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Shield Agility SHIELD AGILITY [<ahref="#GENERAL]] General</a>, <ahref="#FIGHTER]] Fighter</a>] You suffer fewer penalties when using a shield.

Prerequisite: Dex 13, Base attack bonus +1 Benefit: You may ignore certain penalties when wielding shields depending on the ir type. With a buckler you do not suffer the -1 to hit when wielding a weapon i n that hand. With a light shield you may use your shield hand for somatic gestures or activating magic items (although any arcane spell failure values still apply). W ith a heavy shield you may hold items in your shield hand as you would with a light s hield. With a tower shield you do not suffer the -2 penalty to your to hit rolls when wearing it. SHIELD AGILITY Copyright 2006, Sigfried Trent Balance: 4.00 (Purp 4.25, Pow 3.50, Port 4.50, Comp 3.50, Rule 4.25) Shield Cover SHIELD COVER [<ahref="#GENERAL]] General</a>, <ahref="#FIGHTER]] Fighter</a>] You can use your shield to prevent an opponent from making attacks of opportunit y against you. Prerequisite: Dex 13, #Dodge Dodge</a>, #Mobility Mobility</a>, #Shield Proficie ncy Shield Proficiency</a> Benefit: When using a heavy shield (or tower shield if you have Tower Shield Pro ficiency) you can select one opponent as a free action once per round. Your move ment in this round will not trigger any attacks of opportunity from that opponent. Special: You can only use this ability against opponents against which you get t o apply your Dexterity bonus to armor class. SHIELD COVER Copyright 2002, Carl Cramr (Updated to 3.5 by NBOF) Balance: 4.28 (Purp 4.60, Pow 3.60, Port 4.30, Comp 4.30, Rule 4.60) Shield Defender SHIELD DEFENDER [<ahref="#GENERAL]] General</a>, <ahref="#FIGHTER]] Fighter</a>] You can shield your friends in combat. Prerequisite: Base attack bonus +6, #Shield Proficiency Shield Proficiency</a> Benefit: As a move action when using any shield other than a buckler, you may gi ve any adjacent ally a +2 bonus to armor class. This bonus lasts until the start of your next action so long as neither you nor the recipient moves before that time . SHIELD DEFENDER Copyright 2002, Jose Lira Balance: 4.08 (Purp 3.80, Pow 4.20, Port 4.20, Comp 3.80, Rule 4.40) Shield Edge Deflection SHIELD EDGE DEFLECTION [<ahref="#GENERAL]] General</a>, <ahref="#FIGHTER]] Fight er</a>] You have learned to use your shield to stop touch attacks.

Prerequisite: Base attack bonus +4, #Shield Mastery Shield Mastery</a> Benefit: When wielding a shield you have Shield Mastery for, your shield s AC bonu s counts against touch attacks from corporeal opponents. Normal: Shield AC bonus does not count against touch attacks. Special: You can not use this feat if flat-footed or otherwise have been denied your Dex bonus to armor class. SHIELD EDGE DEFLECTION Copyright 2002, Jose Lira Balance: 3.44 (Purp 4.00, Pow 3.20, Port 3.40, Comp 3.60, Rule 3.00) Shield Evasion SHIELD EVASION [<ahref="#GENERAL]] General</a>, <ahref="#FIGHTER]] Fighter</a>] You gain a limited evasion ability when using a large shield. Prerequisite: #Shield Proficiency Shield Proficiency</a>, #Lightning Reflexes Li ghtning Reflexes</a>, Base reflex saving throw +4 Benefit: You must be using a heavy shield or tower shield to use this feat. If e xposed to any effect that normally allows a Reflex saving throw for half damage, you take no damage with a successful saving throw. If you roll a natural 1 on your s aving throw, both you and your shield take the full impact of the blast. On any other roll, the shield escapes unharmed. Notes: Like all objects, shields take half damage from electricity and fire and only one-quarter damage from cold. SHIELD EVASION Copyright 2003, Carl Cramr Balance: 4.05 (Purp 4.50, Pow 4.00, Port 4.00, Comp 3.75, Rule 4.00) Shield Expertise SHIELD EXPERTISE [<ahref="#GENERAL]] General</a>, <ahref="#FIGHTER]] Fighter</a> ] You get extra benefit from your shield. Prerequisite: #Shield Focus Shield Focus</a> Benefit: Your shield s armor bonus is increased by 1 when you wield it. SHIELD EXPERTISE Copyright 2001, Scott Metzger Balance: 3.75 (Purp 3.50, Pow 3.75, Port 3.75, Comp 4.00, Rule 3.75) Shield Focus SHIELD FOCUS [<ahref="#GENERAL]] General</a>, <ahref="#FIGHTER]] Fighter</a>] You use shields without effort. Prerequisite: #Shield Proficiency Shield Proficiency</a>, Base attack bonus +1 Benefit: When using any shield with which you have proficiency your armour check penalty is reduced by one and your arcane spell failure chance by 5%. This cann ot reduce the penalties to sub-zero levels. SHIELD FOCUS Copyright 2001, B. Marcus Lindberg, Scott Metzger Revised by the Netbook of Feats Review Board (Updated to 3.5 by NBOF) Balance: 4.65 (Purp 4.75, Pow 4.75, Port 4.75, Comp 4.50, Rule 4.50) Shield Harmony

