Maneuver Specialization : You are quite adept in special maneuvers that can be use during combat.
Benefit : Their are 5 special maneuvers which posess their own special benefits. A character may only select one maneuver specialization for each slots spend.
Call Shots : The character is especially good at hitting specific area on a target.
Benefit : By becoming a call shots expert you receive a reduce attack penalty of 4 and no initiative penalties. If a second proficiency is spend on call shots it will reduce the attack penalty by another 4.
Disearm : You are especially good at disearming opponents.
Benefit : By becoming a disearm expert you receive a reduce attack penalty of 4 and an  initiative penalty reduction of 1. If a second proficiency is spend on disearm it will reduce the attack penalty by another 4 and the initialtive penalty by another 1.
Grab : You are especially good at grabbing opponents.

Benefit : By becoming an expert in grabbing you will receive a reduce attack penalty of 4 and an  initiative penalty reduction of 1.
Pin : You are especially good at pinning weapons or others.
Benefit : By becoming a pin expert you would receive a reduce attack penalty of 4.

Mantis Leap : You deliver a powerful attack after making a jump.
	Prerequisites: 3E Monk level 7th+ or a character with one Martial arts Fighting Style of level 7th+, the nonweapon proficiency of Jump with a +3 check.
	Benefit: Dsignate an opponent who is within the maximum distance you can reach with a successful Jump check. Make a normal Jump check; if your check is successful, you can make a normal charge attack against the opponent you designated as part of the same action. If your charge attack is successful, you inflict normal damage, plus your Strength modifier multiplied by 2.

Martial Arts Block Method : You are able to use martial arts blocks.
Benefit : A character may select one martial arts block maneuver per proficiency slot.
Basic Parry : This maneuver prevents melee attacks from hitting the martial artist.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : A martial artist may choose to use one unarmed attack for a round, or more if the character may attack more than once with unarmed attacks allowing the martial artist to use this maneuver several time in a round, and try to parry a melee attack with it. 
If the parry fails, the attack succeed and the martial artist suffer normal damage.
Weapon Allowed : Any. Characters using sai or jitte weapons receive a +2 bonus to hit with the basic parry maneuver.
Parry All : This maneuver is a more advanced form of the basic parry.
Prerequisites : Martial Arts Block Method : Basic Parry.
Benefit : A martial artist may choose to use two unarmed attacks for a round and try to parry all attacks made against him that the martial artist is aware of. The martial artist must make a parry roll for each attack. 
A failed parry means that the martial artist receive normal damage from the attack.
Weapon Allowed : Any. Character using sai or jitte weapons receive a +2 bonus to hit with the parry all maneuver.
Grappling Block : With this maneuver, you are able to parry an attack and grab the weapon.
Prerequisites : Martial Arts Block Method : Basic Parry.
Benefit : The martial artist attempting to make a grappling block must have one weapon or both hands free to perform this action. A martial artist must use one unarmed attack for a round, or more if the martial artist may attack more than once with unarmed attacks allowing the martial artist to use this maneuver several time in a round, and try to parry a melee attack with it. If the parry is successful, the martial artist and the attacker have both a grip on the weapon. The grip is never a dangerous one for the martial artist. For example, the grappling block allows the unarmed martial artist to clap the blade of a sword-weilding opponent between his palms, preventing it from striking. The attacker must make a strength check to break free and if the check fails by more than 4,  he will lose his weapon (it is now in the martial artist’s hand). Any other result leaves the two combatants still grappling for the weapon. The attacker may make as many strength check as he has attacks available in one round, and can release the weapon voluntarily at any time. The martial artist can make further attacks on his opponent with a +2 to his chance to hit, if the character is able to use unarmed attack(s) not requiring the hand(s) needed in the grappling block. Additionally, any other charcter making an attack against either of the two combatants grappling for the weapon gets a +2 to hit. 

A failed parry with no weapon means that the martial artist receive normal damage and a failed parry with a weapon means that the martial artist has managed to foul his own weapon on that of his opponent. The opponent and the martial artist must then make another attack roll and if the opponent has a better attack result, the martial artist gets disarm.
Weapon Allowed : Any. Character using chain or rope weapons receive a +2 bonus to hit with the grappling block maneuver.
Arrow Parry : You are able to parry thrown and missile weapons.
Prerequisites : Martial Arts Block Method : Basic Parry.
Benefit : The martial artist must spend two unarmed attacks for one round to be able to use the arrow parry. The martial artist must make a parry roll for all range attacks made against him that he is aware of in order to parry them.
A failed parry means that the weapon strike the martial artist.
Weapon Allowed : Any. Character using shields receive a +2 bonus to hit with the arrow parry maneuver.

Martial Arts Fighting Style: You have learn one martial art fighting style.
	Benefit: By spending a weapon proficiency slot, a character can learn a single fighting style but may spend other proficiencies to learn additional martial arts style later on. The following list gives all martial art fighting styles with their benefits and description:

Martial Arts Style Name	#AT	Dmg	AC Mod		Principal Attack	Weapons Allowed

Aikijutsu		+1	1pt	-3		Body	 	Staves, Fencing Blades, Oriental Blades, Medium Blades
Atemi			+1	1d4	-1		Hand/Foot	Clubbing weapons, Staves
Boxing			+1	1d4	-1		Hand		None
Jujutsu			+1	1d2	-2		Body		Fencing Blades, Oriental Blades, Medium Blades

Karate			+1	1d4	-1		Hand		Karate Weapons
Kick-boxing		+1	1d4	-1		Foot		None
Kung fu			+1	1d3	-2		Hand		Any Tight Group of Melee Weapons
Jet-kon-do		+1	1d3	-2		Foot/Hand	Staves, Oriental Blades, Karate Weapons
Ninjutsu			+1	1d2	-2		Legs		Short Blades, Oriental Blades, Chain Weapons, Rope Weapons
Sumo			+1	1d2	-2		Hand		None
Tae Kwon Do		+1	1d4	-1		Foot		Medium Blades, Staves, Clubbing Weapons
Wrestling		+1	1d2	-2		Body		None	

	Explanation of the chart:

	#AT : Add this bonus to the character’s number of attacks per round when he is using his martial arts unarmed attacks. If the character uses a martial arts style with a weapon, he loses this bonus attack.

	Dmg : This is the base damage done when using the style unarmed.

	AC Mod : Add this bonus to the character’s Armor Class when using the style. The bonus applies wheter or not the character wears armor. Uit represents his ability to dodge and block attacks that someone with lesser training cannot counter.

	Principal Attack : This is the usual attack form of the style but the style may include any other sort of attack.

	Weapons Allowed : The listed weapons may be used in combination with the special maneuvers of the style. For example, if a karate practitioner knows the iron fist maneuver and has knowledge of kama use, he can perform the iron fist maneuver with his kama. It cost one weapon proficiency slot to learn to use one entire tight group of allowed weapons with the special maneuvers of a martial arts style.

