Quicken Power (Metapsionic): You can manifest a power with a moment’s thought.
Benefit : Manifesting a quickened power is a free action. You can perform another action, even manifest another power, in the same round as you manifest a quickened power. You may only manifest one quickened power per round. A power whose time to manifest is more than 1 full round cannot be quickened. The quickened power costs a number of PSPs equal to its standard cost +12.
Special : Possession of the Power Touch proficiency allows the use of that proficiency and one quickened power in the same round.

Quicken Spell (Metamagic): You can cast spell with a moment’s tought.
Benefit : Casting a quicken spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may only cast one quicken spell per round. A spell whose casting time is more than 1 full round cannot be quickened. A quickened spell uses up 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.

Quicken Turning : You can turn or control undead with a moment’s thought.
	Prerequisites: Must possess the ability to turn/control undead, Cha 13+, the weapon proficiency of Extra Turning.
	Benefit: You can turn/control undead as a free action, but with a –4 penalty on both your turning check and the number of affected creatures. You may still only make one turning attempt per round. You may use this proficiency only when you actually attempt to turn/control undead. You may not use it when you power a divine proficiency.

Quicker Than The Eye : Your hands can move so quickly that observers don’t see what you’ve done.
	Prerequisite: Dex 18+.
	Benefit: While under direct observation, you can make a Bluff check as a move-equivalent action, opposed by the Vision checks of any observers. If you succeed, your misdirection makes them look elsewhere while you take a partial action. If your partial action is an attack against someone who failed the opposed check, that opponent is denied any Dexterity bonuses to AC.

Ranged Disarm : You are so good with a range weapon that you are able to disarm your opponent.
Prerequisites : Weapon Specialization or expertise in the choosen range weapon, Dex 13+, must possess a base thaco of at least 13 or higher.
Benefit : Choose one type of range weapon. You can perform the disarm maneuver as do you had a melee weapon.
Special : You can gain this proficiency by spending other proficiency in it and it’s ability will apply to a new range weapon each time.

Ranged Pin : You can use your range weapon to pin a target to a wall.
Prerequisite : Weapon Specialization or expertise in the choosen range weapon, Dex 13+, must possess a base thaco of at least 13 or higher.
Benefit : You can perform a ranged grapple attack against an opponent by pinning a bit of clothing to a nearby surface. The target must be within 5 feet of a wall, tree, or other surface in which an arrow or bolt can be struck. To break free, the victim must make a successful strength check. The victim may attempt to break free each round until it becomes free of the pin.

Rapid Reload : You reload a crossbow more quickly than normal.
	Prerequisites: Base thaoc of 18 or better, proficient in/able to use the crossbow.
	Benefit: You can reload a hand crossbow or light crossbow as a free action that provokes an attack of opportunity. You may reload a heavy crossbow as a move-equivalent action that provokes an attack of opportunity. You can use this proficiency once per round.

Rapid Metabolism : Your wounds heal rapidly.
Prerequisite : Con 15+
Benefit : You naturally heal a number of hit points per day of rest equal to the standard healing rate + your Constitution/Hit point modifier.

Rapid Shot : You can use range weapons with exceptional speed.
Prerequisite : Weapon Specialization or Weapon Expertise in the choosen range weapon.
Benefit : You can get one extra attack per round with a ranged weapon. All range attack will suffer a B2 penalty to their attack rolls for that round.

Reach Power(Metapsionic): You can manifest a power with a range of “touch” at a distance.
	Prerequisite: Enlarge Power.
	Benefit: You can manifest a power that normally has a range of “touch” at any distance up to 25 feet. The power effectively becomes a ray, so you must succeed at a range touch attack to bestow the power upon a recipient. A reach power costs a number of PSPs equal to its standard cost +3.

Reach Spell (Metamagic) : You can cast touch spells without touching the spell recipient.
	Benefit: You can manifest a power that normally has a range of “touch” at any distance up to 25 feet. The power effectively becomes a ray, so you must succeed at a range touch attack to bestow the power upon a recipient. A reach spell uses up a spell slot two level higher than the spell’s actual level or as much spell points as a spell of two level higher than the spell’s actual level.

