Improved Animation: Your undead animations are unusually powerful.
	Prerequisites: Spellcaster level 6th+, the nonweapon proficiency of Religion with a +3 check.
	Benefits: Undead you create when using animating spells gain  an additional Hit Die and a +1 competence bonus to attack and damage rolls.

Improved Bull Rush: You know how to push opponent back.
	Prerequisites: Str 13+, Power Attack
	Benefit: When you perform a bull rush, you do not draw an attack of opportunity from the defender.
	Normal: You move close enough to the defender to draw an attack of opportunity. You both make an opposed strength checks. You each add +4 bonus for each size category you are above medium-size or a –4 penalty for each size category you are below medium-size. You get a +2 charge bonus if you were charging. The defender gets a +4 stability bonus if he has more than two legs or is otherwise exceptionally stable. If you succeed, the defender is push back 5 feet. If you wish to move with the defender, you can push him back up to a distance of an additional 1 foot for each point by which you exceed the defender’s check result. You can’t, however, exceed your normal movement limit. If you fail, you move 5’ straight back to where you were before you move into his space. If that space is occupied, you fall prone in that space.

Improved Critical : Choose one weapon such as long sword or battle axe. With that weapon, you know how to hit where it hurts.
Prerequisites : Proficient in/able to use the choosen weapon, must possess a base thaco of at least 13 or higher.
Benefit : When using this weapon, the critical roll will be reduce by two becoming a roll of 16 or higher instead of the 18 or higher.
Special : You may purchase this proficiency several times choosing a new weapon for each new proficiency slot spend in this way.

Improved Critical For Spells: Choose, one category of weaponlike spell (ray, energy missile, or touch spell). With that weaponlike spell, you know how to hit where it hurts.
	Prerequisites: Spellcaster of level 7th+
	Benefit: When using your weaponlike spell, you impose a –1 penalty on saving throw vs. death when checking for critical damage chances.
	Special: You may purchase this proficiency several times choosing a new weaponlike spell for each new proficiency slot.

Improved Disarm: You know how to disarm opponents in melee combat.
	Prerequisites: Int 13+, Expertise.
	Benefit : You do not suffer an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you.
	Normal: You move close enough to the defender to draw an attack of opportunity. You both make an attack roll with your weapons. You each add +4 bonus for each size category you are above the other weapons size. Using a two-handed weapon gives a +4 bonus to an attack roll. If you succeed, the defender is disarm. If you fail, the defender may try as a free action to disarm you.

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 alignment..
	Benefit: When choosing a familiar, the following creatures are also available to you. You may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good trough evil).
Familiar		Alignment		Arcane Spellcaster level
Shocker Lizard	Neutral				5
Stirge		Neutral				5
Formian Worker	Lawful Neutral			7
Imp		Lawful Evil			7
Pseudodragon	Neutral Good			7
Quasi		Chaotic Evil			7

Improved Flight : You gain greater maneuverability when flying than you would normally have.
	Prerequisite: Must possess the ability to fly (naturally, magically, or through shapechanging).
	Benefit: Your maneuverability while flying improves by one grade.

Improved Initiative: You can react more quickly than normal in a fight.
	Benefit: You get a +4 bonus on initiative checks. A character may never have an initiative roll below 1 with this ability.

Improved Overrun : You are trained in knocking opponents that are smaller than you.
	Prerequisites: the weapon proficiency Expertise, Improved Bull Rush, Improved Trip, and Power Attack, Str 13+.
	Benefit: When you attempt to overrun an opponent who is at least one size category smaller than you, the target cannot avoid you. If you knock down your opponent, you immediately get an attack of opportunity against that opponent, gaining the standard +4 bonus on attack rolls against prone targets.
	Normal: The target of your overrun attack chooses to avoid you or block you.

