Elemental Boost (reqs: 2nd Level Caster) Any spell you cast that deals Acid/Cold/Electricity/Fire/Force/Sonic (choose one) Damage, add +1 HD of damage; stacks
Elite Training, Improved (reqs: Elite Training) Chosen Ability is considered +8 or 18, whichever is higher.
Elite Training, Superior (reqs: Improved Elite Training) The chosen Ability is considered +12 or 22, whichever is higher.
Elite Training: Choose an Ability; for Prereq purposes, treat that Ability as 13, or 4 points higher, whichever is larger.
Elusive Target: (reqs: Dex 13, Defensive Arts) +4 Dodge
Endurance, Cast Iron Stomach (reqs: Con 13, Endurance) Double the time you can go without Fresh Food/Water; it can be spoiled/tainted/salty, as long as it's there.
Endurance, DIE HARD: (reqs Endurance) You auto-stabilize when you go to Negative HP, & can make Move Acts (but not Full)
Endurance, Go Hungry (reqs: Endurance) Go without Food/Drink for 6 days instead of 3
Endurance, Superior (reqs: Con 25, Endurance) +10 to E checks
Endurance: +4 Fort vs NonLethal
Endure Sunlight (reqs: Vulnerability to sunlight) All numeric penalties are reduced by 1+(ChaMod), Minimum 1; Any other penalties are delayed by 1+(ChaMod, Min1) Rounds; Penalties can't be reduced below 0.
Exercise Regime (reqs: Con 13, Great Fort) While wearing medium or heavy armor, your base Fortitude save is equal to 1/2 your character level.
Experienced Adventurer: +1 Fort, Ref, & Will
Expertise, Combat (Reqs Int 13) take up to -5 ToHit & add it to your Dodge AC for the Round
Eyes In The Back Of Your Head: (reqs: BAB +3, Wis 19) Flankers get no Flanking Bonus
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