Aquatic Shot: You have developed the technique of firing a ranged weapon into or through the water with better accuracy than normal, striking at just the right angle to allow it to slice through the obstruction with precision.
Blackwater Invocation: You can call upon negative energy to infuse normal water around you, transforming it into the dark, cold water found at the bottom of the deepest ocean trenches.
Breathing Link: You can allow a person adjacent to you to breathe water.
Clever Wrestling: You have a better than normal chance to escape or wriggle free from a big creature's grapple or pin.
Curling Wave Strike: Mimicking the forceful power of the wave, you can trip multiple foes as part of the same strike.
Expert Swimmer: You swim like a fish. You can stay underwater far longer than others of your race, and you are at home in the water.
Flying Fish Leap: You can hurl yourself out of the water with ease.
Great Captain: You are a master pilot and battle leader; your crew anticipates your every command and leaps to do your bidding.
Landwalker: You can survive out of water for a longer period of time than most of your kind.
Old Salt: You are an old hand at shipboard life, having mastered the myriad skills that are required of the experience sailor. Additionally, you have an eye for the weather.
Rapid Swimming: You are one with the water.
Sahuagin Flip: You can safely attack and withdraw underwater.
Sailor's Balance: You are experienced with the rolling decks of the ship and maintain strong footing, even in a terrible storm.
Sanctify Water: You can call upon positive energy to momentarily transform normal water around you into holy water.
Scourge of the Seas: You have a sinister reputation as a pirate and can intimidate enemy captains by your mere presence.
Sea Legs: You are accustomed to the rolling motion on board a ship, and can use this motion to your advantage.
Ship's Mage: You form a potent supernatural bond with a ship. Your spells have a more potent effect when cast aboard this ship.
Steam Magic: You are skilled at casting fiery spells into the water, causing terrible gouts of scalding steam.
Storm Magic: You gain a boost in spellcasting power during storms.
Sunken Song: You can project your voice underwater.
Swim-By Attack: You can attack in the middle of a fast pass by your opponent.
Toothed Blow: You are able to hammer your foes more effectively underwater.
Water Adaptation: You favor your aquatic elf parent and have developed the ability to breathe and move about in water easily.
Wingsinger: You can use song or a wind instrument to compel the winds to obey you.
Able Learner: You have great aptitude for learning.
Bright Sigil: You have established a greater degree of control over your sigils. When you concentrate, you can emit strong illumination from the glowing symbols that surround your head.
Channeled Rage: You can focus your rage to counter charms and compulsions.
City Slicker: You are very familiar with city life and the inner workings of your hometown.
Complementary Insight: You get more out of having skills that work well together.
Enhanced Power Sigils: Your illumian power sigils are more powerful than normal.
Fearless Destiny: Your grand destiny allows you to avoid death.
Heroic Destiny: You have a destiny to fulfill.
Human Heritage: Your human heritage is more prominent than in others of your kind.
Improved Sigil (Aesh): You tap into your aesh power sigil to gain enhanced accuracy with your favored melee weapons.
Improved Sigil (Hoon): You tap into your hoon power sigil to help survive deadly conditions.
Improved Sigil (Krau): You tap into your krau power sigil to augment the energy of your magical utterances.
Improved Sigil (Naen): You tap into your naen power sigil to see through illusions and resist language-based effects.
Improved Sigil (Uur): You tap into your uur power sigil to gain enhanced accuracy with ranged weapons.
Improved Sigil (Vaul): You tap into your vaul power sigil to resist mental effects.
Inside Connection: Choose a specific organization. You have strong personal connections within that organization, as well as insight into its membership.
Protected Destiny: Your heroic destiny is guarded against the whims of misfortune.
Resourceful Buyer: You know where to look in a community for anything you need.
Smatterings: You have a talent for acquiring languages -- at least enough of each one to get by.
Sociable Personality: You are adroit at avoiding social gaffes.
Subtle Sigil: You are able to fade your sigils into invisibility, but still tap into their magical energy.
Urban Stealth: You are particularly adept at moving quietly and unnoticed through the city.
Urban Tracking: You can track down the location of missing persons or wanted individuals within communities.
