|Ability Focus||Special attack.||Choose one of the creature's special attacks. Add +2 to the DC for all saving throws against the special attack on which the creature focuses.|
Dex 15, Nimble Moves.
Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).
You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.
Ability to channel energy.
Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of the chosen alignment subtype, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
|Arcane Armor Mastery||
Arcane Armor Training, Medium Armor Proficiency, caster level 7th.
As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast this round. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training.
|Arcane Armor Training||
Light Armor Proficiency, caster level 3rd.
As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.
Ability to cast arcane spells.
As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
|Heavy Armor Proficiency||
Light Armor Proficiency, Medium Armor Proficiency.
See Armor Proficiency, Light.
|Light Armor Proficiency|
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
|Medium Armor Proficiency||
Light Armor Proficiency.
See Armor Proficiency, Light.
Spell Focus (conjuration).
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
|Awesome Blow||Str 25, Power Attack, Improved Bull Rush, size Large or larger.||As a standard action, the creature may perform an awesome blow combat manuever. If the creature's maneuver succeeds against a corporeal opponent smaller than itself, its opponent is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.|