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SorO_Lost:
I'm using a discussion thread else where so please don't post here.

The boards are having a special character related error, Stuff such as the em-dash, macrons, or the old SMF's replacement apostrophe (not the one on your quote key) that shows up on google cached pages will truncate the board's code. Because of this, and format changes, consider things Work In Progress (wip).

Color Coding: Unlike Handbooks designed to advise you on good or bad choices, this is more of a data entry with some minor comments. Color coding is used for the 2nd party sources, blue for Dragon Magazine, green for Dragonlance's supplements, and other colors as needed.

Change Log
06-15-2017, Added Bunkos.
06-14-17, solved character issues with original posts and added Dragon's barbarian ACFs.
06-13-17, added post.

SorO_Lost:
Looking for that extra edge in your class's ability without investing levels in PrCs or changing your race?
Well stop on in and click on some buttons.

Artificer
(click to show/hide)*Warning: crafting does not bypass WBL*

Class Focused
Artificer's Monocle(MiC 72): 1,500gp for infinite identify spells.
Cannith Googles(Eb:MoE): gains low-light/darkvision if infused.
Improved Homunculus(Eb:MoE): feat, name says it all.
Rapid Infusion(Eb:MoE): feat, 1/day ignore ap cost for hastening infusions. meh.
Ring of Master Artifice(Eb:MoE): like a ring of wizardery, doubles x level infusions per day.
Spare Hand(Eb:MoE): holds things for you, powers up if infused.
Wand Bracelet(Eb:MoE): like a glove of storing, but up to four wands instead.

Other
Alchemical Tooth(CAd): drink alchemical substances as a swift action hands free, a must have for all.
Infinite Scrollcase(Eb:MoE): +4 competence to concentration checks to cast from a scroll.
Item Templates(DMGII): various cost reductions for weapon abilities.
Eilservs School(DotU): staffs with charges gain enhancement bonuses, hit twice to cast as a swift action.
Etch Schema(Eb:MoE): feat, lets you craft reusable scrolls, awesome.
Potion Bracer(EB:SCoT): holds three potions, standard action to drink with no AoO but 5% spell failure chance.
Rod of Many Wands(CM): item, three wands make a rod, one rod makes a big boom.
Spell Lens(FR:CoS): item, triple charge consumption to empower and enlarge.
Soul Charge (Online): deal a negative level to add a temporary charge to a spell-trigger item.
The Cave of Gems(Moonsea): location, flat rate flaming/frost/shock for 2k.
Wand Hilt(DS): item addition, make any weapon double up as a wand.

Magic Item Augmentation
Enhance Item(ELH): feat, use your ability score instead of the minimum for save DCs.
Double Wand Wielder(CAr): feat, you can activate two wands at once.
Prophecy's Artifex (Eb:MoE): feat, activate a standard action wand as a swift action.
Dorje Mastery(Eb:MoE): feat, augments manifested power by 4pp.
Wand Mastery(ECS): feat, improve a wand's save DC by +2.
Wand Surge(Eb:MoE): feat, spend an action point to reduce charge consumption by -1.

Magic Item Augmentation - Hardness
Obdurium: 30 hardness, 60 hp.
Matter Manipulation(SRD): +5 hardness, +15 hp.
Hardening(SRD): up to +10 hardness at cl20.
Dwarvencraft(RoS): item template, +2 hardness, +10 hp & +2 saves.
Hellforged (DMGII): item template, +1 hardness.
Soulforged (DMGII): item template, +1 hardness.
+5 Enhancement(CorE): +10 hardness, +50 hp.
Greater Crystal Of Adamant Weaponry(MiC): +10 hardness.
Augment Object(Stronghold): doubles hardness and hp for cl/days.
Sovereign Sealant (SW): wood treatment, +2 hardness.
Blood Groove (Dragon 358:39): sword property, +2 hardness.
Folded Metal (Dragon 358:40): metal weapon property, +4 hardness.
Oerthblood (Dragon 351:45): metal additive, doubles hardness.
Pure Ore (Dragon 347:47): metal additive, doubles hardness.

Cost Reduction - Gold
Apprentice[Craftsman](DMGII): feat, -10% gp costs.
Extraordinary Artisan(ECS): feat, -25% gp costs.
Hammer of the Magesmith(A&E): specific weapon, -5% gp costs.
Magical Artisan(PGF): feat, -25% xp/gp costs.
Planar Touchstone[The Blazing Forge](PH): feat, -50 gp costs, masterwork items only.
Sacrifice Reward[Dark Craft](BoVD): other, k-religion x 3 reduction in xp or gp costs.

Cost Reduction - XP
Legendary Artisan(ECS): feat, -25% xp costs.
Magical Artisan(PGF): feat, -25% xp/gp costs.
Sacrifice Reward[Dark Craft](BoVD): k-religion x 3 reduction in xp or gp costs.
The Obelisk(online): location, -20% xp costs if crafted there.

Cost Reduction - Time
Exceptional Artisan(ECS): feat, -25% time.
Note - Anything that reduces gold costs can reduce time spent (1 day per 1,000gp).

Buy Anything
Magic Item Compendium: purchase anything as long as it's within town gp limits.
Resourceful Buyer (RoD): +1 town category for the town's gp limits.
Wanderer's Diplomacy (PHBII): diplomacy check to ignore the town's gp limits, halfling only.

Barbarian
(click to show/hide)Weapon Enchantments
Berseker (UE): +2 weapon's enchantment while raging.
Furious (OA): rage bonuses increase a step.
Fury (?): +1d6 damage while raging.

Feats
Blazing Berserker (SS): gain the fire subtype while raging.
Ettercap Berserker(OA): +2 extra to rage's con boost.
Extend Rage (CW): +5 rounds.
Extra Rage (CW): +2 per day.
Instantaneous Rage (CW): free action to rage.
Intimidating Rage (CW): free action demoralize once per encounter.
Destructive Rage (CW): +8 to break stuff while raging.
Frozen Berserker (FB): gain the cold subtype while raging.
Mad Foam Rager (PHBII): delay a single attack that hit you by one round.
Reckless Rage (RoS): -2 AC, +2 str/con while raging.
Stone Rage (RoS): +1 enhancement bonus to AC while raging

Items
Bands of Blood Rage (MiC 202): 3/day you/allies "blood rage" for +5 moral to damage, not a real barb item but the flavor is the same.
Mantle of Rage (Online): +1 rage per day, or gives rage if you lack it.

Specific Weapons
Axe of Anger(A&E): +2 to rage duration.
Berserker Blade (FR:MoF): +1 to the enhancement while raging and it's a +2 bastard sword for only 11k.
Soldier's Rest (A&E): Ignore fatigue while holding it, spiffy.
Trident of Serenity (FR:RoF): Blocks rage, and frenzy. Give it to a party member you don't want to kill.

Consumables
Battlewine (FR:LoD): +4 alchemical to str/con & -2 AC for 1 minute, than fatigues you (fits flavor).
Rage Zyme (SS): another rage-like effect that grants +4 str/con & -2 ac.
War Paint of Primal Rage (Online): +4 str/dex, doubles speed, lasts 1 hour but costs 2,500gp.
Maanvaki Grog (Online): an interesting item, 700gp/per but drink three for +6 enhance str, -6 wis, +6d6 temp hp.

Spells
Blood Frenzy (SpC): become raged, doesn't count against your uses per day.

Other
Chakrabind[Heart] (MoI): +1 rage per day.

Note - You cannot use Whirling Frenzy & Rage at the same time.

Bard
(click to show/hide)Feats
Alluring (SaS): +2 DCs on mind-affecting abilities and charisma based supernatural abilities.
Battle Dancer (PHBII): if your buffing an ally with music and move 5ft, you gain +2 moral to attack.
Chant of Fortitude (CAd): expend a music use to give allies the diehard feat.
Chant of the Long Road (CS): expend a music use to ignore nonlethal damage from hustling.
Chord of Distraction (CS): expend three uses to render a target flat-footed against a single ally (this thing sucks).
Courageous Rally (HoB): when you inspire courage you can make a free rally check with inspire's bonus to it.
Dragonsong(Draco): +2 to bardic music DCs, also minor skill boosts.
Dragonfire Inspiration (DM): <inspire courage's bonus>d6 <elemental> damage added to all attacks instead of inspiring.
Extra Music (Cad): +4 bardic music uses.
Forbidden Lore (HoB): +2/+4/+6 to bardic knowledge depending on taint level if the inquiry is horror-like.
Green Ear (?): bardic music affects plants.
Ice Harmonics (FB): expend a use of music to make ice explode.
Ironskin Chant (CAd): expend a use of music to grant dr 5/- to one target.
Lingering Song (CA): +1 minute to a song's duration after you stop singing.
Music of Growth (EB:ECS): what augment summoning sounds like.
Obscure Lore (Online/CW): +4 insight to bardic knowledge.
Requiem (LM): bardic music affects undead but at half the duration.
Snowflake Wardance (FB): expend a music use to add cha-to-att, lasts one round per perform rank.
Song of the Heart (EB:ECS): +1 bardic music bonuses.
Song of the White Raven (ToB): swift action to use inspire courage.
Soothe the Beast (EB:ECS): bard perform based version of a ranger's wild empathy.
Sound of Silence  (CS): expend a music use to deafen a target.
Subsonics (CAd): sing solo, as in so low they can't hear you.
Sunken Song (SW): you can sing underwater.
Warning Shout (CAd) expend two music uses to grant a +5 bonus to the target's next reflex save.
Windsinger (SW): expend a music use to change wind direction for sailing.
Words of Creation (BoED): double bardic music bonuses.

Feats - Bardic Music Spellcasting
Arcane Accompaniment (PHBII): expend spell slots to extend music's duration.
Captivating Melody (CM): expend a use to add +2 to your next bard-only enchantment spell's dc.
Disguise Spell (CAd): disguise your verbal/somatic components as a music act.
Enchanting Song (RoS): expend a use to add +1 to your next enchantment spell's dc.
Lyric Sepll (CAd): expend bardic music uses to cast your spells.
Metamagic Song (RoS): expend bardic music uses to pay for metamagic costs.
Melodic Casting (CM): cast spells/use items while maintaining bardic music, you can also use preform for concentration checks.
Misleading Song (RoS): expend a use to add +1 to your next illusion spell's dc.
Talfirian Song (FR:RoF): a heighten/illusion only version of metamagic song.

Items
Badge of Valor (MiC): 3/day +1 to inspire courage's bonus, can be applied after inspiring.
Dove's Harp (MiC): when you use bardic music, allies within 60ft gain fast healing 3 for one minute.
Harmonizing (MIC 35): +1 enhancement, basically lingering music and +2 to preform checks, skip the feat and buy this.
Headband of Lore (Online): +5 competence to bardic knowledge.
Headband of the Binder (Online): +4 sacred to bardic knowledge.
Masterwork Instruments (Song & Silence/CAd): improves various bardic music traits.
Vest of Legends (DMGII): +5 to bard level for bardic music.
Lantern of Artistry (DL:HOotS): +5 rounds to the duration of bardic music & +6 sacred to perform checks.

Specific Weapons
Crystal Echoblade (MiC 49): while under the effects of your own music add one half your bard level to damage.
Songblade (A&E): +1 bardic song per day for 6k. Store in an extra dimensional pocket while sneaking.

Spells
Inspirational Boost (SpC): +1 to inspire courage's bonus.
Harmony (FR:PGtF): +1 to inspire courage's bonus, can delay using it for up to a minute.
Harmonize (RoS): maintains bardic music for a bit, there is a greater version too.

Other
Bardic Sage (UA): +2 to bardic knowledge.
Chakrabind[Crown] (MoI): +2 insight to bardic knowledge checks.
Chakrabind[Throat] (MoI): +1 bardic music per day.

Note: an 8th level bard with masterwork lute, song of heart, inspirational boost, badge of valor, and words of creation gives a +12 bonus, with Lingering Song you can sing out Inspire & Dragonfire for +12 att & 12d6+12 dmg.

Cleric
(click to show/hide)Feats
Combine Turning (Online): Spend additional turns for a stacking +4 bonus to check/damage.
Exalted Turning (BoED): deal 3d6 damage to turned undead.
Extra Turning (SRD): +4 turn/day.
Improved Turning (SRD): +1 to turning level.

Divine Feats*
Divine Metamagic(CD): spend turning uses to pay metamagic costs.

Items
Nightstick(LM): +4 turn/day.
Reliquary Holy Symbol(MiC 120): up to +3 turn/day for 1k.
Perfect's Vestment (Raven): +1 turn/day for 6k.
Ephod of Authority (MiC 215): +1 to turning level for 800gp.
Flametouched Iron Holy Symbol (ECS): +1 to turning level for 750gp.
Icon of Ravenloft (Raven): +4 to turning level.
Sacred Armor/Shield Enhancement (A&E): +2 to turning level.
Scepter of the Netherworld (LM): +3 to turning level.
Phylactery of Undead Turning (Core): +4 to turning level.
Moonfriend (Raven): +3 to turning level (doesn't work with rebuke).
Rod of Defiance (LM): opponents have -4 to turn resistance.
Lyre of the Restful Soul (LM): DC 15 perform(string) check to bestow -4 turn resistance.
Greater Holy Symbol (DotF): empower turning at will.
Note, anything that grants a bonus to charisma checks are added to your turning check as well.

Specific Weapons
Breastplate of Command (SRD): not exactly a weapon but +2 competence to turning checks.
Erythnul's Slaughter (A&E): gain access to the war domain as long as you own it.
Hand of Heironeous (A&E): spend a turn use to deal +1d6 per chamod with an attack.
Mace of the Brightwalkers (FR:CoV): +6 sacred to turn or destroy undead checks.
Mace of the Darkchildren (FR:MoF): +6 Profane to turning checks & +2 to your level for max HD limits for only 17k.
Mace of Unlife (A&E): kill someone then animate them for free, 20HD can be controlled by this thing, amazing but expensive (138k).
Sword of Crypts (A&E): +1 turn/day if you are a cleric, worship heironeous for +2 to turn damage too.
Sword of the Glorious Pearl (SW): gives extra turning, expensive but if the DM rules nightsticks don't stack look into it.
Tiny Death Spear (DotU): infinite healing for undead for 11k, greater version costs the exact same price as 10 scrolls of it's ability too.

Spells
Light of Purity (CC): up to +5d6 to turning damage.

Other
Chakrabind[Soul] (MoI): +1 turn undead or +2 insight to turn undead checks.

Domains (turn based)
Cold (SpC): turn/rebuke fire creatures, see also pryohydra and red dragon.
Glory Domain (SRD): +2 to turning check, +1d6 to turning damage.
Planning Domain (SpC): gives the extend metamagic feat, helps pick up persist at level 1.
Undead Domain (LM): gives extra turning.

Domains (not a full list, just ones I like)
Celerity (SpC) +10 to land speed.
Knowledge (SRD): adds all knowledge skills to class list, for use with knowledge devotion.
Magic (SRD): replaces the need to UMD lower level wizard/sorcerer spells.
Rune (SpC): access to planar binding.
Spell (SpC): access to anyspell, which allows you to cast any arcane spell.
Summon-ing/er (CD/SpC): +2 to cl with summoning spells.
Time (SpC): gives improved initiative.
TODO finish.

Dragon Shaman
(click to show/hide)Items
Dragon Spirit Amulet (MiC, 95): 3/day draconic aura has a 60ft range for one round.

Dragonfire Adept
(click to show/hide)Feats
Breath of Syberis (EB:Dragonmarked): +1d6 breath, +2d6 if you prc'ed into syberis.
Empower Spell-Like Ability: 3/day empower eldritch blast, great with eldritch glaive as it consumes one use per full attack.
Maximize Spell-Like Ability: 3/day maximize eldritch blast, great with eldritch glaive as it consumes one use per full attack.
Quicken Spell-Like Ability: 3/day quicken eldritch blast, great with eldritch glaive as it consumes one use per full attack.
Mortalbane (BoVD): 5/day +2d6 damage against a living target or halved if not.
Infernal Adept (archive.wizards.com/default.asp?x=dnd/frcc/20070613): learn an invocation from another class two "levels" lower than you have access to.

Feats - Breath Channeling
Entangling Exhalation (RotD): 1/2 damage but entangles and deals 1d6 for 1d4 rounds.
Exhaled Barrier (RotD): breath becomes a 10x10 wall, reflex halves & lasts 1d4 rounds.
Exhaled Immunity (RotD): grant immunity to your breath's energy, lasts 1d4 rounds.
Furious Inhalation (RotD): while raging +2d6 damage to bite attacks.

Items
Dragon Spirit Cincture (MiC): +1d6 breath, +1 to it's save dc too.
Codex Advocate (Raven): learn an extra least invocation.

Druid
(click to show/hide)Feats
Umm...

Feats - Animal Companion
Companion Spellbond (PHBII): extended share spell range.
Exalted Companion (BoED): additional exalted choices.
Feral Animal Companion (FR:CoR): +2 str and it's bite inflicts red ache, -10 to handle animal checks against it.
Natural Bond (CAd): +3 to your level for your animal companion bonuses, capped by HD.
Spider Companion (DotU): you can get a spider.
Totem Companion (EB:ECS): additional magical beast choices.
Vermin Companion (EB:ECS): additional vermin choices.

Feats - Wild Shape
Aberration Wild Shape (LoM): you can wild shape into an aberration.
Corrupted Wild Shape (LM): you can wild shape into undead versions of animals if you're undead.
Dragon Wild Shape (Draco): you can wild shape into a dragon.
Exalted Wild Shape (BoED): you can wild shape into celestial versions of animals.
Improved Elemental Wild Shape (ELH): does anyone play epics?
Magical Beast Wild Shape (ELH): *sighes*, shame it's epic.
Plant Wild Shape (ELH): i guess 3.5 turned an epic feat into a 12th level class feature?
Azure Wild Shape (MoI): invested essentia as an insight bonus to damage.
Extra Wild Shape (CD): +1/day.
Fast Wild Shape (CD): wild shape is a move action.
Frozen Wild Shape (FB): you gain the cold subtype while wild shaped.
Powerful Wild Shape (RoS): keep powerful build while wild shaped.
Primeval Wild Shape (FB): additional +2 str/amor & resist cold 10, reduces duration to rounds instead of hours.
Proportionate Wild Shape (MotW): if you are larger than the creature, it becomes your size.
Speaking Wild Shape (MotW): you can talk to similar creatures.
Swift Wild Shape (CC): and now it's a swift action, requires fast wild shape.

Feats - Wild*
Natural Spell(Core): must have, cast spells while in Wild Shape.
Blindsight (MotW): gain a sound based blindsight 120ft.

Items (non-summoning)
Wild Shape Amulet (FR:MoF): +4 to your wild shape level, still caps at 20th through.
Wilding Clasp (MiC, ?): attach this to an item to keep it while in wild shape.

Spells
Enhance Wild Shape (SpC): next wild shape use can be used to turn into a plant, obtain ex qualities, or +2 to any physical stat.

Summoning - Items
Special Holy Symbol[Elhonna's Brooch] (CC): Gives your summons +1 hp/HD for 100gp, only works if you worship Elhonna.
Ring of Mighty Summons (CM): 3/day max hp but 1/2 duration.
Ring of the Beast (CC): summon nature's ally spell improves by an entire level (ie SNA-IV to SNA-V).
Summoner's Totem (MiC, 187): pretty much imbued summoning for 3k, summon nature's ally only.
Worldmeet Glade (CM): magical location, +2 hp per HD and +2 to saves/skills/checks/attack/damage for 18k.

Summoning - Feats
Ashbound (ECS): double duration and +3 luck to attack rolls, summon nature's ally only.
Augment Elemental (EB:MoE): elemental summons gain a +2 enhancement bonus to attack and damage as well as temp hp.
Augment Summoning (Core): summons gain a +4 enhancement bonus to strength and constitution.
Ashbound (EB:ECS): doubles the duration of summons and gives them a +3 luck bonus to attack.
Beckon the Frozen (FB): summons gain the cold subtype and deal +1d6 cold damage.
Icy Calling (FB): requires cold weather but can give max hp & +4 enhance to strength and dexterity.
Imbued Summoning (PHBII): can cast up to a 3rd level spell as a swift action to buff your summon.
Rashemi Elemental Summoning (UE): lets you summon Orglash or Thomils instead of an air or earth elemental.
Stalwart Planar Ally (PlH): possible +4 to ac/saves if you have planar touchstone.
Greenbound Summoning (LEoF): adds greenbound template, summon nature's ally only.
~Greenbound Template; type is changed to plant, uses d8s for hp, +6 str, +4 con/cha, +2 dex, DR 10/magic & slashing, fast healing 3, resistance to cold/electricity 10, +4 to grapples, tremor sense 60ft, gets entangle at will and wall of thorns once per day as SLAs too. Simply amazing, take it at level 1 and learn why druids rock.

Factotum
(click to show/hide)Font of Inspiration (Online): extra inspiration points.

Fighter/Warblade
(click to show/hide)Fighter-Only Feats
Weapon Focus (Core): +1 to attack.
Weapon Specialization (Core): +2 damage.
Melee Weapon Mastery (PHBII): +2 attack & damage with a melee weapon damage type (pierce, blud, or slash).
Ranged Weapon Mastery (PHBII): as above but also +20ft to range and yes you have to choose a damage type.
Greater Weapon Focus (Core): another +1 attack.
Greater Weapon Specialization (Core): another +2 damage.
Weapon Supremacy (PHBII): +4 vs disarm, +1 AC, can use the weapon in a grapple, 1/rnd; +5 to an attack, take 10 on an attack.
Crushing Attack (PHBII): bludgeoning-only, +1 to attack rolls per successful hit that round.
Driving Attack (PHBII): piercing-only, full-round action to attack once and bullrush using your damage for the modifier.
Slashing Furry (PHBII): slashing-only, extra attack but -5 to att rolls, specifically allowed to use with a standard action at -10/-5.
Necropotent (LM): against undead-only, +4 damage with a weapon you're specialized with.

Martial Adapt Access Feats
Martial Study (ToB): learn a martial maneuver, awesome.
Martial Stance (ToB): learn a martial stance, just as awesome.

Martial Adapt Access Items (Some FYI data)
Effect: teaches you a martial maneuver provided you meet the prerequisites (il, maneuvers known, etc).
Cost: lv1~3 is 3k, lv4~6 is 15k, lv6~9 is 45k.
Slots: Crown Of White Ravens, Desert Wind Cloak, Devoted Spirit Amulet, Iron Heart Vest, Ring Of The Diamond Mind, Shadow Hands (gloves), Slippers Of The Setting Sun, Stone Dragon Belt, Tiger Claw Bracers.

Hexblade
(click to show/hide)Items
Hexbands (MiC): +1 DC to hexcurse, cha to damage on hexed foes 5/day.
Tabard of Valor (CC): At 1/2 HP or less gain Mettle, or if you have it gain Improved Mettle.

Knight
(click to show/hide)Items
Surcoat of Valor (MiC 139): +1 to Fighting Challenge DCs.
Noble Pennon (MiC 166): +1 to Fighting Challenge DCs.
Armband of Confrontation (MiC 195): Fighting Challenge lasts 3 rounds longer.
Medal of Steadfast Honor (MiC 196). 1/day stand up as a free action, you can expend a Fighting challenge to reuse.
Shield of Vigor (MiC 196): 1/day fast healing 5 for 3 rounds, you can expend a fighting challenge to reuse.
Standard of Valor (MiC 197): 1/day an ally gets a second save vs Fear, you can expend a fighting challenge to reuse.

Monk
(click to show/hide)Feats
Sun School (CW): tactical feat.
Lightning Fists (S&F): gives two extra attacks on a full attack, but all have -5 to hit and dosen't stack with Flurry.
Mantis Leap(S&F): charge using a move action if you can jump to them before moving, also +(strmod*2) to the damage.
Snap Kick (ToB): gives an extra unarmed attack, but all have -2 to hit.
Superior Unarmed Strike (ToB): +4 monk level for unarmed damage.

