Abidexterity :  You are equally adept at using either hand. 
Benefit : This proficiency reduce by 2 the penalty a character would suffer by using a weapon in each hand or a weapon and a shield at the same time.

Acrobatic : You have excellent body awareness and coordination.
	Benefit: You get a +2 bonus on all Jump and Tumbling checks.

Alluring : Ohters have an inexplicable urge to believe your every word.
	Prerequisite: The weapon proficiency of Persuasive and  Thrustworthy.
	Benefit: You get a +2 bonus on Diplomacy checks and add +2 save penalty on all your mind-affecting, language-dependent spells.

Alternate Improved Familiar : As long as you are able to acquire a new familiar, you may choose your new familiar from a nonstandard list.
	Prerequisite: Ability to acquire a new familiar compatible with your creature type or subtype.
	Benefit: When choosing a familiar, the following creatures are also available to you. You may choose a familiar with the same creature type or subtype as the master.
Familiar			Type/Subtype	Arcane Spellcaster Level
Celestial*		Good			3
Fiendish	**		Evil			3
Air Elemental, Small	Air			5
Earth Elemental, Small	Earth			5
Fire Elemental, Small	Fire			5
Shocker Lizard		Electricity		5
Water Elemental, Small	Water			5
Homunculus!		Undead			7
Ice Mephit		Cold			7
* Any celestial animal from the standard familiar list.
** Any fiendish animal from the standard faimliar list.
! The master must first create the homunculus, substituting ichor or another part of the master’s body for blood if necessary.

Celestial Familiar’s Special Abilities: Can use the Smite Evil ability (see the paladin section) once per day that deals damage equal to its Hit Dice total (maximum +20). They have Darkvision up to 60 feet. Gain the following abilities:
	Acid, Cold, Electricity
Hit Dice	Resistance		Damage Reduction
1-3	25%			-
4-7	50%			10/+1 magical weapons
8-11	75%			15/+2 magical weapons
12+	100%			20/+3 magical weapons

Fiendish Familiar’s Special Abilities: Can use the Smite Good ability (see the paladin section) once per day that deals damage equal to its Hit Dice total (maximum +20). They have Darkvision up to 60 feet. Gain the following abilities:
	Cold, Fire
Hit Dice	Resistance		Damage Reduction
1-3	25%			-
4-7	50%			10/+1 magical weapons
8-11	75%			15/+2 magical weapons
12+	100%			20/+3 magical weapons

If the base creature already has one or more of these special qualities, use the better value.

Animation Mastery: Your animations are exceptionally powerful.
	Prerequisites: Improved Animation, Desecrated Animation, Spell Focus (Necromancy), The Religion nonweapon proficiency with a +6 check.
	Benefits: Undead you create when using animating spells gain maximum hit points and an additional +2 bonus to their saving throw vs. turning/controlling attempt.

Arcane Defense : Choose a school of magic, such as illusion/phantasm. You can resist spells from that school better than normal.
	Prerequisites: The weapon proficiency Spell Focus in the school chosen.
	Benefit: Add +2 to your saving throws against spells of the chosen school.
	Special: You can gain this proficiency multiple times. Each time you take the proficiency, it applies to a new school of magic.

Arcane Preparation : You can prepare an arcane spell ahead of time as a mage does.
	Prerequisite: You must be able to cast spells as a 3E Bard or Sorcerer before you can take this proficiency.
	Benefit: Each day, you are able to prepare one or more spells as a Mage does. If you are a Sorcerer or 3E Bard, this means that you can prepare a spell with a metamagic proficiency ahead of time, instead of casting it as a full-round action. The prepared spell remains in your mind and occupies one of your spell slots until you cast it or change it, prepared spell uses a spell slot of the spell’s normal level modifier by any other metamagic proficiencies.