Remain Consious : You have the tenacity of will that supports you even when things look bleak.
	Prerequisites: Must have a base thaco of 18 or better, must have the nonweapon proficiency of endurance, must have the weapon proficiency of Iron Will and Thoughness.
	Benefit: After your hit points are reduced to 0 or below, you may take one partial action on your turn every round until you reach –10 hit points.

Repeat Power(Metapsionic): You can manifest a power that repeats the following round.
	Prerequisites: one metapsionic weapon proficiency.
	Benefit: A repeated power is automatically manifested again at the beginning of the next round. No matter where you are, the second power originates from the same location and affects the same area as the original power. You cannot use this weapon proficiency on powers with a touch range. If the original power designates a target, the repeated power affects the same target if it is within 30 feet of its original position; otherwise the second power fails. A repeated power costs a number of PSPs equal to its standard cost +9.

Repeat Spell (Metamagic) : You can cast a spell that repeats the following round.
	Prerequisites: One other metamagic weapon proficiency.
	Benefit: A repeated spell is automatically manifested again at the beginning of the next round. No matter where you are, the second spell originates from the same location and affects the same area as the original spell. You cannot use this weapon proficiency on spells with a touch range. If the original spell designates a target, the repeated spell affects the same target if it is within 30 feet of its original position; otherwise the second spell fails. A silent spell uses up a spell slot three level higher than the spell’s actual level or as much spell points as a spell three level higher than the spell’s actual level.

Requiem : Your bardic music affects undead creatures.
	Prerequisites: Must possess Bardic Music abilities, must have the nonweapon proficiency of singing with a +3 check and one Musical Instrument with a +2 check.
	Benefit: You can extand your mind-influencing bardic music and virtuoso performance effects so that they influence even the undead. All bardic music effects on undead creatures have only half the duration they normally would against the living.
	Normal: Undead are usually immune to mind-influencing effects.

Resculpt Mind: You gain a weapon proficiency instead of a psionic combat mode.
	Prerequisites: Psionicist only, psionic level 3rd+
	Benefit: Instead of gaining a new psionic combat mode when you go up in level, you instead choose any weapon proficiencies from the following list: Psionic Energy Substitution, Psionic Energy Admixture, Fortify Power, Reach Power, Delay Power, Enlarge Power, Extend Power, Heighten Power, Hide Power, Master Dorje, Maximize Power, Persistent Power, Quicken Power, Twin Power, Repeat Power, Sculpt Power, Split Psionic Ray, Widen Power; or a psionic combat mode at each level you normally qualify for a new psionic combat mode. You still have the option of gaining four of the five psionic combat modes you gave up for bonus weapon proficiencies, at levels 13th, 15th, 17th, and 19th, respectively. You may not give up psionic combat modes for bonus weapon proficiencies at these higher levels. 

Resist Disease : You have developed a natural resistance to diseases.
	Benefit: You gain a +4 bonus on any saving throws vs. any type of diseases

Resist Poison : You have built up an immunity to the effects of poisons by exposing yourself to controlled doses of them.
	Benefit: You gain a +4 bonus on saving throws vs. poison.

Resistance To Energy : You channel the power of nature to resist a particular energy type (fire, cold, electricity, acid, or sonic).
	Prerequisites: Must possess a base saving throw vs. Death Magic of 5 or better.
	Benefit: Choose an energy form. You gain resistance 5 against that type of energy. You reduce the total amount of damage you receive from your chosen energy type by 5, but no result may ever be below 1.
	Special: You can take this proficiency multiple times. If you choose the same energy form two or more times, the effects are added. This resistance does not add itself with those produced by any spell or magical item.

Return Shot : You can return incoming arrows, as well as crossbows bolts, spears, and other shot or thrown weapons.

