[School] Feats & other stuff.
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Dominicius
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[School] Feats & other stuff.
So I finally got finished writing these.
First things first, the template:
0: Benefit gained by being able to cast level 0 spells.
1: Benefit gained by being able to cast level 1 spells.
3: Benefit gained by being able to cast level 3 spells.
6: Benefit gained by being able to cast level 6 spells.
9: Benefit gained by being able to cast level 9 spells.
Spell like abilities also count for these benefits, so creatures that can cast, say, Gate can take one of these feats and receive all the benefits. The only exception to this is wish and other universal type spells.
Evocation!
Battle Mage
You enter battle with a weapon in one hand and a fireball in the other.
0: You are immune to damage caused by your own evocation spells with the burst, emanations, spreads or line type area.
1: You may sacrifice any evocation spell in your spellbook as a swift action. Add +X to your attack bonus and +xd6 (you can have this damage be either fire, cold or electricity) to damage where x is the level of the spell you sacrificed for one minute. These bonuses do not stack and the most recent use of this ability overrides the previous one.
3: You can cast any evocation spell you know as part of a standard action attack provided the casting time is no longer than a standard action and the spell in question deals damage. The spell will manifest even if the attack misses and its point of origin will always be centered on the target of the attack. Spells cast this way do not provoke attacks of opportunity.
6: Same as above but now you may cast spells as part of a full attack action. If you attack multiple targets, pick one of them to be center of the spell.
9: As long as even one attack hits your target, the evocation spells you cast as part of an attack or full attack bypass the targets spell resistance and denies it its saving throw if the spell allows one. If you hit more than one target during the same round this benefit applies to all of them.
Master Healer
Your powers allow you to save your allies even from the brink of death.
0: You can add your wisdom or charisma modifier to the number of hit points healed by your healing spells.
1: You can delay any healing spell you cast on an ally. The healing spell can be delayed for up to two hours and you can activate it as a free action at any point during this time, even when it is not your turn. A creature can only have one such delayed spell upon it at a time.
3: Any spell of the healing sub-school can affect a number of additional targets equal to the level of the spell, provided they are all within the spells range. If the spell range is touch then the targets need to be within your reach.
6: Your healing spells can actually heal more than a creature can have. These extra hit points persist for two hours but can never exceed half of the creatures maximum hit points.
9: All healing spells that have a casting time longer than a standard action have their casting time reduced to a standard action instead.
Note: Yea, I know. I went with the Healing in evocation rout. This will probably disappoint people... but you can still have this as a necromancy feat in your games instead.
Conjuration!
Master Summoner
You are the like the goddamn Pokemon Master!
These benefits apply only to the Summon Monster and Summon Natures Ally type spells.
0: All your summons have a minimum duration of 10 rounds.
1: All your summons receive a +4 enchantment bonus to strength and constitution.
3: All your summons are affected by the haste spell which cannot be dispelled.
6: Whenever you use Summon Monster or Summon Natures Ally you may cast two such spells as part of single standard action.
9: For the first turn that they are summoned your summons are immune to magic.
Master of Space
Your magic is in motion.
0: Conjuration spells you cast can originate from any square within 5 feet of you.
1: You may now select any one creature within 100 feet to be immune to your Area of Effect conjuration. The spell disappears and reappears as the creature passes through.
3: If you are within 100 feet of a conjuration area of effect spell that is still in effect and that was cast by you, you may dismiss this effect and cast the same spell again as standard action, effectively moving it to a new location so no actual spell slot is being wasted.
6: When you use a spell with the (Teleportation) descriptor you do not take damage if you teleport into a space occupied by a solid body. Additionally, if you teleport into a space occupied by a creature no more than one size category larger than you then the creature is violently displaced into the nearest free space, taking d6 damage equal to your HD and must pass a fortitude save or be dazed. Use the level of the teleport spell to determine the DC of this effect.
9: You can use spells with the (Teleportation) descriptor even in places where teleportation is normally impossible. You are also immune to Dimension Anchor and similar effects that block teleportation.
Necromancy!
Overlord
You really liked playing HoMM as the Necropolis faction.
0: Your undead count as having 3 more HD when other characters attempt to turn them.
1: Undead you create have 2 extra hp for each of their HD.
3: Undead you create have Evasion and Mettle.
6: You can select any template and apply it to one of your undead provided the LA is no greater than ¼ your level (rounded up).
9: The number of undead you can control through any means is doubled.
Reaper
You love killing. Finger of Death is your favorite spell.
0: Enemies affected by your Necromancy spells take a -2 penalty to SR until sunrise.
1: Your necromancy spells have their DC increased by 2.
3: You may opt to have a necromancy spell you cast deal an extra d6+1 dice of negative energy damage equal half your level. If the spell in question has a saving throw then this damage is halved on a successful saving throw.
6: If you kill a creature with a necromancy spell whose CR is equal or bigger than twice the spell level then that spell is not considered expanded from your spellbook or allotted spells per day.
9: If anything has immunity (natural or magic) to death effects then your necromancy spells may affect it as if it that was not the case but the target gains a +3 bonus on its save.
Transmutation!
Shapechanger
What you are becomes part of what you become.
0: You can turn your hands into tools or a weapon as a standard action which must be the same size as you hands.
1: When you use Alter Form, Polymorph, Polymorph any Object and Shapechange (or similar) on yourself the creature that comes to represent you gains DR 5/- that stacks with any other natural DR that it has.
3: When you use Polymorph, Polymorph any Object and Shapechange (or similar) on yourself you can move any enhancement bonuses to ability scores from spells or items on yourself to the creature that represents you.
6: When you use Polymorph, Polymorph any Object and Shapechange (or similar) on yourself you can move any enhancement and deflection bonus to AC on yourself to the creature that comes to represent you.
9: You can move any spells that currently effecting you to the creature that represents you when you use Polymorph, Polymorph any Object and Shapechange (or similar) on yourself.
Note: I am using the tome rules for shapechanging.
Catalyst
Move faster than time.
0: Add 3 to your CL to determine the duration of your Transmutation spells.
1: You gain an enhancement bonus to initiative equal to the highest level transmutation spell you can cast.
3: You receive an enhancement bonus to speed in feet equal to ten times the level of the highest transmutation spell you are able to cast.
6: While under the effect of the haste spell you gain an extra swift action.
9: You can use Celerity as a free action once per hour.
Illusion!
Teller of Lies
If enough people believe a lie, it becomes the truth.
0: You cast illusions spells at +1 CL.
1: Creatures do not receive a +4 bonus to their will save to disbelieve your illusions if someone else points it out to them
3: Each time you cast an illusion spell that was a will save to disbelieve you are allowed to make a bluff check as a free action. This represents a purely mundane action the character does to make the illusion more believable. Divide the bluff result by ten and add it to the save DC.
6: No divination spell can easily detect or pierce your illusions. Before spells like true seeing or arcane sight can have any effect you and the caster must make an opposed CL check. If he wins his divination works normally, if he loses then his divination fails to pierce the illusion.
9: Creatures are allowed to only make one save to disbelieve your illusions. If they fail they are stuck believing your illusion until it ends or is dispelled. Not even true seeing or similar cast at a later point can reverse this effect.
Nobody
People doubt that you even exist.
0: You can cast Disguise Self at will.
1: If somebody manages to pierce through one of your glamer spells with the aid of a divination spell they will still be unable to discern your true features, or even what race or gender you are (though size can still be seen). Only by dispelling the glamer will these details be revealed.
3: Glamer spells that you cast on yourself last until you dismiss them.
6: You can erase the memory of yourself from the minds of others. Once they are no longer able to detect you, creatures must make a will save or forget that you were ever there. The DC is 10 + half your level + your highest mental attribute modifier. The character can select any number of creatures that are exempt from this ability. If a creature makes its save it becomes immune to this ability for the rest of the day.
9: While you are under the effect one of your glamer spells you benefit from a constant mind blank effect.
Enchantment!
Dominion
Talk about control freaks.
0: You cast enchantment spells at +1 CL.
1: The DC Sense Motive check to see that a creature is charmed or dominated is increased by 10.
3: Creatures under the effect of a charm, dominate or suggestion type spell must make a second save at the end of the spells duration. If they fail this save then the spell continues for another full duration. This ability only functions once per spell.
6: Creatures no longer receive a bonus to their save when ordered to perform acts that go against their nature (they still get a second save) and you can order creatures to perform suicidal actions (this also allows them to make a second save).