Armor Expertise: You are able to cast magic while wearing armors.
Benefit : While wearing armors, you only suffer a chance of spell failure as determine on the armor table. Their are 3 types of armor expertise: Light, Medium, and Heavy. Each one grants the wearer access to more armors that he will be able to wear if the proficiency cost is paid.
Light : You are proficient with light weight armors.
Benefit : Your character is able to wear any armors that weight 20 lbs. Or less.
Medium : You are proficient with light and medium weight armors.
Requirements : Light Armor Expertise
Benefit : Your character is able to wear any armors that weight 40 lbs. Or less.
Heavy: You are proficient with armors of any weight.
Requirememts: Light Armor Expertise, Medium Armor Expertise
Benefit : Your Character is able to wear any kind of armors with no weight limits.
Special : Bards may purchase this proficiency without paying for the light and medium armor expertise since he already posess those proficiency.
	Special: You may never purchase the Armor Expertise proficiency if you have delebirately chosen an Armor Limitation as as class ability unless your class starts with a restriction on armors and that you have chosen to stay with that limitation or chosen to buy the Armor Access class ability to be able to wear more armors than your normal class would.

Armor Proficiency : You are especially use to fight in an armor that you nearly notice it’s enconbrance.
Benefit : You suffer only half the normal encombrance load for the choosen armor.
Special : You may purchace this ability several times applying the benefit to another armor by spending other proficiency slots.

Arterial Strike : Your backstab attacks target large blood vessels, leaving wounds that cause massive blood loss.
	Prerequisite: Must have a base thaco of 16 or better, must possess the Backstab ability.
	Benefit: If you hit with a backstab attack, you may choose to forgo a x1 multiplier damage to deliver a wound that won’t stop bleeding. Each wound so inflicted does an additional 1 point of damage per round. Wounds from multiple arterial attack strikes result in cumulative blood loss – that is, two successful arterial strike deals an additional 2 points of damage per round. Blood lost wether from one such wound or several, stops when the victim receives one successful Healing check, any cure spells, or any other form of magical healing. Creatures not subject to backstab attacks are immune to this effect.

Athletic : You’re physically fit and adept at outdoor sports.
	Benefit: You get a +2 on swimming checks and +10% on Climb Walls checks.

Augment Summoning : Your summoned creatures aer better than normal.
	Prerequisites: Spellcaster level 2nd+.
	Benefit: Creatures you conjure with any summon spell gain +1 hit point per Hit Die and a +1 competence modifier on attack and damage rolls.

Blindsight : Your senses are as keen as a bat’s
	Prerequisites: Posess the class ability to Shapechange or Wild Shape into a dire bat.
	Benefit: You gain the extraordinary ability blindsight, which operates regardless of your form. Like the dire bat, you emit high-frequency sounds, inaudible to most creatures, as a form of “sonar” that allows you to locate objects and creatures within 120 feet. Since this ability relies on hearing, any circumstance that deprives you of that sense also negate your blindsight.

Blindsight, 5-Foot Radius : You sense opponents in the darkness.
	Prerequisites: Base thaco of 16 or better, the nonweapon proficiency Blind Fighting, Wis 18+.
	Benefit: Using senses such as acute hearing and sensitivity to vibration, you detect the location of opponents who are no more than 5 feet away from you. Invisibility and Darkness are irrelevant, though you cannot discern noncorporeal beings.

Body Fuel : You can expand your power point total at the expanse of your health.
Prerequisites : Inner Strength

Benefits : You can burn ability points as Psionic strength  points on the basis of 3 PSPs per ability score points burned. Burning ability points for psionic strength points is a free action: You could burn more than 1 ability score point to gain several psionic strength points per free action. Treat reduced ability scores as temporarily lost that will return at a rate of 1 ability point per hour for each ability score. If the psionicist reduce one of it’s prime requirements ability score below the minimum required to use psionic abilities, he will temporarily lose it’s psionic powers until it’s ability scores meets the psionicist requirememts again. When an ability score is reduce, the psionicist use it’s new ability score for all purpose being for thaco or hit point bonus, etc...

Brachiation : You move through trees like a monkey.
	Prerequisites: the Climb Walls nonweapon proficiency/class ability at 15% or  more, the Jump nonweapon proficiency with a +3 check, Str 13+.
	Benefit: You move through trees at your normal land speed by using your arms to swing from one branch to another. To allow brachiation, the area through which you are moving must be at least lightly wooded, with trees no farther apart than 15 feet. You may not use this ability while holding an item in either hand, or while wearing armor heavier than medium.

Brew Potion : You can create potions, which carry spells within themselves. See ther Dungeon Master’s Guide for rules on potions.
Prerequisite : Spellcaster level 3rd +
Benefit : You can create a potion of any spell of 3rd level or lower that you know and that targets a creature or creatures. Brewing a potion takes 1 day. When you create a potion, you set the caster level. The caster level must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level multiplied by 100 GP. To brew a potion, you must spend 1/10 of this base price in XP and use up raw materials costing half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend the material component or pay the XP when creating the potion.

