New feats

From RocksfallWiki
Jump to: navigation, search

Magic feats

Natural Caster

Prerequisite: No levels in mystic or manifest
Benefit: You get a +1 bonus to your BMB. If you ever take levels in mystic or manifest you lose this benefit.

Improved Natural Caster

Prerequisite: Natural Caster, Level 6+
Benefit: You get a +1 bonus to your BMB. If you ever take levels in mystic or manifest you lose this benefit.

Greater Natural Caster

Prerequisite: Improved Natural Caster, Level 11+
Benefit: You get a +1 bonus to your BMB. If you ever take levels in mystic or manifest you lose this benefit.

Spell Success

Prerequisite: Int 13+; BMB +1
Benefit: Your spells succeed if you fail a magic check DC by 1-6. The ordinary bad effects from the failure still occur, but the spell only fails entirely if you miss the magic check by 7 or more.

Frugal Focus

Prerequisite: BMB +5
Benefit: Select one school of magic. Spells from this school take one fewer dose to cast than normal (minimum 1). This feat can be taken multiple times; each time it must apply to a different school.

Spell Expertise

Prerequisite: Int 13
Benefit: Select one spell, whose spell level is no greater than half your level. You no longer need to roll magic checks to succeed at the spell - simply expend the required amount of fos. Even if you add metamagic to the spell, you do not need to make a check. This feat can be taken multiple times; each time it must apply to a different spell.

Spellbinding

Prerequisite: Cha 13
Benefit: You substitute Charisma for Intelligence as the key ability for magic checks.

Improved Combat Casting

Prerequisite: Combat Casting, BMB +6
Benefit: You receive a +4 on concentration checks to retain any fos you have consumed when you take damage.

Greater Combat Casting

Prerequisite: Improved Combat Casting, BMB +11
Benefit: You receive an additional +4 on concentration checks to retain any fos you have consumed when you take damage.

Crude Caster

Prerequisite: Con 13
Benefit: You can consume fos root directly, without preparation, for full effect, with no risk of a wild surge. Each root consumed provides two doses of fos.
Normal: When fos has not been prepared specially, each root only provides one dose, and there is a 5% chance per dose used when casting that a wild surge occurs.

Stable Source

Prerequisite: Con 15, BMB +4
Benefit: You can hold fos you have consumed for 1 minute per level (2 minutes for manifests) before needing to make a Concentration check.
Normal: You can hold fos you have consumed for 1 round per level (2 rounds for manifests) before needing to make a Concentration check.

Avert Fate

Prerequisite: BMB +8
Benefit: Whenever you fail a spell that would cause you to have to roll on Table 2C (Severe Effects), you get a -30 to the roll. This increases the chance that you will drop down to Table 2B (Moderate Effects) and avoids the worst effects on Table 2C.

Hallow feats

Extra Hallow

Prerequisite: hallow class feature
Benefit: You can use your hallow power two additional times per day.

Extended Hallow

Prerequisite: hallow class feature
Benefit: When you use your hallow power to benefit yourself and your allies within 30 feet, the duration is twice as long as ordinary. This can be combined with other feats that affect this use of hallow.
Normal: This use of the hallow effect lasts for 2 rounds plus the modifier from your key ability (Cha / Wis).

Hallowed Fist

Prerequisite: hallow class feature, Str 13
Benefit: You can use your hallow power to turn your hands into weapons capable of delivering lethal damage (1d6 damage, crit x 2) for a number of rounds equal to 2 plus your key ability (Cha or Wis).

Improved Hallowed Fist

Prerequisite: Hallowed Fist, Str 15, BAB +3
Benefit: Your fists become powerful magical weapons (+1 to attack, 1d10 damage, crit x 3) for a number of rounds equal to 2 plus your key ability (Cha or Wis).

Greater Hallowed Fist

Prerequisite: Improved Hallowed Fist, Str 17, BAB +7
Benefit: Your fists become powerful magical weapons (+2 to attack, 3d6 damage, crit x 4) for a number of rounds equal to 2 plus your key ability (Cha or Wis).

Hallowed Shield

Prerequisite: hallow class feature, level 3+
Benefit: You can use your hallow power to grant yourself and your allies a morale bonus to AC appropriate to your level instead of the ordinary bonus to saving throws, for a number of rounds equal to 2 plus your key ability (Cha or Wis).

Frightful Hallow

Prerequisite: hallow class feature, Cha 15, level 3+
Benefit: When you use the hallow feature to grant yourself and allies a bonus to saving throws, any enemies within 30’ must make a Will save (DC 10 + ½ your level + your Charisma modifier) or be shaken (–2 penalty on attack rolls, saving throws, skill checks, and ability checks) for the duration of the effect.

Hallowed Shroud

Prerequisite: hallow class feature, level 5+
Benefit: You may use your hallow power to cause attacks on yourself and all allies within 30’ to have a 20% miss chance, as if they had concealment, instead of the ordinary bonus to saving throws, for a number of rounds equal to 2 plus your key ability (Cha or Wis).

Corpseborn feats

Chameleon Strike

Prerequisite: Improved Unarmed Strike, social invisibility class feature, Stealth 3 ranks
Benefit: Before making an unarmed attack, roll a Stealth check (opposed by your opponent’s Perception check) and if you succeed, you retain the Hide benefit of Stealth (full concealment / 50% miss chance) for one round. As long as you continue to make unarmed attacks only, you may roll Stealth checks each round to maintain your concealment.
Normal: You lose the benefit of Stealth immediately once you make an attack roll.

Improved Chameleon Strike

Prerequisite: Chameleon Strike, social invisibility class feature, Stealth 8 ranks
Benefit: Before making an unarmed attack, roll a Stealth check (opposed by your opponent’s Perception check) and if you succeed, you retain the Hide benefit of Stealth (full concealment / 50% miss chance) for as long as you continue to make unarmed attacks against that opponent. You do not need to roll additional Stealth checks after the first one.

Sloth Strike

Prerequisite: Improved Unarmed Strike, Bluff 3 ranks, BAB +4
Benefit: When you attack an opponent with an unarmed strike, delay your initiative by 4 to receive a +2 circumstance bonus to your attack.

Enervating Strike

Prerequisite: Improved Unarmed Strike, fate touch class feature, Str 13
Benefit: Make a full attack action with your unarmed strike and combine the first attack with a fate touch. If your fate touch is successful, and you hit with any of the subsequent attacks, the opponent is immediately rendered unconscious for 1d6 rounds as they are overwhelmed by their fate. This does not work on mindless opponents or opponents without a nervous system.