Monday, April 21, 2008

Five Feats (part IV)

UNERRING CRITICAL [Ceremonial]
You are skilled at landing deadly blows. You preform a ritual where you cleave the head of an animal clean off in one stroke.
Prerequisites: Truename Improved Critical, base attack bonus +10.
Benefit: When you threaten a critical hit using a weapon for which you have the Improved Critical feat, you gain a +4 bonus on the attack roll made to confirm a critical hit. If you roll a natural 20 on your attack roll, you automatically confirm the critical hit, with DM Adjudication and permission you use a critical hit chart in addition to the normal effect of a critical hit.

ARMORED CASTER [General]
You are skilled at wielding magic energies even while wearing armor.
Prerequisites: Proficiency with the armor,
Benefit: When wearing light armor, you reduce the chance for arcane spell failure by –15% (to a minimum of 5%). When wearing medium armor, you reduce the chance for arcane spell failure by –20% (to a minimum of 10%). When wearing heavy armor, you reduce the chance for arcane spell failure by –25% (to a minimum of 15%).

CRUSHING CHARGE [General]
You can grind your foes underfoot with your powerful charge attacks.
Prerequisites: Improved Bull Rush, Power Attack, base attack bonus +10.
Benefit: If you hit a foe with your charge attack, you can immediately try to enter that foe’s square and attempt to overrun him (provided you have sufficient movement available). The overrun attempt is resolved normally (including allowing your opponent an attack of opportunity and a chance to step aside). If your opponent blocks and your overrun attempts knocks him prone, you deal damage according to your size:
Crushing Charge
Size ---------Damage
Fine -----------1
Diminutive ---1d2
Tiny ---------1d3
Small --------1d4
Medium -----1d6
Large--------1d8
Huge --------2d6
Gargantuan -2d8
Colossal -----4d6
If your charge attack drops your foe (by reducing his hit pints to 0 or lower, by knocking him prone, or by otherwise leaving him helpless) you can continue the straight line of your charge through your foe’s space (provided you have sufficient movement to do so). If your base attack bonus allows you to make multiple attacks, you can continue making attacks as you charge until you run out of attacks or movement.
Special: If you have the Mounted Combat feat, you can use Crushing Charge while making a mounted charge. Your mount makes the opposed Strength check to resolve the overrun, and if it knocks your foe prone, it deals damage

NIGHTWALKER’S STRIKE [Ceremonial]
You may perfom a devastating attack on those who are unaware of your position you must perform a special ceremony with a member of the nightwalker’s guild
Prerequisites: Truename, Sneak 6 ranks, Sneak attack +2d6
Benefit: Once per round when you beat an opponents spot or listen check by 10 or more, you may make a single attack against an opponent who is unaware of you. If you hit your target, you receive an automatic critical threat with your weapon. You then resolve the threat. If a critical hit results, you gain an additional +1d6 sneak attack damage in addition to the benefits of the critical hit.
Special: Spells or effects that reveal your presence or position prevent you from using this ability.

NEMISIS OF THE GREEN [Ceremonial]
You are gifted with the ability to defeat the servants of the green; you perform a special ceremony with a darkbond and a champion of darkness, on a moonless night.
Prerequisites: Truename A special ability that uses negative energy, or the ability to cast a negative energy spell.
Benefit: Anyone within 30’ of you who attempts to use a positive energy effect or spell (such as healing) must first succeed at a Concentration check (DC 5+ your character level). A failed check results in failed attempt the the ability is used, charge expended and/or the spell slot expended.

DRAMOJH PLAGUE BEARER [Talent]
The dramojh experimented upon your ancestors turning them into walking contagions, spreading disease and pestilence wherever you or they travel.
Prerequisite: 1st level character, Con 13
Benefit: when you take this feat, you and your DM choose a disease to which your ancestors have been designed to carry, you are immune to this particular disease. You carry this disease and may infect others if you meet the infection requirements. Hence diseases requiring contact need touching to transmit them, injury requires a wound, and inhaled requires the victim to breath your exhalations.
Special: This feat does not exclude magical diseases. If you know a creature’s truename you can choose to make them immune to infection from this feat, or you can make the disease difficult to heal requiring a power level check for a remove disease and restoration to be effective (DC 11+ your character level + your constitution modifier).

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