-Complete Warrior!
-Monster Manual v3.5!
-Player's Handbook v3.5!
Complete Warrior:
Anvil of Thunder,
Arcane Strike,
Arterial Strike,
Axiomatic Strike,
Bear Fang,
Cavalry Charger*,
Clever Wrestling,
Close-Quarters Fighting*,
Combat Brute*,
Crescent Moon,
Dash,
Defensive Strike*,
Defensive Throw,
Destructive Rage,
Divine Cleansing
Divine Might,
Divine Resistance,
Divine Shield,
Divine Vigor,
Earth's Embrace,
Eagle Claw Attack,
Elusive Target,
Extend Rage,
Extra Rage,
Extra Smiting,
Extra Stunning,
Eyes in the Back of Your Head,
Faster Healing,
Favored Power Attack,
Fists of Iron,
Fleet of Foot,
Flick of the Wrist,
Flying Kick,
Formation Expert*,
Freezing the Lifeblood*,
Giantbane*,
Greater Kiai Shout,
Greater Resiliency,
Greater Two-Weapon Defense,
Hammer's Edge,
Hamstring,
High Sword Low Axe,
Hold the Line,
Improved Buckler Defense*,
Improved Combat Expertise*,
Improved Familiar,
Improved Favored Enemy,
Improved Mounted Archery*,
Improved Rapid Shot*,
Improved Toughness*,
Improved Two-Weapon Defense*,
Improved Weapon Familiarity*,
Instantaneous Rage,
Intimidating Rage,
Karmic Strike,
Kiai Shout,
Lightning Mace,
Monkey Grip,
Net and Trident,
Pain Touch,
Phalanx Fighting*,
Pin Shield,
Power Critical*,
Prone Attack*,
Quick Staff,
Ranged Disarm*,
Ranged Pin*,
Ranged Sunder*,
Rapid Stunning,
Raptor School,
Roundabout Kick,
Sacred Vengeance,
Sharp-Shooting*,
Shield Charge*,
Shield Slam*,
Shock Trooper*,
Spinning Halbred,
Sun School,
Swarmfighting,
Three Mountains,
Throw Anything,
Weakening Touch,
Zen Archery. *Fighter Bonus Feat
Player's Handbook:
Acrobatic,
Agile,
Alertness,
Animal Affinity,
Armor Proficiency (heavy),
Armor Proficiency (light),
Armor Proficiency (medium),
Athletic,
Augment Summoning,
Blind-Fight*,
Brew Potion,
Cleave*,
Combat Casting,
Combat Expertise*,
Combat Reflexes*,
Craft Magic Arms and Armor,
Craft Rod,
Craft Staff,
Craft Wand,
Craft Wonderous Item,
Deceitful,
Deflect Arrows*,
Deft Hands,
Diehard,
Diligent,
Dodge*,
Empower Spell,
Endurance,
Enlarge Spell,
Eschew Materials,
Exotic Weapon Proficiency*,
Extend Spell,
Extra Turning,
Far Shot*,
Forge Ring,
Great Cleave*,
Great Fortitude,
Greater Spell Focus,
Greater Spell Penetration,
Greater Two-Weapon Fighting*,
Greater Weapon Focus*,
Greater Weapon Specialization*,
Heighten Spell,
Improved Bull Rush*,
Improved Counterspell,
Improved Critical*,
Improved Disarm*,
Improved Feint*,
Improved Grapple*,
Improved Initiative*,
Improved Overrun*,
Improved Precise Shot*,
Improved Shield Bash*,
Improved Sunder*,
Improved Trip*,
Improved Turning,
Improved Two-Weapon Fighting*,
Improved Unarmed Strike*,
Investigator,
Iron Will,
Leadership,
Lightning Reflexes,
Magical Aptitude,
Manyshot*,
Martial Weapon Proficiency,
Maximize Spell,
Mobility*,
Mounted Archery*,
Mounted Combat*,
Natural Spell,
Negotiator,
Nimble Fingers,
Persuasive,
Point Blank Shot*,
Power Attack*,
Precise Shot*,
Quick Draw*,
Quicken Spell,
Rapid Reload*,
Rapid Shot*,
Ride-By Attack*,
Run,
Scribe Scroll,
Self-Sufficient,
Shield Proficiency,
Shot on the Run*,
Silent Spell,
Simple Weapon Proficiency,
Skill Focus,
Snatch Arrows*,
Spell Focus,
Spell Mastery,
Spell Penetration,
Spirited Charge*,
Spring Attack*,
Stealthy,
Still Spell,
Stunning Fist*,
Toughness,
Tower Shield Proficiency,
Track,
Trample*,
Two-Weapon Defense*,
Two-Weapon Fighting*,
Weapon Finesse*,
Weapon Focus*,
Weapon Specialization*,
Whirlwind Attack*,
Widen Spell. *Fighter Bonus Feat
Monster Manual:
Ability Focus,
Awesome Blow*,
Craft Construct,
Empower Spell-like Ability,
Flyby Attack,
Hover,
Improved Natural Armor,
Improved Natural Attack,
Multiattack,
Multiweapon Fighting,
Quicken Spell-like Ability,
Snatch,
Wingover. *Fighter Bonus Feat
Ability Focus [General]
  Choose one of the creature's special attacks. This attack becomes more potent than normal.