Prerequisite : Dex 13+, Weapon Specialization or Weapon Expertise in a range weapon, Psionic Shot, PSP pool of 8+
Benefit : You need not have a free hand (holding nothing) to use this proficiency, but you must relinquish a two-handed hold on a single item or drop a shield as a free action. Once per round when you would normally be hit with a ranged weapon, you may make a saving throws vs. paralyzation. If you succeed, you snatch the ranged weapon. You must be aware of the attack and not flat-footed, and you cannot already have acted in the round. You may only une this proficiency once in any given round.
Snatching a ranged weapon or ammunition (such as an arrow, bolt, or sling bullet) counts as a free action. If you successfully retrieve a bolt, arrow, or sling bullet, you can load and fire it back at your foe if you hold the appropriate weapon. A bow requires a move-equivalent action, as crossbow requires a standard action, and a thrown weapon such as a spear or knife is a free action to throw back. If you are not holding a ranged weapon suitable to the snatched ammunition in your off hand, you cannot return the attack.
You make the return attack at a bonus equal to X 1.5 the standard wepon’s range. Exceptional ranged weapons, such as boulders hurled by giants or Melf’s acid arrow, can’t be snatched.
Special : If you also posess the Martial Arts Block Method Arrow Parry, you can make return attacks at a bonus range equal to X 2 the standard weapon’s range.

Ride-by Attack : You are skilled at fast attack from horseback.
Prerequisites : Must have the correct riding proficiency, Mounted Combat.
Benefit : When you are mounted and use the charge action, you may move and attack as with a standard charge and then move again (continuing the straight line of the charge). You can’t exceed the mount’s double movement rate for that round. You do not provole attack of opportunity from the opponent that you attack.

Sacred Spell (Metamagic) : Your damaging spells are imbued with divine power.
	Benefit: Half of the damage dealt by a sacred spell results directly from divine power, and is therefore not subject to being reduced by protection from elements or similar magic. The other half of the damage dealt by the spell is as normal for the spell. A sacred spell uses up a spell slot two level higher than the spell’s actual level or as much spell points as a spell of two level higher than the spell’s actual level. Only divine spellcasters can cast sacred spells.

Sanctum Spell (Metamagic) : Your spells have a home ground advantage.
	Prerequisites: One other metamagic weapon proficiency.
	Benefit: A sanctum spell has an effective spell level one level higher than normal if cast in your sanctum (see special below) – but if not cast in the anctum, it has an effective spell level one level lower than normal. All effects dependent on spell level (such as the ability to penetrate a minor globe of invulnerability) are calculated according to the adjusted level. A sanctum 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, modified by any other metamagic proficiencies.
	Special: Your sanctum is an area you have previously designated within a 10-foot/level radius from the center. This area can be a particular site, building, or structure. A sanctum advantages cut off beyond the maximum area. The designated area must be a site where you have spent a cumulative period of at least three months. Once designated, it takes seven days fot the site to become a sanctum. If you designate a new area to be your sanctum, the benefits of the old one immediately fade. You may have only a single sanctum at one time.

Scent : Your olfactory senses are as sharp as the wolf’s.
	Prerequisites: Must possess the ability of Wild Shape/Shapechange to become a wolf, Wis 11+.
	Benefit: You can detect opponents by sense of smell, generally withing 30 feet. You can detect another creature’s presence but no its specific location. Noting the direction of the scent is a standard action. If you move within 5 feet of the scent’s source, you can pinpoint that source. You can follow tracks by small, making a wisdom check to find or follow track. You may also identify familiar odors just as humans do familiar sights.