9: You can posses any target that you have either charmed or dominated as a standard action. If the target dies or the spell end you return to your own body with no ill effect. While you posses a creature your own body is left completely inactive and is thus vulnerable. If your original body dies then you can continue to exist in the possessed body as long as it is under the effect of one of your charm or dominate spell.
Mind Reaver
No mind can deny you entry.
0: You can learn spells with the [fear] descriptor as enchantment spells.
1: Your enchantment spells have their DC increased by 2.
3: If a target saves against one of your enchantment spells it must make another save against the same DC or take a number d6 subdual damage equal to your HD.
6: You can stop the effect of an enchantment spell before its duration end as long as the duration is longer than one round. In this case the spell lies dormant within the creature and you can reactivate it as a free action at any time. While inside the creature your spells are completely undetectable and allow you to freely read the hosting creatures thoughts.
9: If a creature is immune to mind effecting (natural or magical) then your enchantment spells affect it as if that was not the case but it gains a +3 bonus to its saving throws.
Abjuration!
Countermage
I tap two islands...
0: You may attempt a counterspell as an immediate action. If you already have this ability then you gain an extra immediate action that can only be used for counterspell attempts.
1: You can counterspell with any abjuration spell that is of the same level or higher as the spell you are trying to counterspell.
3: You can take 10 on caster level checks. If you already have this ability you can take 15 instead.
6: If you successfully counter a spell you may bounce that spell back at the original caster as if it was affected by spell turning.
9: If you hit somebody with a dispel magic type spell you both make opposed CL checks (use challenge rating for creatures without spellcasting). If you win the target lose the ability to cast spells, use spell-like abilities and activate magic items that are not use activated for 1d4 turns. They can repeat the check on the following rounds as a free action to end the effect early.
Spell Defender
Because combat is a little too deadly for your liking.
0: As an additional benefit all your abjuration effects provide fast healing 1 for their duration (this does not stack).
1: Once per round you can sacrifice an abjuration spell to ignore a number of attacks of opportunity in a round equal to the spell level.
3: All your abjuration spells are much harder to dispel, giving you a +5 bonus to opposed caster level checks in these situations.
6: Once per day you can cast any abjuration spell that only targets you as an immediate action even when you are flat-footed.
9: Your abjuration spells can’t be dispelled. Instead they are only suppressed for 1d4 rounds. If a spell has permanent duration then it can only be permanently dispelled if you allow it or if you are dead.
Well that about wraps this up. I still want to write a few [Monster] feats and a few [Psionic] feats but that will come later.
First things first, the template:
0: Benefit gained by being able to cast level 0 spells.
1: Benefit gained by being able to cast level 1 spells.
3: Benefit gained by being able to cast level 3 spells.
6: Benefit gained by being able to cast level 6 spells.
9: Benefit gained by being able to cast level 9 spells.
Spell like abilities also count for these benefits, so creatures that can cast, say, Gate can take one of these feats and receive all the benefits. The only exception to this is wish and other universal type spells.
Evocation!
Battle Mage
You enter battle with a weapon in one hand and a fireball in the other.
0: You are immune to damage caused by your own evocation spells with the burst, emanations, spreads or line type area.
1: You may sacrifice any evocation spell in your spellbook as a swift action. Add +X to your attack bonus and +xd6 (you can have this damage be either fire, cold or electricity) to damage where x is the level of the spell you sacrificed for one minute. These bonuses do not stack and the most recent use of this ability overrides the previous one.
3: You can cast any evocation spell you know as part of a standard action attack provided the casting time is no longer than a standard action and the spell in question deals damage. The spell will manifest even if the attack misses and its point of origin will always be centered on the target of the attack. Spells cast this way do not provoke attacks of opportunity.
6: Same as above but now you may cast spells as part of a full attack action. If you attack multiple targets, pick one of them to be center of the spell.
9: As long as even one attack hits your target, the evocation spells you cast as part of an attack or full attack bypass the targets spell resistance and denies it its saving throw if the spell allows one. If you hit more than one target during the same round this benefit applies to all of them.
Master Healer
Your powers allow you to save your allies even from the brink of death.
0: You can add your wisdom or charisma modifier to the number of hit points healed by your healing spells.
1: You can delay any healing spell you cast on an ally. The healing spell can be delayed for up to two hours and you can activate it as a free action at any point during this time, even when it is not your turn. A creature can only have one such delayed spell upon it at a time.
3: Any spell of the healing sub-school can affect a number of additional targets equal to the level of the spell, provided they are all within the spells range. If the spell range is touch then the targets need to be within your reach.
6: Your healing spells can actually heal more than a creature can have. These extra hit points persist for two hours but can never exceed half of the creatures maximum hit points.
9: All healing spells that have a casting time longer than a standard action have their casting time reduced to a standard action instead.
Note: Yea, I know. I went with the Healing in evocation rout. This will probably disappoint people... but you can still have this as a necromancy feat in your games instead.
Conjuration!
Master Summoner
You are the like the goddamn Pokemon Master!
These benefits apply only to the Summon Monster and Summon Natures Ally type spells.
0: All your summons have a minimum duration of 10 rounds.
1: All your summons receive a +4 enchantment bonus to strength and constitution.
3: All your summons are affected by the haste spell which cannot be dispelled.
6: Whenever you use Summon Monster or Summon Natures Ally you may cast two such spells as part of single standard action.
9: For the first turn that they are summoned your summons are immune to magic.
Master of Space
Your magic is in motion.
0: Conjuration spells you cast can originate from any square within 5 feet of you.
1: You may now select any one creature within 100 feet to be immune to your Area of Effect conjuration. The spell disappears and reappears as the creature passes through.
3: If you are within 100 feet of a conjuration area of effect spell that is still in effect and that was cast by you, you may dismiss this effect and cast the same spell again as standard action, effectively moving it to a new location so no actual spell slot is being wasted.
6: When you use a spell with the (Teleportation) descriptor you do not take damage if you teleport into a space occupied by a solid body. Additionally, if you teleport into a space occupied by a creature no more than one size category larger than you then the creature is violently displaced into the nearest free space, taking d6 damage equal to your HD and must pass a fortitude save or be dazed. Use the level of the teleport spell to determine the DC of this effect.
9: You can use spells with the (Teleportation) descriptor even in places where teleportation is normally impossible. You are also immune to Dimension Anchor and similar effects that block teleportation.
Necromancy!
Overlord
You really liked playing HoMM as the Necropolis faction.
0: Your undead count as having 3 more HD when other characters attempt to turn them.
1: Undead you create have 2 extra hp for each of their HD.
3: Undead you create have Evasion and Mettle.
6: You can select any template and apply it to one of your undead provided the LA is no greater than ¼ your level (rounded up).
9: The number of undead you can control through any means is doubled.
Reaper
You love killing. Finger of Death is your favorite spell.
0: Enemies affected by your Necromancy spells take a -2 penalty to SR until sunrise.
1: Your necromancy spells have their DC increased by 2.
3: You may opt to have a necromancy spell you cast deal an extra d6+1 dice of negative energy damage equal half your level. If the spell in question has a saving throw then this damage is halved on a successful saving throw.
6: If you kill a creature with a necromancy spell whose CR is equal or bigger than twice the spell level then that spell is not considered expanded from your spellbook or allotted spells per day.
9: If anything has immunity (natural or magic) to death effects then your necromancy spells may affect it as if it that was not the case but the target gains a +3 bonus on its save.
Transmutation!
Shapechanger
What you are becomes part of what you become.
0: You can turn your hands into tools or a weapon as a standard action which must be the same size as you hands.
1: When you use Alter Form, Polymorph, Polymorph any Object and Shapechange (or similar) on yourself the creature that comes to represent you gains DR 5/- that stacks with any other natural DR that it has.
3: When you use Polymorph, Polymorph any Object and Shapechange (or similar) on yourself you can move any enhancement bonuses to ability scores from spells or items on yourself to the creature that represents you.
6: When you use Polymorph, Polymorph any Object and Shapechange (or similar) on yourself you can move any enhancement and deflection bonus to AC on yourself to the creature that comes to represent you.
9: You can move any spells that currently effecting you to the creature that represents you when you use Polymorph, Polymorph any Object and Shapechange (or similar) on yourself.
Note: I am using the tome rules for shapechanging.
Catalyst
Move faster than time.
0: Add 3 to your CL to determine the duration of your Transmutation spells.
1: You gain an enhancement bonus to initiative equal to the highest level transmutation spell you can cast.
3: You receive an enhancement bonus to speed in feet equal to ten times the level of the highest transmutation spell you are able to cast.