    Prerequisite: Special attack.
    Benefit: Benefit: Add +2 to the DC for all saving throws against the specail attack on which the creature focuses.
    Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat, it applies to a different special attack.
Acrobatic [General]
  You have excellent body awareness and coordination.
    Benefit: You get a +2 bonus on all Jump checks and Tumble checks.
Agile [General]
  You are particularly flexible and poised.
    Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks.
Alertness [General]
  You have finely tuned senses.
    Benefit: You get a +2 bonus on all Listen checks and Spot checks.
    Special: The master of a familiar (see the Familiars sidebar, page 52) gains the benefit of the Alertness feat whenever the familiar is within arm's reach.
Animal Affinity [General]
  You are good with animals.
    Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks.
Anvil of Thunder [Style]
  You have mastered the style of fighting with hammer and axe at the same time, and have learned to deal thunderous blows with this unique pairing of weapons.
    Prerequisite: Str 13, Improved Sunder, Power Attack, Two-Weapon Fighting, Weapon Focus (warhammer or light hammer), Weapon Focus (battleaxe, handaxe, or dwarven waraxe)..
    Benefit: If you hit the same creature with both your axe and your hammer in the same round, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or be dazed for 1 round.
Armor Proficiency (heavy) [General]
  You are proficient with heavy armor (see Table 7-6: Armor and Shields, page 123).
    Prerequisite: Armor Proficiency (light).
    Benefit: See Armor Proficiency (light).
    Normal: See Armor Proficiency (light).
    Special: Fighters, paladins, and clerics automatically have Armor Proficiency (heavy) as a bonus feat. They need not select it.
Armor Proficiency (light) [General]
  You are proficient with light armor (see Table 7-6: Armor and Shields, page 123).
    Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
    Normal: A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.
    Special: All characters except wizards, sorcerers, and monks automatically have Armor Proficiency (light) as a bonus feat. They need not select it.
Armor Proficiency (medium) [General]
  You are proficient with medium armor (see Table 7-6: Armor and Shields, page 123).
    Prerequisite: Armor Proficiency (light), Armor Proficiency (medium).
    Benefit: See Armor Proficiency (light).
    Normal: See Armor Proficiency (light).
    Special: Fighters, barbarians, paladins, clerics, druids, and bards automatically have Armor Proficiency (medium) as a bonus feat. They need not select it.
Athletic [General]
  You have a knack for athletic endeavors.
    Benefit: You get a +2 bonus on all Climb checks and Swim checks.
Augment Summoning [General]
  Your summoned creatures are more powerful than normal.
    Prerequisite: Spell Focus (conjuration).
    Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Awesome Blow [General]
  The creature can choose to deliver blows that send its smaller opponents flying like bowling pins.
    Prerequisites: Str 25, Power Attack, Improved Bull Rush, size Large or Larger.
    Benefit: As a standard action, the creature may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hist a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in the direction of the attacking creatures's choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.
Bear Fang [Style]
  You have master the fierce style of fighting with axe and dagger att he same time. You can bring the figt to close quarters in the blink of an eye.
    Prerequisites: Str 15, Power Attack, Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (battleaxe, handaxe, or dwarven waraxe).
    Benefit: If you hit a creature with both your axe and your dagger in the same round, you deal normal damage with both weapons, and you can choose to immediately attempt to start a grapple as a free action without provoking an attack of opportunity, as if you had the improved grab ability. No initial touch attack is necessary.
