A few Tome Feats, nothing special

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Koumei
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A few Tome Feats, nothing special

Post by Koumei »

With the intention of actually being used, not just random crap that seemed like a good idea at the time.

So first we have something for people who want to punch other people, without devoting a class to it. So it's not as good as being an actual Tome Monk, but not totally worthless either. You generally will work out better taking a magic sword still, but you get options. Most of these options here don't actually mesh that well with being a Monk (with the exception of pseudo-Pounce), which is intended: it's not supposed to be a straight power up obvious choice for them. Besides, the Monk already wants to take Combat School, Insightful Strike, Elusive Target, Danger Sense, Ghost Hunter and Lightning Reflexes - never mind the Skill Feats they might desire, or the possibility of Zen Archery and friends.

Fists of Steel
It's like you always hold a reel of coins.
Benefit: your unarmed attacks become Natural Weapons - a Slam attack that deals 1d6 damage (for a Medium creature).
If you have more than one hand, you can dual-wield these, or you can use them together as a single Slam, treated as a Two-Handed Weapon (for all purposes) that deals 1d8 damage.
You are automatically proficient with these Natural Weapons.
BAB +1: as long as you are not Fatigued or Exhausted, you may make a Full Attack with your Slam attacks when Charging. Doing so makes you Fatigued.
BAB +6: your Slam attacks overcome Damage Reduction and Hardness as though made of Adamantium.
BAB +11: you can make a Slam Attack, two-handed if you're not holding anything, with a Swift Action.
BAB +16: the Slamming Pounce no longer causes Fatigue, and grants a bonus Slam attack at your highest Attack Bonus, as though Hasted. This doesn't stack with Haste.

Forbidden Arts
Your energy points are all wrong, and you can spread it to others.
Requirement: Evil Alignment, Jutsu Points
Benefit: one of your Jutsu Points is permanently lost, as it becomes your Tainted Chakra - the price you must pay for the forbidden arts. As a pay-off, you can cast the following as Spell-Like Abilities once each per day - but can temporarily spend Jutsu Points to refresh daily uses:
1 hit die: Detect the Mark (Necrotic Awareness)
3 hit die: Poison Chakra (Necrotic Cyst)
5 hit die: Expand Chakra (Necrotic Bloat)
7 hit dice: Chakra Sense (Necrotic Scrying)
9 hit die: Tainted Puppet (Necrotic Domination)
11 hit die: Lethal Chakra Reversal (Necrotic Burst)
13 hit die: Detonate Chakra (Necrotic Eruption)
15 hit die: Tainted Control (Necrotic Tumour)
17 hit die: Power From Poison (Necrotic Empowerment)
19 hit die: Chakra Death (Necrotic Termination)
Note: it's the Necrotic Cyst stuff, but for Ninja, and flavoured as "still totally evil, but not disgusting".

I really wanted to do a Pink Fire of Chaos Change and Blue Fire of Chaos Destruction thing, but honestly, Last Laugh already has a Chaos Sorcerer with Chaos Warrior minions (I was thinking Hero Quest), it doesn't need any Warhammer influence.
Last edited by Koumei on Fri Mar 15, 2013 5:42 am, edited 1 time in total.
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Post by Koumei »

Chaos Ninja
You call upon the ancient arts of traditional ninja to call up their Chaotic servants, the Giant Frogs.
Requirements: Mystic Art class feature
Benefit: you may temporarily spend a Jutsu Point to summon a Dire Toad with a Standard Action. It lasts until you refresh your Jutsu Points or it is killed, at which point it vanishes into nothingness.
BAB +6: your Dire Toad is now an Anarchic Dire Toad.
BAB 11+: you incorporate the essence of toad into your thoughts, which grants you a Swim Speed equal to your Land Speed (along with the usual benefits of having a Swim Speed) and the ability to hold your breath for ten times as long as normal. You also become immune to the Confused condition.
BAB 16+:you can now summon an Anarchic Titanic Toad if you want.
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Post by OgreBattle »

Lovin' those ninja feats. Lovin those Monk feats.

