S
Sailrider
[General]
You can slow your falling on a sailed ship by sticking a blade
in a nearby sail and riding down the cut. You may survive
the fall, but the captain will not be pleased.
Prerequisites: Dex 10+
Benefit: You may slow your
descent with an in-hand blade by making a DC 10 Reflex save.
On a successful save you may ride down a sail, using
the blade of your weapon to slow your descent as it cuts through
the sail canvas. Damage you would have taken from the
fall is transferred to the sail. If the feat is used
on purpose (i.e. not to arrest a fall), success is automatic.
(BNAp63, OGC)
Scent
of the Beast [General]
You have a highly developed sense of smell.
Prerequisites: Track, Survival 10+, Wis 13+
Benefit: You have developed
the extraordinary ability to smell approaching enemies, hidden
foes, and track with your nose as well as your eyes. The
panoply of odors is as varied as the world is visually to
others. You gain all the benefits of the monster special
ability Scent.
Special: This feat involves a physiologic change
in most characters, requiring specific rituals or surgeries
to complete. Following the necessary transformation,
the character must be trained in what is in-effect a new sense.
This training requires 3d4 months - 1 month per Wisdom modifier.
At the end of that period, the feat may be used. (AEGMp66,
OGC)
School
Focus [Metamagic]
You are well-practiced with the spells of a particular school
without being specialized.
Prerequisites: Wizard level 3+
Benefit: Each School Focus
applies to one school of magic. When preparing spells
you may prepare one spell of the School Focus at one slot
lower than normal. You must be able to cast the spell
normally without the feat and it must be a known spell.
(AEGMp66, OGC)
Sensitive
[General]
You are attuned to knots in the Tapestry.
Prerequisites: Born beneath a
proper moon, Wis 13+
Benefit: If a spell has been
cast in the area within the last two hours the DM can make
a Spot check (DC 20) to see if the character can sense it.
Type and origin of the weaved magic cannot be ascertained
with this feat.
Special: Characters with the Track feat gain
a +2 synergy bonus to this check. Blight
magic is easier to sense (DC 15). (AEGMp67,
OGC)
Sepulchral
Tones [General]
You have a frightening singing voice.
Prerequisites: Evil alignment, Perform: Singing skill
+15
Benefit: Your voice is terrible to behold, granting
Nether creatures a +4 morale bonus to AC, saves, skill checks
and attack rolls. Good Ethereal beings suffer a -4 penalty
to the same. You also gain a +4 circumstance bonus to
all interactions (i.e. Bluff, Innuendo, etc.) with Nether
creatures.
Special: A good Ethereal creature must make a Will
save (DC = Perform roll) to attack you each time it hears
you singing (rf. [Sanctuary] spell) unless it is attacked
first. (based on ENASp4,
OGC)
Shadow
[General]
You are a good follower...
Benefits: You gain a +2 competency bonus to Hide
and Spot checks made while following a mark. (SASp40,
PCGen)
Shield
Focus (Heavy) [General, Fighter]
You have trained to have full range of movement when using
a shield.
Prerequisites: Shield Proficiency
Benefits: You gain a +1 deflection bonus to AC while
using a shield. Additionally, the
armor check penalty for heavy armor is reduced by one to a
minimum of 0. (based on AEGMp67, OGC)
Sicken
Spell [Metamagic]
Blight Mages (see Blight Magic)
can add an inherent illness to their spellcasting, though
not all know how to tap it. Sicken Spell allows the
caster to allow the ugly power of blight to seep into the
casting of a particular spell.
Prerequisites: Blight
Magic
Benefit: Any spell cast with Blight
levels may be augmented by this feat. All those affected
by the sickened spell that miss their saving throw become
naseous. for 1d10+1 round minus the target's Constitution
modifier (1 minimum). While the nausea is in effect,
characters and creatures suffer a -2 penalty to all actions.
Spells that do not get a saving throw, automatically
affect the targets. Sickened spells use up a spell slot
one level higher than the spell's actual level. (BMp33,
OGC)
Signature
Spell [Metamagic]
Regions: Wizards.
Prerequisites: Spell Mastery (PHBp54).
Benefit: You are so familiar with a mastered
spell that you can spontaneously convert other prepared spells
slots of the same or higher level into that spell as a cleric
can with healing. This feat only applies to one mastered
spell, and may only be taken once. (based on ©
2000, Aquela Campaign Setting)
Signature
Weapon [General, Fighter]
You have devoted a great deal of training to one weapon and
use it exclusively.
Prerequisites: Weapon Proficiency, Base attack bonus
+6
Benefit: A character taking
Signature Weapon must choose one masterwork weapon and use
it to the exclusion of all other weapons for an entire level.