SHIELD HARMONY [<ahref="#GENERAL]] General</a>, <ahref="#FIGHTER]] Fighter</a>] You absorb the brunt of incoming damage with your shield. Prerequisite: #Shield Proficiency Shield Proficiency</a>, Base attack bonus +12 Benefit: While using and receiving the armor class benefits of a shield, you gai n a damage reduction of 1/-, which stacks with any other damage reduction you ma y have. SHIELD HARMONY Copyright 2002, Rick Coen Balance: 4.07 (Purp 4.33, Pow 4.00, Port 4.00, Comp 5.00, Rule 3.00) Shield Mastery SHIELD MASTERY [<ahref="#GENERAL]] General</a>, <ahref="#FIGHTER]] Fighter</a>] You are especially proficient in blocking attacks with your shield. Prerequisite: #Shield Proficiency Shield Proficiency</a>, Base attack bonus +1 Benefit: When using a buckler, light shield or heavy shield, you may choose one opponent. Against this opponent, you gain a +2 dodge bonus to AC. You may select a new opponent each round. You may not use this feat if you are flanked. Special: You also gain the benefit of this feat when using a tower shield if you have Tower Shield Proficiency, but only if you are not using it for cover. SHIELD MASTERY Copyright 2000, Michael J. Kletch (Updated to 3.5 by NBOF) Balance: 4.04 (Purp 4.00, Pow 4.00, Port 4.30, Comp 3.60, Rule 4.30) Shield Proficiency SHIELD PROFICIENCY [<ahref="#GENERAL]] General</a>, <ahref="#FIGHTER]] Fighter</ a>] You are proficient in the use of shields. Benefit: You can use a shield and take only the standard penalties. Normal: When you are using a shield with which you are not proficient, you take the shield s armor check penalty on attack rolls and on all skill checks that invo lve moving, including Ride checks. Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers aut omatically have Shield Proficiency as a bonus feat. They need not select it. SHIELD PROFICIENCY Copyright 2000, System Reference Document Balance: 4.95 (Purp 4.75, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00) Shield Rush SHIELD RUSH [<ahref="#GENERAL]] General</a>, <ahref="#FIGHTER]] Fighter</a>] You use your shield to help in bull rushing opponents. Prerequisite: Str 13, #Power Attack Power Attack</a>, #Shield Proficiency Shield Proficiency</a>, Base attack bonus +1 Benefit: When you bull rush while wielding a small, medium, or tower shield you may add your shield s total AC bonus to your opposed strength check instead of you r Armor Class until the beginning of your next action. Notes: Improved Shield Bash does not allow you to retain your shields bonus to y our AC while using this feat. SHIELD RUSH Copyright 2002, OGC Source AEGF

Balance: 3.85 (Purp 4.25, Pow 3.75, Port 3.75, Comp 3.75, Rule 3.75) Shield Skill SHIELD SKILL [<ahref="#GENERAL]] General</a>, <ahref="#FIGHTER]] Fighter</a>] You are particularly skilled at defending yourself with a shield. Prerequisite: #Shield Proficiency Shield Proficiency</a>, Base attack bonus +1 Benefit: When using a shield and fighting defensively or using the total defense combat option, you gain an additional +2 dodge bonus to AC. If you are using a heavy shield you also gain a +2 cover bonus to Reflex saves. Special: You gain the same benefits as if you were using a heavy shield when usi ng this feat with a tower shield if you have Tower Shield Proficiency. A fighter may select Shield Skill as a fighter bonus feat. SHIELD SKILL Copyright 2001, Scott Metzger (Updated to 3.5 by NBOF) Balance: 4.48 (Purp 4.60, Pow 4.60, Port 4.80, Comp 4.00, Rule 4.40) ACTIVE SHIELD DEFENSE Your expert use of your shield allows you to strike at vulnerable foes even when you forgo your own attacks in favor of defense. Prerequisites: Proficiency with shields, Shield Specialization. Benefit: When fighting defensively and using a shield, you do not take the standard fi ghting defensively penalties on attacks of opportunity. When using the total defense action and a shield, you still threaten the area around you as normal. You can make attacks of opportunity with a 4 penalty. Normal: You take a 4 penalty on all attacks while fi ghting defensively. You cannot attack while using the total defense action. Special: A fi ghter can select Active Shield Defense as one of his fi ghter bonus feats. HOLD THE LINE [GENERAL] You are trained in defensive techniques against charging opponents. Prerequisites: Combat Refl exes, base attack bonus +2. Benefi t: You may make an attack of opportunity against a charging opponent who enters an area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved. Normal: You only get an attack of opportunity against a character that exits a square you threaten. Sunder Magic [Fighter] Your strikes are capable of rending the magic out of your opponents' equipment. Prerequisites: Power Attack, Mage Slayer or Improved Sunder and Spellcraft 2 ran ks Benefit: Whenever you make a successful Sunder attempt against a magic item, instead of dealing damage to the item, you may re nder its magic useless for a number of rounds equal to your damage roll, reduced by the item's hardness.