Improved Psicrystal : You can upgrade your psicrystal.
Benefit : You can implant another personality fragment in your psicrystal. You gain the benefits listed for both psicrystal types. Your psicrystal’s personality adjusts and becomes a blend between all implanted personality fragments.
Special : You may buy this proficiency multiple times. Each time you implant a new personality fragment in your psicrystal, from which you derive the noted benefits.

Improved Shield Bash : You can push opponents back by bashing them with your shield.
	Prerequisites: the weapon proficiency of Power Attack.
	Benefit: Any shield bash you make with a small or large shield also affects your opponent as if you  had performed a bull rush. You don’t actually move into your opponent’s square or incur attacks of opportunity for the bash. You also can’t move your opponent back more than 5 feet, nor can you move along with the defender. You can’t use this proficiency with a buckler.

Improved Swimming : You swim faster than you normally could.
	Prerequisite: The nonweapon proficiency of swimming with a +3 check.
	Benefit: You move at one half of your land speed as a move-equivalent action or at three quarters of your land speed as a full-round action.
	Normal: You swim at one-quarter of your land speed as a move-equivalent action or at one-half of your land speed as a full-round action.

Improved Sunder : You are adept at placing your attacks precisely where you want them to land.
	Prerequisites: Base thaco of 18 or better, Sunder.
	Benefit: When you strike an opponent’s weapon, you inflict double damage.

Improved Trip: You are trained not only in tripping opponents but in following through with an attack.
	Prerequisites: Int 13+, Expertise.
	Benefit : If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip atempt.
	Normal: You may only trip an opponent who is one size category larger than you or smaller. You make a melee attack with a thaco roll as a touch attack. If you succeed, you make a strength checks opposed by the defender’s strenght or dexterity check (whichever ability score is higher). You each add +4 bonus for each size category you are above medium-size or a –4 penalty for each size category you are below medium-size. The defender gets a +4 stability bonus if he has more than two legs or is otherwise exceptionally stable. If you succeed, you trip the defender thus rendering him prone. If you fail, the defender may try to trip you as a free action.
	Special: at 6th level, a monk gains the improved Trip feat even if she does not have the Expertise feat.

Improved Two-Weapon Fighting: You are an expert in fighting two-handed.
	Prerequisites: Weapon Style Specialization Two-Weapon, Ambidexterity, must possess a base thaco of at least 11 or better.
	Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second atack with the off-hand weapon, albeit at a –5 penalty. You may also use your off-hand to make a touch spell attack with the same normal restriction.
	Normal/Special: You may make an attack with a weapon + a touch spell attack with your off-hand with the same restriction as fighting with two-weapons, count the touch attack as a weapon size category one size smaller than the caster. You must already have a weapon in one hand while casting the touch spell, in order to hold the charge for your next action. If you cast the spell and then draw a weapon, the spell will discharge one charge per round if the spell has many uses or simply waste away.

Improved Unarmed Strike : You are skilled at fighting while unarmed.
Benefit : You are consider armed  even when unarmed - that is, armed opponents do not get attacks of opportunity when you attack them while unarmed. However, you still get an opportunity attack against any opponent who makes an unarmed attack on you when you are unarmed. You can use an unarmed strike to deliver a touch spell and are considered to be armed. The unarmed strike still cause its normal damage if the attack succeed plus the discharged spell effect.
Normal: You can use an unarmed strike to deliver a touch spell but you will provoke an attack of opportunity from the target. The unarmed strike still cause its normal damage if the attack succeed plus the discharged spell effect.

Inertial Armor : Your mind instinctively generates a field of protective energy.
Prerequisite : PSP pool not empty
Benefit : For as long as your pool of PSP isn’t empty, your mind automatically generates a tangible field of force that provides a +4 armor bonus to AC. Unjlike mundane armor, Inertial Armor entails no armor check penalty. Because Inertial Armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor. Your inertial armor can be invisible or appear as a colored glow, at your option. The armor bonus provided by Inertial Armor does not stack with the armor bonus provided by a shield or non-magical armor.

