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Author Topic: Feats  (Read 1556 times)
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EjoThims
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The Ferret

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« on: September 04, 2008, 03:16:11 AM »

General Feats:

Stunning Fist [General]: You know how to strike opponents in vulnerable areas.
Prerequisite: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +4
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per encounter for every 8 levels you have attained (minimum 1), as often per round as you desire. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per encounter equal to half her monk level, plus one more time per encounter for every eight levels she has in classes other than monk.

A fighter may select Stunning Fist as one of his fighter bonus feats.

Improved Natural Attack [General]: Your natural attacks are more dangerous and than your size would otherwise dictate.
Prerequisite: Natural weapon, base attack bonus +2.
Benefit: The damage for all your natural weapons increases by one step, as if the creature’s size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

For numbers not in this range, use the table on page 43 of SS.

Intuitive Attack [General]: You fight by faith or understanding more than brute strength.
Prerequisite: Base attack bonus +2
Benefit: With a simple weapon of your size or a natural weapon, you may use your Wisdom modifier instead of your Strength modifier on attack rolls.
Special: A Fighter may select Intuitive Attack as one of his fighter bonus feats.

Two-Weapon Fighting [General]: You can fight with two weapons as well as most fight with one.
Prerequisite: Dex 15
Benefit: Your penalties on attack rolls when using two weapons is reduced; the penalty for your primary hand lessens by 2 and the penalty for your off hand lessens by 6. Additionally, you can make as many attacks with your off hand weapon as your BAB allows you to make with your primary hand.
Special: If you possess more than two arms(or other appendages able to proficiently wield a weapon), you gain the benefits of this feat for each of your off-hand attacks, though doing so limits you to a number of off-hand attack progressions equal to your number of arms (or other appendages able to proficiently wield a weapon) that could be used for primary attacks minus one. For example, a Thri-Kreen is limited to one primary hand and three off hand attack progressions, even if he wields four kukris, a mouthpick weapon, armor spikes, and improved unarmed strikes.

A fighter may select Two-Weapon Fighter as one of his fighter bonus feats.

Two-Weapon Defense [General]: You can defend yourself better when fighting with two weapons.
Prerequisite: Dex 15, Two-Weapon Fighting
Benefit: When wielding more than one weapon (not including natural weapons or unarmed strikes), you gain a +1 dodge bonus for each off-hand attack you can make, even if you do not actually make those attacks.

A fighter may select Two-Weapon Defense as one of his fighter bonus feats.

Vow of Poverty [General]: You have taken a vow to forswear most material possessions.
Prerequisite: Must be 1st level or have recently given away all material possessions.
Benefit: The benefits listed in the BoED are changed as follows:

Exalted Strike starts at level 1 as a +1 enhancement bonus. It increases by +1 for every two levels, to max of +10 at level 19. You can apply any weapon special ability, but must still follow all applicable rules. It takes 24 hours of rest to change the bonuses you cause. Any weapons you wield (as long as it does not break your vow), gain the same bonuses.

At 10th level Exalted Strike makes weapons you wield overcome DR as aligned with both aspects of your alignment (choose one extreme of the axis for a neutral aspect) instead of as good.

AC Bonus grants a +4 exalted bonus at level 1. On top of this exalted bonus, it grants a +1 enhancement bonus for every two levels, to max of +9 at level 19. You can apply any armor special ability, but must still follow all applicable rules. It takes 24 hours of rest to change the bonuses you gain.

Damage Reduction is DR X/-.

Bonus feats are gained at level 1, 4, 7, 10, 13, 16, 19, but can be any feat you meet the prereqs for.

Special: The restrictions listed in the BoED are changed as follows:

Holy Symbols (but not expensive or magical ones) are allowed.

If you break the vow, lose all benefits until you Atone and follow vow for three months.



Adopted Clan [General]: Through upbringing, research, or simply training, you act and think more like a member of another Clan than your own.
Prerequisite: Able to speak the chosen Clan's language
Benefit: Select a Clan other than Wolf and other than your own. For the purpose of fulfilling all feat (other than Animal Aspect) and class prerequisites, you count as that Clan in addition to your own.
Special: This feat may only be taken at first level.

