Eagle Claw Attack : Your unarmed attacks shatter objects.
	Prerequisites: Base thaco of 18 or better, Improved Unarmed Strike or one Martial Arts Fighting Method, Sunder, Dex 15+.
	Benefit: You can strike an opponent’s weapon or shield with an unarmed strike.

Empower Spell (Metamagic): You can cast spells to greater effect.
Benefit : All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, etc., as appropriate. Spell without random variables are not affected. An empowered spell uses a spell slot two levels higher than the spell’s actual level or as much spell points as a spell of two levels higher than the spell’s actual level.

Empower Turning : You can turn or control more undead with a single turning attempt.
	Prerequisites: Must possess the ability to turn undead, the weapon proficiency of Extra Turning, Cha 13+.
	Benefit: You can turn or control more undead than usual, but have a harder time affecting undead with a larger number of Hit Dice. If you take a –2 penalty on your turning check roll, you can add +2d6 creatures to your turning attempt.

Energy Admixture (Metamagic) : You can modify a spell that uses one type of energy to mix in an equal amount of another type of energy.
	Prerequisite: The weapon proficiency Energy Substitution, one other metamagic proficiency, the nonweapon of Arcanology with a 0 check.
	Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic for which you already have selected for the Energy Substitution weapon proficiency. You can modify a spell with an energy designator to add an equal amount of the chosen type of energy. The altered spell works normally in all respects except for the type of damage dealt. Even opposed types of energy, such as fire and cold, can be combined using this weapon proficiency. An Energy Admixture spell uses a spell slot four levels higher than the spell’s actual level or as much spell points as a spell of four levels higher than the spell’s actual level.
	Special: You can buy this weapon proficiency multiple times, choosing a different type of energy each time. You can use Energy Admixture to further alter a power that has already been modified with Energy Substitution. You can also use Energy Admixture to include your chosen energy type with a spell that already uses the same type, in effect doubling the damage dice.

Energy Substitution (Metamagic) : You can modify a spell that uses one type of energy to use another type of energy.
	Prerequisite: One other metamagic proficiency, the nonweapon proficiency of Arcanology with a 0 check.
	Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with an energy designator to use the chosen type of energy instead. A substituted spell works normally in all respects except the type of damage dealt. An Energy Substitution spell uses a spell slot of 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: You can buy this weapon proficiency multiple times, each time it applies to a different type of energy.

Enlarge Power (Metapsionic): You can manifest powers farther than normal.
Benefit : An enlarge power has its range doubled. Powers whose ranges are not defined by distance do not have thier ranges increased. An enlarged power costs a number of PSPs equal to its initial cost +5.

Enlarge Spell (Metamagic): You can cast spells farther than normal.
Benefit : An enlarged spell has its range doubled. Spell whose ranges are not defined by distance do not have their ranges increased. A spell whose area of effect is determined by its range (such as bless or cone of cold spell) has the dimensions of its area of effect increased proportionally. An enlarged 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.

Enspell Familiar: You can cast spells on your familiar over a distance.
	Benefit: You are always considered to be in contact to your familiar for the purpose of casting shared spells. Thus any spell you cast on yourself also affects your familiar, as long as it is within 1 mile of you.
	Normal: The familiar must be within 5 feet of the caster at the time such a spell is cast.

Eschew Materials (Metamagic) : You can cast spells without material components.
	Prerequisites: One other metamagic proficiency.
	Benefit: An eschewed spell can be cast with no material components. Spells without material components or whose material components cost more than 1 GP are not affected by this proficiency. An eschewed spell uses up a spell slot of 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.

Expert Tactician : Your tactical skills work to your advantages.
	Prerequisites: Dex 13+, Base thaco of 18 or better, the weapon proficiency Combat Reflexes.
	Benefit: You can make one extra melee attack (or do anything that can be done as a melee attack or a melee touch attack, including attempts to disarm, trip, or make a grab to start a grapple) against one foe who is within melee reach and denied a Dexterity bonus against your melee attacks for any reason. You take your extra attack when it’s your turn, either before or after your regular action. If several foes are within melee reach and denied Dexterity bonuses against your attacks, you can use this proficiency against only one of them.

