Feat:Feat B

Blind fight
[General]

You know how to fight in melee without being able to see your foes.

Benefit: In melee, every time you miss because of concealment, you can Re-roll your miss chance percentile roll one time to see if you actually Hit (see Table 8-10: Concealment PHB p. 133) An invisible attacker gets no bonus to hit you in melee. That is, you Don’t lose your positive Dexterity bonus to Armor Class, and the Attacker doesn't get the usual +2 bonus (see Table 8-8: Attack Roll Modifiers, PHB p 132). The invisible attacker's bonuses do still apply for ranged attacks, however. You suffer only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters of normal instead of one-half (see Table 9-4: Hampered Movement, PBH p 143).

Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply as does the speed reduction for darkness and poor visibility.

Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Blindsight
Your senses are as keen as the bat’s

Prerequisite: Ability to use wild shape to become a dire bat.

Benefit: You gain the extraordinary ability blindsight (as described in chapter 3 of the dungeon master’s guide), which operates regardless of your form. Like the dire bat, You emit high-frequency sounds, inaudible to most creatures, as a form of “sonar” that allows you to locate objects and creatures with in 120 feet. Since ability relies on hearing, any circumstance that deprives you of that sense also negates your blindsight.

Blooded
[General]

Prerequisite: Can only take this feat at 1st-level

Benefit:Your background was filled with deceit and treachery everywhere you turned. Whether on the rough city alleys and scum covered sewers or the posh palace grounds there were always those who would seek to take what was yours. Your reflexes are quicker than most and your eye never misses the movement of an attack. Some call you unnatural in your awareness of your surroundings. Character gains a +2 bonus on Initiative and a +2 bonus on Spot checks.

Notes: Useful for making sure you get the first strike in combat which can decide a battle immediately.

Bloodline of Fire
You are descended from the efreet. The blood of these fire spirits runs thick in your veins.

Prerequisite: Human

Benefit: You receive a +4 bonus on saving throws against fire effects. In addition, you cast spells with the fire descriptor at +2 caster level.

Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

Type: Regional

Sources: Forgotten Realms Campaign Setting, Player's Guide to Faerûn

Brachiation
You move through tree’s like a monkey

Prerequisites: climb 6 ranks, Jump 6 ranks, str 13.

Benefit: You move through trees at your normal land speed by using your arms to swing from one branch to another. To allow Brachiation, the area through which you are moving be at least lightly wooded, with trees no farther apart then 15 feet. You may not use this ability while holding an item in either hand, or while wearing armor heavier then Medium.

Brew Potion
[Item Creation]

You can create potions which carry spells within themselves. See DMG for rules on potions.

Prerequisite: Spellcaster level 3rd+

Benefit: You can create a potion of any spell of 3rd level or lower that you know and that targets a creature or creatures. Brewing a potion takes 1 day. When you create a potion, you set the caster level. The caster level must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level multiplied by its caster level multiplied by 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing half this base price.

When you create a potion you make any choices that you would normally take when casting the spell. Whoever drinks the potion is the target of the spell. Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.

Bullheaded
[General]

Prerequisite: Can only take this feat at 1st-level.

Benefit: Ever since you can remember you possess great resolve on any matter of importance and your stubbornness and determination is legendary. You are exceptionally headstrong and difficult to sway from your intended course. The character gains a +2 bonus on resisting Taunts and a +1 bonus on Will saving throws.

Use: Automatic

Notes: The fighter can always use a little extra help against those who would distract him from his work.