    If you succeed on your grapple attempt, you drop your axe but you immediately gain an additional attack against your grappled foe wit hyour dagger at your highest base attack bonus (with the normal -4 penalty for attacking in a grapple). In subsequent rounds, you can use the dagger to attack while grappling at the normal penalty.
Blind-Fight [General]
  You know how to fight in melee without being able to see your foes.
    Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit (see Concealment, page 152).
    An invisible attacer gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacer doesn't get the usual +2 bonus for being invisible (see Table 8-5: Attack Roll Modifiers and Table 8-6Armor Class Modifiers, page 151). The invisible attacker's bonuses do still apply for ranged attacks, however.
    You take only half the usual penalty to speed for being unable to see. Darkness and poor visiblility in general reduces your speed to three-quartes normal, instead of one-half (see Table 9-4: Hampered Movement, page 163).
    Normal: Regular attak roll modifiers for invisible attackers trying to hit you (see Table 805: Attack Roll Modifiers, page 151) apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility (see Table 9-4: Hampered Movement, page 163) also applies.
    Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell (see page 206).
    A fighter may select Blind-Fight as one of his fighter bonus feats (see page 38).
Brew Potion [Item Creation]
  You can create potions, which carry spells within themselves. See the Dungeon Master's Guide for rules on potions.
    Prerequisite: Caster level 3rd.
    Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level X its caster level X 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one-half this base price.
    When you careate a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
    Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material components or pay the XP when creating the potion.
Cavalry Charger [Tactical]
  Fighting from the back of a steed is second nature to you.
    Prerequisite: Mounted Combat, Spirited Charge, Trample, base attack bonus +6.
    Benefit: The Cavalry Charger feat enables the use of three tactical maneuvers.
    Unhorse: To use this maneuver, you must be mounted and charge a mounted foe. If your charge attack hits, you may make a free bullrush attempt. If the bull rush attempt succeeds, you move your foe normally but his moutn remains where it was.
    Leaping Charge: To use this maneuver, you must be mounted and charge a foe at least one size catagory smaller than your mount. Make a Ride check at the conclusion of the move portion of the charge action. Prior to making the roll, determin the DC of the check: either DC 10 for a chane to deal 2 extra points of damage or DC 20 for a chance to deal 4 extra points of damage. If you fail this Ride check, you miss your target (no attack roll) and if you fail this Ride check by 5 or more, you miss your target and fall off your mount, landing in a square adjancent tot he mount's space.
    Fell Trample: You can make mounted overrun attempts against more than one foe, resolving each attempt according to the rules on page 157 and 158 of the Player's Handbook. Your mount gets a hoof attack against each foe you successfully overrun.
    Special: A fighter may select Cavalry Charger as one of his fighter bonus feats.
Cleave [General]
  You can follow through with powerful blows.
    Prerequisite: Str 13, Power Attack.
    Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hitpoints or killing it), you get an immediate, extra melee attack against another creature withing reach. You canot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
    Special: A fighter may select Cleave as one of his fighter bonus feats (see page 38).
Combat Brute [Tactical]
  You employ strength and leverage to great effect in battle.
    Prerequisite: Improved Sunder, Power Attack, base attack bonus +6.
    Benefit: The Combat Brute feat enables the use of three tactical maneuvers.
    Advancing Blows: To use this maneuver, you must make a successful bull rush attempt against a foe. Durring the next round, all your attacks against that foe gain a +1 bonus on attack and damage rolls for each square your bull rush moved that foe. For example, if you pushed an orc back 10 (2 squares) feet with a bull rush, you would gain a +2 bonus on attack and damage rolls against that orc on the following round.
    Sundering Cleave: To use this maneuver, you must destroy a foe's weapon or shiled with a successful sunder attempt (see page 158 of the Player's Handbook). If you do so, you gain an immediate additional melee attack against the foe. The additional attack is with the same weapon and at the same attack bonus as the attack that destroyed the weapon or shield.
    Momentum Swing: To use this maneuver, you must charge a foe in the first round, and you must make an attack using your Power Attack feat in the second round. The penalty you take on your attack roll must be -5 or worse. Your attacks durring the second round gain a bonus equal to your attack roll penalty x 1-1/2, or x 3 if you're using a two-handed weapon or a one-handed weapon wielded in two hands. For instance, if you choose to take a -6 penalty on your attack roll, you can deal an extra 9 points of damage, or an extra 18 points if you're usinga two-handed weapon or a one handed weapon wielded in two hands.