6: While under the effect of the haste spell you gain an extra swift action.
9: You can use Celerity as a free action once per hour.
Illusion!
Teller of Lies
If enough people believe a lie, it becomes the truth.
0: You cast illusions spells at +1 CL.
1: Creatures do not receive a +4 bonus to their will save to disbelieve your illusions if someone else points it out to them
3: Each time you cast an illusion spell that was a will save to disbelieve you are allowed to make a bluff check as a free action. This represents a purely mundane action the character does to make the illusion more believable. Divide the bluff result by ten and add it to the save DC.
6: No divination spell can easily detect or pierce your illusions. Before spells like true seeing or arcane sight can have any effect you and the caster must make an opposed CL check. If he wins his divination works normally, if he loses then his divination fails to pierce the illusion.
9: Creatures are allowed to only make one save to disbelieve your illusions. If they fail they are stuck believing your illusion until it ends or is dispelled. Not even true seeing or similar cast at a later point can reverse this effect.
Nobody
People doubt that you even exist.
0: You can cast Disguise Self at will.
1: If somebody manages to pierce through one of your glamer spells with the aid of a divination spell they will still be unable to discern your true features, or even what race or gender you are (though size can still be seen). Only by dispelling the glamer will these details be revealed.
3: Glamer spells that you cast on yourself last until you dismiss them.
6: You can erase the memory of yourself from the minds of others. Once they are no longer able to detect you, creatures must make a will save or forget that you were ever there. The DC is 10 + half your level + your highest mental attribute modifier. The character can select any number of creatures that are exempt from this ability. If a creature makes its save it becomes immune to this ability for the rest of the day.
9: While you are under the effect one of your glamer spells you benefit from a constant mind blank effect.
Enchantment!
Dominion
Talk about control freaks.
0: You cast enchantment spells at +1 CL.
1: The DC Sense Motive check to see that a creature is charmed or dominated is increased by 10.
3: Creatures under the effect of a charm, dominate or suggestion type spell must make a second save at the end of the spells duration. If they fail this save then the spell continues for another full duration. This ability only functions once per spell.
6: Creatures no longer receive a bonus to their save when ordered to perform acts that go against their nature (they still get a second save) and you can order creatures to perform suicidal actions (this also allows them to make a second save).
9: You can posses any target that you have either charmed or dominated as a standard action. If the target dies or the spell end you return to your own body with no ill effect. While you posses a creature your own body is left completely inactive and is thus vulnerable. If your original body dies then you can continue to exist in the possessed body as long as it is under the effect of one of your charm or dominate spell.
Mind Reaver
No mind can deny you entry.
0: You can learn spells with the [fear] descriptor as enchantment spells.
1: Your enchantment spells have their DC increased by 2.
3: If a target saves against one of your enchantment spells it must make another save against the same DC or take a number d6 subdual damage equal to your HD.
6: You can stop the effect of an enchantment spell before its duration end as long as the duration is longer than one round. In this case the spell lies dormant within the creature and you can reactivate it as a free action at any time. While inside the creature your spells are completely undetectable and allow you to freely read the hosting creatures thoughts.
9: If a creature is immune to mind effecting (natural or magical) then your enchantment spells affect it as if that was not the case but it gains a +3 bonus to its saving throws.
Abjuration!
Countermage
I tap two islands...
0: You may attempt a counterspell as an immediate action. If you already have this ability then you gain an extra immediate action that can only be used for counterspell attempts.
1: You can counterspell with any abjuration spell that is of the same level or higher as the spell you are trying to counterspell.
3: You can take 10 on caster level checks. If you already have this ability you can take 15 instead.
6: If you successfully counter a spell you may bounce that spell back at the original caster as if it was affected by spell turning.
9: If you hit somebody with a dispel magic type spell you both make opposed CL checks (use challenge rating for creatures without spellcasting). If you win the target lose the ability to cast spells, use spell-like abilities and activate magic items that are not use activated for 1d4 turns. They can repeat the check on the following rounds as a free action to end the effect early.
Spell Defender
Because combat is a little too deadly for your liking.
0: As an additional benefit all your abjuration effects provide fast healing 1 for their duration (this does not stack).
1: Once per round you can sacrifice an abjuration spell to ignore a number of attacks of opportunity in a round equal to the spell level.
3: All your abjuration spells are much harder to dispel, giving you a +5 bonus to opposed caster level checks in these situations.
6: Once per day you can cast any abjuration spell that only targets you as an immediate action even when you are flat-footed.
9: Your abjuration spells can’t be dispelled. Instead they are only suppressed for 1d4 rounds. If a spell has permanent duration then it can only be permanently dispelled if you allow it or if you are dead.
Well that about wraps this up. I still want to write a few [Monster] feats and a few [Psionic] feats but that will come later.
Last edited by Dominicius on Tue Jul 03, 2012 12:13 pm, edited 58 times in total.
Re: [School] Feats & other stuff.
1) Your level 0 ability needs to use some word besides burst. Because burst means a specific type of thing, and I think you want it to apply to emanations and spreads too, since your know, fireball. (Probably also lines, in case they are Wizards of lost traditions throwing lines back at themselves.)Dominicius wrote:Battle Mage
2) Your level 3 ability already allows your level 6 ability, because a full attack is a series of attacks. and nothing limits it from occurring each attack. Literally every warmage would need to take this feat and throw shuriken with twfing to get 2 standard actions spells a round as it stands now.
Summons aren't called. They are summoned.Dominicius wrote:9: For the first turn that they are called your summons are immune to magic.
Could be made more clear that you aren't spending the spell again. IE, as it stands "you can cast the spell again" but if you are a Wizard with only one EBT, you can't cast it again, because you don't have it memed again.Dominicius wrote:3: If you are within 100 feet of a conjuration area of effect spell that is still in effect that was cast by you, you may dismiss this effect and cast the same spell again as standard action, effectively moving it to a new location.
So something to the effect of "...not using any additional slots" or something somewhere.
You need to specify how this works in relation to lapping. If you win init, what happens when you cast spells? does this ability just not matter whenever you win init?Dominicius wrote:1: Each time you cast a transmutation spell your position in initiative count increases by one.
+ "in feet."Dominicius wrote:3: You receive a bonus to speed equal to ten times the level of the highest transmutation spell you are able to cast.
Perhaps: "his divination fails to pierce the illusion."Dominicius wrote:If he wins his divination works normally, if he loses then his divination has no effect until the illusion ends.
Not something I want in my games:
HAHAHA! My Permanent Image CL check beat your True Seeing, so now, you can be ganked by level 3 Rogues with Invis cast on them by a toddlers first UMD. Because my spell magically infects your spell so that True Seeing can't do shit against even the most basic illusions cast at CL 1!
Will look at rest later.
Last edited by Kaelik on Fri Apr 02, 2010 3:24 am, edited 1 time in total.
Unrestricted Diplomat 5314 wrote:Accept this truth, as the wisdom of the Crafted: when the oppressors and abusers have won, when the boot of the callous has already trampled you flat, you should always, always take your swing."
Re: [School] Feats & other stuff.
Typo...Dominicius wrote:
0: Benefit gained by being able to cast level 0 spells.
1: Benefit gained by being able to cast level 1 spells.
2 3: Benefit gained by being able to cast level 3 spells.
3 6: Benefit gained by being able to cast level 6 spells.
6 9: Benefit gained by being able to cast level 9 spells.
Re: [School] Feats & other stuff.
No.Dominicius wrote: 6: While under the effect of the haste spell you gain an extra standard action.
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Dominicius
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Dominicius
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- Joined: Sat Feb 06, 2010 8:28 pm
Ok, bit of an update here. Psionics feats are progressing... slowly. I know that nobody here is really holding his breath but I just wish to give the impression that I am trying to finish this.
In other news it seems that I have forgotten about Divination. So here it is + a few combat feats that I've come up with.
Divination!
Omniscience
Nobody sees you but you see all.
0: While under the effect of a personal divination spell you receive the benefits of low light vision
1: For determining the effects of a divination spell after it is cast (but not the duration) count as if three rounds have passed.
3: You can take 15 on opposed CL rolls related to your divination spells.
6: It is never possible to trace your divination spells back to their source or otherwise use them to receive information regarding your location.
9: You can punch through mindblank, private sanctum and screen if you succeed on an opposed caster level check. Such an act can only be attempted once per day. In addition you always know if you see an illusion with your divination spell but you can’t see what it hides.
Battle Diviner
Knowledge is more terrible than any weapon.
0: When you cast a divination spell add +1 to your AC against the next attack.
