Difference between revisions of "New feats"

From RocksfallWiki
(Created page with "=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 los...")
 
Line 2: Line 2:
  
 
==Natural Caster==
 
==Natural Caster==
Prerequisite: No levels in mystic or manifest
+
Prerequisite: No levels in mystic or manifest<br>
 
Benefit: You get a +1 bonus to your BMB.  If you ever take levels in mystic or manifest you lose this benefit.
 
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==
 
==Improved Natural Caster==
Prerequisite: Natural Caster, Level 6+
+
Prerequisite: Natural Caster, Level 6+<br>
 
Benefit: You get a +1 bonus to your BMB.  If you ever take levels in mystic or manifest you lose this benefit.
 
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==
 
==Greater Natural Caster==
Prerequisite: Improved Natural Caster, Level 11+
+
Prerequisite: Improved Natural Caster, Level 11+<br>
 
Benefit: You get a +1 bonus to your BMB.  If you ever take levels in mystic or manifest you lose this benefit.
 
Benefit: You get a +1 bonus to your BMB.  If you ever take levels in mystic or manifest you lose this benefit.
  
 
==Spell Success==
 
==Spell Success==
Prerequisite: Int 13+; BMB +1
+
Prerequisite: Int 13+; BMB +1<br>
 
Benefit: Your spells succeed if you fail a magic check DC by 1-7.  The ordinary bad effects from the failure still occur, but the spell only fails entirely if you miss the magic check by 8 or more.
 
Benefit: Your spells succeed if you fail a magic check DC by 1-7.  The ordinary bad effects from the failure still occur, but the spell only fails entirely if you miss the magic check by 8 or more.
  
 
==Frugal Focus==
 
==Frugal Focus==
Prerequisite: BMB +5
+
Prerequisite: BMB +5<br>
 
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.
 
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==
 
==Spell Expertise==
Prerequisite: Int 13
+
Prerequisite: Int 13<br>
 
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.
 
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==
 
==Spellbinding==
Prerequisite: Cha 13
+
Prerequisite: Cha 13<br>
 
Benefit: You substitute Charisma for Intelligence as the key ability for magic checks.
 
Benefit: You substitute Charisma for Intelligence as the key ability for magic checks.
  
 
==Improved Combat Casting==
 
==Improved Combat Casting==
Prerequisite: Combat Casting, BMB +6
+
Prerequisite: Combat Casting, BMB +6<br>
 
Benefit: You receive a +4 on concentration checks to retain any fos you have consumed when you take damage.
 
Benefit: You receive a +4 on concentration checks to retain any fos you have consumed when you take damage.
  
 
==Greater Combat Casting==
 
==Greater Combat Casting==
Prerequisite: Improved Combat Casting, BMB +11
+
Prerequisite: Improved Combat Casting, BMB +11<br>
 
Benefit: You receive an additional +4 on concentration checks to retain any fos you have consumed when you take damage.
 
Benefit: You receive an additional +4 on concentration checks to retain any fos you have consumed when you take damage.
  
 
==Crude Caster==
 
==Crude Caster==
Prerequisite: Con 13
+
Prerequisite: Con 13<br>
Benefit: You can consume fos root directly, without preparation, for full effect.
+
Benefit: You can consume fos root directly, without preparation, for full effect.<br>
 
Normal: When fos has not been prepared specially, you must consume double the amount of doses. (instead of twice the amount)
 
Normal: When fos has not been prepared specially, you must consume double the amount of doses. (instead of twice the amount)
  
 
==Stable Source==
 
==Stable Source==
Prerequisite: Con 15, BMB +4
+
Prerequisite: Con 15, BMB +4<br>
Benefit: You can hold fos you have consumed for 1 minute per level (2 minutes for manifests) before needing to make a Concentration check.
+
Benefit: You can hold fos you have consumed for 1 minute per level (2 minutes for manifests) before needing to make a Concentration check.<br>
 
Normal: You can hold fos you have consumed for 1 round per level (2 rounds 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==
 
==Avert Fate==
Prerequisite: BMB +8
+
Prerequisite: BMB +8<br>
 
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.
 
