L
Lace Spell:
Elemental Energies [Eldritch]
Your use of elemental forces increase the damage of your spells.
Prerequisites: Spellcaster level 5+, Int 15+
Benefit: You may add +1d6 points
of damage to any damage-dealing spell that affects a single
target (and who fails his saving throw). The damage
is of one elemental type that is chosen when the feat is taken
(i.e. fire, electricity, cold, etc.). (rf. Elemental
Focus) (based on BEM1p3,
OGC)
Lace Spell: Enemy
Bane [Eldritch]
Your spells do more damage against chosen enemies.
Prerequisites: Spellcaster level 5+, Int 17+
Benefit: You may add 20% more
damage (rounded-down) against one type of creature (i.e. Aberrations,
Beasts, Dragons,
etc.) chosen when the feat is taken. Your character
must have a reason for hating these creatues so passionately.
Creatures affected by an Enemy Bane spell are allowed
a simple (DC 10) Sense Motive skill check to determine the
nature of their new found pain.
Special: This feat
may be taken multiple times. If the character belongs
to a class that provides for a hated foe, the damage is increased
to 25% (rounded-down) if the Enemy Bane is directed toward
the same creature type. (based
on BEM1p3, OGC)
Lace Spell: Holy
/ Unholy [Eldritch]
Your spells are more powerful against good or evil foes.
Prerequisites: Spellcaster level 5+, Wis 15+
Benefit: Your spells are more
difficult for good or evil opponents to resist.
When the feat is taken, the character must chose whether
his magics radiate good or evil. Holy: The caster's
spell descriptor becomes [Good], evil targets suffer a -2
penalty to saves versus these spells; Unholy:
The caster's spell descriptor becomes [Evil], good targets
suffer a -2 penalty to saves versus these spells.
Note: Most creatures are not good or evil enough
for this feat to matter. (based on BEM1p3,
OGC)
Lace Spell:
Lawful / Chaotic [Eldritch]
Your spells are more powerful against lawful or chaotic foes.
Prerequisites: Spellcaster level 5+, Wis 16+
Benefit: Your spells are more
difficult for lawful or chaotic opponents to resist.
When the feat is taken, the character must chose whether
his magics radiate law or chaos. Lawful: The
caster's spell descriptor becomes [Lawful], chaotic targets
suffer a -2 penalty to saves versus these spells; Chaotic:
The caster's spell descriptor becomes [Chaotic], lawful targets
suffer a -2 penalty to saves versus these spells.
Note: Most creatures are not lawful or chaotic
enough for this feat to matter. (based on BEM1p3,
OGC)
Lead
Missile Fire [General]
You can cause archers to strike their allies when firing into melee.
Prerequisites: Dodge, Bluff skill 4+
Benefit: If fired upon in melee combat you can
make an opposed Bluff skill check (versus the attacker's
Sense Motive skill). Success indicates the attacker
fires on someone else in the melee. The other person
must be engaged in melee with you or in your threat range. If
more than one opponent matches this criteria, the opponent
to be struck is chosen randomly.
Special: Lead Missile Fire is a move-equivalent
action. Once the action is taken, it may be used against
a number of attackers equal to your Dexterity modifier. Each
"leading" subtracts one from the number of Attacks of Opportunity
you may perform in this round. Characters
with the Precise Shot feat gain a +3 competency bonus to
their Sense Motive skill checks. (based
on AEGEp59, OGC)
Light
Sleeper [General]
You awaken to small noises in the night.
Benefit: You may make Listen checks while asleep
as if you were awake. If you hear something you can
bolt awake immediately and be ready for combat at the end
of the round. A second Listen check is required to determine
what exactly was heard (provided it is still making noise).
(based on AEGMp64, OGC)
Lingering
Song [General]
Your bardic music stays with listeners for a long time.
Prerequisites: Bardic music ability
Benefits: Bardic abilities (i.e. Inspire Competence,
Inspire Courage and Inspire Greatness) last twice as long
as normal.
Note: Works well with the Extra
Music feat. (SASp40, PCGen)
Linguist
[General]
You learn languages more easily than most.
Prerequisites: Int 13+
Benefit: You gain a +3 competency bonus to Decipher
Script skill checks and for interpreting an unfamiliar spoken
language. Additionally, Linguists purchase Read/Scribe
as a class skill. If Read/Scribe is already a class
skill (i.e. Bard, Cleric, Expert, Wizard...) then the cost
is halved for further purchases of the skill. (based on AEGMp64,
OGC)
Living
Shield [General]
You are trained to use hostages as shields.
Regions: Bru, Ortor
Prerequisites: Shield Proficiency
Benefit: Any helpless person that you can hold in front of you,
may
be
used
as
a shield. A target is helpless if they are tied-up, paralyzed, magically
"held", or overpowered by a grappling pin. When you are targeted
in combat, you gain an armor bonus equal to the relative size of the held opponent. There
also is a chance that any attack that misses you, strikes the shield. While
being aided by a living shield, your Reflex saves apply to the shield. The
living shield
does not get Reflex saves while "being helpful".
Living Shield Table
Relative Size of Captive
|
AC Bonus |
% Hit to Shield
|
Two sizes smaller |
+1 |
0% |
One size smaller |
+2 |
25% |
Same size |
+4 |
50% |
One
size larger |
+6 |
75% |
Two or more sizes larger |
+8 |
90% |
Special: Using Living Shield is a standard
action. If you take a different action during the round,
you gain no benefit from Living Shield. Opponents with
the Precise Shot feat treat your shield as one size smaller
when attacking, but if they miss they have the same chance
to hit the shield. (based on AEGEpp58,59, OGC)
Low
Blow [General]
You do well in close-combat with over-sized opponents.
Regions: Gnorm, Halver
Benefit: (© D. Cramer, Drag285p33,
not OGC)
Luck
of Heroes [General]
Your people survive when no one expects them to come through.
Regions: Saranth, Ummon.
Benefit: You get a +1 bonus to all Fortitude, Reflex,
and Will saves. (© WoTC FR 2K Survival Kit, 2000)
|