1: Any insight bonus to attack you gain is added to your BAB for the purpose of determining whether or not you have the edge over an opponent.
3: Any miss chance you incur is reduced by 5% times the level of the highest divination spell you are able to cast.
6: As long as you are under the effect of a personal divination spell you benefit from the uncanny dodge and the improved uncanny dodge feats.
9: All [Combat] feats that you take or have already taken no longer use BAB to determine their benefits, instead they use the highest level divination spell you are able to cast similar to this feat.
[Combat] Feats
Battle Bond
We may be many but we fight as one.
Special: This feat only works if you are within 60 feet of another character who also has this feat. You must be allies and must be aware of each other’s presence, otherwise it has no effect.
0: You can use the initiative roll of another member of the group (group in this case means all those who share this feat) instead of your own.
1: If one of you has the edge over an enemy then all of you do.
6: If one of you succeeds in saving against an effect then all of you do.
11: None of you can be flanked and if one of you has Natural DR, Energy Resistance or Energy Immunity than all of you can share these benefits.
16: As long as one of you still has above zero hit points, none of you can die (instant death effect only knock you down to -10 hp).
Battle Jump
Dragoon!!!
Note: I know that there are already hundreds of Dragoon classes out there but to be honest, the whole idea of jumping on an enemy Mario style can easily be represented with a single feat rather than a PrC or, god forbid, a whole base class. So here you go.
0: The jump DC is not doubled if you make a standing jump and your ability to jump is not restricted by your height.
1: If you take a full round action to jump your jump check result is quadrupled and you do not receive falling damage at the end of it no matter how high you jump but the enemy you fall on does. You jump at end of your turn you land at the beginning of your next one. In that time you are at the apex of your jump directly above your targeted square. You can also choose to land in any square adjacent to your target square.
6: You can make a single melee attack at the end of your fall at your highest BAB which counts as a charge attack. Even if you don’t precisely land on your target, as long as this attack hits, it counts as if you have (so add any falling damage to the damage roll).
11: You can change directions mid jump allowing you to hit an enemy even if it has moved from your targeted square. You can hit any square a distance away from the original square you targeted equal to the vertical distance you fell. You can also make a full attack at the end of your jump that still counts as a charge.
16: You land with such force that any enemy within 30 ft (+/-10 for each size category to a minimum of 5 ft) of you must make reflex save DC equal to 10 + your jump ranks or fall prone and become stunned for one round.
Shockwave
Did he just cut the whole airship in half?!
0: The first attack you make in a round deals an extra 3 damage.
1: You can cause a shockwave to travel from out of your weapon as a standard attack (does not work with ranged weapons). You can make the shockwave travel in any pattern, the only two rules that it must begin in the square you attack and that while traveling it can't go back into a square that it has just left. The damage it starts with is your damage roll minus any damage that is not multiplied on a critical hit and for each square filled with air that it passes through reduce the damage by three, if the square is filled with water – by four and if it is not filled with anything – by one. If the total damage is reduced to zero, the shockwave comes to a stop. Creatures and objects must be destroyed before the shockwave can continue (objects are auto hit but still benefit from hardness, creatures use their AC). The shockwave has range increment of 30 feet and even if it fails to hit a creature due to AC (but not miss chance) reduce its damage pool by the creatures current hp + 10.
The shockwave only carries damage, no other effects or maneuvers can apply to it.
6: As a full attack action you can release a super shockwave. Sacrifice any number of extra attacks you get as part of a full attack and multiply your damage roll by the amount of attacks sacrificed plus one.
11: You can have the space which your shockwave passes through be affected as if by a wall of force spell for a number of rounds equal to half your level rounded down (or less if you so desire).
16: The damage pool of your shockwave cannot be reduced by anything that would otherwise reduce it by 20 or less and it automatically destroys any non-magical obstacles that it passes through. The new range limit of your shockwave is 100 feet times your level.
In other news it seems that I have forgotten about Divination. So here it is + a few combat feats that I've come up with.
Divination!
Omniscience
Nobody sees you but you see all.
0: While under the effect of a personal divination spell you receive the benefits of low light vision
1: For determining the effects of a divination spell after it is cast (but not the duration) count as if three rounds have passed.
3: You can take 15 on opposed CL rolls related to your divination spells.
6: It is never possible to trace your divination spells back to their source or otherwise use them to receive information regarding your location.
9: You can punch through mindblank, private sanctum and screen if you succeed on an opposed caster level check. Such an act can only be attempted once per day. In addition you always know if you see an illusion with your divination spell but you can’t see what it hides.
Battle Diviner
Knowledge is more terrible than any weapon.
0: When you cast a divination spell add +1 to your AC against the next attack.
1: Any insight bonus to attack you gain is added to your BAB for the purpose of determining whether or not you have the edge over an opponent.
3: Any miss chance you incur is reduced by 5% times the level of the highest divination spell you are able to cast.
6: As long as you are under the effect of a personal divination spell you benefit from the uncanny dodge and the improved uncanny dodge feats.
9: All [Combat] feats that you take or have already taken no longer use BAB to determine their benefits, instead they use the highest level divination spell you are able to cast similar to this feat.
[Combat] Feats
Battle Bond
We may be many but we fight as one.
Special: This feat only works if you are within 60 feet of another character who also has this feat. You must be allies and must be aware of each other’s presence, otherwise it has no effect.
0: You can use the initiative roll of another member of the group (group in this case means all those who share this feat) instead of your own.
1: If one of you has the edge over an enemy then all of you do.
6: If one of you succeeds in saving against an effect then all of you do.
11: None of you can be flanked and if one of you has Natural DR, Energy Resistance or Energy Immunity than all of you can share these benefits.
16: As long as one of you still has above zero hit points, none of you can die (instant death effect only knock you down to -10 hp).
Battle Jump
Dragoon!!!
Note: I know that there are already hundreds of Dragoon classes out there but to be honest, the whole idea of jumping on an enemy Mario style can easily be represented with a single feat rather than a PrC or, god forbid, a whole base class. So here you go.
0: The jump DC is not doubled if you make a standing jump and your ability to jump is not restricted by your height.
1: If you take a full round action to jump your jump check result is quadrupled and you do not receive falling damage at the end of it no matter how high you jump but the enemy you fall on does. You jump at end of your turn you land at the beginning of your next one. In that time you are at the apex of your jump directly above your targeted square. You can also choose to land in any square adjacent to your target square.
6: You can make a single melee attack at the end of your fall at your highest BAB which counts as a charge attack. Even if you don’t precisely land on your target, as long as this attack hits, it counts as if you have (so add any falling damage to the damage roll).
11: You can change directions mid jump allowing you to hit an enemy even if it has moved from your targeted square. You can hit any square a distance away from the original square you targeted equal to the vertical distance you fell. You can also make a full attack at the end of your jump that still counts as a charge.
16: You land with such force that any enemy within 30 ft (+/-10 for each size category to a minimum of 5 ft) of you must make reflex save DC equal to 10 + your jump ranks or fall prone and become stunned for one round.
Shockwave
Did he just cut the whole airship in half?!
0: The first attack you make in a round deals an extra 3 damage.
1: You can cause a shockwave to travel from out of your weapon as a standard attack (does not work with ranged weapons). You can make the shockwave travel in any pattern, the only two rules that it must begin in the square you attack and that while traveling it can't go back into a square that it has just left. The damage it starts with is your damage roll minus any damage that is not multiplied on a critical hit and for each square filled with air that it passes through reduce the damage by three, if the square is filled with water – by four and if it is not filled with anything – by one. If the total damage is reduced to zero, the shockwave comes to a stop. Creatures and objects must be destroyed before the shockwave can continue (objects are auto hit but still benefit from hardness, creatures use their AC). The shockwave has range increment of 30 feet and even if it fails to hit a creature due to AC (but not miss chance) reduce its damage pool by the creatures current hp + 10.
The shockwave only carries damage, no other effects or maneuvers can apply to it.
6: As a full attack action you can release a super shockwave. Sacrifice any number of extra attacks you get as part of a full attack and multiply your damage roll by the amount of attacks sacrificed plus one.
11: You can have the space which your shockwave passes through be affected as if by a wall of force spell for a number of rounds equal to half your level rounded down (or less if you so desire).
16: The damage pool of your shockwave cannot be reduced by anything that would otherwise reduce it by 20 or less and it automatically destroys any non-magical obstacles that it passes through. The new range limit of your shockwave is 100 feet times your level.
Last edited by Dominicius on Wed May 16, 2012 9:06 pm, edited 21 times in total.