Scribe Scroll: You can create scrolls, from which you or another spellcaster can cast the scribed spells.
	Prerequisite: Must be able to cast 1st level spells.
	Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 1 day for each 1000 GP in its base price. The base price of a scroll is its spell level multiplied by its caster level multiplied by 25 GP. To scribe a scroll, you must spend 1/10 of this base price in XP and use up raw materials costing half of this base price.
	Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

Scribe Tattoo : You can create psionic tattoos, also called psionic circuits, which store psionic powers within their designs. (See chapter 7 in the psionic handbook 3E)
Prerequisite : Psionicist level 3rd+
Benefit : You can create a psionic tattoo of any psionic devotion that you know and that targets a creature or creatures. Scribing a psionic tattoo takes one day. When you create a psionic tattoo, you set the PSPs reserve of the tattoo.  The PSP reserve must be sufficient to manifest the power in question and no higher than the power’s initial cost. The base price of a psionic tattoo is it’s initial PSP cost X 50 GP. To scribe a tattoo, you must spend 1/10 of this base price in XP and use up raw materials (special inks, masterwork needles, and so on) costing half of this base price.
When you create a psionic tattoo, you make any choices that you would normally make when manifesting the power. When its wearer physically activates the tattoo, the wearer is the target of the power.
Special : All Psychometabolism powers are in exception to the target criteria, and may be scribed into a tattoo despite the fact that they are personal powers.

Sculpt Power(Metapsionic): You can alter the shape of a power’s area.
	Prerequisite: must have one metapsionic weapon proficiency.
	Benefit: You can modify an area power by changing the area’s shape. The new area must be chosen from the following list: cylinder (10-foot radius, 30-feet high), 40-foot cone, four 10-foot cubes, or a ball (20-foot-radius spread). The sculpted power works normally in all respects except for its shape. Asculpted power costs a number of PSPs equal to its standard cost +3.

Sculpt Spell (Metamagic) : You can alter the shape of a spell’s area.
	Prerequisite: One other metamagic weapon proficiency.
	Benefit: You can modify an area spell by changing the area’s shape. The new area must be chosen from the following list: cylinder (10-foot radius, 30-feet high), 40-foot cone, four 10-foot cubes, or a ball (20-foot-radius spread). The sculpted spell works normally in all respects except for its shape. A sculpt 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.

Shadow : You have a better chance than most to trail someone unnoticed:
	Benefit: You gain a +2 bonus on Hide and vision check and a +10% on Hide in Shadow checks.

Sharp-Shooting : Your skill with ranged weapons lets you score hits others would miss due to an opponent’s cover.
	Prerequisites: Base thaco of 17 or better, the weapon proficiency Point Blank Shot and Precise Shot.
	Benefit: You gain a +2 bonus to your ranged attack rolls against target with some degree of cover. This proficiency has no effect against foes with no cover or total cover.

Shield Charge : You deal extra damage if you use your shield as a weapon when charging.
	Prerequisites: The weapon Proficiencies of Power Attack and Improved Shield Bash.
	Benefit: When you attack with your shield as part of a charge action, you inflict double normal damage.

Shield Expert : You use a shield as an off-hand weapon while retaining its armor bonus.
	Prerequisite: Base thaco of 17 or better, able to use shields or the weapon proficiency of Shield Expertise.
	Benefit: You may make an off-hand attack with your shield while retaining the shield’s AC bonus for that round.
	Normal: Using a shield as a weapon prevents you from gaining its AC bonus for the round.

Shield Expertise: You have been trained in the use of shields.
Benefit : You are now able to use all kind of shields with all the benefit that comes with it. Spell casters suffer some spell failure when using shields acording of the type of shield they are using. Non-wizards who buy this proficiency are allowed to specialize in the weapon & shield style and thus are able to use this style with the basic abilities of a non-specialize character in that style at no additional cost..

Shield Proficiency : You are specially good at using a shield in combat that you can block more attacks more efficienly.
Benefit : You receive the following benefits depending on what shield you have become proficient with : Buckler +1 bonus to  AC and 1 additional block per round, Small Shield +2 bonus to AC and 2 additional blocks per round, Medium Shield +3 bonus to AC and 3 additional blocks per round, Body Shield +3/+4 vs. Missiles and 4 additional blocks per round. Note that the additional block per round represent how many attacks during a single round that your shield AC bonus will apply to your armor class.