	Aikijutsu : They may learn only the following maneuvers even do they dont have the prerequisite but they must always start with the first maneuver listed in aech category of each method if it is listed in the following list and must continue to learn new maneuvers by taking the next one to the right as written below;
Lock : Choke Hold, Locking Block, Incapacitator
Block : all
Movement : Feint, Immovability
Throw : all
Mental & Physical : Meditation, All-Around Sight, Mental Resistance, CH’i Attacks, Blind Fighting

	Atemi : They may learn only the following maneuvers even do they dont have the prerequisite but they must always start with the first maneuver listed in aech category of each method if it is listed in the following list and must continue to learn new maneuvers by taking the next one to the right as written below;
Block : Basic Parry, Parry All
Movement : Feint
Push : One Finger Push
Strike : Iron Fist
Vital Area : Pain Touch, Stunning Touch, Paralyzing Touch

	Boxing : They may learn only the following maneuvers even do they dont have the prerequisite but they must always start with the first maneuver listed in aech category of each method if it is listed in the following list and must continue to learn new maneuvers by taking the next one to the right as written below;
Block : Basic Parry
Movement : Feint, Immovability, Speed
Strike : Iron Fist
Mental & Physical : Ch’i Attacks, Ironskin

	Jet-kon-do : They may learn only the following maneuvers even do they dont have the prerequisite but they must always start with the first maneuver listed in aech category of each method if it is listed in the following list and must continue to learn new maneuvers by taking the next one to the right as written below;
Block : Basic Parry, Parry All, Grapling Block
Kick : all
Lock : Choke Hold, Incapacitator
Movement : Feint, Prone Fighting, Leap, Speed
Strike : all
Throw : Instant Stand

Mental : Ch’i Attacks, Ironskin

	Jujutsu : They may learn only the following maneuvers even do they dont have the prerequisite but they must always start with the first maneuver listed in aech category of each method if it is listed in the following list and must continue to learn new maneuvers by taking the next one to the right as written below;
Lock : all
Throw : all
Movement : Feint, Immovability
Vital Area : Pain Touch, Stunning Touch
Mental & Physical : Meditation, All-Around Sight, Mental Resistance

	Karate : They may learn only the following maneuvers even do they dont have the prerequisite but they must always start with the first maneuver listed in aech category of each method if it is listed in the following list and must continue to learn new maneuvers by taking the next one to the right as written below;
Strike : all and must continue to learn new maneuvers by taking the next one to the right as written above
Kick : Circle Kick
Block : Basic Parry, Parry All
Movement : Feint
Mental & Physical : Meditation, Ch’i Attacks

	Kick-boxing : They may learn only the following maneuvers even do they dont have the prerequisite but they must always start with the first maneuver listed in aech category of each method if it is listed in the following list and must continue to learn new maneuvers by taking the next one to the right as written below;
Kick : Circle Kick, Backward Kick
Block : Basic Parry
Movement : Feint, Immovability, Speed
Strike : Iron Fist
Mental & Physical : Ch’i Attacks

	Kung fu : They may learn only the following maneuvers even do they dont have the prerequisite but they must always start with the first maneuver listed in aech category of each method if it is listed in the following list and must continue to learn new maneuvers by taking the next one to the right as written below;
Lock : Choke Hold
Strike : Iron Fist, Crushing Blow
Kick : Flying Kick
Block : all
Mental & Physical : Ch’i Attacks, Ironskin

	Ninjutsu : They may learn only the following maneuvers even do they dont have the prerequisite but they must always start with the first maneuver listed in aech category of each method if it is listed in the following list and must continue to learn new maneuvers by taking the next one to the right as written below;
Kick : Circle Kick, Backward Kick
Lock : Choke Hold, Incapacitator
Movement : Feint, Prone Fighting, Leap
Strike : Iron Fist
Throw : Fall, Instant Stand
Block : Basic Parry, Grappling Block, Arrow Parry
Mental : All-Around Sight, Ch’i Attacks

	Sumo : They may learn only the following maneuvers even do they dont have the prerequisite but they must always start with the first maneuver listed in aech category of each method if it is listed in the following list and must continue to learn new maneuvers by taking the next one to the right as written below;
Lock : Locking Block
Movement : Immovability
Push : Concentrated Push, Sticking Touch
Throw : Fall, Hurl
Block : Basic Parry

	Tae Kwon Do : They may learn only the following maneuvers even do they dont have the prerequisite but they must always start with the first maneuver listed in aech category of each method if it is listed in the following list and must continue to learn new maneuvers by taking the next one to the right as written below;
Kick : all
Strike : Iron Fist
Throw : Great Throw
Block : Basic Parry, Parry All
Movement : Leap

	Wrestling : They may learn only the following maneuvers even do they dont have the prerequisite but they must always start with the first maneuver listed in aech category of each method if it is listed in the following list and must continue to learn new maneuvers by taking the next one to the right as written below;
Block : Basic Parry, Grappling Block
Lock : all
Throw : Fall, Hurl, Great Throw
Movement : Feint, Immovability
Mental & Physical : Ironskin

Special: At the DM’s wishes, a character may choose not to take any style in particular when spending a proficiency slot to specialize in martial arts, thus creating his own martial art fighting style, and will be allowed to use any methods with all their maneuvers  but will have to abide by all the prerequisites to gain these maneuvers. The character doing this will only gain a #At of +1, Dmg of 1d2, and the AC Mod of -1with no Principal Attack and no Weapons Allowed.

Martial Arts Kick Method : You are able to use martial arts kicks.
Benefit : A character may select one martial arts kick maneuver per proficiency slot.
Circle Kick : The martial artist builds up power and momentum by spinning in a complete circle before landing the kick.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : A martial artist may choose to use one unarmed attack for a round, or more if the character may attack more than once with unarmed attacks allowing the martial artist to use this maneuver several time in a round, and try to kick an opponent with it. In addition to the normal damage done with a kick, the martial artist cause an additional 1-2 hp of damage with that kick.
A failed attack means that the martial artist, loses it’s next attack she would normally be allowed in order to recover it’s balance. Her armor class is also worsen by 2 until the next round
Flying Kick : The martial artist leaps high into the air (4-6 feet upward, 5-12 feet foward) and leads with a powerful kick to the head or upper body of the target.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : The martial artist needs at least 5 feet of running space to be able to perform this kick.  The martial artist must spend two unarmed attacks for one round to be able to use the flying kick. If the kick hit, the martial artist deals normal damage with an additional 1d4 hp of damage. 
A failed flying kick means that the martial artist falls to the ground adjacent to the intended target and must spend 1 round getting back to his feet (unless he knows the prone fighting or instant stand maneuvers).
Backward Kick : The martial artist attempts a normal attack at any creature directly behind him, either kicking his foot foward and straight up with his toe ending up behind his own head to connect with the enemy, or lashing out straight backward.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : A martial artist may choose to use one unarmed attack for a round, or more if the character may attack more than once with unarmed attacks allowing the martial artist to use this maneuver several time in a round, and try to kick an opponent with it. The martial artist doesn’t need to turn around and face his attacker and dosen’t suffer any attack roll penalty.
A failed attack means that the martial simply miss it’s target.