Deflect Attack [General, Fighter] You can be more aggressive when Fighting Defensively. Prerequisite: [[3e Prerequisite::Int 13, Str 13, Combat Expertise, Improved Sund er, Power Attack]] Benefit: When you are fighting defensively, your opponent provokes an attack of opportunity just before attacking you. Since you are fighting defensively, your attack of opportunity has a -4 penalty to attack. If the opponent attacks you wi th a weapon, your Attack of Opportunity can only be used as a Sunder attack agai nst the weapon that is used to attack you. If the opponent attacks you with an u narmed attack or a natural weapon, you attack the unarmed strike or natural weap on, effectively making an Attack of Opportunity against your opponent. If your a ttack actually damages the opponent's weapon (or the opponent, in the case of an unarmed strike or natural weapon), subtract the damage dealt to the weapon or o pponent from the damage you would sustain from their attack. In this way, it is possible to negate the damage from an opponent's attack. Special: You cannot use this feat if attacking with a piercing weapon or unarmed if your opponent is using a weapon to attack you, unless through an ability or feat you can make Sunder attacks with a piercing weapon or unarmed (as Sunder attacks generally require you to be using a slashing or bludgeoning weapon). Revised by the Netbook of Feats Review Board Deities: Azuth, Mystra, Savras, Thoth. Granted Powers: You gain a +2 bonus on Concentration and Spellcraft checks. Spell Domain Spells 1 Mage Armor: Gives subject +4 armor bonus. 2 Silence: Negates sound in 15-ft. radius. 3 Anyspell[For]: You can read and prepare up to a 2nd-level arcane spell from a scroll or spellbook in a 3rd-level domain spell slot. 4 Rary's Mnemonic Enhancer: Prepares extra spells or retains one just cast. 5 Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. 6 Anyspell, Greater[For]: As anyspell, but you can read and prepare any arcane s pell up to 5th level in a 6th-level domain spell slot. 7 Limited Wish[X]: Alters reality -- within spell limits. 8 Antimagic Field: Negates magic within 10 ft. 9 Mordenkainen's Disjunction: Dispels magic, disenchants magic items. The old saying of where there is smoke, there is fire is evident in this techniq ue, where a firebender may generate a thick smoky haze or a choking field of ash . Smoke Cloud: A firebender may make a hemisphere of hazy smoke anywhere within he r bending range with a radius of 10 ft. The smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks hav e a 20% miss chance). Creatures farther away have total concealment (50% miss ch ance

, and the attacker can t use sight to locate the target). A moderate wind (11+ mph ) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke i n 1 round. This seed does not function underwater. Increasing the radius of the sm oke cloud requires an addition of +5 to the Firebending DC per 5-foot increase. Choke: By increasing the ash within a smoke cloud, a firebender can cause his fo es to choke and gasp for air with this power. By increasing the Firebending DC by +10, the firebender may cause victims within a smoke cloud to suffer the eff ects of smoke inhalation. A character who breathes heavy smoke must make a Forti tude save each round (DC 15, +1 per previous check) or spend that round choking and c oughing. A character who chokes for 2 consecutive rounds takes 1d6 points of non lethal damage. This choking cloud persists for half the firebender's class level.