Re: [School] Feats & other stuff.
Battle Mage The level 1 ability is weak. I'd give it a duration of one minute.
Master Healer Cool
Master Summoner Cool
Master of Space Cool
Overlord As per the Tome of Necromancy Turn Resistance bones you just as much as the enemy. I suggest rewording it "Undead you create count as double their HD when other
Reaper Your level 1 ability is pretty powerful, your level 3 ability is overpowered. 6 rounds of Exhaustion are better than a lot of things you could be doing at 5th level.
Shapechanger Possibly you meant Enhancement bonuses? Also, spells continue to affect you in vanilla polymorph and you are no longer there under Tome Polymorph. You should rewrite this feat.
Catalyst I dislike messing with Initiative in the middle of combat. Why not a simple Init bonus? Say, equal to your highest spell level?Teller of Lies Cool
Nobody Is the level 6 effect always on or what? It should also not work against people familiar with the PC otherwise he'll be forgotten by his mother, girlfriend and possibly party.
Dominion Ability 3 should not happen more than once.
Mind Reaver With the Level 9 ability you can stay at home and simply cast Dominate until Asmodeus/Pelor/Whatever fails a save. Not a good idea methinks.
Countermage Cool
Spell Defender Cool
Omniscience Cool
Battle Diviner So... What is the level 9 ability supposed to do?
Battle Bond Cool
Battle Jump Cool
Shockwave Cool
Master Healer Cool
Master Summoner Cool
Master of Space Cool
Overlord As per the Tome of Necromancy Turn Resistance bones you just as much as the enemy. I suggest rewording it "Undead you create count as double their HD when other
Reaper Your level 1 ability is pretty powerful, your level 3 ability is overpowered. 6 rounds of Exhaustion are better than a lot of things you could be doing at 5th level.
Shapechanger Possibly you meant Enhancement bonuses? Also, spells continue to affect you in vanilla polymorph and you are no longer there under Tome Polymorph. You should rewrite this feat.
Catalyst I dislike messing with Initiative in the middle of combat. Why not a simple Init bonus? Say, equal to your highest spell level?Teller of Lies Cool
Nobody Is the level 6 effect always on or what? It should also not work against people familiar with the PC otherwise he'll be forgotten by his mother, girlfriend and possibly party.
Dominion Ability 3 should not happen more than once.
Mind Reaver With the Level 9 ability you can stay at home and simply cast Dominate until Asmodeus/Pelor/Whatever fails a save. Not a good idea methinks.
Countermage Cool
Spell Defender Cool
Omniscience Cool
Battle Diviner So... What is the level 9 ability supposed to do?
Battle Bond Cool
Battle Jump Cool
Shockwave Cool
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Dominicius
- Knight
- Posts: 491
- Joined: Sat Feb 06, 2010 8:28 pm
Re: [School] Feats & other stuff.
Done.shirak wrote:Battle Mage The level 1 ability is weak. I'd give it a duration of one minute.
Not sure what you were trying to say by I guess it was "...when other creatures attempt to turn them." Correct me if I'm wrong.Overlord As per the Tome of Necromancy Turn Resistance bones you just as much as the enemy. I suggest rewording it "Undead you create count as double their HD when other
Even with Tome of Necromancy spells? But yea I can kinda see your point. Reduced to two rounds and the first ability is now a +3 to bypass SR.Reaper Your level 1 ability is pretty powerful, your level 3 ability is overpowered. 6 rounds of Exhaustion are better than a lot of things you could be doing at 5th level.
Yea, I meant Enhancement bonuses. Fixed that. And that is the idea of the feat but I see now that the wording is lackluster so rewrite is indeed in order.Shapechanger Possibly you meant Enhancement bonuses? Also, spells continue to affect you in vanilla polymorph and you are no longer there under Tome Polymorph. You should rewrite this feat.
Done. Although it is a bit more boring this way.Catalyst I dislike messing with Initiative in the middle of combat. Why not a simple Init bonus? Say, equal to your highest spell level?
Fixed.Nobody Is the level 6 effect always on or what? It should also not work against people familiar with the PC otherwise he'll be forgotten by his mother, girlfriend and possibly party.
Done.Dominion Ability 3 should not happen more than once.
Nerfed it down. Any better?Mind Reaver With the Level 9 ability you can stay at home and simply cast Dominate until Asmodeus/Pelor/Whatever fails a save. Not a good idea methinks.
Well you know how combat feats all use BAB to determine the stuff you get? Now they work off of the highest level divination you can cast similar to Battle Diviner itself. Maybe I should reword that ability...Battle Diviner So... What is the level 9 ability supposed to do?
Thanks for the input though.
Last edited by Dominicius on Wed Apr 14, 2010 8:44 pm, edited 2 times in total.
Re: [School] Feats & other stuff.
Exactly. Sorry, I kinda lost the text there.Dominicius wrote:Not sure what you were trying to say by I guess it was "...when other creatures attempt to turn them." Correct me if I'm wrong.
Better. "One three weeks" is a typo I think. Also, when you say duration is not reset does this mean the ability only works once per creature? To tell you the truth, I suggest removing the whole "infinite range" thing altogether. It's awesome but rather unworkable.Dominicius wrote:Mind Reaver
My pleasure.Dominicius wrote:Thanks for the input though.
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Dominicius
- Knight
- Posts: 491
- Joined: Sat Feb 06, 2010 8:28 pm
So I'm finally done. I won't lie, the below feats will most likely never be used by anyone other than myself. Still criticism would be appreciated.
Psionics!
Psychokinesis!
Elementalist
D&D elements are weird.
0: When you manifest a psychokinesis power with the word Energy in its name you gain energy resistance 5 to an element of your choice for one round.
1: Add your highest mental ability modifier to the damage your psychokinesis powers do. Apply this bonus only once per power manifestation and the bonus can never be greater than your level.
3: You ignore the first five points of energy resistance the target has, also no more than half the damage from your psychokinesis powers can be negated because of energy resistance or energy immunity.
6: When someone fails his saving throw against a psychokinesis power that has the word energy in it it must roll another save against the same DC or suffers the following effect for one round depending on what energy you chose.
Acid - nauseated
Cold - slowed
Fire - blinded
Sonic - deafened and shaken
Electricity - dazed
Force (with Kinetic Manipulator) - target is knocked prone till it gets up
9: All damage die on your psychokinesis powers increase by two steps.
Kinetic Manipulator
The closest one can come to direct energy control.
0: You can make your energy powers deal force damage instead of their normal damage. Force reduces all damage dice by one step but adds +2 damage for each dice (so d6 becomes 1d4+2).
1: As long as you concentrate on maintaining one of your psychokinesis powers you get a deflection bonus to AC equal to the level of the highest psychokinesis power you can manifest.
3: Add a bonus to all your trip, bull rush, disarm and grapple checks equal to the highest level psychokinesis power you can manifest. This applies to checks made via your powers.
6: You can manifest two psychokinesis powers with a single manifestation as long as they have the same manifestation time. Their combined power point cost cannot exceed your manifester level.
9: Your psychokinesis powers ignore PR and work in an anti-magic field.
Psychometabolism!
Perfect Self
A healthy body is made by a powerful mind.
0: As long as you have power points you always stabilize should you get knocked down to below 0 hp and you heal twice as fast while resting.
1: You gain a bonus to fortitude saves equal to the highest level psychometabolism power you can manifest.
3: While under the effect of one of your psychometabolism powers you gain the Mettle ability.
6: You gain fast healing 5.
9: You can use your hit points instead of power points to manifest psychometabolism powers at a rate of 2 hp per power point.
Anyform
I have no idea what he is supposed to be this time.
0: You can change your own weight by an amount no more than half your true weight as a full rounds action that provokes an AoO.
1: You can manifest Metamorphosis as a swift action.
3: When you manifest Metamophosis it lasts for 1 hour/level.
6: When you use augmentation to gain menu abilities instead pick twice as many as you would have gotten.
9: Your Metamorphosis power can't be dispelled and is unaffected by anti-magic fields.
Psychoportation!
D-Jumper
Through space!
0: By touching an item you are currently holding as a swift action you can change its position in your square. For example you can teleport a ring from the index finger to your pocket with a touch.
1: When you manifest a psychoportation power you can take an extra 5 foot step.
3: You can spend a single power point to instantly teleport to the place you were you were one round ago as a free action once per round.
6: When you enter and exit a plane you can have have anything within 60 feet of you be affected by a greater dispell magic (targeted), using your manifester level.
