You can plumb the depths of your mystery to use your revelations more often.
Feats Compendium
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The magus can expend 2 points from his arcane pool as a swift action to resolve all of his melee weapon attacks until the end of his turn as melee touch attacks.
Your curse weighs down your soul like a millstone around your neck.
Your spells carry an embedded curse that manifests when they strike true.
You can make a second attempt at failed hexes.
Your hexes flare with persistent potency.
When the alchemist creates a bomb, he can choose to have it inflict acid damage.
You gain resist acid 5.
You are skilled at leaping, jumping, and flying.
As a swift action, a ninja with this trick can focus her ki to grant her a +20 bonus on one Acrobatics check of her choice made before the start of her next...
You can easily move over and through obstacles.
Your grace and fluidity are beyond compare.
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You can quickly apply poison to gloved hands, protected feet, or other protected body parts, delivering the poison with your unarmed strikes.
You have more traits than normal.
You can alter your smite ability, channeling the power of your deity into divine inspiration that grants you greater aptitude for performing combat maneuvers.
Your ranger traps are especially difficult to notice and avoid.
The ninja can select a rogue talent from the list of Advanced Talents in place of a ninja trick.
You've learned to use your quickness in place of brute force when performing combat maneuvers.
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Your touch ages living creatures and objects.
With a quick incantation, a witch can place this hex on one creature within 60 feet, causing them to suffer intense pain.
You can create an invisible shell of air that grants you a +4 armor bonus.
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