    Special: A fighter may select Combat Brute as one of his fighter bonus feats.
Combat Casting [General]
  You are adapt at casting spells in combat.
    Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive (see Casting on the Defensive, page 140).
Combat Expertise [General]
  You are trained at using your combat skill for defense as well as offense.
    Prerequisite: Int 13.
    Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceede your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
    Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.
    Special: A fighter may select Cleave as one of his fighter bonus feats (see page 38).
Combat Reflexes [General]
  You can respond quickly and repeatedly to opponents who let their defenses down.
    Benefit: When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus. For example, a fighter with a Dexterity of 15 can make a total of three attacks of opportunity in 1 round--the one attack of opportunity any character is entitled to, plus two more because of his +2 Dexterity bonus. If four goblins move out of the character's threatened squares, he can make one attack of opportunity each against three of the four. You can still make only one attack of opportunity per opportunity.
    With this feat, you may also make attacks of opportunity while flat-footed.
    Normal: A character without this feat can make only one attack of opportunity per round and can't make atacks of opportunity while flat-footed.
    Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability (see page 51) more than once per round.
    A fighter may select Cleave as one of his fighter bonus feats (see page 38).
    A monk can select Combat Reflexes as a bonus feat at 2nd level.
Craft Magic Arms and Armor [Item Creation]
  You can create magic weapons, armor, and shields.
    Prerequisite: Caster level 5th.
    Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet (see the Dungeon Master's Guide for prerequisites and other information on these items). Enhancing a weapon, suit of armor, or shiled takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shiled, you must spend 1/25 of the features' total price in XP and use up raw materials costing one-half of this total price.
    The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
    You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP and half the raw materials, and half the time it would take to craft that item in the first place.
Craft Rod [Item Creation]
  You can create magic rods, which have varied magical effects.
    Prerequisite: Caster level 9th.
    Benefit: You can create any rod whose prerequisites you meet (see the Dungeon Master's Guide for prerequisites and other information on rods). Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.
    Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod's base price.
Craft Staff [Item Creation]
  You can create magic staffs, each of which has multiple magical effects.
    Prerequisite: Caster level 12th.
    Benefit: You can create any staff whose prerequisites you meet (see the Dungeon Master's Guide for prerequisites and other information on staffs). Crafting a staff takes one day for each 1,000 gp in its base price. To a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges.
    Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff's base price.
Craft Wand [Item Creation]
  You can create magic wands, which hold spells (see the Dungeion Master's Guide for rules on wands).
    Prerequisite: Caster level 5th.
    Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for 1,000 gp in its base price. The base price of a wand s its caster level x the spell level x 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.
    Any wand that stores aspell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.
Craft Wondrous Item [Item Creation]
  You can create a wide variety of magic items, such as a crystal ball or a flyig carpet.
    Prerequisite: Caster level 3rd.
    Benefit: You can create any wondrous item whose prerequisites you meet (see the Dungeon Master's Guide for prerequisites and other information on wondrous items). Enchanting a wondrous item takes one day for 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item's price in XP and use up raw materials costing half of this price.
    You can also mend broken wondrous item if it is one that you could make. Doing so costs half the XP half the raw materials, and half the time it would take to craft that item in the first place.
    Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay such a cost to create an item or to mend a broken one.
Crescent Moon [Style]
  You have mastered the style of fighting with sword and dagger. You know how to twist an opponent's weapons from its grasp with a single graceful motion while using your two weapons together.
    Prerequisite: Improved Disarm, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (bastard sword, slongsword, scimitar, or short sword).
    Benefit: If you hit the same creature with both your sword and your dagger in the same round, you may make an immediate disarm attempt as a free action.
Deceitful [General]
  You have a knack for disguising the truth.
    Benefit: You get a +2 bonus on all Disguise checks and Forgery checks.
Deflect Arrows [General]
  You can deflect incomming arrows, as well as crossbow bolts, spears, and otehr projectile or thrown weapons.
    Prerequisite: Dex 13, Improved Unarmed Strike.
    Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Unusally massive ranged weapons, such as boulders hurled by giants, and ranged attacks generated by spell effects, such as Melf's acid arrow, can't be deflected.
    Special: A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites.
    A fighter may select Deflect Arrows as one of his fighter bonus feats (see page 38).
Deft Hands [General]
  You have exceptional manual dexterity.
    Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.