Innate Spell : You have mastered a spell so thoroughly you can now cast it as a spell-like ability.
	Prerequisites: The weapon proficiencies of Quicken Spell, Silent Spell, and Still Spell.
	Benefit: Choose a spell you can cast. You can now cast this spell at will as a spell-like ability once per round, without needing to prepare it. One spell slot height levels higher than the innate spell or as much spell points as a spell height level higher than the spell’s actual level is permanently used to power it. If the innate spell has an XP component, you pay the XP cost each time you use the spell-like ability. If the innate spell has a focus, you must have the focus to use the spell-like ability. If the innate spell has a costly material component, you use an item worth 50 times that cost to use as a focus for the spell-like ability. Divine spellcasters who become unable to cast divine spells cannot use divine innate spells.
	Special: You can choose this proficiency more than once, selecting another spell each time. You have to pay the costs in spell slots/spell points, focuses, and material components for each innate spell you acquire.

Inner Strength : You have more PSP than normal.
Benefit : You gan +3 PSPs.
Special : A character may buy this proficiency multiple tiems. Each time the character buys this proficiency he will gain +3 PSPs.

Instantaneous Rage : You activate your rage instantly.
	Prerequisite: Must possess the ability to Rage.
	Benefit: Your rage begins at any time you wish, even when it’s not your turn or when you’re surprised. You can activate your rage in response to another’s action after learning the result but before it takes effect. Thus, you can gain the benefits of rage in time to prevent or ameliorate an undesirable event. 
	Normal: You enter a rage only during your turn.

Intimidating Rage : Your rage engerders fear in your opponents.
	Prerequisites: Must possess the ability to Rage.
	Bnenfit: While you are raging, you designate a single foe within 30 feet of you who must make a save vs. paralyzation or become shaken for as long as you continue to rage and the target can see you. (A shaken creature suffers a –2 morale penalty on attack rolls, saves, and checks.) A target who makes the save remains immune to the intimidating effect of your rage for one day. Creatures immune to fear and those with no visual senses are immune to this effect.

Iron Will: You have a stronger will than normal.
	Benefit: You get a +2 bonus to all saving throws vs all mind affecting spells and powers. This bonus is like the magical defense bonus of your wisdom and is added to it.

Jack Of All Trade : You’ve picked up a smarttering of even the most obscure skills.
	Prerequisites: Character level 8th+.
	Benefit: You can use any nonweapon proficiencies untrained, even those that normally require training and those that are exclusive to classes you don’t have. You don’t possess all nonweapon proficiencies, only the knowledge to use them at their minimum. All nonweapon proficiencies you try using with the Jack of all Trade proficiency, receives a –5 penalties.

Knock-Down : Your mighty blows can knock foes off their feet.
	Prerequisites: Base thaco of 18 or better, Improved Trip, Str 15+.
	Benefit: Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip attack as a free action against the same target.

Lightning Fists : Your skill and agility allow you to attempt a series of blindingly fast blows.
	Prerequisites: 3E Monk level 4th+ or a character with one Martial Arts Fighting Style or 4th level or more, Dex 15+.
	Benefit: You can make two extra attacks in a round. All attacks made this round suffer a –5 attack penalty. This proficiency requires the full attack action.

Lightning Reflexes: You have faster than normal reflexes.
	Benefit: You get a +2 dexterity bonus to all saving throws.

Lingering Song : Your bardic music stays with the listeners long after the last note has died away.
	Prerequisite: Must possess the Bardic Music ability.
	Benefit: If you use bardic music to Inspire Competence, Inspire Courage, Inspire Greatness, or Rally Friends, the effects last twice as long as they otherwise would.
	Normal: Inspire Courage and Inspire Greatness last as long as the bard sings, plus an additional 5 rounds thereafter. Inspire Conpetence lasts for 2 turns. Rally Friends last for 1 round per bard level.