9: You can use your psychoportation powers even in places where dimensional travel is restricted, in addition you are immune to Dimensional Anchor, Anticipate Teleport and similar effects.
T-Runner
Through time!
0: You are always aware if something causes you to move forward or backwards in time, as such you always retain your memories of the alternate time line. In addition you always know the exact time and how much time has passed.
1: You add the level of highest level psychoportation power as a bonus to your reflex saves.
3: If you take an immediate action you can delay any one condition from affecting you for one round.
6: While manifest a psychoportation power nobody is allowed to interrupt it with a readied or immediate action.
9: You are unaffected by spells or powers that have time, temporal or chronus in their names unless you allow it.
Clariscentience!
Oracle
Bringing the future to light.
0: The knowledge you gain from your clariscentience powers can never be extracted from you by supernatural means. Spells and similar that attempt to do so instantly fail without providing any answers. You also gain a +4 bonus to your save to resist giving out this information due to intimidation or torture.
1: As a standard action you can perform a touch attack on a creature to transmit the knowledge you gained via one of your clariscentience powers to them telepathically. The transfer occurs instantly and the target perceives exactly what you perceived, albeit much more condensed and leaves them dazed for 1 round. No more than one power's worth of knowledge can be transmitted this way and unwilling targets get a Will save (DC 10+Your Int Mod+Half Your Manifester Level) to stop the knowledge from flooding into their brain.
3: You always know when the results of your clariscentience powers are false or deliberately misleading. For instance, scrying on an illusion would fill you with a sense that something is wrong about what you are seeing but it will not reveal that you are looking at an illusion.
6: You may manifest clariscience powers while you are asleep or while unconscious. You do not have the use of your normal senses while in those states but are able to feel the passage of time.
9: You never need to pay xp to manifest your clariscience powers.
Dare Devil
Uh-oh, Spider Sense!
0: Any natural 1 you roll counts as a natural 20.
1: You gain a fate point pool equal to the highest level clariscentince power you can manifest. These fate points can be used in the same way as written in the Eberron campaign Setting except they cannot be used to grant extra actions and are refreshed every 24 hours.
3: Fate points now give a bonus of 1d8 instead of 1d6.
6: Once per day you can use a readied action without having prepared it and without having to specify the conditions.
9: For three rounds during a day you gain a +100 insight bonus to any 1d20 roll you make and to your AC. These need not be consecutive rounds.
Metacreativety!
Master of Shape
Totally not a robot summoner.
0: The disable device check to disable your astral constructs is increased by the number of PP you spend to manifest the power.
1: Your constructs have a number of extra hp equal to your manifester level.
3: The base number of special abilities you can pick for your constructs is doubled.
6: You can create a number of permanent astral constructs as long as their combined HD does not surpass your own by two times. Having the follow you forces you to attune them and thus has them count against your 8 item limit.
9: Astral constructs you create receive a free [combat] feet.
Mind Crafter
Just think of all the pointless crap you can make with this!
0: You receive one permanent power point that can only be used to manifest metacreativety powers.
1: You no longer need to make skill checks to create items with Psionic Creation, Fabricate, Simulate Object or Ectoweapon.
3: Once per round you can cause any item that you have made with either Psionic Creation, Ectoweapon, Simulate Object or Fabricate to violently explode in a shower of crystal shards inflicting a number of d6+1 slashing damage equal to your ML out to 10 feet. You can use this effect as a swift action at any distance.
6: You never need to pay any XP cost for manifesting Psionic Creation, Fabricate or Ectoweapon as long as the created item does not cost more than 15000 gold.
9: Items created by your Simulate Object, Psionic Creation, Fabricate or Ectoweapon behave like a wall of force in that they cannot be destroyed by conventional means (if they have other conditions for destruction in the power description, they can be waived). Only effects that destroy a wall of force can destroy your items.
Telepathy!
Majesty
All you need to be king.
0: As long as you have power points remaining other sentient creatures within 30 ft of you not immune to mind effecting understand you even if they don't speak your language but this does not mean that you understand them.
1: You receive a bonus to Diplomacy, Intimidate, Bluff, Perform and Disguise equal to the highest level telepathy power you can manifest.
3: You can have creatures under the effect of one of your telepathy powers receive a moral bonus to all d20 rolls equal to half the highest telepathy power you can manifest (rounded up).
6: Every creature not immune to mind effect and those that are hostile have their attitude raised to you by one step as long as can detect you. Creatures are not aware of this shift in attitude even after the effect ends.
9: For every creature within 100 feet who's attitude to you is fanatical, is not immune to mind effecting and is able to detect you the manifester level of your telepathy powers increases by one (to a maximum of twice your current ML). If you opt to use this option then all the people you "drew" upon are knocked unconscious for 24 hours at the end of the round.
Mind Breaker
The mindscape trembles with each step you take upon it.
0: You can detect the presence of sentient creatures not immune to mind affecting out to 5 feet per level of the highest telepathy power you can manifest. This does not let you pinpoint them just tell you that they are around and their general direction (north, south, northeast, etc).
1: The save DC of your telepathy powers is increased by 2.
3: If one of your telepathy powers has no effect due to a successful save, SR, immunity or magical protection you receive a number of power points back equal to the amount you used to manifest the power.
6: Creatures no longer receive bonus a bonus to their saves when ordered to perform acts that go against their nature (they still get a second save) and you can order creatures to perform suicidal actions (this also allows them to make a second save).
9: If a creature has a natural or magic immunity to mind effecting then your powers effect it as if that was not the case but the creature gets a +3 bonus on its save.
Psionics!
Psychokinesis!
Elementalist
D&D elements are weird.
0: When you manifest a psychokinesis power with the word Energy in its name you gain energy resistance 5 to an element of your choice for one round.
1: Add your highest mental ability modifier to the damage your psychokinesis powers do. Apply this bonus only once per power manifestation and the bonus can never be greater than your level.
3: You ignore the first five points of energy resistance the target has, also no more than half the damage from your psychokinesis powers can be negated because of energy resistance or energy immunity.
6: When someone fails his saving throw against a psychokinesis power that has the word energy in it it must roll another save against the same DC or suffers the following effect for one round depending on what energy you chose.
Acid - nauseated
Cold - slowed
Fire - blinded
Sonic - deafened and shaken
Electricity - dazed
Force (with Kinetic Manipulator) - target is knocked prone till it gets up
9: All damage die on your psychokinesis powers increase by two steps.
Kinetic Manipulator
The closest one can come to direct energy control.
0: You can make your energy powers deal force damage instead of their normal damage. Force reduces all damage dice by one step but adds +2 damage for each dice (so d6 becomes 1d4+2).
1: As long as you concentrate on maintaining one of your psychokinesis powers you get a deflection bonus to AC equal to the level of the highest psychokinesis power you can manifest.
3: Add a bonus to all your trip, bull rush, disarm and grapple checks equal to the highest level psychokinesis power you can manifest. This applies to checks made via your powers.
6: You can manifest two psychokinesis powers with a single manifestation as long as they have the same manifestation time. Their combined power point cost cannot exceed your manifester level.
9: Your psychokinesis powers ignore PR and work in an anti-magic field.
Psychometabolism!
Perfect Self
A healthy body is made by a powerful mind.
0: As long as you have power points you always stabilize should you get knocked down to below 0 hp and you heal twice as fast while resting.
1: You gain a bonus to fortitude saves equal to the highest level psychometabolism power you can manifest.
3: While under the effect of one of your psychometabolism powers you gain the Mettle ability.
6: You gain fast healing 5.
9: You can use your hit points instead of power points to manifest psychometabolism powers at a rate of 2 hp per power point.
Anyform
I have no idea what he is supposed to be this time.
0: You can change your own weight by an amount no more than half your true weight as a full rounds action that provokes an AoO.
1: You can manifest Metamorphosis as a swift action.
3: When you manifest Metamophosis it lasts for 1 hour/level.
6: When you use augmentation to gain menu abilities instead pick twice as many as you would have gotten.
9: Your Metamorphosis power can't be dispelled and is unaffected by anti-magic fields.
Psychoportation!
D-Jumper
Through space!
0: By touching an item you are currently holding as a swift action you can change its position in your square. For example you can teleport a ring from the index finger to your pocket with a touch.
1: When you manifest a psychoportation power you can take an extra 5 foot step.
3: You can spend a single power point to instantly teleport to the place you were you were one round ago as a free action once per round.
6: When you enter and exit a plane you can have have anything within 60 feet of you be affected by a greater dispell magic (targeted), using your manifester level.
