=Revised Feats=
===Able Learner [General]===
As in ''Races of Destiny'', except:
Special: This feat may be taken at any level. It does not apply retroactively to skill points already spent.
===Battle Blessing [General]===
As in ''Complete Champion'', except:
Prerequisite: Ability to cast paladin (any variant), ranger, hexblade, sohei, or blackguard spells.
Choose [[Ranger]], [[Hexblade]], [[Paladin]], [[Sohei]], or [[Blackguard]] spells. The benefit applies to spells cast as that class from that class's list (so it doesn't apply to Cleric spells cast by a Prestige Paladin or Druid spells cast by a Prestige Ranger).
Special: This feat can be taken more than once. Each time, select a new class from the list for the benefit to apply to.
===Dodge [Fighter]===
Prerequisite: Dex 13.
Benefit: You receive a +1 dodge bonus to Armor Class.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
For effects of other feats and class features that key off the target of your dodge, you must still pick one foe and can re-designate your target on any action.
Special: A fighter may select Dodge as one of his fighter bonus feats.
===Extra Spell [General]===
As in ''Complete Arcane'', except:
You may choose a spell from any class list. If the spell you choose isn't on your class list, then use the spell level of the first list it appears on of the following: sorcerer/wizard, cleric base list, druid, bard, paladin, ranger, any other base class, any cleric domain, any prestige class.
===Non-Living Meldshaper [Monstrous]===
Despite having no soul of your own, you maintain the ability to channel incarnum through force of will alone.
Prerequisites: Intelligence 3, Constitution nonability
Effect: Use your Wisdom score to determine the maximum number of soulmelds you can shape. If you would use your Constitution score to determine a soulmeld's save DC, use your Wisdom score instead. For the purpose of all [Incarnum] and other meldshaping-related feats (including all feats in ''Magic of Incarnum'') and meldshaper prestige classes, any Constitution prerequisites are instead Wisdom prerequisites for you.
Special: This feat updates and replaces Undead Meldshaper (''Magic of Incarnum'').
===Open Minded [General]===
You are naturally able to reroute your memory and skill expertise.
Benefit: You gain 5 skill points. For every Hit Die you possess beyond 5, you gain an additional 1 skill point. If you have more than 5 Hit Dice, you gain +1 skill point whenever you gain a Hit Die (such as when you gain a level). Spend these skill points as normal. You cannot exceed the normal maximum ranks for your level in any skill.
Special: You cannot gain this feat multiple times.
===Vow of Poverty [General]===
As in [http://www.giantitp.com/forums/showthread.php?140428-Vow-of-Poverty-Fix this fix], except that bonuses accrue by HD instead of by ECL.
=New Feats=
==General Feats==
===Adept Shaman [General]===
<s>You have learned to merge two aspects of the dragon.
Prerequisite: dragon shaman level 3, dragonfire adept level 3, Knowledge (arcana) 8 ranks
Benefit: Your levels in dragon shaman and dragonfire adept stack for the purpose of dragonfire adept breath weapon damage (but not breath effects), draconic invocations known (but not level of invocation known), and draconic auras known.
Special: When you take this feat, you lose your Dragon Shaman breath weapon and any advances to it you may have gained.</s>
===Average Size [Racial]===
You are closer to the line between Medium and Small than most of your kin.
Prerequisite: Engineer, Dwarf throwback, or Gnome throwback, 1st level only
Benefit: If you are an Engineer or a Gnome throwback, you gain the benefits of Powerful Build. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
If you are a Dwarf throwback, you gain the benefits of Slight Build. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as Hide), you are treated as one size smaller if doing so is advantageous to you. You are also considered to be one size smaller when "squeezing" through a restrictive space. You can use weapons designed for a creature one size smaller without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
=== Daguna/Ataratheh [Racial] ===
You are patrilineally descended from the great [[Locathah]] hero Dagon Daguna or matrilineally descended from the Locathah heroine Atargatis Ataratheh, giving you greater rights and prestige in Locathah society.