At the end of this level the benefits of the feat are
gained. The "clock" starts when the feat is
taken. A character gains a +2 competency bonus to all
attack rolls with his signature weapon. This bonus does
not transfer between two weapons of the same type. A
signature weapon is considered magical for purposes of item
saving throws (if it is not already).
Special: If a master weaponsmith makes the weapon
specifically for the character, the bonus increases to +3.
This feat may be taken more than once, each time applying
to a different weapon but as soon as the next one becomes
the signature weapon, the benefits to the previous weapon
are lost. A previous signature weapon may be re-attuned
later by spending 'one level' to reacquaint. (based
on AEGMp67, OGC)
Snatch
Weapon [General]
You have trained in the art of arming yourself with an opponent's
disarmed weapon.
Prerequisites: Improved Disarm
Benefits: If you make a successful disarm and
have a free hand, you can immediately grab and use the weapon
with a free attack. The attack suffers the standard
penalties for off-hand use, if applicable.
Normal: The weapon falls at the user's feet.
(SASp40, PCGen)
Sniper
[General]
You can make a ranged sneak attack against foes greater than
60 ft. distant.
Prerequisites: Improved
Ranged Sneak Attack
Benefit: When making a ranged
sneak attack, your maximum distance is extended from 60 ft.
to 90 ft.
Special: The standard range modifiers for the
weapon still apply. (AEGMp68, OGC)
Spell
Exchange [Special]
You may exchange a memorized spell with another spell of lower
level that you have mastered.
Prerequisites: Wizard level 3+
Benefit: With this feat,
the wizard can cast any spell for which he does not need a
spellbook (see Spell Mastery) in place of a memorized spell
of equal of higher level. When using this feat, casting
the switched spell becomes a full round action. (AEGMp68,
OGC)
Spirit
Craft Item: Quasi-Ethereal [Item Creation]
Regions: Dream, Duinu.
Prerequisites: Spellcaster level
3, Spirit Craft Item: Quasi-Material.
Benefit: You know a set of rituals that can be used
to transfer an item from quasi-material form into quasi-ethereal
form. Items transformed in this manner may be used equally
well in the quasi-ethereal and ethereal worlds. Each
item requires one day of work to transform. Tiny items
require 10n of materials and 10 xp. Small items (weapons,
large shields, light armor, etc.) require 10n materials and
20xp. Medium items (weapons, tower shields, medium armor,
etc) require 30n and 30 xp. Large items (weapons or
heavy armor) require 40n and 40xp. Each transformation
should be treated as a spell (roll d20 for spell strength,
check for wild-magic effects). The strength of each
transformation (plus casters level) should be recorded with
the item to reference should a later Dispel Magic attempt
to reverse the transformation.
Spirit
Craft Item: Quasi-Material [Item Creation]
Regions: Dream, Duinu.
Prerequisites: Spellcaster level
1.
Benefit: You know a set of rituals that can be used
to transfer an item from material form into quasi-material
form. Items transformed in this manner may be used equally
well in the material and quasi-material worlds. Each
item requires one day of work to transform. Tiny items
require 10n of materials and 5 xp. Small items (weapons,
large shields, light armor, etc.) require 10n materials and
10xp. Medium items (weapons, tower shields, medium armor,
etc) require 30n and 15 xp. Large items (weapons or
heavy armor) require 40n and 20xp. Each transformation
should be treated as a spell (roll d20 for spell strength,
check for wild-magic effects). The strength of each
transformation (plus casters level) should be recorded with
the item to reference should a later Dispel Magic attempt
to reverse the transformation.
Stength
of Blood [General, Fighter]
You are one tough mother...
Prerequisites: Great Fortitude, Thick
Skull
Benefit: You gain the maximum
hit points for each level you advance following the acquisition
of this feat. (AEGMp68, OGC)
Superior
Sneak Attack [General]
Your familiarity with anatomy allows you to eviscerate your
opponents.
Prerequisites: Alterness, Improved
Sneak Attack, Base attack bonus +8
Benefit: Your bonus damage
for sneak attacks increases by one die type. No sneak
attack die may increase beyond d12 with this feat.
Special: This feat is not stackable. (AEGMp68,
OGC)
Suppress
Corruption Effects [Special]
This feat allows the Blight caster to quell mental instability
brought on by corruption.
Prerequisites: Blight Magic,
Mental corruption effect, Wisdom 13+
Benefits: The Blight caster may make a Will save (DC
18 + Corruption Levels) to gain an additional roll to stave
off a mental condition. This feat potentially allows
a phobic character an additional roll
to avoid the effects of their condition when presented with
the offending stimuli. Each successful use of this ability
temporarily saps one point of Constitution from the caster.
Unsuccessful attempts to counter these effects do not
drain Constitution. (BMp35, OGC)
Swarmfighting
[General]
You are proficient at fighting with many allies in close-quarters.
Regions: Gnorm, Halver
(© D. Cramer, Drag285p33, not
OGC)
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