Arcane Insight: By immersing yourself in the teachings of Boccob, you have unearthed magical secrets and gained special insight into arcane spellcasting.
Dread Tyranny: A devoted student of Hextor's militant teachings, you are skilled at intimidating and dominating weaker beings.
Eternal Strength: You have taken Kord's fighting ways to heart. Throwing yourself into every brawl, you draw upon your mighty deity's strength.
Far Horizons: By dedicating yourself to the philosophies of Fharlanghn, you have become a more world-wise and capable traveler.
Law Inviolate: Your unshakable faith in St. Cuthbert allows you to better apprehend fugitives or overcome villains who transgress the law.
Menacing Demeanor: You can tap into your savage heritage to improve your intimidation techniques.
Radiant Fire: Pelor has ignited your faith and conviction, making you better able to fight the creatures of darkness.
Undying Fate: You have pledged your unswerving obedience to Wee Jas, and she in turn has granted you special insight into life and death.
Whispered Secrets: You revere the Maimed Lord and have devoted your miserable, worthless life to learning but a few of the Whispered One's secrets.
Crowd Tactics: You are adept at moving through and fighting in crowds.
Diverse Background: You have a wide and diverse background, giving you a greater understanding of different occupations.
Roofwalker: You are adept at moving and fighting on rooftops and ledges.
Ancestral Knowledge: You have a strong connection to the ancestors of your clan, giving you understanding and knowledge beyond the mortal realms.
Auspicious Marking: Your [goliath] skin patterns indicate that fate has marked you for greatness, and the patterns shift slowly to take new forms.
Axespike: You have mastered the art of fighting in spiked armor while wielding a greataxe. You blend greataxe blows and armor spike attacks into one constant, deadly attack form.
Battle Hardened: Your extensive battle experience has left you incredibly calm and composed, even in the heat of battle.
Burrow Friend: Your natural rapport with burrowing mammals improves.
Clan Prestige: Your actions have brought you some measure of fame and respect from your clan, whether from battle prowess or years of service to the clan.
Craft Rune Circle: You can create rune circles, stationary magic items that hold a variety of spells and effects.
Deep Vision: Your mental focus helps you see farther with darkvision.
Deflective Armor: Your armor shields you from touch attacks as well as regular blows.
Divine Damage Reduction: You can channel energy to give yourself a small amount of protection from weapons.
Divine Spellshield: You can channel energy to help your allies resist spells and spell-like effects.
Dwarven Armor Proficiency: You are familiar with exotic armor of dwarven manufacture and understand how to use it properly.
Earth Adept: You are in tune with the ground at your feet, making you more dangerous in the shifting conditions of combat.
Earth Fist: Your bond with the earth and martial training has imbued your fists with the qualities of cold iron.
Earth Master: You are in tune with the ground at your feet, helping you anticipate your opponent's movements in combat.
Earth Power: You draw psionic energy from raw stone.
Earth Sense: You are in tune with the earth beneath you.
Earth Spell: You draw magical power from the earth beneath your feet.
Earth's Warding: You can channel energy to infuse your skin with the strength of the earth.
Enchanting Song: You can channel the power of your bardic music to temporarily increase the power of your enchantment spells.
Energize Armor: You can charge your armor with psionic energy, making it resistant to energy damage.
Exotic Armor Proficiency: Choose a type of exotic armor. You understand how to wear that type of exotic armor properly.
Exotic Shield Proficiency: Choose an exotic shield. You are proficient with that type of exotic shield.
Extra Silence: You can generate a field of silence more often than other whisper gnomes can.
Fling Ally: You can launch your comrades into the air as if they were thrown weapons.
Fling Enemy: When you're wrestling a foe, you can lift him into the air and hurl him.
Focused Shield: Your mental focus makes you more adept at using your shield.
Gnome Foe Killer: Your battle techniques against your racial foes improve.
Goad: You are skilled at inducing opponents to attack you.
Greater Heavy Armor Optimization: You have mastered the use of heavy armor, maximizing its protective qualities while moving more easily in it.
Heavy Armor Optimization: You have trained extensively in heavy armor, and you have learned to take advantage of the protection it offers.
Heavy Lithoderms: You have stony growths on your skin that afford you protection against attacks.