Martial Arts Lock Method : You are able to use martial arts locks.
Benefit : A character may select one martial arts lock maneuver per proficiency slot.
Choke Hold : This maneuver allows you to apply pressure to render an opponent unconscious.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : A martial artist may choose to use one unarmed attack for a round, or more if the
character may attack more than once with unarmed attacks and that the previous choke hold attack failed, allowing the martial artist to use this maneuver several time in a round, and try to lock an opponent with it. If the attack succeed, the martial artist must hold his lock until the end of the round and may take no other action during the lock. The opponent may try to escape by making an attack roll with a -2 penalty. The opponent may try to escape as many times as he posess attacks for the round. At the end of the round, the opponent will fall unconscious for 1d3 rounds. During the time of the choke, the opponent cannot cry out for help or cast spells requiring verbal components.
A failed attack means that the martial artist simply miss it’s target.
Weapon Allowed : Chain weapons, rope weapons, lash weapons, axes (using shafts), clubbing weapons, flails, karate weapons (using shafts), picks (using shafts), sickles, staves, bladed poles (using shafts), and spears (using shafts) tight groups.
Locking Block : The martial artist makes an attack to trappe her opponent’s weapon, arm, or leg in a scissors arm-lock.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit :  A martial artist may choose to use one unarmed attack for a round, or more if the character may attack more than once with unarmed attacks, allowing the martial artist to use this maneuver several time in a round, and try to lock an opponent with it. A trap element cannot be used to make attacks. In addition, so long as the opponent is so trapped, the martial artist can make other attacks (using the feet only) with a +4 to her chance to hit. The opponent can break the lock by making a normal attack roll with success. The locking block maneuver also causes no damage.
A failed attack against an unarmed opponent means that the attack simply miss. Against an armed opponent, the martial artist suffer the normal weapon’s damage without any strength damage added since the martial artist while attempting to make the block, was hit by the weapon.
Weapons Allowed : Medium blades, oriental blades, short blades, chain weapons, rope weapons, lash weapons, axes, clubbing weapons, flails, karate weapons, picks, sickles, staves, and spears tight group. Martial artist using sai or jitte weapons receive a +2 bonus to hit with the locking block maneuver.
Incapacitor : By gripping the opponent and twisting his joints, the martial artist can render one finger, arm, or leg useless for 24 hours.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : A martial artist may choose to use one unarmed attack for a round, or more if the character may attack more than once with unarmed attacks, allowing the martial artist to use this maneuver several time in a round, and try to incapacitate a joint with it. The incapacitor maneuver cause 1d4 hp of damage to the opponent in addition to normal martial arts damage. If the attack of the martial artist is successful, the opponent receive the above damage and must make a successful save vs. Paralyzation or the appropriate limb is rendered useless. The application of a cure wounds or remove paralysis spell will eliminate the paralyzing effects of the attack.
A failed attack means tha the atack simply miss.
Weapons Allowed : chains weapons, rope weapons, lash weapons, clubbing weapons, karate weapons, staves, and spears (using shaft) tight group.
Immobilizing : With an attack, the martial artist grips and holds an opponent in such a way that the opponent cannot take any action.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : A martial artist may choose to use one unarmed attack for a round, or more if the character may attack more than once with unarmed attacks, allowing the martial artist to use this maneuver several time in a round, and try to immobilize an opponent with it.While immobilizing an opponent, the martial artist may still make attacks (using either his feet or his other hand), and even apply an immobilizing lock on another opponent.The immobilization cause no damage. An opponent may try to escape the immobilization by successfully making an attack roll against the martial artist with a penalty of -6 to the roll.
A failed attack means that the martial artist will suffer a -4 penalty to his next attack.

Weapons Allowed : chain weapons, rope weapons, and lash weapons tight group.

Martial Arts Mental & Physical Training : You are able to use martial arts Mental & Physical powers.
Benefit : A character may select one martial arts martial & psysical power per proficiency slot. All mental & physical powers are always active or can be activated at the martial artist’s will.
Meditation : This ability allows the martial artist to enter a mental state in which he can focus and regain his energies.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : For each hour the martial artist spends in uninterrupted meditation, he gets as much rest as two hours of sleep. While meditating, the martial artist is oblivious to hunger, thirst, heat, and cold (but he can still take damage from heat - and cold -based attacks). He remains conscious and aware of his surroundings, and suffers no additional penalties on surprise or initiative die rolls while in this state.
All-Around Sight : The martial artist’s training makes him more attuned to his immediate surroundings.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : The martial artist is able to detect opponents on all sides, provided they are not invisible. The character can never be struck from behind or suffer a penalty from back attack.
Mental Resistance : The mental exercises and ordeals of the martial artist’s training have toughened and strengthened her will.
Prerequisites : Martial Arts Mental & Physical Training : Meditation.
Benefit : The martial artist receives a +2 bonus to all saving throws vs. mental attacks, including charm, illusion, hold spell, and psionic telepathic powers.
Ch’i Attacks : With this ability, the martial artist summons his ch’i and can use unarmed martial arts attacks to hit monsters that could otherwise be hit only by magic.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : Depending on the level of the martial artist, she will be able to hit magical creatures as follow:
XP Level	Character Hits As A
1-4		magical weapon
5-9		+1 magical weapon
10-14		+2 magical weapon
15-19		+3 magical weapon
20-25		+4 magical weapon
26-30		+5 magical weapon
Blind-fighting : The martial artist has trained for long periods while wearing a blindfold or in darkened rooms, gaining the ability to detect foes with senses other than sight.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : The character suffers only a -1 penalty when fighting in darkness, when blinded, or when faced by invisible opponents. However, any of these in combination with a silence spell renders the martial artist effectivily blind. If the martial artist posess the nonweapon proficiency of blind fighting, the attack penalty is reduce to zero.
Iron Skin : Rigourous physical training has toughened the martial artist’s muscles to the strength of iron.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : The armor class of the martial artist is improved by +2, but only when he is not wearing any other type of armor.
Levitation : The martial artist is able to levitate.
Prerequisites : Martial Arts Mental & Physical Training : Meditation.

Benefit : This ability requires the utmost concentration and mental discipline. This ability requires one turn of concentration before it takes effect. After the turn of concentration and maintaining it, the martial artist is able to levitate a number of round equal to her experience level. She can move up, down, or sideways at a rate of 5 feet per round. She can take no other action while levitating and will fall to the ground if her concentration is broken. On completion of the levitation, the martial artist must rest for one round before taking any other action.