Die Hard [General]
  You can remain conscious afer attacks that would fell others.
    Prerequisite: Endurance.
    Benefit: When reduced to between -1 and -9 hitpoints, you automatically become stable. You don't have to roll d% to see if you lose 1 hit point each round.
    When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
    When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full-round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action the DM deems as strenuous, including some free actions, such as casting a quicken spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.
    Normal: A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying, as descripbed in Chapter 8: Combat.
Diligent [General]
  Your meticulousness allows you to analyze minute details that others miss.
    Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks.
Divine Clensing [Divine]
  You can channel energy to improve your allies' abilities.
    Prerequisite: Turn or rebuke undead ability.
    Benefit: As a standard action, you can spend one of your turn or rebuke undead attempts to grant all allies (including yourself) within a 60-foot burst a +2 sacred bonus on Fortitude saving throws for a number of rounds equal to your Charisma modifier.
Divine Might [Divine]
  You can channel energy to increase the dame you deal in combat.
    Prerequisite: Str 13, turn or rebuke undead ability, Power Attack.
    Benefit: As a free action, spend one of your turn or rebuke undead attempts to add your Charisma bonus to your weapon damage for 1 full round.
Divine Resistance [Divine]
  You can channel energy to temporarily reduce damage you and your allies take from some sources.
    Prerequisite: Turn or rebuke undead ability, Divine Clensing.
    Benefit: As a standard action, spend one of your turn or rebuke undead attempts to imbue all allies within a 60-foot burst (including yourself) with resistance to cold 5, electricity 5, and fire 5. This resistance does not stack with similar resistances, such as those granted by spells or special abilities. The protection lasts for a number of rounds equal to your Charisma modifier.
Divine Shield [Divine]
  You can channel energy to make your shield more effective for either offense or defense.
    Prerequisite: Turn or rebuke undead ability, proficient with a shield.
    Benefit: As a standard action, spend one of your turn/rebuke undead attempts to channel energy into your shield, granting it a bonus equal to your Charisma modifier. This bonus applies to the shield's bonus to Armor Class and lasts for a number of rounds equal to half your character level.
Divine Vigor [Divine]
  You can channel energy to increase your speed and durability.
    Prerequisite: Turn or rebuke undead ability.
    Benefit: As a standard action, spend one of your turn/rebuke undead attempts to increase your base speed by 10 feet and gain +2 temporary hit points per character level. These effects last a number of minutes equal to your Charisma modifier.
Elusive Target [Tactical]
  Trying to land a blow against you can be a maddening experience.
    Prerequisite: Dodge, Mobility, base attack bonus +6.
    Benefit: The Elusive Target feat enables the use of three tactical maneuvers.
    Negate Power Attack: To use this maneuver, you must designate a specific foe to be affected by your Dodge feat. If that foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll but still takes the corresponding penalty on the attack roll.
    Diverting Defense: To use this maneuver, you must be flanked and you must designate one of the flanking attackers to be affected by your Dodge feat. The first attack of the round from the designated attacker automatically misses you and may strike the other flanking foe instead; the attacking creature makes an attack roll normally, and its ally is considered flat-footed. If the designated attacker is making a full attack against you, its second and subsequent attacks function normally.
    Cause Overreach: To use this maneuver, you must provoke an attack of opportunity from an attack of opportunity from a foe by moving out of a threatened square. If that foe misses you, you can make a free trip attempt against this foe, and the foe does not get a chance to trip you if your attempt fails.
Eschew Materials [General]
  You can cast spells without relying on material components.
    Benefit: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.
Formation Expert [Tactical]
  You are trained at fighting in the ranks and files.
    Prerequisite: base attack bonus +6.
    Benefit: The Formation Expert feat enables the use of three tactical maneuvers. You gain the benefit of the feat even if you are fighting in formation with allies that do not have this feat.
    Lock Shields: To use this maneuver, you must have a ready shield, and adjacent allies on opposite sides of you must have ready shileds. You gian a +1 bonus to Armor Class.
    Step into the Breach: To use this maneuver, you must be within a single move an ally who falls in combat, and an ally must occupy every square between you and the fallen comrade. You can immediately take a single move action (as if you had readied an action to do so) to move into the square the fallen ally occupies.
    Wall of Polearms: To use this maneuver, you must be wielding a shortspear, longspear, trident, glaive, guisarme, halberd, or ranseur, and you must have adjacent allies wielding weapons identical to yours on opposite sides of you. You gain a +2 bonus on attack rolls.
