5.03.2004

Feats: E

ELVEN VERSATILITY [Background / Racial]
You are not bound by the class limits typical to elves.
Prerequisites: Elf.
Benefit: In addition to wizard, you may select one bonus favored class from the following list: archer, bard, druid, ranger, sorcerer, or swashbuckler.
Special: Background feats can only be taken as a 1st-level character.


EMBATTLE SPELL [Metamagic]
Your touch or ranged touch spells strike with less accuracy but more power.
Benefit: Any spell requiring a touch attack or ranged touch attack can instead be cast as a spell requiring a melee attack roll or melee ranged attack while enjoying with a +1 bonus to its DC. An embattled spell takes up a spell slot of the spell's normal level.


EMPATHIC [General]
You have a deep emotional understanding of others.
Benefit: You get a +2 bonus on all Heal checks and Sense Motive checks.


EN GARDE [Fighter / General]
You can use your weapon to deflect incoming attacks.
Prerequisites: Base Attack Bonus +8, Combat Parry feat, Weapon Finesse feat.
Benefit: When you fight defensively or take the total defense action while holding a melee weapon in your main hand, you add a deflection bonus to your AC against all melee attacks made against you equal to half of your highest unmodified BAB (rounded down). For example, an 11th-level fighter using En Garde when fighting defensively would add a +5 deflection bonus to his AC when fighting defensively or using the total defense action, which stacks with the benefits of the Combat Expertise and Combat Parry feats.
Combat Style: Fencing [Defensive Combat Style].


EXPEDITE SPELL [Metamagic]
You cast spells with the ease of a movement.
Benefit: Casting an expedited spell is a move-equivalent action. You can perform any standard action, even casting another spell, in the same round as you cast an expedited spell. A spell whose casting time is more than 1 full round cannot be expedited. An expedited spell uses up a spell slot three levels higher than the spell's actual level.
Special: You may cast only one accelerated, expedited, hastened, or quickened spell per round.


EXTRA AMULET [General]
You can wear an additional magic amulet, brooch, medallion, necklace, periapt, or scarab.
Prerequisites: Use Magic Device 10 or Craft Wondrous Item feat and Use Magic Device 5.
Benefit: The number of magic amulets, brooches, medallions, necklaces, periapts, and scarabs you can wear and benefit from at one time increases by 1. You may take this feat multiple times.


EXTRA BELT [General]
You can wear an additional magic amulet, brooch, medallion, necklace, periapt, or scarab.
Prerequisites: Use Magic Device 10 or Craft Wondrous Item feat and Use Magic Device 5.
Benefit: The number of magic amulets, brooches, medallions, necklaces, periapts, and scarabs you can wear and benefit from at one time increases by 1. You may take this feat twice.


EXTRA BRACERS [General]
You can wear two pairs of magic bracelets or bracers.
Prerequisites: Use Magic Device 10 or Craft Wondrous Item feat and Use Magic Device 5.
Benefit: You can wear and benefit from up to two pairs of magic bracelets or bracers at once.


EXTRA CLOAK [General]
You can wear two magic capes, cloaks, or mantles.
Prerequisites: Use Magic Device 10 or Craft Wondrous Item feat and Use Magic Device 5.
Benefit: You can wear and benefit from up to two capes, cloaks, or mantles at once.


EXTRA RING [General]
You can wear an additional magic ring.
Prerequisites: Use Magic Device 10 or Forge Ring feat and Use Magic Device 5.
Benefit: The number of magic rings you can wear and benefit from at one time increases by 1. You may take this feat twice.


EXTRA SWASHBUCKLER ABILITY [Swashbuckler]
You can utilize one of your swashbuckler abilities an additional time per day.
Prerequisites: Class feature to be affected.
Benefit: Select one of the following swashbuckler class features: Special Ability (Defensive Roll) or Special Ability (Luck). You may use this ability two additional times per day. This feat can be taken multiple times; its effects stack.


EXTRA TINKER ABILITY [Tinker]
You can utilize one of your tinker abilities an additional time per day.
Prerequisites: Class feature to be affected.
Benefit: This feat allows you to use one of your tinker class features additional times per day.
Select one of the following tinker class features: Engineer's Eye (Object Analysis) or Engineer's Eye (Object Identification). You may use this ability two additional times per day.
Alternatively, you may select the Repair class feature. You may use this ability three additional times per day.
This feat can be taken multiple times; its effects stack.


EXTRA WITCH ABILITY [Witch]
You can utilize one of your witch abilities an additional time per day.
Prerequisites: Class feature to be affected.
Benefit: This feat allows you to use one of your witch class features additional times per day.
Select one of the following witch class features or Arcane Art powers: Astrology (Starcharting), Bewitch, Crystals (Spellcrystal), Curses (Profanity), Folk Magic (Fortunetelling), Hex, Incantations (Speakspell), Mist Magic (Fogfoot), Numerology (Numerate), Prophecy (Fortuntelling), Songs (Spellsong), or Tarot (Draw). You may use this ability one additional time per day.
Alternatively, you may select one of the following Arcane Art powers: Cat Magic (Tongue of the Cat) or Raven Magic (Raventongue). You may use this ability two additional times per day.
This feat can be taken multiple times; its effects stack.

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