Chain Power(Metapsionic): You can manifest powers that arc to other targets in addition to the primary target.
	Prerequisite: One metapsionic weapon proficiency.
	Benefit: You can chain any power that specifies a single target and has a range greater than touch. The chained power affects that target (the primary target) normally, then arcs to a number of secondary targets equal to your caster level. Each arc affects one secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be affected more than once. You can affect fewer secondary target than the maximum. If the chained power deals damage, the secondary targets each take half as many dice of damage as the primary target (rounded down) and can attempt a saving throw vs. spells (dexterity bonuses applies) for half of the secondary damage. For powers that do not deal points of damage, the saving throw against arcing effects are made with a +4 bonus. A chained power cost a number of PSPs equal to its standard cost +9.

Chain Spell (Metamagic): You can cast spells that arc to other targets in addition to the primary target.
	Prerequisites: One other metamagic proficiency.
Benefit: You can chain any spell that specifies a single target and has a range greater than touch. The chained spell affects that target (the primary target) normally, then arcs to a number of secondary targets equal to your caster level. Each arc affects one secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be affected more than once. You can affect fewer secondary target than the maximum. If the chained spell deals damage, the secondary targets each take half as many dice of damage as the primary target (rounded down) and can attempt a saving throw vs. spells (dexterity bonuses applies) for half of the secondary damage. For spells that do not deal points of damage, the saving throw against arcing effects are made with a +4 bonus. A chained spell uses up a spell slot three level higher than the spell’s actual level or as much spell points as a spell three level higher than the spell’s actual level.

Charlatan : You’re adept at fooling people. You know how to tell them what they want to hear.
	Benefit: You get a +2 bonus on Bluff and Disguise checks.

Chink In The Armor : You are an expert at slipping a weapon between armor plates or into seams.
	Prerequisite: Must possess the weapon proficiency of Expertise.
	Benefit: If you take a standard action to study an opponent, you can ignore half of his or her armor bonus (rounded down) during your next single attack. Only bonuses from actual armor (including natural armor) are halved, not those from shields, enhancement bonuses to armor, or magic items that provide an armor bonus.

Circle kick : You kick multiple opponents with the same attack action.
	Prerequisites: Base thaco of 17 or better, Improved Unarmed Strike or One Martial Arts Fighting Style.
	Benefit: A successful unarmed attack roll allows you to make a second attack roll against a different opponent that is within the area you threathen. This proficiency requires the full attack action.

Cleave : You can follow trough with powerful blows.
Prerequisites : Str 13+, Power Attack.
Benefit : If you deal enought damage in a single weapon blow to reduce the target hit points to zero or lower you gain an extra attack that can be use on another target near you. You can’t move to make your extra attack. You must use the same weapon that gives you the extra attack to make the extra attack. You may use this ability only once per round.

Clever Wrestling : You have a better chance than normal to escape or wringgle free from a big creature’s grapple or pin.
	Prerequisites: Improved Unarmed Strike or one Martial Arts Fighting Style, Must be a Small or Medium Size character.
	Benefit: When your opponent is larger than Medium-size, you gain a circumstance bonus on your check to escape a grapple or pin. The size of the bonus depends on your opponent’s size, according to the table below.

	Opponent is…			Bonus
	Colossal				+8
	Gargantuan			+6
	Huge				+4
	Large				+2

Close-Quarters Fighting : You are skilled at fighting at close range and resisting grapple attacks.
	Prerequisite: Base thaco of 17 or better.
	Benefit: When an enemy attmepts to grapple you, any damage you inflict with a successful attack of opportunity provoked by the grapple attempt is added to your ensuing  grapple check to avoid being grappled. This proficiency does not provid you with additional attacks of opportunity in a round, so if you do not have an attack of opportunity available when your enemy attampts to grapple you, you do not get any benefit from Close-Quarters Fighting.

Combat Casting: You are adept at casting spells in combat.
	Prerequisite: Concentration proficiency.
	Benefit: You get a +4 bonus on your concentration check. You are also able to keep your dexterity bonuses to your armor class while casting your spells.