    Special: A fighter may select Formation Expert as one of his fighter bonus feats.
Giantbane [Tactical]
  You are trained in fighting foes larger than you are.
    Prerequisite: Medium or smaller size, Tumble 5 ranks, base attack bonus +6.
    Benefit: The Giantbane feat enables the use of three tactical maneuvers.
    Duck Underneath: To use this maneuver, you must have taken a total defense action, then have been attacked by a foe at least two size catagories larger than you. You gain a +4 dodge bonus to your Armor Class, which stacks with the bonus for total defense. If the check succeeds, you move immediately to any unoccupied square on the opposite side of the foe (having successfully ducked underneath your foe). If there is no unoccupied square on the opposite side of the foe or you fail the Tumble check, you remain in the square you are in and have failed to duck underneath your foe.
    Death from Below: To use this maneuver, you must have successfully used the duck underneath maneuver. You may make an immediate single attack against the foe you ducked underneath. That foe is treated as flat-footed, and you gain a +4 bonus on your attack roll.
    Climb Aboard: To use this maneuver, you must move adjacent to a foe at least two size categories larger than you. In the following round, you may make a DC 10 Climb check as a free action to clamber onto the creature's back or limbs (you move into one of the squares the creature occupies). The creature you're standing on takes -4 penalty on attack rolls against you, because it can strike at you only awkwardly. If the creature moves during it's action, you move along with it. The creature can try to shake you off by making a grapple check opposed by your Climb check. If the creature succeeds, you wind up in a random adjacent square.
    Special: A fighter may select Giantbane as one of his fighter bonus feats.
Hammer's Edge [Style]
  You are a master of the style of fighting with a hammer and a sword at the same time, and have learned to hammer your foes into the ground with your tremendous blows.
    Prerequisite: Str 15, Improved Bull Rush, Two-Weapon Fighting, Weapon Focus (bastard sword, longsword, or scimitar), Weapon Focus (warhammer or light hammer).
    Benefit: If you hit the same creature with both your sword and your hammer in the same round, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or fall prone.
High Sword Low Axe [Style]
  You have mastered the style o fighting with sword and axe at the same time, and have learned to use this unusual pairing of weapons to pull your opponents off their feet.
    Prerequisite: Improved Trip, Two-Weapon Fighting, Weapon Focus (bastard sword, slongsword, scimitar, or short sword), Weapon Focus (battleaxe, handaxe, or dwarven waraxe).
    Benefit: If you hit the same creature with both your sword and your axe in the same round, you may make a free trip attempt against that foe. (If you succeed, you may immediately use your Improved Trip feat to gain an additional attack against your foe.)
Lightning Mace [Style]
  You are a master of fighting with two maces at the same time, and have learned to strike your foes with lightning speed.
    Prerequisite: Combat Reflexes, Two-Weapon Fighting, Weapon Focus (light mace).
    Benefit: Whenever you roll a threat on an attack roll while using a light mace in each hand, you gain an additional attack at that same attack bonus.
Net and Trident [Style]
  You are a master of fighting with the net and the trident, and have learned to quickly follow up a successful net throw with a deadly jab of the trident.
    Prerequisite: Dex 15, Exotic Weapon Proficiency (net), Two-Weapon Fighting, Weapon Focus (trident).
    Benefit: As a full-round action, you can make a combined attack with your net and trident. First, you throw your net; if you hit and successfully control your foe by winning the opposed Strength check, you may immediately take a 5-foot step toward your opponent and make a full attack with your trident.
Quick Staff [Style]
  You have mastered the style of fighting with a quarterstaff, and have learned special maneuvers that complement this unique weapon.
    Prerequisite: Combat Expertise, Dodge, Two-Weapon Fighting, Weapon Focus (quarterstaff).
    Benefit: When you use Combat Expertise to gain a dodge bonus while wielding a quarterstaff, you gain a dodge bonus 2 points higher than the penalty you take on your attack rolls. For example, if you take a -1 penalty on your attack rolls, you gain a +3 dodge bonus to your AC.
Raptor School [Tactical]
  You know martial arts techniques inspired by hunting birds.
    Prerequisite: Wis 13, Jump 5 ranks, base attack bonus +6.
    Benefit: The Raptor School feat enables the use of three tactical maneuvers.
