E
Eagle
Claw Strike [General]
You can stun an opponent with a precise nerve strike.
Prerequisites: Improved Unarmed Strike, Base attack
bonus +3, Dex 13+
Benefit: You must declare that you are using this feat
before attacking. Any foe damaged by this unarmed attack
must make a
Fortitude save (DC 10 + 1/2 attacker's level + Wis modifier)
in addition to normal damage. If the target fails his
saving throw, he is considered flat-footed for one round,
losing all Dexterity bonuses. This strike may be used once/day
for every four levels of the attacker, and no more than once
a round. (AEGMp60, OGC)
Elemental
Focus [General]
The elemental energies you wield are more difficult to resist.
Prerequisites: Born beneath a
proper moon
Benefit: Elemental Focus allows a spellcaster
to specialize with one element (i.e. acid, cold, fire, etc.)
each time this feat is taken. Targets of a spell
cast with Elemental Focus suffer a -2 penalty to their save
DC.
Special: If the spellcaster also has Elemental
Energies of the same type, this penalty is increased to
-3. (based on ENASp4,
OGC)
Empower
Voice [General]
You have a powerful voice that grabs people's attention.
Prerequisites: Born beneath a
proper moon, Perform: Sing skill +9, Cha 13+
Benefit: Sonic spells that require use of your
voice do an additional hp/die of damage. Spells and
effects that do not inflict damage gain a +2 enchantment bonus
to the spell's DC. You also receive a +2 circumstance
bonus to Perform: Oratory skill checks. (based on ENASp4,
OGC)
Etch
Object Rune [Item Creation]
You can etch sigils onto inanimate objects.
Prerequisites: Spellcaster level 5+
Benefit: You can fashion a magical
rune for any spell that know. Each rune requires materials
equal in value to the spell's level * caster level * 30d.
Etching each rune requires one day per 1000d of the
rune's cost. Sealing the rune requires the expenditure
of XP equal to 1/25th the silver cost. When finished,
1/2 of the raw materials used for the rune are lost. Spells
that have additional material costs or XP requirements have
those costs added. One sigil can be etched into a small
object, two may be etched into a medium object, four may be
etched into a large object, etc. Once the rune is triggered,
the object reverts to its original unmarked state. Etched
objects may be used as scrolls provided the user knows the
object's command word. [Read Magic] will reveal the
nature of the rune but an [Identify] or similar spell is required
to learn the activation. (based
on BEM1p2, OGC)
Expert
Aim [General, Fighter]
You can shoot a tick off a dog's ear.
Prerequisites: Precise Shot, Base attack bonus +4
Benefit: An Expert Aim that
takes a Full Round Action when using a manual ranged weapon
may add his Dexterity modifier to both to-hit and damage rolls.
Normal: Characters without Expert Aim may only use
their Dexterity to modify their chance to hit.
(AEGMp61, OGC)
Expert
Tactician [General]
You are skilled and turning things to your advantage.
Prerequisites: Combat Reflexes, Base attack bonus
+2, Dex 13+
Benefit: You may make an extra melee attack a round,
against one foe that is within range, and denied Dexterity
bonus against you. This attack occurs before or after
your regular attacks.
Special: Only one such attack may be made a round unless
you have the Combat Reflexes feat. Attacks used with
Combat Reflexes count against the total number of Attacks
of Opportunity you may make in that round.
Note: This feat works well with Blade
Dance. (based on SAFpNA, SASpp38,39,
PCGen)
Extra
Music [General]
You can use bardic music abilities more often than others.
Prerequisites: Bardic music ability
Benefit: You may use bardic music abilities an extra
four times per day.
Special: This feat may be taken multiple times.
(SASp39, PCGen)
Extra
Spell [Metamagic]
Your endless studying and years of intraspection allow you
to memorize more spells than usual.
Prerequisites: Wizard level 3+, Int 13+, Wis 13+
Benefit: A Wizard with this
feat can prepare one extra spell per day of a level no greater
than his Intelligence modifier. The spell must be one
that he has the ability to cast. The Wizard may chose
a different spell or spell level each time he memorizes new
spells.
Special: This feat may be taken three times, each time
adding another spell. At no time may more than one spell
of the same level be gained. (based
on AEGMp61, OGC)
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