Martial Arts Movement Method : You are able to use martial arts movements.
Benefit : A character may select one martial arts movement maneuver per proficiency slot.
Feint : The martial artist begins an attack in one direction and at the last moment changes it to another direction or simply begins an attack but does not follow trought to draw his opponent off balance or make him commit a futile defense.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : The martial artist must spend two unarmed attacks for one round to be able to use the Feint move. The martial artist only gets one attack but receive a bonus of +3 to it’s attack roll. 
A failed attack means that the attack simply miss.
Weapons Allowed : Any.
Prone Fighting : With this maneuver, the martial artist is able to fight effectively even sitting, kneeling, prone, or supine.
Prerequirements : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : This ability is always active. However, the martial artist can perform no other special maneuver (except instant stand) when on the ground. She can still use her weapons and the basic damage from her martial arts style, and suffer no Armor Class penalty for being on the ground. 
Weapons Allowed : Any. Fighters are even trained to use two-handed and long weapons effectively from positions on the ground.
Immovability : By carefully positionning his feet and learning to tense and relax various muscles, the martial artist can avoid being knocked down, lifted, or thrown off his feet.
Prerequirements : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : Any time an attack would result in one of the previous consequences, the character is automatically allowed a saving throw vs. Paralyzation. If the save is successful, the character remains standing.
Weapons Allowed : Any. The martial artist using immovability does not attack with these weapons, but uses them to brace himself. They confer no bonus to his immovability.
Leap : The martial artist is able to perform extraordinary feats of springing and leaping by channeling his ch’i, or inner power, mentally making himself as light as a feather.
Prerequirements : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : From a standing start, the martial artist can leap 4 feet into the air and 3 feet foward, plus 1 foot up and foward for each experience level she possesses. Standing-start leaps do not take an entire melee round, costing instead only one unarmed attack during the round. From a running start, the martial artist can leap 8 feet upward and 10 feet foward plus 1 foot up and foward for each experience level she possesses. The character must have room to run at least 10 feet before making a running-start leap. With either a standing or running start, the martial artist must make a successful dexterity check to land safely. If the check is successful, the leap is successful.
A failed leap means that the martial artist leaps the full distance but falls to the ground on landing. 
Weapons Allowed : The charcater can carry any weapon when using the leap maneuver.
Speed : The martial artist has developed lighting-fast reflexes and powerful muscles allowing him to increace the amount of attack allowed in a single round.
Prerequirements : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.

Benefit : Once per day, the character can make a Dexterity check. For every 4 points by which she successfully makes the roll (round fractions to the nearest whole number), she receives one extra attack, which may be used with weapons or martial arts. Such extra attacks last only one round. This special maneuver is difficult and tiring. Once the battle is done, the martial artist must rest one turn per extra attack she has made, or be reduced to half her normal movement until she is able to rest.
Weapons Allowed : Any.
Slow Resistance : Having developed his body and disciplined his mind, the martial artist is automatically immune to slow effects.
Prerequirements : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : This ability is always active.

Martial Arts Push Method : You are able to use martial arts pushes.
Benefit : A character may select one martial arts push maneuver per proficiency slot.
Concentrated Push : The martial artist focuses his inner energy into his hands, giving great results even from a gentle push.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : A martial artist may choose to use one unarmed attack for a round, or more if the character may attack more than once with unarmed attacks, allowing the martial artist to use this maneuver several time in a round, and try to push an opponent with it. A successful attack means that the opponent is knocked back 1 foot per level of the martial artist. If the distance is greater than 3 feet, the opponent must make a successful save vs. Paralysation to remain on his feet. If the opponent hits a solid object, he suffers damage as if he had fallen the same distance. Those who know the immovability maneuver can resist being knocked back.
A failed attack means that for theremaining of the round, the martial artist’s opponents get a +2 bonus to their attack rolls.
Weapon Allowed : clubbing weapons, staves, bleded poles (using shaft), pole spears (usinf shaft), and spears (using shaft) tight groups.
Sticking Touch : The martial artist has so attuned her sense of touch that by lightly placing her hand on an opponent she can folow that person’s every move.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : A martial artist may choose to use one unarmed attack for a round, or more if the character may attack more than once with unarmed attacks, allowing the martial artist to use this maneuver several time in a round, and try to touch an opponent with it. The touch in it self doesn’t damage the opponent. However, so long as the martial artist remains in contact, she gains +2 on all subsequent attack rolls (remember that you may only use one hand since one is required for the contact) and her armor class improves by 2 (against the contacted opponent only), because she is able to feel the impending moves of her opponent before they happen. The touch can be broken only if the opponent can move away or at a speed beyond the abilities of the martial artist. Thus, an opponent who knows the leap maneuver can use it to break contact however, if both combatants know the maneuver, the martial artist can automatically choose to leap at the same time as her opponent, keepinf the contact unbroken (unless the opponent’s leap is longer than the martial artist’s).
A failed attack means that the touch didn’t stick.
One Finger Push : The martial artist is able to use concentreated push without having to touch the target.
Prerequisites : Martial Arts Push Method : Concentrated Push.
Benefit : This maneuver requires great concentration and is the only action that can be taken in the melee round regardless of the number of attacks the martial artist can normally make. The artial artist simply concentrate and point his finger at the opponent. The range os equal to 1 foot per character level. A successful attack roll means that the targeted opponent is affected as hit by a concentrated push.
A failed attack means that the attack simply miss.

Martial Arts Strike Method : You are able to use martial arts strikes.

Benefit : A character may select one martial arts strike maneuver per proficiency slot.
Iron Fist : Through various toughening exercices, the martial artist hardens his hands so much that they feel like steel
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : The martial artist does 1d6 hp damamge from each hand attack (plus bonuses for Strength) if the principle attack uses the hands. If the principal attack is not the hands, the martial artist does 1d6 hp damage on only one attack per melee round.
A failed attack means that the attack simply miss.
Weapons Allowed : Any melee weapons.
Crushing Blow : The martial artist is able to shatter or break hard objects-wood, ceramics, and masonry, but not metal - with a blow of the hand.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : The character is able to break a half-inch of wood or a quarter-inch of brittle stone per experience level. Since the crushing blow requires great concentration, it’s the only action a character may take during the round. The attack cause normal damage plus hit points equal to half the martial artist experience level (rounded down); Strength damage bonuses do not apply.
A failed attack means that if the martial artist had tried to strike a hard object, he seriously injures his hand, suffering damage equal to that he would do on a normal attack. The hand is unusable for 24 hours, even if healed before that time has elapsed.
Eagle Claw : Trough physical exercises and concentration, the martial artist can summon immense crushing strength into his hands.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : On a successful attack roll, the martial artist can shatter objects (snap spear shafts, crush stones, etc.), crush metal items, and cause 1d8 hp damage (plus damage bonuses for Strength).  Since the eagle claw requires great concentration, it’s the only action a character may take during the round.
A failed attack means that the attack simply didn’t work without no ill effects.

