Your control of the undead is nearly absolute.
Feats Compendium
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The magus can reroll any concentration check he has just made with a +4 bonus.
The alchemist can combine two doses of the same poison to increase their effects.
When the alchemist creates a bomb, he can choose to have it inflict sonic damage.
You cause creatures to be disoriented when you affect them with a spell that has the sonic descriptor.
When a rogue with this talent hits a creature with a melee weapon that deals sneak attack damage, her target cannot make attacks of opportunity for 1d4+1...
You can imbue others with your healing energy so that they can use it at the moment of greatest need.
Your assistance makes item crafting far more efficient.
You are an expert at leading your allies into the fray.
You are adept at working with allies to avoid being tripped, grappled, and subjected to other maneuvers.
You are skilled at working with your allies to perform dangerous combat maneuvers.
Living in large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.
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The witch counts as a hag for the purpose of joining a hag's coven.
You are skilled at protecting yourself and your allies with your shield.
You can create magic armor, shields, and weapons.
You can create magic rods.
You can create magic staves.
You can create magic wands.
You can create wondrous items, a type of magic item.
You use your defensive abilities to make overpowering counterattacks.
Your unarmed fighting techniques blend poise with graceful defense.
You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to def lect melee attacks with ease.
Your magical creations are infused with divine power.