Expert Feats: New Feats: Absolute Ambidexterity [General] [Fighter] [Expert] Prerequsities: Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fightning, Two-Weapon Defense, Weapon Finesse, Dex 21+, BAB 13+ Benefit: You no longer take a -2 penalty for fighting with a weapon in each hand. Therefore, fighting with two 1-handed weapons results in a -2 penalty to-hit, fighting with two light weapons or a 1-handed weapon in the on-hand and a light weapon in the off-hand results in no penalty to attack rolls. -Blue Magic Feat Sequence- Blue Magic: Beginner [Expert] Prerequisites: Expert level 2+, Blue Magicite Benefit: 'If you suffer the full effects of an innate spell cast by a monster, and the level of the spell is anywhere from levels 1 to 6, you can capture part of its essence in a piece of equipped blue magicite, in the form of 7-level charges. These charges can be dismissed as a free action at any time, or cast as a normal magic spell of your caster level. You need not have the casting prerequisites to cast the stored spell, but it uses your casting stat and caster level for its save DC and damage. Charges dissipate at a rate of one charge per ten days. Blue magicite can only store one spell at a time per piece of magicite, however, suffering multiple casts allows for more charges to be stored. Blue Magic: Intermediate [Expert] Prerequisites: Expert level 5+, Blue Magicite x2, Blue Magic: Beginner Benefit: As Blue Magic: Beginner, only you may also store the metamagic effects of the spell, if you so desire. In addition, the charges last for 15 days and when absorbing a spell, and you gain one extra charge of that spell. Blue Magic: Expert [Expert] Prerequisites: Expert level 11+, Blue Magicite x3, Blue Magic: Intermediate, Blue Magic: Beginner, Benefits: As Blue Magic: Intermediate, except that you can absorb spell levels 1-9, and reserve them in the form of 11-level charges. This feat supercedes (does not stack with) the charge-increasing properties of Blue Magic: Intermediate. In addition, you need not suffer the full effects of the spell. Merely succeeding on a save and suffering the partial effect is enough. Charges dissipate at a rate of a month per charge. Blue Magic: Master [Expert] Prerequisites: Expert level 14+, Blue Magicite x4, Blue Magic: Expert Benefits: As Blue Magic: Expert, only being in a 10 ft. radius of the caster is enough to absorb the essence. In addition, you gain one additional charge every time you absorb a spell. As well as that, charges no longer dissipate at a noticeable rate: They can be held (as long as the magicite is in your possession) for 1 year per charge. -End Blue Magic Sequence- Dash [General] [Expert] Benefit: While wearing light or no armor and carrying a light load, your base speed increases by 5 ft. Deadly Accuracy [General] [Fighter] [Expert] Prerequisites: 15+ Dex, Weapon Finesse, BAB +1 Benefit: The character may substitute his dexterity for strength when wielding a finessable weapon for damage. This feat does not work when the character attacks a creature that is immune to critical hits, and when wielding 2-handed weapons this feat only givex 1x the dex mod, not 1.5x the dex mod, to damage. Off-hand weapons retain a 1x dex mod to damage, however, not the normal .5x dex mod. Double Chain [Expert] Prerequisite: Chain 3/day, 4 or more focus attacks, Quicken Spell Benefit: You may chain two spells onto one focus attack. This ability uses one use of the chain ability and causes chains to not be available for 1d4 rounds afterwards. Extra Chain [Expert] Prerequisites: Chain 1/day Benefit: You may chain an additional 2 times/day. Special: You may gain this feat more than once. Its effects stack. Draw Cast [Expert] Prerequisite: Any 'Draw' focus attack, Blue Magic, Caster level 2+ Benefit: After any draw focus attack, you may use the charge of blue magic you drew instantly. This does not cause the spell to go to the magicite and, thus, doesn't require an open blue magicite to absorb the spell. Evasion [General] [Expert] Prerequisites: Base reflex save +3 Benefit: You gain the Evasion ability as granted to Rangers, only you may evade in medium, light, or no armor and carrying a medium or light load. Favored Enemy [General] [Fighter] [Expert] Prerequisites: Knowledge (skill for appropriate creature type) 4 ranks. Benefit: You gain the Favored Enemy ability as presented in the Ranger class. In addition, you may improve the bonus of one pre-existing favored enemy by 2. Special: You may select this feat more than once. Fleet of Foot [General] [Expert] Prerequisite: Dex 15+, Run Benefit: While running or taking a charge action, you may make one turn at 90 degrees or less. If you are charging, you must move 10 ft. after the turn to mantain the charge. You may not use this feat if you are in heavy or medium armor or carrying a heavy or medium load. Hide in Plain Sight [General] [Fighter] [Expert] Prerequisites: Hide 18 ranks, Move Silently 18 ranks Benefit: You gain the Hide in Plain Sight ability as rangers, except it may be used anywhere. Improved Buckler Defense [General] [Fighter] [Expert] Prerequisite: Buckler profeciency Benefit: You retain your buckler's shield bonuses to AC and DR while attacking with an off-handed weapon. Improved Evasion [General] [Expert] Prerequisites: Base reflex save +7, Evasion Benefit: You gain the Improved Evasion ability as granted to Monks. However, you may evade only in light or no armor and carrying a light load. Jack of All Trades [General] [Expert] Prerequisite: 7 or more ranks in at least 10 different skills, 3 of which must be trained only, Character level 8+, Skill Focus in 2 or more skills. Benefit: You may make an untrained skill check as if you were trained in that skill. Additionally, you gain a +1 bonus to all skill checks. Also, all skills are considered class skills for you. Lore [General] [Expert] Prerequisites: Knowledge (History) 4 ranks Benefit: As the bard ability Bardic Lore. Character level as bard level. -Mimic Sequence Feats- Mimic: Attack [Expert] Prerequisite: Perform (Act) 5 ranks Benefit: You may copy an attack of any ally, duplicating the basic attack in all forms. Your weapon and strength still determine damage, but you use the copied-person's base attack bonus and more favorable number of attacks. If the ally used two weapons to attack, you must do so as well. You do not mimic any feats used in the attack: if one is used, you do not gain knowledge of it and copy to the best of your abilities. The attack copied is *always* the one most previously used by your allies. Mimic: Focus Attack [Expert] Prerequisites: Perform (Act) 12 ranks, Perform (Weapon Drill) 5 ranks, Mimic: Attack Benefit: You copy a focus attack to the best of your abilities. You use the original attacker's BAB, but you use your own weapon's attack abilities and your own feats as normally. If the attacker uses a feat that you do not have, you cannot copy the use of the feat but try to follow the focus attack to the best of your abilities. You always mimic the most *recent* focus attack made by allies. Mimic: Magic [Expert] Prerequisites: Perform (Act) 12 ranks, Perform (Oratory) 5 ranks Benefit: You copy a spell cast by another character. It follows the same guidelines as attacks and focus attacks, except you use your own caster level, and you may not apply any metamagic feats that they applied to the spell unless you already have said feats, in which case you must apply them. Like with attacks, you copy the most *recent* spell cast by your allies. Mimic: All [Expert] Prerequisites: Perform (Act) 15 ranks, Perform (Oratory) 8 ranks, Perform (Weapon Drill) 8 ranks, Mimic: Attack, Mimic: Focus Attack, Mimic: Magic Benefit: You can copy any technique, even those granted by special metamagic, special abilities, and any other number of innate talents. You assume the original's weapon's damage, if desired, but your original ability scores still are used for the calculations. If so desired, you may copy an entire chain, combination attack, or fusion. However, doing so uses *all* chain uses per day you have, and leaves you fatigued for the rest of the encounter. If you do not have any chain uses, you may not mimic a chain, combination attack, or fusion. -End Mimic Sequence- Poison Usage [General] [Expert] Benefit: You may apply poisons without any chance of injuring yourself. Quickened Casting [Expert] Prerequisites: Quicken Spell, any 2 other metamagic feats, Extra Chain, Knowledge (Arcana) 14 ranks, Spellcraft 14 ranks Benefit: You gain the Quickened