Martial Arts Throw Method : You are able to use martial arts throws.
Benefit : A character may select one martial arts throw maneuver per proficiency slot.
Fall : The martial artist has learn how to fall and roll correctly, taking the impact of the fall on the safest areas of the body.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : The martial artist suffers only half normal damage from any fall (if she is conscious and able to move). This ability is always active.
Weapons Allowed : She may carry any weapon when performing this maneuver.
Instant Stand : The martial artist has learn how to gain her feet quickly, either by rolling up to a standing position or using acrobatic jump.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : Normally, one round is required for a character to gain her feet, but a character knowing this maneuver can regain her feet automatically instead of making an attack. She may then perform other actions in the round if she has attacks available.
Weapons Allowed : The martial artist can carry any weapon when performing this maneuver.
Hurl : The martial artist can pick up an opponent and throw him to the ground a few feet away.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : A martial artist may choose to use one unarmed attack for a round, or more if the character may attack more than once with unarmed attacks, allowing the martial artist to use this maneuver several time in a round, and try to throw an opponent with it. A successful attack roll mean that the opponent is thrown 1d4 feet away and suffers the normal basic damage plus 1d4 hp damage.

A failed attack means that the martial artist loses all remaining attacks for the round and automatically loses initiative for the next round.
Great Throw : Using leverage and his opponent’s momentum, the martial artist is able to throw his enemy a great distance.
Prerequisites : Martial Arts Throw Method : Hurl.
Benefit : Since the great throw requires great concentration and synchronization, it’s the only action a character may take during the round.On a successful attack, if the opponent is stationary, the martial artist can throw him 1 foot per experience level, if the opponent is charging, the distance thrown is 6 feet plus 1 foot per experience level of the martial artist.
A failed attack means that the martial artist loses all remaining attacks for the round and automatically loses initiative for the next round.
Weapons Allowed : Chain weapons, rope weapons, lash weapons, staves, bladed poles (using shaft), pole spears (using shaft), and spears (using shaft) tight group.

Martial Arts Vital Area Method : You are able to use martial arts vital areas.
Benefit : A character may select one martial arts vital area maneuver per proficiency slot.
Pain Touch : Simply by pressing his finger against specific points of the body, the martial artist can cause great pain in his opponent.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : A martial artist may choose to use one unarmed attack for a round, or more if the character may attack more than once with unarmed attacks, allowing the martial artist to use this maneuver several time in a round, and try to touch an opponent with it. The touch cause no damage, but if the attack roll is successful, the opponent feels as tough he were on fire. Thereafter, he will suffer a -2 penalty to attack rolls and a +2 penalty to his AC. The effect lasts for 1d3 rounds.
A failed attack means that the attack simply miss.
Weapons Allowed : Clubbing weapons tight group.
Stunning Touch : With a light slap of the fingers in the correct place, the martial artist can stun and daze her opponent.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : A martial artist may choose to use one unarmed attack for a round, or more if the character may attack more than once with unarmed attacks, allowing the martial artist to use this maneuver several time in a round, and try to touch an opponent with it. When an attack is successful, the opponent suffers no damage but must make a save vs. Paralyzation or be stun for 1d4 rounds, unable to take any action.
A failed attack or a successful save means that the opponent and the martial artist suffers no ill effect.
Weapons Allowed : Clubbing weapons tight group.
Paralyzing Touch : By placing pressure on specific nerve junctions, the martial artist can paralyze her opponent.
Prerequisites : Stunning Touch
Benefit : A martial artist may choose to use one unarmed attack for a round, or more if the character may attack more than once with unarmed attacks, allowing the martial artist to use this maneuver several time in a round, and try to touch an opponent with it. On a successful attack, the opponent receives no damage but must save vs. Paralyzation with a penalty of -2 to the save or the opponent will be unable to move for 2d4 rounds.
A failed attack or a successful save means that neither the opponent or the martial artist suffers ill effect.
Weapons Allowed : Clubbing weapons tight group.
Distance Death : The martial artist concentrate on it’s ch’i power and use it to cause enhance vital area moves.
Prerequisites : Martial Arts Vital Area Method : Pain Touch, Stunning Touch, and Paralyzing Touch.
Benefit : Distance death requires great concentration and is the only action a martial artist can make during a melee round. The martial artist must make a normal unarmed attack roll and if successful he may choose the following effects:
Pain : The opponent is not allowed a saving throw. The effect is identical to pain touch.
Stunning : The opponent is allowed a save vs. Paralyzation with a -2 penalty. The effect is identical to stunning touch.
Paralyzation : The opponent is allowed a save vs. Paralyzation with a -4 penalty. The effect is identical to paralyzing touch.
Double damage : The martial artist does two times the basic damage for his martial arts style. No saving throw is allowed.
A failed attack means that the attack simply miss.

Martial Arts Weapon Method : You are able to use martial arts weapons.
Benefit : A character may select one martial arts weapon maneuver per proficiency slot.
Weapon Breaker : Just as martial arts weapons are designed to catch and deflect the weapons of others, they are also capable of breaking them.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : A martial artist may choose to use one unarmed attack for a round, or more if the character may attack more than once with unarmed attacks, allowing the martial artist to use this maneuver several time in a round, and try to break an opponent’s weapon with it. The martial artist must be wielding a martial arts weapon and can use this maneuver only against melee weapons, not against unarmed fighters. On a successful attack roll, the opponent’s weapon is broken (magical weapons are unarmed). This maneuver does no damage to living creatures or monsters.
A failed attack means that the attack simply miss.
Weapons Allowed : Any melee weapon.
Steel Cloth : With this maneuver, the martial artist is able to weild a piece of cloth as do it was a spear by whirling it, snap it tight, and keeping it in canstant motion, the piece of cloth becomes as rigid as a spear.
Prerequisites : One Martial Arts Fighting Style or the weapon proficiency of Improved Unarmed Strike.
Benefit : Whenever the martial artist has in his possession a piece of cloth of 6-10 foot of length, he may use it as a spear, a 6-8 feet cloth = a normal spear and a 9-10 feet cloth = a long spear, with the same speed factor, damage, chance to hit, number of attack per round, etc... The steel cloth can’t be thrown since the instant it leaves the martial artist’s hands, it becomes a normal piece of cloth.
Weapons Allowed : A piece of cloth of 6-10 feet of length, rope weapons tight group.

Master Dorje (Metapsionic): You can manifest a dorje’s power with PSPs.
Benefit : You can manifest a power stored in a dorje without expending a charge. Instead, you pay for the imbedded power from your own PSP pool by spending a number of PSPs equal to it’s standard cost +5. When all charges of a dorje are exhausted, the dorje becomes inert; thus, this proficiency no longer affects that individula dorje.

Maximize Power (Metapsionic): You can manifest powers to maximum effect.
Benefit : All variable, numeric effects of a maximize power are maximized. A maximized power deals maximum damage, cures the maximum number of hit points, affect the maximum number of targets, etc., as appropriate. Powers without random variables are not affected. The maximize power costs a number of PSPs equal to its standard cost +9.

Maximize Spell (Metamagic): You can cast spells to maximum effect.

Benefit : All variable, numeric effects of a maximize spell are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affect the maximum number of targets, etc., as appropriate. Spells Without random variables are not affected. A maximize spell uses up a spell slot three levels higher than the spell’s actual level or as much spell points as a spell of three levels higher than the spell’s actual level.
An empowered, maximized spell gains the separate benefits of each proficiency : the maximum result plus one-half the normally rolled result.