Prerequisite: Locathah or Seafolk Heritage(Locathah), father is Daguna or mother is Ataratheh
Benefit: You gain a +5 circumstance bonus to Diplomacy when interacting with Locathah. If your father is Daguna, you are Daguna, giving you the right to be elected Tanist. If instead your mother is Ataratheh, you are Ataratheh, giving you the right to vote at the Tanistmoot.
Special: If your father is Daguna ''and'' your mother is Ataratheh, you may gain this feat twice. The circumstance bonus to Diplomacy when interacting with Locathah stacks with itself, and you are both Daguna and Ataratheh, allowing you both to be elected Tanist and to vote at the Tanistmoot.
===Draconic Marshal [General]===
<s>You have merged two different aura traditions.
Prerequisites: 4 draconic auras known, 2 minor auras known, 1 major aura known, knowledge (arcana) 5 ranks, knowledge (history) 5 ranks
Benefit: Your marshal and dragon shaman levels stack for the purpose of determining minor, major, and draconic auras known. Any time you could select a new draconic aura, you may select from the major aura list; any time you could select a new major aura, you may select from the draconic aura list. Your aura bonus for both major and draconic auras is the higher of your two aura bonuses (for example, a level 2 marshal, level 5 dragon shaman has an aura bonus of +2 for both their major and draconic auras).
Normal: A marshal may select draconic auras for their major auras, but not vice versa.</s>
===Eldritch Adept [General]===
<s>You have learned to merge two invocation traditions.
Prerequisite: eldritch blast 2d6, Dragonfire Adept breath weapon 2d6, knowledge (the planes) 5 ranks, knowledge (arcana) 5 ranks
Benefit: Your Warlock and Dragonfire Adept levels stack for the purpose of determining the level of invocation you can learn at a new level, and the damage dice for your eldritch blast and dragonfire adept breath weapon.
In addition, any time you would learn a new Warlock invocation, you may instead learn a new Dragonfire Adept invocation. Any time you would learn a new Dragonfire Adept invocation, you may instead learn a new Warlock invocation. </s>
===Enginesoul [Racial]===
You have spent so much time in the engine rooms of submarines that repairing them is second nature to you.
Prerequisite: Engineer race
Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day – ''mending'', ''repair minor damage'', ''repair light damage''.
Special: You may select this feat multiple times. Each time you do, you may use each spell-like ability one additional time per day.
===Extra Favored Class Bonus [Racial]===
Benefit: You gain the other [[Favored Class Bonuses|favored class bonus]] for your racial favored class, in addition to the one you already selected.
===Grounded [Racial]===
Due to their dwarf heritage, engineers have a natural resistance to spells and spell-like abilities, as indicated by their racial bonus to saves. Occasionally, some fluke of engineer genetics causes this magic resistance to be more powerful than usual.
Prerequisite: Engineer race, base Fortitude save +5
Benefit: You gain spell resistance equal to 5 + your total hit dice.
If you already have spell resistance from some other source, your existing spell resistance increases by +2.
===Meditator Psicrystal [Psionic]===
Prerequisite: Psicrystal Affinity, Psicrystal Containment, your psicrystal must be a [psionic] creature, manifester level 5th
Benefit: Your psicrystal can take an action (normally a full-round action, or a move action if the psicrystal has the Psionic Meditation feat) to make a Concentration check at the usual difficulty (DC20) to focus for you the psionic focus you can store inside it. Focusing your psionic focus and focusing its own psionic focus are still separate actions for your psicrystal.
Normal: If you have Psicrystal Containment and your psicrystal is a [psionic] creature, but you do not have this feat, your psicrystal can use its action to focus only its own focus, not yours.
===Mer-Descended Triton [Racial]===
There is more Merfolk blood in your lineage than that of most Tritons.
Prerequisites: Triton race, first level only
Effect: Your type becomes Humanoid and you lose the Native subtype. Your Outsider hit dice become Humanoid hit dice.
You lose your Darkvision but retain Low-Light Vision. Your Base Attack Bonus from racial HD drops from +3 to +2. Your base Reflex save from racial HD remains +3, but your base Fortitude and Will saves drop to +1. Your skill points from racial HD drops from 8+int per level to 2+int per level.
Additionally, your Level Adjustment drops from +1 to +0.