The destructive power of the Abyss and its teeming hordes of demons seeps from y our very pores and into your belongings and surroundings. Effect Held objects gain the broken condition when you use or equip them but regain the ir actual condition if employed by anyone else. If a held item is restored to unbroken condition, it becomes broken again the following round. Disable Device becomes a class skill for you and you can make Disable Device checks to destroy nonmagical traps as a move action without the need to use tools or take any acti on beyond simply touching it. At 5th level, whenever you attempt to damage an object with a melee attack, redu ce its hardness by an amount equal to your oracle level before determining the damage you deal with that attack. At 10th level, any attacks you make against objects and constructs automatically bypass any damage reduction they may possess except epic. At 15th level, whenever you are dealt damage by an attack with a manufactured we apon, you can require the weapon s wielder to make a Reflex save (DC 10 + 1/2 your oracle level + your Charisma modifier) to avoid having the wea pon collapse into dust immediately after striking you (magical weapons receive an additional saving throw against this effect). LICH his ritual creates a Lich. Description: A 6 tall skeletal humanoid, with red glowing eyes. Lore: Undead (Greater) Intelligence: Fully Intelligent (may use an off-hand 1H weapon) 250 Body +8 Strength (Calls 9 paralyze) Full Speed 2 Resist Magic, 4 Resist Healing/Curing White Tabard 6-column Necromancy (Spells may not be used for stacking or healing purposes on cabin occupants EVER , Deaths may be used to revive fallen cabin occupants without marshal present). Can throw any 5 Pierces Unlimited Necromancy pierces Magic to hit, takes half from edged weapons Touch attacks: Create Any Lesser Undead x5/day (duration one event, on 3-count) Healed double by Chaos and Inflicts. Death/Imbue Death will bring back from dead status. Harmed double by Curing, normal by Heals. Immunity to Mute/Silence, Doom, Repel Being, Repulse, Mind Affecting, Metabolic,

Toxins, and all Waylays. Affected by Zone of Life. Takes 75 Body from Annihilate Undead regardless of protective magics. Takes 50 Body from Critical Slays, Assassinates, Destroy Undead, Revive, and Lif e. 100 body from Fatal Blow. Takes 20 Body from Shatter/Destroy, 40 Body from Shatter/Destroy Armor. DEATH KNIGHT 300 Body +10 Strength, +8 Prof (Calls Weapon +18) Full Speed Two Resist Magic, Two Resist Healing Takes double damage from healing. Four Critical Slays Takes half damage from edged weapons. Healed by chaos. Packet attacks: Create Skeletal Beast x5/day Immune to Mind Affecting, Metabolic, Repel/Repulse, Doom, Disarm/Fumble, all Toxins, and all Waylays. Takes 50 Body from Critical S lays, Assassinates, Life/Revive, and Destroy Undead. Takes 75 Body from Annihilate Un dead. Takes 12 Body from Shatter/Destroy, 24 Body from Shatter/Destroy Armor. greater revennat, specter, mummy, death master, death lord 150 Body +2 Strength (Calls 3 Claw) Full Speed 6-column Celestial Generalist Takes double damage from healing. Two Resist Magic, Two Resist Hea ling Five pierces Two Resist Celestial Healed by chaos. Packet attacks: Create Skeletal Beast x5/day Immune to Mind Affecting, Metabolic, Repel/Repulse, Doom, Silence/Mute, all Toxi ns, and all Waylays. Takes 50 Body from Critical Slays, Assassinates, Life/Rev ive, and Destroy Undead. Takes 75 Body from Annihilate Undead. Alterations: specter 200 Body +11 Strength (Calls 12 Life Drai n) Full Speed One Resist Magic, One Resist Hea ling Takes double damage from healing. Healed by chaos. Magic to hit. Packet attacks: Create Spectre x5/day (duration one event) Immune to Mind Affecting, Metabolic, Repel/Repulse, Doom, all Toxins, and all Waylays. Takes 50 Body from Critical Slays, Assassinates, Life/Revive, and Destroy Undead. Takes 75 Body from Annihilate Undead.

half vampire addon only active at night +150 body +8 str 4 wide confinist 4resis t magics 6 resist healing takes half from healing breaks confining at double str magic or better to hit 4 perday gasous forms- 4perday souldrains last 1 life masked standerd un dead package half lich addon only active at night +100 body +4 str paralyze tagline 4wide nec ro 4resist magic 6 resist healing,

half from healing breaks confining at x2 str magic or better to hit 5 perday so ul drains last 1 life masked JUNGLE S RAPTURE Transmutation Level: Druid 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living nonplant creature Duration: Permanent (D) Saving Throw: Will negates Spell Resistance: Yes Spitting, you curse the creature, knowing that in days it will be either dead or just another weed. As you watch, its body becomes more rigid, and the first whorls of wood grain can be seen on its skin. The creature targeted by this spell immediately takes 1d6 points of Dexterity drain. This drain manifests as a hardening of the limbs and skin as the victim s flesh slowly turns to wood. Each day that passes, the victim takes an additional 1d6 points of Dexterity drain. Even if drained points are restored (through restoration, for example), the target creature still takes Dexterity drain each day until the spell is lifted. Once a victim of jungle s rapture is drained to 0 Dexterity, it immediately transforms into a normal plant of the same size as its original body. Aside from radiating an aura of transmutation magic, the plant is a normal plant with no Intelligence, Wisdom, or Charisma scores. Jungle s rapture is a curse, and as such it cannot be dispelled. It can be removed with a break enchantment, limited wish, miracle, or wish spell. Remove curse works only if the caster level of that spell is equal to or higher than your caster level at the time you cast jungle s

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