Combat Feflexes :  You can respond quickly and repeatedly to opponents who let their defenses down.
Benefit : When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity/Balance Defense adjustment modifier. You still make only one atack of opportunity per enemy. You may also make attack of opportunity while flat-footed.
Normal: A character not capable of this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special : A rogue may still only make one attack of opportunity with this proficiency when using it’s opportunist special ability.

Construct Familiar: You can summon a construct familiar rather than a living being.
	Benefit: Rather than a living creature, your familiar is a magical construct, a mechanical creature animated by magic. The arcane spellcaster must still specify a specific animal to call as a familiar; the familiar that appears, however, is a construct version of that creature. Note that you cannot convert an existing non-construct familiar to a construct familiar by taking this proficiency. 

Cooperative Spell (Metamagic): You can cast spells to greater effect in conjonction with the same spell cast by another.
	Prerequisites: One other metamagic proficiency.
	Benefit: You and another spellcaster with the Cooperative Spell proficiency can simultaneously cast the same spell (at the same time in the round). You must be adjacent to one an other when casting cooperatively. Add -2 penalty to the saving throw against cooperatively cast spells and –5% magic resistance (if any). A cooperative spell uses up a spell slot the same level than the spell’s actual level or as much spell points as a spell of the same level than the spell’s actual level.
	Special: For each additional caster with this proficiency casting the same cooperative spell simultaneously, the spell’s save adds another –1 penalty and –5% magic resistance. When more than two spellcaster cooperatively cast a spell, each must be adjacent to at least two other casters.

Craft Crystal Capacitor : You can create psionic crystal capacitor that store PSPs. (See chapter 7 in the psionic handbook 3E)
Prerequisites : Psionicist level 9th+
Benefit : You can create a crystal capacitor that stores PSPs in it. Creating a crystal capacitor takes one day  for each 1,000 GP value of the gem. The crystal capacitor have a base value of 1000 GP.  For each additional 100 GP you put in the crystal capacitor, you can store 1 PSP.  To encode a crystal capacitor, you must spend 1/10 of his total price in XP and use up raw materials costing half this total price.

Craft Dorje : You can create slender crystal wands called dorjes that can manifest powers when charges are expended.  (See chapter 7 in the psionic handbook 3E)
Prerequisites : Psionicist level 5th+
Benefit : You can create a dorje of any psionic power with an initial PSP cost of no more than 10 PSPs. Crafting a dorje takes one day for each 1000 Gp in it’s base price. The cost of a dorje is as follow : Multiply the initial PSP cost of the power by 1000 GP. To craft a dorje, you must spend 1/10 of this total cost in XP and use up raw materials costing half of this total cost.

Craft Magic Arms And Armor : You can create magic weapons, armor, and shileds.
Prerequisite : Spellcaster level 5th +
Benefit : You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 GP in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/10 of its feature=s total price in XP and use up raw materials costing half of this total price. See the Dungeon Master=s Guide for descriptions of magic weapons, armor, and shields, the prerequisites associated with each one, and prices of their features.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to enchant that item in the first place.
The weapon, armor, or shield to be enhanced must be a masterwork item that you must provide. (Its cost is not included in the above cost.)

Craft Psionic Arms And Armor : You can create psionic weapons, armor, and shields.  (See chapter 7 in the psionic handbook 3E)
Prerequisites : Psionicist level 5th+
Benefit : You can create any psionic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1000 GP in the price of its psionic features. To enhance a weapon, suit of armor, or shield, you must spend 1/10 of it’s features total price in XP and use up raw materials costing half of this total price.
You can also mend a broken psionic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to empower that item in the first place.
The weapon, armor, or shield to be enhanced must be a masterwork item that you must provide. (Its cost is not included in the above cost.)

Craft Rod : You can create magic rods, which have varied magical effects.
Prerequisite : Spellcaster level 9th +
Benefit : You can create any rod whose prerequisites you meet. Crafting a rod takes 1 day for each 1,000 GP in its base price. To craft a rod, you must spend 1/10 of its base price in XP and use up raw materials costing half of its base price. See the Dungeon Master’s Guide for descriptions of rods, the prerequisites associated with each one, and their prices.
Some rods incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.