===Part of That World [Racial]===
Increased interactions and interbreeding with other races (particularly yuan-ti and the rare selkies) have given some merfolk the innate ability to, with practice, work minor transformations on themselves.
Prerequisite: Merfolk race or Mer-Descended Triton.
Benefit: An innate talent for magic grants you the following spell-like ability at a caster level equal to your hit dice: 1/day - alter self.
Special: You may select this feat multiple times. Each time you do, you may use the spell-like ability one additional time per day.
===Polearm Precision [Fighter]===
Prerequisite: Weapon Focus with any reach weapon.
Benefit: You can strike with a reach weapon past a square containing a creature without taking the standard –4 penalty on your attack roll.
Special: A fighter may select Polearm Precision as one of his fighter bonus feats.
===Split Spell-Like Ray===
You can affect two targets with a single spell-like ray.
Prerequisite: character level 3, at least one qualifying spell-like ability
Benefit: Choose a single spell-like ability that specifies a single target, makes a ranged touch attack, and does damage. You can cause this spell-like ability to fire one additional ray beyond the number normally allowed. You can split this spell-like ability up to three times per day. The additional ray requires a separate ranged touch attack roll to hit and deals damage as normal. It can be fired at the same target as the first ray or at a different target, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.
===Triton-Descended Mer [Racial]===
There is more Triton blood in your lineage than that of most Merfolk.
Prerequisite: Merfolk race, first level only
Benefit: Your type becomes Outsider and you gain the Native subtype.
You gain Darkvision 60 feet.
===Unholy Toughness===
Prerequisite: Undead type, must not have Unholy Toughness from another source
Benefit: You gain a bonus to your hit points equal to your Charisma bonus (minimum +1) times your Hit Dice.
===Versatile Alignment [General]===
You’ve picked up enough habits outside your alignment that you are able and willing to behave in ways that conflict with your true alignment, and can take levels in classes you otherwise wouldn’t due to your alignment.
Prerequisite: +3 Base Attack Bonus
Benefit: Choose one class or prestige class. You may take levels in this class even if your alignment is one step different on one axis than the requirement for that class. You never lose class features for being the wrong alignment in this class, as long as you are within one step of the correct alignment.
For example: You may take levels in the barbarian, bard, or druid class with this feat if you have any alignment. You may take levels in the monk class with this feat as long as you are not chaotic.
You may take levels in the cleric class if you are one additional step from your god. For example, a cleric of a lawful good god may now be chaotic good, neutral, or lawful evil, in addition to lawful neutral, neutral good, or lawful good. When doing a god’s work, you must still adhere in practice to that god’s alignment or risk losing your cleric powers.
You may take levels in the paladin class if you are neutral good or lawful neutral, but you must still adhere in practice to a lawful good code of conduct or lose your paladin powers.
Special: You may take this feat more than once. Each time you do, it applies to a different class.
==Mongrelfolk Feats==
===Aberrant Mongrel [Racial, Aberrant]===
Prerequisite: Mongrelfolk race, Aberration Blood (''Lords of Madness'')
Benefit: Pick any any aberration. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits.
In addition, you gain the Aberration type and the [Augmented Humanoid] subtype. You gain darkvision 60.
===Aligned Heritage [Racial]===
Your aligned heritage is particularly strong.
Prerequisite: Mongrelfolk race, Mongrel Subtype Heritage (Chaotic, Evil, Good, or Lawful)
Benefit: You gain all the traits of your alignment subtype. Any effect that depends on alignment affects you as though you have your subtype's alignment, no matter what your alignment actually is. You also suffer effects according to your actual alignment. You overcome damage reduction as if your natural weapons and any weapons you wield are aligned to your subtype.
===Built Heritage [Racial]===
You are descended from giants, ogres, minotaurs, or some other oversized creature.
Prerequisites: Mongrelfolk, Monkey Grip
Effect: Pick any Large or Huge aberration, dragon, fey, giant, humanoid, monstrous humanoid, or outsider. You are descended from that race for the purpose of your Emulate Race and Diffuse Blood racial traits.
In addition, you have a Powerful Build. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this trait stack with effects of powers, abilities, and spells that change the subject's size category.