Expertise: You are trained at using your combat skill for defense as well as offense.
	Prerequisite: Intelligence 13+.
	Benefit: When you use the attack action or full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (up to +5) to your Armor Class. This number may never give you a natural attack roll higher than 20. The changes to attack rolls and Armor Class last until your next action. The bonus to your Armor Class is a dexterity bonus.
	Normal: A character without the expertise ability can fight defensivily while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dexterity bonus to Armor Class.

Extend Power (Metapsionic): You can manifest powers that last longer than normal.
Benefit : An extended power last twice as long as normal. Powers with a concentration, instantaneous, or permanent duration are not extended. An extended power costs a number of PSPs equal to its standard +5.

Extend Spell (Metamagic): You can cast spells that last longer than normal.
Benefit :  An extended spell lasts twice as long as normal. Spells with a concentration, instantaneous, or permanent duration are not affected by this proficiency. An extended 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.

Extended Rage : Your rage last longer than it normally would.
	Prerequisites: Must possess the ability to Rage.
	Benefit: Each of your rages lasts an additional 5 rounds beyond its normal duration.
	Special: You can buy this proficiency multiple times gaining an additional 5 rounds per slot.

Extra Familiar:	You have an additional familiar.
	Benefit: By taking this ability you get an additional animal familiar of a type describe in all appropriate revised classes. This familiar can be the same type of animal as your first, or a different type. Existing familiar weapon proficiencies apply to the new familiar. The sorcerer or wizard gains all the benefits of both familiars, but identical bonuses from multiple familiars can’t be added together.
	Special: A character can gain this proficiency multiple times. Each time you take the proficiency, you can call another familiar.

Extra Favored Enemy : You select an additional favored/special enemy.
	Prerequisites: Must possess a base thaco of 15 or better, must posess at least one favored/special enemy.
	Benefit: You add an extra favored/special enemy to your list beyond your normal allotment. Initially, you gain the standard +1/+4 (favored/special) bonus on damage against this new favored/special enemy. When you advance beyond the level at which you gained Extra Favored Enemy, this bonus increases in the same way other favored enemy bonuses do.

Extra Music : You can use your bardic music more often than you otherwise could.
	Prerequisite: Must possess the Bardic Music ability.
	Benefit: You can use your bardic music four extra times per day.
	Normal: Bards without the Extra Music proficiency can use bardic music once per day per level.
	Special: A character may gain this proficiency multiple times.

Extra Power: You can learn one more powers.
	Prerequisite: Psionic level 3rd+.
	Benefit: You learn one additional devotion power.
	Special: You can buy this weapon proficiency multiple times. Each time, you learn a new devotion power or a new science power every time you buy this proficiency twice (meaning that you put the two weapon proficiencies to buy a science power, not a devotion for the first proficiency and a science for the second one).

Extra Rage : You rage more frequently than you normally could.
	Prerequisite: Must posess the ability to Rage.
	Benefit: You rage two more times per day that you otherwise could.
	Special: You can buy this proficiency multiple times gaining two more times per day per slot.

Extra Slot : You can cast an extra spell.
	Prerequisites: Spellcaster level 4th+.
	Benefit: You gain one extra spell slot in your daily allotment. This extra slot can be at any level up to one level lower than the highest-level spell you can cast. Once selected, the extra spell slot never migrates up or down in level.
	Special: You can gain this proficiency multiple times. Each time, you gain an extra spell slot at any level up to one level lower than the highest-level spell you can cast.

Extra Smithing : You can make more smite attacks.
	Prerequisites: Must posess the ability to Smith.
	Benefit: When you take this proficiency, you gain one additional attempt to smite per day. Use whatever smite ability you have. You can take this proficiency multiple times.

