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<blockquote data-quote="Kae'Yoss" data-source="post: 325671" data-attributes="member: 4134"><p>The feats section is big, though there are indeed some feats that should not be:</p><p>Awareness: No sneak attack when you're flanked. I could _maybe_ se that as an epic feat, but otherwise it's something reserved for Uncanny Dodge!</p><p>Child of the Earth: Con bonus as a luck bonus to all saves. That can easily outpace lightning reflexes, iron will and great fort!</p><p>Commanding Presence: frighten (will DC 10 +cha) as a free action gaze attack.</p><p>Expert Timing: you deley your action but retain your normal initiative. This practically enables you to wait just before your next turn and then take two turns at once. This leads to real bad spell or attack combos.</p><p>eyes of fury: enemies make save or are shaken. usable once a round as a free action. would be ok if it's use were restricted to x/day, but you can to it anytime!</p><p>Iron Touch: the crit multiplier on attacks against you is 1 lower. </p><p>Irresistable Spell: enough said already.</p><p>Sense Danger: You can sense anyone attacking you within 30 ft. </p><p>Skill Prodigy: Turn INT restricted skills into cross-class skills or cross class skills into class skills. I'd allow the latter, but exclusive is exclusive!</p><p>Tough as Nails: weapons attacking you take damage. </p><p></p><p></p><p></p><p>Also, the skill-bonus-granting feats are a little weird: sometimes you only get a +2 bonus, sometimes it's +4.</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 325671, member: 4134"] The feats section is big, though there are indeed some feats that should not be: Awareness: No sneak attack when you're flanked. I could _maybe_ se that as an epic feat, but otherwise it's something reserved for Uncanny Dodge! Child of the Earth: Con bonus as a luck bonus to all saves. That can easily outpace lightning reflexes, iron will and great fort! Commanding Presence: frighten (will DC 10 +cha) as a free action gaze attack. Expert Timing: you deley your action but retain your normal initiative. This practically enables you to wait just before your next turn and then take two turns at once. This leads to real bad spell or attack combos. eyes of fury: enemies make save or are shaken. usable once a round as a free action. would be ok if it's use were restricted to x/day, but you can to it anytime! Iron Touch: the crit multiplier on attacks against you is 1 lower. Irresistable Spell: enough said already. Sense Danger: You can sense anyone attacking you within 30 ft. Skill Prodigy: Turn INT restricted skills into cross-class skills or cross class skills into class skills. I'd allow the latter, but exclusive is exclusive! Tough as Nails: weapons attacking you take damage. Also, the skill-bonus-granting feats are a little weird: sometimes you only get a +2 bonus, sometimes it's +4. [/QUOTE]
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