Special: This ability to use weapons designed for a creature one sized larger than your own does not stack with your Monkey Grip feat. You may not take both this feat and Small Heritage.
===Draconic Mongrel [Racial, Draconic]===
Prerequisite: Mongrelfolk race, Dragonblood subtype
Benefit: Pick any any Dragon. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits.
In addition, you gain the Dragon type and the [Augmented Humanoid] subtype. You gain darkvision 60, low-light vision, and immunity to magic sleep effects and paralysis effects.
===Elemental Heritage [Racial]===
Your elemental heritage is particularly strong.
Prerequisite: Mongrelfolk race, Mongrel Subtype Heritage (Air, Cold, Earth, or Fire)
Benefit: If you have Mongrel Subtype Heritage (Air), you gain a glide speed equal to your land speed. (You never take falling damage. When falling, you may move your glide speed horizontally for every 10 feet you fall.)
If you have Mongrel Subtype (Cold), you gain cold resistance 10 and vulnerability to fire.
If you have Mongrel Subtype (Earth), you gain a burrow speed of 5 feet. You can burrow only through substances with the consistency of loose dirt.
If you have Mongrel Subtype (Fire), you gain fire resistance 10 and vulnerability to cold.
===Extra Arm [Racial]===
Prerequisite: Mongrelfolk or Myconid race
Benefit: You have an extra arm.
Special: You may take this feat more than once. Each time you do, you sprout an extra arm.
===Extra Leg [Racial]===
Prerequisite: Mongrelfolk or Myconid race
Benefit: You have an extra leg. You can carry loads as a quadruped. You gain +2 to ability checks to resist being tripped when standing on the ground.
Special: You may take this feat more than once. Each time you do, you sprout an extra leg and gain an additional +2 to your checks to resist being tripped. You never gain the benefits of being a quadruped more than once. However, if you should happen to lose some of your legs for any reason, you still count as a quadruped as long as you have at least three legs.
===Fey Mongrel [Racial]===
Prerequisite: Mongrelfolk race
Benefit: Pick any any Fey. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits. In addition, your type changes to Fey, and you gain the [Augmented Humanoid] subtype.
===Large Heritage [Racial]===
You are descended from giants, ogres, minotaurs, or some other oversized creature.
Prerequisites: Mongrelfolk, Built Heritage, Monkey Grip
Effect: You lose the benefits of your Powerful Build and Monkey Grip feats, but you are naturally Large sized. Your height is doubled and your weight is multiplied by 8. You gain the following size modifiers: -1 to attack and armor class, +4 to Grapple, -4 to Hide, +2 to Strength, -2 to Dexterity (to a minimum of 1). You have a space of 10 feet and a natural reach of 10 feet. Your unarmed strikes do 1d4 instead of 1d3 damage. You use larger equipment, which is correspondingly more expensive, but your weapons also do more damage because of their size.
Special: Strongarm Bracers (Magic Item Compendium) ''do'' function with your new Large size category, and allow you to wield weapons of up to Huge size without penalty.
===Mongrel Subtype Heritage [Racial]===
You are descended from some specific manner of creature.
Prerequisite: Mongrelfolk race
Benefit: Choose any subtype, and choose a creature with that subtype. You are descended from that creature for the purpose of your Emulate Race and Diffuse Blood racial traits. You gain no traits of the subtype, but you are treated as possessing that subtype for all other purposes. (Unlike many mongrelfolk feats, you may not take this feat more than once.)
===Monstrous Mongrel [Racial]===
Your blood contains traces of something weird. There is no need to speculate on the exact mechanics of how it got there.
Prerequisite: Mongrelfolk race, level 1 only
Benefit: Pick any any aberration, animal, dragon, elemental, magical beast, monstrous humanoid, ooze, outsider, plant, undead, or vermin. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits.
In addition, your type changes to Monstrous Humanoid, and you gain the [Augmented Humanoid] subtype. You gain no new traits or features.
===Outsider Mongrel [Racial]===
Prerequisite: Mongrelfolk race, level 1 only
Benefit: Pick any any Outsider. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits.
In addition, your type changes to Outsider, and you gain the [Augmented Humanoid] and [Native] subtypes. You gain Darkvision 60. You can be raised, reincarnated, or resurrected as other living creatures can be. You still need to breathe, eat and sleep.