Extra Spell : You can learn one more spell.
	Prerequisites: Spellcaster level 3rd+.
	Benefit: You learn one extra spell at any level up to one level lower than the highest-level spell you can cast. Since Mage-like characters learns spells far more easily than Sorcerers or 3E Bards, this proficiency is of less use to them.
	Special: You can gain this proficiency multiple times. Each time, you learn an extra spell at any level up to one level lower than the highest-level spell you can cast.

Extra Stunning Attack : You gain extra stunning attacks when fighting unarmed.
	Prerequisites: Base thaco of 18 or better, the weapon proficiency Stunning Fist or the Martial Arts Vital Area Method Stunning Touch.
	Benefit: You gain the ability to make three extra stunning attacks per day.
	Special: You may take this proficiency multiple times.

Extra Turning : A cleric or a paladin gain more turning chances per day.
Benefits : When someone choose the extra turning proficiency, he may turn undead four more times per day in addition to it’s normal three + the character’s charisma/leader ship bonus base turning chances.
Special : A character may purchase this proficiency several times gaining additional chances to turn undead for as long as he spend other proficiency slots.

Extra Wild Shape : You use Wild Spahe/Shapechange more frequently than normally could.
	Prerequisite: Must have the ability of Wild Shape or Shapechange.
	Benefit: You use your Wild Shape/Shapechange ability two more times per day than you otherwise could. If you are able to use Wild Shape to become an elemental, you also gain one additional elemental Wild Shape use per day.
	Special: You may buy this proficiency multiple times gaining an additional two times per day use + one additional elemental Wild Shape use if you are able to use it.

Eyes In The Back Of Your Head : Your superior battle sense helps minimize the treat of flanking attacks.
	Prerequisites: Base thaco of 17 or better, Wis 18+.
	Benefit: Attackers do not gain the used +1 attck bonus when flankinf you. This proficiency grants no effect where ever you are attacked without benefit of your Dexterity modifier to AC, such as when you are flat-footed.
	Normal: When you are flanked, the flanking opponent receive a +1 attack roll bonus against you.

Far Shot : You can Get greater distance out of a ranged weapon.
Prerequisite : Weapon Specialization or Weapon Expertise in the choosen range weapon.
Benefit : When you use a missile weapon, it’s range increases by one-half (multiply by 1.5). When you use a thrown weapon, it’s range is doubled.

Fast Wild Shape : You assume your Wild Shape/Shapechange faster and more easily than you otherwise could.
	Prerequisites: Must have the ability of Wild Shape or Shapechange, Dex 13+.
	Benefit: You gain the ability to use Wild Shape/Shapechange as a move-equilivalent action.
	Normal: A character uses Wild Shape/Shapechange as a full round action.

Faster Healing : You recover faster than others do.
	Prerequisite: 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 recover lost hit points and ability score points faster than you normally would, according to the table below.
Hit Points Recovery per Day
							Normal +	Faster Healing+
							Long-term Care	Long-term Care
							from a Successful	from a Successful
			Normal	Normal + Faster Healing	Healing Check !	 Healing Check !
Continuous Activity	0	1			1		2
Light Activity		1	2			2		3
Complete Bed Rest	3	4			4		5

! = A character with both Healing + Herbalism can cure an additional 1 hit point per successful Healing check for character under complete bed rest.

Favored Critical : You know how to hit your favored/special enemies where it hurts.
	Prerequisites: Must have a base thaco of 15+, must possess at least one favored/special enemy.
	Benefit: Select one of your favored/special enemies that is normally subject to critical hits. Whenever you attack this type of creature, the critical roll will be reduce by two becoming a roll of 16 or higher instead of the 18 or higher.
	Special: You can buy this proficiency multiple times. Each time you do, it applies to a new favored enemy.  The effetcs of this proficiency do not add themselve with the Improved Critical proficiency.

