A
Absolute
Authority [General]
You have a talent for keeping others' minds in check.
Prerequisites: Spellcasting of 3+ level enchantments,
Cha 14+
Benefit: If a person under your control (i.e.
enchantment, compulsion, charm, etc.) tries to break free
of your influence, you may make a Charisma check (DC 15 +
level of spell) to reassert control. This may only be
done once per spell. This may not be done to extend
the spell's duration beyond it's due duration.
Normal: A caster cannot resist spell breaking.
(UF1p8: Arcane, OGC)
Absorb
Spell [General]
You can absorb woven magic and reshape it for your own purposes.
Prerequisites: Bloodburn,
Arcane extemporaneous spellcasting, Cha 17+
Benefit: You may forego a saving throw to attempt
to absorb a spell. If successful, a spell slot at least
one level lower than the spell cast is replenished. If
there are no empty spell slots to be replenished, this feat
cannot be used. When struck by the spell, you must make
a Will save of DC 15 + 2 per level of the spell to be absorbed.
A failed save indicates that you take the spell's full
effect plus an additional 1d6 points of subdual damage per
spell level. A natural 1 on a Will save always fails
for this absorption. A spell cast using metamagic feats
is considered of a higher level. Spells that offer no
saving throw may not be absorbed. (UF1pp8,9:
Arcane, OGC)
Acrobatic
[General]
You are very acrobatic.
Benefit: You gain a +2 bonus to Jump and Tumble checks.
(SASp38, PCGen)
Adept
Mastery [General]
You are a master among spell masters.
Prerequisites: Spell Mastery, Int 17+
Benefit: You may master twice the number of spells
normally permitted by Spell Mastery each time you choose that
feat. (UF1p9: Arcane,
OGC)
Alertness
[General]
Your senses are more attuned to your surroundings than most.
Benefits: You gain a +2 competency bonus to two of
three sensory skill checks. The
skills that benefit from this feat must be chosen when the
feat is purchased. The skills that can be boosted are
Listen, Smell and Spot. (based
on PHB35p..., OGC)
All
or Nothing [General]
You can make one all-out-attack by "throwing caution
to the wind".
Prerequisites: Base attack bonus +4
Benefits: During a full attack you may use this feat
to receive an additional strike at your highest base attack
bonus. Doing so makes you lose one
full action on your next initiative and suffer a -4 circumstance
penality to AC until you perform another action. (AEGMp57,
OGC)
Alluring
[General]
People believe you.
Benefit: You gain a +2 bonus to Diplomacy checks and
+2 to save DCs for all mind-affecting, language-dependent
spells. (SASp38, PCGen)
Alter
Dream [Dream]
You can change things about your immediate dream environment
as a standard action.
Regions: Dream.
Prerequisites: Lucid Dreaming +5.
Benefit: You can make changes to
your person by force of will. Changes are ranked by
difficulty (Easy = DC 10, Moderate = DC 15, Hard = DC 20,
Very Hard = DC 25, Heroic = DC 30). Dream altering can
only affect the person using this feat. Keeping dry
in the rain or warm in the cold might be an Easy task, reversing
the effects (not the action) of an attack against you or breathing
underwater are Moderate tasks, reversing the effects of a
critical attack is a Hard task. Reversing attacks is
an exceptional event and can only be done once per game session.
Also, if the attack killed the character, the character
cannot undo the attack. Attack reversals must be attempted
at the next available moment. Alter Dream allows permanent
physical changes whereas Lucid Dreaming does not. (©
2002, D. Stanley, not OGC)
Ambush
[General]
You are skilled in setting effective ambushes.
Prerequisites: Wis 13+, Base attack bonus +4
Benefits: You receive a +4 circumstance bonus to your
initiative and determining whether an enemy detects you, when
setting ambushes. The bonus
may apply to Hide and Move Silently checks in appropriate
circumstances. (AEGMp57, OGC)
Amphibious
Assault [General]
You are trained to fight in the water and on boats.
Prerequisites: Balance +3
Benefits: You ignore all circumstance penalties for
fighting in thigh-high water, aboard a boat or on uneven terrain.
(based on AEGMp57, OGC)
Anticipate
Harm [Special]
Those that hunt blighted casters grow accustomed to their
foul ways.
Prerequisites: Great Fortitude, Iron Will, Lightning
Reflexes and having suffered corruption (mental or physical)
in the past
Benefits: The blood of a character with this feat begins
to burn when in the general proximity of a Blight caster that
is accessing their Blight pool. The character gains
a +4 luck bonus to all saving throws versus spells cast with
Blight levels due to this warning. (BMp34,
OGC)
Arcane
Armor Proficiency (Heavy) [General]
You are practiced at casting arcane spells in heavy armor.