Improved Rock Hurling: Your accuracy and effectiveness with thrown rocks improves.
Improved Weapon Familiarity: You are familiar with all exotic weapons common to your people.
Inspire Spellpower: You can use your bardic music to increase the power of your allies' spells.
Invest Armor: You can charge your armor with additional protective qualities.
Knockback: By putting your bulk behind a blow, you can push your enemy backward.
Markings of the Blessed: Your skin markings shift into a pattern that resists a wide array of harmful effects in times of trouble.
Markings of the Hunter: Your skin markings shift into a pattern that makes you hard to get the drop on.
Markings of the Magi: Your skin markings shift into a pattern that denotes you as having strong magical talent.
Markings of the Maker: Your skin markings shift into a pattern that gives you fate's edge when using skills.
Markings of the Warrior: Your skin markings have shifted over time into a pattern that gives you fate's deathly accuracy in times of trouble.
Metamagic Song: You can channel the power of your bardic music into your magic, allowing you to pay the cost of metamagic feats by spending uses of your bardic music ability.
Misleading Song: You can channel the power of your bardic music to temporarily increase the power of your illusion spells.
Moradin's Smile: Through the favor of Moradin, you are skilled at interacting with others.
Mountain Warrior: You are adept at fighting on the uneven ground of mountainous terrain.
Natural Trickster: You have greater natural access to your race's powers of illusion.
Pierce the Darkness: You can channel positive energy to temporarily increase the range of your darkvision.
Piercing Sight: Your fundamental familiarity with illusion allows you to better recognize them.
Powerful Wild Shape: You retain your powerful build while in wild shape form.
Rampaging Bull Rush: You can use brute force to slam into and knock down your enemies.
Reckless Rage: You are considered extreme even among other barbaric warriors, and you enter a deeper state of rage than others.
Rock Hurling: You can throw rocks like a giant can.
Roots of the Mountain: You can channel energy to make yourself immovable.
Shielded Axe: You have mastered the style of fighting with a dwarven waraxe and a handaxe while keeping a buckler strapped to your offhand, and you have learned to use this unusual combination of weapons and buckler to protect yourself while wielding both axes effectively.
Shielded Casting: You are skilled at covering yourself with your shield when casting spells in combat.
Shielded Manifesting: You are skilled at covering yourself with your shield when manifesting psionic powers in combat.
Silencing Strike: You can infuse your sneak attacks with the magical essence of silence.
Spellrazor: You have mastered the style of combining a gnome quickrazor with spellcasting.
Steady Concentration: You are an expert at avoiding distractions and focusing your mind, and you can concentrate clearly even in the most stressful conditions.
Steady Mountaineer: You are so good at climbing cliffs and leaping across crevasses that distractions don't affect you.
Stone Form: You can use wild shape to assume a rocklike form.
Stone Rage: Your bond with the earth and tough hide makes it easier for you to shrug off blows while you are raging.
Stoneback: You have studied the techniques of fighting underground, and you can protect yourself from the dangers of multiple attackers whenever you can put your back to a solid wall.
Titan Fighting: You have been trained to fight larger creatures, and you are adept at dodging their attacks.
Trivial Knowledge: You have the ability to dredge up obscure knowledge in appropriate situations.
Tunnel Fighting: You are adept at maneuvering and fighting in tight spaces and underground passages.
Tunnel Riding: You are particularly adept at maneuvering mounts through tight spaces and underground passages.
Turtle Dart: You have mastered the style of fighting with a short sword while wearing extremely heavy armor and carrying a large shield.
Able Sniper: You are accomplished at remaining unseen when you're sniping with a ranged weapon.
Aerial Reflexes: Your aerial agility allows you to avoid dangerous effects while airborne.
Aerial Superiority: You can use your flying ability to gain an advantage against landbound foes or airborne foes that you can outmaneuver.
Agile Athlete: You rely on your agility to perform athletic feats, rather than brute strength.
Battle Casting: You have a knack for staying out of harm's way when casting spells.
Born Flyer: You can fly as though born to do it.
Catfolk Pounce: You can rush unaware foes and deliver several attacks before they have a chance to respond.
