D
Dash
[General]
You are quick-footed.
Benefit: If you are wearing no or light-armor and have
a load no heavier than light, your base movement increases
by 5 ft. (SASp38, PCGen)
Dead
Eye [General]
A master with ranged weapons, with a measure of aiming you
can exploit weak points of armor and vital areas.
Prerequisites: Weapon Focus (ranged weapon),
Base attack bonus +6
Benefits: When using a ranged weapon
that you have a Weapon Focus devoted to, you may sacrifice
a second attack to increase the damage of your first shot.
The shot uses the first base attack bonus and is treated
as an automatic critical if it hits.
Special: An archer with four attacks
per round can use this feat twice, using his first and third
base attack bonuses. (AEGMp60,
OGC)
Deep
Diving [General]
You can hold your breath for a long, long time.
Prerequisites: Swimming skill, Con 10+
Benefits: You double the amount
of time you may stay underwater. You also gain a +2
competency bonus to Constitution checks to avoid drowning.
Normal: You can hold your breath for a number of rounds
equal to twice your Constitution score.
(BNAp61, OGC)
Defensive
Stance [General]
You are trained and able to hold your ground at all costs.
Regions: Old Defenders
Prerequisites: Endurance, Iron Will, Base attack
bonus +6
Benefits: As long as you do not
move from one spot, this feat grants +2 Strength, +2 Constitution,
+2 resistance bonuses on all saves (except Reflex) and a +2
dodge bonus to AC. When in the Defensive Stance you
cannot use skills or abilities that require movement. A
character can maintain the stance for a number of rounds equal
to 3 + one's enhanced Constitution modifier. Entering
a stance is a move equivalent action.
Special: An archer with four attacks
per round can use this feat twice, using his first and third
base attack bonuses. (based on
AEGMp60, OGC)
Deflect
Ranged Attack [General]
Choose one type of bow with which you are already proficient.
Regions: Elve, Order
of Deephold.
Prerequisites: Point Blank Shot, Precise Shot, Ranged
Disarm, Dex 13+, base attack bonus +5 or higher.
Benefit: You can attempt to deflect ranged weapons
that are already in flight. (© 2000, I.Malcolmson;
Drag274p60, not
OGC)
Delay
Spell [Metamagic]
You can cast a spell that triggers at a set duration after
casting.
Regions: Path.
Benefit: A delayed spell doesn't activate until
1-5 rounds after you finish casting it. (© 2000,
J.Tweet, S.Reynolds; Drag275p41, not
OGC)
Devoted
Defense [General]
You are particularly good at defending yourself.
Prerequisites: Dodge
Benefits: When using the Total
Defense option, you gain a +8 dodge bonus to AC.
Normal: Characters without Devoted Defense gain a +4
dodge bonus to AC.
Special: If for any reason, you
lose your Dexterity bonus to AC, you also lose the benefit
of this feat. (based on AEGMp60,
OGC)
Disguise
Spell [Metamagic]
You can cast surreptitiously.
Prerequisites: Bardic music ability, Perform
skill 1+
Benefit: Using your talents as a performer, you can
weave spells without being conspicuous. Unless the spell
has an overt effect, no-one will sense that a spell is being
cast. Opposed Spellcraft skill checks may be made against
the Perform skill check to detect a weaving, but the nature
of the spell cannot be determined. To Disguise Spell
while casting requires the use of a spell slot one level higher
than the spell being cast. (based on SASp38,
PCGen)
Dislocation
[General]
You are trained in the use of joint-locks and nerve strikes.
Regions: Sha'ala
Prerequisites: Expertise, Improved Unarmed Strike,
Dex 13+
Benefits: You may attempt to disable
an opponent's limb by making an unarmed attack roll with a
-2 circumstance penalty. Attempting this may provoke
an attack of opportunity. If the attack is successful
you inflict half-damage and your opponent must make a Reflex
save (DC 10 + your level) or an arm of your choice is disabled.
A disabled limb cannot be used in combat but may still
hold an object. Subsequent attempts to disarm a disabled
opponent gains a +4 circumstance bonus. The disabling
effect lasts 1 hour + your Strength modifier (if positive)
in additional hours. A successful Heal skill check (DC
10 + damage dealt to limb) ends the effect.
Special: This feat only works on
creatures with jointed limbs (i.e. not tentacles) and those
opponents that are subject to critical hits. (AEGMp60,
OGC)
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