Allowed Material

PHB 1 and 2 are allowed.
DMG 1 and 2 are allowed.
CorpseCrafter
Bolster Resistance
Craft Skull Talisman
Tatoo Magic
Spellcasting Prodigy
Spell Mastery
Signature spell
 Specific things not allowed:
Flaws
Bloodlines
Anything not mentioned in the allowed materials listed.
Any feat, class, prestige class, spell, or otherwise that is not listed in each book within the allowed section was skipped for a reason and is not allowed. Do not request that we allow material from a book we have already listed. We did not miss anything, we simply did not wish to allow it.

N/A
Alternate Class Features:
All until otherwise noted
Prestige Classes:
All are allowed but must meet the pre-reqs in character.
Ordained Champion changes(See notes below)
Spells:
All until otherwise noted.
Feats:
Domain Feats Only until otherwise noted.
Metamagic Feat:
N/A
Domains:
All until otherwise noted.
Special Notes:
Ordained Champion pre-reqs goes to any of our deity who has the War domain. (Darivus or Vulnerva)

Abjurant Champion
Eldritch Disciple
Eldritch Theurge
Enlightened Spirit
Holy Scourge
Lyric Thaumaturge
MAster Specialist
Ultimate Magus
Unseen Seer
Alacritous Cognition
Captivating Melody
Delay Potion
Favored Magic Foe
Master of undeath
Melodic Casting
Metamagic school focus
Rapid metamagic
 Metamagic Feat:
Retributive spell

Hexblade
Samurai(Background)
 PRC's:
Bear Warrior
Bladesinger
Cavalier
Dark Hunter
Dervish
Drunken Master
Exotic Weapon Master
Hulking Hurler
Hunter of the Dead
Invisible Blade
Justicar
Knight Protector
Master Thrower
Nature's Warrior
Occult Slayer
Order of the Bow Initiate
Rage Mage
Ronin
Spwllsword
Stonelord
Tattoed Monk
 Feats:
Arcane Strike
Arterial Strike
Axiomatic Strike
Cleaver Wrestling
Close-Quarters Fighting
Dash
Defensive Strike
Defensive Throw
Destructive Rage
Earth's Embrace
Eagle Claw Attack
Extend Rage
Extra Rage
Extra Smiting
Exrta Stunning
Eyes in the back of your head
Faster Healing
Favored Power Attack
Fists of Iron
Fleet of Foot
Flick of the Wrist
Flying Kick
Freezing the Lifeblood
Greater Resilency
Greater Two weapon Defense
Hamstring
Hold the Line
Improved Buckler Defense
Improved Combat Expertise
Improved Familiar
Improved Favored Enemy
Improved Mounted Archery
Improved Rapid Shot
Improved Toughness
Improved Two Weapon Defense
Improved weapon Familiarity
Instantaneous Rage
Intimidating Rage
Karmic Strike
Kiai Shout
Greater Kiai Shout
Monkey Grip
Pain Touch
Phalanc fighting
Pin Shield
Power Critical
Prone Attack
Ranged Disarm
Ranged Pin
Ranged Sunder
Rapid Stunning
Roundabout Kick
Sharp-Shooting
Shield Charge
Shield Slam
SwarmFighting
Throw Anything

N/A
Prestige Classes:
Avenging Executioner
Battle Trickster
Cloaked Dancer
Combat Trapsmith
Gray Guard
Magical Trickster
Malconvoker
 Feats:
Ascetic Stalker
Cool Head
DareDevil Athlete
Daring Outlaw
Daring Warrior
Deadly Defense
Expanded Ki Pool
Enduring Ki
Freerunner
Improved Familiar
Improved Skirmish
Martial Stalker
Master Spellthief
Poison Ecpert
Moison Master
Savvy Rogue
Sure Hand
Sweet Talker
Swift Ambusher
 Ambush Feat:
Concussion attack
Deafening Strike
Disemboweling Strike
Eldritch Erosion
Head Shot
Impeding Attack
Merciful Strike
Persistant Attacker
 Bardic Music Feats:
Chant of the Long Road
Chord of Distraction
Epic of the Lost King
Sound of Silence
 Skill Tricks:
All until otherwise noted.