Items
Bones of Li-Peng (WoL): +5 to monk level for unarmed damage and AC, also +1 stunning per day.
Gauntlets of the Talon (CD): relic of bahamut, +5 to monk stuff, notes it stacks with monk's belt and improves ki strike which is nice.
Monk's Belt (Core): +4 to monk level for unarmed damage and AC.
Monk's Tattoo (FR:MoF): +4 to monk level for unarmed damage and AC, don't buy it and just go slot less on the belt to save 70k or w/e.
Ki Straps (MiC): +2 enhancement to stun DCs, cheaper and lower bonus (updated) alternative to S&Fs.
Ki Straps (S&F): +5 enhancement to stun DCs, if your DM lets you buy (or stack) these your stun DCs can be amazing.
Scorpion Kama (MiC): kama, deals as much as you unarmed attack so buy a large version for thf with your unarmed damage.
Sparing Dummy of the Master (A&E): move 10ft when you would make 5ft steps, handy.
Bracers of Majere (DL:HOotS): additional attack during furry of blows.

Stunning Fist Feats
Ability Focus (Core): +2 stunning DC.
Fist of the Heavens (BoED): +2 stunning DC.
Fists of Iron (CW): +1d6 damage instead of stunning.
Freezing The Lifeblood (CW): paralyze for 1d4+1 rounds instead of stunning.
Pain Touch (CW): nauseate foes for one round after stunning.
Rapid Stunning (CW): you can use an extra stun per round.
Weakening Touch (CW): -6 str instead of stunning.
Rags of Restraint(Mic 119): spend a stun use to heal your monk/ninja level in hp.

Unarmed - As an Enhanceable Weapon
Amulet of Mighty Fists (Core): expensive, passes enhancements to [all] unarmed attacks, useful if two-weapon-fighting.
Battlefist (ECS): passes enhancements to unarmed attacks, increases unarmed size, use warforged arms (EB:FoE) if needed.
Bracers of Striking(FR:MoF): passes enhancements to unarmed attacks.
Necklace of Natural Weapons (SS): passes enhancements to unarmed attacks.
Gauntlet (Core): deals your unarmed damage, can't flurry with it.
Scorpion's Karma (MiC, ?): deals your unarmed damage, you can flurry with it.
Ward Cetus (S&F): passes enhancements to unarmed attacks.
Note: You can stack them, +1 flaming ward cetus & +a 1 frost battlefist means you have a +1 flaming frost unarmed strike.

Unarmed - Bonus Damage
Bracers of Lightning (MiC 206): bracers, adds shock to your attacks, not limited to unarmed only.
Collar of Venom (BoVD): 50kgp necklace, adds poison (dc 14, 1d10/1d10 con dmg), works with venomfire.
Demonic Domain (FCI): feat, +1 profane to attack/damage with unarmed & natural weapons.
Elixir of Flaming Fists(MiC 159): potion, +1d6 fire with unarmed attacks for three minutes, 300gp.
Fire Heritage (PH): feat, +1 to initiative and unarmed attacks deal +1 fire damage, decent excuse to ignore web I guess.
Flaming Fists (A&E): potion, +1d6 fire damage with unarmed attacks for three minutes, it is only 300 a pop so alchemical tooth it up.
Lightning Tunic (MiC, 114) 3/day charges, expend one to deal +2d6 electricity damage with unarmed for 3 rounds.
Planar Touchstone[ashardalon] (PH, 182): feat, +1 attack, 1/day & 4/visit +1d6 fire with unarmed attacks for ECL rounds.
Rings of Force Armor (MiC): two rings worn as a set give ghost touch, +5 armor, and +1d4 force damage with unarmed attacks.
Ring of the Viper (FR:SK): ring, +1 damage and poison (dc 11, 1d6/1d6 con dmg), doesn't work with venomfire since flavor says the ring delivers it.
Stone Spikes (FF): graft, +1d4 piecing damage with unarmed attacks.
Sun Soul Monk (CoV): feat, Selune gives +1 cold damage with unarmed attacks and they count as silver.
Vile Natural Attack (BoED): feat, +1 vile damage with unarmed attacks, vile damage cannot be cured unless you are in a consecrated area.
Wreath of Flames (DM): spell, +2d6 fire with unarmed attacks & natural weapons, persistable and abusable (use a ring of mystic fire & +1/die effects for +6d6+6 or more).

Unarmed - Size Increases
Fanged Ring(DM): item, grants improved unarmed, improved natural attack(unarmed) & con damage on a crit.
Improved Natural Weapon (Core): feat, +1 size to unarmed damage.
(Eternal) Wand of Greater Mighty Wallop (MiC/RoD): 3rd lvl spell, increase the CL for +5 size to unarmed damage.
(Eternal) Wand of Mighty Wallop (RoD): 1st lvl spell, +1 size to unarmed damage. different spell & unnamed bonuses, it stacks.
Expansion (SRD:Psi): increases your size (amount varies by pp expenditure), a PsyWar give access and sets up for...
Ectoplasmic Fist (EB:ECS): slotless, requires a manifester level of 1 and a limb per addition, +1 size to unarmed damage.
Note: Do not line up your monk based unarmed damage on 1d6 or 2d6 if you plan to use multiple size increases at gargantuan or higher d8s deal more on average.

Other
Chakrabind[Hands] (MoI): +1 stunning attack per day.

Ninja
(click to show/hide)Feats
Enduring Ki (CS): expend 1 ki to increase the duration of a ki effect for one round, also +1 ki/day.
Expanded Ki Pool (CS): +3 ki/day.

Paladin
(click to show/hide)Feats
Action Healing (Eb:FoE): spend an action point to empower lay on hands.
Awesome Smite (CC): either ignore some DR, ignore miss chances (Smite a mirror image and hit them anyway?), or free trip when you smite.
Azure Touch (MoI): invest essentia to increase your paladin level for lay on hands.
Battle Blessing (CC): paladin spells are a swift action to cast, shame you only get 4th level spells huh.
Celestial Mount (BoED): mount gains celestial creature template
Exalted Smite (BoED): smite is good aligned.
Extra Smiting (CW): +2 smites/day (works for crusaders, fists of raziel, and which hunters, how what about ordained champion?).
Exalted Turning (BoED): deal 3d6 damage to turned undead.
From Smite to Song (CoV): smite evil to inspire courage, paladin level = bard level.
Gift of Grace (BoED): let others use you divine grace.
Hands of a Healer (BoED): +2 cha for lay on hands only.
Ranged Smite Evil (BoED): the name says all.
Sapphire Smite (MoI): +x damage and +x uses per day where x is essentia invested in this feat, also +1 essentia.
Sword Of The Arcane Order (): gain access to wizard/sorcerer spells as paladin spells, see also battle blessing.
Touch of Silver (Eb:FoE): spend a turn use, lay on hands can hurt lycanthropes and evil outsiders.

Items
Perfect's Vestment (Raven): +1 turn & smite per day for 6k.
Noble Pennon (MiC 166): +2 to smite evil damage.
Mighty Smiting (MiC 39): +2 to attack/damage while smiting, also +1 use per day.
Sacrificial Smiting (FR:CoV): accept a neg level that cannot be overcome to smite evil, technically infinite use.
Unicorn Pendant (FR:MoF): +4 cha for lay on hands only.
Caduceus Bracers (MiC): 5 points of lay on hands can cure fatigue, exhaustion, and ability damage.

Specific Weapons
Blackguard's Blade (BoVD): +10 to smite good damage.
Vigilant Halberd (A&E): doubles smite damage.
Hammer of Sacrifice (A&E): take 5 damage per round for +5 to damage.
Holy Avenger (Core): +5 & holy for a little over 100k, also gives sr 15 & can cast dispel magic.
Hand of Heironeous (A&E): Expend a turn as a standard action for+(chamod)d6 damage against undead.
Gruumsh's Revenge (A&E): Like the above but for elves. Imbue which every after each combat and kill them all.
Larethian Protector (A&E): As Heironeous from above, but it's a bow, talk about copy and paste...
Sword of Zeal (A&E): Channel your lay on hands to damage to evil outsiders and undead, so lame.

Spells
Conduit of Life (CC): next lay on hands also heals you for 2d10+cl.
Devastating Smite (Eb:FoW): doubles smite damage.
Sacred Haven (SpC): you and allies gain +2 scared to ac, you gain status on your allies, and lay on hands has no range limit on them.
Seek Eternal Rest (FR:MoF): +2 to your turn undead level.
Touch of Restoration (CC): spend lay on hands to cure ability damage using a 2nd level spell, or just cast lesser restoration (srsly).

Other
Chakrabind[Soul] (MoI): +1 smite evil.

Ranger
(click to show/hide)Weapon Enchantments
Hunting (MiC): +4 damage to favored enemies.

Items
Enemy Spirit Pouch (MiC 97): +2 to your favored enemy bonus, can grant FE to none-rangers as well.

Spells
Mark of the Hunter (SpC) +4 to your favored enemy bonus, ignore cover/conceal if it's not full.

Feats
Nemesis (BoED): +1d6 against evil favored enemies and the ability to detect them.
Improved Favored Enemy (CW): +3 damage to favored enemies.
Favored Power Attack (CS): x2 to PA damage against favored enemies.
Extra Favored Enemy (MofW): they didn't get creative with the name did they?
Supernatural Blow (MotW): +1d6 per crit mod vs creatures immune to crits, still works even if you bypass immunity too.
Favored Critical (MotW): doubles threat range against one favored enemy and stacks with Keen. 11~20 range with Scimitars? Hecks yeah.
Wise to Your Ways (GW): favored enemy bonus to saves.
Favored Magic Foe (CM): favored enemy bonus to spell penetration.
Azure Enmity (MoI): essentia invested as insight to skills and damage to all favored enemies.
Unquenchable Flame of Life (LM): +2 or favored enemy bonus to saves against undead.
Unyielding Bond of Soul (EB:FoE): +2 or favored enemy bonus to saves against outsiders.

Feats (feats that give benefits without needing the favored enemy class feature)
Foe Specialist (MH): +1d6 SA against a favored enemy.
Vow of Vengeance (DotU): +2 profane to damage & +4 profane to crit confirm against a favored enemy.
Foe Hunter (PgtF): gain favored enemy, limited list but dragons and demons is on it.

Other
Chakrabind[Crown] (MoI): +1 insight to damage vs favored enemies.

Rogue
(click to show/hide)Weapon Enchantments
Deadly Percision (CAd): +2d6 SA.
Deadly Percision (MiC): +1d6 SA.
Assassination(Online): +1d6 SA, also enhancement bonus to poison save DCs.

Feats
Craven (CoRuin): +ECL on SA.
Deadly Precision (Epsi): reroll SA's 1s.
Sacred Strike (BoED): SA uses d8s vs evil creatures.
Savvy Rogue (CS): 10th level rogue abilities are increased.
Staggering Strike(CAd): Fort save (DC damage dealt) or become Staggered for one round.

Ambush Feats*
Aleval School (DotU): -2 on one save for one round.
Deafening Strike (CS): deafen for three rounds.
Disemboweling Strike (CS): 1d4 con damage
Gloom Strike (DotU): blind for three rounds.
Hamstring (CW): Half speed.
Head Shot (CS): confuse for one round.
Maiming Strike (EoE): deal one charisma damage per SA two dice traded in. ~+20d6 SA becomes a coma 90% of the time.
Persistent Attacker (CW): next rounds 1st attack SAs on them no matter what.
Sickening Strike (DotU): sicken for one round.
Terrifying Strike (DotU): shaken for one round.
Throat Punch (CW): speechless for one round.
Venomous Strike (DotU): +2 to posion's DC (if any).

Items
Bracers of the Hunter (EB:SoX): +1d6 SA, +5 hide & +2 initiative.
Bracers of Murder (DotU): +2 profane to attack/damage vs flat-footed foes, reroll SA's 1s, +2 to Death Attack save DCs too.
Rogue's Vest (MiC): +1d6 SA, +2 hide/move/reflex.
Murderer's Gloves (?): 3/day swift action, one round invisibily after SAing.
Umbral Awn or Custom Legacy (ToB/WoL): +3d6 SA.
Full Mon's Trick or Custom Legacy (WoL): +4 to attack/damage while SAing.
Sword of Subtlety (Core): +1 short sword, +4 to attack/damage while SAing.

Spells
Grave Strike (SpC): can SA undead.
Golem Strike (SpC?): can SA golems.
Hunter's Eye (PHBII): +<cl/3>d6 SA, bump the cl up for an easy +6d6 :)
Increase Virulence (PHBII): +2 to poison DCs is that's your thing.
Nightstalker's Transformation (CAd): Bonuses to dex, ac, reflex, skills, gives weapon finesse and evansion, and 3d6 SA in exchange for spellcasting (including casting off items).
Shapechange[gloom] (ELH): +13d6 SA.
Tactical Precision (SpC): effectively +1d6 SA & +2 insight while flanking.

Powers
Distraction (Online): +1d6 SA.
Find the Heart (Online): +2d6 SA.

Concealment Breakers
Bracers of Accuracy (Mic, 79): another 3 charge item, nova it to ignore none-incorp concealment.
Crystal Mask of Visual Insight (MiC, 92): swift action to negate none-invisible granted concealment.
Rapier of Unerring Direction (MiC, 55): relic, ignores all miss chances. Exemplifies concealment and incorporeal so yeah it's serious.
Revelation Crystal (MiC, 66): breaks non-environmental concealment on the target for one round, after you hit once.

Other Noteable Stuff
Mantle of the Predator (MiC, item): +1d6 SS on melee only, +5 hide/move.
Shadow Veil (MiC, item): while in shadows, gain concealment against stuff that does not use light to find you.
Ring of DarkHidden (MiC, item): darkvision cannot see you.
Darkstalker (LoM, feat): blindsense, blindsight, scent, or tremorsense still has to roll to find you, flank creatures with all around vision.
Assassins Stance (ToB): 3rd level shadow hand stance, grants +2d6 SA.

Scout
(click to show/hide)Feats
Telling Blow (PHBII): when you score a critical hit you automatically deal skirmish damage.

Items
Gloves of Agile Striking (MiC 105): 2/day +1d6 with finessable weapons or +2d6 to skirmish damage instead.
Skirmisher Boots (MiC 136): +2 to skirmish damage, 2/day swift action to attack action.

Sorcerer
(click to show/hide)Feats
Spellcasting Prodigy (DL:AoM): effectively +2 to your spellcasting ability score.

Spells
Dragonsblood Spellpact (DM): trade a spell known with another spontaneous caster, doesn't limit you to arcane-only.

Spellthief
(click to show/hide)Feats
Godsblood Spellthief (Online): substitute a stolen spell for a domain spell.

Items
Belt of Theft-Healing (MiC, 74): 3/day heal hp equal to level of spell stolen.
Memento Magicas (RotD): recover x level slot.

Warlock
(click to show/hide)Feats
Empower Spell-Like Ability: 3/day empower eldritch blast, great with eldritch glaive as it consumes one use per full attack.
Maximize Spell-Like Ability: 3/day maximize eldritch blast, great with eldritch glaive as it consumes one use per full attack.
Quicken Spell-Like Ability: 3/day quicken eldritch blast, great with eldritch glaive as it consumes one use per full attack.
Mortalbane (BoVD): 5/day +2d6 damage against a living target or halved if not.
Infernal Adept (Online): learn an invocation from another class two "levels" lower than you have access to.

Items
Chasuble of Fell Power, Lesser (CAr & MiC): +1d6 eldritch blast.
Chasuble of Fell Power, Greater (CAr & MiC): +2d6 eldritch blast.
Gloves of Eldritch Admixture (MiC): 3 charges daily, <1+charges spent>d6 eldritch blast.
Rod of Eldritch Power (CM): 5/day use of a single Blast Shape.
Warlock's Scepter (CAr): gives +2 profane to attack but only 5 charges can be used per day (thus +4d6 cap), just buy two.
Codex Advocate (Raven): learn an extra least invocation.

Wizard
(click to show/hide)Feats
Alacritous Cogitation (CM): 1/day cast any spell from any spellbook as a full-round action from an open slot.
Chaotic Spell Recall (FC1): recast any spell chaotic descriptor (abyssal heritor feats /2)+1/day.
Spell Mastery (Core): required for some of these feats.
Signature Spell (FR:PGtF): pick on spell selected via spell mastery, can convert prepared spells to it.
Uncanny Forethought (EoE): (intmod)/day cast any spell mastery spell from an open slot.

Spells
Mage's Lucubration (core): 6th, regain any 5th or lower cast in the last 24 hours.
Rary's Arcane Conversion (CM): exchange a prepared spell for another.
Spell Engine (SpC): reprepare everything, takes half the time as normal.
Shalantha's Delicate Disk (FR:LEoF): creates a spell storing disk, holds up to 5th level, standard action to break & cast. Amazing.

Items
Pearl of Power (Core): recover x level slot.
Circlet of Mages (MiC, ?): x/charge per day item, prevents a slot from being expended.

Items - Substitute Spell Cast
Amulet of Spell Conversion (CM): 3/day, any, replace a prepared spell with another.
Belt of the Wide Earth (MiC, 204): 2/day, 5th, teleport.
Gloves of the Starry Sky (MiC, 204): 3/day, 1st, magic missile.
Goggles of the Golden Sun (MiC, 205): 3/day, 3rd, fireball.
Periapt of the Sullen Sea (MiC, 205): 2/day, 4th, freedom of movement.
Robe of Mysterious Conjuration (MiC, 130): 3/day, any, summon monster x.
Seven Veils (MiC, 210): 1/day each, any, cone of cold, daylight, disintegrate, dispel magic, gust of wind, magic missile, and passwall.
Vest of the Archmage (MiC, 145): any, heal (5xlvl).

Items - Spell Storing
Spell Storing (core, +1 bonus): up to 3rd level, casts when opponent is hit with it.
Ring of Spell Storing, Minor (core): 3 spell levels.
Ring of Spell Storing (core): 5 spell levels.
Ring of Spell Storing, Major (core): 10 spell levels.
Ring Of Therurgy (CA): any 3 spells, requires an equal level spell slot to cast.

Incarnum
(click to show/hide)Items
Essentia Helm (MiC, 97): 3/day increase essentia cap by one for one round, use with feats.
Gloves of the Incanum Theft (MiC, ?): touch attack to steal 1 essentia, can bind to steal 2.
Incarnum Focus (MiC, 112): +1 to essentia cap to bound soulmeld sharing the same slot as this.
Ring of Essentia (MiC, 123): like a ring of spell storing but for essentia and unabusable.
Soulstone (MiC, 137): allows you to bind soulmelds to your brow for 10k.

Psionics
(click to show/hide)Ardent
(click to show/hide)Mantles
Tap Mantle (Cpsi): gain an extra mantle to choose powers from.
Don Mantle (Cpsi): obtain the power of a mantle chosen with tap.
Extra Aura (CPsi): gain the aura of a mantle chosen with don.
Mantle Focus (Cpsi): +1 to powers from a chosen mantle.

Divine Mind
(click to show/hide)Feats
Enhanced Beneficence (CPsi): +5ft to your aura.

Lurk
(click to show/hide)Feats
Extra Lurk Augment (CPsi): +3 uses per day.
Ranged Lurk Augment (CPsi): exactly what it says in the label.
Lurk Master (CPsi): +2 to your lurk level to determine selectable abilities.

Psion
(click to show/hide)Psicrystals
Psicrystal Affinity (ExP): summon a psicrystal.
Psicrystal Containment (ExP): your psicrystal can store a psionic focus for you.
Psycarnum Crystal (MoI): +1 essentia if your psicrystal is near you.

Astral Construct
Infused Construction (3.0): +2 effective level for manifesting astral constructs.
Augment Construction (3.0): construct gains +1hp per die & +1 comp to attack.
Advanced Construction (3.0): adds a bunch of selectable abilities.
Extended Construction (3.0): atrial construct is 1min/pl instead of 1rnd/pl.
Enhanced Construction (3.0): -2 to the level for 1d3 created constructs.
Ecto Manipulation (3.0): combine the choice of two lesser abilities for one greater one.
Empower Construction (3.0): +1 selected power.
Boost Construct (ExP): +1 selected power.

Soulknife
(click to show/hide)Blade Types
Dire Fail Mindblade (CPsi): as the name suggests.
Dwarven Urgosh Mindblade (CPsi): same thing.
Monk's Spade Mind Blade (EB:SoS): and again.
Orc Doubleaxe Mindblade (CPsi): and again.
Two-Bladed MindBlade (CPsi): and again.

Augments
Mind Strike, Swift (CPsi): imbue mindstrike as a swift action.
Mind Strike, Focused (CPsi): +1d8 to mind strike damage.
Mind Cleave (CPsi): imbues mindstrike if you kill a creature.
Mind Empowerment (CPsi): mind cleave lasts for 3 rounds or until expended.
Psycarnum Blade (MoI): +1d6 per invested essentia.

Wilder
(click to show/hide)Enervation
Enervation Endurance (CPsi): halves pp loss for enervation.
Post Pone Enervation (CPsi): delay enervation for 3 rounds, in case you'd run out I suppose.

Power Point Tricks
(click to show/hide)Power Point Recovery (via cost-reduced Bestow Power)
By reducing Bestow Power's cost such as Metapower(linked power), the Torc of Preservation (beware the MiC nerfed it), Earth Power, or pretty any of the like you can gain more PP than you spent. You can effectively gain more PP then spent creating a temporary pool of PP to Manifest higher level powers from.

Power Point Recovery (via Mindfeeder)
The original Mindfeeder(SRD) is broken as hell and the MiC's version didn't hit it with the nerf bat hard enough. When you score a critical hit you gain 1PP per 15 damage dealt. So what you do is Manifest the Power called Larval Flayers (CPsi, pg91), giving you 1d3 creatures for 3pp that you can easily nonlethally beat into submission. Then you Coup Degrace with an x4 critical weapon, anything over 45 damage per Manifesting is a net gain. So this is a second way to basically spend a tiny amount of PP to set up a infinite out-of-combat pool but unlike Bestow Power it doesn't require Feats, just one item.

Dweomer Of Transference (more like lots of pp for little gp)
Allows you to convert your spells into power points, SLAs should count so UMD a Wand for 420gp/use and combine with a Legacy Item's At-Wills. :D

Trigger Power
Less of a trick and more of an intended trait, through it's unupdated 3.0 material. You take Inner Strength for +1pp per day to meet the prerequisite of Trigger Power and it requires an incompatible 3.5 Feat as well. Then this Feat lets you choose any Power up to the 3rd level and attempt to Manifest it, optionally fully Augmented depending on the DM's ruling since 3.0 Powers didn't have Augmentation, for free with a successful Ability Check. This allows you to spam your favorite power over and over again, including Bestow Power to just grant your self infinite power points all day.

Mental Pinnacle
After the last few, this one will seem pretty weak. But you can trade a 6th level Spell Slot for (CL*3)PP. So for 26,400gp you can own a Minor Schema that grants +33PP (about 800gp/pp). It's cost efficiency is the same if you wish to pay 48,000gp for the CL20 version as well.

Psionic Tattoos
In a 3.0 Mind's Eye Article called Getting Wired they introduced a number of Psionic Tattoo expansions. For 1,750gp you can add Capacitor & Transducer to a Tattoo of Bestow Power, once used it will siphon 1pp from you per day until the Tattoo has enough points to Manifest the power again instead of dissappearing and you can spend PP in a 2:1 ratio to recharge it. It's more of a PP storage method than infinite recovery to use the night before but it can help set things up.