Casting ability as Yukes have. Yukes that take this feat do not get any benefit. -Runic Feat Sequence- Runic [Expert] Prerequisites: Weapon Focus: any sword, BAB +3, Caster Level +3. Benefit: A number of times per day equal to your Charisma bonus + 1 (minimum 1) you may counter a spell being cast as a caster of your level casting Greater Dispel Magic. You may use the Ready to Counter spell action as long as you have at least one use of this ability left. A failed use of this ability causes the spell to redirect its target to you automatically. Improved Runic [Expert] Prerequisites: Runic, BAB +8, Caster Level +8, Benefit: You can reflect a spell back at its caster, or another, as if you were protected by the spell Reflect on a successful Runic attempt. Unlike Reflect, this can be used to block 'mass' spells that are not reflectable. Spells with a fixed target (such as Oscillation) or environmental effects cannot be reflected by this ability. Attempting to do so results in the spell still firing off. Greater Runic [Expert] Prerequisites: Runic, Improved Runic, BAB +10, Caster Level +10 Benefit: You may absorb a spell's power on a successful runic attempt. In leiu of reflecting the spell, you may instead absorb the spell, healing 2 hit points for every spell level it had. -End Runic Sequence- Sneak Attack [General] [Expert] Prerequisites: Hide 4 ranks, Move Silently 4 ranks Benefit: As the rogue ability, only you deal +2d5 extra damage. Special: You may select this feat more than once. Its bonuses stack. Each time this feat is selected, both the prerequisites increase by 4 ranks. -Sword Magic Sequence Feats- Sword Magic: Basic [Expert] Prerequisites: Chain 2/day, Caster Level 4+, BAB 4+ Benefit: Using magicite, you may enchant your weapon(s) with the spell for a longer duration than one round. This ability uses one use of Chain, but causes the spell's element to activate whenever you focus attack or simply attack normally and hit. Sword Magic deals 1d6+1/2caster level damage of the appropriate type. This damage is not multiplied on a crit. This enchantment lasts for 1 minute per level plus casting stat. This effect can be extended with the Extend Spell metamagic feat. A sword may not be enchanted with more than one of these effects at a time. Sword Magic: Intermediate [Expert] Prerequisites: Chain 3/day, Sword Magic: Basic, Caster Level 7+, BAB 7+ Benefit: Same as Sword Magic: Basic, only the enchantments deal 2d6+caster level damage of the appropriate type. Upon a critical, a 'burst' takes effect and an additional 1d10 damage is dealt to the target of the appropriate type for every multiplier above x1. For example, x2 would deal 1d10 extra damage, x3 would deal 2d10 extra damage, and x4 3d10. The ability's durration extends to 2 minutes per level plus casting stat. Sword Magic: Expert [Expert] Prerequisites: Chain 4/day, Sword Magic: Standard, Sword Magic: Basic, Caster Level 13+, BAB 13+ Benefit: As Sword Magic: Standard, except the enchantment deals 3d6+1.5x caster level damage, and the burst is increased to 1d20 damage. Durration extends to 3 minutes per level plus casting stat. -End Sword Magic Sequence- Uncanny Dodge [General] [Fighter] [Expert] Benefit: As the barbarian abilities Uncanny Dodge and Improved Uncanny Dodge. Treat class level as Barbarian Level. Weapon Finesse [General] [Fighter] [Expert] Prerequisite: Dex 15+ Benefit: Same as presented in the 3.5 SRD. Special: The prerequisite of +1 BAB was changed to 15+ dex, to better represent the feel I am looking for. Wild Empathy [General] [Fighter] [Expert] [Spellcaster] Prerequisites: Handle Animal 4 ranks Benefit: As the ranger ability, except it may affect any creature with an intellegence of 1 or 2. Character level as ranger level. X-Cast [Expert] Prerequisite: Caster Level 12+, Quicken Spell, Energy Substitution, Split Spell, Friendly Fire, 1 other metamagic feat, Quickened Casting, Knowledge (Arcana) 20 ranks, Spellcraft 20 ranks, Extra Chain Benefit: On your turn, you may cast four spells at half your caster level in rapid succession. Since these spells are at half your caster level, you may not be able to cast all the spells in your repitoire. Special: Yukes need not take the Quickened Casting feat: They already have the ability racially.