I
Impale
[General]
You are deadly while charging.
Prerequisites: Power Attack
Benefits: You do double damage
while charging with any weapon that can be set to receive
one. (BNAp62,
OGC)
Improved
Alertness [General]
It is difficult to surprise you.
Prerequisites: Alertness
Benefit: You retain your Dexterity bonus to AC
regardless of whether caught flat-footed or struck by an invisible
foe. (AEGMp62, OGC)
Improved
Endurance [General]
You can continue farther without the normal requirements of
food and water.
Prerequisites: Con 13+
Benefit: You only require half the normal requirements
of food and water.
Special: This feat may be taken multiple times,
each stack halving the requirements again. Each successive
purchase of this feat requires a Constitution increase of
1. (based on AEGMp63, OGC)
Improved
Feint [General]
You are a master of misdirection in combat.
Prerequisites: Bluff skill 4+, Base attack bonus
+3
Benefit: When using a standard action to feint
with the Bluff skill in combat, you gain a +3 competency
bonus. (based on AEGEp59, OGC)
Improved
Low Blow [General]
You do very well in close-combat with over-sized opponents.
Regions: Gnorm, Halver
Benefit: (© D. Cramer, Drag285p33,
not OGC)
Improved
Ranged Sneak Attack [General]
You can make a ranged sneak attack more than 30 ft. from your
quarry.
Prerequisites: Far Shot, Sneak Attack
Benefit: When using a ranged weapon, you can
make sneak attack from up to 60 ft. away.
Special: The standard range modifiers for the
weapon still apply. (AEGMp63, OGC)
Improved
Rapid Shot [General]
You are an expert at firing weapons with exceptional speed.
Regions: Elve.
Prerequisites: Dex 13+, Point Blank Shot, Rapid Shot,
base attack bonus +2 or higher.
Benefit: When using the Improved Rapid Shot feat, you
can ignore the -2 attack penalty on all your ranged attacks.
(© 2000, J.Tweet, S.Reynolds; Drag275p40,
not OGC)
Improved
Retain [General]
It is difficult to come between you and your weapon.
Prerequisites: Expertise, Retain,
Int 13+
Benefits: This feat works similarly
to Retain, except that you gain a +4 competency bonus. This
bonus stacks with bonuses from Weapon Focus and Weapon Finesse
to the opposed attack roll.
Special: This feat does not stack with Retain. (BNAp62,
OGC)
Improved
Sneak Attack [General]
Your sneak attacks are particularly lethal.
Regions: Nalthazam, Bru
Prerequisites: Sneak Attack or Surprise
Attack, Base attack bonus +4
Benefit: Your bonus damage for sneak attacks
increases by one die type. No sneak
attack die may increase beyond d10 with this feat (rf. Superior
Sneak Attack)
Special: This feat is not stackable. (based
on AEGMp63, OGC)
Improvised
Weapon [General, Fighter]
Anything you can pick up can be used as a weapon.
Prerequisites: Weapon Proficiency (Simple), Base
attack bonus +3, Int 13+
Benefit: You can use any hand-held object (even
another weapon) and use it as club, spear or sword. When
using this feat, the "weapon"'s damage changes to
fit the following table. Improvised weapons suffer no
attack roll penalties due to non-proficiency. The weapon's
damage is related to object's size (i.e. Mug = Tiny, Chair
leg = Small, Barstool = Medium, Wagon Wheel = Large, Broken
Door = Huge, etc.). All improvised weapons have a critical
rating of 20 / x2.
Improvised Weapon Damage
Size
|
Damage
|
Tiny
|
1d3
|
Small
|
1d4
|
Medium
|
1d6
|
Large
|
1d8
|
Huge
|
1d10
|
Improvised weapons do not extend an attacker's
normal reach. Tiny improvised weapons may be thrown
at -2 penalty to hit, while small improvised weapons are thrown
at -4. The type of object determines the type of damage
(i.e. bludgeoning, slashing or piercing).
Special: An improvised weapon cannot be further
improved upon with Weapon Focus or Specialization. (based
on AEGMp63, OGC)
Incredible
Fortitude [General]
You are very tough.
Prerequisites: Great Fortitude
Benefit: You gain a +3 bonus to all Fortitude
saving throws.
Special: This feat stacks with Great Fortitude.
(AEGMp63, OGC)
Inspire
Loyalty [General]
Your actions and bearing makes people trust you.
Prerequisites: Leadership, Cha 13+
Benefit: People around you gain a +4 bonus on
saving throws to resist betraying you due to magical or other
means. Additionally, you gain a +4 competency bonus
to Bluff or Diplomacy checks when defending your character,
reputation, etc. (based on AEGMp63,
OGC)
Instructor
[General]
Your insight and reasoning helps others exceed.
Prerequisites: Wis 13+
Benefit: Your insight and "fresh perspective"
helps others in most tasks (i.e. skill checks) a number of
times per day equal to 1 + your Wisdom modifier. "Instructing"
in this manner is a full round action and grants the "doer"
an insight bonus equal to your Wisdom modifier.
Special: Similar to Teaching,
the Instructor feat will reduce a student's learning time
multiplier by x.5 (minimum 1). This feat is a Wisdom-based
alternative to Natural Leader.
(based on AEGMp63, OGC)
Item
Image [Eldritch]
You can transform an object into an illustration or tattoo.
Regions: Gehem
Prerequisites: Spellcaster level 7+ (4 levels of Dragum
Müt spells), Int 17+
Benefit: By means of ritual,
you may inscribe a tattoo or illustration that draws a magic
item into a prepared surface (i.e. flesh, vellum, etc.) The
item can weigh no more than the target can carry or support
and should be at least one size smaller. The ritual
takes eight hours and costs 1/10th the value of the object
in silver. An item changed in this manner may be "summoned"
as a free action and reaffixed to the same spot (an outline
remains) as a free action, once per round. While changed,
the item has no weight and appears as an elaborate illustration
of half-size. (based on
BEM1p2, OGC)
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