Shot On The Run : You are highly trained in skirmish ranged weapon tactics.
Prerequisite : Weapon Specialization or Weapon Expertise in the choosen range weapon, Dex 13+, Dodge, Mobility.

Benefit : When using the attack action with a range weapon, you can move both before and after the attack, provided that you still have some movement left and don’t move beyound the character’s movement rate.

Silent  Spell (Metamagic): You can cast spells silently.
Benefit : A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent 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.
Special : Bard spells cannot be enhanced by this proficiency.

Skill Focus : You have a special knack with a thieving skill.
Benefit : Add 20% to the choosen thieving class ability or nonweapon proficiencies of the same name.
Special : You may purchase this proficiency several times by spending another slot in the skill focus proficiency and the benefit will apply to a new thieving class ability or nonweapon proficiency of the same name  for each proficiency slots spend in this way.

Snatch : You can grapple more easily with your claws or bite.
	Prerequisite: Must have access to a form with either claws or bite as natural weapons.
	Benefit: If you hit with both claw or bite attack, you autiomatically attempt to start a grapple as a free action without provoking an attack of opportunity. If you get a hold with a claw on a creature four or more size category smaller than yourself, you squeeze each round for automatic claw damage. If you get a hold with your bite on a creature three or more size category smaller than yourself, you automatically deal bite damage each round, or if you do not move and take no other action in combat, you deal double bite damage to the snatched creature
	As a free action, you can drop a creature you have snatched, or you can use a standard action to fling it aside. A Flung creature travels 10 feet (and take 1d6 points of damage) for each size category greater than Small that you are. If you fling a creature while you are flying, it suffers either flinging or falling damage, whichever is greater.

Snatch Arrows : You are adept at grabbing incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons.
	Prerequisites: Base thaco of 17 or better, Deflect Arrows, Dex 15+, Improved Unarmed strike or one Martial Arts Fighting Method.
	Benefit: You must have at least one hand free (holding nothing) to use this proficiency. When using the deflect Arrows proficiency, you may catch the weapon instead or just deflecting it. Thrown weapons such as spears or axes can be thrown back at the original attacker as an immediate free action or kept. Projectile weapons such as arrows or bolts can be fired back normally on your next turn or later, if you possess the proper kind of bow or crossbow.

Snatch Weapon : You can disarm an opponent, then plunk the weapon from midair and make a strike.
	Prerequisite: The weapon proficiency Improved Disarm.
	Benefit: If you succeed an expert disarming against an opponent and you have a free hand, you can grab the weapon yourself instead of letting it fall. If you can wield that weapon in one hand and are proficient in it, you can immediately make a single attack with it, though you suffer the usual penalties for a second attack with an off-hand weapons and attacking with two weapons.

Speaking Wild Shape :While in Wild Shape/Shapechange, you can communicate with animals or elementals of the same kind as your current form.
	Prerequisites: Must possess the ability to Wild Shape/Shapechange, Int 13+.
	Benefit: Whiole in a Wild Shape/Shapechange, you operate as if you were under a continuous speak with animals effect with respect to animals of the same kind. You speak in growls, squawks, chitters, or whatever other sounds such an animal would tipically use to communicate with others of its kind. If you are able to use Wild Shape to become an elemental, you can also communicate with elementals of the same kind as yourself, using their language. This proficiency does not enable mental communication.

Speed of Tought : You move faster.
Prerequisite : Wis 13+, PSP pool of 2+
Benefit : Your base speed is equal to your normal speed +10 feet.
Special : You can buy this proficiency multiple times. Each time increases your base speed by 10 feet and increases your prerequisite of reserve in your PSP pool by 6.

Spell Focus : Choose a school of magic, such as illusion. Your spells of that school are more potent than normal.
Benefit : Add a penalty of 2 to all saving throws against spells from the school of magic you select to focus on.
Special : You may purchase this proficiency several times by spending another slot in the spell focus proficiency and the benefit will apply to a new school for each proficiency slots spend in this way.