Melee Reflexes: You are quick to react in combat with melee weapons.
	Benefit: You gain a reduction to your initiative roll equal to your dexterity (balance) reaction adjustment bonus. Even a character with a very high score may never have an initiative roll below 1. This reduction to the initiative roll only apply when using a melee attack.

Mental Adversary : You can make exceptionally strong psionic attacks.
Prerequisite : Wis 13+
Benefit : You deal +2 PSP or physical damage against a psionic mind for each die roll you have in a psionic attack. You must also pay an additional initial PSP cost of 5. You must decide whether or not to pay the extra initial cost after deterniming the failure or success of your psionic attack.
Special : You can buy this proficiency multiple times gaining the additional damage again in addition to all previous damage you earned buying this proficiency but also the additional PSP costs. You must decide how much +2 damage you want to cause and able to cause when it’s time for you to pay the additional PSP cost.

Mental Leap : You can make amazing jumps.
Prerequisites : Str 13+, The Jumping nonweapon proficiency or the Martial Arts Movement Method Leap, PSP pool of 5+
Benefit : You jump twice as far or as high as indicated on your jump ability.Your maximum jump is twice normal, and extra distance jumped is not counted against your total allowed movement in the round.
Special : You can take this proficiency multiple times. Each time increases your jump multiple by one and increases your reserve in your PSP pool by +12.

Metacreative : You supplement your craft with psionic inspiration.
Prerequisite : Any Weapon Proficiency to create magical items
Benefit : Each time you take this proficiency, choose one item creation proficiency you know. When deternining your cost in XP and raw materials for creating with this proficiency, multiply the total price by 75%.
Special : You may buy this proficiency multiple times. Each time you take it, it applies to a new item creation proficiency.

Mind Blind: Your mind becomes partially closed off to psionic combat.
	Prerequisite: Psychic Bastion.
	Benefit : You permanently gain a MAC of 3. This mental hardness is added with mental hardness provided by Psychic Bastion and psionic defense modes. However, your partially closed-off mind also inhibits your use of psionic attack modes-all your psionic attack modes are assessed a –3 damage/PSP damage penalty (minimum 1) or if causing no damage, a –3 duration time (minimum 1)or –3 Mental thaco penalty.

Mind Trap : You can punish psionic attackers.
Prerequisite : Psychic Bastion
Benefit : You deplete a number of PSP equal to 15 + you Wisdom/Magical defense adjustment from your attacking opponent on any psionic attack that is successful on you. To do so, you must pay power points equal to the cost of the psionic defense +5. You decide whether or not to pay the extra cost after discovering the failure or success of your opponent’s psionic attack.

Mobility : You are skill at dodging past opponents and avoiding blows.
Prerequisites : Dex 13+, Dodge.
Benefit : When someone gets an attack of opportunity against you the arnor class bonus due to your dexterity is not lost and still apply to your armor class. A condition that make you lose your dexterity bonus also negates this proficiency. Also, this bonus doesn’t apply if you already possess an ability like those of the dwarves against giants since this is already a dodging ability so only the mobility or the dwarven ability may be choosen.

Monkey Grip : You use a wider variety of sizes of weapons.
	Prerequisites: Base thaco of 17 or better, Weapon of Choice with the appropriate weapon, Str 13+.
	Benefit: You can use one melee weapon that is one size larger than you in one hand. You suffer a –2 penalty on your attack roll when using this proficiency. This proficiency can be taken multiple times, each time with a different weapon.
	Normal: Only weapons  of your size or smaller can normally be weilded with one hand.

Mounted Combat : You are skilled in mounted combat.
Prerequisites : Must have the correct riding proficiency.
Benefit : Once per round when your mount is hit with a melee weapon, you may try to parry the attack provided that you don’t have a range weapon.

Multiattack : You are adept at using all your natural weapons at once.
	Prerequisite:  Must possess a form that has three or more natural weapons, either naturally or through shapechanging.
	Benefit: Your secondary attacks with natural weapons suffer only a –2 penalty.
	Normal: Without this proficiency, your secondary natural attacks suffer a –5 penalty.

Multicultural : You blend in well with members of another race.
	Prerequisite: Must possess the Modern/Ancient Language of the choosen race.
	Benefit: Choose any one humanoid race other than your own. Whenever you meet members of that race, they are likely to treat you as one of their own. You gain a +4 bonus on Charisma/Reaction Adjustment checks made to alter the attitude of your chosen race.

Multidexterity : You are skilled at utilizing all your hands in combat.
	Prerequisites: Dex 15+, must possess a form with three or more arms.
	Benefit: You ignore all penalties for using your off-hands. (A creature has one primary hand, and all the others are off-hands.
	Normal: Without this proficiency, a creature suffer a –4 penalty on attack rolls,  ability checks, and skills checks made with an off hand.
	Special: This proficiency is the same as the Ambidexterity proficiency for creatures with three or more arms.

Natural Spell : You cast spells while in a Wild Shape/Shapechange.
	Prerequisite: Must possess the ability of Wildshape/Shapechange.
	Benefit: You complete the verbal and somatic components of spells while in a Wild Shape/Shapechange. You can use any material components or focuses that you can hold with an appendage of your current form, but you cannot make use of any such items that are melded within that form. This proficiency does not permit the use of magic items while in a form that could not ordinarily use them, and you do not gain the ability to speak while in a Wild Shape/Shapechange.

Obscure Lore : You are a treasure trove of little-known information.
	Prerequisite: Must possess the bardic History ability.
	Benefit: You gain a +20% bonus on chekcs using your bardic History ability.

Off-Hand Parry : You use your off-hand weapon to defend against melee attacks.
	Prerequisites: Ambidexterity, Dex 13+, Two Weapon Style Specialization, must have a base thaco of 17+, must be proficient in the weapon used.
	Benefit: When fighting with two weapons and using the full attack option, you can on your action decide to attack normally or to sacrifice all your off-hand attacks for that round in exchange for a +2 dodge bonus to your AC. If you take this option, you also suffer penaltieson your attacks as if you were fighting with two weapons. If you are also using a buckler, its AC bonus are added with the dodge bonus. You can only use bladed or hafted weapons of a size category smaller than your own with this feat.

Pain Touch : You cause intense pain in an opponent with a successful stunning attack.
	Prerequisites: Base thaco of 18 or better, the weapon proficiency of Stunning Fist or the Martial Arts Vital Area Method Pain Touch, Wis 18+.
	Benefit: Victims of a successful stunning attack are subject to such debilitating pain that they are nauseated for 1 round. Creatures that are immune to stunning attacks are also immune to this proficiency, as are any creatures that are more than one size category larger than the proficiency user.

Pebble Underfoot : You have learned a special combat technique useful for bringing down creatures much larger than you.
	Prerequisites: Int 13+, Expertise, Improved Trip.
	Benefit: When fighting a creature at least two size categories larger than you, you gain a +4 bon opposed checks when you try to trip your opponent. If you fail to trip the creature, it cannot immediately attampt to trip you.