Centaur Trample: You have trained to use your large body and unique physiology against your foes. You have learned how to knock down opponents and ride over them in combat.
Coordinated Strike: You and your animal companion or special mount can coordinate your melee attacks to gain an advantage in combat.
Dallah Thaun's Luck: You can rely on a good dose of luck to get you through almost any scrape.
Defensive Archery: You can avoid attacks of opportunity when making ranged attacks while threatened.
Diving Charge: You can dive down at a target to deal a devastating strike.
Elf Dilettante: Throughout the long years of your life, you have developed a talent for doing just about anything.
Expeditious Dodge: You're good at avoiding attacks while moving quickly.
Flick of the Wrist: With a single motion, you can draw a light weapon and make a devastating attack.
Focused Mind: When you have the opportunity to concentrate on a task, you usually do very well at it.
Gnoll Ferocity: You embody the savage ferocity of your people. When you fly into a berserk rage, you can bite opponents with your powerful jaws.
Improved Flight: You have gained greater maneuverability when flying than you would normally have.
Killoren Ancient: You favor the killoren aspect of the ancient.
Killoren Destroyer: You favor the killoren aspect of the destroyer.
Killoren Hunter: You favor the killoren aspect of the hunter
Lightfeet: You have an incredibly soft step, making it difficult to track or hear you.
Magic of the Land: Your intimate understanding of the natural world allows you to imbue your spells with life-giving magical power from the land itself.
Plunging Shot: You can use the force of gravity to make your ranged attacks deal extra damage if your target is below you.
Shared Fury: Your fearsome rage spurs your animal companion to greater heights.
Underfoot Combat: You can enter the space that a foe at least two size categories bigger than you occupies.
Yondalla's Sense: You display a shrewd perception of danger. Other halflings say the blessing of Yondalla is upon you.
Confound the Big Folk: You excel when battling foes bigger than you are.
Winged Warrior: You use your wings for more than just flying.
Wolfpack: You can gain an extra advantage when you and your allies can gang up on a foe.
Woodland Archer: You have honed your archery ability in the wilds of the forest.
Baleful Moan: Your hollow cry strikes fear into the hearts of the living.
Bolster Resistance: Undead you raise or create are more resistant to turning than normal.
Contagious Paralysis: Your paralyzing attack is contagious.
Corpsecrafter: Undead you raise or create are tougher than normal.
Corrupted Wild Shape: You have learned to use the necromantic energy that powers your undead form to overcome the inability of undead creatures to wild shape.
Daunting Presence: You are skilled at inducing fear in your opponents.
Deadly Chill: Undead you raise or create deal more damage than normal.
Death Master: Foes are especially afraid of your critical hits.
Destruction Retribution: Undead you raise or create harbor a retributive curse that is unleashed if they are destroyed.
Divine Accuracy: You can channel positive energy to give your allies' melee attacks another chance to strike true against incorporeal creatures.
Empower Turning: You can turn or rebuke greater numbers of undead with a single turning attempt.
Empowered Ability Damage: Your ability damage (or ability drain) special attack is more potent than normal.
Endure Sunlight: Your vulnerability to sunlight is reduced.
Enduring Life: You can ignore the effect of negative levels for a short time.
Energize Spell: Your spells channel positive energy to deal extra damage to undead creatures, but are less effective against other opponents.
Enervate Spell: Your spells channel negative energy to deal extra damage to undead creatures, but are less effective against unliving opponents.
Eviscerator: The allies of your foes are especially afraid of your critical hits.
Fell Animate: Living foes slain by your spell may rise as zombies.
Fell Drain: Living foes damaged by your spell also gain a negative level.
Fell Frighten: Living foes damaged by your spell are also shaken.
Fell Weaken: Living foes damaged by your spell are also weakened.
Ghost Scarred: You are adept at fighting incorporeal undead.
Ghostly Grasp: You can handle corporeal objects even while corporeal.
Graft Flesh: You can apply a certain type of graft to other living creatures or to yourself.
Hardened Flesh: Undead you raise or create can better handle themselves in a fight.
Heighten Turning: You can affect more powerful undead with your turning or rebuking attempts.