Spell Mastery : You are so intimately familiar with some spells that you dont need to have your spellbook anymore to memorize them.
Prerequisites : Wizard level 5+.
Benefit : When a wizard spend a slot in the spell mastery proficiency, choose a number of spells equal to the wizard’s intelligence spell bonus ( if you have 2 first level and 1 second level spell bonus, than the ability  will apply to 2 first level and 1 second level spells) within spells that the wizard already knows. From that point on, the wizard can prepare  those spells without referring to a spellbook.
Special : This proficiency can be purchase several times if other proficiency slots are spend in the spell mastery proficiency. The wizard doing so will have again to choose a number of spells as before equal to it=s present intelligence spell bonus that will apply to new spells.

Spell Of Choice : You have devoted many of your spell combat skill into one category spell (ray, energy missile, or touch spells) that you favor.
Prerequisites : Spellcaster level 1st +.
Benefit : Your character receive a +1 bonus to all it’s attack rolls with that spell category.

Spell Penetration : Your spells are especially potent, breaking trough spell resistance more readily than normal.
Benefit : Your spells reduces the magic resistance of it’s target by 10%.

Spell Specialization : You deal more damage with ray or energy missile spells.
	Prerequisites: The weapon proficiency Weapon Focus (ray or energy missile spells), spellcaster level 4th+.
	Benefit: Your damage-dealing spells that make a ranged touch attack gain a +2 damage modifier. The damage bonus only applies if the target is within 30 feet, because only at that range can you strike precisely enough to hit more effectively.
	Special: You can gain this proficiency twice: Once for ray spells and once for energy missile spells. Its effects do not adds.

Spirited Charge : You are trained at making devastating mounted charge.
Prerequisites : Must have the correct riding proficiency, Mounted Combat, Ride-by Attack.
Benefit : When mounted on a mount that you have the correct riding proficiency and using the charge action, you deal double damage with a melee weapon or tripple if it’s a lance.

Split Psionic Ray(Metapsionic): You can affect two targets with a single ray.
	Prerequisites: must have one metapsionic weapon proficiency.
	Benefit: You can split powers that specify a single target and require a ranged touch attack. Only powers that deals damage can be affected by this weapon proficiency. The split ray affects any two targets that are both within the power’s range and within 30 feet of each other. Each target takes half as much damage as normally indicated (round down). If desired, you can have both rays attack the same target. A split ray costs a number of PSPs equal to its standard cost (there is no extra cost), modified by any other metapsionic weapon.

Split Ray (Metamagic) : You can affect two targets with a single ray.
	Prerequisites: One other metamagic weapon proficiency.
	Benefit: You can split spells that specify a single target and require a ranged touch attack. Only spells that deals damage can be affected by this weapon proficiency. The split ray affects any two targets that are both within the spell’s range and within 30 feet of each other. Each target takes half as much damage as normally indicated (round down). If desired, you can have both rays attack the same target. A split ray 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.

Spring Attack : You are trained in fast melee attacks and fancy footwork.
Prerequisites : Dex 13+, Dodge, Mobility.
Benefit : When using the attack action with a melee weapon, you can move both before and after the attack, provided that you don’t exceed the character’s movement rate. Moving in this way doesn’t provoke an attack of opportunity from the defender you attack unless you move after attacking him and after moving away at more then 1/4 of your movement rate when he is still standing and attacking. You can’t use this proficiency if you are wearing an armor that weight’s more than 40 lbs.

Staggering Blow : When you hit a stunned opponent with an unarmed strike, you can stagger him.
Prerequisites : Dex 13+, Improved Unarmed Strike or one Martial Arts Fighting Style, Wis 13+, Base thaco of 12 or better, Str 15+ or (Martial Arts Vital Area Method Stunning Touch or the weapon proficiency of Stunning Fist) and a base thaco of 16 or better, .
Benefit : If you make a successful unarmed strike against a stunned opponent, your opponent must make a saving throw vs. Death. If the save fails, he is staggered.
Staggered characters can only take an action each two rounds. A foe who is staggered remains in this state for a number of rounds equal to half your class level.

