General Feats: Improved Rapid Shot, Ray Focus
Metamagic Feats: Ray Burst, Ray Coning, Ray Extension, Ray Splitting
Divine:
Click here for a comprehensive feat list.
Improved
Rapid Shot (From Dragon #275; © 2000 Dragon Magazine, WotC, and
author Sean Reynolds)
You are an expert at firing
weapons with exceptional speed.
Prerequisites:
Dex 13+, Point Blank Shot, Rapid Shot, base attack bonus of +2 or higher.
Benefit: When using
the Rapid Shot feat, you can ignore the -2 penalty on all of your ranged attacks.
Ray
Focus (From
2000 Dragon Annual; © 2000 Dragon Magazine, Wizards of the Coast and
Stephen Schubert)
Your ray spells are more effective than normal.
Benefit: Add +2 to the DC for all saving throws against all
ray spells that you cast.
Special: The effects of this feat stack with the effects of
the Spell Focus feat.
Ray
Burst (From
2000 Dragon Annual; © 2000 Dragon Magazine, Wizards of the Coast and
Stephen Schubert)
You change the effect of a ray spell to a 30-foot radius burst centered on
yourself.
Benefit: A ray burst hits all targets (friend or foe) within
10 feet. Targets within 30 feet are allowed a Reflex saving throw to avoid
the burst effect. Any targets that do not avoid teh effect are treated as
if they were hit by the ray spell. Any target with 100% cover with respect
to the caster is not affected.
Mechanics: A ray burst spell uses up a spell slot 3 levels
higher than the spells actual level.
Ray
Coning (From 2000 Dragon
Annual; © 2000 Dragon Magazine, Wizards of the Coast and Stephen Schubert)
You expand a ray spell to a 30-foot cone.
Benefit: All targets within the area of effect receive Reflex
saves to avoid the effect, but are otherwise affected as if they wrere hit
by the ray spell.
Mechanics: A coned ray takes up a spell slot
two levels higher tahn the spells actual level.
Ray
Extension (From 2000 Dragon
Annual; © 2000 Dragon Magazine, Wizards of the Coast and Stephen Schubert)
You maintain a ray spell for an additional round.
Benefit: When the extended ray spell is cast, you can use your
next action to attack with the same ray. You can designate either a different
target or the same target. A succesful ranged touch attack is required for
the second target. If any other actions are taken, or the spell is disrupted
before your next action, then you lose the extended spell (though any previous
effects remain).
Mechanics: An extended ray spell takes up a
spell slot one level higher than the actual spell level.
Ray
Splitting (From 2000 Dragon
Annual; © 2000 Dragon Magazine, Wizards of the Coast and Stephen Schubert)
You can attack three adjacent targets with a ray spell.
Benefit: A split ray can hit three targets. A successful ranged
touch attack is needed for each target, and each roll incurs a -4 penalty
to hit. A target cannot be attacked more than once with a given spell.
Mechanics: A split ray uses up a spell slot
two levels higher than the actual spell level.