp BMB 11: 1/week, restore life to creature w/in 1 rd of creature's death. As raise dead, but without level-, con-, or spell-loss. Creature restored to -1 hp, but stabilized. {CDiv-Sha}
Rite of Blessing Enh Spirit Sp BMB 4: ward self vs spirits as spell protection from evil; lasts until dismissed or dispelled {CDiv-Sha}
Rite of Warding Enh Spirit Sp BMB 7: W/ 1 minute rite, can ward herself and companions from hostile spirits as spell magic circle vs evil {CDiv-Sha}
Shield Charge Imp Shield Ex Free trip at w/ shield during charge {CWar}
Smite Spirit Imp Spirit Su Spend Chastise to smite (add Shaman lvl to dmg) spirit {CDiv-Sha}
Spirit Companion Gtr Ally Ex Gain spirit beast as animal companion {KDD}
Spirit Form Gtr Spirit Su 1/day become incorporeal (self stacks) {CDiv-Sha}
Spirit Journey Gtr Spirit Sp BMB 17: 1/day; As spell Shadow Walk, but only for self and travel through plane of Spirits {CDiv-Sha}
Spirit who Walks Sup Spirit Ex BMB 20: Treated as fey for purposes of spells and magical effects. Dmg red 5/cold iron {CDiv-Sha}
Staredown Enh Flourish Ex +4 Intimidate; can demoralize opponent as standard action {CWar-Sam}
Subsonics Enh Bard Ex Produce bardic music effects very softly {CWar}
Swift Tracker Gtr Track Ex move at normal speed while following tracks without -5 penalty; takes only a -10 penalty (instead -20) when moving twice normal speed. {PHB-Rng}
Tactile Trapsmith Enh Trap Ex Sub DEX for INT to search & disable device checks {CAdv}
Totem Companion Gtr Ally Ex Gain magical beast as animal companion {Ebr}
Urban Tracking Imp Track Ex Follow person's trail in urban environments {Ebr}
Vermin Companion Imp Ally Ex Gain vermin as companion; add vermin to SNA {Child of Winter; Ebr}
Weaken Spirits Gtr Spirit Su BMB 16: Spend 3d6*n dmg points of chastise to remove spell resistance, overcome dmg reduction / immunity of spirit for n rds. Will save takes 1/2 dmg {CDiv-Sha}
Zen Archery Imp Circumstance Ex Sub WIS for DEX for ranged AB {CWar}

Deleted Feats

Name Ty Benefit {Old Name; Src} Reason
Acrobatics Ex +2 to Climb, Jump, and Tumble etc. {CAdv-Ninja} Supplanted by Ninja Acrobatics Ability
Ashbound Su X2 duration of SNA, +3 AB luck {Ebr} Too powerful with new Summon
Black Lore of Moil Sp Add extra negative energy dmg to necromancy spells {CArc} Supplanted by School Magnus
Blindsense Su Spend WS for blindsense 30' {Ebr} Supplanted by Reshape and Shape Sense
Boar's Ferocity Ex Fight while at negative HP {CDiv} Duplicates Diehard too closely
Born of 3 Thunders Sp Sonic or electricity spells deal both types of dmg {CArc} Supplanted by Extra Energy
Camouflage Ex Hide in natural terrain, even if no cover or concealment {PHB-Rng} Presumed part of Hide in Wilderness
Cheetah's Speed Su Speed becomes 50' for 1 hr {CDiv} Supplanted by Reshape and Shape Movement
Climb like an Ape Su Spend WS for climb movement mode {Ebr} Supplanted by Reshape and Shape Movement
Cougar's Vision Su Spend WS for low-light vision {Ebr} Supplanted by Reshape and Shape Sense
Crippling Strike Ex L10: Successful flare attack also deals 2 points of Str dmg {PHB-Rog} Supplanted by Flare Ability
Critical Prf Ex Remove -4 from confirm of Critical* {KDD} -4 too cumbersome to remember
Death Blow Ex Coup de grace as standard action {CAdv} No Coup de Grace in Kim D&D
Disciple of the Sun Su Spend extra turn attempt to destroy undead instead of turning {CDiv} Turn now does damage / robs actions
Divine Cleansing Su Spend Turn to gain +2 sacred bonus on Fort saves {CWar} Much fewer Turns now = this feat too weak
