Feats: A
ACCELERATE SPELL [Metamagic]
You cast spells spontaneously with the ease of a movement.
Prerequisites: Ability to cast spells spontaneously or without preparation.
Benefit: Casting an accelerated spell spontaneously or without preparation is a move-equivalent action. Unlike typical metamagic effects, Accelerate Spell does not increase the casting time of spells cast spontaneously or without preparation. You can perform any standard action, even casting another spell, in the same round as you cast an accelerated spell. A spell whose casting time is more than 1 full round cannot be accelerated. An accelerated spell uses up a spell slot four levels higher than the spell's actual level.
Special: You may cast only one accelerated, expedited, hastened, or quickened spell per round.
AIM SPELL [Metamagic]
Your ranged spells strike with less accuracy but more power.
Benefit: Any ranged spell that automatically strikes a single target can instead be cast as a spell requiring a ranged touch attack while enjoying a +2 bonus to its DC. An aimed spell takes up a spell slot of the spell's normal level.
ALCHEMY [General]
You are skilled in the alchemical sciences of magic.
Benefit: You get a +2 bonus on all Craft (Alchemy) checks and Knowledge (Arcana) checks.
ALIGN SPELL [Metamagic]
Your spells carry components of your alignment.
Benefit: You can cast any spell so that it carries a Descriptor corresponding to one or two components of your alignment, such as Chaos, Evil, or Good. You cannot add an alignment Descriptor to a spell that already carries the opposite alignment Descriptor, such as applying the Good component of your alignment to eyebite. An aligned spell uses up a spell slot one level higher than the spell's actual level when adding one Descriptor and two levels higher when adding two Descriptors.
ALTER SPELL [Metamagic]
You can alter metamagically your spells cast without preparation by instinct.
Prerequisites: Finesse Spell feat, Ability to cast spells spontaneously or without preparation.
Benefit: You can instinctively alter the spells you cast spontaneously or without preparation. You may apply to an altered spell the effects of any metamagic feat that changes the effective spell level by +2, such as Empower Spell or Target Spell, even if you do not know the relevant feat. An altered spell cannot carry a metamagic effect normally unavailable to spells cast spontaneously or without preparation or a metmagic effect that increases the spell's effective level by more than +2. An altered spell uses up a spell slot four levels higher than the spell's actual level.
AMBIDEXTROUS [Background]
You are both right- and left-handed.
Prerequisites: Two hands, Dexterity 17.
Benefit: You can use your right and left hands with equal proficiency. You receive a +2 racial bonus to Sleight of Hand checks that utilize both hands, and your off-hand penalties are reduced by 4 (to no lower than -2).
Special: Background feats can only be taken as a 1st-level character.
ANY SPELL [Metamagic / Sorcerer]
You can shape your sorcery to effect any sorceror spell.
Prerequisites: Sorcerer level 10, Spellcraft 13.
Benefit: You can reshape a sorceror spell to replicate the effects of a lower-level sorcerer spell of the same school, even if you do not know the replicated spell. To replicate any sorcerer spell with this feat, you must know a spell from the same school - called the source spell - that is at least four levels higher than the replicated spell. For example, a 12th-level sorcerer who knows the 6th-level spells antimagic field, true seeing, and eyebite can use Any Spell to replicate any Abjuration, Divination, or Necromancy sorcerer spell of 2nd-level or lower. Any Spell uses up a spell slot four levels higher than the replicated spell's actual level, even if the source spell is of an even higher level.
ARCHER'S EYE [General]
You have the keen eye of a marksman.
Benefit: You get a +2 bonus on all Craft (Bowmaking) checks and Spot checks and a +2 bonus on Appraise checks made on bows or arrows.
ARMORED CASTING [General]
You can more easily cast arcane spells while wearing armor.
Benefit: When casting spells while wearing armor, you ignore 10% of the normal arcane spell failure chance. You may take Armored Casting multiple times; its effects stack. Each time, you ignore an additional 10% of an armor's spell failure chance.