Archpsion
Another 3.0 (3.5 doesn't do the best job of providing supplements for psionics) Mind's Eye article and more of a pp gain than loop, but any way you want to slice it this psionic version of the Archmage trades 11p for Innate Psionics and Psi-Likes are Manifested as if you had spent your full ML in PP on it. Larval Flayers for example at lv20 creates 1d3+8 creatures twice a day to beat into a pulp.

Psionics is sooooo broken!
Actually it's the point system. UA introduced a Spell Point system and in it a Twinned Mage’s Lucubration consumes 19sp abd repreparing two 5th level spells is worth 18sp, so just like Bestow Power all you need to do it reduce the cost of the Metamagic Feat. There is also an officially suggested variant called Vitalizing that allows a Spellcaster to regain 1/3 of their Spell Points after an hour of rest and begs for Ray of Resurgence (FR:LEoF) considerations, 3sp to instantly recover Fatigued so should +33% SP be granted? How about Spell Storing Arrows? Explosive Runes? Fire Shurikens? Yes, magic is borked too.
// Psionics

Multiclassing
(click to show/hide)Feats
Ascetic Hunter (CAd): monk & ranger, unarmed damage stacks, 1/2 favored foe to stunning DC.
Ascetic Knight (CAd): monk & paladin, unarmed damage & smite stacks.
Ascetic Mage (CAd): monk & sorcerer, ac bonus stacks and uses cha, spend spells to increase unarmed damage.
Ascetic Rogue (CAd): monk & rogue, unarmed damage stacks, +2 stunning DC when SAing.
Ascetic Stalker (CS): monk & ninja, unarmed damage & ki pool stacks.
Daring Outlaw (CS): swashbuckler & rogue, grace, dodge & SA stack.
Daring Warrior (CS): swashbuckler & fighter, grace, dodge, and fighter level for feats.
Devoted Inquisitor (CAd): paladin & rogue, smite & SA together to daze a foe.
Devoted Performer (CAd): paladin & bard, smite & music stacks.
Devoted Tracker (CAd): paladin & ranger, smite & wild empathy stack, give your mount animal companion bonuses.
From Smite to Song (CoV): smite evil to inspire courage, paladin level = bard level.
Initiate of Bahamut (DM): cleric & any other class, smite evil.
Initiate of Milil (FR:CoV): bard & cleric/paladin, bardic music song types.
Master Spellthief (CS): spelltheif & any arcane, caster level & Steal Spell stacks (stealing only), can cast in light armor.
Martial Stalker(CS): ninja & fighter, ki pool, ac bonus, and Fighter level for feats.
Swift Ambusher (CS): scout & rogue, skirmish stacks.
Swift Hunter (CS): scout & ranger, skirmish & favored enemy stacks.
Tashalatora(EB:SoS): monk & psion,  ac bonus, furry, and unarmed damage.
Favored of the Moons (DL:RoA): gain the moon magic class ability of a wizard of high sorcery.

Spells
Protege (SpC): grants bardic music equal to one half the caster's bard level, even gives virtual perform ranks equal to half the caster's.
Communal Channel (DL:HOotS): transfer your turn undead uses to another.

Items
Mantle of Rage (Online): Grants 1/day Rage (as barbarian).
Minor Schemas (Eb:MoE): umd'able item casts a 6th level of lower spell or infusion 1/day, price is spell_lvl*cl*400.
Shroudcrown (PGtF): Gain Turn Undead as a 10th level Cleric.
Bone Talismen (Online): 2nd Druid Spell Slot to Turn Undead.

Specific Weapons
Serpent's Tooth (OA): Gives Furry of Blows as a 1st level Monk.
Lethe's Lash (PlH): Drains the highest level spell the caster can cast per hit, replaces spell thieves.

*Some feat lists are long and can easily be searched for on realmshelp so I will only list the good ones people will use.

Change Log
06-13-2017, Reposted to a new host.

SorO_Lost:
Sometimes the trait you want isn't really class based. Well this is my miscellaneous catch all that develops primarily off stuff I've repost on the forums several times. It doesn't quite follow the consistency of the first post as my personal Rule of Cool trumps.

Combat
Additional Attacks
(click to show/hide)Feats
Snap Kick (ToB): +1 attack, -2 to attack rolls, not full-attack dependent.
Planar Touchstone[Oxyrhynchus](PlH): +1 attack, -5 to attack rolls, works anytime you deliver more than one attack (see snap kick).
Two-Weapon Fighting (Core): +1 attack, -X to attack rolls, full-attack dependent.
Improved Two-Weapon Fighting (Core): +1 attack (total +2), -X to attack rolls, full-attack dependent.
Greater Two-Weapon Fighting (Core): +1 attack (total +3), -X to attack rolls, full-attack dependent.

Items
Speed (Core): +1 attack, full-attack dependent, doesn't stack with haste.

Maneuvers
Flashing Sun (ToB): +1 attack, -2 to attack rolls, only works on a full-round action.
Dancing Mongoose (ToB): +1 attack, +2 if twf, uses a swift action, not full-attack dependent, once per round.
Raging Mongoose (ToB): +2 attacks, +4 if twf, uses a swift action, not full-attack dependent, once per round.

Spells
Haste (Core): +1 attack, +1 dodge to attack rolls, full-attack dependent.

Classes
Frostrager (FB): +1 attack, -2 to attack rolls, once per round and not full-attack dependent.
Whiling Frenzy Barbarian (UA): +1 attack, -2 to attack rolls, full-attack dependent.
Monk (Core): +1/+2 attacks, -2/-0 to attack rolls, full-attack dependent.

Bullrush
(click to show/hide)Feats
Will do later, afk.

Items
Armbands of Might (MiC, pg72): +2 to all str related checks, also +2 to damage if using pa.
Brutal Surge (MiC, pg30): +2 if thf, free as-part-of-attack, don't follow them.
Brute Gauntlets (MiC, pg 83): a multicharge per day item, moral to str checks.
Helm of Battle (MiC, pg111): +2 untyped to str checks, swift action, 3/day.
Third Eye Surge (MiC, pg143): another multicharge style item, insight based.
Torc of the Titans (MiC, pg143): +5 moral to str checks and damage, swift action, 3/day

Relic
Belt of the Champion (MiC, pg73): +5 competance to str checks.

Specific Weapons
Battleaxe of the Bull (A&E): grants the improved bullrush feat and +2 to checks.

Grafts
Goring Horn graft (FF): grants improved bull rush and allows the character to make a gore attack with the horn.

Disarm
(click to show/hide)Try stunning them instead.

Overrun
(click to show/hide)This isn't the section you're looking for. Move along.

Sunder
(click to show/hide)Why would you break your loot?

Trip
(click to show/hide)Feats
Hyena Tribe Hunter (FR:SS): +2 to trip, allows you to bypass combat expertise for improved trip too.
Improved Trip (Core): +4 to trip, also free attack if successful.
Perfect Clarity of Mind and Body (ToB): +4 for 1 round if you spend another feat and win dual of wills.
Wolf Berserker (UE): +4 to trip, requires access to rage but you don't have to be in raged.
Battle Jump (UE): +4 via effective size increase while charging.
Jotunbrud (FR:RoF): +4 via effective size increase.

Items
Sweeping (MiC): +1 enhancement, grants +2 to trip.
Grasping (A&EG): +2 enhancement, grants +2 to trip & disarm.
Tentacle Hide Armor (UD): don't ask and it's +2 to trip.
Armbands of Might Magic Item (MiC 72): +2 to strength checks.
Belt of Priestly Might Magic Item (MiC 74): +2 enhancement on strength checks.
Brute Gauntlets Magic Item (MiC 83) fancy charge item, +2/+3/+4 moral to strength checks.
Third Eye Surge Magic Item (MiC 143) as above but insight based.
Torc of the Titans Magic Item (MiC 143) swift action +5 moral to strength checks 5/day.
Luckstone Magic Item (DMG): +1 luck to strength checks.
Belt of the Champion Relic (MiC 73): relic, +5 competence on strength checks.
Strongarm Capsule(CAd): +1 alchemical bonus on strength checks for two rounds.

Other
Mauling Gauntlets (MoI): +2 moral to str checks, invest essentia for more.
Sphinx Claw (MoI): +1 competence to str checks, invest essentia for more.

Charging
(click to show/hide)Races
Dragonborn (RotD): at 6+ HD you can dive for x2 damage while charging, does work with battle jump (see below).
[Half-]Orc (FR:RoF): via the Headlong Rush feat you can deal x2 damage by letting your opponent AoO you.

Specific Weapons
Lance of Faerun(MoF): gain the spirited charge feat, and it's a lance.
Claws of the Leopard(CAd): gain the benefit of pounce if using these gauntlets, tip buy them as a large weapon for THF.
Halberd of Vaulting(A&E): +30 to Jump, if you jump while charging you get an x2 modifier.
Lance of the Unending Charge(A&E): no cap on cleave's move before bonus attack, get a mount capable of turning while charging...
Knight's Sword(A&E): x2 damage while charging with this and while mounted, a lance is better.

Items
Lance(Core): Weapon, x2 damage while charging with it.
Riding Boots(DMGII): if you have spirited charge and are using a lance, add another multiplier.
Sandals of the Tiger's Leap(S&F): x2 damage while charging if using unarmed attacks.

Feats
Abyss-Bound Soul(baphomet): x2 damage while charging.
Battle Jump (UE): fall from 5ft. above your opponent to charge them and gain an x2 modifier.
Spirited Charge (Core): x2 damage while charging.
Leap Attack (CAd): jump at least 10ft to double your power attack bonus.
Mantis Leap (S&F): charge using a move action if you can jump to them before moving, also +(strmod*2) to the damage.
Power Lunge (GW): provoke an AoO while charging to double your strength modifier, doesn't stack with THF.

Spells
Psionic Lion's Charge (EPH/SRD): gain pounce for one charge.
Rhino's Rush (SpC): swift action to cast and paladins have access, x2 damage on your next charge.
War Cry (SpC): swift action spell adds +4 moral to att/dmg plus save vs panic using the spell DC.
Zealot's Pact (CD): hit an opposite alignment creature and deal x2 damage for the rest of the encounter against anyone else.

Misc
Valorous (CoV): +1 enhancement, x2 damage while charging with the enchanted weapon.
Gloryborn (DMGII): weapon template, +1 damage while charging.
Twisted Charge (CS): skill trick, change directions once while charging. About the only movement related thing that will make this list...

Shadow Pounce Granting PrCs
Sun School (CW): honorable mention, +1 attack after you teleport, requires bab +4 and furry of blows so ECL 5 is multiclassed.
Crinti Shadow Marauder (SS): obtains shadow pounce at the 5th level, requires 8 skill ranks to enter so ECL 10.
Telflammar Shadowlord (UA): obtains shadow pounce at the 4th level, requires 10 skill ranks to enter so ECL 11.

Note: Don't forget how multipliers stack. An Abyss-Bound Dragonborn Aquatic Orc using a Valorous Halberd of Vaulting through a Battle Jump powered Headlong Rush Dive while under Rhino's Charge deals x8 damage, not x128.

Damage Types
(click to show/hide)Combat
Bludgeoning, Piercing, Slashing & BallisticModern.

Energy
Acid, Cold, Electricity, Fire, Sonic/ConcussionModern.

Psudo-Energy
Force, Negative, Positive.

Special Elemental
DessicationSS, FrostFR:MoF:Dlarun, FrostburnFB, SanctifiedBoED, Scalding, VileBoVD.

Combination
RimefireFB, Divine Xmisc.

Special Tags (used to bypass DR or prevent healing)
Anarchic (chaos), Axiomatic (lawful), Holy (good), Unholy (evil).
Nonlethal: DehydrationSS, Starvation, Untyped.
Various Materials, only ones that bypass DR are Adamantine, ByeshekECS, CrystalECS, Cold Iron, Silver.
Other: Precision.

Other
CityCity, Crushing, Falling, PressureSW, Untyped.

Observable (never actually typed but the mechanic can be seen)
Bleeding, Hellfire v2 (see also divine x), Light, Poison(?).

Statistics
Ability Scores
(click to show/hide)Note, this is not intended to be a complete list of all Classes & Feats that give Untyped Bonuses. Generic access such as spellcasting and items are the intended materials allowing you to improve an existing character. Additionally, many Spell's may offer the same valued bonus as another, I simply picked one among them.

All
Alchemical: +2 form luhix (BoED).
Inherent: +5 from tomes/manuals, wish (Core).
Unnamed: +5 from leveling (Core).
Unnamed: +2/+4 from greater visage of the deity (CD).
Unnamed: +2 from psionic meditation (Oline).
Unnamed: +1 from a faustian pact (FCII).
Unnamed: +1 from the worm of minauros (FCII).

(click to show/hide)Alchemical: +4 from battlewine (BoED/LoM).
Circumstance: +4 from clockwork armor (Online).
Deformity: +2 from warp touch (BoVD).
Enhancement: +16 from bite of the werebear (SpC).
Moral: +4 from valiant fury (CW).
Profane: +4 from infernal transformation (SpC).
Racial: +8 from ring of the white wyrm (FB).
Sacred: +4 from righteous fury (SpC) or holy transformation (SpC).
Size: +8 from righteous might (Core).
Unnamed: +32 from giant size (CA). Note it doesn't say the modifications are a size bonus.
Unnamed: +4 from spider curse (FR:CS).
Unnamed: +4 from rage zyme (SS).
Unnamed: +2 from silthilar muscles (LoM).
Unnamed: +2 from horseshoes of flame (SS).
Unnamed: +2 from arm of nyr (DoF).
Unnamed: +2 from death kneel (Core). (click to show/hide)Circumstance: +4 from clockwork armor (Online).
Deformity: +2 from deformity[gaunt] or warp touch (BoVD).
Enhancement: +10 from divine agility (SpC).
Moral: +4 from aura of vitality (SpC).
Sacred: +4 from inner beauty (FCI).
Size: +8 from minute form (CA).
Unnamed: +4 from silthilar tendons (FF).
Unnamed: +4 from spider curse (FR:CS).
Unnamed: +2 from horseshoes of flame (SS). (click to show/hide)Deformity: +2 from deformity[obesity] or warp touch (BoVD).
Enhancement: +10 from city's might (RoD), also +(X) from cruse of the brute ().
Moral: +4 from valiant fury (CW).
Profane: +4 from infernal transformation (SpC).
Racial: +2 from ring of the white wyrm (FB).
Sacred: +4 from holy transformation (SpC).
Size: +4 from righteous might (Core).
Unnamed: +12 from giant size (CA). Note it doesn't say the modifications are a size bonus.
Unnamed: +4 from spider curse (FR:CS).
Unnamed: +4 from rage zyme (SS).
Unnamed: +2 from silthilar bones (LoM).
Unnamed: +2 from renewed vigor (PHBII).
Unnamed: +2 from the optional spell component the horn of gorgon (CC). (click to show/hide)Deformity: +4 from warp touch (BoVD).
Enhancement: +8 from necromantic empowerment (LM).
Racial: +2 from ring of the white wyrm (FB).
Unnamed: +10 from horseshoes of flame (SS).
Unnamed: +3 from aging (Core). (click to show/hide)Enhancement: +8 from necromantic empowerment (LM).
Insight: +(1/2 caster level) from owl's insight (FR:MoF).
Unnamed: +3 from aging (Core). (click to show/hide)Competence: +4 from Command (DoF). Note "command" has been reprinted a half dozen times. Your DM may not allow it.
Enhancement: +8 from nixie's grace (SpC), also +(cleric level) from lust domain (SpC).
Moral: +4 from snowsong (FB).
Profane: +4 from devil's ego (FCII).
Racial: +2 from ring of the white wyrm (FB).
Sacred: +4 from righteous aura (Mini).
Unnamed: +6 from horseshoes of flame (SS).
Unnamed: +4 from charm domain (SpC).
Unnamed: +3 from aging (Core).
Feats (without using feat slots!)
(click to show/hide)Specific Armor
Silverhelm of the Guardian (Online): improved initiative.
Serpent Armor (Savage): combat reflexes.
Scorpion Carapace Armor (SS): scorpion's resolve & scorpion's sense.

Specific Weapons
Aquatic Shot (SW): aquatic shot.
Singing Sword (SaS): blind-fight.
Rankbreaker Glaive (A&E): cleave.
Sylvan Scimitar (Core): cleave if outdoors and in a temperate environment.
Arrowdeath Flail (A&E): deflect arrows.
Sword of the Glorious Pearl (SW): extra turning.
Battleaxe of the Bull (A&E): improved bullrush.
Disarming Flail (A&E): improved disarm.
Staff of Mighty Sweeping (FR:MoF): improved trip.
Lance of Faerun (FR-MoF): spirited charge.
Spear of the Hunt (A&E): track.

Items
Ioun Stone-Dark Blue Rhomboid (Core): alertness.
Forge of Thautam (RoS): craft magic arms and armor.
Arrow Deflection (Core): deflect arrows.
Greater Holy Symbol (DotF): empower turning.
Mark of Apostasy (DotF): empower turning.
Horizon Goggles (CM): far shot.
Belt of Endurance (A&E): great fortitude.
Rod of Reversal (CD): improved counterspell.
Keen (Core): Basically improved critical.
Bracers of the Blinding Strike (FR:MoF): improved initiative.
Dragonfly Medallion (A&E): improved initiative.
Sundering (MiC): improved sunder.
Necklace of the Marauding Beast (A&E): improved sunder.
Bracers of Striking (FR:MoF): improved unarmed strike.
Ring of Might (FR:MoF): improved unarmed strike and you start out at 1d8 damage.
Fanged Ring (DM): improved unarmed strike & improved natural attack(unarmed strike) & 1 con damage on crits.
Bracers of Archery (Core): martial weapon proficiency(bow).
Mobility (Core): mobility.
Battle Bridle (MiC, pg151): mounted combat or ride-by attack.
Boots of Charging (MH): powerful charge.
Precise (Core): precise shot.
Rod of Magical Precision (CM): precise shot for spells only.
Riding Boots (MiC): ride-by attack.
Cape of the Wastes (SS): sand camouflage.
Ring of Sandstriding (SS): sandskimmer.
Gloves of the Balanced Hand (MiC): two-weapon fighting or improved two-weapon fighting if you already have it.
Astrolabe of the Quantifiable Foresight (DL:LotT): astrological forecasting.
Headband of Taunting (DL:RoA): taunt (kender racial ability) or improved taunt (feat).

Spells
Bite of the Wereboar (SpC): blind-fight.
Bite of the Werewolf (SpC): blind-fight.
Bite of the Weretiger (SpC): blind-fight and power attack.
Bite of the Werebear (SpC): blind-fight and power attack.
Heroics (SpC): any fighter bonus feat.
Master's Touch (SpC): weapon proficiency with a single weapon.
Mirror Move (SpC?): copy any feat if you see someone else use it.

Other
Metamagic Storm (CM): any metamagic feat.
Otyugh Hole (CS): iron will.
Court of Thieves (CS): any luck feat.
Shriver (FCII): diehard.
Pact Insidious (FCII): any.
Elder Evil (EE): worship an elder evil and gain up to six vile feats from a limited list, some are quite good.

Note: Bite of the Wearbear, Battleaxe Of The Bull, and Heroics(shock trooper) let any Arcane Caster become an uber charger.

Initiative
(click to show/hide)Items
Eager (MiC): +1 weapon, +2 unnamed to initiative while welding it to your double weapon for split initiative. j/k, just hold it alright?
Warning (MiC): +1 weapon, +5 insight to initiative while it is held.
Initiative (OA): +20,000gp weapon, +2 luck to initiative while carrying it.
Belt of Battle (MiC): 12,000gp, +2 competence to initiative while worn.
Bracers of Blinding Strike (MiC): 5,000gp, +2 competence to initiative while worn.
Bracers of the Hunter (EB:SoX): 8,500gp, +2 competence to initiative while worn.
Chainmail Glove of Taarnahm the Vigilant (Online): 10,000gp, +1 unnamed to initiative & auto-detect harmful within 120ft.
Ring of Anticipation (DotU): 6,000gp, roll initiative twice and take the higher number.
Helm of Prescience (DL:LotT): +2 insight to initiative.

Grafts
Flexible Spine (LoM): 91,000gp, +4 racial bonus to initiative. Ouch, grafts are supposed to be cheaper than normal items.
Silthilar Tendons (LOM): 110,000gp, +2 unnamed to dexterity. Just buy a tome and w/e else.

Soul Melds
Bluesteel Bracers (MoI): +2 insight to initiative, arm bind to share it with your party.

Spells
Combat Readiness (DotU): bard/sor/wiz 1, precast <1min*cl>, +<cl/3, max 6> insight to initiative.
Neverskitter (SpC): sor/wiz 1, immediate action during init rolls, +5 unnamed to initiative.
Primal Instinct (DM): druid 3/sor 3, ran 2, +5 competence bonus to initiative checks for 24 hours, hells yeah.
Sign (SpC): cleric 1, precast <10min*cl>, +4 unnamed to your next initiative check.
Improviser (SpC): persist it at CL20 for a +10 bonus for all four daily encounters.

Feats
Blooded (PGtF): +2 unnamed.
Danger Sense (CAd): grants a 1/day initiative reroll, requires Improved Initiative.
Draconic Aura (DM): Up to +4 unnamed to initiative.
Gestalt Anchor (RoE:): +2 insight.
Guerrilla Scout (HoB, pg97): +1 competence.
Insightful Divination(CM): +(level of last divination spell cast).
Improved Initiative (core): +4 unnamed to initiative.
Fire Heritage (PH): +1 unnamed.
Lucky Start (CS): you can use luck to reroll initiative.
Lunatic Insight (HoH): +2 morale.
Nimble Bones (LM): Undead you create gain +4 unnamed to initiative. One word: Necropolition.
Quick Reconnoiter (CAr): +2 unnamed to initiative.
Shifter Instincts (RoE): +2 unnamed.
Thug (PGtF): +2 unnamed.
Yondalla's Sense (RoW): Wisdom to Initiative (halfing only).

Other
Aggressive (trait, UA): +2 unnamed to initiative.
Dexterity Boosters (core): up to +6 enchantment & +4 inherent for what could be another +5 to initiative.
Humming Bird Familiar (Dragon #323, pg98): +4 <unnamed?> to initiative, elven wizard sub (RotW) may double this.
Lunatic Insight (HoH): Taint up a +1 moral bonus to initiative.
Moment of Alacrity (ToB): diamond mind 6th, +20 unnamed to initiative as a swift action.
Time Domain (SpC): grants Improved Initiative.
White Raven Tactics (ToB): white raven 3rd, set an ally's initiative to one lower than your own.

Saves (highest all save items of each type)
(click to show/hide)+5 Robe of the Vagabond of Resistance (CC/MiC, 26k): +5 resistance and +1 luck to saves.
+6 Empyreal Bracers of Armor (BoED, 64k): +6 sacred to saves, see A&E page 130 for rules on exchanging bonus types.
+5 Parry Spellstrike Gauntlet (SRD/MiC, 72k): +5 to saves vs spells and su/sp abilities & +1 insight to all saves.
Admiral's Bicorne (SW): +2 moral to saves, all nearby allies gain this benefit as well.
Boots of Mountaineering (Online): +2 insight to saves.
Ioun Stone[Pale Green Prism](Core, 30k): +1 competence to saves.
=+18 to saves and +23 to saves vs magical effects.

Skills (very generic short list)
(click to show/hide)Feats
Apprentice(DMGII): add two certain skills to your skill list, +2 skill points to invest into them.
Cosmopolitan (FR): add any one skill to your skill list, +2 to checks with it.

Items
Masterwork Tools (DMG): +2 circumstantial for 50gp, it's a must.