Craft Staff : You can create magic staffs, which have multiple magical effects.
Prerequisite : Spellcaster level 12th +
Benefit : You can create any staff whose prerequisites you meet. Crafting a staff  takes 1 day for each 1,000 GP in its base price. To craft a staff, you must spend 1/10 of its base price in XP and use up raw materials costing half of its base price. See the Dungeon Master’s Guide for descriptions of staffs, the prerequisites associated with each one, and their prices.
Some staffs incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the staff’s base price.

Craft Universal Item : You can create miscellaneous psionic items, such as rings, cloaks, etc. (See chapter 7 in the psionic handbook 3E)
Prerequisites : Psionicist level 3rd+
Benefit : You can create miscellaneous psionic item whose prerequisites you meet. Crafting a miscellaneous psionic item takes one day for each 1000 GP in its price. To empower a miscellaneous psionic item, the psionic character must spend 1/10 of the item’s price in XP and use up raw materials costing half of this price.
You can also mend a broken psionic universal item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to empower that item in the first place.
Some universal items incur extra costs in materials components or XP as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or mend a broken one.

Craft Wand : You can create magic wands, which cast spells (see the Dungeon Master’s Guide for rules on wands).
Prerequisite : Spellcaster level 5th +

Benefit : You can create a wand of any spell of 4th level or lower that you know. Crafting a wand takes 1 day for each 1,000 GP in its base price. The base price of a wand is its spell level multiplied by 1,000 GP. To craft a wand, you must spend 1/10 of this base price in XP and use up raw materials costing half of this base price.
Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base cost, you must expend fifty copies of the material component or pay fifty times the XP costs.

Craft Wondrous Item : You can create micellaneous magic items, such as crystall balls and flying carpets.
Prerequisites : Spellcaster level 3rd +
Benefit : You can create any micellaneous magic item  whose prerequisites you meet. Enhancing a micellaneous magic item takes 1 day for each 1,000 GP in the price of its magical features. To enhance a micellaneous magic item, you must spend 1/10 of its feature’s total price in XP and use up raw materials costing half of this total price. See the Dungeon Master’s Guide for information on micellaneous magic items.
You can also mend a broken micellaneous magic item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to enchant that item in the first place.
Some micellaneous magic items incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.

Create Infusion : You store a divine spell within a specially prepared herb.
	Prerequisites: the Herbalsim nonweapon proficiency with a 0 check, divine spellcaster level 3rd+.
	Benefit: You create an infusion of any divine spell available to you. Infusing an herb with a spell takes one day. When you create an infusion, you set the caster level, which must be sufficient to cast the spell in question but not higher than your own level. The base price of an infusion is its spell level multiplied by the set caster level, multiplied by 50 GP. To create an infusion, you must spend 1/10 of its base price in XP and use up raw materials costing one-half this base price.
	Any infusion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must also expend the material component or pay the XP when creating the infusion.

Dash : You move faster than normal for your race.
	Benefit: If you are wearing light armor or no armor and are carrying a light load, your speed is 5 feet faster than it normally would be.

Death Blow : You waste no time in dealing with down foes.
	Prerequisites: Base thaco of 18 or better, Improved Initiative.
	Benefit: You can perform a coup de grace attack against a helpless defender as a standard action.
	Normal: Performing a coup de grace is a full-round action. You can use any melee weapons or a bow/crossbow, provided you are adjacent to the target. You automatically hit and score a critical hit. If the defender survives the damage, he still must make a system shock or a save vs. death check or die. Remember that a helpless foe is one who is bound, held, sleeping, paralyzed, unconscious, or otherwise at your mercy.

Deep Impact : You can Strike your foe with a melee weapon as if making a touch attack.
Prerequisites : Str 13+, Power Attack, Psionic Weapon
Benefit : If you pay 10 PSPs per strike, you can resolve your melee attack with a weapon as a touch attack for purpose of assessing your foe’s Armor Class (Bypassing the AC). You must decide whether or not to pay the cost prior to making the melee attack. Your weapon remains ACharged for a maximum number of rounds equal to your Strehgth ability score devided by two (rounded down), or until you make your next attack, whichever occurs first. If your attack misses, the PSPs expenditure is wasted.