Clan Familiarity [General]: Your familiarity with your Clan goes beyond birthrights. You are trained in the intricacies of their traditions.
Prerequisite: Must be a member of the Chosen clan.
Benefit: Select a Clan. You are proficient with all exotic weapons or armors associated with that Clan, can speak and write any secret languages that Clan uses, and gain a +2 bonus on all Knowledge (History) and Knowledge (Local) checks about that Clan.

Animal Aspect [General]: Your Human form gains aspects of your Animal, altering your appearance slightly and providing some secondary benefit, and your Animal form gains greater resilience.
Prerequisite: Knowledge (Nature) 4 ranks
Benefit: When in Animal form, you regain one hit point per round.

When in Human form, you gain one of the following benefits depending on your Clan.
Wolf: Your face elongates into the maul of a Wolf. You gain a bite attack for 1d4 damage.
Bear: You gain the stocky frame of a Bear. This increases your weight by 40% and your Natural Armor by 2.
Boar: You grow the tusks and shaggy mane of a Boar. You gain a gore attack for 1d3 damage.
Fox: You sprout the distinctive red tail and ears of a Fox. You gain a +2 to Listen and Balance checks.
Viper: Your skin becomes the smooth scales of a Viper and your poison drips more freely. Your natural armor increases by 1, and you can deliver your poison with a bite (though the bite itself is harmless).
Ferret: Your back and nose stretch like that of a Ferret. You gain Scent and a +2 bonus on Escape Artist checks.
Rats: You grow the whiskers and familiar tail of a Rat. You gain a +2 bonus on Balance and Climb checks.
Tiger: Your eyes become slits, giving you the piercing stare of a Tiger. You gain a +1 to attack rolls.
Ravens: Your face and nose stretch, and you gain tufts of a Raven's feathers. You gain a +2 on Spot Checks and Initiative.
Coyotes: You gain the lean frame and large ears of a Coyote. This reduces your weight by 20% and gives you a +1 dodge bonus to Armor Class.
Python: You grow the thick scales of a Python. Your Natural Armor increases by 2.
Cranes: Feathers like a Cranes sprout from the tip of your fingers and around your face. You gain a +2 to Balance checks and your Natural Armor increases by 1.
Special: If you take this feat at 1st level, you need not meet the Knowledge (Nature) prerequisite. If you can take a Hybrid form, you instead gain half the Fast Healing provided by your Hybrid Form when in your Animal Form (provided that value is higher).

Hybrid Recovery [General]: You have rediscovered how to take on your Hybrid form, though still only in a reduced state.
Prerequisite: Animal Aspect, Knowledge (History) 6 or Survival 9, Wis 12 or Cha 14, non-Wolf
Benefit: For every two character levels you posses, you can assume Hybrid form for a total number of minutes equal to your base Con mod + your character level. This time can be divided into individual rounds as you see fit, but each change into and out of Hybrid form takes a standard action.

Additionally, while you remain in hybrid form, you regain one hit point per round.

Hybrid Strength [General]: You have unlocked the full potential of your Hybrid form, but by now have also likely brought attention to your abilities.
Prerequisite: Hybrid Recovery, Animal Aspect, Knowledge (History) 6 or Survival 9, Wis 14 or Cha 16, non-Wolf
Benefit: For every character level you posses, you can assume Hybrid form for a total number of minutes equal to your base Con mod + your character level. This time can be divided into individual rounds as you see fit, but each change into and out of Hybrid form takes a standard action.

Additionally, while you remain in hybrid form, you regain one hit point per round for every four levels that you possesses (minimum one).

Extended Aura [General]: The area of your aura is pushed outwards by your great strength of will.
Prerequisite: Cha 16
Benefit: The range of your aura and all affects caused by it increases by 5' per point of Cha bonus you have.
Special: This feat affects any auras you may have, whether they be from class levels, special abilities, magic items, or alignment.