Spells
Embrace The Wild (SS): obtain the skill ranks of any chosen animal.
Focusing Chant (SpC): +1 circumstantial to all skills (and attack rolls).
Divine Insight (SpC): +(5+cl) insight to any skill.
Good Hope (Core): +2 moral to skills.
Guidance of the Avatar (Online): +20 comp to your skill check.
Heroism (Core): +2 (+4 for greater) moral to skills, there is also a crown in the PHB2 that does this too.
Improvisation (SpC): up to +(cl/2) luck to any skill or ability check and up to four such bonuses per casting.
Masochism (BoVD): sadism's weaker cousin, +1 luck per 10 damage you took last round.
Sadism (BoVD): +1 luck per 10 damage dealt last round, so op illiterate savages can memorize dna patterns.
Share Talents (PHB2): +2 unnamed to almost any skill, buffs two people.
Surge of Fortune (CC): +2 luck to all skills.
Unity Wine (Eb:PGtE): party buff, +1 moral to all skills for an hour as a 1st level spell.
Willing Sacrifice (EoE): deal 1d10 and gain half that as a profane bonus to various checks including skills.

Spells - Specific Skills
Ancient Knowledge (Eb:MoE): +5 insight to next knowledge check.
Find Traps (Core): +[1/2]cl as insight to search vs traps.
Magecraft (EB:MoE): +5 competence to any craft check.
Spiritual Advisor (CC): +4 insight to next knowledge check and bypasses trained-only.
Snipers Eye (CAd): +10 comp to spot.
Voice of the Dragon (SpC): +10 enchantment to bluff, diplomacy, & intimidate.

Powers
Minor Action (Online): take 10 on any skill.
Major Action (Online): take 20 on any skill.
Skill Knowledge (Online): +5 comp to any skill.
Greater Skill Knowledge (Online): +10 comp to any skill.

Domains
Artifice (Eb:ECS): +4 competence bonus on craft checks.
Craft: gain skill focus(any craft).

Other
Aid Other (Core): often forgotten but you can gain a +2 per person helping.
Marshal (Mini): cha to any one type of ability based skill checks.

Other
Spell Augmentation (excluding most metamagic & cl increases)
(click to show/hide)Feats
Empower Spell (Core): noted because per PBH the entire range is Empowered (ie 1d6+15 is 16~21+50%).
Fiery Spell (Sand): any spell with the fire descriptor deals +1 damage per die.
Pyro(S&S): spells that light stuff on fire +1 damage per die
Reserves of Strength (DL): +3 to caster level and break cl caps, like wiz 9 can use this to shoot 12d6 fireballs.

Spells
Acid Sheath (SpC): any spell with the acid descriptor deals +1 damage per die.
Caustic Mire (CM): if an effect deals fire damage it does +1 damage per die.
Harmonic Chorus (S&S): +1/die but sort of outdated, new version is two levels lower with no damage boost, ask your DM.
Raging Flame (SpC): fire damage -only- is done with +1 damage per die.
Mark of the Enlightened Soul (DM): +50% damage vs evil.
Assay Spell Resistance (SpC): +10 to spell resistance check on the next spell cast.
Spell Enhancer (SpC): +2 to caster level on the next spell cast.
Sonorous Hum (SpC): removes the need to concentrate on the next spell cast.

Items
Ring of Mystic Fire (MiC): 3 charges/day, +[2/3/4]d6 to any fire spell. *Several variants of this exist*

Feats - [Cold]
Snowcast (FB): adds the [Cold] descriptor to all spells you cast if you have snow.
Frozen Magic (FB): up +2 to caster level with all cold spells if it's cold outside.
Cold Spell Specialization (FB): up to +2 damage per die with all cold spells if it's cold outside.
Draconic Aura (DM): up to +4 to the save DC of any elemental spell type chosen (scales by level).
Draconic Power (CAr): +1 to the save DC of any elemental spell type chosen you cast.
Cold Focus (FB): +1 to the save DC of any cold spell you cast, stacks with all the other focuses.
Greater Cold Focus (FB): +1 to the save DC of any cold spell you cast, stacks with all the other focuses.

Items - Cold
Icemail Armor (Online): +2 to the save DC of cold spells you cast.

Spells - Cold
Cold Snap (FB): lowers the temperature by up to 50 degrees, +1 damage per die with cold spells.
Control Temperature (FB): reduce or raise the temperature by one temperature band per five caster levels.

Other - Classes
Warmage (DL:AoM): +3 damage per die conmod/day.
Stormcaster (SW): +1 sonic damage per spell level if the spell deals electricity damage and adds a save vs stun.
Suggested Adaptation of Hellfire Warlock (FCII): +1d6 per class level with evocation spells that deal damage.

Examples of use
(click to show/hide)Warmage/Stormcaster casts a Snowcast + Energy Admixture(electricity) + (Energy Substitution(acid) + (Blistering Spell + Fireball)) under Cold Snap, Caustic Mire, and Cold Spell Specialization. The spell has the [Acid, Cold, Electricity] descriptor, deals electricity & acid damage plus 2 fire damage per spell level. Via Reserves of Strength @cl21 the Fireball deals 23d6+161 electricity, 23d6+161 acid, +3 sonic, +6 fire, and stuns. 494 avg, 733.5 empowered. (click to show/hide)Spellcaster X / Warmage 3 / Hellfire 3 / Uncanny_Trickster 3 / Legacy Champion 4 casts Persisted Acid Sheath & Persist + Energy Admixture(acid) + Fiery Spell + Fire Shield using a Mystic Ring of Fire. The spell has the [Acid, Fire] descriptor and deals fire & acid damage. @CL15 Attackers take 13d6+65 fire, 13d6+65 acid, and 30 acid damage. 251 avg, 361.5 empowered.

Holy Fire Shield is like Fire Shield but is a spell level higher, it has some BoED fluff but as a separate Spell you can tack on it's Fire-Shield-ness for even more damage. And if you *really* wanted to go down this road. Radiant Shield & Cacophonic Shield can be used as well. Deal 800ish damage each and everyone time someone hits you. Who needs Roiler's Gambit?
Extending Classes
(click to show/hide)*In no way do I condone arguing if a PrC can or cannot be extended beyond it's normal means in this thread.*

Classes
Legacy Champion (WoL): can be taken by level 9, gives eight levels of progression to any class you have.
Uncanny Trickster (CS): can be taken by level 5, gives two levels of progression to any class you have.

Other
Bloodlines (UA): they consume a level kind of like LA, but grant increases to stuff scaled by level or your maximum skill ranks.

Example of Abuse
Warlock 4 / Binder 1 / Major Bloodline 3 / Uncanny Trickster 1 / Hellfire Warlock 3 / Uncanny Trickster(hellfire) +2 / Legacy Champion(trickster) 6
Counts as an 18th level hellfire warlock for +36d6 damage.

Awesome Class Variants
(click to show/hide)Bonus Feats
Battle Trickster (CS): 2 extra fighter feats, making it 3 for 3, instead of skill tricks.
Uncanny Trickster (CS): 3 bonus movement or defense improving feats instead of skill tricks.

Adds SLAs or Spellcasting
Swordsage (ToB): maneuvers to spellcasting, potential il to cl shenanigans means caster progression in any class.
Eye of Lolth (DotU): trade out teamwork benefits for disguise self, alter self, and polymorph.

Modifies Spellcasting
Ultimate Magus (CM): combine two spontaneous casters together, example is even warmage and sorcerer so yeah your idea works.
Dragon Descendant (DM): you can in fact extend this class infinity, up to 15 levels pre-epic for 7d6 +8d6 sa rays or dr 15/cold iron.
Pact-Bound Adapt (DM): any spellcaster can use this class, free sorcerer spell-list access to divines woot.
Hellfire Warlock (FCII): +1d6 per class level to evocations, see spell augmentation.

Other
Dread Commando (FR:HoB): stacking +5% concealment per level, combine with uncanny trickster & legacy champion for more.

Magical Locations
(click to show/hide)All listed effects last one year unless noted otherwise.
And lawful/30 means do a lawful act every 30 days.

Boneyard (CM): 1/day enlarge/empower/extend spell to any necromancy spell, expensive 12k.
The Cave of Gems(Moonsea): location, flat rate flaming/frost/shock for 2k.
Court of Thieves (CS): any one luck feat for 6k.
Dragonheart Tomb(DMGII): +1 caster level with necromancy spells for 1k, CM contains several variants of this.
Dragonsblood Pool (CM): gain an extra 3rd level spell slot for 2k.
Eternal Vortex (CM): repeat a 6th level evocation spell 1/day for 10k, only listed because wings of flurry is 4th.
Everflame (DMGII): resist fire 5 for 2k.
Iron Wyrm Vault (CS): gain skill focus(varies) in rogue-ish skill for 3k.
Metamagic Storm (DMGII): any one metamagic feat for 5k.
Necropolis of Dread (DMGII): +1 to fear DCs, also +4 to saves vs fear for 3k.
Otyugh Hole (CS): loved for it's abiltiy to grant iron will for PrCs, 3k.
Pillar of Greyon (FCII): +1d4 to unarmed damage, 1/round unarmed is a touch attack, evil or lawful/30 but can't be of that alignment.
Pool of Frozen souls (DMGII): resist cold 5 for 2k.
Rainbow Falls (CM): 1/day triple duration for a transmutation spell for 2k, you've got to be kidding right?
Shrine of the Weapons Master (DMGII): +2 to damage with any weapon for 2k, only lasts 30 days though.
Tabjari (FCII): +2d6 damage to chaotic outsiders for 10k, lawful/30.
The Frog God's Fane (CS): skill focus(knowledge[any]) for 2k.
Terrible Cyst (DMGII): smite good 1/day for 2.5k.
Timeless Fountain (EB:SoX): you don't age for a year, 5k.
Vale of smoke and Fog (CM): +50% to duration and +1 to save DCs with all illusion spells for 18k, shadowcraft mages live here.
Worldmeet Glade (CM): all summons gain +2 hp per HD and +2 to saves/skills/checks/attack/damage for 18k.
Worm of Minauros (FCII): +1 to highest ability score, evil or lawful/30 but can't be of that alignment.
Shriver (FCII): gain immunity to fear, sickened/nauseated, confusion, fatigue/exhaustion, +2 to will saves, regeneration 5/good & chaotic, 1/day cl 5 barkskin as a free action, gain diehard, and you can try redirect any cure spell in 100ft to you. All for 30k and evil or lawful/30 can be done with any alignment.

Ritual Honorable Mentions
Ritual of Dark Flame (FR:LoD): take 2 temp wis damage to shoot a (hd)d6 ray of negative energy.
Ritual of Shadow Walking(FR:LoD): take 2 temp con damage and 1d4 hp damage to teleport 100ft using shadows.
Binder 1 (ToM): single level dip into this class lets you bind Naberius to heal 1 point of ability damage per round.
Sacred Vitality (LM): this feat lets you expend a turn use to become immune to ability damage.
Wand of Lesser Restoration (Core): 750gp for 50 charges, heals 1d4 ability damage per charge.

Touchstone Honorable Mentions
Monastery of Zerth'Ad'lun (PH, 163): +1 dodge to AC, or +2 if they full attack, the real gem is 6/visit auto ready anything vs any melee.
Catalogues of Enlightenment (PH, 166): gain the granted power of a cleric domain, even if you're a dumb barbarian.
Oxyrhynchus (PH, 172): wording suggests that with snap kick you can attack three times per AoO with a -7 penalty to attack.
The Peak of Continuation (PH, 184): super dr 1/- and 1/visit component free resurrection cast on you when you die.
Healing Waters of Abu-Ima (PH, ?): a 5th level location that gives you a component-free raise dead, perfect for E6 games.

Undead
(click to show/hide)Classes
Dread Necromancer (HoH): 8th lvl dread necros give +2 hp/hd & +4 enhance to str/dex to undead they make, perfect hired crafter.
Wizard[Enhanced Undead] (UA): 1st lvl wizards give +2 hp/hd & +4 enhance to str/dex to undead they make, anything you can do the wizard can do better...

Feats
Improved Turn Resistance (LM): +4 turn resistance.
Necromantic Presence (LM): nearby undead gain +4 to turn resistance.
Lifebond (LM): +4 turn resistance and +2 to saves if bonded creature is nearby. You can rebond as often as you want (free action?).

Feats - Corpsecrafting
Corpsecrafter (LM): undead you create gain +4 enhancement to str, +2 HP per HD.
Bolster Resistance (LM): undead you create gain +4 to turn resistance.
Deadly Chill (LM): undead you create gain +1d6 Cold damage with natural weapons.
Destructive Retribution (LM): undead you create blows up when the redie dealing <HD/2+1>d6 negative energy damage in a 10ft area.
Hardened Flesh (LM): undead you create gain +2 stacking bonus to natural ac.
Nimble Bones (LM): undead you create gain +4 to initiative checks, +10ft to base land speed.
Undead Battery (DL:AoM 209): drain HD from undead to power metamagic feats.

Items
Cloak of Turn Resistance (Online): +4 turn resistance.

Other
Wiggling Maggot Familiar  (Online): +2 turn resistance.

Spells
Desecrate (SRD Spell): undead created within have +2 hp/hd.
Animate Dread Warrior (UE): the necropoliton argument alternative, no level loss, unrefutable for feat gain, but best for mundanes or divines due to -6 int & -4 cha.

Honorable Mention
Effects like Wild Shape and many Polymorph-like effects alter your Type regranting a Con score allowing you to obtain even more HP than non-undead casters as you can once again use Con enhancing Items (at the cost of undead immunities, but not the above feats). For example, a normal wizard uses a d4 and even 20 base con is +7.5/lvl, Undead+Corpsecrafter/Desecrate is 10.5/lvl and could have started with 8~10 Con.

Misc
(click to show/hide)Items
Veil of Allure (SS): +2 to the save DC of any Su/Sp Cha based ability.

Epic
Class, Feats, Items, & Spells.
(click to show/hide)Epic-Extended Classes/PrCs
(click to show/hide)Expanded Base Classes
CPsi: Ardent, Divine Mind, Erudite, Lurk.
CAr: Warlock, Warmage, Wu Jen.
Epic Compilation: Shamurai, Shamen, Shugenja, Sohei, Wu Jen.
Online: Favored Soul, Healer, Marshal, Warlock, Warmage.

Expended PrCs
CW: Frenzy Berserker.
CAr: Mage of the Arcane Order.
FR-PGtF: Eye of Horus-Re, Hammer of Moradin, Hathran, Incantatrix, Monk of the Long Death, Morninglord of Lathander, Runecaster, Shaaryan Hunter, Arcanist.
Epic Compilation: Cavalier, Devoted Defender, Duelist, Master Samurai, Ninja of the Crescent Moon, Weapon Master, Holy Liberator, Hospitaler, Templar, Warpriest, Acolyte of the Skin, Arcane Trickster, Bladesinger, Dragon Disciple, Elemental Savant, Spellsword, Dungeon Delver, Spymaster, Temple Raider of Olidammara, Thief-Acrobat, Animal Lord, Bloodhound, Deepwood Sniper, Frenzied Berserker, Tempest, Divine Agent, Gatecrasher, Planar Champion, Planeshifter, Hathran, Red Wizard, Runecaster, Shadow Adept, Guild Wizard of Waterdeep, Incantatrix, Mage-Killer, Dreadmaster, Dweomerkeeper, Stormlord, Berserk, Diabolist, Illithid Savant.
Online: Iaijutsu Master, Shifter, Sword Dancer, Verdant Lord.
Online (psionic): [ur=archive.wizards.com/default.asp?x=dnd/ei/20030221al]Constructor, Crystal Master, Crystalsinger[/url].

Epic PrCs
(click to show/hide)Arcane Artisan (ecomp): imagine crafting like an artficer but as a 5/10 advancing prc.
Celestial Paragon (ecomp): good aligned divine caster themed.
Netherese Arcanist (FR-PGtF): generic epic+, -5 to spellcraft dcs, cheaper crafting, -5 backlash damage, etc.
Spellfire Hierophant (FR-PGtF): spellfire channeler++, higher caps, better training, more charge buffs.
Void Incarnate (ecomp): defensive nihilist, nondetection++, fom, ignore force effects and gives improved evasion/mettle too.
Warlord of the Utterdark (ecomp): imagine an evil paladin without any spells and no turn/mount and then nerf it some more.
World Waker (online): gains a couple slas and favored plane.

Epic Feats
(click to show/hide)Metamagics
Automatic Quicken Spell (CAr): 0~1 level spells, taking the feat multiple times stacks levels.
Automatic Silent Spell (CAr): 0~3 level spells, taking the feat multiple times stacks levels.
Automatic Still Spell (CAr): 0~3 level spells, taking the feat multiple times stacks levels.
Automatic Vile Spell (ecomp): 0~3 level spells, taking the feat multiple times stacks levels.
Enhance Spell (CAr): +10 for full cl, +5 for half, dice to damage cap, +4 metamagic.

Spellcaster
Divine Spell Penetration (FR-PGtF): +4 to cl to overcome sr and such.
Enhance Effect (FR-PGtF): incantatrix, enhanced spells are treated as if you cast them.
Epic Counterspell (FR-PGtF): unlimited counterspelling without ready actions.
Epic Devotion (FR-PGtF): +4 on saves vs an alignment descriptor.
Epic Spellfire Wielder (FR-PGtF): stored levels are conx4.
Epic Spell Focus (CAr): +1 to save DCs.
Epic Spell Penetration (CAr): +2 to cl to overcome sr and such.
Epic Combat Casting (CAr): +1/2 cl to casting defensively.
Improved Cooperative Metamagic (FR-PGtF): +2 uses and can use silent/still/quicken.
Master Staff (CAr): you can expend slots instead of charges.
Master Wand (CAr): you can expend slots instead of charges.
Staff Expertise (ecomp): full-attack to activate a staff multiple times.

Psionic
Automatic Quicken Power (CPsi): you don't have to expend your focus, still have to spend pp through.
Epic Power Penetration (CPsi): +2 to ml to overcome sr and such.
Epic Psionic Endowment (CPsi): expend your focus for +1 to save DCs.
Improved Combat Manifestation (CPsi): +1/2 ml to manifesting defensively or pinned.
Epic Overchannel (CPsi): up to *2ml cap on overchanneling.

Other
Axiomatic Strike (FR-PGtF): any weapon you have is axiomatic.
Armed Deflection (ecomp): reflex negs ranged weapon attacks.
Armor Skin (CW): +1 to natural armor, stacks.
Chosen Weapon Specialization (FR-PGtF): +2 damage with deity's weapon.
Combat Archery (CW): you don't provoke aoos for using a bow.
Combat Insight (CW): int to melee damage instead of str.
Damage Reduction (CW): +3/-.
Epic Combat Expertise (CW): the ac bonus is also applied to adjacent allies.
Epic Evil Brand (ecomp): evil brand's bonus is increased to +6.
Epic Poison Crafter (ecomp): you can make epic poisons.
Epic Prowess (CW): +1 to attack rolls, stacks.
Epic Toughness (CW): +30hp.
Epic Weapon Focus (CW): +2 to selected weapon attack rolls.
Epic Sunder (CW): *x2 str damage or +4 to str checks for breaking items. ecomp lists this as mighty sunder.
Legendary Rider (CW): no -5 penalty to ride checks in combat.
Vile Deathstrike (ecomp): slain opponents cannot come back to life unless the spell is cast in a consecrated area.
Wield Oversized Weapon (CW): treat weapons as one size smaller for wielding.

Class-Specific (but still short enough not to make a new entry)
Improved Snatch Spell (FR-PGtF): incantatrix, snatched spells are treated as if you cast them.
Improved Spellpool Access (FR-PGtF): chance of desired spell is 90%-(5*lvl), min 5% for 17th+.
Inscribe Epic Rune (FR-PGtF): remove spell level and cl cap on runes.
Epic Ancestral Weapon (ecomp): epic progression for the samurai's ancestral weapon .
Epic Ki Frenzy (ecomp): ki frenzy gives a +4 str/dex bonus & +20 to speed.
Epic Spell Secret (ecomp): choose one metamagic & spell, now that metamagic is free on that spell.
Vile Smight (ecomp): your smite good damage is vile typed which is actually pretty nice.

Divine-Type Feats (link)
(click to show/hide)Divine Infusion: gain the half-celestial/fiend template.
Enhance Turning: turn undead using a full-round action to double the damage dice.
Epic Divine Might: chamodx2 to damage.
Epic Divine Resistance: sr 30 & resistance to fire/electricity 30.
Epic Divine Vengeance: like haste but undead & the bonus attack only.
Epic Divine Vigor: mass buff that gives +30 to land speed & +6 sacred to con.
Ignore Turn Resistance: reduce turn resistance by chamod (min +0).
Intensify Turning: your turn check's max hd limit is increased.
Invoke Divine Wrath: deal (lvl/2)d6 divine damage to a target.
Multiturning: extra turn undead after using a quicken turning, so try to fail for a third time I guess?
Spellchanneling: make a turn check when you take the feat, you can use that value for your cl with spells.
Spell Siphoning: spontaneous cast a spell even if it's not prepared based on your turning check. Hatren in a single feat.

Aura-Specific (link)
(click to show/hide)Gloom Aura: aura provides concealment & +4 turn resistance.
Lasting Aura: aura benefits last one minute after leaving the area.
Multiaura: can have two minor auras up.
Radiant Aura: dazzle creatures with an attempt to daze & -4 turn resistance.
Widen Aura: aura extends to 120ft instead of 60ft.

Warlock-Specific (link)
(click to show/hide)Dark Transient: gain teleport/planeshift as at-will, improves fell flight's speed.
Eldritch Sculptor: buffs eldritch blast, including firing it twice per use or no aoos when using hideous blow.
Epic Eldritch Blast: +1d6 to eb.
Epic Extra Invocation: learn an extra invocation, can select dark-level.
Epic Fiendish Resilience: resilience's fast healing is increased to 25.
Lord of All Essences: you can apply two essences at once and +2 to their dcs.
Master of the Elements:  +10 resists & at-will summon monster 1~9 & dominate monster but limited to elemental subtypes.
Morpheme Savant: at-will power words, gain tongues, warlock's call as demand, plus beguiling influence's bonus is chamodx2.
Paragon Visionary: true/arcane sight, wismodx2 to listen/sense/spot, voidsense's range is increased to 60ft.
Shadowmaster: at-will displacement & shades (awesome), plus immunity to the shadow effects.
Souleater Incarnate: +2 souldmeld dcs, telepathy 100ft, +3 essentia, dying creatures provide a stacking buff to att/saves.
Verminlord: at-will creeping doom with your chamod to poison dcs, plus dominate vermins.

// Feats

Epic Items
(click to show/hide)N/A

Epic Spells
(click to show/hide)Son of Enevhar (FR-PGtF): dc 39, singing gives +3 moral to will saves, -2 att/check/saves to foes.
Starshine upon the People (FR-PGtF): dc 44, pretty much 40ft mass heal without the hp gain.
Animus Blast (FB): dc 50, 10d6 cold-fireball that animates zombies.
Volcano (SS): dc 56, summons a 500x500ft volcano.
Seas of Blood (SW): dc 64, 200ft emanation of water deals 1d4 nonlethal/rnd & summons 3 dire sharks.
Part The Waters (SW): dc 68, reshapable 300x300 cylinder of no water.
Tolodine's Killing Wind (FR-PGtF): dc 70, 40d6 acid damage, so not what it sounded like huh?
Animus Blizzard (FB): dc 78, 20d6 cold-fireball that animates wights.
River Dragon (SW): dc 78, summons a black/bronze wyrm for 20 rounds.
Gift of Alliance (FR-PGtF): dc 80, every ten minutes dump 6,600xp to summon any 12hd creature.
Glorious Light of Renewal (FR-PGtF): dc 80, restores five dead people to life.
Coldfire Blast (FB): dc 93, 40d6 frostburn to a 40ft area.
Horrible Army of the Dead (FR-PGtF): dc 112, 300ft save-or-die up to 80hd that animates <11hd as skeletons.
Beast of a Thousand Legs (SS): dc 132, 20hr 2 mile wide storm with ten tornadoes.
Global Warming (SS): dc 150, temperature in 100 mile radius increases one band (max warm).
Proctiv's Move Mountain (FR-PGtF): dc 280, cuts off a mountaintop, flips it upside down, and turns it into a floating island.
Dire Drought (SS): dc 319, 1,000ft 2d6 dessication aura for 20 hours.
Dire Winter (FB): dc 319, 1,000ft 2d6 cold aura for 20 hours.
Ice Age (FB): dc 323, -100 degrees (min 0 degrees) in 20 mile radius, permanent.