Delay Power (Metapsionic): You can manifest powers that trigger a set duration after manifestation.
Benefit : A delayed power doesn’t activate until 1 to 5 rounds after you finish manifesting it. You determine the delay when manifesting the power, and it cannot be changed once set. The power activates just before your turn on the round you designate. Only area, personal, and touch powers may be affected by this proficiency. Any decisions you would make about the power (including attack rolls, designating targets, or determining or shaping an area) are decided when the power is manifested, while any effects resolved by those affected by the power (including saving throws) are decided when the power triggers. A delayed power may be negated normally during the delay, and can be detected normally in the area or on the target with the powers that can detect psionic effects. A delayed power costs a number of PSPs equal to double the power’s initial cost.

Delay Spell  (Metamagic): You can cast spells that take effect after a short delay of your choosing.
	Prerequisite: One other metamagic proficiency.
	Benefit: A delayed spell doesn’t activate until 1 to 5 rounds after you finish casting it. You determine the delay when casting the spell, and it cannot be changed once set. The spell activates just before your turn on the round you designate. Only area, personal, and touch spells may be affected by this proficiency. Any decisions you would make about the spell (including attack rolls, designating targets, or determining or shaping an area) are decided when the spell is casted, while any effects resolved by those affected by the spell (including saving throws) are decided when the spell triggers. If conditions change between casting and effect in such a fashion as to make the spell impossible – for example, the target you designate leaves the spell’s maximum range before it goes off – the spell fails. A delayed spell may be dispelled normally during the delay, and can be detected normally in the area or on the target with such spells as detect magic. A delayed spell uses up a spell slot three level higher than the spell’s actual level or as much spell points as a spell three level higher than the spell’s actual level.

Deflect Arrows: You can deflect incoming arrows, as well as crossbow bolts, spears, and other shot or thrown weapons.
	Benefit: You must have at least one hand free (holding nothing) to use this ability. Once per round when you would normally be hit with a ranged weapon, you may make a saving throw vs. death (if the ranged weapon has magical bonus to attack, you receive a saving throw penalty of the same amount). If you succeed, you deflect the weapon. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Exceptional ranged weapons, such as boulders hurled by giants or Melf’s Acid Arrows, can’t be deflected.

Deflect Ranged Attack : You have become an expert with your range weapon that you are able to deflect other range weapons that are already shoot.
Prerequisites : Ranged Disarm, must possess a base thaco of at least 13 or higher.
Benefit : You can attempt to deflect ranged weapons that are already in flight. To do so, You must declare at the begening of a round that you are targeting an opponent that posess a range weapon. When the opponent fires, you must make an attack roll with the following penalties to be able to deflect it:
With a missile weapon			With a range weapon
-13 against a dagger/throwing axe		-13 against a dagger/throwing axe
-15 against an arrow			-17 against an arrow
-18 against a crossbow bolt		-20 against a crossbow bolt
Special : You can gain this proficiency by spending other proficiency in it and it=s ability will apply to a new range weapon each time.

Desecrated Animation: Your undead animations are unusually resistant to turning/controlling attempts.
	Prerequisites: Ability to cast the Desecrate spell, the nonweapon proficiency of Religion with a +3 check.
	Benefits: Undead you create when using animating spells gain a +2 bonus to their saving throw vs. turning/controlling attempt.

Destructive Rage : You shatter barriers and objetcs when enraged.
	Prerequisites: Possess the ability to Rage.
	Benefit: While you’re raging, you gain a +8 bonus on Strength checks you make to break open doors or break inanimate, immobile objects.

Dirty Fighting : You know the brutal and effective fighting tactics of the streets and back alleys.
	Prerequisites: Base thaco of 18 or better.
	Benefit: Make a melee attack roll normally. If successful, you inflict and additional +1d4 points of damage. This proficiency requires the full attack action.

Disarm Mind : You can directly deplete your foe’s PSPs with your psionic attacks.
Prerequisites : Int 13+, Mental Adversary

Benefit : You deplete a number of PSPs equal to X 4 from your opponent on any psionic attack that deals PSP damage.  To use this proficiency, you must pay PSPs equal to the cost of the psionic attack X 2. You must decide whether or not to pay the extra cost after discovering the failure or success of your psionic attack.