ARMORED MOBILITY [Fighter / General]
You ignore the more restrictive aspects of wearing armor.
Prerequisites: Dexterity 13.
Benefit: When wearing any armor in which you are proficient, the Maximum Dexterity bonus allowed by the armor is increased by +2 and the Armor Check Penalty is decreased by -2 (to a minimum of 0).
ARMOR SPECIALIZATION [Fighter]
You ignore the more restrictive aspects of wearing armor.
Prerequisites: Fighter level 4, Proficiency in selected armor.
Benefit: Select any specific armor type or shield in which you are proficient. When wearing this armor type or using this shield, the AC bonus provided by the item is increased by +2. Armor Specialization can be taken multiple times; each time, it applies to a different armor type.
ATTRACTIVE [General]
You are considered comely by others.
Prerequisites: Charisma 17.
Benefit: You get a +2 bonus on all Bluff checks, Diplomacy checks, Gather Information checks, and Perform checks against creatures of your same type (Humanoid, Giant, Dragon, etc.) that can see you.
AUGMENT SPELL [Metamagic]
You can augment metamagically your spells cast without preparation by instinct.
Prerequisites: Alter Spell feat, Finesse Spell feat, Ability to cast spells spontaneously or without preparation.
Benefit: You can instinctively augment the spells you cast spontaneously or without preparation. You may apply to an augmented spell the effects of any metamagic feat that changes the effective spell level by +3, such as Maximize Spell or Widen Spell, even if you do not know the relevant feat. An augmented spell cannot carry a metamagic effect normally unavailable to spells cast spontaneously or without preparation or a metmagic effect that increases the spell's effective level by more than +3. An augmented spell uses up a spell slot five levels higher than the spell's actual level.
Feat Links: A, B, C, D, E, F, G, H, I, J-K-L, M, N-O, P-Q, R, S, T, U-V-W-X-Y-Z, Background & Racial Feats, Class Feats, Combat Styles, Metamagic Feats, Directory of Feats, D&D Directory.
You cast spells spontaneously with the ease of a movement.
Prerequisites: Ability to cast spells spontaneously or without preparation.
Benefit: Casting an accelerated spell spontaneously or without preparation is a move-equivalent action. Unlike typical metamagic effects, Accelerate Spell does not increase the casting time of spells cast spontaneously or without preparation. You can perform any standard action, even casting another spell, in the same round as you cast an accelerated spell. A spell whose casting time is more than 1 full round cannot be accelerated. An accelerated spell uses up a spell slot four levels higher than the spell's actual level.
Special: You may cast only one accelerated, expedited, hastened, or quickened spell per round.
AIM SPELL [Metamagic]
Your ranged spells strike with less accuracy but more power.
Benefit: Any ranged spell that automatically strikes a single target can instead be cast as a spell requiring a ranged touch attack while enjoying a +2 bonus to its DC. An aimed spell takes up a spell slot of the spell's normal level.
ALCHEMY [General]
You are skilled in the alchemical sciences of magic.
Benefit: You get a +2 bonus on all Craft (Alchemy) checks and Knowledge (Arcana) checks.
ALIGN SPELL [Metamagic]
Your spells carry components of your alignment.
Benefit: You can cast any spell so that it carries a Descriptor corresponding to one or two components of your alignment, such as Chaos, Evil, or Good. You cannot add an alignment Descriptor to a spell that already carries the opposite alignment Descriptor, such as applying the Good component of your alignment to eyebite. An aligned spell uses up a spell slot one level higher than the spell's actual level when adding one Descriptor and two levels higher when adding two Descriptors.
ALTER SPELL [Metamagic]
You can alter metamagically your spells cast without preparation by instinct.
Prerequisites: Finesse Spell feat, Ability to cast spells spontaneously or without preparation.