Divine Metamagic Su Spend Turn attempt to enhance spells with metamagic {CDiv} Much fewer Turns now = this feat too weak
Divine Might Su Spend Turn to Add Cha bonus to weapon dmg {CWar} Too close to Smite Evil
Divine Resistance Ex Spend Turn for all Energy Resistance 5 to allies in 60' for BMB rds {CWar} Misfit theme-wise
Divine Spell Power Su Spend Turn to increase caster lvl {CDiv} Fortify Defining Ability of Wizards
Domain Spontaneity Ex Spend Turn to spontaneously cast domain spell {CDiv} Too powerful a tradeoff for Turn
Dragon Rage Ex Gain energy resistence 10, +2 natural AC when raging {Ebr} Unneeded with new Bbn DR/none
Eagle's Wings Su Grow wings for 1 hr {CDiv} Supplanted by Reshape and Shape Movement
Education Ex All Knowledge skills are class skills {Ebr} Supplanted by Consummate Skill
Elephant's Hide Su gain +7 natural armor bonus for 10 minutes {CDiv} Supplanted by Reshape and Shape Ability
Empower Turning Su Can turn more undead {CDiv} Turn no longer total HD based
Great Leap Ex +4 Jump as Run, no space {CAdv-Ninja} Gradually gained in Speed* Tree
Greater Ki Dodge Su Ki dodge ability now grants total concealment (50% miss chance) {CAdv-Nin} Supplanted by Ghost Dodge
Grizzly's Shape Ex Gain claws for 1 hr {CDiv} Supplanted by Reshape and Shape Ability
Hawk's Vision Su Spend WS for +8 Spot and halve range increment penalties {Ebr} Supplanted by Reshape and Shape Sense
Heighten Spell Ex Cast lower level spell in higher slot {PHB} Made intrinsic ability of all spellcasters
Imp Poison Use Ex Apply poison to weapon as move action {PHB} Should be Use Mundane skill check
Imp Smiting Ex Aligned Smite (for DR) +1d6 dmg {CDiv} Split up in Smite Tree
Improved Familiar Su Gain more combat oriented familiar {CWar} Supplanted by Familiar Tree
Ki Dodge Su Spend Ki grant 20% concealment 1 rd as swift, negated by True Seeing, no stack. {CAdv-Nin} Supplanted by Ghost Dodge
Knight Training Ex multiclass with paladin levels {Ebr} All classes multi-classable inherently
Leadership Ex Gain cohorts and followers {PHB} Too powerful; replaced with Ally Cohort
Leap Attack Ex Doubles dmg by power attack on successful charge {CAdv} Whirlwind is Charge King
Lion's Pounce Ex Make a full attack on a charge {CDiv} Supplanted by Reshape and Shape Ability
Lord of the Undercold Sp Cold spells deal 1/2 negative energy dmg {CArc} Supplanted by Extra Energy
Natural Bond Ex Add +3 to effective druid level for companion's abilities {CAdv} Supplanted by Companion Tree
Oaken Resilience Ex Become like a tree and gain plant immunities {CDiv} Supplanted by Reshape and Shape Ability
Obtain Familiar Su Obtain a familiar (as a wizard does) {CArc} Familiars are Class Ally
Open Minded Ex Immediately gain 5 skill points {CAdv} Supplanted by Skillful Talent
Poison Use Ex No accidental poisoning {PHB} Should be Use Mundane skill check
Power Throw Ex Trade BAB for Dmg up to BAB/2 on thrown {CAdv} Too simlar to Power Attack
Research Ex Use knowledge from books, scrolls {Ebr} Resources already standard kits for Know Skills
Scent Ex Spend wildshape use to gain scent {Ebr} Supplanted by Reshape and Shape Sense
Serpent's Venom Ex Gain a poisonous bite attack for 1 minute {CDiv} Supplanted by Reshape and Shape Ability
Swim like a fish Su Swim underwater for 1 hr {CDiv} Supplanted by Reshape and Shape Movement
Tactical Prf Ex No -4 on Tactics*, Feint move action, Shield Bash keep bonus {Many; PHB} -4 too cumbersome to remember
Undead Empathy Su Use Diplomacy to influence undead {Ebr} Too Evil Cleric specific
Wolverine's Rage Ex Enter a rage for 5 rounds {CDiv} Rage is Class Ability = no dupe in feat