Disguise Spell : You can cast spells without observers noticing.
	Prerequisite: Must possess the Bardic Music ability, Must have the nonweapon proficiency Singing with a +3 check and the Somatic Concealement with a +2 check.
	Benefit: You have mastered the art of casting spells unobtrussively, mingling verbal and somatic components into your performances so skillfully that others rarely catch you in the act, Like a silent, stilled spell, a disguise spell can’t be identified through a Spellcraft check. Your performance is obvious to everyone in the vicinity, but the fact that you are casting a spell isn’t. Unless the spell visibly emanates from you or observers have some other means of determining its source, they don’t know where the effect came from. A disguised spell uses up a spell slot one level higher than the spell’s actual level or as much spell points as a spell one level higher than the spell’s actual level.

Divine Cleansing (Divine) : You can channel energy to improve you and your allies’ ability to resist poison and curses.
	Prerequisite: Must possess the ability to turn/control undead, Cha 13+, Extra Turning.
	Benefit: Spend one of your turn/control undead attempts to grant all allies within a 60-foot burst (including yourself) a +2 sacred bonus on saving throws vs. Death, Poison, and Paralyzation for a number of rounds equal to your Charisma/Reaction Adjustment modifier.

Divine Might (Divine) : You channel energy to increase the damage you deal in combat.
	Prerequisite: Must possess the ability to turn/control undead, Cha 13+, Str 13+, the weapon proficiency of Power Attack.
	Benefit: Spend one of your turn/control undead attempts to add your Charisma/Reaction Adjustment modifier to your weapon damage for a number of rounds equal to your Charisma/Reaction Adjustment modifier.

Divine Resistance (Divine): You can channel energy to temporarily reduce the damage you and your allies take from some sources.
	Prerequisite: Must possess the ability to turn/control undead, the wepaon proficiencies of Extra Turning and Divine Cleansing.
	Benefit: Spend one of your turn/control undead attempts to imbue all allies within 60-foot burst (including yourslef) with resistance fire, cold, and electricity resistance of 25%. This resistance does not adds with similar resistances, such as those granted by spells or special abilities. The protection lasts until the end of your next turn.

Divine Shield (Divine) : You can channel energy to make your shield more effective for either offense or defense.
	Prerequisites: Must possess the ability to turn/control undead, Cha 13+, Str 13+, the weapon proficencies Power Attack and Improved Shield Bash.
	Benefit: Spend one of your turn/control undead attempts to channel energy into your shield, granting it an enchantment bonus equal to your Charisma/Reaction Adjustment modifier. This enchantment bonus applies both to the shield’s attacks and defense, and lasts for a number of round equal to your Charisma/Reaction Adjustment modifier.

Divine Vengeance (Divine) : You can channel energy to deal additional damage against undead in melee.
	Prerequisites: Must possess the ability to turn undead, the weapon proficiency of Extra Turning.
	Benefit: Spend one of your turn undead attempts to add 2d6 points of sacred energy damage to all your successful melee attacks against undead until the end of your next action.

Divine Vigor (Divine) : You can channel energy to increase your speed and Constitution.
	Prerequisites: Must possess the ability to turn undead, the weapon proficiency of Extra Turning, Cha 13+.
	Benefit: Spend one of your turn undead attempts to increase your base speed by 10 feet and gain a +2 enhancement bonus to your Constitution. These effects last a number of rounds equal to your Charisma/Reaction Adjustment modifier.

Dodge : You are adept at dodging blows.
Prerequisite : Dex 13+
Benefit : When in combat, you can select an opponent each round against who you will get a bonus of 1 to your armor class against all it’s attacks. If you lose your dexterity bonus, you also lose your dodge bonus.

Dragon’s Thoughness : You are incredibly though.
	Prerequisites: Must have a base saving throw vs. Death Magic of 3 or better.
	Benefit: You gain +12 hit points.
	Special: You can buy this proficiency multiple times.

Dual Strike : Your combat teamwork makes you a more dangerous foe.
	Prerequisites: Base thaco of 17 or better, Combat Reflexes.
	Benefit: If you and an ally both have this proficiency and are flanking an opponent, you both get a +4 bonus on your attack roll.
	Normal: The standard flanking attack roll bonus is +1.

Dwarf’s Thoughness : You are thougher than you were before.
	Prerequisites: Must have a base saving throw vs. Death Magic of 6 or better if your from the Priest group, of 10 or better if your from the Rogue, Psionic, or Wizard group, or of 8 or better if your from the Warrior group.
	Benefit: You gain +6 hit points.
	Special: You can buy this proficiency multiple times.