// Content

Other Information
(click to show/hide)
--- Quote from: Jaerom Darkwind ---Okay, this is the first draft of an FAQ for the epic boards. It's by no means complete, but I think it is useful even as is. I'll add more answers as people bring up questions I may have missed.

The 3.0 Epic FAQ

When is my character considered epic?
Okay, this is a complicated question. Being epic comes in stages, like so:
When your ECL reaches 21, you begin using epic experience tables and epic wealth guidelines.
When you have 21 total HD, you may begin gaining epic feats.
When you have 21 character levels, you begin using the epic base attack bonus and save progressions. Note that racial HD are not included in this calculation--they do not use epic attack and save progressions.
When you have 21 levels in a particular class, you begin using the appropriate epic class progression.
When you have 20 total HD, including 10 levels in a prestige class, you may begin gaining epic levels in that prestige class.
When the Epic Level Handbook makes statements like "[class] does not [class ability] after 20th level," they are referring to your 20th class level, not your 20th character level. Specific examples of this are spells per day for spellcasters, and unarmed damage for monks.

When is my weapon considered epic?
A weapon is considered epic for the purpose of defeating damage reduction X/epic only if it has a +6 enhancement bonus or higher. A weapon with an effective enhancement bonus of +6 against certain monsters (such as a +4 aberration bane longsword against aberrations) also defeats this type of damage reduction. However, any weapon with more than a +10 total bonus, or an ability with an effective bonus of more than +5, uses epic pricing charts.

Where can I find the epic progression for the ____________?
Check the Compendium of Official Epic Material, in the Important Epic Threads Index at the top of the forum. If it's not listed there, it hasn't been published anywhere by WotC. In that case, you'll have to make one yourself, though many members here would be more than happy to help you. Work that's already been done can be found in the Compendium of Unofficial Epic Material.

Since the most common question deals with classes that advance two spellcasting progressions at once, such as the mystic theurge, true necromancer, and so forth, I'll deal with them specifically here. There are two schools of thought on these classes.

The official progression from Wizards of the Coast for the mystic theurge grants increases to a single caster level per level, alternating back and forth, and one bonus feat every six levels. Most agree, however, that this is vastly underpowered. Were you to use this caster level progression, bonus feats should be granted every two or three levels.

The progression that is generally favored by the epic community grants caster level increases to both classes every level, and bonus feats every 6 levels.

Where can I find epic progressions for classes with less than 10 levels, like the Archmage?

--- Quote from: Epic Level Handbook ---
These rules allow you to go beyond the normal level limit in a prestige class, but only if it is a ten-level class. Why can't you add levels to a prestige class with fewer than ten levels?

It's Too Easy: Maxing out a ten-level prestige class takes a lot of time and effort, detracting significantly from your pursuit of the Player's Handbook classes. When you max out a five level class, on the other hand, you haven't taken more than a short detour from your main class or classes.

It's Not Significant Enough: Characters with ten levels in the blackguard prestige class undoubtedly think of themselves as blackguards, regardless of the fact that they also have ten levels in one or more other classes. If you've taken fewer than ten levels in a prestige class, those levels represent a smaller fraction of your character's identity.

It's Hard to Build an Epic Progression: With only a few levels to guide you, it's hard to determine what an appropriate progression of class features would be for the class. The rate of improvement of a special ability might be too fast to extrapolate over an infinite number of levels, or there might simply be too few class features to build a unique epic progression.

That said, if your DM wants to allow a character to gain epic levels in a prestige class with fewer than ten levels in its progression, that's okay. Work together with your DM to create an epic progression for the class.
--- End quote ---

I'm sitting here looking at my books, and I can't help noticing that the Epic Spellcasting system seems very flawed and abusable. How broken is it, really?
At first glance, pretty darn broken. The number of possible abuses are infinite, especially with the newest seeds (mythal and shadow). However, the system includes a failsafe that makes it perfectly balanced--requiring DM approval for every spell. As long as the DM is an intelligent, reasonable person, there shouldn't be any problems with abusing the epic spellcasting system.

That said, many members have taken it upon themselves to make the system more idiot-proof. Their work is scattered around the boards, so you'll have to do some searching.

Is there a minimum DC for epic spells? Can I research a spell with a DC of 0? Or even a negative DC?
No, the rules list no minimum. DC 0 spells are certainly possible for those willing to pay the price in mitigating factors, and require 4,500 gp, 1 day, and 180 XP to research. Negative DCs, while theoretically possible, are definitely a bad idea. But due to the absence of an explicit rule, the DM is the final judge.

Why doesn't Mystra's Ban prevent me from casting epic spells?

--- Quote from: Eric Boyd, in Lost Empires of Faerun ---All those who live by magic know that in ages long past, mages had access to spells of great power. In the aftermath of Netheril's fall, however, Mystra banned certain high-level spells that she deemed too powerful for mortals to wield responsibly. Thus, current-day spellcasters no longer have access to true spells of 10th-level and higher. Instead, access to epic magic comes via two feats - Improved Spell Capacity and Epic Spellcasting - that function in very different ways.

The Improved Spell Capacity feat grants spell slots above 9th, theoretically without limit. Before Mystra's ban, powerful mages could fill these spell slots either with true spells of 10th level or higher, or with 9th-level or lower spells fortified by various metamagic feats. After Mystra's ban, only the latter option remained available.

The Epic Spellcasting feat allows the development and casting of epic spells (spells requiring the use of the epic spell system presented in the Epic Level Handbook, cast through superior mastery of the Spellcraft skill). Mystra's ban has never applied to epic spells, even those that duplicate the effects of 10th-level and higher spells developed before the fall of Netheril.

Epic spells did exist during the days of Netheril, but the Netherese largely abandoned their development after the discovery of the nether scrolls. During the age of Netheril, epic spells were largely the province of the Fair Folk and were thus almost exclusively associated with high magic. The Netherese, for their part, preferred to develop and use 10th-level and higher spells.

The fact that spells such as Ioulaum's longevity, Mythanthor's create mythal, Proctiv's move mountain, and Tolodine's killing wind have existed as both high-level spells and epic spells invariably leads to some confusion among scholars of the Art. In the case of Ioulaum's longevity, the famed archwizard Ioulaum created a 10th-level version before the fall of Netheril and an epic spell version after Karsus' Folly. The latter was the version cast by his apprentice Tabra, who then destroyed all records she could find of it.
--- End quote ---

Can a character with the Improved Metamagic and the Heighten Spell (and/or Improved Heighten Spell) feats use them to gain free increases to the DCs of her spells?
No. Improved Metamagic specifically reduces the spell slot increase of metamagic feats. Heighten Spell and Improved Heighten Spell, however, do not possess spell slot modifiers. They are described as actually increasing a spell's level, rather than the slot it occupies. As such, the two feats do not interact at all.

However, were a DM to decide that they do interact, it probably would not be overpowered.

What's the Level Adjustment for the paragon template? How about the quasi-deity template (Divine Rank 0)?
These are pretty tough. For the paragon template, +16 and +18 are popular numbers. The problem is that the power of the template is much less significant at lower levels than at higher. You should think twice about giving it to characters with less than 15 or 20 Hit Dice.

DvR 0 is easier. The general consensus is +6, though adding extraneous elements like ability score bonuses can boost it significantly.

My character took a Vow of Poverty, but now she's reached level 21 and there aren't any new abilities listed for her. All of the other characters are buying epic gear and leaving her in the dust. Where can I find an epic progression for the Vow?
There is no official progression for the Vow of Poverty beyond level 20. Perhaps if the Epic Insights column had still existed when the Book of Exalted Deeds was printed one would have been released, but that's not the case. There are very many unofficial progressions that have been devised on the boards here. The one that I believe to be the best was devised by WizO Negathael, and requires an Epic Vow of Poverty feat. It can be found here.

Why are my epic characters more powerful than the deities from Deities & Demigods?
Because WotC kind of dropped the ball on deity stats. Their policy at the time was to make each book they released a stand-alone work, and so they were bound by their own rules to build deities without using rules from the Epic Level Handbook. Obviously, in retrospect this was a very bad idea. Many people have tried their hands at rebuilding deities using epic rules. Most of this work happens at Dicefreaks.

Why are my epic characters more powerful than the archfiends from the Book of Vile Darkness, the archangels from the Book of Exalted Deeds, and the Elder Evils from Champions of Ruin?

If you're playing epic, pause for a moment to laugh at WotC's farcical cosmic entity stats and move on. They aren't there to be taken seriously. Trust me. They aren't even suitable for use as avatars.

For a slightly longer answer, the reason these entities are so weak is that they were designed to exist in a world in which no character can advance beyond 20th level (IE, the world of the core rulebooks). Thus, no mortal could challenge them, no magic weapon could damage them (except artifacts), etc. If any sort of epic rules are used, their stats become meaningless. The fact that you're here suggests that epic rules are being used in your campaign--therefore, those stats shouldn't be.

My party just killed a deity. Does this make us gods?!
No. Merely killing a deity does not allow one to ascend to godhood in any official campaign setting. The process is always more complex than that, and completely under the control of the DM. Talk to her for details.

I have Epic Leadership, and a ton of followers. If I make them worship me, do I become a god?
No. Merely possessing a number of worshippers does not allow one to ascend to godhood in any official campaign setting (though it may in your DM's world--ask her).

No, not even the Forgotten Realms. According to the Forgotten Realms Campaign Setting, "by Ao's decree, a deity's power is in part derived from the number and fervor of his worshippers..." Note that it says "in part"--that means that deities do not die from losing worship, and they do not ascend by gaining it. There are other requisites for divine power, which your DM must determine (they probably include sponsorship by another deity).

When can we expect an Expanded Epic Level Handbook?
Never.

--- End quote ---

// Info

Change Log
06-13-2017, Reposted to a new host.

SorO_Lost:
Teamwork Benefits
(click to show/hide)NameSourceLeader RequirementsMember RequirementsBenefitAwarenessPHBIIListen 12 and Spot 12Listen 2 or Spot 2Every member of the team gains a +2 circumstance bonus on Listen and Spot checks if any other team member is within 30 feet.Camp RoutinePHBIISurvival 8 or Self-SufficientSurvival 1Your team can set up and break camp with an eye toward defensibility and efficiency. The team member on watch gains a +2 bonus on Spot and Listen checks, and each sleeping team member gains a +4 bonus on Listen checks to hear any sounds within 30 feet.Circle of BladesPHBIIWeapon Specialization and BAB +6Sneak attack +1d6Any team member who readies an action to attack when the task leader does gains a +2 bonus on damage rolls against the same target.Climbing SquadDSClimb 8Climb 1When encountering a surface to be scaled, the task leader must climb it first. Upon reaching the top (or another safe point along the climb), the leader can use the aid another action to grant a +4 bonus (instead of the usual +2) to each other member who attempts the climb. In addition, each member after the task leader can attempt accelerated climbing and take a -2 penalty to the Climb check.Crowded ChargePHBIIJump 8Jump 1Other team members do not block movement for the purpose of determining whether a team member can charge. However, a charging team member must still end her movement in an unoccupied space.Cunning AmbushPHBIIHide 8 and Listen 8Hide 1If the team members allow the task leader to prepare their hiding positions, he can make a special Hide check to camouflage them. This check is modified by each team member's armor check penalty and Dexterity rather than the task leader's, and the camouflage effect lasts until the team member moves. Hiding a team member in this manner requires 10 minutes of work.Cunning Ambush, ImprovedPHBIIHide 12 and Listen 12Hide 3 and cunning ambushDuring the surprise round, each team member who is not surprised and has been camouflaged (see Cunning Ambush) can take a full round's worth of actions.Door ProceduresDMGIIListen 8 and Search 8Listen 1 or Search 1When listening at or searching a door or similar portal, the task leader gains a +1 circumstance bonus on his Listen and Search checks for each team member within 10 feet of the door. If the task leader chooses to take 20 on a Listen or Search check made at a door, he can do so in half the normal time (as if he had made ten attempts, rather than twenty).Expert MountaineersPHBIIClimb 8 and Use Rope 8Climb 1 or Use Rope 1If a team member succeeds on a Climb check, every other team member adjacent to him gains a +2 circumstance bonus on Climb checks made to ascend the same surface. Furthermore, each team member can make an accelerated climb with only a -2 penalty on the Climb check. Finally, a team member can catch a falling comrade by succeeding on a Climb check against the wall's DC (not against the wall's DC + 10).Fearsome RosterHoBIntimidate 8Cha 13 or Intimidate 1Enemies who can see at least two members of your team take a penalty on morale checks equal to 1 + one quarter of the Hit Dice of the lowest level member of the team.Field Medic TrainingDMGIIHeal 8Heal 1If two team members each attempt to stabilize the same dying creature in the same round, the second attempt automatically succeeds.Foe HuntingPHBIIFavored enemy (any one) +4Survival 1 and BAB +4Each team member who assumes a flanking position with the task leader against his favored enemy gains a +2 bonus on damage rolls against that creature.Friendly Fire EvasionHoBSpellcraft 4 and evasionRef +2 and Spellcraft 1You gain the evasion ability (see page 41 of the Player's Handbook), but only concerning spells cast by your team members.Friendly Fire Evasion, ImprovedHoBSpellcraft 6 and improved evasionFriendly fire evasion, Ref +3, and Spellcraft 1You gain the improved evasion ability (see page 42 of the Player's Handbook), but only concerning spells cast by your team members.Gaze AversionDMGIISpot 8Spot 1As long as at least one team member is looking directly at the gaze attack monster, any team member averting his eyes need not make a save against the gaze attack.Group TrancePHBIIElf bloodConcentration 1When team members join hands, the task leader can create a trance link that allows each of them, regardless of race, to meditate in the same manner as elves do. Every team member gains the benefit of 8 hours of sleep after just 4 hours of meditation.Heavy CavalryHoBHandle Animal 4, Ride 8, Mounted Combat and TrampleRide 1To close their formation, the team members and their mounts first line up in adjacent squares, then move closer together so that each takes up a square half as wide as usual. For example, a Medium character mounted on a horse or other Large creature normally takes up a 10 foot square, and a team of four such characters would occupy a rectangle 40 feet wide and 10 feet deep. By contrast, if the same team had trained together and acquired this teamwork benefit, they could compress their line into a unit only 20 feet wide and 10 feet deep, making it harder for anyone they overrun to doge between the horses' hooves. All team members must act on the same initiative count, so some members must delay to match the initiative count of the slowest member in the team. As long as the characters remain in a cohesive set of squares and move at least their speed every round, they gain the following benefits:
* They don't take the -4 penalty on attack rolls and to AC for squeezing (described on page 29 of the Dungeon Master's Guide).
* Opponents can't avoid overruns from team members; they must attempt to block.
* The team members' mounts count as one size category larger for purposes of resolving overruns. For example, a horse counts as a Huge creature (+8 bonus to overrun) rather than a Large creature (+4).
For the purposes of area spells and determining position on the battlefield, each Medium character on a Large mount is considered to be occupying a space 5 feet wide and 10 feet long.Indirect FirePHBIIPrecise Shot and BAB +6Spot 3This benefit denies opponents some of the protection normally granted by cover or concealment. If the spotter has an unobstructed line of sight to the covered or concealed target, she can, as a move action, use hand gestures, spoken directions, and body language to alert allies wielding ranged weapons to the target's position. If the target has covers, it gains only half the normal cover bonus to Armor Class against the team's ranged attacks. If the target has concealment, the attacker rolls the miss chance twice to determine whether his attack hits. A spotter who can see invisible targets can use this ability to allow a reroll on the miss chance to strike an invisible creature.InfiltrationHoBHide 8 and Move Silently 8Hide 1 or Move Silently 1Your team can move at full speed without taking a -5 penalty on Hide and Move Silently checks. Other penalties (such as from difficult terrain) still apply, and you take the normal penalties on Hide or Move Silently checks while attacking, running, or charging. Team members are always visible to each other despite their Hide check results and the presence of anything less than total concealment (although cover might still block line of sight between team members). If you move to a position where none of your comrades can see or contact you, you lose the teamwork benefit at the start of your next turn and don't count as part of the team until you reestablish contact with at least one member.Invisibility SweepHoBBlind-Fight-Each team member can check for the presence of an invisible enemy by groping into four adjacent 5 foot squares within reach, making touch attacks into those squares as described on page 295 of the Dungeon Master's Guide. Doing so is a standard action. If one team member pinpoints the location of an invisible enemy (whether through groping, Spot and Listen checks, or other means), every other team member within earshot also has that enemy pinpointed until that enemy moves into a different square. (Pinpointed invisible enemies still gain the benefits of total concealment; see page 152 of the Player's Handbook).Joint GrappleHoBBAB +4 or Improved Grapple-If you successfully use the aid another action to assist an adjacent team member's next grapple check or Escape Artist check to escape from a grapple, you provide your teammate with a bonus on that check equal to +4 or your Strength modifier, whichever is higher.Joint Bull RushHoBImproved Bull Rush-To perform a joint bull rush, all the team members involved must ready the bull rush action until the turn of the member with the slowest initiative. Then all the bull rushing team members move to their target at the same time and make a single bull rush attempt using the Strength bonus of the strongest team member. Each additional team member involved in the joint bull rush applies his or her Strength bonus (minimum +1). The team members must end their movement adjacent to one another, and they all provoke attacks of opportunity from the defender (although the defender can only make a single attack unless he has the Combat Reflexes feat).Joint RamHoBImproved Sunder-When your team is employing a ram to knock down a barrier or destroy another object, the ram deals an extra 2 points of damage for each team member wielding the ram. In addition, if a team member is trying to break down a door or perform a feat of strength similar to ramming, she gains a +4 bonus on the aid another action. The DM should set limits for how many team members can usefully help break down a particular door (typically two Medium creatures for every 5 feet of the door's width).Like a RockPHBIIStabilityBalance 1The task leader's stability bonus against bull rush or trip attempts extends to all team members adjacent to her. This bonus stacks with that provided by stability.Long Range ArcheryHoBFar ShotBAB +1When a team member misses with a ranged attack made against a target farther away then one range increment, subsequent ranged attacks any team member makes against that foe take only half the penalty for range (-1 per range increment). If the foe moves more than 20 feet, this benefit does not apply until a team member shoots at and misses the foe again.Massed ChargePHBIIBalance 5Balance 1The team can make a special charge attack. All team members move on the same initiative count, and each must charge and attack the same target. Each team member gains a bonus on his attack roll after the charge equal to the number of teammates participating.Missile VolleyPHBIIFar Shot and Precise ShotPoint Blank ShotEvery member of the team who readies an action to fire a missile weapon when the task leader does gains a bonus on the attack roll equal to the number of team members firing. The task leader also qualifies for the bonus, even though she did not ready an action. All these attacks must be made against the same target.Ranged PrecisionHoBBAB +4 and Precise ShotBAB +2The penalty for firing a ranged weapon into a melee is cut in half (from -4 to -2) if every ally in the melee is on your team. The AC benefit your foe gets from cover is likewise cut in half (from +4 to +2) if that cover consists solely of team members.ScoutingHoBListen 8 and Spot 8Listen 1 and Spot 1; or AlertnessThe team as a whole can make a free Spot check and a free Listen check at the end of each round, regardless of whether any members of the team have already made such checks that round. Use the lowest check modifier of any member of the team present, with a +1 bonus for every team member beyond the first. In the middle of a combat when actions are precious, this teamwork benefit gives the members detailed information about their immediate environment that they otherwise wouldn't have.Search TeamDSSearch 5, trap sense +1Search 1As a full-round action, the task leader can apply his Search check result to every square searched by a member of the ream (excluding the task leader).Snap Out of ItDMGIIConcentration 8 or Iron WillConcentration 1If a team member is known to be under the sway of a compulsion effect, an adjacent team member can spend a full-round action to grant that team member a new save against the compulsion effect (as the rogue's slippery mind class feature, except that the second save need not happen in the second round of the effect). No character can grant another team member more than one extra save against any one compulsion effect. However, multiple team members can all attempt to help the same character.Spell BarrageDMGIISpellcraft 8Spellcraft 2This benefit is triggered when a team member first casts a spell requiring a Reflex save. Whether they succeed or fail on the save, all enemies within its area take a -2 penalty on Reflex saves for each subsequent Reflex save attempted that round against an effect created by another member of the same team.Spellcaster GuardianHoBCombat Reflexes and Spellcraft 4Dex 13 or Spellcraft 1If a spellcaster on your team provokes attacks of opportunity by casting a spell, a team member adjacent to the spellcaster can interpose herself between the spellcaster and one or more attackers at the last moment, taking upon herself attacks of opportunity meant for the spellcaster. The team member can intercept a number of attacks of opportunity equal to 1 + her Dexterity bonus. Resole each attack as normal, using the interposing team member's Armor Class. If the attacks hits, it damages the interposing character but doesn't distract the spellcaster.Steadfast ResolvePHBIIConcentration 8 and Iron WillWill +2Any team member who must make a saving throw against a fear spell or effect gains a +2 circumstance bonus on the save if he can see or hear at lest one team member.Superior FlankHoBSneak attack +4d6BAB +3Whenever two members of your team flank the same enemy, all members of the team can make melee attacks against that enemy as if they also flanked her. Creatures that can't be flanked are unaffected. Furthermore, if at least two members of your team are flanking a foe who has the improved uncanny dodge ability, add together the rogue levels of all the team members engaged in melee with that foe to determine whether she can be flanked. If the sum of your teammates' rogue levels is four more than the foe has Hit Dice, all members of your team can flank that foe.Superior Team EffortPHBIIAny skill 8 and Skill Focus [chosen skill]Team leader's chosen skill 1Any team member who attempts to aid another member's check with the relevant skill must make a DC 5 check to succeed rather than a DC 10 check.Team Melee TacticsPHBIICombat Expertise and DodgeBAB +6Whenever a team member uses the aid another action to grant another member a bonus on attack rolls, that bonus increases by 1.Team RallyHoBCha 13, commander rating 2Commander rating 1Whenever a team member makes a rally check (see Heroes of Battle, page 73), she gains a +1 bonus on the rally check for each other team member the demoralized troops can see or hear. If a team member is successfully rallied by another team member's rally check, the morale of the rallied teammate improves by two categories (such as from shaken to heartened).Team RushPHBIISurvival 8 and EnduranceSurvival 1When the entire team is traveling overland on foot, each team member moves at the task leader's speed. This benefit does not extend to combat and similar shortterm movement situations, or to mounted characters.Team Shield ManeuverPHBIIShield SpecializationShield ProficiencyWhen a team member's hit point drop to -1 or lower, any teammate adjacent to him who carries a shield can use an immediate action to push him out of harm's way. The injured team member moves 10 feet before falling prone.Wall of SteelPHBIITower Shield Proficiency and BAB +8Shield Proficiency and BAB +2As a swift action, any member of the team can lose his shield bonus to AC and grant it to a single adjacent team member instead. This bonus stacks with the recipient's existing shield bonus, if any.
Change Log
06-13-2017, Reposted to a new host.

SorO_Lost:
TODO: Add Dragon Magazine (lots of spoiler tags to recode)
Up to Cleric finished, it's a slow process given the Dragon's ACF post format. Like encoding half of the source information as a separate spoiler tag which must be retyped instead of copypasta.

