www.adnddownloads.com


AIMING [General]

With more time and patience you can hit vital areas with bow and crossbow attacks.
Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +5
Benefit: For every full round action you spend aiming you gain +2 to damage on
ranged bow or crossbow attacks to a max of +6. The round following the shot (the
last full action round used for aiming) you may only take a partial action.
Special: A character may gain this feat multiple times. However, each time it is
taken it only applies to a new ranged weapon.


ALLURE [General] 

You possess the suddle skills and mannerisms to influence others with your charm. 
Benefit: You gain a +1 bonus to all Charisma related skills that you have at least one rank in. 
Submitted By: Larry Sterling  


COUNTER [General] 

You know how to watch an opponent and find your opening. 
Prerequisite: Wis 13+, Expertise, Combat Reflexes, base attack bonus +4 
Benefit: If you have taken a full attack action to fight defensively, then you also receive attacks of opportunity (with the usual attack penalty) against melee opponents who miss you until your next action. (This feat does not grant you any more attacks of opportunity than before, just an additional opportunity to use them.) 
Special: A Fighter may take this feat as a bonus combat feat. 
Submitted By: Larry Sterling 


DOUBLE-ARROW [General]

You have the ability to shoot two arrows at once.
Prerequisites: Point-Blank Shot, Precise Shot, Dex 13+, base attack bonus +5 orhigher.
Benefit: You can fire two arrows from the same bow with one pull of the string.
Each arrow requires its own attack roll at a -4 penalty. You may fire the arrows at
two separate targets, but the penalty is increased to -8 and the targets must be
within a 60-degree arc of each other.
Special: You can gain this feat multiple times. Its effects do not stack. Each time
you take the feat, it applies to a new weapon. This feat may not be used in
conjunction with Precise Shot or Rapid Shot.


EASIER ITEM CREATION [Item Creation]

As you gain experience in creating magic items, it becomes easier and less tirering.
Prerequisites: Spellcaster level 5ft+, any three item creation feats.
Benefit: When a spellcaster creates any magic items, the loss of XP is halved.
The spellcaster still can't create items he doesn't have the feat for.
Special: A character may not gain this feat multiple times.


ENHANCED COMBAT REFLEXES [General]

You may improve your rank in initiative.
Prerequisites: Combat Reflexes, Improved Initiative, Dex 13+
Benefit: A character may try to improve his rank in initiative at the beginning of
any round after the round his or her initiative was determined. This roll is the same
as a normal initiative roll with all bonuses applying, but has a DC of 10 +2/gained
initiative rank. If the roll is made the character may act in that round with the new
initiative rank. If the roll is failed the character keeps his current rank and is only
allowed a partial action. (Ex. A Rogue that has an initiative rank of 12, wishes to
improve this to 15. The DC for the roll would then be 16, or 10 + 6 for the 3 ranks
that the character wishes to gain.)


IMPROVED DOUBLE-ARROW [General]

You have become excelled in shooting two arrows.
Prerequisites: Point-Blank Shot, Precise Shot, Double-Arrow, Dex 13+, baseattack bonus +9.
Benefit: As with Double-Arrow, but the penalty is reduced to -2 and -6, and it
may now be used in conjunction with Precise Shot and Rapid Shot. Note: The
penalty for Improved Double Arrow stacks with that of Rapid Shot.


MAGIC CRAFT SPECIALIZATION [Item Creation] 

You understand the subtle intricacies of creating certain items; sometimes you can use this experience to lower the mental loss from making a magical item. 
Prerequisite: Craft Item feat 
Benefit: Choose a Craft Item feat you already have. You can make an additional item creation DC check modified only by Wisdom when you make an item of that type. If you succeed, you can subtract 5% of the XP cost per every four creator levels from the price of making the item (up to 25%, round down). 
Special: You cannot take this feat at the same level you took the Craft Item feat. 
Submitted By: Larry Sterling  


NERVE PINCH [General] 

You know where to strike the opponent's anatomy to hamper their physical abilities. 
Prerequisite: Stunning Fist 
Benefit: You may use a Nerve Pinch attack instead of a Stunning Fist. You must declare your intent of this, and it counts against your Stunning Fist attack allotment. Choose Str, Dex, or Con and make your attack normally, with the opponent making the standard Fortitude save. If they fail, instead of being stunned, they take one point of ability damage from the score you chose. This effect lasts five rounds. 
Submitted By: Larry Sterling  


WEAPON MASTERY [General] 

You have the skill that only comes with the greatest level of weapon familiarity. 
Prerequisite: Weapon Specialization, base attack bonus +7 
Benefit: When you take a full attack action, you gain an additional attack with the chosen weapon at base attack bonus +0, during initiative step 0 (as if you had rolled a 0 on 1d20). You still add any initiative adjustments for Dexterity, feats, etc, to this. 
Special: A Fighter may take this feat as a bonus combat feat. 
Submitted By: Larry Sterling  


WILD SPELL [Metamagic] 

You defy common logic and sometimes attempt to shape raw magic power into what you need, spending less effort preparing spells since you can fill in the gaps later. 
Prerequisite: Arcane spellcaster 
Benefit: You can use any spell you know with any level slot, but run a great risk. Whenever you attempt to cast a spell prepared with this feat, you must make a Concentration check against DC 20 + level of the spell (this is in addition to any other Concentration checks you have to make, and this check does not receive bonuses for Combat Casting or similar feats). The DC is also increased by +4 for every level of difference beyond the first between the spell level and the slot used. If this check succeeds, the spell works normally. If not, the spell causes a wild surge (see Tome of Magic for details, or use the chart for a wand of wonder from the DM's Guide.) 
Submitted By: Larry Sterling  


WORKHORSE [General] 

You possess a seemingly inordinate amount of stamina, decreasing the amount of your burden. Prerequisite: Con 15+ 
Benefit: Your encumbrance modifications decrease by one step (your new base Heavy Load is equal to your original base Light Load multiplied by four plus three pounds). 
Submitted By: Larry Sterling  

www.adnddownloads.com