Prerequisites: Armor Proficiency (Heavy), Arcane
Armor Proficiency (Medium)
Benefit: While wearing heavy armor, you may cast
a standard action spell as a full round action to limit your
chance of spell failure. Armor used with this feat must
be specially prepared for this use. Preparations, materials
and cost are dependant on the armor's composition. In
addition to this added cost, the armor must be masterwork.
When using this feat, you reduce your chance of spell
failure by 30% to a minimum of 5%. This reduction is
not cumulative with bonuses from other feats. (based
on UF1p9: Arcane, OGC)
Arcane
Armor Proficiency (Light) [General]
You are practiced at casting arcane spells in light armor.
Prerequisites: Armor Proficiency (Light)
Benefit: While wearing light armor, you may cast
a standard action spell as a full round action to limit your
chance of spell failure. Armor used with this feat must
be specially prepared for this use. Preparations, materials
and cost are dependant on the armor's composition. In
addition to this added cost, the armor must be masterwork.
When using this feat, you reduce your chance of spell
failure by 10% to a minimum of 5%. This reduction is
not cumulative with bonuses from other feats. (based
on UF1p9: Arcane, OGC)
Arcane
Armor Proficiency (Medium) [General]
You are practiced at casting arcane spells in medium armor.
Prerequisites: Armor Proficiency (Medium), Arcane
Armor Proficiency (Light)
Benefit: While wearing medium armor, you may
cast a standard action spell as a full round action to limit
your chance of spell failure. Armor used with this feat
must be specially prepared for this use. Preparations,
materials and cost are dependant on the armor's composition. In
addition to this added cost, the armor must be masterwork.
When using this feat, you reduce your chance of spell
failure by 20% to a minimum of 5%. This reduction is
not cumulative with bonuses from other feats. (based
on UF1p9: Arcane, OGC)
Arcane
Blade [General]
You can shape Chaos into a hand-held weapon.
Prerequisites: Arcane spellcaster level 1+
Benefit: You can draw upon the magic of one or
more unused spell levels to form a magical blade that ignores
all non-living material. Armor and armor enchantment
bonuses do not count against the Arcane Blade. For every
10 levels of spells spent, the blade gains a +1 enchantment
bonus. For every 20 levels of spells spent, the blade
may gain an additional ability (limited to +1 equivalent abilities;
rf. DMG). The tearing magics
inflict 1point of subdual damage per spent spell level. The
Arcane Blade is effectively a longsword that does 1d8 points
of damage. The sword lasts for a number of rounds equal
to the spell levels expended. The caster is always
considered to be proficient with the magical blade. (ENASp3,
OGC)
Arcane
Bolt [General]
You can shape Chaos into a magical bolt of energy.
Prerequisites: Arcane spellcaster level 1+
Benefit: You can draw upon the magic of one or
more unused spell levels to form a magical bolt as a standard
action. The Arcane Bolt inflicts 1d4 points of damage
for each unused spell's level that is sacrificed. The
tearing magics inflict 1point of subdual damage per spent
spell level and forces a Will save (DC 10 + total spell levels)
to avoid an arcane burn equal to 1/2 the power of the bolt. (ENASp3,
OGC)
Arcane
Senses [General]
You can feel the presence of magic without the aid of spells.
Prerequisites: Arcane spellcaster level 10+,
Spell Focus (Divination)
Benefit: As a free action you may use Listen,
Search, Smell or Spot
to determine whether there is magic in the vicinity. Only
one sense may be used per round in this manner. Varying
degrees of sensing gains more useful information: DC 15 =
presence of magic, DC 20 = school or type of magic, DC 25
= spell or effect present. In addition, superior results
(DC 30 + caster's level) can offer the following information
for each skill: Listen = command words used to seal or trigger
spell; Search = evidence of who cast the spell, though identification
is not conferred similar findings will reveal that spells
were fashioned by the same person; Smell = evidence of what
components were used to cast the spell; Spot = the extent
of spell and how long it will remain. (based on UF1pp9,10:
Arcane, OGC)
Arcane
Shield [General]
You can weave a cocoon of Chaos around you to divert incoming
magics.
Prerequisites: Arcane spellcaster level 1+
Benefit: You can draw upon the magic of one or
more unused spell levels to form a shield of spell resistance
as a standard action. The cocoon grants one point of
spell resistance for each unused spell's level that is sacrificed.
The tearing magics inflict 1point of subdual damage
per spent spell. The cocoon offers a AC bonus equal
to the wielder's Constitution modifier versus Arcane
Blade. The Arcane Shield lasts a number of rounds
equal to the spell levels spent. The cocoon only protects
the caster.
