{\rtf1\ansi\ansicpg1253\deff0\deflang1032{\fonttbl{\f0\fnil\fcharset0 Courier New;}{\f1\fnil\fcharset161{\*\fname Courier New;}Courier New Greek;}}
{\*\generator Msftedit 5.41.15.1515;}\viewkind4\uc1\pard\lang1033\b\f0\fs20 Armored arcana (light):\b0  Prerequisites: light armor proficiency. The character doesn't suffer a chance of arcane spell failure from light armor.\b\par
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Armored arcana (Medium):\b0  Prerequisites: medium armor proficiency, armored arcana (light). The character doesn't suffer a chance of arcane spell failure from medium armor.\b\par
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Armored arcana (Heavy):\b0  Prerequisites: heavy armor proficiency, armored arcana (medium). The character doesn't suffer a chance of arcane spell failure from heavy armor.\par
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Combat casting:\b0  Allows the caster to attempt to cast a spell without provoking attacks of opportunity. The caster needs to make a concentration check with DC =15+sp.lvl or lose the spell.  \par
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\b Dextrous strike:\b0  Prerequisites: Weapon finesse. The character may apply his dexterity score instead of his strength score to damage rolls with weapons that benefit from the weapon finesse feat.\par
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\b Favorite enemy:\b0  The character deals +2 damage against a certain creature type (humanoids(humans), aberrations, monstrous humanoids, etc). A character must be evil to select his own type, or that of an allied race. This feat can be taken more than once for different types of creatures.\par
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Negotiator: \b0 +2 bonus to bluff and diplomacy checks.\par
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\b Parry: \b0 Prerequisites: Base attack +1. The character gets a +1 parry bonus to AC when he has a weapon on hand and is aware of an attack. In cases the character would be denied dex bonus to AC, he loses that bonus too. Armor restriction doesn't affect this bonus. Parry bonuses (from other feats or class abilities) stack.\par
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\b Parry, improved: \b0 Prerequisites: Base attack +6, parry. The character gets an extra +1 parry bonus to AC (to a total of +2). The normal restrictions of parry bonus apply.\par
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\b Parry, greater: \b0 Prerequisites: Base attack +11, improved parry. The character gets an extra +1 parry bonus to AC (to a total of +3). The normal restrictions of parry bonus apply.\par
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\b Skill training:\b0  One cross class (not exclusive) skill becomes class skill for the character.\par
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\b Spirited charge:\b0  Prerequisites: Mounted combat, ride: 3 ranks. The character deals 1d8 extra damage with melee weapons when charging from horseback or +3d6 extra damage with a lance.\par
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\b Tactician: \b0 Prerequisites: intelligence 13+, 5 ranks leadership, 3 ranks tactics. The character gains a +2 bonus to leadership and tactics checks.\par
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\b Toughness: \b0 The character gains +1hp/lvl. Can't be taken multiple times.\par
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\b Trap finding: \b0 The character can search for and try to disable traps with a DC over 20.\par
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\b Trap sense: \b0 Prerequisites: Trap finding, disable trap 5 ranks, wisdon 13+. The character gains a +2 competence bonus to AC and reflex saves against traps. In situations the character is denied his or her dex bonus to AC, he or she loses that bonus too.\par
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