===Seafolk Heritage [Racial]===
You count one of the races of the sea among your ancestors. This can manifest even late in life.
Prerequisite: Mongrelfolk race
Benefit: Pick any creature with the [aquatic] or [water] subtype. You are descended from that race for the purpose of your Emulate Race and Diffuse Blood racial traits.
In addition, you can breathe both air and water. You gain the [aquatic] subtype. You gain +8 to Swim checks to perform some special action or avoid a hazard. You can always choose to take 10 on a Swim check, even if distracted or endangered. You can use the run action while swimming, provided you swim in a straight line.
Special: You may take this feat more than once. Each time you do, you are descended from an additional seafolk race. You recieve no other benefits for taking this feat more than once.
===Small Heritage [Racial]===
You are descended from kobolds, halflings, fey, or some other undersized humanoid.
Prerequisites: Mongrelfolk, 1st level only
Effect: Pick any Small or Tiny aberration, dragon, fey, humanoid, monstrous humanoid, or outsider. You are descended from that race for the purpose of your Emulate Race and Diffuse Blood racial traits.
In addition, you are naturally Small sized. Your height is halved and your weight is divided by 8. You gain the following as size modifiers: +1 to attack and armor class, -4 to Grapple, +4 to Hide, -2 to Strength (to a minimum of 1), +2 to Dexterity. Your unarmed strikes do 1d2 instead of 1d3damage. You use smaller equipment, which is correspondingly less expensive, but your weapons also do less damage because of their size.
Special: You may take this feat more than once. If you do, you may choose a second creature from which you are descended. You receive no other benefits for taking this feat more than once. You may not take both this feat and Built Heritage.
==Initiate Feats==
===Initiate of the Ancestor Spirits [Initiate]===
Prerequisites: Cleric level 3rd, patron Ancestor Spirits
Benefit: Add Iaijutsu Focus and Autohypnosis to your list of cleric class skills.
In addition, you may add the following spells to your cleric spell list:
1: Trance (OA)
2: Ancestral Vengeance (OA)
3: Castigate (OA)
3: Terra Cotta Warrior (OA)
5: Advice (OA)
===Initiate of the Burning Hate [Initiate]===
Prerequisites: Cleric level 6th, patron Burning Hate
Benefit: You can rebuke or command [Fire] creatures as an evil cleric rebukes or commands undead. You may do this a number of times per day equal to 3 + your Charisma modifier.
In addition, you may add the following spells to your cleric spell list:
1: Burning Hands
2: Scorching Ray
3: Fireball
4: Blast of Flame (SpC)
5: Inferno (PGtF)
===Initiate of Dalya [Initiate]===
Prerequisites: Cleric level 3rd, patron Dalya
Benefit: You gain a +4 sacred bonus to saves against ingested poisons. In addition, you add Perform to your list of cleric class skills.
In addition, you may add the following spells to your cleric spell list:
1: Goodberry
2: (Tasha’s) Hideous Laughter
3: Plant Growth
4: Confusion
7: (Otto’s) Irresistible Dance
===Initiate of Hafgufa [Initiate]===
Prerequisites: Cleric or Druid level 3rd, patron Hafgufa
Benefit: You gain the ability to hold your breath for a number of rounds equal to 8 x your constitution score before you risk drowning.
In addition, you may add the following spells to your cleric or druid spell list:
2: Fog Cloud
2: Gust of Wind
2: Swim (OA)
5: Control Winds
7: Waterspout (SpC)
===Initiate of Inglip [Initiate]===
Prerequisites: Cleric level 3rd, patron Inglip
Benefit: You deal an extra +1d4 damage when wielding a falchion.
Additionally, if you have the Madness domain, add +2 to your Insanity score.
In addition, you may add the following spells to your cleric spell list:
1: Lesser Confusion
2: Touch of Madness
4: Chaos Hammer
4: Confusion
7: Insanity
===Initiate of Mirk [Initiate]===
Prerequisites: Cleric or Archivist level 3rd, patron Mirk
Benefit: Add all Knowledge skills to your list of cleric class skills. In addition, you cast [Darkness] spells at +2 caster level.