Alternative Class Features
(click to show/hide)Oppressor [Intimidation] (Dragon312 pg90): Gains Keep Awake, Brutal Grappler, Intimidating Edict, Infamy, Bonus Feats, and Intimidating Presence

Poisoner [Poison] (Dragon312 pg90): Gains Detect Poison, Poison Touch, Poison Use, Save Bonus vs Poison, Blowgun Mastery, Poisoner's Art, Delay Onset, Fact Acting, Quick Hands, Poisonous Sneak Attack, Poison Breath, Poison Gaze, and Poison Immunity

Replacement Killer [Disguise] (Dragon312 pg90): Gains Death Attack, Poison Use, Greater Paralyzing Attack, Uncanny Dodge, Disguise Self, Inconspicuous Disguise, Improved Uncanny Dodge, Undetectable Alignment, Greater Invisibility, Improved Inconspicuous Disguise, and Modify Memory

(click to show/hide)Dominant Ideal (EC4, web): Enhance primary mantle, do not gain additional secondary psionic mantle.

Elemental Mantles (EC4, web): Replace elemental mantle with four elemental mantles.

Substitute Powers (EC4, web): Add powers to mantles with fewer than ten powers.

(click to show/hide)Psionic Artificer (MoE, p 42): Replace Knowledge (arcana), Spellcraft, Use Magic Device with Knowledge (psionics), Psicraft, and Use Psionic Device, as well as all references to these skills. Likewise, any ability using magic becomes psionic.

Warforged Artificer Substitution Levels (RE, p 129):
1st level: Infuse Self (+1 to caster level for effects that target yourself)
4th level: Tools of War (whenever targeting a construct or arms and armor with an infusion he can heal his Cha bonus in damage. Also, craft reserve points count for double for constructs, arms, and amor), lose homunculus
5th level: Craft Weapon Familiar (craft an intelligent weapon that acts as a familiar), lose retain essence

(click to show/hide)Psionic Assassin (SoS, p113): trade spellcasting for psionics

Avenger (web): variant Assassin must be non-chaotic and has different requirements and a different spell list.

(click to show/hide)Aquatic Barbarian (SW, p 48): fast movement applies to racial swim speed instead of land speed

Berserker Strength (PHB 2, p 33): Lose rage. Gain a rage that activates every time your hp drops to below 5x your barbarian level.

Bonus Feat (SSt, p 44): Gain a bonus feat from a certain list (that you need to meet prerequisites for), lose improved uncanny dodge.

Crafty Hunter (UA, p 58): Gain favored enemy, archery combat style, improved archery combat style, and greater archery combat style. Lose rage and indomitable will.

Duskling Barbarian (MoI, p 43): d10 hitdice, add knowledge: the planes to class skill list
1st level: Incarnum Speed (can channel essentia to greatly increase speed), lose fast movement
7th level: Incarnum Defense (spend essentia to give damage reduction and energy resistance), lose damage reduction
11th level: Incarnum Rage (gain 2 points of essentia while raging), lose greater rage

Fangshields Barbarian Substitution Levels (CV, p 40): must be nonhumanoid
3rd level: Fast Charge (increased movement when charging), replaces trap sense
5th level: Awesome Charge (make a charge attack as though with Awesome Blow), replaces uncanny dodge
7th level: Raging Vigor (spend rage to heal damage), lose 1 point of DR

Ferocity (CiS, web): Lose normal rage, gain ferocity which boosts Str and Dex instead of Con.

Goliath Barbarian Substitution Levels (RS, p 150): add knowledge: nature to class list
1st level: Mountain Rage (extra size/strength while raging), replaces normal rage
5th level: Fortification (25% chance to prevent crits and such), lose uncanny dodge
8th level: Skin of Stone (x/adamantine damage reduction instead of normal)

Half-Orc Barbarian Substitution Levels (RD, p 159):
2nd level: Reckless Charge (+4 attack while charging, -4 AC), no uncanny dodge
5th level: Insightful Rage (+4 will vs. illusions), no improved uncanny dodge
7th level: Two-Handed Strike (+2 damage with 2 handed weapon), lose damage reduction 1/-

Planar Barbarian (PlH, p 28): Add knowledge: the planes to class list
3rd level: Portal Sense replaces trap sense
7th level: Planar Damage Reduction (improved damage reduction vs. outsiders and extraplanar creatures), reduce normal damage reduction
11th level: Menacing Rage (aura weakens extraplanar creatures), lose greater rage

Roof Dweller (CiS, web): Instead of fast movement, gain the roof walker feat. At 6th level, gain access to the roof jumper feat without needing to meet prerequisites, but still need to spend a feat slot.

Spell Sense (CM, p 35): Lose trapsense. Gain AC bonus vs spells.

Spiritual Totem (CC, p 46): Lose fast movement, gain one of the following:
Bear Totem: Improved Grab ability
Eagle Totem: +4 bonus to search and spot
Fox Totem: +4 bonus to Hide and Move Silently
Lion Totem: Gain Pounce ability
Wolf Totem: +2 to attack rolls while flanking

Streetfighter (CiS, web): Lose damage reduction to gain special abilities and benefits while charging.

Totem Barbarian (UA, p 48): Ten various animal totems, each trades various features.

Totem Manifestation (CC, p 46): Lose damage reduction, gain one of the following:
Bear Totem: 1 hp/level
Eagle Totem: +1 to spot and search each level you would normally get damage reduction
Fox Totem: +1 to hide and move silently each level you would normally get damage reduction
Lion Totem: Roar, every creature within 30' must save or be shaken. Once per day, gain an additional use per day every time your damage reduction would normally increase
Wolf Totem: Gain track, and +2 to survival

Trapkiller (DS, p 8): Lose trapsense, gain trapfinding. Use survival to find traps, attack rolls to disable.

Uncanny Bravery (DrM, p 14): Gain immunity to draconic presence and resistance to fear instead of improved uncanny dodge.

Unholy Fury (EoE, p 22): must be CE; lose fast movement; gain smite vs. non-CE creature once every rage

View Spirit World (CC, p 46): lose uncanny dodge, once per day gain darkvision and a bonus to spot and search checks.

Wastelands Damage Reduction (SSt, p 44): gain DR 1/- against wasteland creatures and hazards that stacks with normal DR, lose 1 rage/day.

Whirling Frenzy (UA, p66): Rage increases Strength, Ref saves and AC, and allows an extra attack each turn, instead of normal benefit.

Implacable (Dragon 330 pg84): Loses Fast Movement, gains rage with DR and heavy armor proficiency. Instead of normal rage bonuses, gain +4 to Dexterity, +2 to Constitution, +2 to Will Saves, and damage reduction 1/-.  This temporary damage reduction stacks with the permanent damage reduction the implacable gains at higher levels. At 11th level, the bonuses increase to +6 Dexterity, +6 Constitution, and DR 2/-.  At 20th level the bonuses improve to +8 Dexterity, +8 Constitution, and DR 3/-.

Horselord (Dragon338 pg88): Gains Battle Ecstasy, Animal Companion (Mount), Improved Mounted Archery; Loses all Rage

Racial Barbarian (Dragon 341 pg92~93)
Dwarf Barbarian: Lose Stonecunning and Bonus vs Orcs/Goblins to get +1 attack/damage vs aberrations and undead while raging
Elf Barbarian: -2 on Initiative, but gain Rapid Shot while raging
Gnome Barbarian: Lose normal SLAs, gain Cure Minor Wounds, Guidance, Jump and Resistance (self only) as SLAs
Half Elf Barbarian: Switch +2 bonuses on Diplomacy and Gather Information to Intimidate and Survival
Half Orc Barbarian: Become permanently illiterate and never take Knowledge skills; gain +2 on Intimidation and Survival
Halfling Barbarian: Lose bonuses to Climb, Jump, Move Silently; gain scaling bonus to Hide

Halfling Barbarian (Dragon 342 pg90)
1st level: Lose +1 Size to AC and gain Powerful Build while raging
3rd level: +Intimidation instead of Trap Sense)
5th level: No penalty on Intimidation from size instead of Uncanny Dodge

City Brawler (Dragon349 pg92): Lose proficiency with martial weapons, medium armor, shields; gain Improved Unarmed Strike (but not monk's damage), Two-Weapon Fighting while unarmed with Improved later
Dashing Step (Dragon349 pg92): Lose trap sense; No penalty on AC on charges
Unshakable (Dragon349 pg92): Lose improved uncanny dodge; gain immunity to fear
Devil's Luck (Dragon349 pg92): Lose DR; gain luck bonus to saves equal to amount of DR you would have had
Fearsome Gaze (Dragon349 pg92): Lose Indomitable Will, Trap Sense reduced by 1; +4 on Intimidation, use Strength for Intimidation
Relentless Smash (Dragon349 pg92): Lose Mighty Rage; If you confirm a critical or hit an enemy three times in a round, they're stunned (no save) for 1d3 rounds AND they make a fortitude save (DC 10+Damage Taken) or be knocked prone

(click to show/hide)Bardic Knack (PHB 2, p 35): Lose bardic knowledge, gain the ability to use half your class level in place of skill ranks.

Bardic Sage (UA, p 49): Adds additional spells and bonus to knowledge in exchange for reduced Bardic music abilities.

Divine Bards (UA, p 50): Wisdom used to determine if you can cast a spell, Charisma used for all other factors, some spells added to the the bard spell list.

Drow Bard (DU, p 57): Gain poison use, lose bardic knowledge and 1 bardic music use/day.

Eberron Bard (ECS, p 34): Trade new bardic music for feats.

Gnome Bard Substitution Levels (RS, p 147):
1st level: Gnome Cantrips (swap some 0-level spells), Counter Fear (replaces countersong)
3rd level: Inspire Defiance (resistance to mind-affecting), lose inspire competence
6th level: Phantasmal Song (fear-like song), lose suggestion
11th level: Secrets of Bardic Trickery, lose a 4th level spell known, get new spells

Half-Elf Bard Substitution Levels (RD, p 157):
1st level: Soothing voice, no countersong
6th level: Command, no suggesion
8th level: Secrets of the Diplomat (bonus spells known), lose 4th level spell known

Healing Hymn (CC, p 47): lose fascinate, boost natural healing and healing spells.

Hymn of Fortification (CC, p 47): lose inspire competence, use bardic music to generate protection from evil type effects.

Inspire Awe (DrM, p 13): Gain ability to inspire awe instead of courage.

Inspire Hatred (EoE, p 21): lose inspire greatness, gain inspire hatred

Inspire Turning (ECR, p 206): Replace Inspire Competence with the ability to boost an ally's ability to turn undead by spending a bardic music attempt they gain +2 levels on their turn check.

Loresong (DS, p 8): Give up bardic knowledge. Once per day (more at higher levels) add +4 bonus to an attack, save, or check roll.

Mimicking Song (DS, p 8): Give up countersong. Use bardic music to give allies a +2 bonus on move silently.

Nature Bard (UA, p 58): gain animal companion, nature sense, resist nature's lure, and wild empathy as a druid. Lose bardic knowledge, inspire courage, inspire competence, inspire greatness, and inspire heroics.

Planar Bard (PlH, p 29):
3rd level: Planar Inspiration (can use music to protect people from planar effects), lose inspire competence
6th level: Planar Dissonance (can temporarily redirect portals to new locations), lose suggestion
12h level: Planar Discordance (can use bardic music as a precipitate breach spell), lose song of freedom

Repel Domination (ECR, p 206): Lose suggestion power. +2 bonus on saves vs mind affecting spells and abilities of the undead, if you succeed in the save they become shaken.

Savage Bard (UA, p 50): Must be chaotic, good fortitude and will save, poor reflex. Modified skill and spell list. Illiterate.

Spellbreaker Song (CM, p 35): Lose countersong, can use bardic music to disrupt casters, giving them 20% spell failure chance.

Spellscale Bard Substitution Levels (RDr, p 110):
1st level: Draconic Bardic Knowledge (bonus on bardic lore checks involving dragons)
3rd level: Inspire Arcana (music gives +1 caster levels), no inspire competence
6th level: Superior Suggestion (higher DC's with suggestion)

Undead Bardic Knowledge (ECR, p 206): Replace Bard Knowledge with specialized knowledge about the undead, works like normal bardic knowledge but with a +5 competence bonus.

Bard Schools (Dragon 332 pg85): Gain +1 bonus to two skills at expense of treating two other skills as cross-class.

Harbinger (Dragon 337 pg93): Bardic Music grants Instill Fear, Encourage Failure, Dishearten, Dirge of Binding, Drain Prowess.

(click to show/hide)The Ties that Bind (Dragon341 pg68): new Visages; Kas the Bloody Handed, Primus the one and the Prime.

Gazing into the Abyss (Dragon 357 pg66): New Vestiges; Ansitif the Befouler, Astaroth, Cabiri the Watching Master.

(click to show/hide)Azurin Cleric (MoI, p 42): add knowledge: the planes
1st level: Channel Incarnum (replace turn undead with the ability to increase your essemtia pool), can only cast alignment spells that match cleric's alignment
4th level: Soultouched Weapon (weapon becomes aligned, and can be improved with essentia), lose a second level spell slot
9th level: Distribute Incarnum (sacrifice a spell to boost allies' essentia), lose the ability to spontaneously cast cure spells higher than 5th level.

Blasphemous Incantation (EoE, p 20): must be evil; lose rebuke undead, gain ability to sicken good creatures

Champion Cleric (UA, p 58): Gain smiting and aura of courage as a paladin, lose turn undead.

Cloistered Cleric (UA, p 50): d6 hitdice, poor BAB, only light armor. Modified skill list. Receives knowledge as a bonus domain, 'bardic' lore, and extra spells on spell list.

Destroy Undead (ECR, p 206): Destroy undead (deal 1d6 damage per cleric level, save for half) instead of turning them.

Divine Counter Spell (CM, p 33): Lose turn undead, instead channel energy to counter spells.

Divine Magician (CM, p 33): lose one of your domains, instead pick spells known for wizard list in the schools: abjuration, divination, or necromancy.

Divine Restoration (DS, p 9): Lose a domain granted power. Gain the ability to spontaneously cast restoration spells.

Dragonblood Cleric Substituion Levels (RDr, p 106)
1st level: Turn Energy (energy resistance instead of turn undead)
5th level: Energy Barrier (make walls of energy, lose 3rd level slot)
9th level: Energy Sustenance (use turns to heal), lose a 5th level slot

Drow Cleric (DU, p 57): Rebuke vermin instead of undead.

Dwarf Cleric Substitution Levels (RS, p 146): d10 hitdice, add Knowledge: dungeoneering
1st level: Smite Giants, lose turn undead
4th level: Hammer Specialist (weapon proficiency, +2 damage with hammers), lose 2nd level spell slot
8th level: Earthen Spell Power (+1 caster level for earth spells), lose 4th level spell slot

Eberron Cleric (ECS, p 35): Can choose to worship the pantheon of the Sovereign Host rather than specific deity. Choose two domains from among all offered by the pantheon.

Planar Cleric (PlH, p 30):
4th level: Planar Dismissal (Can use turn attempts to attempt to dismiss summoned planar creatures, but turns undead at -3 levels)
7th level: Planar Domain (give up two domains to gain a planar domain)
11th level: Planar Banishment (lose the ability to spontaneously cast cure spells higher than 6th level, can instead spontaneously cast banishment)

Pool of Healing (CC, p 47): lose 4th level spell slot, gain a pool of healing to use at will (equal to 5 time your divine caster level +1)

Positive Healing (ECR, p 207): Lose one domain granted power. Spend a turn attempt to gain fast healing 2 for 5 rounds.

Purple Staff Substitution Levels (CV, p 47):
4th level: Spontaneous Faith Healing, lose 2nd-level spell slot
6th level: Imbue with Spell Ability, lose 3rd-level spell slot
9th level: Turn Invader (turn enemies at country border)

Raptorian Cleric Substitution Levels (RW, p 160): d6 hitdice
1st level: Air Master (air creatures take a penalty while attacking), lose heavy weapon proficiency
3rd level: Air Summoning Talent (add air creatures to summon monster list, remove earth creatures)
7th level: Open the Wind Gate (can call more powerful air creatures with planar ally spells, can't use planar ally to call other creatures)

Rebuke Dragons (DrM, p 14): Instead of turn undead, instead gain the ability to rebuke dragons.

Spontaneous Domain Casting (PHB 2, p 37): Lose the ability to spontaneously cast cure spells, cast domain spells instead.

True Daylight (ECR, p 207): Lose one domain granted power. Spend a turn attempt to channel positive energy into a daylight spell that you cast.

Faces of Faith (Dragon 311, p 47): Variant cleric progressions with different class features.
Ancestral Speaker: Gains divination-type bonuses, does not need a Divine Focus, Resurrection spells cause target to lose less experience, bonus on skills interacting with spirits
Arcane Disciple: Gains one arcane spell every level from the bard or wiz/sorc spell list one level lower than your maximum and gains all the spells of the Magic domain automatically.
Aspirant: Gains ability to spontaneously convert one spell into another a limited number of times per day, divine counterspell, Shield of the Divine (Bonus AC scaling with level)
Benevolent: Can spontaneously convert spells into a wider range of spells, Luck rerolls as per Luck domain power several times per day.
Crusader: +4 bonus vs enemy god's worshippers, turn enemy's worshippers instead of undead, Bonus feats, Smite
Evangelist: Domains and more domains, also has spontaneous casting like sorcerer, including spells known

Peripheral Beliefs (Dragon 328, p86): Take flaw-like restrictions for minor benefits as a cleric such as always knowing north, save bonus vs sleep, save bonus vs poison/disease, cha bonus vs a sacred animal, cha bonus vs other followers of your god

Rage Cleric (Dragon 333, p 86): Lose Turning, Domains, some weapon and armor proficiencies; Cannot be lawful, gains Rage, Greater Rage, Indominable Will, Tireless Rage, Mighty Rage, and cleric & barbarian stack for rage progression

Improved Domains (Dragon 342, p 21): Take the Improved Power feat to gain an improved granted power of a chosen domain.

Lost Ones' Domain Focus (Dragon 347, p 91): Lose one domain, spells on that domain are no longer on your spell list at all; gain double effect on remaining domain granted power (double bonus or double uses)

No Turning (Dragon 353, p 88): Trade Turn Undead for something else
Cultist: +2 bonus on Bluff, immune to spells that discover lies such as Discern Lies
Evangelist: +2 Diplomacy, 2/day Comprehend Languages, 1/day Tongues
Fanatic: +2 Intimidate, 1/day True Strike
Healer: +2 Heal, casting healing spells on other people gives you +2 Sacred AC/+2 Concentration to cast defensively
Justicar: +2 Sense Motive, Creatures you drop to negative HP automatically stabilize
Mystic: One extra spell per day one level lower than your maximum
Relic Hunter: 1+Wisdom to Reflex vs Traps and Knowledge(Dungeoneering), Search are class skills
Sage: +2 Knowledge(Religion), can reroll Knowledge checks
Scribe: Gain Scribe Scroll, make scrolls for less cost
Shaman: Animal companion of half your level
Theologian: +2 Knowledge(Religion), +2 vs Divine Spells while holding holy symbol
Wanderer: Knowledge(Geography), Knowledge(Local), Speak Language and Survival are class skills, Endurance as bonus feat
Warrior Priest: Sudden Quicken 1/day for a spell targeting your weapon, shield or armor
Weaponmaster: +2 Craft(Weaponsmith), do not need a free hand to cast spells while holding deity's weapon

(click to show/hide)Ectopic Ally (EC4, web): Gain astral construct as psi-like ability, reduce psychic aura.

Hidden Talent (EC4, web): Replace Wild Talent with modified Hidden Talent.

Stygian Path (EC4, web): Expend psionic focus to turn undead, lose divine grace.

(click to show/hide)Shamanic Invocation (DrM, P 14): Give up an aura, learn a draconic invocation.

(click to show/hide)Aquatic Druid: (SW, p 50): Choose an aquatic animal companion.

City-Shape (CiS, web): Smaller wild shapes, but gain the ability to change into vermin.

City-Soul (CiS, web): Lose the ability to wild shape into an elemental, turn into animated objects instead.

Crowd-Walker (CiS, web): Exchange woodland stride for the ability to move in crowds more easily.

Deadly Hunter (UA, p 58): Gain bonus to AC when unarmored and fast movement (as monk). Gain favored enemy, track, and swift tracker as a ranger. Lose armor and shield proficiency and wild shape.

Aspect of the Dragon (DrM, p 11): You don't gain wildshape. Instead take on various aspects of dragons.

Drow Druid (DU, p58): Wildshape into a monstrous spider instead of animals.

Druidic Avenger (UA, p 51): no animal companion or spontaneous casting, penalty to wild empathy. Gain fast movement and rage.

Elemental Companion (CM, p 33): Gain an Elemental as a companion instead of an animal.

Go to Ground (CiS, web): Lose trackless step, gain the ability to hide from Urban Tracking.

Halfling Druid Substitution Levels (RW, p 157) add climb, jump, move silently, and hide to skill list (6 skills points per level)
1st level: Spontaneous Casting (Special list of spontaneous spells), Enhanced Link (bonus to ride animal companion)
5th level: Undersized Wildshape (wildshape limited to smaller forms, usable more times per day)
13th level: Camouflage ability, lose thousand faces

Half-Orc Druid Substitution Level (RD, 159): d10 hitdice, add intimidation as class skill.
1st level: Tough Animal Companion (companion gains toughness)
4th level: Bully Animal (use Str instead of Cha for wild empathy), lose resist nature's lure
6th level: Augmented Nature's Allies (+4 Str/Con on SNA's), lose one wildshape/day

Heat Endurance (SSt, p 47): Gain Heat Endurance, lose resist nature's lure.

Iron Constitution (CiS, web): Lose resist nature's lure. Gain the strong stomach feat, and +2 bonus to saves against disease.

Fangshields Druid Substitution Levels (CV, p 40): must be nonhumanoid
4th level: Spontaneous Curing, replaces resist nature's lure
5th level: Wild Shape Hands (form hands while wildshaping)
7th level: Wild Shape (Humanoid), lose 1 use of wild shape

Goliath Druid Substitution Levels (RS, p 151)
1st level: Elemental Bond (better earth summons, can't summon other elements)
6th level: Earth Companion (animal companion gains earth-type and some stat changes
12th level: Earth Wild Shape (change into an earth elemental instead of plant)

Phynxkin Companion (DrM, p 13): Gain a phynxkin instead of your normal animal companion.

Planar Druid (PlH, p 31): gain knowledge: the planes as class skill
4th level: Resist Planar Might (+2 bonus to saves to resist spell-like abilities of outsiders), lose resist nature's lure
9th level: Planar Tolerance (become attuned to planes), lose venom immunity
13th level: Counter Summoning (counter summon monster spells), lose thousand faces

Root Walker (DS, p 9): Lose woodland stride, resist nature's lure, and wild empathy. Gain wild empathy towards vermin, move over earth, stone, and rock debris and +4 bonus on saving throws against spell like abilities of abberations.

Sandskimmer (SSt, p 47): Gain Sandskimmer, lose woodland stride.

Shapeshifter (PHB 2, p 39): Lose animal companion and wildshape. Gain the ability to change into several forms, with set bonuses, at will.

Shifter Druid Substitution Levels (RE, p 126): add balance, climb, and jump to class skills
1st level: Beast Spirit (grants powers and abilities as level increase), replaces animal companion
4th level: Reckless Nature (+2 initiative checks and reflex saves, -2 to will saves), replaces resist nature's lure
5th level: Wild Shifting (can use racial shifting an extra time per day, and add wisdom bonus to duration. At 8th level claws are treated as one size larger, at 15th level they are treated as two sizes larger. Gain additional uses each time you would gain more uses of wildshape.), replaces normal wildshape ability. At 16th level, gain the ability to change into an elemental as normal.

