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Cantrip Mastery [General]
You have become so familiar with a 0-level spell that it becomes second nature to you.
Prerequisites: arcane spellcasting level 3+
Benefit: You must permanently sacrifice one 0-level spell slot. In exchange, you can cast one 0-level spell of your choice as a spell-like ability a number of times per day equal to your governing ability modifier.
Special: You may take this feat multiple times, each time with a different 0-level spell.
Example: A 9th level Bard with 19 Charisma decides to take this feat. He picks detect magic spell to master.  Normally, he can cast three 0-level
spells per day. Now, he can only prepare and cast two 0-level spells.  However, he can cast detect magic 4 times per day as a spell-like ability.
Credit: Albert Nakano (Bertman4) bertman4@excite.com
 

Duck & Weave Far Shot [General; Ranged]
You are skilled at dodging while using your ranged weapon.
Prerequisites: Point Blank Shot, Dodge, Dex 13+
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunities caused while making a ranged attack in an area threatened by your enemies.
Notes: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.  At the DM's discretion, this feat can be used instead of Mobility to fulfill the prerequisite for Shot On The Run.
Credit: Albert Nakano (Bertman4) bertman4@excite.com
 

Improved Far Shot [General; Ranged]
You can attack with ranged weapons more accurately at long range.
Prerequisites: Point Blank Shot, Far Shot, base attack bonus +2
Benefit: Penalties for long range fire are decreasaed by 2 for each range band beyond the first.
Normal: The first range increment, from 0 feet to your weapon's listed range, has no penalties. Each range increment beyond that has a cumulative -2 penalty so that by the 5th range increment, your penalty is -8.
Examples: A shortbow archer firing at a target 200 feet away normally suffers a -6 attack penalty (see PHB, p.97). If the same archer had Far Shot feat, he would only suffer a -4 attack penalty (because Far Shot increases the range band of 60 feet to 90 feet, and 200 feet is at least two range increments but not three increments). If the same archer also had the Improved Far Shot feat, the attack penalty is improved by 2 so that the final penalty is only -2.
Notes: This feat was designed to be a logical advancement to the Far Shot feat, similar to how the Improved Rapid Shot feat (Dragon Magazine #275) is
a logical advancement of the Rapid Shot feat. This feat is not very useful for player characters but would be very useful for NPCs in mass combat situations.
Credit: Albert Nakano (Bertman4) bertman4@excite.com
 

Maximize Strike [General]
You can forgo multiple attacks to increase your damage with a single strike.
Prerequisites:  Weapon Focus, base attack of +6 or higher, Dex 13+.
Benefit:  As a full-round action, the combatant may choose not to engage in multiple attacks but instead focuses all of his or her efforts into a single precision attack.  The combatant adds +1 to damage and may re-roll the damage dice (taking only the highest result - but not adding them together) once for each attack that is forgone.
Credit:  Leenar
 

Ranged Pin [General]
You can staple another character to a wall with a missile.
Prerequisites : Point Blank Shot, Precise Shot, Dex 13+, base attack of +5 or higher.
Benefit : You can perform a ranged grapple attack against an opponent by pinning a bit of clothing to a nearby surface. The target must be within 5 feet of a wall, tree, or other surface in which an arrow or bolt can be stuck. To break free, the victim must take a partial action to perform a Strength check (DC 15) or make a successful Escape Artist check (DC 15).
Credit : Ian Malcomson; Dragon 274.
 

Ranged Sunder [General]
You can break objects with your missile weapons.
Prerequisites : Point Blank Shot, Precise Shot, Ranged Pin, Dex 13+, base attack of +5 or higher.
Benefit : When attacking objects, you deal normal damage (instead of half damage) with ranged weapons. See item hardness and toughness rating on page 136 of the Player's Handbook.
Credit : Ian Malcomson; Dragon 274.
 

Taunt [General]
You can enrage one enemy who fails a Will check (DC = 10 + 1/2 your level + your Wis modifier).
Prerequisites: Wis 13+, 5+ ranks of Diplomacy
Benefit:  This feat may be used once per day for every three character levels you possess.  If the Will check is failed (DC = 10 + 1/2 your level + your Wis modifier), the affected enemy ignores other enemies and must try to engage in melee with the taunter.  The affected enemy will only use magic or missile weapons if a path to the taunter is not available.  The effect continues until the affected individual manages to damage the taunter in melee, at which time the effect is broken.  The target of the taunting must be capable of hearing and understanding the taunt.  If a barbarian is successfully taunted, s/he will go into a rage, if s/he has any rages left for the day.  Taunting is standard action that does not draw attacks of opportunity.
Credit: Leenar
 

Wand Mastery [General]
You can wield two wands simultaneously.
Prerequisites:  Dex 13+, Craft Wand, base attack bonus +5 or higher
Benefit: Due to your intimate understanding of wands, you can activate any two wands in the same round.  You must otherwise meet the requirements to use the wands.  Using two wands in this way is a full round action (i.e., no other action can be taken except for free actions and taking a five foot step).  Because of the concentration required to cast two wands in one combat round, the caster is subject to AOO.  Concentration checks must be made if the the caster attempts to use this feat defensively or if the caster is struck in combat.  A failed concentration check mean that the charges were spent, but the spells fizzled.
Special: The concentration check DC is computed as normal, except the caster level of each wand is combined and added to the DC in place of the spell level.  Make only one concentration check for both wands.  If it fails, neither works; if it is good, both wands work.
Credit:  Leenar