9: You can use your psychoportation powers even in places where dimensional travel is restricted, in addition you are immune to Dimensional Anchor, Anticipate Teleport and similar effects.
T-Runner
Through time!
0: You are always aware if something causes you to move forward or backwards in time, as such you always retain your memories of the alternate time line. In addition you always know the exact time and how much time has passed.
1: You add the level of highest level psychoportation power as a bonus to your reflex saves.
3: If you take an immediate action you can delay any one condition from affecting you for one round.
6: While manifest a psychoportation power nobody is allowed to interrupt it with a readied or immediate action.
9: You are unaffected by spells or powers that have time, temporal or chronus in their names unless you allow it.
Clariscentience!
Oracle
Bringing the future to light.
0: The knowledge you gain from your clariscentience powers can never be extracted from you by supernatural means. Spells and similar that attempt to do so instantly fail without providing any answers. You also gain a +4 bonus to your save to resist giving out this information due to intimidation or torture.
1: As a standard action you can perform a touch attack on a creature to transmit the knowledge you gained via one of your clariscentience powers to them telepathically. The transfer occurs instantly and the target perceives exactly what you perceived, albeit much more condensed and leaves them dazed for 1 round. No more than one power's worth of knowledge can be transmitted this way and unwilling targets get a Will save (DC 10+Your Int Mod+Half Your Manifester Level) to stop the knowledge from flooding into their brain.
3: You always know when the results of your clariscentience powers are false or deliberately misleading. For instance, scrying on an illusion would fill you with a sense that something is wrong about what you are seeing but it will not reveal that you are looking at an illusion.
6: You may manifest clariscience powers while you are asleep or while unconscious. You do not have the use of your normal senses while in those states but are able to feel the passage of time.
9: You never need to pay xp to manifest your clariscience powers.
Dare Devil
Uh-oh, Spider Sense!
0: Any natural 1 you roll counts as a natural 20.
1: You gain a fate point pool equal to the highest level clariscentince power you can manifest. These fate points can be used in the same way as written in the Eberron campaign Setting except they cannot be used to grant extra actions and are refreshed every 24 hours.
3: Fate points now give a bonus of 1d8 instead of 1d6.
6: Once per day you can use a readied action without having prepared it and without having to specify the conditions.
9: For three rounds during a day you gain a +100 insight bonus to any 1d20 roll you make and to your AC. These need not be consecutive rounds.
Metacreativety!
Master of Shape
Totally not a robot summoner.
0: The disable device check to disable your astral constructs is increased by the number of PP you spend to manifest the power.
1: Your constructs have a number of extra hp equal to your manifester level.
3: The base number of special abilities you can pick for your constructs is doubled.
6: You can create a number of permanent astral constructs as long as their combined HD does not surpass your own by two times. Having the follow you forces you to attune them and thus has them count against your 8 item limit.
9: Astral constructs you create receive a free [combat] feet.
Mind Crafter
Just think of all the pointless crap you can make with this!
0: You receive one permanent power point that can only be used to manifest metacreativety powers.
1: You no longer need to make skill checks to create items with Psionic Creation, Fabricate, Simulate Object or Ectoweapon.
3: Once per round you can cause any item that you have made with either Psionic Creation, Ectoweapon, Simulate Object or Fabricate to violently explode in a shower of crystal shards inflicting a number of d6+1 slashing damage equal to your ML out to 10 feet. You can use this effect as a swift action at any distance.
6: You never need to pay any XP cost for manifesting Psionic Creation, Fabricate or Ectoweapon as long as the created item does not cost more than 15000 gold.
9: Items created by your Simulate Object, Psionic Creation, Fabricate or Ectoweapon behave like a wall of force in that they cannot be destroyed by conventional means (if they have other conditions for destruction in the power description, they can be waived). Only effects that destroy a wall of force can destroy your items.
Telepathy!
Majesty
All you need to be king.
0: As long as you have power points remaining other sentient creatures within 30 ft of you not immune to mind effecting understand you even if they don't speak your language but this does not mean that you understand them.
1: You receive a bonus to Diplomacy, Intimidate, Bluff, Perform and Disguise equal to the highest level telepathy power you can manifest.
3: You can have creatures under the effect of one of your telepathy powers receive a moral bonus to all d20 rolls equal to half the highest telepathy power you can manifest (rounded up).
6: Every creature not immune to mind effect and those that are hostile have their attitude raised to you by one step as long as can detect you. Creatures are not aware of this shift in attitude even after the effect ends.
9: For every creature within 100 feet who's attitude to you is fanatical, is not immune to mind effecting and is able to detect you the manifester level of your telepathy powers increases by one (to a maximum of twice your current ML). If you opt to use this option then all the people you "drew" upon are knocked unconscious for 24 hours at the end of the round.
Mind Breaker
The mindscape trembles with each step you take upon it.
0: You can detect the presence of sentient creatures not immune to mind affecting out to 5 feet per level of the highest telepathy power you can manifest. This does not let you pinpoint them just tell you that they are around and their general direction (north, south, northeast, etc).
1: The save DC of your telepathy powers is increased by 2.
3: If one of your telepathy powers has no effect due to a successful save, SR, immunity or magical protection you receive a number of power points back equal to the amount you used to manifest the power.
6: Creatures no longer receive bonus a bonus to their saves when ordered to perform acts that go against their nature (they still get a second save) and you can order creatures to perform suicidal actions (this also allows them to make a second save).
9: If a creature has a natural or magic immunity to mind effecting then your powers effect it as if that was not the case but the creature gets a +3 bonus on its save.
Last edited by Dominicius on Mon Jan 22, 2018 12:20 am, edited 21 times in total.
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Dominicius
- Knight
- Posts: 491
- Joined: Sat Feb 06, 2010 8:28 pm
More [Combat] feats.
War Cry
WWAAAAAAAAAGGGHHHHH!!!
0: You voice is so powerful that you can make yourself heard even while in crowd. If you choose to speak loudly your words are heard by everyone within 50 feet of you + another 50 feet for each positive charisma modifier.
1: As a standard action you can shout to give your allies and yourself a morale bonus to attack rolls and damage rolls equal to 1/4 of your HD (rounded up) for ten minutes. The range for this is determined in the same fashion as the ability above.
6: The bonus moral bonus from the above ability is also added to all saving throws.
11: When you shout any enemies within range must make a will save equal 10 + half your HD + your Charisma modifier or panic for three rounds. On a successful save an enemy is instead shaken for three rounds. A creature can only be affected by this ability once every 24 hours. This is a fear effect.
16: If you shout as a full round action and forgo every other benefit of your shout then at the start of your next turn you release a cry that has the same range and properties as Wail of the Banshee with a CL equal to your HD (the save DC is Cha based).
Defender
Counter!
0: While using the total defense option you can as an immediate action either switch places with an ally who you can reach, forcing any effect that targeted your ally to target you instead or force an enemy that currently threatens you to attack you instead of any other possible target for that round.
1: You can make attacks of opportunity while using the total defense option. In addition, if an enemy attack misses you while you are using total defense you are allowed to make an attack of opportunity against them.
6: If you hit with an AoO gained through the above method you may have the enemy hit make a fortitude save (DC is Con based) or become stunned for 1 round. If the target succeeds on its save it becomes immune to this ability for one round.
11: You can now force any number of enemies to attack you while using the total defense option provided they all threaten you.
16: Attacks of opportunity gained from using this feat don't count against your per round limit.
And a [Skill] feat.
Master of Knowledge
Nothing is too trivial for you to learn.
Note: this feat works off the knowledge skill in which you have the most points in.
0: You gain a +1 bonus when making knowledge rolls, you can also make untrained knowledge checks.
4: You gain the equivalent of Bardic Knowledge abiliy that is based on your HD. If you already have Bardic Knowledge then you now make the rolls with a +3 bonus.
9: When confronted by a monster you can roll a knowledge check related to its type as a free action. Depending on the result you gain an insight bonus to attack rolls against the creature. 10-15 is a +1, 16-25 is a +2, 26-30 is a +3, 31-35 is a +4 and 36+ gives a +5. If you then attempt to Aid Another you can also confer this bonus to your ally in addition to the normal bonus from Aid Another.
14: Once per day you can use Legend Lore as an extraordinary ability with no costs involved.
19: When you roll Knowledge checks roll twice and take the highest result.
War Cry
WWAAAAAAAAAGGGHHHHH!!!
0: You voice is so powerful that you can make yourself heard even while in crowd. If you choose to speak loudly your words are heard by everyone within 50 feet of you + another 50 feet for each positive charisma modifier.