Example: Expending three [Fireballs] and a [Magic Missile]
creates an SR 10 shield of spell resistance for 10 rounds. (ENASp4,
OGC)
Arcane
Shield Proficiency (General) [General]
You are practiced at casting arcane spells from behind a shield.
Prerequisites: Shield Proficiency
Benefit: While using a shield, you reduce your
chance of spell failure by 5%. You gain the armor class
bonus for using a shield even when casting spells. Shields
used with this feat must be specially prepared for this use.
Preparations, materials and cost are dependant on the
shield's composition. In addition to this added
cost, the shield must be masterwork. (based on UF1p10:
Arcane, OGC)
Area
of Impact [Metamagic]
You reduce a spell's area of effect into a punch.
Prerequisites: Any metamagic feat
Benefit: A spell prepared with this feat has
a touch range and an area of effect of creature touched. For
the spell to work, the caster must make a touch attack. If
the touch is successful the spell is discharged. The
spell can be held for 1 round per 2 caster levels before they
discharge and are lost. Spells cast with Area of Impact
are considered to be one level higher than normal. (ENASp3,
OGC)
Armor
Focus (Heavy) [General, Fighter]
You have trained to have full range of movement when wearing
armor.
Prerequisites: Armor Proficiency (heavy)
Benefits: You gain a +1 deflection bonus to AC while
wearing heavy armor. Additionally,
the armor check penalty for heavy armor is reduced by one
to a minimum of 0. (based on AEGMp57,
OGC)
Armor
Focus (Light) [General, Fighter]
You have trained to have full range of movement when wearing
armor.
Prerequisites: Armor Proficiency (light)
Benefits: You gain a +1 dodge bonus to AC while wearing
light armor. Additionally, the armor
check penalty for light armor is reduced by one to a minimum
of 0. (based on AEGMp57, OGC)
Armor
Focus (Heavy) [General, Fighter]
You have trained to have full range of movement when wearing
armor.
Prerequisites: Armor Proficiency (medium)
Benefits: You gain a +1 dodge bonus to AC while wearing
medium armor. Additionally, the
armor check penalty for medium armor is reduced by one to
a minimum of 0. (based on AEGMp57,
OGC)
Arterial
Strike [General]
Your target sneak attacks for optimal injury.
Prerequisites: Sneak Attack or Surprise
Attack, Base attack bonus +4
Benefit: You may forego one die of damage to open a
bleeding wound that gushes 1 hit point per round. One
die may be changed per Arterial Strike, but many bleeding
wounds may be amassed with multiple strikes. (based on SASp38,
PCGen)
Assault
Formation [General]
You are trained to lead others in close formation combat.
Prerequisites: Improved Bull Rush, Power Attack, Base
attack bonus +4
Benefits: A character with
this feat that maintains the point of a 3+ person "V"
formation may lead a simultaneous charge on his initiative
turn. Each character in the formation must delay or
ready actions to begin on the leader's initiative. In
the first round of combat, all characters in the formation
receive a +2 circumstance bonus to their attack rolls and
AC. No member of the formation may be considered flanked.
No attacks of opportunity are gained against formation
members when moving into an enemy's reach. Following
a charge, each character with the feat may also attempt a
free Improved Bull Rush. (based on AEGMpp57,58,
OGC)
Astonishing
Reflexes [General]
Your reflexes are incredible.
Prerequisites: Lightning Reflexes
Benefits: You gain a +2 bonus to all Reflex saves.
This feat stacks with Lightning Reflexes. (AEGMp58,
OGC)
Athletic
[General]
You are an athlete.
Benefit: You gain a +2 bonus to all Climb and Swim
checks. (based on SASp38, PCGen)
Attunement
[General]
Your spells and their effects are more subtle than most.
Prerequisites: Spellcaster level 3+, Wis 13+
Benefits: This feat indicates that the character is
more closely attuned to the Chaos around him and is able to
weave it to his purpose with greater finesse. Against
a natural background,observers have a difficult time discerning
a spell's effect. Anyone attempting to target an attuned
spell in a natural environment with [Detect Magic] must make
a Spellcraft skill roll (DC 15 + 2x the casters level) or
detect nothing. (AEGMp58, OGC)
Augment
Illusion [Metamagic]
You have a talent for adding sensual qualities to spells that
do not have.
Prerequisites: Spell Focus (Illusion)
Benefit: You may add one sensual quality to a
spell (i.e. smell, taste, sound, heat between 40 and 90°F,
etc.) to an illusion that does not normally have it. Each
sense added adds one spell slot level to the spell. (based
on UF1p10: Arcane,
OGC)
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