Stand Still : You can prevent foes from fleeing or closing.
Prerequisite : Str 13+, PSP pool of 2+
Benefit : When a foe’s movement would otherwise grant you an attack of opportunity, you may give up that attack and instead attack your foe prior to your foe’s actual movement. This is akin to a readied action, but Stand Still doesn’t affect your initiative count or actual readied actions, if any. The foe must succeed a saving throw vs. paralyzation or be unable to move into or out of the area you threaten - essentially, this ends the movement of a foe who is closing, and prevents any movement of a foe who is fleeing (if you are normally allowed an attack of opportunity against the fleeing foe). Since you use the Stand Still proficiency in place of your attack of opportunity, you may only do so a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one).
Normal : Attacks of opportunity occur after a foe has already moved within the area you threaten; thus, you are unable to affect their movement with an attack.

Still Spell (Metamagic): You can cast spells without gestures.
Benefit : A still spell can be cast with no somatic components. Spells without somatic components are not affected. A still spell uses up a spell slot one level higher than the spell’s actual level or as much spell points as a spell of one level higher than the spell’s actual level.

Strenght Improvement: Trough great training of your muscle and body you have become stronger.
	Benefit: You gain a +1 to your strength score or +2 to one of your strength subabitlity score. You may never acquire a strength score higher than your racial/ potential maximum.
	Special: A character may gains this proficiency multiple times if he spend other proficiency slots in it.

Stunning Fist: You know how to strike opponents in vulnerable areas.
	Prerequisites: Dex 13+, Improved Unarmed Strike or one Martial Arts Fighting Method, Wis 13+, must possess a base thaco of at least 12 or better.
	Benefit: Declare that you are using the proficiency before you make your attack roll (thus, a missed attack roll ruins the attempt). It forces a foe damage by your unarmed attack to make a save vs. death, in addition to dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round. A stuned character can’t act and loses any dexterity bonus to Armor Class. Attackers gets a +2 bonus on attack rolls against a stunned opponent. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round.

Subdual Substitution (Metamagic) : You can modify a spell that uses energy to deal damage, deal subdual damage instead.
	Prerequisite: One other metamagic weapon 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 the chosen designator to inflict subdual damage instead of energy damage. The subdual spell works normally in all respects except the type of damage dealt. A still 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.

Subsonics : Your music can affect even those who do not consciously hear it.
	Prerequisite: Must possess Bardic Music abilities, the nonweapon proficiency of Singing and one Musical Instrument with a +2 check.
	Benefit: You can play so softly that opponents do not notice it, yet your allies still gain all the usual benefits from your bardic music. Similarly, you can affect opponents within range with your music, and unless they can see you performing or have some other means of discovering it, they cannot determine the source of the effect.

Sunder: You are skilled at attacking other’s weapons.
	Prerequisites: Str 13+, power Attack.
	Benefit: When you strike at an opponent’s weapon, you do not provoke an attack of opportunity.

Supernatural Blow : Choose one Favored/Special Enemy that is immune to critical hits. You know how to place blows against this opponent for best effect.
	Prerequisites: Must have a base thaco of 13 or better, must possess the Favored/Special Enemy ability that is  immune to critical hits.
	Benefit: Whenever your attack roll against this Favored/Special Enemy would otherwise be a critical hit, you inflict +1d6 points of extra damage. In addition, your Favored/Special Enemy damage bonus applies to this creature type normally.
	Normal: Creatures that are immune to critical hits are also immune to the Favored/Special Enemy damage bonus.

Throw Anything : In your hands, any weapon becomes a deadly ranged weapon.
	Prerequisites: Base thaco of 18 or better, Dex 15+.
	Benefit: You can throw any weapon you can use, regardless of wheter it is intended to be used as a ranged weapon. The range of the weapon in feet is 10/20/30.

