Exalted Combat Style (3.5e Feat)

{{3.5e Feat
 * name=Exalted Combat Style
 * types=Exalted
 * summary=Gain arrows of light, or protective two weapon fighting powers, based on your ranger's combat style.
 * prereqs=Any good alignment, Ranger's combat style
 * fluff=The natural gods aid you in your chosen fighting style so that you may continue to protect nature.
 * benefit=The benefits of the feat differ depending if you chose the archery combat style or the two-weapon fighting combat style. The benefits depend on your ranger level.  For the purposes of this feat any class which continues or grants combat style benefits counts as your effective ranger level.

Archery
2nd: As a free action you can generate arrows of light, granting you infinite ammo. Creatures with a vulnerability to light and undead take an additional +1d6 damage from your light arrows.Arrows glow as torches when fired, and for 1 round after.

6th: Arrows stick in the flesh of creatures, illuminating them as a torch and providing a -40 penalty to Hide checks. They move take a full round action to remove any and all arrows in their body. Creatures vulnerable to light are treated as being in sunlight while afflicted.

11th: As a standard action you can fire a special light arrow which deals damage as normal, then bursts into a 20 ft radius burst of sunlight that forces a Fortitude save DC 10 + 1/2 + your attack ability score or be blinded for 1 minute. On a successful save they are dazzled for 1 round.

17th: Your normal and magical arrows have all the effects as your light arrows. In addition, it ignores all forms of damage reduction except DR/- and can hit incorporeal creatures as if they were ghost touch weapons.

Two-Weapon Fighting
2nd: When wielding two weapons, you gain your weapon's enhancement bonus (if any) as a shield bonus to your AC +2. Bonuses do not stack, only the highest weapon enhancement applies.

6th: The penalty for two-weapon fighting decreases by 2 (minimum 0).

11th: When fighting evil creatures and non-good creatures you have favored enemy with, you add +1d6 extra holy damage to your attacks. Your weapons are considered good-aligned.

17th: When using two-weapon fighting if you hit an evil creature with both weapons they must make a Fortitude save DC 10 + 1/2 + your attack ability score or be dazed by a birth of divine light for 1 round. No matter how many times they are struck they only need to make a single save per round.

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