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=
 
=Hallow feats=
+
 
 
==Extra Hallow==
 
==Extra Hallow==
Prerequisite: hallow class feature
+
Prerequisite: hallow class feature<br>
 
Benefit: You can use your hallow power two additional times per day.
 
Benefit: You can use your hallow power two additional times per day.
  
 
==Extended Hallow==
 
==Extended Hallow==
Prerequisite: hallow class feature
+
Prerequisite: hallow class feature<br>
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.
+
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.<br>
 
Normal: This use of the hallow effect lasts for 2 rounds plus the modifier from your key ability (Cha / Wis).
 
Normal: This use of the hallow effect lasts for 2 rounds plus the modifier from your key ability (Cha / Wis).
  
 
==Hallowed Fist==
 
==Hallowed Fist==
Prerequisite: hallow class feature, Str 13
+
Prerequisite: hallow class feature, Str 13<br>
 
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).   
 
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==
 
==Improved Hallowed Fist==
Prerequisite: Hallowed Fist, Str 15, BAB +3
+
Prerequisite: Hallowed Fist, Str 15, BAB +3<br>
 
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).   
 
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==
 
==Greater Hallowed Fist==
Prerequisite: Improved Hallowed Fist, Str 17, BAB +7
+
Prerequisite: Improved Hallowed Fist, Str 17, BAB +7<br>
 
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).   
 
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==
 
==Hallowed Shield==
Prerequisite: hallow class feature, level 3+
+
Prerequisite: hallow class feature, level 3+<br>
 
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).   
 
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==
 
==Frightful Hallow==
Prerequisite: hallow class feature, Cha 15, level 3+
+
Prerequisite: hallow class feature, Cha 15, level 3+<br>
 
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.
 
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==
 
==Hallowed Shroud==
Prerequisite: hallow class feature, level 5+
+
Prerequisite: hallow class feature, level 5+<br>
 
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).   
 
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).   
  
Line 89: Line 89:
  
 
==Chameleon Strike==
 
==Chameleon Strike==
Prerequisite: Improved Unarmed Strike, social invisibility class feature, Stealth 3 ranks
+
Prerequisite: Improved Unarmed Strike, social invisibility class feature, Stealth 3 ranks<br>
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.   
+
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.  <br>
 
Normal: You lose the benefit of Stealth immediately once you make an attack roll.
 
Normal: You lose the benefit of Stealth immediately once you make an attack roll.
  
 
==Improved Chameleon Strike==
 
==Improved Chameleon Strike==
Prerequisite: Chameleon Strike, social invisibility class feature, Stealth 8 ranks
+
Prerequisite: Chameleon Strike, social invisibility class feature, Stealth 8 ranks<br>
 
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.
 
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==
 
==Sloth Strike==
Prerequisite: Improved Unarmed Strike, Bluff 3 ranks, BAB +4
+
Prerequisite: Improved Unarmed Strike, Bluff 3 ranks, BAB +4<br>
 
Benefit: When you attack an opponent with an unarmed strike, delay your initiative by 4 to receive a +2 circumstance bonus to your attack.  
 
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==
 
==Enervating Strike==
Prerequisite: Improved Unarmed Strike, fate touch class feature, Str 13
+
Prerequisite: Improved Unarmed Strike, fate touch class feature, Str 13<br>
 
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.
 
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.
  
 
{{ashnabis}}{{ooc}}
 
{{ashnabis}}{{ooc}}

Revision as of 17:50, 9 December 2018

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 1-7. The ordinary bad effects from the failure still occur, but the spell only fails entirely if you miss the magic check by 8 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.
Normal: When fos has not been prepared specially, you must consume double the amount of doses. (instead of twice the amount)

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.