Thrown/Missile Reflexes: You are quick to react in combat with thrown/missile weapons.
	Benefit: You gain a reduction to your initiative roll equal to your dexterity (aim) missile 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 thrown/missile attack.

Thrustworthy : others feel comfortable telling you their secrets.
	Benefit: You gain a +2 bonus on all Diplomacy and Information Gathering checks.

Token Familiar: You can summon a familiar that can assume an innocuous, inanimate form.
	Benefit: Your familiar can, on command, assume a small, inanimate form, much like a figurine of wondrous power. The form can be any Diminutive, stone, hand-held object, typically a statuette of the familiar. In this form, the familiar does not require food or care, and it is easy to hide,  but its powers are unavailable to you while in its statue form. The familiar in its statuette form still has a mind, but it cannot use any of its senses, special attacks, or special qualities. If its inanimate form is broken or destroyed, the familiar is slain. It can return to its normal form upon command.

Touch Spell Finess : You are especially skilled at using a touch spell, that can benefit as much from dexterity as from strength.
Prerequisites : Spellcaster level 1st +.
Benefit : With a selected touch spell, you may use your dexterity missile adjustement bonus instead of your strength to hit modifier. Since you need your secound hand for balance, you can’t wear a shield or carry something in that hand or you will loose this ability.
Special : You can get this proficiency several times for different touch spells if you spend other proficiency slots.

Toughness : You are tougher then normal.
Benefit : You gaine +3 hit points.
Special : A character may gains this proficiency multiple times if he spend other proficiency slots in it.

Trample : You are trained in using your mount to knock down opponents.
Prerequisites : Must have the correct riding proficiency, Mounted Combat.
Benefit : When you attempt to overrun an opponent while mounted, the target may not choose to avoid you. If you knock down the target, your mount may make one hoof attack against him or her, gaining all benefits of attacking a prone target. You may only trample an opponent that is only one size larger than your mount or less. When attacking the target, you use the mount=s thaco against AC 10 unless the target posess AC bonuses due to dexterity that he could apply. If the attack is successful, the target must make a paralization save with the following modidiers : +4 bonus if it posess more then 2 legs, +4 bonus per size category larger then the mount or B4 penalty per size smaller then the mount.

Trigger Power : You choose one power that you can attempt to manifest for free.
Prerequisite : Inner Strength, PSP pool of (see below)
Benefit : Choose any devotion you know. From now on you can attempt to trigger that devotion without paying its cost. To trigger a devotion, you must first satisfy the requirement of a PSP pool reserve equal to or greater than what it would normally cost you to manifest the devotion. Then, make the appropriate check for the power’s activation. If you succeed the check, the power is manifested normally with no PSPs cost. If you faile the check, you are forced to pay its cost, but the power is still manifested normally. You can’t use Trigger Power in conjonction with psionic attack or defense modes.
Special : You can buy this proficiency multiple times, each time using it for a new triggered devotion.

Twin Power(Metapsionic): You can manifest a power simultaneously with another power just like it.
	Benefit: Manifesting a power altered by this ability causes the power to take effect twice on the target, as if you were simultaneously manifesting the same power two times on the same location or target. Any variables in the power (such as targets, shaping an area, and so on) apply to both of the resulting powers. The target suffers all the effects of both powers individually and receives a saving throw for each. A twinned power csots a number of PSPs equal to its standard cost +12.

Twin Spell (Metamagic) : You can cast spell simultaneously with another spell similar to it.
	Prerequisite: One other metamagic weapon proficiency.
	Benefit: Casting a spell altered by this ability causes the spell to take effect twice on the target, as if you were simultaneously manifesting the same spell two times on the same location or target. Any variables in the spell (such as targets, shaping an area, and so on) apply to both of the resulting powers. The target suffers all the effects of both spells individually and receives a saving throw for each. A still spell uses up a spell slot four level higher than the spell’s actual level or as much spell points as a spell of four level higher than the spell’s actual level.