Feign Weakness : You capitalize on your foe’s perception of your unarmed status.
	Prerequisites: Base thaco of 18 or better, Improved Unarmed Strike or one Martial Arts Fighting Style.
	Benefit: If you make a successful Bluff check against your opponent’s Intelligence check, you lure the foe into attempting an attack of opportunity because he thinks you are unarmed. But you are armed, and you make your attack against your  drawn out foe who is caught flat-footed, before he takes his attack of opportunity. You may also attempt this proficiency with a tiny or small weapon with which you are proficient by attempting to hide it until the last second, but you incure a –2 to-6 penalty on your Bluff check, respectively. You can use this proficiency with a disguised weapon, such as a war fan, at no penalty on the Bluff check.

Fell Shot : You can strike your foe with a ranged weapon as if making a touch attack.
Prerequisites : Dex 13+, Weapon Expertise or Weapon Specialisation in the range weapon, Psionic Shot

Benefit : If you pay 8 PSPs per shot, you can resolve your ranged attack as a touch attack for purposes of assessing your foe’s Armor Class. You must decide whether or not you pay the cost prior to making the ranged attack. Your bellet, bolt, or arrow remains Acharged for a maximum number of rounds equal to 1 round per 3 level of the psionicist, or until you make your next attack, whichever occurs first. If your attack misses, the PSPs expenditure is wasted.

Fists Of Iron : You have learned the secret of imbuing your unarmed attacks with extra force.
	Prerequisites: Base thaco of 18 or better, Improved Unarmed Strike or one Martial Arts Fighting Style.
	Benefit: Declare that you are using this proficiency before you make your attack roll (thus, a missed attack roll ruins the attempt). you deal an extra 1d4 points of damage when you make a successful unarmed attack. You may use this proficiency a number of times per day equal to 3 + your Wisdom/Magical Defense Adjustment modifier.

Fleet Of Foot : You run so nimbly that you can turn corners without losing momentum.
	Prerequisites: Dex 15+, Nonweapon proficiency Running.
	Benefit: When running or charging, you can make a single direction change of 90 degrees or less. You can’t use this proficiency while wearing medium or heavy armors, or if you’re carrying a load heavier than light.
	Normal: Without this proficiency you can run or charge only in a straight line.

Flick Of The Wrist : With a single motion, you can draw a weapon one size smaller than your size and make a devastating attack.
	Prerequisite: Dex 17+, The weapon proficiency Quick Draw.
	Benefit: If you draw a weapon one size smaller than your size and make a melee attack with it in the same round, you catch your opponent flat-footed (for the purpose of this attack only). This proficiency works only once per combat.

Flyby Attack : You attack while on the wing.
	Prerequisites: Must possess the ability to fly naturally or through shapechanging.
	Benefit: When flying, you take a move action (including dive) plus another partial action at any point during that move. You cannot take a second move action during the round in which you make a flyby attack. You can use this proficiency only while you are in a form that allows natural flight, it cannot be used in conjonction with magical flight (such as a fly spell).
	Normal: Without this proficiency, you can take a partial action either before or after your move.

Forge Ring: You can create magic rings, which have varied magical effects.
	Prerequisite: Spellcaster level 12th+.
	Benefit: You can create any ring whose prerequisites you meet. Crafting a ring takes 1 day for each 1000 GP in its base cost. To craft a ring, 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 description of rings, the prerequisites associated with each one, and their price.
	You can also mend a broken ring if it is a ring that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that ring in the first place.
	Some magic rings uncur extra costs in material components or XP as noted in their descriptions. You must pay such a cost to create a ring or to mend a broken one.

Fortify Power(Metapsionic): You can manifest powers to greater effect.
	Benefit: All variable, numeric effects of a fortified power are increased by one-quarter (minimum of 1). A fortified power deals an extra twenty-five percent damage, cures twenty-five percent as many hit points, affects twenty-five percent more targets, and so on, as appropriate. Saving throws and opposed rolls are not affected. Powers without random variables are not affected. A fortified power costs a number of PSPs equal to its standard cost +3.
	Special: You can apply Fortify Power to the same power multiple times. Each time you apply it, the power is fortified another twenty-five percent, and it costs 3 more PSPs. There is a  PSPs limit equal to the manifester level minus one when using Fortify Power multiple times on the same power. So to use Fortify Power twice on the same power, a manifester must be at least level 7th or more to be able to do it.