Call Dark Companion [General]: You have the ability to call a shadowy extension of your will.
Prerequisite: Cha 14, Summon Familiar class feature
Benefit: By expending 100 gp and 24 hours, you can summon a Dark Companion.

All enemies that are adjacent to the Dark Companion receive a -2 penalty on all saves and AC. Enemies in the same 5’ space as the Dark Companion suffer a -3 penalty instead. A Dark Companion targeted by the spell Augment Familiar provides a -2 penalty to all enemies within 10’, a -3 penalty to all enemies within 5’, and a -4 penalty to any enemy occupying the same 5’ square. A Dark Companion targeted by the spell Fortify Familiar applies a further -2 to all creatures it affects.

The Dark Companion cannot provide flanking, nor can it be harmed, though it can be Dispelled (effective level is ¼ Hexblade level) or Turned (effective HD is ½ Hexblade level). If dispelled or destroyed it reappears in 24 hours.

The Dark Companion moves at the Hexblade’s speed and on his initiative, and it instantly reappears at his side if ever more than 120’ from the Hexblade at the start of a turn.
Special: This feat affects any auras you may have, whether they be from class levels, special abilities, magic items, or alignment.
« Last Edit: May 22, 2011, 12:22:48 PM by EjoThims » Logged

EjoThims
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Posts: 1945


The Ferret

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« Reply #1 on: September 04, 2008, 03:16:19 AM »

Feats for Psychic Archers:

Adaptive Barrage [Psionic]: You have learned to unleash your energy in far more destructive means than others, but doing so leaves you weak.
Prerequisite: Barrage class feature, Adaptive Energy Ball class feature, Cha 16
Benefit: The Psychic Archer can apply any single use of Adaptive Energy Ball to each Energy Ball used as part of a Barrage (even though he must maintain psionic focus to use the Barrage itself), but doing so leaves him fatigued for a number of rounds equal to the number of Energy Balls modified in this way.
Special: The benefits of this feat can be combined with Barrage Burst, but doing so leaves the Psychic Archer exhausted for a number of rounds equal to 4d8 plus 2 for each modified Energy Ball used in the Barrage.

Barrage Burst [Psionic]: You have learned to combine your outbursts of energy, but you cannot control them as well when doing so.
Prerequisite: Barrage class feature, Telekinetic Burst class feature, Cha 18
Benefit: The Psychic Archer's Barrage can be combined with a Telekinetic Burst (even though he must maintain psionic focus to use the Barrage itself), but if doing so, all targets of the Barrage must also be hit by the Telekinetic Burst. Doing this leaves him fatigued for 2d4 rounds.
Special: The benefits of this feat can be combined with Adaptive Barrage , but doing so leaves the Psychic Archer exhausted for a number of rounds equal to 4d8 plus 2 for each modified Energy Ball used in the Barrage.

Telekinetic Strength [Psionic]: Your willpower increases the weight your telekinesis ability can move.
Prerequisite: Telekinesis class feature, Cha 16
Benefit: The total weight of objects you can carry increases by twice your Cha mod lbs per class level, and the number of objects you can carry increases by your class level. For example, a 20th level Psychic Archer with 20 Charisma could carry 800 lbs total and up to 80 objects.
Special: You can take this feat multiple times, each time gaining the same additional benefit.

Greater Telekinetic Strength [Psionic]: Your willpower greatly increases the weight your telekinesis ability can move.
Prerequisite: Improved Telekinesis class feature, Telekinetic Strength, Cha 16
Benefit: The total number and weight of objects you can carry, (including the additional weight from Telekinetic Strength) is doubled.  For example, a 20th level Psychic Archer with 20 Charisma could carry 1600 lbs total and up to 160 objects.

Personal Deflection [Psionic]: You have enhanced your telekinetic defenses to react quicker, able to deflect even attacks in melee range.
Prerequisite: Deflective Telekinesis class feature, Combat Reflexes, Cha 18
Benefit: You can use Deflective Telekinesis to attempt to deflect melee attacks, though with a -5 penalty.