Improved Energy Drain: You draw extra power from your energy-drained victims.
Improved Paralysis: You are better at paralyzing your victims.
Improved Toughness: You are significantly tougher than normal.
Improved Turn Resistance: You have a better than normal chance to resist turning.
Lasting Life: You can shed negative levels with an act of will.
Life Drain: You drain additional life energy from your foes.
Lifebond: Select a specific living creature that is friendly to you. You create a special bond with that creature.
Lifesense: You see the light that all living creatures emit.
Mother Cyst: You gain the ability to cast necrotic cyst spells by growing a cyst of your own.
Necromantic Might: Undead you control gain benefits when they are near you.
Necromantic Presence: Undead you control are harder to turn when they are near you.
Necropotent: Your special melee or ranged attack with one type of weapon is especially effective against undead.
Necrotic Reserve: You are not immediately destroyed when your hit points fall to 0 or lower.
Nimble Bones: Undead you raise or create are faster and more nimble than normal.
Positive Energy Resistance: You are resistant to the damage dealt by positive energy effects.
Profane Lifeleech: You can channel negative energy to draw the life force from nearby living creatures.
Profane Vigor: You can channel negative energy to heal nearby undead allies of physical damage.
Quicken Manifestation: You can manifest from the Ethereal Plane with a moment's thought.
Quicken Turning: You can turn or rebuke undead with a moment's thought.
Requiem: Your bardic music affects undead creatures.
Sacred Vengeance: You can channel energy to deal extra damage against undead in melee.
Sacred Vitality: You can channel positive energy to gain protection from damage to your abilities or your life force.
Spell Drain: You can cast any spell that you drain from a creature's mind.
Spurn Death's Touch: You can channel divine energy to remove some of the harmful effects of attacks made by undead creatures.
Stitched Flesh Familiar: When you are ready and able to acquire a new familiar, you may choose to gain a stitched flesh familiar.
Tomb-Born Fortitude: The power of undeath taints you, body and soul. Its power has hardened your flesh and given it the foul look of the grave.
Tomb-Born Resilience: The power of undeath taints you, deadening your mind and body to the effects of mind-controlling magic, poison, and disease.
Tomb-Born Vitality: The power of undeath taints you, body and soul. Its power has removed your need to sleep and eat.
Tomb-Tainted Soul: Your soul is tainted by the foul touch of undeath.
Undead Leadership: You gain the service of loyal undead followers.
Unquenchable Flame of Life: You are hardened to the attacks of the undead.
Vampire Hunter: Your knowledge of vampires has given you the extraordinary ability to detect subtle signs of their presence and to resist their dominating gaze ability.
Craft Aboleth Glyph: An aboleth with this feat can create magic glyphs that store spells or have specialized effects of their own.
Death Frenzy: When an aboleth takes this feat, its sense of immortality rebels against the very concept of death.
Enlarge Mucus Cloud: An aboleth with this feat can extend its mucus cloud into a wider area.
Memory Eater: An aboleth with this feat is particularly adept at extracting memories and knowledge from the bodies of those it consumes.
Powerful Bite: An aboleth with this feat develops jaws that are much more muscular than normal, allowing it to bite more efficiently.
Quickslime: The slime attack of an aboleth with this feat is particularly fast and difficult to resist.
Reach Bite: An aboleth with this feat can extend its jaws and esophagus out from its body to make attacks beyond its normal reach.
Thicken Mucus: An aboleth with this feat can produce mucus that is thicker than normal, and other creatures find it difficult to swim through.
Toxic Mucus: An aboleth with this feat can produce mucus that is poisonous to other creatures.
Agile Tyrant: A creature with this feat develops longer, more flexible eyestalks than its kin. This extra flexibility allows it to bring additional eye rays to bear against its foes.
Bane of the Unclean: A creature with this feat hates aberrant beholders so strongly that it gains bonuses when fighting them.
Disintegration Finesse: A creature with this feat can use disintegrate effects to affect smaller, more exacting areas.
Disjunction Ray: A beholder with this feat can narrow its antimagic cone down to an eye ray that disjoins magic.
Focused Antimagic: A beholder with this feat can focus the antimagic of its central eye to target a single person or object.