Giant’s Thoughness : You are amazingly tough.
	Prerequisite: Must have a base saving throw vs. Death Magic of 5 or better.
	Benefit: You gain +9 hit points.
	Special: You can buy this proficiency multiple times.

Grasshopper Strike : You confuse your foes by leaping around in combat, seemingly never touching the ground or standing still.
Prerequisites : Dex 13+, Dodge, Mobility, Base thaco of 16 or better, Spring Attack, the nonweapon proficiency of Tumbling and Jump with a +3 check.
Benefit : You can make jumps in the heat of combat, allowing you to jump as a part of your move without making a roll.

Great Cleave : You can weild a melee weapon with such power that you can strike multiple times when you fell your foes.
Prerequisites : Str 13+, Power Attack, Cleave, must possess a base thaco of at least 13 or higher.
Benefit : As cleave, except that you have no limit to the number of times you can use it per round.

Great Fortitude: You are thougher than normal.
	Benefit: You get a +2 bonus to all saving throw vs. poison, death, and paralyzation.

Greater Power Penetration : Your powers are especially potent at breaking trough power resistance.
Prerequisites : Power Penetration
Benefit : You reduce the power resistance of your foe’s by 20% when using you psionic powers. This reduction replace the one you gained by purchasing the Power Penetration proficiency.

Greater Psionic Focus : Your powers within your primary discipline have even greater potency.
Prerequisite : Psionic Focus
Benefit : Add +4 to all saving throws against powers from within your discipline if you=ve already taken the Psionic Focus proficiency for the selected discipline. This bonus replace the one gained when purchasing the Psionic Focus Proficiency.
Special : You can buy this proficiency multiple times. Its effects will apply to a new discipline, but a psionic must choose her primary discipline the first time she takes this proficiency.

Greater Resiliency : Your extraordinary resilience to damage increases.
	Prerequisites: Must possess damage reduction as a class feature or innate ability.
	Benefit: Your damage reduction increases by +1. If it would normally rise thereafter with level, it does so at its previous rate. You may not buy this proficiency more than once.

Greater Spell Focus : Choose a school of magic to which you already have applied the Spell Focus proficiency. Your magic spells of that school are now even more potent than before.
	Prerequisite: The weapon proficiency Spell Focus.
	Benefit: Add a penalty of 4 to all saving throws against spells from the school of magic you select to focus on. This supersedes (does not adds) the bonus from Spell Focus.
	Special: You can gain this proficiency multiple times. It applies to a new school of magic each time.

Greater Spell Penetration : Your spells are especially potent, defeating magic resistance more readily than normal.
	Prerequisite: The weapon proficiency of Spell Penetration.
	Benefit: Your spells reduces the magic resistance of it’s target by 20%. This supersedes (does not adds) the bonus from Spell Penetration.

Greater Two-weapon Fighting : You are a master at fighting two-handed.
	Prerequisites: Improved Two-Weapon Fighting, Two Weapon Style Specialization, Ambidexterity, a base thaco of 5 or better.
	Benefit: You get a third attack with your off-hand weapon, albeit at –10 penalty.

Greater Undead Legion: You can control even greater numbers of undead.
	Prerequisites: Cha 15+, the nonweapon proficiency of Religion with a +5 check, the weapon proficiency of Undead Legion.
	Benefit: You can create and control an additional 8 Hit Dice of undead creatures when casting the spell Animate Dead. If you are a cleric attempting to command undead by virtue of a turning check, you can control an additional 4 Hit Dice worth of undead creatures. Also, as a cleric who is attempting to control a single undead creature with more Hit Dice than you have levels, you may control a creature with 4 Hit Dice more than your cleric level without concentrating continously.
	Special: The effects of this weapon proficiency replace those of the Undead Legion weapon proficiency.