    Eagle's Swoop: To use this maneuver, you must charge a foe or jump down on your enemy from at least 10 feet up (see page 77 of the Player's Handbook). Make a Jump check as a free action immediately before your next attack. Prior to making the roll, determine the DC of the check: eitherDC 15 for a chance to deal 2 extra points of damage or DC 25 for a chance to deak 4 extra points of damage. If you fail this Jump check, you miss your target, and if you fail this Jump check by 5 or more, you fall prone in the adjacent square.
    Falcon's Feathers: To use this maneuver, you must be wearing a cloak. As a standard action, you can whip the cloak around you in a distraction fashion. Make an attempt to feint in combat (see page 68 of the Player's Handbook), using your base attack bonus instead of your Bluff modifier. If you succeed, your target is treated as flat-footed for the next melee attack you make against it.
    Hawk's Eye: To use this maneuver, you must spend at least 1 full round observing your foe. While doing so,you can take no other actions. The next melee attack you make against your foe gainst a +2 bonus on the attack and damage rolls for every round you just spent observing the foe, to a maximum obonus of +6 (for 3 consecutive full round of observation). If the target of your observation attacks you while your observing or if you don't make the melee attack within 3 rounds of the end of your observation, you don't get the benefit of this feat.
Sacred Vengeance [Divine]
  You can channel energy to deal extra damage against undead in melee.
    Prerequisite: Turn or rebuke undead ability.
    Benefit: As a free action, spend one of your turn undead attempts to add 2d6 points of damage to all your successful melee attacks against undead until the end of the current round.
Shock Trooper [Tactical]
  You are adept at breaking up formations of sodiers when you rush into battle.
    Prerequisite: Improved Bull Rush, Power Attack, base attack bonus +6.
    Benefit: The Shock Trooper feat enables the use of three tactical maneuvers.
    Directed Bull Rush: To use this maneuver, you must make a successful bull rush attempt as part of a charge. For every square you push your foe back, you may also push that foe one square to the left or right.
    Domino Rush: To use this maneuver, you must make a successful bull rush attempt that forces a foe into the same square as anotehr foe. You make a free trip attempt against both foes at the same time, and neither foe gets a chance to trip you if your attempt fails.
    Heedless Charge: To use this maneuver, you must charge and make the attack at the end of the charge using your Power Attack feat. The penalty you take on your attack rull must be -5 or worse. In addition to the normal charge modifiers (which give you a -2 penalty to AC and a +2 bonus on the attack roll), you can assign any portion of the attack roll penalty from Power Attack to your Armor Class instead, up to a maximum equal to your base attack bonus.
    Special: A fighter may select Shock Trooper as one of his fighter bonus feats.
Sun School [Tactical]
  You have learned a number of esoteric martial arts techniques inspired by the sun.
    Prerequisite: Flurry of blows ability, base attack bonus +6.
    Benefit: The Sun School feat enables the use of three tactical maneuvers.
    Inexorable Progress of Dawn: To use this maneuver, you must hit the same foe with the first two unarmed attacks rom a flurry of blows. If you do, your foe must move back 5 feet, and you may move 5 feet forward if you wish. This movement does not provke an attack of opportunity for either character.
    Blinding Sun of Noon: To use this maneuver, you must successfully sutn the same foe with an unarmed attack two rounds in a row. In addition to being stunned, that enemy is confused for 1d4 round thereafter.
    Flash of Sunset: To use this maneuver, you must move adjacent to a foe instantaneously, as with a dimension door spell or the monk's abundant step class feature. If you do so, you can immediately make a single attack at your highest attack bonus against that foe.
Spinning Halberd [Style]
  You have mastered the style of fighting witha halberd, and can use all parts of the weapon--blade, spike, hook, or butt--to strike devastating blows.
    Prerequisite: Combat Reflexes, Two-Weapon Fighting, Weapon Focus (halberd).
    Benefit: When you make a full attack with your halberd, you gain a +1 dodge bonus to your Armor Class as well as an additional attack with the weapon at a -5 penalty. This attack deals points of bludgeoning damage equal to 1d6 + 1/2 your Strength modifier.
Three Mountains [Style]
  You are a master of fighting with powerful bludgeoning weapons.
    Prerequisite: Str 13, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (heavy mace, morningstar, or greatclub).
    Benefit: If you hit the same creature twice in the same round with your heavy mace, morningstarr, or greatclub, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or be nauseated by the pain for 1 round.
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