Divine Energy Ball [Psionic, Divine]: Your connection with divine energy allows you to channel some through your Energy Balls.
Prerequisite: Elemental Energy class feature, ability to Turn or Rebuke Undead, Cha 16
Benefit: You can choose to make half the damage caused by any Energy Ball you have created either holy or unholy (depending on the divine energy you channel).

Lingering Energy Ball [Psionic]: Your potent Energy Balls don't fully dissipate when they hit.
Prerequisite: Elemental Energy class feature, Cha 18
Benefit: While you are psionically focused, all Energy Balls you imbue with elemental energy cause half (rounded down) their initial damage every round for a number of rounds equal to your Cha-1. The secondary affect, however is still only applied once. A single target can only be affected by lingering damage from one energy ball of each element at a time in this way, and losing your psionic focus causes all lingering damage to cease.

Remote Burst [Psionic]: Your Telekinetic Bursts do not have to originate from your own body.
Prerequisite: Telekinetic Burst class feature, Cha 16
Benefit: You can cause your Telekinetic Bursts to treat any square within 5' per character level as their point of origin. You can even choose target squares in the air, allowing you to disperse groups of flying opponents with a spread burst, or slam an opponent into the ground with a line burst.

[Epic] Reflective Telekinesis [Psionic]: Your control of defensive telekinesis allows you to turn attacks against your opponents.
Prerequisite: Deflective Telekinesis class feature, Combat Reflexes, Personal Deflection, Cha 18
Benefit: While you are psionically focused, if you successfully deflect an attack with your Deflective Telekinesis, you can turn that attack against any other valid target (including the attacker) within range, treating your square as the origin for ranged attacks. Compare the attacker's roll to the AC of the new target to determine the results. Ranged attacks use all your own applicable feats and damage bonuses and your own ranged attack modifiers if higher than that of the original attacker. This ability uses an additional attack of opportunity, for 2 total per use.

[Epic] Bombardment [Psionic]: You have learned to hurl a truly astounding number of objects with only a moment's work, and you can wipe out whole armies if you choose.
Prerequisite: Barrage class feature, Volley class feature, Cha 24
Benefit: When using Volley, you may make a Barrage attack against each enemy within range.
Special: The benefits of this feat can be combined with Adaptive Barrage and/or Barrage Burst, but doing so triples any appropriate penalties.


Feats for Fighters:

All of these can be taken as Fighter bonus feats.

Dual Styles [General, Fighter]: You have learned the secrets of fighting with two distinct styles when switching weapons.
Prerequisite: Fighter level 7th
Benefit: As long as you meet the prerequisites for both, you can choose two fighting styles instead of one, though each still only applies to the appropriate weapons. For example, if choosing the Two Weapon Focus and Single Weapon fighting styles, you could wield two weapons and gain the benefits of Two Weapon Fighting, then immediately gain the benefits of Single Weapon Fighting if you were disarmed.
Special: You can take this feat multiple times, each time gaining the ability to know one additional fighting style at a time.

Shield Flurry [General, Fighter]: You can use a pair of shields with the same grace as you could two normal weapons.
Prerequisite: Fighter level 7th, Dual Styles, Two Weapon Focus, Shield Fighting
Benefit: When fighting with a pair of shields, you gain the benefits of your Two Weapon Focus fighting style in addition to your Shield Fighting fighting style.

Double Weapon Focus [General, Fighter]: You can use a pair of weapons or a double weapon interchangeably.
Prerequisite: Fighter level 7th, Dual Styles, Two Weapon Focus, Double Weapon Fighting
Benefit: When fighting with a double weapon or a pair of weapons, you gain the benefits of both your Two Weapon Focus fighting style and your Double Weapon Fighting fighting style.

Backswing [General, Fighter]: You can use the haft of a polearm to make blows, treating it as a double weapon.
Prerequisite: Fighter level 7th, Dual Styles, Polearm Fighting, Double Weapon Fighting
Benefit: When fighting with a polearm, you treat it as a double weapon, with the second end dealing damage appropriate for a quarterstaff of your size and able to attack adjacent targets. Additionally, you gain the benefits of your Double Weapon Fighting fighting style in addition to your Polearm Fighting fighting style (even though your weapon can now attack adjacent targets with one end).