Benefit: You can instinctively alter the spells you cast spontaneously or without preparation. You may apply to an altered spell the effects of any metamagic feat that changes the effective spell level by +2, such as Empower Spell or Target Spell, even if you do not know the relevant feat. An altered spell cannot carry a metamagic effect normally unavailable to spells cast spontaneously or without preparation or a metmagic effect that increases the spell's effective level by more than +2. An altered spell uses up a spell slot four levels higher than the spell's actual level.
AMBIDEXTROUS [Background]
You are both right- and left-handed.
Prerequisites: Two hands, Dexterity 17.
Benefit: You can use your right and left hands with equal proficiency. You receive a +2 racial bonus to Sleight of Hand checks that utilize both hands, and your off-hand penalties are reduced by 4 (to no lower than -2).
Special: Background feats can only be taken as a 1st-level character.
ANY SPELL [Metamagic / Sorcerer]
You can shape your sorcery to effect any sorceror spell.
Prerequisites: Sorcerer level 10, Spellcraft 13.
Benefit: You can reshape a sorceror spell to replicate the effects of a lower-level sorcerer spell of the same school, even if you do not know the replicated spell. To replicate any sorcerer spell with this feat, you must know a spell from the same school - called the source spell - that is at least four levels higher than the replicated spell. For example, a 12th-level sorcerer who knows the 6th-level spells antimagic field, true seeing, and eyebite can use Any Spell to replicate any Abjuration, Divination, or Necromancy sorcerer spell of 2nd-level or lower. Any Spell uses up a spell slot four levels higher than the replicated spell's actual level, even if the source spell is of an even higher level.
ARCHER'S EYE [General]
You have the keen eye of a marksman.
Benefit: You get a +2 bonus on all Craft (Bowmaking) checks and Spot checks and a +2 bonus on Appraise checks made on bows or arrows.
ARMORED CASTING [General]
You can more easily cast arcane spells while wearing armor.
Benefit: When casting spells while wearing armor, you ignore 10% of the normal arcane spell failure chance. You may take Armored Casting multiple times; its effects stack. Each time, you ignore an additional 10% of an armor's spell failure chance.
ARMORED MOBILITY [Fighter / General]
You ignore the more restrictive aspects of wearing armor.
Prerequisites: Dexterity 13.
Benefit: When wearing any armor in which you are proficient, the Maximum Dexterity bonus allowed by the armor is increased by +2 and the Armor Check Penalty is decreased by -2 (to a minimum of 0).
ARMOR SPECIALIZATION [Fighter]
You ignore the more restrictive aspects of wearing armor.
Prerequisites: Fighter level 4, Proficiency in selected armor.
Benefit: Select any specific armor type or shield in which you are proficient. When wearing this armor type or using this shield, the AC bonus provided by the item is increased by +2. Armor Specialization can be taken multiple times; each time, it applies to a different armor type.
ATTRACTIVE [General]
You are considered comely by others.
Prerequisites: Charisma 17.
Benefit: You get a +2 bonus on all Bluff checks, Diplomacy checks, Gather Information checks, and Perform checks against creatures of your same type (Humanoid, Giant, Dragon, etc.) that can see you.
AUGMENT SPELL [Metamagic]
You can augment metamagically your spells cast without preparation by instinct.
Prerequisites: Alter Spell feat, Finesse Spell feat, Ability to cast spells spontaneously or without preparation.
Benefit: You can instinctively augment the spells you cast spontaneously or without preparation. You may apply to an augmented spell the effects of any metamagic feat that changes the effective spell level by +3, such as Maximize Spell or Widen Spell, even if you do not know the relevant feat. An augmented spell cannot carry a metamagic effect normally unavailable to spells cast spontaneously or without preparation or a metmagic effect that increases the spell's effective level by more than +3. An augmented spell uses up a spell slot five levels higher than the spell's actual level.
Feat Links: A, B, C, D, E, F, G, H, I, J-K-L, M, N-O, P-Q, R, S, T, U-V-W-X-Y-Z, Background & Racial Feats, Class Feats, Combat Styles, Metamagic Feats, Directory of Feats, D&D Directory.
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