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