B
Battle
Cry [General]
You can inspire your comrades to greatness in battle.
Prerequisites: Base attack bonus +4, Cha 13+
Benefits: Your voice rises above the din of battle
to inspire all allies within a 50 ft. radius. All
allies within range gain a +1 morale bonus to all attack rolls
and saves against fear for 1d6 rounds. This feat may
be performed a number of times per day equal to 1+ your Charisma
modifier. (AEGMp58, OGC)
Blade
Dance [General]
You can create a blender of whirling blades.
Prerequisites: Expertise, Mobility, Two-Weapon Fighting,
Base attack bonus +8
Benefits: When using two weapons, as a full round action
you may create an area of whirling death.
Despite the name, weapons used do not need to be bladed.
During this time you cannot move any distance, and you
may not make any standard attacks. All others moving
through this area however, lose their Dexterity bonuses toward
you and open themselves to an Attack of Opportunity. The
area effected by the Blade Dance is equal to the longest weapon's
reach in all directions from the dancer. The dancer
may choose to use either weapon when making each Attack of
Opportunity.
Note: This feat works well with Combat Reflexes
and Expert Tactitician.
(© 2003, D. Stanley, not
OGC)
Blighted
Blood [Spell]
Causes the caster's blood to become tainted with blight and
disease.
Prerequisites: Blight
Magic, Corruption Level 4+
Benefit: There are two uses
for Blighted Blood. If the character injures himself
with a piercing or cutting device for 1 to 5 points of damage
(wound points), each point of blood can be applied to a cubic
foot of non-sentient plant matter (including wood). Material
blighted in this manner crumbles to dust in 1d3 rounds. Similarly,
blood splashed or sprayed on a victim does 1d4 damage + 1
for each point of self-inflicted damage done for 1d3 rounds.
Victims may avoid this attack with a Reflex save (DC
10 + Blight caster's level). A second use of this feat
is that should a Blight caster be damaged (wound points) by
a piercing or slashing weapon, their blighted blood will spray
out upon every creature within 5 feet causing one half of
the damage suffered by the caster, Reflex save (DC 18) reduces
this damage by half. (BMp34, OGC)
Blighted
Spell [Metamagic]
Allows the caster to augement his spells with blighting energies.
Prerequisites: Blight
Magic
Benefit: The caster may augment
any damaging spell that is cast with Blight levels. The spell
does an additional 1d6 blight damage for each die of damage
the spell normally does. This additional damage is of the
Blighting type, not the type of the base spell (i.e. Fire).
Spells augemented with this feat use a slot four levels
higher than the spell's actual level. (BMp33,
OGC)
Blight
Magic [Special]
Allows the caster to practice the art of Blight Magic.
Regions: Craw
Prerequisites: Cha 12+, must be
able to cast arcane or divine spells.
Benefit: A rare ability, most are
not even aware of this foul magic form. Using Blight
Magic rituals, power is taken from nature's living things,
sucking them dry of all life essence. Taking this feat allows
you to practice Blight Magic. You will not lose this
feat if your Charisma drops below 12 due to corruption. (BMp33,
OGC)
Blind
Casting [General]
You may cast spells at unseen opponents using other sensory
cues.
Prerequisites: Blind-Fight
Benefits: You get one percentile re-roll on any spell's
attack roll that misses due to concealment.
The target of the spell must be within 15 ft. of the
caster for the feat to work. A caster may not know whether
the target is in range until he hits (or misses). (AEGMp58,
OGC)
Blood
Frenzy [General]
You have learned to control and find deeper reserves of fury.
Prerequisites: Blood Lust, Base attack bonus +8
Benefits: You can initiate Blood Frenzy (and Blood
Lust) at any time. The frenzy grants
a +2 natural armor bonus to AC and damage reduction for 2/--
for a number of rounds equal to 3 + your Constitution modifier.
At the end of a Blood Frenzy you suffer 1d8 hit points
of damage and are fatigued. Blood Frenzy and Blood Lust
may be used simultaneously. (based on AEGMp58,
OGC)
Blood
Lust [General]
You can channel your inner fury to a boiling point in combat.
Prerequisites: Iron Will, Toughness, Base attack bonus
+4
Benefits: After one round of combat
the character can enter into a Blood Lust for a number of
rounds equal to 1 + Charisma modifier. It lasts for
a number of rounds equal to 3 + one's enhanced Constitution
score and cannot be ended voluntarily. Blood Lust is
a free action in the round it is triggered. While in
this state the character temporarily gains +2 Strength, +2
Constitution and a +1 bonus to Will saves. During the
rage, the character also suffers a -1 penalty to AC and loses
all Dexterity modifiers. While in the Blood Lust state
skills and abilities that require concentration or patience
are impossible. Most feast may be used with the exception
of Expertise, item creation feats, metamagic feats and Skill
Focus. (based on AEGMp58, OGC)
Body
Tackle [General]
You know how to knock an opponent of his feet with a low body
slam.
Prerequisites: Power Attack, Dex 13+
Benefits: You gain a +4 competency
bonus to the touch attack and Strength check while using the
trip maneuver. Following this attempt you end up in
any adjacent hex within 5 ft. of the target. Failure
does not give the opponent a chance to trip you. With
a simple Balance skill check (DC 10) the attacker need not
spend his move-equivalent action standing and instead regains
his feet as a free action.
Normal: The character gains no bonus to trip
and may be tripped in return. (based on AEGMp59,
OGC)
Bootlicker
[General]
You are a proficient groveller, flatterer, beggar and brown-noser.
Benefits: You gain a +3 competency
bonus to Bluff and Diplomacy checks when pleading, begging,
etc. Special: If you have (or appear to have)
any advantage over the target, this feat has no benefit. (AEGEp58, OGC)
Break
Charge [General]
You can brace yourself against a charging enemy and preempt
the attack.
Prerequisites: Base attack bonus +4
Benefits: When confronted with
a charging opponent you may make an attack of opportunity
with a +1 competency bonus to your attack roll. Additionally,
you gain a +1 circumstance bonus to your AC if allowed to
brace against a charging enemy. If you are using a weapon
that can be set against a charge (i.e. trident, shortspear...)
you may use it for the attack of opportunity without losing
the benefit of readying for the charge.
Normal: You must use a ready action to set a
weapon against a charge and gain no attack of opportunity
against incoming foes.
Special: This ability may only be used against
one opponent per round, regardless of Combat Reflexes. (based
on AEGMp59, OGC)
Bribery
[General]
You understand the power of the almighty coin.
Benefits: You gain a +3 competency bonus when using
the Diplomacy
skill to convince someone to take an action that they view as ethically or morally
questionable. For every week's worth of pay (for the target) in coin, you
gain an additional +1 bonus (to a maximum total of +6) to your Diplomacy skill
check.
Special: Some situations may require an opposed Will save, depending
on the target's level of desparation or disgust with the attempted bribe.
Note: This feat works very well with with the sub-skill Sense Motive
> Job Pricing. (based
on AEGEp58, OGC) |