Persistent Power (Metapsionic): You make one of your powers last all day.
Prerequisite : Extend Power

Benefit : A persistent power has a duration of 24 hours. The persistent power must have a personal range or a fixed range; you can’t use this proficiency on a power with variable range, or on a power with an instantaneous duration. Note that you must concentrate on some powers to use their effects; concentration on such a power is a standard action that does not provoke an attack of opportunity. A persistent power costs a number of PSP equal to its standard cost +12.

Persistent Spell (Metamagic) : You make one of your spells last all day.
	Prerequisite: The weapon proficiency of Extend Spell.
	Benefit: A persistent spell has a duration of 24 hours. The persistent spell must have a personal range or a fixed range. Spells of instantaneous duration cannot be affected by this proficiency, nor can spells whose effect is discharged. You need not concentrate on spells such as detect magic to be aware of the mere presence or absence of the thing detected, but you must still concentrate to gain additional information as normal. Concentration on such spell is a standard action that does not provoke an attack of opportunity. A persistent spell uses up a spell slot four level higher than the spell’s actual level or as much spell points as a spell four level higher than the spell’s actual level.

Persuasive : You could sell a tindertwing hat to a troll.
	Benefit: You gain a +2 bonus on all Bluff and Intimidation checks.

Pin Shield : You know how to get inside your opponent’s guard by pinning his shield out of the way.
	Prerequisites: Base thaco of 16 or better, the weapon proficiency of Two Weapon Style Specialization.
	Benefit: This proficiency can only be used against an opponent who is waering a shiled and who is withinone size category og you. Make an off-hand attack against the opponent’s shiled. If your attack roll is successful, you momentarily pin your opponent’s shield with your off-hand weapon, and you may make an immediate attack of opportunity against your opponent with your primary weapon at your full attack bonus. Your foe gains no AC benefit from his shield for this attack. You cannot use this proficiency if you are fighting with only one weapon.

Plant Control : You channel the power of nature to gain mastery over plant creatures.
	Prerequisites: The Plant Defiance weapon proficiency, ability to cast speak with plants.
	Benefit: You command plants as an evil cleric command undead. To command a plant, you must be able to speak with it via a speak with plants effect, though you may issue your commands mentally if desired. The number of time per day that you can use this ability is equal to 3+ your Charisma/Leadership modifier. Your highest priestly caster level is the level at which you command plants.

Plant Defiance : You channel the power of nature to drive off plant creatures.
	Perrequisite: Ability to cast detect animals or plants.
	Benefit: You turn (but not destroy) plants as a good cleric turns undead. Treat immobile plant creatures as creatures unable to flee. The number of times per day that you can use this ability is equal to 3+ your Charisma/Leadership modifier. Your highest priestly caster level is the level at which you turn plants.

Point Blank Shot : You are skilled at making well-placed shots with ranged weapons at close range.
	Benefit: You get a +1 bonus to attack and damage with ranged weapons at their smallest range, the one with no attack roll penalty. 

Power Attack : You can make exceptionally powerful melee attacks.
Prerequisites : Str 13+.
Benefit : On your action. Before making attack rolls for a round, you may choose to incure yourslef attacks penalties and add the same number to all melee damage rolls. You may never incure yourself enought penalties to get a thaco roll of more than 20 so a character with 17 of attack roll would never be able to get more than 3 additional points of damage. This penalty and bonus will last until the next round begin.

Power Critical : Choose one weapon, such as a longsword or a two-handed battleaxe. With that weapon, you know how to hit where it hurts.
	Prerequisites: Improved Critical, a base thaco of 8 or better, proficient with the chosen weapon.
	Benefit: Once per day, you can declare a single melee attack with your chosen kind of weapon to be an automatic critical hit before you make the attack roll. If the attack is succesful, you roll to confirm the critical, regardless of wether the actual attack roll was a critical.
	Special: You can take this feat multiple times. Each time you do, it applies to a new kind of weapon. You may use this ability only once per day per kind of weapon to which it applies.

Power Lunge : Your ferocious attack may catch an opponent unprepared.
	Prerequisites: Base thaco of 17 or better, the wepaon proficiency of Power Attack.
	Benefit: A successful attack roll during a charge allows you to inflict double your normal Strength modifier in addition to the attack’s damage. You provoke an attack of opportunity from the opponent you charged.

Power Penetration : Your powers are especially potent, breaking through power resistance more readily than normal.
Benefit : You reduce the power resistance of you target by 20%.

Power Touch : You can make power-enhanced attacks of opportunity.
	Prerequisite : Str 13+, Psionic Fist
Benefit : You can make attacks of opportunity using any power you know with a range of touch, if you have at least one hand free. The Power Touch attack of opportunity does not preclude the normal manifestation of a psionic power during the same round. The power used in conjonction with this proficiency costs a number of PSP equal to its standard cost +3.
Normal : Attacks of opportunity do not involve casting spells or manifesting powers.
Special : Possession of the Quicken Power proficiency reduces the extra cost of Power Touch to 0 PSP (you still must pay the standard cost for the power used in the attack of opportunity).

Precise Shot : You are skilled at timing and aiming ranged attacks.
	Prerequisite: the weapon proficiency of Point Blank Shot.
	Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without suffering the standard –4 penalty.

Priestly Signature Spell : Through hard work and extensive practice, you have become quite skilled at casting a specific spell.
Prerequisites : Must know and posess the spell who will become a signature spell. The priest must research the spell and spend a minimum of 2 weeks + 1d10 x 100 GP per spell level to master the signature spell.
Benefit : Depending on which spell is becoming a signature spell, the cost in weapon proficiency will be as follow :
Spell Level		Preferred Sphere Slot Cost		Normal Sphere Slot Cost
1st - 3rd				1				2
4th B 6th				2				3
7th				3				4
First of all, the priest casts his signature spell as if they were 2 levels higher for purpose of damage, duration, area of effect, range, and all other level-based characteristics. If the spell has no level-based characteristics, the priest may choose to inflict a saving throw penalty of B2 on the subject’s saving throw when he cast the spell, or he can choose to reduce his casting time by 3. Secondly, the priest may memorize one casting of his signature spell at no cost in spell available at that level. Only one spell per spell level may be choosen as a signature spell.
Special : You may purchase this proficiency several times by spending another slot in the priestly signature spell proficiency and the benefit will apply to a new spell for each proficiency slots spend in this way.

Prone Attack : You attack from a prone position without penalty.
	Prerequisites: Base thaco of 18 or better, Dex 15+, the weapon proficiency of Lightning Reflexes.
	Benefit: You can make an attack from a prone position and suffer no penalty to your attack roll. If your attack roll is successful, you may regain your feet immediately as a free action.

Proportionate Wild Shape : You use Wild Shape/Shapechange to become animals of your own size, even if your Wild Shape/Shapechange ability would normally exclude that size category.
	Prerequisites: Must possess the ability to Wild Shape/Shapechange, must possess a natural form neither Small or Medium-size.
	Benefit: You use your Wils Shape/Shapechange ability to take the form of an animal whose normal size category matches your own.
	Normal: The size of the animal form you can assume trough Wild Shape/Shapechange is limited by the parameters of the ability, regardless of your original size.