Terrifying Grace [General, Fighter]: You can use a one-handed weapon as you would a two-handed, though with less power.
Prerequisite: Fighter level 7th, Dual Styles, Heavy Weapon Fighting, Single Weapon Fighting
Benefit: When fighting with a one-handed weapon in one hand and nothing in your off-hand, you gain the benefits of your Heavy Weapon Fighting fighting style in addition to your Single Weapon fighting style (even though your weapon is not two-handed).

Feats for Hexblades:

All of these can be taken as Hexblade bonus feats.

Hexing Strike[General, Hexblade]: The Hexblade has such knowledge of cursing that each time his weapon strikes his foe, that foe is affected by the Hexblade's curse.
Prerequisite: Greater Hexblade's Curse class feature, Cha 16
Benefit: Each time you strike an enemy with a weapon, that enemy is afflicted with Hexblade's Curse. This does not consume a use of Hexblade's Curse.
Special: If you have the Dire Hexblade's Curse class feature, you instead afflict any enemy you strike with a melee weapon with Greater Hexblade's Curse, and all enemies within a 10' burst of the initial target are afflicted the standard Hexblade's Curse.

Contagious Hex[General, Hexblade]: Enemies find themselves cursed just by coming too close to you.
Prerequisite: Aura of Unluck class feature, Cha 17
Benefit: Enemies within 5' of you at the start of their turn and any enemy attacking you with a natural attack are affected by your Hexblade's Curse (but not your Dire or Greater versions) as if you had targeted them specifically. This does not consume a use of Hexblade's Curse.
Special: A Curse Caster with this feat affects all enemies within 40'.

Feats for Monks:

Hasty Flurry [General]: You can unleash your Flurry of Blows in a quicker motion, but not with the same practice as normal.
Prerequisite: Flurry of Blows class ability, BAB 10
Benefit: You can make a Flurry of Blows and gain all of it's benefits with only a standard action, however, you use it at one step lower than you normally would (a 10th level Lawful Monk would only make two extra attacks, for example), and you suffer a -5 penalty to all attacks until the beginning of your next turn.

Natural Strike [General]: You have learned to use your natural weapons alongside your unarmed strikes.
Prerequisite: Unarmed Strike class ability, BAB 5, must possess at least one natural attack
Benefit: You may add the base damage of your natural attacks to the damage of all your unarmed strikes for one round. Combining the two forces your unarmed strikes to deal lethal damage of the same type that your natural attacks deal, and you may not make attacks with any of your natural attacks on the same round you add their damage to any of your unarmed strikes.

Feats for Barbarians:

Coherent Rage [General]: You keep your head even when seeming to lose control.
Prerequisite: Rage class ability, Concentration 4 ranks
Benefit: When raging, you can use the Concentration skill with no penalties. Additionally, you can use Charisma-, Intelligence-, or Wisdom-based skills, any abilities that require patience or concentration, and cast spells, but doing so requires a Concentration check (DC 20) or increases the DC of any associated Concentration check by 5.
Special: If you have a racial or class ability other than, but similar to rage that normally carries a similar restriction on these skills and abilities, it gains these benefits as well and can be used in place of the Rage class feature to meet the prerequisites of this feat.

Many Rage [General]: Your anger reaches a depth impressive even to other Barbarians.
Prerequisite: Deep Rage class ability, Con 16
Benefit: You can activate an additional rage when using your Deep Rage (for three total) or Bottomless Rage (for four total), but each still consumes it's own use of one of your limited rages per encounter.  You can still not activate a second rage (or set of rages) while under the effects of the first.