Metaray: A beholder with this feat can apply the effects of metamagic feats to its eye rays.
Skilled Telekinetic: A creature with this feat becomes so skilled with its telekinesis ability that it can manipulate and use magic items via telekinesis.
Craft Psionic Seal: A creature with this feat can create psionic glyphs or symbols that hold spells or psionic powers until triggered.
Spit Poison: A creature with this feat can spit its poison as a ranged touch attack.
Grell Alchemy: A creature that has this feat has studied the alien and disturbing arcane lore of the grell, and understands the magical and physical laws by which their spells and devices function.
Mindsight: A creature that has this feat possesses innate telepathic ability that allows it to precisely pinpoint other thinking beings within range of its telepathy.
Aberration Banemagic: You can cast spells that do additional damage to aberrations.
Aberration Blood: One of your ancestors was an aberration and has passed the taint of its aberrant physiology down through the generations to you.
Aberration Wild Shape: Thanks to your heritage, you have learned to channel your inhuman bloodline into your shapeshifting power.
Aquatic Spellcasting: You know how to cast spells that work equally well in or out of water.
Bestial Hide: Your skin is thicker, scalier, or furrier than normal.
Darkstalker: You have learned how to stalk and surprise creatures whose senses are very different from those of a humanoid.
Deepspawn: Your body undergoes a shocking degeneration into something that is strikingly inhuman.
Durable Form: You are much more resilient than the fragile humanoids that do not share your aberrant heritage.
Inhuman Reach: Your arms elongate, allowing you to touch the floor with your hands.
Inhuman Vision: You possess the inhuman eyes of some strange creature.
Music of the Outer Spheres: You can use your bardic music to create discordant, insane sounds.
Ocular Spell: Your study of the terrible powers of the beholder has given you insight into new ways to prepare and cast spells.
Parrying Shield: You have studied advanced techniques for battling foes whose attacks normally bypass armor.
Quick Recovery: It's hard to keep you down for long. You have a talent for shaking off effects that leave others unable to act.
Scavenging Gullet: The taint of the aberration in your blood has gifted you with the ability to gain nourishment from things that others would never consider as food.
Starspawn: Your abnormal body and heritage has become more pronounced. You grow membranous wings and are comfortable in extreme elevations.
Thrall Bred: Spawned in the breeding pits of the mind flayers or the beholders, you have unusual strength and hardiness, as well as loyalty.
Warped Mind: Your tainted form has altered the physical nature of your brain, making you resistant to mental effects and more capable of unleashing the power of your mind on others.
Waterspawn: Your abnormal body and heritage has become more pronounced. You have prominent fins and are supremely well adapted to the icy deeps.
Wild Talent: Your mind wakes to a previously unrealized talent for psionics.
Graft Flesh: You can apply a certain type of graft to other living creatures or to yourself.
Acheron Flurry: You master the secret technique developed by Acheron-native special forces of limiting a foe's options in hand-to-hand combat.
Air Heritage: You are descended from creatures native to the Elemental Plane of Air.
Anarchic Heritage: You are descended from creatures native to the planes of chaos.
Axiomatic Heritage: You are descended from creatures native to the planes of law.
Celestial Heritage: You are descended from creatures native to the Upper Planes
Celestial Summoning Specialist: You can select from a larger number of options when summoning good creatures.
Earth Heritage: You are descended from creatures native to the Elemental Plane of Earth.
Elemental Spellcasting: Choose an element. You cast spells with that descriptor more effectively than normal.
Fiendish Heritage: You are descended from creatures native to the Lower Planes.
Fiendish Summoning Specialist: You can select from a larger number of options when summoning evil creatures.
Fire Heritage: You are descended from creatures native to the Elemental Plane of Fire.
Improved Elemental Heritage: You have manifested an even stronger tie to your elemental ancestor, resulting in a minor resistance to elemental effects.
Improved Outer Planar Heritage: Your ancestral tie to the Outer Planes manifests as an ability to deal damage with your natural attacks as if they matched the alignment of your ancestors.
Natural Heavyweight: You are descended from creatures native to a plane of heavy gravity.
Neraph Charge: You master the Limbo-native neraph martial art of motion camouflage when you charge your foe.