Definitely stealing/taking inspiration from them for my heartbreaker
Last edited by OgreBattle on Fri Mar 15, 2013 3:35 pm, edited 1 time in total.
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Post by Sunwitch »

Glad you're making more material for the Ninja, seeing as it's a favourite of mine, now. Wound up making a mystical ninja back a few months ago that was hella fun to play.
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Post by Grek »

What book are the Dire Toad stats in?
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Post by Meikle641 »

Probably MM2 or 3.
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Post by Koumei »

99% of all monsters I reference are from MM1-3 or FF. Go look through those.
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Post by Koumei »

Okay, I'm bored and want to create some stuff without putting huge effort in, hence I'll do some plug-in stuff for Tome rather than working on new games from the ground up. That said, this will actually get some use in games where I'm involved, because people love Drow and all that.

Spells of the Spider Queen [Skill]
Lolth hates you less than she hates most people. Feel lucky.

Requirements: Drow (including Lesser Drow, Draegloth etc) or Half-Drow

Benefits: You can cast Darkness, Faerie Fire and Dancing Lights three times each per day as Spell-Like Abilities. The caster level equals your hit dice and any Save DC is 10 + half your level + your Charisma Bonus.

Additionally, Spellcraft is always a Class Skill for you. The other benefits of this feat scale with your ranks in Spellcraft.

4+ ranks: You can spend a daily use of Dancing Lights to instead create a Silent Image effect, with a duration of Concentration, or a Hypnotic Pattern effect. You can spend a daily use of Faerie Fire to instead create a Mirror Image effect, however only 1d4 images are created.

9+ ranks: When you cast Darkness, it is now Deeper Darkness, but with a duration of only one minute per level. Furthermore, it can be cast as an Immediate Action and does not provoke Attacks of Opportunity. You may cast See Invisibility by spending one use each of Faerie Fire and Darkness, however the duration is only one round per level.

14+ ranks: You may cast Levitate, Detect Good and Detect Magic three times each per day. Additionally, with a Swift Action, you may spend a daily use each of Faerie Fire, Dancing Lights and Darkness to create a blinding flash: all creatures within a 20' radius Burst must pass a Fortitude Save or be Blinded for one round. If they pass, they are merely Dazzled for one round. Additionally, you become Invisible for one round per level (or until you break the invisibility by attacking, whichever comes first).

19+ ranks: The Spell-Like Abilities gained from this feat, and their alternate uses and expenditures, can now be used at will. Furthermore, when you cast Darkness you may elect to make it Damning Darkness, and when you cast Faerie Fire on a target, everybody has Concealment against that target. You may also cast Improved Invisibility at will.

---

For the most part, it's a bunch of feats from Underdark + Drow of the Underdark, all crammed together to just about make something worth a feat. Mostly you'd take it as a non-caster to give you a few tricks, but it doesn't flat-out let you choose a bunch of spells or actually give you levels of casting or anything, and the spells are generally decent but not overpowered (indeed, at the high end it's probably a little weak but still acceptable).
Last edited by Koumei on Thu Jan 16, 2014 4:53 am, edited 2 times in total.
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Post by ubernoob »

3/day silent image at level 1 is pretty bomb. Tapers off pretty hard though. I'd give like improved invisibility or some shit
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Post by Koumei »

Sure. Added that, and changed the Silent Image duration to "Concentration". Which limits its effectiveness a little (but admittedly, still gives the rest of your party free reign).
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Post by TarkisFlux »

Since you're doing duration tweaks on other things, did you miss one for deeper darkness or did you want day/level?
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Post by Koumei »

I totally missed that.
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Post by haroldslack »

haha I love that – “ something for people who want to punch other people”. Really hit the nail with that

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Last edited by haroldslack on Wed Feb 12, 2014 4:22 am, edited 2 times in total.
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