Favored Soul(Background)
Arcane Disciple
Augment Healing
Domain Focus
Empowered Turning
Improved Smiting
PRacticed Spellcaster
Quicken Turning
Spell Focus(Law/Chaos/Good/Evil)
Spontaneous Healer
Spontaneous Summoner
Spountaneous Wounder

Divine Feats:
True Believer
Metamagic Feats:
Consecrate Spell
Corrupt Spell
Rapid Spell
Reach Spell
Wild Feats:
Extra Wild Shape
Fast Wild Shape
Boar's Ferocity
Cheetah's Speed
Eagles Wings
Grizzly's Claws
Serpent's Venom
Swim like a Fish
Wolverines Rage

Warlock
PRC's

Acolyte of the Skin
Argent Savant
Blood Magus
Effigy Master
Elemental Savant
Enlightened Fist
Geometer
Master Transmorgrifist
MindBender
Seeker of the Song
 Feats:

Arcane Defense
Arcane Mastery
Arcane Preparation
Battle Caster
Double Wand Wielder
Energy Substituion
Enhance Spell
Extra Invocation
Extra Slot
Extra Spell
Heighten spell like ability
Maximize spell like ability
Mage Slayer
Obtain Familiar
Pierce Magical Concealment
Pierce Magical Protection
Practiced Spellcaster
Ranged Spell Specialization
Touch Spell Specialization
 Meta Magic Feats

Chain Spell
Cooperative Spell
Delay Spell
Energy Admixture
Explosive Spell
Fortify Spell
Non-leathal substitution
Persistant Spell
Repeat Spell
Sanctum Spell
Sculpt Spell
Split Ray
Sudden Enpower
Sudden Extend
Sudden Maximize
Sudden Quicken
Sudden Silent
Sudden Still
Sudden Widen
Twin Spell

Ninja - Background Needed
Scout
Spell-thief - Background Needed
PRC Classes

Animal Lord
Beastmaster
Bloodhound
Daggerspell Mage
Daggerspell Shaper
Dread Pirate
Dungeon Delver
Fochlucan Lyrist
Highland Stalker
Shadowbane Inquisitor
Shadowbane Stalker
Spy Master
Street Fighter
Tempest
Thief-Acrobat
Vigilante
 Feats

Ascetic Hunter
Ascetic Knight
Ascetic Mage
Asectic Rogue
Blindsense
Brachiation
Brutal Throw
Chant of Fortitude
Climb like an Ape
Combat Intuition
Cougar's Vision
Danger Sense
Death Blow
Deft Opportunist
Devoted Inquisitor
Devoted Performer
Devoted Tracker
Disguise Spell
Expert Tactician
Extra Music
Extraordinary Concentration
Extraordinary Spell Aim
Force of Personality
Goad
Green Ear
Group Inspiration
Hawk's Vision
Hear the Unseen
Improved Diversion
Improved Flight
Improved Swimming
Insightful Reflexes
Ironskin Chant
Jack of All Trades
Lingering Song
Lyric Spell
Mobile Spell-Casting
Natural Bond
Obscure Lore
Open Minded
Oversized Two-Weapon Fighting
Power Throw
Quick Reconnoiter
Scent
Staggering Strike
Subsonics
Tactile Trapsmith
 Items

Barbed Dagger (P.115)
Long-Axe (P.115)
Quick-Blade Rapier (P.116)
Blend Cream (P.118)
Catstink (P.118)
Fareye Oil (P.118)
Flash Pellet (P.118)
Freeglide (P.118)
Hawk's Ointment (P.118)
Healer's Balm (P.118)

Exotic Weapon Proficiency - Fire Arms (Needed to correctly use fire arms)
No Feat is needed to use Explosive weapons.
Exotic One Handed Ranged Weapons
Pistol 250GP 1d8(S) 1d10(M) x3 50ft
Exotic Two Handed Ranged Weapons
Musket 500GP 1d10(S) 1d12(M) x3 150ft
Exotic Explosive Weapons
Bomb 150GP 2d6 5ft(Blast Radius) 10ft (Range Increment)

-Normally, operating a pistol requires two hands. However, you can shoot, but not load, a pistol with one hand. You can shoot a pistol with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.
-A musket requires two hands. You can not use a musket with one hand, it's bulkiness makes it impossible to handle.
-Gun powder kegs are not readily available unless you are a siege engineer. They can be bought at stores, however a DM must roll for the Percentage of the gun powder being in stock. Same with the Fire arms. They are rarely sold and most times need to be commissioned by a siege engineer.
-When gun powder gets wet, it is completely useless.
-It takes one ounce of gun power to fire one bullet.
-Reloading takes a standard action. (Unless you have a feat that quickens reloading time)
Gun Powder Prices
15 Pound Keg - 250GP (Total Weight 20 Pounds.)
2 Pound Powder Horn (Water Resistant) - 35GP
 Cannons
Cannons are usable only by someone with Siege Engineering.[
No special Feat needed to use Cannon
Only a ship with mountings can use any sort of Siege Weapons