1: As a standard action you can shout to give your allies and yourself a morale bonus to attack rolls and damage rolls equal to 1/4 of your HD (rounded up) for ten minutes. The range for this is determined in the same fashion as the ability above.
6: The bonus moral bonus from the above ability is also added to all saving throws.
11: When you shout any enemies within range must make a will save equal 10 + half your HD + your Charisma modifier or panic for three rounds. On a successful save an enemy is instead shaken for three rounds. A creature can only be affected by this ability once every 24 hours. This is a fear effect.
16: If you shout as a full round action and forgo every other benefit of your shout then at the start of your next turn you release a cry that has the same range and properties as Wail of the Banshee with a CL equal to your HD (the save DC is Cha based).
Defender
Counter!
0: While using the total defense option you can as an immediate action either switch places with an ally who you can reach, forcing any effect that targeted your ally to target you instead or force an enemy that currently threatens you to attack you instead of any other possible target for that round.
1: You can make attacks of opportunity while using the total defense option. In addition, if an enemy attack misses you while you are using total defense you are allowed to make an attack of opportunity against them.
6: If you hit with an AoO gained through the above method you may have the enemy hit make a fortitude save (DC is Con based) or become stunned for 1 round. If the target succeeds on its save it becomes immune to this ability for one round.
11: You can now force any number of enemies to attack you while using the total defense option provided they all threaten you.
16: Attacks of opportunity gained from using this feat don't count against your per round limit.
And a [Skill] feat.
Master of Knowledge
Nothing is too trivial for you to learn.
Note: this feat works off the knowledge skill in which you have the most points in.
0: You gain a +1 bonus when making knowledge rolls, you can also make untrained knowledge checks.
4: You gain the equivalent of Bardic Knowledge abiliy that is based on your HD. If you already have Bardic Knowledge then you now make the rolls with a +3 bonus.
9: When confronted by a monster you can roll a knowledge check related to its type as a free action. Depending on the result you gain an insight bonus to attack rolls against the creature. 10-15 is a +1, 16-25 is a +2, 26-30 is a +3, 31-35 is a +4 and 36+ gives a +5. If you then attempt to Aid Another you can also confer this bonus to your ally in addition to the normal bonus from Aid Another.
14: Once per day you can use Legend Lore as an extraordinary ability with no costs involved.
19: When you roll Knowledge checks roll twice and take the highest result.
Last edited by Dominicius on Tue Oct 13, 2015 10:35 am, edited 17 times in total.
- CatharzGodfoot
- King
- Posts: 5668
- Joined: Fri Mar 07, 2008 7:54 pm
- Location: North Carolina
The first Overlord ability keeps your weak undead easy to turn and your powerful undead almost impossible to turn. A static bonus might be better.
The first Reaper ability is functionally identical to '+3 to beat SR', but worded in a more complicated fashion.
The first Reaper ability is functionally identical to '+3 to beat SR', but worded in a more complicated fashion.
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France
Mount Flamethrower on rear
Drive in reverse
Win Game.
-Josh Kablack
-Anatole France
Mount Flamethrower on rear
Drive in reverse
Win Game.
-Josh Kablack
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Dominicius
- Knight
- Posts: 491
- Joined: Sat Feb 06, 2010 8:28 pm
Hmmm, would a +3 bonus be enough?CatharzGodfoot wrote:The first Overlord ability keeps your weak undead easy to turn and your powerful undead almost impossible to turn. A static bonus might be better.
Damn.The first Reaper ability is functionally identical to '+3 to beat SR', but worded in a more complicated fashion.
It's funny how something might seem like a good idea at the time but the instant you pointed it out the flaw becomes painfully apparent. Is the new version any better?
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RelentlessImp
- Knight-Baron
- Posts: 701
- Joined: Tue Mar 09, 2010 11:03 am
- CatharzGodfoot
- King
- Posts: 5668
- Joined: Fri Mar 07, 2008 7:54 pm
- Location: North Carolina
Looks good, although I might change wordings to 'Enemies affected by your Necromancy spells take a -2 penalty to SR until sunrise.' and 'Your undead gain a +3 bonus to turn resistance.'.Dominicius wrote:Hmmm, would a +3 bonus be enough?CatharzGodfoot wrote:The first Overlord ability keeps your weak undead easy to turn and your powerful undead almost impossible to turn. A static bonus might be better.
Damn.The first Reaper ability is functionally identical to '+3 to beat SR', but worded in a more complicated fashion.
It's funny how something might seem like a good idea at the time but the instant you pointed it out the flaw becomes painfully apparent. Is the new version any better?
Last edited by CatharzGodfoot on Tue Aug 30, 2011 1:46 pm, edited 1 time in total.
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France
Mount Flamethrower on rear
Drive in reverse
Win Game.
-Josh Kablack
-Anatole France
Mount Flamethrower on rear
Drive in reverse
Win Game.
-Josh Kablack
-
Dominicius
- Knight
- Posts: 491
- Joined: Sat Feb 06, 2010 8:28 pm
But doesn't Turn Resistance screw you over in some way? I'm asking since I'm not too familiar with them myself... But other than that, I've changed the text on Reaper.
Re RI: Really, if an entire class can be represented by a single feat then this is the issue of the archetype. The knight is only ten levels long because the idea behind it does not warrant twenty levels and the idea of a mage that can throw fireballs while hitting people with his sword does not warrant a class at all.
If you want an example of a proper way to do a class that is close to this topic then I'd suggest checking out Koumei's Warmage.
Re RI: Really, if an entire class can be represented by a single feat then this is the issue of the archetype. The knight is only ten levels long because the idea behind it does not warrant twenty levels and the idea of a mage that can throw fireballs while hitting people with his sword does not warrant a class at all.
If you want an example of a proper way to do a class that is close to this topic then I'd suggest checking out Koumei's Warmage.
Last edited by Dominicius on Tue Aug 30, 2011 8:44 pm, edited 1 time in total.
Holy fuck. I love the Nobody feat.
That's just awesome.
That's just awesome.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Dominicius
- Knight
- Posts: 491
- Joined: Sat Feb 06, 2010 8:28 pm
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RelentlessImp
- Knight-Baron
- Posts: 701
- Joined: Tue Mar 09, 2010 11:03 am
Oh, I quite agree, hence why I like the fact that you can replace it with this feat.Dominicius wrote: Re RI: Really, if an entire class can be represented by a single feat then this is the issue of the archetype. The knight is only ten levels long because the idea behind it does not warrant twenty levels and the idea of a mage that can throw fireballs while hitting people with his sword does not warrant a class at all.
I'm currently playing one in a PbP game.Dominicius wrote: If you want an example of a proper way to do a class that is close to this topic then I'd suggest checking out Koumei's Warmage.
How's that going?
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Dominicius
- Knight
- Posts: 491
- Joined: Sat Feb 06, 2010 8:28 pm
Gonna put this here along with all the other feats I've made.
Initiation [Combat]
There are a lot of styles in the world... but this one's mine.
Prerequisite: BAB +1
Benefit: Pick a martial discipline. You become proficient in all of the weapons related to your chosen discipline and the related skill becomes a class skill for you, if already a class skill you gain a +3 bonus. You gain the ability to ready 3 maneuvers + 1 maneuver every three levels. Your initiator level is equal to your BAB and you automatically know all stances and maneuvers from your chosen discipline as long as your BAB is equal to the maneuver level. Any save DCs work off your highest mental ability modifier and you can spend a full round action to recover all your spent maneuvers.
Special: This feat can be taken multiple times, each time it applies to a new martial discipline. However, taking this feat more than once only ever lets you ready three more maneuvers in addition to your normal amount.
Initiation [Combat]
There are a lot of styles in the world... but this one's mine.
Prerequisite: BAB +1
Benefit: Pick a martial discipline. You become proficient in all of the weapons related to your chosen discipline and the related skill becomes a class skill for you, if already a class skill you gain a +3 bonus. You gain the ability to ready 3 maneuvers + 1 maneuver every three levels. Your initiator level is equal to your BAB and you automatically know all stances and maneuvers from your chosen discipline as long as your BAB is equal to the maneuver level. Any save DCs work off your highest mental ability modifier and you can spend a full round action to recover all your spent maneuvers.
Special: This feat can be taken multiple times, each time it applies to a new martial discipline. However, taking this feat more than once only ever lets you ready three more maneuvers in addition to your normal amount.
Last edited by Dominicius on Wed Sep 23, 2015 9:54 pm, edited 7 times in total.