Spontaneous Affliction (EoE, p 21): lose ability to spontaneous SNA, gain ability to sicken humanoids.

Spontaneous Rejuvenation (PHB 2, p 39): Lose spontaneous SNA spells. Gain the ability to sacrifice spells to give allies fast healing.

Urban Companion (CiS, web): Instead of a normal animal companion, instead gain something similar to a familiar.

Urban Sense (CiS, web): Lose nature's sense, gain a +2 bonus to sense motive and knowledge: local checks.

Voice of the City (CiS, web): Lose wild empathy to gain the ability to communicate with people who speak languages you do not know.

Waste Vermin Wildshape (SSt, p 47): Wildshape into a wasteland vermin, lose 1 wildshape/day.

(click to show/hide)Convert Spell to Power (EC4, web): Add Spellcraft to class skills, add spells to repertoire as powers, lose 1st-level bonus feat.

Favored Discipline (EC4, web): Selected discipline's powers are available, lose 1st-level bonus feat.

Mantled Erudite (EC4, web): Gain psionic mantle's granted ability and access to its powers, lose 1st-level bonus feat.

(click to show/hide)Deity's Favor (PHB 2, p 43): Lose weapon focus and specialization. Grant temporary hitpoints when you cast spells.

Drow Favored Soul (DU, p 58): Gain tremorsense, lose energy resistance.

Favored of Bahamut/Tiamat (DrM, p 13): Lose weapon focus and specialization. Gain claw attacks, add some sorcerer spells to your spells known list, add the dragon touched feat. Grow dragon wings instead of your normal wings. Gain DR 10/epic instead of normal DR.

Favored of the Fiends (EoE, p 20): lose Weapon Focus and Weapon Specialization, gain bite and claw attacks that are treated as evil-aligned

(click to show/hide)Armor of God (CC, p 48): Lose a bonus feat. As a immediate action, lower your will save to +0 and add your normal bonus to your AC.

Armored Mage (CM, p 32): lose medium and heavy armor, can pick an arcane class and cast in light armor, but only spells level equal to your fighter level +1.

Aligned Strike (CC, p 48): lose bonus feat, gain ability to align your weapon.

Counter Attack (PHB 2, p 45): Lose bonus feat. Use a full round action to make an attack, when you're attacked during that round you may attack your attacker as an immediate action.

Darksong Knight Substitution Levels (CV, p 38): d8 HD, add Perform (dance)
2nd level: Dancing Feint (use Perform (dance) to feint)
6th level: Favored Enemy (yochlol)
8th level: Combat Dancing (+2 dodge bonus against AoOs, +2 attacks using Spring Attack)

Dragonscale Husk (DrM, p 12): lose armor proficiency, gain scaly hide.

Drow Fighter (DU, p 58): Gain +2 initiative and Dex to damage against flat-footed enemies, lose heavy armor and tower shield proficiency.

Dungeon Crasher (DS, p 10): lose bonus feats, gain bonuses to break doors and traps. Gain a bonus on bullrush and do extra damage.

Dwarf Fighter Substitution Levels (RS, p 146): d12 hitdice, gain knowledge: dungeoneering
1st level: Axe Focus (+1 attack with axes), lose feat
2nd level: Racial Foes (+2 damage vs orcs, goblins, and giants), lose feat
8th level: Heavy Armor Expertise (+1 AC in heavy armor), lose a feat

Elusive Attack (PHB 2, p 44): Lose bonus feat. Make a full round action to make one attack and gain +2 dodge bonus to AC, increases with levels.

Half-Elf Fighter Substitution Levels (RD, p 157): d8 hitdice, extra skills
1st level: Blade focus (+1 attack with longsword and rapier), lose a feat
2nd level: Main Gauche (AC bonus from TWF), lose a feat
6th level: Confusing Banter (bluff or diplomacy check while fighting to add to attack), lose a feat

Kobold Fighter Substitution Levels (RDr, p 108): gain profession: miner and search
1st level: Spear focus (+1 attack with spears), Dodge. Lose bonus feat, medium, and heavy armor proficiency
2nd level: Constitution Boost (+2 Con), lose feat
4th level: Strength Boost (+2 Str), lose feat

Overpowering Attack (PHB 2, p 45): Lose bonus feat. Make a full round action to make one attack which deals double damage.

Planar Fighter (PlH, p 32): gain knowledge: the planes as class skill
4th level: Planar Study (+2 bonus damage vs outsiders and extraplanars), lose bonus feat
8th level: Align Puissnance (make weapon aligned), lose bonus feat
12th level: Aura of Stability (dimensional anchor on self), lose bonus feat

Raptorian Fighter Substitution Levels (RW, p 161):
1st level: Encumbered Flight (can carry medium load flying), lose heavy armor weapon proficiency
4th level: Airborne Strike (+2 damage when flying higher than opponent), lose feat
8th level: Fast Flight (+10' to glide speed), lose feat

Resolute (CC, p 48): lose a bonus feat. As an immediate action, reduce your BAB by half and add that amount to your will save.

Stealthy (UA, p 58): Lose bonus feats, gain sneak attack as Rogue.  Can explicitly be used with Thug.

Thug (UA, p 51): No first-level bonus feat, only light armor. Extra class skills, adds Urban Tracking to bonus feat list.  Can explicitly be used with Stealthy.

Warforged Fighter Substitution Levels (RE, p 130): d12 hitdice. Add craft and intimidate to class skills (both are already on fighter list)
1st level: Battle Hardened (+3 to initiative checks and saves vs fear), lose bonus feat
2nd level: Bonus Warforged Feat, replaces fighter feat
4th level: Body as Weapon (+2 damage with slams or warforged weapons), lose bonus feat

Zhentarim Fighter Substitution Levels (CV, web): Add bluff and diplomacy to class skills.
3rd level: Bonus Feat: Skill Focus(intimidation)
5th level: Extended Intimidation: intimidation lasts longer
9th level: Swift Demoralization: itimidate as a swift action

(click to show/hide)Dark Companion (PHB 2, p 47): Lose familiar to gain a combat orientated companion.

Drakken Familar (DrM, p 12): Don't gain a normal familiar, gain a familiar with the dragon subtype. It doesn't gain normal special abilities, but can breathe fire instead.

(click to show/hide)Aasimar Incarnate Substitution Levels (MoI, p 42): must be NG; d8 hitdice, add Diplomacy to class skills
1st level: Martial Weapon (gain proficiency and weapon focus with a weapon)
3rd level: Incarnum Radiance (weapon becomes good aligned, extra damage vs evil if you have the incarnate weapon soulmeld)
7th level: Share Incarnum Radiance (share radiance with any non-evil ally)

Gnome Incarnate Substitution Levels (MoI, p 46): must be NG; add Hide to class skill list
1st level: Racial Defense (bonus damage vs kobolds, goblins, and giants equal to half the number of soulmelds, or equal to number of soulmelds if there's another gnome nearby), lose detect opposition
2nd level: Detect Thoughts (use detect thoughts once per day as long as a soulmeld is bound to the crown chakra)
7th level: Share Incarnum Radiance (grant +4 AC vs giants plus normal benefits to allies)

Tiefling Incarnate Substitution Levels (MoI, p 48): must be NE; add Bluff and Hide to class skills; 4 skill points per level
1st level: See in Darkness (can see through magical darkness, as long as soulmeld occupies brow chakra)
3rd level: Incarnum Radiance (20% concealment when using radiance while not in areas of brightness)
7th level: Telepathy (100', as long as a soulmeld is bound to the crown chakra), replaces share radiance ability

(click to show/hide)Tracker (EC4, web): Replace lurk augment list with 'tracker' augment list.
True Thief (EC4, web): Replace lurk augment list with 'thief' augment list.

(click to show/hide)Adrenaline Boost (PHB 2, p 49): Can't grant move actions, instead grant temporary hitpoints.

(click to show/hide)Aquatic Monk (SW, p 50): Walk across water at slow fall speed, lose slow fall.

Broken One Substitution Levels (CV, p 36): add Heal and Survival
3rd level: Lay on Hands, replaces still mind
6th level: Tenacious Tracker, replaces bonus feat
7th level: Locate creature, replaces wholeness of body

Dark Moon Disciple Substitution Levels (CV, web): d6 HD
3rd level: Darkvision: Gain darkvision 60', lose still mind
7th level: Shadow Blend: Gain total concealment in less than full daylight, lose wholeness of body
12th level: Walk the Shadows: Gain dimension door to/from shadow, lose abundant step

Decisive Strike (PHB 2, p 51): Lose flurry of blows, gain ability to make one attack that deals double damage.

Draconic Fist (DrM, p 11): Lose Bonus Feat. Your attacks deal energy damage.

Durable (UA, p 58): Gain damage reduction as barbarian. Lose speed enhancement bonus and bonus to AC (but not wisdom to AC).

Eberron Monk (ECS, p 38)
2nd or 6th: Good or neutral monks may choose Whirling Steel Strike as a bonus feat, evil monks may choose Flensing Strike.

Feign Death (EoE, p 21): lose evasion, gain ability to appear dead

Halfling Monk Substitution Levels (RW, p 158)
1st level: Skirmish (extra damage while moving)
2nd level: Mobility instead of normal bonus feat
7th level: Size Matters Not (bonuses to grapple or use stunning fist on larger creatures), lose wholeness of body

Hin Disciple Substitution Levels (CV, web): d6 HD, halfling only
1st level: Bonus Feat: Stunning Fist or Underfoot Combat;
2nd level Combat Reflexes or Improved Trip
6th level: Blur of Motion: Gain ability to attack a Large or larger foe while using total defense, lose bonus feat, requires 5 ranks of tumble
9th level: The Harder They Fall: Nearby allies can attack a foe you trip while occupying its square, lose improved evasion (and the ability to gain it from other sources)

Holy Strike (CC, p 48): lose ki strike. When hitting an evil creature, your unarmed strike is considered good and does extra damage. Evil monks can reverse this, applying it to good creatures.

Invisible Fist (EoE, p 21): lose evasion, gain ability to turn invisible, gain blink at 9th level

Kalashtar Monk (RE, p 124): gain autohypnosis and knowledge: psionics as class skills
1st level: Psychic Insight (spend power points to improve grapple and stunning fist attacks), replace flurry blow
2nd level: Can select psionic feat as bonus feat
7th level: Wholeness of Body (can spend power points to augment wholeness of body healing)

Phoenix Disciple Substitution Levels (CV, p 46): must be lawful good
1st level: Purifying Flame (add 1d6 fire damage to unarmed attack 1/day per monk level), replaces bonus feat
3rd level: Resistance to Fire (5), replaces still mind
12th level: Fire Stride, replaces abundant step

Planar Monk (PlH, p 32): gain knowledge: the planes as class skill
5th level: Resistant Body (gain energy resistance), lose purity of body
13th level: Axiomatic Soul (gain spell resistance of class level +15), lose diamond soul
16th level: Ki Strike (unarmed attack treated as cold iron), replaces normal ki strike

Prayerful Meditation (CC, p 48): lose still mind. Gain bonus on saves vs spells and effects from chaotic creatures, or those whose alignment is opposite yours.

Skarn Monk Substitution Levels (MoI, p 47): add intimidate to class skills
1st level: Spine Strike (use arm spines instead of normal unarmed attacks)
5th level: Defensive Insight (+1 insight to AC for each point of essentia invested), essentia pool increases by 1, lose normal AC bonus
10th level: Shape Soulmeld, Chakra Bind (arms), replaces lawful Ki strike

Soulwarp Strike (CM, p34): Lose bonus feat. Once per level, can cause sickness with attack.

Spell Reflection (CM, p 35): Lose evasion, gain the ability to reflect spells targeted at you that miss.

Standing Jump (DS, p 10): Reduce fast movement ability to improve jumping ability.

Variant Fighting Styles (UA, p 52): Exchange bonus feats for select styles of learning.

Wall Walker (DS, p 11): Lose slowfall, gain the ability to run up and down walls.

Warforged Monk (ECS, p.38): Can use wholeness of body to repair damage.

Warforged Monk Substitution Levels (CoS, p121):
5th level: Harmonious Form (meditate for 8 hours to recover 2x character level in hit points), replaces Purity of Body
11th level: Shifting Steel (unarmed strikes can do bludgeoning, piercing, or slashing damage), replaces Diamond Body

(click to show/hide)Aquatic Paladin (SW, p 51): Gain aquatic special mount.

Avenging (UA, p 58): Gain favored enemy as ranger. Lose lay on hands, remove disease, and turn undead.

Berronar Valkyrie Substitution Levels (CV, p 35): female dwarf only
3rd level: Everbright Blessing (equipment is immune to acid and rust, provides resist acid 5), replaces divine health
4th level: Valiant Rescue (charge and make full attack against enemy threatening an ally), replaces turn undead
6th level: Binding Oath (oathbreaker suffers fatigue), Touch of Fatigue, replaces remove disease

Charging Smite (PHB 2, p 53): No special mount, if you smite on a charge attack, gain 2 extra damage per paladin level.

Claw of the Sun and the Ankh Substitution Levels (CV, p 36):
1st level: Bird of Prey (gain claw attacks), replaces smite evil
6th level: Smite Minions of Set (smite a servant of Set), replaces remove disease
12th level: Horus-Re's Glory (armor shines as daylight), lose 3rd-level spell slot

Crescent Moon Knight Substitution Levels (CV, p 37): add Knowledge (local, Impiltur region)
4th level: Favored Enemy (lycanthropes) +2, replaces turn undead
6th level: Cure Lycanthropy (use remove disease ability to cure a lycanthrope within a very small timeframe after infection)
10th level: Battlesong (inspire courage), lose 2nd-level spell slot

Curse Breaker (CM, p 33): Lose remove disease, gain remove curse and break enchantment.

Detect Undead (ECR, p 208): Replace detect evil with detect undead.

Divine Counter Spell (CM, p 33): Lose turn undead, instead channel energy to counter spells.

Divine Spirit (DS, p 11): No special mount. Gain a spirit that grants special abilities to you and/or your allies.

Dragonborn Paladin Substitution Level (RDr, p 108): gain knowledge: arcana
1st level: Detect Dragonblood, replaces detect evil
4th level: Bahamut's Blessing (bonus smiting dragons), lose turn undead
5th level: Fearless Special Mount

Dragonscale Husk (DrM, p 12): Lose armor proficiency, gain scaly hide.

Drakkensteed Mount (DrM, p 13): Gain a drakkensteed instead of a normal mount.

Elf Paladin Substitution Levels (RW, p 155)
1st level: Ranged Smite
3rd level: Aura of Freedom (+4 bonus to saves vs Enchantment), lose aura of courage
5th level: Unicorn Mount

Eternal Order Substitution Levels (CV, p 39):
1st level: Corpsestrike (ignore undead creature's DR), Undead Knowledge, replaces smite evil
3rd level: Eternal Vigor (ignore negative levels from undead creature), replaces divine health
6th level: Greater Turning (as Sun domain power), replaces remove disease

Golden Cup Substitution Levels (CV, p 42):
3rd level: Defend the Weak (grant dodge bonus from fighting defensively to adjacent creature), replaces aura of courage
4th level: Shield Other, replaces turn undead
10th level: Expanded Healing (+3 level for lay on hands and healing spells), lose 1 use of smite evil

Golden Lion Substitution Levels (CV, p 43): aid good temple of another faith 1/month
1st level: Detect Magic, replaces detect evil
4th level: Enemy of Strife (smite evil ignores miss chance and bypasses DR as though good against Zhentarim & followers of Bane or Cyric), replaces turn undead
6th level: Restore the Weave (repair a square of dead or wild magic area), replaces remove disease

Half-Orc Paladin Substitution Levels (RD, p 160): d12 HD, switch Diplomacy for Intimidate
1st level: Righteous Fury (bonus damage, increases by level, has duration), lose smite evil
3rd level: Aura of Awe (-2 to enemy's fear saves), lose aura of courage
6th level: Remove Fatigue, replaces remove disease

Halfling Paladin (ECS, p 39): May call a Clawfoot dinosaur to serve as special mount.

Harmonious Knight Substitution Levels (CV, web): add perform to list of class skills
1st level: Inspire Courage: replaces detect evil
6th level: Inspire Competence: replaces remove disease
9th level: Inspire Greatness: replaces remove disease

Holy Judge Substitution Levels (CV, p 44): add Knowledge (the planes)
1st level: Favored Enemy (devils), replaces smite evil
4th level: Censure Devil (daze devil within 30'), intended to replace turn undead?
6th level: Zone of Truth, replaces remove disease

Holy Warrior (CC, p 49): Lose spellcasting. Gain bonus feats.

Lion Legionairre Substitution Levels (CV, p 44): add Knowledge (nature)
3rd level: Firemane Aura (damages attacker), replaces aura of courage
4th level: Wild Fighting (make extra attacks), replaces turn undead
5th level: Flying Lion (fly 1/day), replaces special mount

Mystic Fire Knight Substitution Levels (CV, p 45): d8 HD, add Knowledge (arcana) and Spellcraft
4th level: Bonus Spells, Improved Spellcasting, replaces turn undead
5th level: Smite Evil (normal smite plus disrupt spellcasting)
6th level: Spellshatter (greater dispel magic on melee attack) replaces remove disease

Noble Heart Substitution Levels (CV, p 46): add Survival
3rd level: Tenacious Tracker (Track, +20 to track Loviatar's followers), replaces divine health
4th level: Sunder the Sadistic (gain ability to smite and/or ignore hardness of objects dedicated to, or owned by followers of, Loviatar), replaces turn undead
6th level: Delay Poison, replaces remove disease

Paladins of Freedom, Tyranny, and Slaughter (UA, p 53): Paladins of alternate alignments and codes.

Pelor's Blessing (ECR, p 208): +2 to attack roll and plus 1 damage per 2 paladin when smiting undead, replaces divine health.

Planar Paladin (PlH, p 33): gain knowledge: the planes as a class skill
4th level: Smite Evil Outsider, lose turn undead
6th level: Celestial Mount (mount gains bonuses), lose remove disease
10th level: Alignment Purity (avoid alignment-related penalties on certain planes), lose one smite evil attempt per day.

Red Falcon Substitution Levels (CV, p 48): add Knowledge (history)
2nd level: Brilliant Strategy (increase AC by Cha mod for 1 round), Military Knowledge, replaces divine grace
4th level: Expanded Spell List (augury, deatwatch, status), Military Knowledge, lose 3 uses of turn undead.
6th level: Military Knowledge, Spontaneous Extend Spell, Trained Militia, lose 1st-level spell slot

Ruby Rose Knight Substitution Levels (CV, p 49): d8 HD, add Bluff and Perform (dance, oratory, sing, string instrument)
3rd level: Enduring Personality (immune to Cha damage/drain), Expanded Spell List (love bite), replaces divine health
6th level: Heroism (1/week), replaces remove disease
12th level: Heroic Rapture (grant another creature +4 to attacks, saves and skill checks, immunity to fear, and temporary hp), lose 3rd-level spell slot

Shadow Cloak Knight Substitution Levels (CV, web): gnome only, add Hide and Move Silently to class skill list
4th level: Favored Enemy
6th level: Hide in Plain Sight
9th level: One With the Darkness: gain invisibility 1/day

Spell-less Paladin (CW, p 13): Lose spellcasting, gain mount-related enhancement to lay on hands and offensive abilities.

Stand Fast (CiS, web): Do not gain special mount. Add your divine grace bonus to allies' saving throws. Also gain the ability to add the bonus to rolls to resist bullrush, grapple, trips, sunders, and disarms.

Underdark Knight (CC, p 49): Lose special mount. Gain low-light vision, and a bonus to clim, jump, and balance. At 7th level, gain spike stones. At 12th level gain earth glide. At 15th level gain dimension door.

Vigilant Eye of Helm Substitution Levels (CV, p 51):
1st level: Expanded Spell List (see invisibility), Know Greatest enemy, replaces detect evil
3rd level: Vigilant Aid (increase ally's AC as a move action), replaces divine health
4th level: Awesome Smite (smite as with Awesome Blow), replaces turn undead

Warded Special Mount (ECR, p 208): Lose one weekly use of remove disease. Mount becomes immune to negative energy and death effects.

Warforged Paladin Substitution Levels (RE, p 130): add concentration, craft, knowledge: nobility and royalty, profession, and ride to class skills
1st level: Smite Construct (may smite constructs no matter what their alignment)
2nd level: Durable Will (Con bonus to will saves), replaces divine grace. Repair damage (can repair damage to constructs instead of laying on hands)
3rd level: Immunity to Stunning, replaces divine health

Wary Swordknight Substitution Levels (CV, p 51): halfling, 4 skill points per level, add Listen and Spot
3rd level: Tougher than Small (be treated as one size larger, if advantageous, for some effects), replaces aura of courage
4th level: Uncanny Dodge, replaces turn undead
6th level: Haste, replaces remove disease

Wayward Warden Substitution Levels (CV, web): halfling only
3rd level: Distracting Presence: enemies take a -4 penalty on spot and listen checks, lose aura of courage
5th level: Use Your Allies: Gain sneak attack against larger flanked enemies, lose daily use of smite
10th level: Commanding Presence: Grant allies a bonus on attack rolls, lose daily use of smite

(click to show/hide)Changeling Egoist (RE, p 121): Add bluff and disguise to class skills, 4 skills per level.
1st level: Body Control (+1 manifester level when using psychometabolism powers that target yourself), replaces bonus feat
3rd level: Everchanging Psicrystal (may change the personalities of psicrystal), lose one of the powers gained at 3rd level
5th level: Extra Powers Known, lose bonus feat

Expanded Class (EC2 and EC3, web): replacement abilities for each discipline:
(click to show/hide)Egoist Class Features
Change Shape: replaces 1st-level bonus feat with changeling ability
True Healer: gain Life mantle instead of 5th-level bonus feat

Kineticist Class Features
Energy Snap: expend psionic focus to create a burst of energy, lose 1st-level bonus feat
Greater Animator: augment control object to target larger objects, lose 5th-level bonus feat

Nomad Class Features
Personal Space: expend psionic focus to store or retrieve objects inside yourself, lose 1st-level bonus feat
Temporal Grace: expend psionic focus to resist movement effect, lose 5th-level bonus feat

Seer Class Features
Fate Points: gain action points//Action Boost and Action Surge feats, lose 1st-level bonus feat
Psychic Knowledge: gain bardic knowledge, lose 1st-level bonus feat

Shaper Class Features
Trinkets: expend psionic focus to create temporary small item, lose  1st-level bonus feat
Personal Construct: create specific astral construct as though quickened, lose 5th-level bonus feat

Telepath Class Features
Harbinger: augment psionic attacks and defenses, lose 5th-level bonus feat
Telepathic Communication: gain telepathy, lose 5th-level bonus feat

Kalashtar Telepath Substituion Levels (RE, p 125): gain intimidate as a class features
1st level: Mindlink (manifest mindlink at a level equal to hit dice rather than half), Telepathic Talent (+1 manifester level with telepathy powers), lose bonus feats
3rd level: Mindlink, Compound Psicrystal (psicrystal has two personalities), lose one power known
5th level: Mindlink, Extra Powers Known (learn 2 extra telepathy powers), lose bonus feat

(click to show/hide)Mantled Warrior (EC1, web): Gain psionic mantle, lose 2nd-level bonus feat.

Soulbound Weapon (EC1, web): Gain soulbound weapon through call weaponry power, must select call weaponry and Weapon Focus with soulbound weapon at 1st level, lose 2nd-level bonus feat.

(click to show/hide)Arcane Hunter (CM, p 32): lose normal favored enemy, gain "Favored Enemy (Arcanists)"

Aquatic Ranger (SW, p 51): Track in water, apply woodland stride to aquatic terrain instead of woodland terrain.