[Epic] Ultimate Rage [General]: Your anger reaches a depth impressive even to other Barbarians.
Prerequisite: Many Rage, Bottomless Rage class ability, Con 22
Benefit: You can activate all of your rage types at once, but each still consumes it's own use of one of your limited rages per encounter. You can still not activate a second rage (or set of rages) while under the effects of the first.
Special: If you have rages from different sources (such as spell rages), this feat applies to all of your rage sources and allows you to use each rage source at once (but not to activate a second rage or set of rages from the same source).

Feats for Rogues:

Poison Strike [Ambush]: You know how to deliver poison where it's going to be most effective.
Prerequisite: Sneak Attack +2d6
Benefit: Your successful sneak attacks increase the DC and damage of any poison inflicted with the attack by 1, but using this feat reduces your sneak attack damage by 1d6. You can choose to reduce the sneak attack damage further, increasing the DC by another 1 for every additional 1d6 sacrificed, and increasing the damage by another 1 for every additional 2d6 sacrificed. Sacrificing 3d6 of sneak attack damage, for example, would increase the DC by 3 and the damage by 2, while sacrificing 7d6 would increase the DC by 7 and the damage by 4.

Feats for Sorcerors:

Feats for Rangers:

Feats for Wizards:

Feats for Clerics:

Feats for Druids:

Natural Affinity [General]: You grow even closer to nature than others of your kind.
Prerequisite: Aspect of Nature class feature and at least one Stage 2 Aspect of Nature
Benefit: You immediately gain a new Aspect of Nature of a Stage at least one lower than the highest you currently posses.
Special: This feat allows you to take an Aspect more than once, doubling that Aspect's benefits (including damage done) unless it specifies what to do if you already have the initial benefits of the Aspect.

Feats for Bards:

Feats for Paladins:

Ebbing Aura [Divine]: Your strong auras don't simply stop, they fade away into the distance.
Prerequisite: Must know at least 2 Paladin Auras and have learned at least one twice
Benefit: All of your auras that you have learned multiple times extend their lesser effects an additional distance equal to the range of your standard aura for each extra time you have learned them. For example, if you have learned Aura of Light 3 times, all allies within 30' of you would gain 20 temporary hitpoints each round, all allies between 35' and 60' of you would gain 15 temporary hitpoints each round, and all allies between 65' and 90' of you would gain 10 temporary hitpoints each round.
Special: If you have the feat Extended Aura, the distances of each part of the aura granted by this feat also improve.
« Last Edit: May 16, 2011, 09:41:48 PM by EjoThims » Logged

EjoThims
Moderator
Grape ape
*
Posts: 1945


The Ferret

jeiph@mac.com EjoThims
Email
« Reply #2 on: September 04, 2008, 03:16:27 AM »

Feats for Ravens:

Feats for Wolves:

Feats for Boars:

Dire Tusks [General]: Your tusks, already a force to be reckoned with, grow even larger and deadlier as you age and hone your skills.
Prerequisite: Improved Natural Attack (Gore), BAB +4, Boar
Benefit: The reach of your Gore attack increases by 5'. Additionally, the critical threat range of your Gore attack increases to 19-20, and the critical multiplier increases to x3.
Special: If you are a Fighter, you may gain the benefits of the Polearm Fighting Weapon Style when using your Gore attack (but not other styles), even though it can be used on adjacent opponents.

Feats for Coyotes:

Feats for Pythons:

Feats for Foxes:

Feats for Bears:

Feats for Vipers:

Feats for Cranes:

Feats for Tigers:

Graceful Pounce [General]: Your pounce no longer exposes your or disrupts your attacks.
Prerequisite:  BAB +6, Tiger
Benefit: When using your racial pounce, you no longer suffer a -2 penalty to attacks and AC.

Feats for Ferrets:

Feats for Rats:
« Last Edit: January 29, 2009, 07:34:56 AM by EjoThims » Logged

EjoThims
Moderator
Grape ape
*
Posts: 1945


The Ferret

jeiph@mac.com EjoThims
Email
« Reply #3 on: September 04, 2008, 03:16:57 AM »

R+2
« Last Edit: September 16, 2008, 09:28:13 AM by EjoThims » Logged

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