In addition, you may add the following spells to your cleric or archivist spell list:
1: (Nystul’s) Magic Aura
2: Detect Thoughts
2: Identify
3: Clairaudience/Clairvoyance
6: Probe Thoughts (SpC)
===Initiate of Numiel [Initiate]===
Prerequisites: Cleric or Paladin level 6th, patron Numiel
Benefit: You treat your level as 2 higher for the purpose of determining if undead are Destroyed rather than Turned when you use Turn Undead.
In addition, you may add the following spells to your cleric or paladin spell list:
1: Disrupt Undead
1: Nimbus of Light (SpC)
2: Deific Vengeance (SpC)
3: Good Hope
4: Voice of the Dragon (SpC)
===Initiate of Quasxthe [Initiate]===
Prerequisites: Cleric level 6th, patron Quasxthe
Benefit: You can rebuke or command Oozes as an evil cleric rebukes or commands Undead. You may do this a number of times per day equal to 3 + your Charisma modifier.
In addition, you may add the following spells to your cleric spell list:
1: Grease
2: (Melf’s) Acid Arrow
4: (Evard’s) Black Tentacles
4: Crushing Despair
4: Unholy Blight
===Initiate of Sequoia [Initiate]===
Prerequisites: Cleric or Druid level 3rd, patron Sequoia
Benefit: If you are a cleric, you may use Wild Empathy on Plant creatures as a druid can on Animals, treating your cleric level as your druid level.
If you are a druid, you may use your Wild Empathy on Plant creatures, and you also don’t take the -4 penalty when using Wild Empathy on Magical Beasts.
In addition, you may add the following spells to your cleric or druid spell list:
2: Brilliant Energy Arrow (CoR)
2: Moonbeam (SpC)
3: Dominate Animal
3: Moon Blade (SpC)
4: Blinding Beauty (BoED)
4: Command Plants
5: Moon Path (SpC)
===Initiate of Urmaggr [Initiate]===
Prerequisites: Cleric level 6th, patron Urmaggr
Benefit: You may rebuke or command Constructs as a normal cleric rebukes or commands Undead. You may do this a number of times per day equal to 3 + your Charisma modifier.
In addition, you may add the following spells to your cleric spell list:
1: Create Trap (RotD)
4: Minor Creation
5: Fabricate
5: Major Creation
6: Fantastic Machine (SpC)
==Leadership Feats==
Without the following feats, cohorts and thralls are limited to Aristocrat, Warrior, Commoner, or racial hit dice (and level adjustment). Followers and believers are always limited to those classes. Cohorts and thralls may always take any prestige class for which they qualify; followers and believers may never take prestige classes. Cohorts, thralls, followers, and believers otherwise follow the usual character creation rules.
===Improved Cohort I===
Prerequisite: Must have a cohort or thrall
Benefit: Your cohort or thrall may take levels in Samurai, Expert, Magewright, Battle Dancer, Monk, Mountebank, Soulknife, Truenamer, Hexblade, or Sohei
===Improved Cohort II===
Prerequisite: Improved Cohort I
Benefit: Your cohort or thrall may take levels in Barbarian, Fighter, Ninja, Rogue, Scout, Savant, Adept, Shadowcaster, Paladin, Ranger, or Spellthief
===Improved Cohort III===
Prerequisite: Improved Cohort I-II
Benefit: Your cohort or thrall may take levels in Warmage, Wild Shape Ranger, Bard, Factotum, Jester, Crusader, Swordsage, Warblade, Shugenja, Binder, Dragonfire Adept, Warlock, Duskblade, or [[Healer]]
===Improved Cohort IV===
Prerequisite: Improved Cohort I-III
Benefit: Your cohort or thrall may take levels in Beguiler, Dread Necromancer, Spirit Shaman, Urban Druid, Death Master, Sorcerer, Evangelist, Favored Soul, Mystic, or Spontaneous Cleric
===Improved Cohort V===
Prerequisite: Improved Cohort I-IV
Benefit: Your cohort or thrall may take levels in Archivist, Artificer, Cleric, Druid/Spontaneous Druid, Sha'ir, Wizard, Shaman, or Wu Jen