Neraph Throw: You master the Limbo-native neraph martial art of motion camouflage for your thrown weapons.
Nonverbal Spell: You can cast spells that have verbal components without actually verbalizing the words.
Personal Touchstone: You draw more power form one of the planar touchstone locations to which you have forged a link.
Planar Familiar: When you are ready and able to acquire a new familiar, you may choose one of several nonstandard familiars.
Planar Touchstone: Forge a link between you and power-rich planar locations, referred to as planar touchstones.
Shadow Heritage: You are descended from creatures native to the Plane of Shadow.
Stalwart Planar Ally: The allies you summon from a specific plane are tougher than normal.
Water Heritage: You are descended from creatures native to the Plane of Water.
Accurate Jaunt: You have an instinctive sense of interplanar travel.
Bladeproof Skin: Your skin has a degree of protection from even the sharpest edge.
Breadth of Knowledge: Your time spent plumbing the depths of magic knowledge has resulted in a treasure trove of obscure facts.
Conductivity: You have crude control over electricity effects near you.
Controlled Immolation: If you catch on fire, the flames don't hurt you.
Eyes to the Sky: You have an instinctive sense of when someone is magically watching you.
False Pretenses: Those who try to charm you get an unpleasant surprise.
Ineluctable Echo: Those who use words of power around you hear the sound of their own voices.
Life Leech: You automatically try to steal the last bit of life energy from anyone nearby.
Live My Nightmare: Those who magically pry into your mind become privy to your most frightening dreams.
Momentary Alteration: You can briefly transform yourself into a second form, acquiring its physical qualities.
Naturalized Denizen: You are unusually anchored to your location.
Omniscient Whispers: A constant, barely audible muttering echoes in your ears, usually beyond your comprehension. But if you focus all your energy on listening, you sometimes catch a sentence or two that bears directly on your current situation.
Photosynthetic Skin: Your skin toughens when it draws energy from the sun.
Polar Chill: You can call forth the cold of the arctic regions, making movement and fighting difficult for the unprepared.
Residual Rebound: Sometimes spells cast at you rebound on the caster instead.
Stench of the Dead: The odor of decay hangs heavy on you, causing others to gasp and retch.
Weapon Group (Axes): You understand how to use axes and axelike weapons.
Weapon Group (Basic Weapons): You understand how to use a few basic weapons.
Weapon Group (Bows): You understand how to use bows.
Weapon Group (Claw Weapons): You understand how to use weapons strapped to the hands.
Weapon Group (Crossbows): You understand how to use crossbows.
Weapon Group (Druid Weapons): You understand how to use weapons favored by druids.
Weapon Group (Exotic Double Weapon): You understand how to use the exotic double weapons associated with the weapon groups that you have mastered.
Weapon Group (Exotic Weapons): You understand how to use the exotic weapons associated with the weapon groups that you have mastered.
Weapon Group (Flails and Chains): You understand how to use flails and chain weapons.
Weapon Group (Heavy Blades): You understand how to use large bladed weapons.
Weapon Group (Light Blades): You understand how to use light bladed weapons.
Weapon Group (Maces and Clubs): You understand how to use maces and clubs.
Weapon Group (Monk Weapons): You understand how to use weapons normally favored by monks.
Weapon Group (Picks and Hammers): You understand how to use picks and hammers.
Weapon Group (Polearms): You understand how to use polearms.
Weapon Group (Slings and Thrown Weapons): You understand how to use slings and handheld thrown weapons.
Weapon Group (Spears and Lances): You understand how to use spears and javelins.
Craft Alchemical Item: You are capable of creating alchemical items and substances.
Craft Masterwork Armor: You are trained in the creation of fine armor and shields.
Craft Masterwork Ranged Weapon: You are trained in the creation of fine ranged weapons and ammunition.
Craft Masterwork Weapon: You are trained in the creation of fine melee and thrown weapons.
Low Profile: You are less famous than others of your class and level, or you wish to maintain a less visible presence than others of your station.
Renown: You have a better chance of being recognized.
I'd like to recommend against Black. The default background means that such text is unreadable. Just leave it as "default bold" and you should be fine.