Psionic Body : Your mind reinforces your body.
Benefit : At 1st level, you may use your key ability determined by your primary discipline, if a psionicist, instead of your Constitution to determine bonus hit points. At higher levels, your bonus hit points are determined by your constitution, as normal. However, you nhow gain +1 hit point every time you learn one of the following proficiency : Delay Power, Enlarge Power, Extend Power, Heighten Power, Hide Power, Master Dorje, Maximize Power, Persistent Power, Quicken Power, or Twin Power.
Special : You may only take this proficiency as a 1st-level character.

Psionic Charge : You can charge in a crooked line.

Prerequisite : Wis 13+, Speed of Tought, PSP pool of 5+
Benefit : When taking a charge action in combat, you can make a number of turns, each of not more than 90 degrees, equal to your Dexterity/Reaction adjustment modifier. The action still counts as a charge.

Psionic Defense: You can resist powers from a chosen discipline better than normal.
	Benefit: Add +2 to your saving throws against powers of a chosen discipline.
	Special: You can buy this weapon proficiency multiple times. Its effects do not stack, Each time you take the weapon proficiency, it applies to a new psionic discipline.

Psionic Dodge : You are proficient at dodging blows.
Prerequisite : Dex 13+, Dodge, PSP pool of 8+
Benefit : During your action, you desinate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. This can be the same opponent designated for the standasrd Dodge proficiency, or a seperate opponent. If the same opponent is choosen for both Dodge and Psionic Dodge, the bonuses are added. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) does not make you lose the dodge bonus from the Psionic Dodge proficiency. Also, dodge bonus (such as this one, the one from the Dodge proficiency, the one granted from the Mobility proficiency, and a dwarf=s racial bonus to dodge giants) are all added with one another, unlike most types of bonuses.

Psionic Energy Admixture(Metapsionic): You can modify a power that uses one type of energy to mix in an equal amount of another type of energy.
	Prerequisites: the weapon proficiency Psionic Energy Substitution, one metapsionic weapon proficiency,  the nonweapon proficiency of Psionic Lore with a check of +4.
	Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic for which you already have selected for the Psionic Energy Substitution weapon proficiency. You can modify a power with an energy designator to add an equal amount of the chosen type of energy. The altered power 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 admixtured power costs a number of PSPs equal to standard cost +12.
	Special: You can buy this weapon proficiency multiple times, choosing a different type of energy each time. You can use Psionic Energy Admixture to further alter a power that has already been modified with Psionic Energy Substitution. You can also use Psionic Energy Admixture to include your chosen energy type with a power that already uses the same type, in effect doubling the damage dice.

Psionic Energy Substitution(Metapsionic): You can modify a power that uses one type of energy to use another type of energy.
	Prerequisites: one metapsionic weapon proficiency,  the nonweapon proficiency of Psionic Lore with a check of +4.
	Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a power with an energy designator to use the chosen type of energy instead. A substituted power works normally in all respects except the type of damage dealt. A substituted power costs a number of PSPs equal to its standard cost (there is no extra cost), modified by any other weapon proficiencies listed above in the prerequisite section.
	Special: You can buy this weapon proficiency multiple times, each time it applies to a different type of energy.

Psionic Fist : You can charge your unarmed strikes with additional damage potential.
Prerequisite : Str 13+
Benefit : Your unarmed strikes deal + 1d4 points of bludgeoning damage when you pay the cost of 2 PSPs. You must decide whether or not to pay the cost prior to making the melee attack. Your hand or foot remains charged for a maximum number of rounds equal to your Strength damage modifier +1, or until you make your next attack, whichever occurs first. If your attack misses, the PSP expenditure is wasted.

Psionic Focus : Your Powers within your primary discipline are more potent than normal.
Benefit : Add +2 to all saving throws against powers from the selected discipline.
Special : You can buy this proficiency multiple times. Each time you take this proficiency, it applies to a new discipline, but a psionicist must choose his primary discipline the first time he takes this proficiency.

Psionic Metabolism : Your wounds heal especially repidly.
Prerequisite : Con 13+, Rapid Metabolism
Benefit : You convert 1 point of normal damage to 1 point of subdual damage per hour, if you pay the cost of 1 PSP per hour. If you are unconcious or dying, Psionic Metabolism does not work.

Psionic Shot : You can charge your ranged attacks with additional damage potential.
Prerequisite : Dex 13+, Weapon Specialization or Weapon Expertise in the range weapon
Benefit : Your ranged shots deals +1d4 points of piercing damage when you pay the cost of 2 PSPs. You must decide whether or not to pay the cost prior to making the ranged attack. Your arrow, bolt, or bullet remains charged for a maximum number of rounds equal to your Strength/damage modifier +1, or until you make your next attack, whichever occurs first. If your attack misses, the PSP expenditure is wasted.

Psionic Weapon : You can charge your melee weapon with additional damage potential.
Prerequisite : Str 13+, Power Attack
Benefit : Your melee weapon deals +1d4 points of damage (slashing, piercing, or bludgeoning, as appropriate to the weapon) when you pay the cost of 2 PSPs. You must decide whether or not to pay the cost prior to making the melee attack. Your weapon  remains charged for a maximum number of rounds equal to your Strength/damage modifier +1, or until you make your next attack, whichever occurs first. If your attack misses, the PSP expenditure is wasted.

Psychic Bastion : You can raise a fortified defense against psionic attacks.
Benefit : You gain +1 to your saving throws against a foe’s psionic attack when you pay the cost of 5 PSPs. You must decide whether or not to pay the cost after determining the failure or success of the psionic attack to breach your psionic defense.
Special : You can buy this proficiency multiple times, each time gaining bonus to your saving throws equal to the previous bonus +1, but you must pay a cost equal to the previous cost +12. You decide what saving throws increment to use within the range granted by gaining this proficiency multiple times.

Psychic Inquisitor : You know when others lie.
Prerequisite : Cha 13+, Psychoanalyst
Benefit : When a living humanoid lies directly to you, you perceive it. You detect a maximum number of lie per conversation equal to your Charisma/Reaction adjustment modifier. A conversation with an individual, once concluded, may not be renewed with Psychic Inquisitor active for a period of 8 hours. You decide when, or if, to begin using this proficiency during a conversation.

Psychoanalyst : Your knowledge of the mind gives you influence with others.
Prerequisite : Cha 13+
Benefit : You get a +2 bonus check on all Diplomacy, Bluff, and Intimidate check against living humanoid with an Intelligence score of 3 or higher. You get the same +2 bonus on Charisma checks used to influence or interact with living humanoids having an Intelligence score of 3 or higher.

Pyro : You’re good at lighting objects and opponents on fire.
	Benefit: If you set something or someone on fire by any means (Greek Fire Oils, for example), the flames do an extra 1 point of damage per die.