Celestial Slayer (EoE, p 20): must be evil; lose wild empathy, animal companion, and woodland stride, gain SR vs. good spells/spell-likes and +4 to confirm crit. vs. good creatures

Champion of the Wild (CC, p 50): Lose spellcasting for bonus feats.

Crowd-Walker (CiS, web): Exchange woodland stride for the ability to move in crowds more easily.

Distracting Attack (PHB 2, p 55): Lose animal companion. Whenever you hit with an attack, the enemy is then considered flanked.

Elf Ranger Substitution Levels (RW, p 155): d6 hitdice, 8 skill points
1st level: Elf Favored Enemy (extra bonus vs certain races)
4th level: Elven Hound Companion
10th level: Strongheart Slayer (+4 morale bonus on will saves vs. drow and driders, +4 for bonus vs spider venoms), lose a favored enemy

Half-Elf Ranger Substitution Levels (RD, p 158):
1st level: Urban Tracking, lose tracking
4th level: Street magic (swap spell lists)
13th level: Skill mastery, lose camouflage

Heat Endurance (SSt, p 48): Gain Heat Endurance, lose Endurance.

Fangshields Ranger Substitution Levels (CV, p 41): nonhumanoid, add Diplomacy
2nd level: Combat Style (Multiattack or Improved Natural Attack (single natural weapon), Weapon Focus (any natural weapon), Weapon Focus (any other natural weapon), or Greater Weapon Focus (single natural weapon))
4th level: Animal Companion (as druid of 1/2 ranger level +2)
5th level: Lion and the Unicorn (+1 sacred bonus to AC during day or night), replaces favored enemy

Feign Death (EoE, p 21): lose evasion, gain ability to appear dead

Gnome Ranger Substitution Levels (RS, p 149):
1st level: Gnome Favored Enemy (bonus with certain skills vs favored enemy instead of damage)
4th level: Burrowing Animal Companion (stronger animal companion, can't share spells with it)
8th level: Gnome Ranger Spells (switch some spells on list)

Hidden Stalker (CiS, web): Lose camouflage and normal hide in plain sight, gain the ability to hide more easily in urban settings.

Kobold Ranger Substitution Levels (RDr, p 109):
1st level: Kobold Favored Enemy (favored enemy works with different skills)
4th level: Dire Weasel Companion, Kobold Ranger Spells (different spells)
7th level: Subterranean Stride (underground stride instead of woodland stride)

Phynxkin Companion (DrM, p 13): Gain a phynxkin instead of your normal animal companion.

Planar Ranger (UA, p 55): Wild empathy works better on fiendish/celestial creatures than it does on regular animals, may aquire a fiendish or celestial animal as a companion.

Planar Ranger (PlH, p 34): gain knowledge: the planes as a class skill
4th level: Planar Animal Companion
8th level: Portal Intuition (attempt to determine where portals lead), lose swift tracker
13th level: Planar Tracking (use plane shift to follow quarry), lose camouflage

Rival Organization (CiS, web): Do not gain favored enemies. Instead, gain bonuses when fighting members of an organization which you have studied.

Sandskimmer (SSt, p 49): Gain Sandskimmer, lose woodland stride.

Shadow Sword Substitution Levels (CV, p 49): add Knowledge (history)
3rd level: Walk in Silence (+5 Move Silently for 1 round 1 day/2 ranger levels), replaces Endurance
6th level: Bane Weapon (treat weapon as bane weapon against favored enemy), replaces improved combat style
8th level: Portal Analysis (detect portal within 10', study as with analyze portal, use as with portal well), replaces swift tracker

Shape-changing (UA, p 58): Gain wildshape as druid (small and medium animals only) and fast movement as barbarian. Lose combat styles.

Shifter Ranger Substitution Levels (RE, p 128): add balance to list of class skills
1st level: Wild Empathy (add wisdom instead of Cha to wild empathy)
4th level: Share Shifting (share benefits of shifting with animal companion), replaces the ability to share spells
9th level: Enhanced Shifting (gain extra benefit while shifting, depending on primary shifter trait), lose evasion

Shooting Star Substitution Levels (CV, p 50): add Knowledge (arcana) and Spellcraft
3rd level: Weavespeak (as sending with restrictions), replaces Endurance
4th level: Bonus Spells, Improved Spellcasting, replaces animal companion
8th level: Expanded Spell List (see invisibility, word of recall), replaces swift tracker

Spell Reflection (CM, p 35): Lose evasion, gain the ability to reflect spells targeted at you that miss.

Spell-less Ranger (CW, p 13): Lose spellcasting, gain fast movement and spell-like abilities.

Spiritual Connection (CC, p 50): Lose wild empathy, gain speak with plants and speak with animals spell effects.

Spiritual Guide (CC, p 50): Lose animal companion. As long as you're in natural settings, gain a bonus on several skills. Use commune with nature once per day.

Trap Expert (DS, p 12): Lose tracking. Gain trap finding, and disable device as a class skill.

Urban Ranger (UA, p 55): No animal companion greater than medium, replace tracking with urban tracking, no woodland stride or camouflage. Add only one half level to wild empathy checks. Gain Hide in Plain Site in any area, and additional spellcasting.

Urban Companion (CiS, web): Instead of a normal animal companion, instead gain something similar to a familiar.

Urban Tracker (CiS, web): switch normal tracking for urban tracking.

Voice of the City (CiS, web): Lose wild empathy to gain the ability to communicate with people who speak languages you do not know.

Waste Hunter (SSt, p 49): Choose a specific wasteland creature from among current favored enemies, gain additional benefits against that creature.

(click to show/hide)Antiquarian (CC, p 51): Lose trapfinding. Gain wisdom bonus on appraise checks with divine items. Can attempt to identify divine items, as per the spell.

Breathstealer (DrM, p 11): Pick as one of your special abilities. Use sneak attack to prevent a dragon from using its breath weapon.

Changeling Rogue (RE, p 121): Add one knowledge skill to class list, 10 skills per level
1st level: Social Intuition (grants bonuses to a number of social skill checks), lose trapfinding
3rd level: Minor Lore (+1 to knowledge checks, +1 every 3 levels), lose trap sense
8th level: Mutable Anatomy (50% chance to negate extra damage from a critical or sneak attack), lose uncanny dodge

Death's Ruin (CC, p 51): Lose trapsense. Can use sneak-attack on undead, at one half normal.

Disruptive Attack (PHB 2, p 57): Don't gain uncanny dodge. Whenever you attack a flanked or flat-footed target, you can sacrifice your sneak attack to give them a -5 to AC.

Drow Rogue (DU, p 58): Gain poison use, lose trapfinding.

Feign Death (EoE, p 21): lose evasion, gain ability to appear dead

Friend's Evasion (CC, p 51): Lose improved evasion as a special ability option. Every ally adjacent to you gains evasion.

Frostfell Terrain Mastery (FB, p 45): +2 initiative and +10 land speed in cold terrain, gained as special ability.

Golden Hands of Vergadain Substitution Levels (CV, web): must be a dwarf; add Survival to class skills
2nd level: lose +1 to Reflex save from your level, get FE bonuses vs a certain organization.
3rd level: gain Track, lose trap sense. Gain bonuses to tracking in place of trap sense
6th level: lose the BAB bonus from the level, gain Urban Tracking

Goliath Rogue Substitution Levels (RS, p 152): d8 hitdice, add survival to class skills
2nd level: Mettle of Mountains (+4 bonus to For, Mettle), no evasion
3rd level: Wild Sense (bonus to knowledge: nature checks), lose trap sense
8th level: Fortification (25% chance to prevent crits and such), lose uncanny dodge

Halfling Rogue Substitution Levels (RW, p 160)
1st level: Ranged Sneak Attack
3rd level: Thief's Luck (can reroll reflex saves), lose trapsense
10th level: Sniping Mastery (can take ranged attacks while hiding), lose special ability

Holy Stalker (CC, p 51): Lose crippling strike as a special ability option. Add two points of damage per normal sneak attack dice when sneak attacking undead.

Kobold Rogue (RDr, p 109): d4 hitdice, add knowledge: dungeoneering to class list
1st level: Rapid Retreat (+5' while withdrawing), Shrewd Trapfinding (+2 bonus to find/disable traps)
3rd level: Improved Trap Sense (bonus to saves vs. traps), Shrewd Trapfinding
8th level: Evasive Skitter (can move out of area of effects), Shrewd Trapfinding

Lightbringer Penetrating Strike (ECR, p 208): Lose Trapsense. When flanking a creature normally immune to sneak attack damage you still deal half your sneak attack dice in damage. Does not effect creatures immune to flanking, and can only be used against flanked creatures.

Martial Rogue (UA, p 58): Lose sneak attack and gain bonus feats as a fighter.

Mimic (EoE, p 21): lose trapfinding, gain disguise self

Penetrating Strike (DS, p 13): Lose trap sense. When flanking a creature normally immune to sneak attack damage you still deal half your sneak attack dice in damage. Does not effect creatures immune to flanking, and can only be used against flanked creatures.

Planar Rogue (PlH, p 34): gain knowledge: the planes as a class skill
6th level: Breach Sense (detect activation of portals and spells that cross planes)
10th level: Slip the Bonds (turn ethereal once per day), replaces normal special ability
16th level: Blink once per day, replaces normal special ability

Psychic Rogue (Mind's Eye Online):
Trade skill points and slower SA progression for psionic powers and abilities.

Quick Fingers (DS, p 13): Lose one level of trap sense to reduce the time needed to disarm traps.

Rilkan Rogue Substitution Levels (MoI, p 47): add speak languages to class skills
1st level: Improved Flanking (+4 bonus while flanking), lose one die of sneak attack
3rd level: Bardic Knowledge, Bonus feat, lose trap sense
10th level: Fortunate Reflexes (reroll reflex saves), replaces normal special ability

Spell Reflection (CM, p 35): Lose evasion, gain the ability to reflect spells targeted at you that miss.

Spell Sense (CM, p 35): Lose trapsense. Gain AC bonus vs spells.

Wilderness Rogue (UA, p 56): Modified skill list. Add camouflage, woodland stride, and hide in plain site to the list of abilities rogues can pick.

Uncanny Bravery (DrM, p 14): Gain immunity to draconic presence and resistance to fear instead of uncanny dodge.

(click to show/hide)Dungeon Specialist (PHB 2, p 59): Lose fast movement and evasion. Gain a climb speed equal to half your move, attack while climbing, gain a bonus to climbing checks, retain your dex bonus while climbing. At 5th level, get an AC bonus in confining spaces.

Go to Ground (CiS, web): Lose trackless step, gain the ability to hide from Urban Tracking.

Hidden Stalker (CiS, web): Lose camouflage and normal hide in plain site, gain the ability to hide more easily in urban settings.

Riposte (CiS, web): You do not gain skirmish. Instead deal extra damage to someone who has attacked you.

Spell Reflection (CM, p 35): Lose evasion, gain the ability to reflect spells targeted at you that miss.

(click to show/hide)Voice of the City (CiS, web): Lose wild empathy to gain the ability to communicate with people who speak languages you do not know.

(click to show/hide)Aquatic Sorcerer (SW, p 51): Gain aquatic familiar.

Battle Sorcerer (UA, p 56): d8 hitdice, medium BAB, replace bluff skill with intimidate on list of class skills. Proficient with light armor and one light or one-handed melee weapon. Reduced spells per day and spells known.

Divine Companion (CC, 51): Lose familiar. Gain a spirit that stores spell energy and turns it into healing or deflection bonuses.

Dragonblood Sorcerer Substitution Levels (RDr, p 107): lose craft and profession, gain UMD
1st level: Arcane Insight (+2 knowledge: arcana), Dragon Heritage (the feat), lose familiar
4th level: Arcane Insight, Spell-Like Ability (turn spell slots into SLA)
7th level: Arcane Insight, Bonus Spells Known

Drakken Familar (DrM, p 12): Don't gain a normal familiar, gain a familiar with the dragon subtype. It doesn't gain normal special abilities, but can breathe fire instead.

Domain Access (CC, p 52): Lose one 2nd level spell known, and one spell known each time you gain a new spell level. Gain access to a domain, including domain power, and can cast a domain spell of each level once per day.

Dwarf Sorcerer Substitution Levels (RS, p 161): d6 hitdice, add knowledge: dungeoneering
1st level: Arcane Earthblood (alertness feat, damage reduction), lose familiar
5th level: Power of Stone (increase range and DC for spells), lose 2nd level spell known
9th level: Earth Meditation (add Con bonus to Cha to determine bonus spells), lose a 4th level spell known

Frostfell Familiar (FB, p 45): Gain cold-climate familiar.

Metamagic Specialist (PHB 2, p 61): lose familiar. Gain the ability to apply metamagic rapidly 3 + Int bonus times per day.

Planar Sorcerer (PlH, p35): add knowledge: the planes to class list
5th level: Force Charged Energy (half damage of spells is force damage), lose 2nd level spell known
9th level: Extraplanar Spell Penetration (add Cha bonus to caster level to pierce SR of extraplanar creatures), lose a 4th level spell known
13th level: Spontaneous Planar Summoning (use any spell slot to spontaneously cast Summon Monster, picking from a select list), lose a 6th level spell known

Raptorian Sorcerer Substitution Level (RW, p 162):
1st level: Air Magic (add spells to spells known), Elemental Familiar (air elemental familiar), lose normal familiar
5th level: Air Magic, Command the Winds (lose 2nd level spell known, add other spells)
11th level: Air Magic, Spell on the Wing (can fly and cast), lose a 5th level spell known

Spell Shield (DS, p 13): Give up familiar. You can sacrifice a spell slot to prevent damage equal to five times the spell level.

Stalwart Sorcerer (CM, p 36): Lose one spell known from your highest spell level. Gain a martial weapon proficiency, and weapon focus in that weapon, and 2 hitpoints/level.

Warforged Sorcerer (CoS, p 119): Lose familiar, gain the Wand Bonding feat.

Wasteland Familiar (SSt, p 49): Gain horned lizard familiar.

Wilderness Companion (UA, p 58): Trade familiar for animal companion.

Wu Jen spell list (OA, pg 30): Sorcerers can use either the wizard/sorcerer spell list from the Player's Handbook or the wu jen spell list in Chapter 7.

(click to show/hide)Dwarf Soulborn Substitution Levels (MoI, p 44): must be LG; d12 hitdice, add Knowledge: dungeoneering to class skills
1st level: Smite Opposition (extra smite damage while using a hammer)
3rd level: Stoneborn Insight (bonus per soulmeld to damage vs. orcs, goblins, and giants, and on certain checks involving stone or metal)
9th level: Share Incarnum Defense (share defense with allies you can see within 30' as a free action)

Elf Soulborn Substitution Levels (MoI, p 45): must be CG; add search and spot to class skills
1st level: Smite Opposition (can smite with bows)
2nd level: Incarnum Defense (immune to enchantment (charm) effects
7th level: Vigilance of the Ancestors (triple low-light vision, bonus to search and spot when a occupies the brow chakra, if soulmeld is bound there increase bow range increments by one half), lose bonus feat

(click to show/hide)Bonus Feats (EC1, web): gain bonus feats instead of psychic strike

Hidden Talent (EC1, web): gain Hidden Talent instead of Wild Talent, you can take Hidden Talent additional times

Kalashtar Soulknife Substitution Levels (RE, p 124): add disguise, knowledge: the planes, and perform to class skills
1st level: Align Mindblade (can spend a powerpoint to make mindblade good aligned. At 10th level can imbue it with the holy ability), lose wild talent feat
3rd level: Purifying Strike (spend 3 power points to attempt to dispel mind affecting influences), lose one level of psychic strike
6th level: Stand Fast (+2 AC while psionicly focused and not moving more than 5' per round), lose speed of thought

(click to show/hide)Arcane Stunt (CM, p 32): Lose grace, gain benefits of some spells

Drow Swashbuckler (DU, p 59): Free 5' step after hitting with two weapons, lose acrobatic charge.

Shield of Blades (PHB 2, p 63): Lose dodge bonus, gain shield bonus when fighting with two weapons starting at +2 and rising as you gain levels.

(click to show/hide)Halfling Totemist Substitution Levels (MoI, p 46): d6 hitdice, jump, climb, hide, and move silently as class skills
1st level: Low-Light Vision (as long as a soulmeld occupies the brow chakra)
3rd level: Wild Vigor (+2 swim if a soulmeld occupies the arms, +2 jump if one occupies the feet, +2 climb if one occupies the hands), lose protection class feature
8th level: Fast Movement (as barbarian), lose ability to rebind a soulmeld (gain at 12th level instead)

(click to show/hide)Drow Warlock (DU, p 59): Gain poisonous blood, lose fiendish resilience.

Fiendish Flamewreath (PHB 2, p 65): Lose fiendish resilience. Once per day, cover yourself in a sheath of flames that deals 1d6, with more damage at higher levels.

(click to show/hide)Eclectic Learning (PHB 2, p 67): Use your advanced learning to learn a wizard spell you normally couldn't learn, must one level lower than you could normally learn.

(click to show/hide)Educated Wilder (EC1, web): gain Expanded Knowledge instead of volatile mind

Mantled Wilder (EC1, web): gain mantle, lose elude touch, must chose mantle powers as powers known when available

Shifter Wilder Substitution Levels (RE, p 129): add survival to class list
1st level: Wild Psychometabolism (Can learn powers from the egoist list)
2nd level: Savage Renewal (when shifting ends, gain power points equal to the level of highest power)  Replaces Elude Touch.
6th level: Euphoric Shifting (rounds under the effect of surging euphoria don't count against shifting duration)

(click to show/hide)Aquatic Wizard (SW, p52): Gain aquatic familiar.

Changeling Wizard (RE, p 123): Add bluff, disguise, and sleight of hand to class skills. 4 skills per level
1st level: Dual Specialization (specialize in illusion and transmutation, give up 3 other schools)
5th level: Limited Spell Knowledge (learn 3 spells of illusion and transmutation school instead of normal selection), Morphic Familiar (familiar can alter form to other creatures on familiar list), lose bonus feat
10th level: Limited Spell Knowledge, Override Transmutation (if you fail a save vs transmutation effect with a duration other than instantaneous you may make a new save the next round)

Combat Wizard (UA, p 59): Lose scribe scroll and wizard bonus feats, get bonus feats as a fighter.

Domain Granted power (CC, p 53): Lose a bonus feat, gain a domain granted power.

Domain Wizard (UA, p 57): Can not be a specialist wizard. Choose a domain, cast those spells at +1 caster level, and a get a bonus spell slot per spell level for the domain spells.

Drakken Familar (DrM, p 12): Don't gain a normal familiar, gain a familiar with the dragon subtype. It doesn't gain normal special abilities, but can breath fire instead.

Drow Wizard (DU, p 59): Specialize in a group of subschools instead of a school.

Dukar Substitution Levels (CV, p 38): add Swim
5th level: Bonus Spells, Coral Claw, replaces bonus feat
10th level: Bonus Spells, Coral Power, replaces bonus feat
15th level: Bonus Spells, Coral Power, replaces bonus feat

Elf Wizard Substitution Levels (RW, p 157)
1st level: Extra highest-level spell, can't specialize
3rd level: Natural Link (extra bonus from familiar bonuses), familiar can't deliver touch spells
5th level: Bonus Feat (choose a ranged attack feat instead of normal wizard list)

Focused Specialist (CM, p 34): Lose access to another school and one spell per day, gain 2 extra spells from specialist class.

Frostfell Familiar (FB, p 45): Gain cold-climate familiar.

Gnome Illusionist Substitution Levels (RS, 148):
1st level: Gnome Illusion Spells (some illusion spells lower level), -1 caster level for another school
5th level: Extended Illusion (longer lasting illusions), lose feat
10th level: Insidious Illusions (illusions harder to detect), lose feat and two spells learned

High One Warrior-Wizard Substitution Levels (CV, web): Add Diplomacy, Handle Animal, Heal and Ride to class list; requires at least two paladin levels.
2nd level: Wizardly Smiting: Wizard levels stack with paladin levels for number of smite attempts, lose 1st-level spell slot
4th level: Reduce Armor Hindrances: ASF reduced by 20%, lose 2nd-level spell slot
5th level: Familiar Mount: Special mount gains familiar benefits, lose normal familiar and bonus feat

Immediate Magic (PHB 2, p 68): Give up your familiar, gain the ability to use a magical effect as an immediate action, the effect type depends on your specialization:
Abjuration: Generate a shield effect
Conjuration: Short range teleport
Divination: Saving throw bonus
Enchantment: Daze an enemy
Evocation: Shoot fire at someone targeting you with a spell
Illusion: Make a mirror image of yourself
Necromancy: give enemy a penalty to AC and saves
Transmutation: Give yourself special movement abilities

Planar Wizard (PlH, p 36)
6th level: Unimpeded Magic (Cast spells normally that would be impeded by planar effects), lose 3rd level spell slot
10th level: Planar Spellcasting (make spells aligned, +1 CL vs creatures of opposed alignment), lose bonus feat
14th level: Enhanced Magic (choose a plane, once per day cast the spell as if it were cast on that plane), lose a 7th level spell slot

Specialist Variants (UA, p 59-64): There are three variants for each specialist wizard, each gives up something: familiar, bonus feats, or bonus spells per day:
(click to show/hide)Abjurer
Familiar: resistance to energy
Feats: deflection bonus to AC
Spells: spontaneous dispelling

Conjurer
Familiar: summon faster
Feats: augment summoning feat for free, summons are tougher and harder to dispell
Spells: Spontaneous Summons

Diviner
Familiar: Gain sense motive as a class skill, plus some minor bonuses when casting certain spells
Feats: may not use bonus feats for metamagic, gets different bonus feat list
Spells: Once per day, add Int bonus to attack roll, saving throws, skill checks, or level checks.

Enchanter
Familiar: Cohort
Feats: Add bluff, diplomacy, intimidate, diplomacy, gather information, and sense motive to class skills. Add a +2 bonus to one skill every 5 levels.
Spells: Apply extend spell feat once per day for free

Evoker
Familiar: +1 caster level using certain energy types
Feats: Substitute energy types a limited number of times per day, raising with level
Spells: Overcome some energy resistance a number of times per day, raising with level

Illusionist
Familiar: When someone disbelieves your illusions, they can not help others pierce your illusions
Feats: Gain hide as a class skills. At 5th gain a bonus to hide checks, 10th +1 to save DC's, 15th level gain hide in plain sight, 20th blend into shadows for concealment.
Spells: Add 2 illusions to spell book at each level

Necomancer
Familiar: Skeleton minion
Feats: gain some of the benefits of the undead
Spells: Undead created are stronger than normal

Transmuter
Familiar: Once per day, plus another time every 5 levels, add +2 to an attribute
Feats: Learn spells as if they were transmutation spells
Spells: Swap out some of your prepared spells once per day.

Spontaneous Divination (CC, p 53): lose a bonus feat, can spontaneously cast divination spells.

Wasteland Familiar (SSt, p 49): Gain horned lizard familiar.

Wilderness Companion (UA, p 58): Trade familiar for animal companion.

Wizard of Sun and Moon (DS, p 14): Lose familiar. When you prepare spells, you can store two spells in one slot by designated one 'sun' and the other 'moon'. Moon spells can be used underground or at night. Sun spells can only be used during the day and above ground.

(click to show/hide)Skilled City-Dweller (CS, web): swap Gather Information for Handle Animal, Knowledge (local) for Knowledge (nature), Sense Motive for Survival, and/or Tumble for Ride.

Personal Thanks
To everyone involved including a shoutout to Jackinthegreen whom reposted it on MMX citing Dead_Weasel & Rooster as his sources.

Change Log
06-13-2017, Reposted to a new host.

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