Your summoning spells bring not mere ordinary beasts, but instead mythic creatures.
Feats Compendium
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The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses.
Once per day, you can spend a full hour in uninterrupted meditation.
The alchemist's constant exposure to strange chemicals has expanded his mind.
Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them.
Your ally's eyes are your own, and yours are his.
Whenever the magus enhances his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the bane special ability to the weapon.
You follow a powerful blow from your weapon with an opportunistic bash from your shield.
As a standard action, you can unleash an inspiring battlecry.
Once per day, as an immediate action, whenever you fail a saving throw that causes you to become blind, deaf, frightened, panicked, paralyzed, shaken, or stu...
In even the fiercest battles, you risk life and limb to save your allies.
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While raging, the barbarian gains a +1 natural armor bonus.
While raging, the barbarian gains the pounce special ability, allowing her to make a full attack at the end of a charge.
While raging, the barbarian gains two claw attacks.
When the rogue deals sneak attack damage against an opponent, that opponent takes a –2 penalty on attack rolls against the rogue for 1d4 rounds.
Once per day as a standard action, you can shape or warp wooden objects.
While raging, the barbarian gains a natural climb speed equal to her land speed.
While raging, the barbarian can take a move action to move and can take her normal standard action at any point during the move.
While raging, the barbarian gains a natural swim speed equal to her normal land speed.
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You can charm people into lowering their defenses, allowing you to ambush them more effectively.
You can strike your enemy and use the blow as an opportunity to grab and hold him.
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