Green Ear : Your bardic music and virtuoso performance affect plants and plant creatures.
	Prerequisite: Must possess the Bardic Music ability, the nonweapon proficiency Singing with a +2 check and one Musical Instrument with a +2 check.
	Bernefit: You can alter any of your mind-affecting bardic music or virtuoso performance effects so that they influence plants and plant creatures in addition to any other creatures they would normally affect.
	Normal: Plants are normally immune to all mind-affecting effects.

Hammer Fist : You are trained in an unarmed fighting style that emphasizes a two-handed strike.
Prerequisites : Improved Unarmed Strike or one Martial Arts Fighting Style.
Benefit : You add one and a half times your strength bonus to your damage when you hit with an unarmed strike. For the bonus damage to take effect, you can’t make a flurry of blows nor can you hold something in eihter hands. You need both hands to make this unarmed attack.

Hamstring : You can wound an opponents’ legs, hampering his or her movement.
	Prerequisite: 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 of your backstab attack damage to reduce your opponent’s land speed by half. Other forms of movement (fly, burrow, and so forth) aren’t affected. The speed reduction ends when the target receives healing (a successful Healing check, any cure spell, or other magical healing) or after 24 hours, whichever comes first. A hamstring attack does not slow creatures that are immune to backstab damages or those that have either no legs at all or more than four legs. It takes two successful hamstring attacks to affect a quadruped.

Heighten Spell (Metamagic): You can cast a spell as if it were higher level than it actually is.
Benefit :  A heightened spell has a higher spell level than normal (up to 9th level). Heighten spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as the ability to penetrate a minor globe of invulnerability or the ability to absorb x number of spell level) are calculated according to the heighten level. A heightened spell uses up a spell slot equal to the new spell level wanted or as much spell points equal to the new spell level wanted.
A wizardly spell heighten will have it’s casting time modified as follow : all spells with a casting time lower than 1 round will become equal to its new spell level and spells with a casting time of 1 round or more will have to multiply, for each spell level higher than the spell’s actual level, their normal casting time. For example a 4th spell level heighten to a 7th spell level of a normal casting time of 2 rounds would have a new casting time of 2 rounds (the normal casting time) + 2 rounds per level above 4, so 7 (the new spell level) - 4 (the normal spell level) = 3, so 3 X 2 rounds (the normal casting time) = 6 rounds, so 2 rounds (the normal casting time) + 6 rounds (the additional casting time) = a total casting time of 8 rounds.
A priestly spell heighten will have it’s casting time modified as follow :  all spell with a casting time lower than 1 round will become equal to its new spell level + 3 and all casting time higher than 9 will become a casting time of one round. Spells with a casting time of 1 round or more will have to multiply, for each spell level higher than the spell’s actual level, their normal casting time. For example a 2nd spell level heighten to a 7th spell level of a normal casting time of 3 rounds would have a a new casting time of 3 rounds (the normal casting time) + 3 rounds per level above 2, so 7 (the new spell level) - 2 (the normal spell level) = 5, so 5 X 3 rounds (the normal casting time) = 15 rounds, so 2 rounds (the normal casting time) + 15 rounds (the additional casting time) = a total casting time of 17 rounds.

Heighten Turning : You can affect more powerful undead with your turning or controlling attempts.
	Prerequisites: Cha 13+, the weapon proficiency of Extra Turning, must possess the ability to turn/control undead.
	Benefit: When you turn/control undead, you may choose a nmber no higher than your cleric level. Add that number  to your turning check, while subtracting it from the number of creatures you can affect.

Hide Power (Metapsionic): You can manifest powers without a telltale display.
Benefit : A psionic power can be manifest without one associated display characteristic chosen by you when you take the proficiency : auditory, material, mental, olfactory, or visual. The hiden power costs a number of PSPs equal to the standard cost +5.

Hold The Line : You are trained in defensive techniques against charging opponents.
	Prerequisites: Base thaco of 18 or better, Combat Reflexes.
	Benefit: You may make an attack of opportunity against an opponent who charges you when he enters an area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved.