Its good to be back!
There are never enough feats, (expecially if you use the BoXM feat rules). This is the fifth article of 5 feats a week, from OGC sources, converting them to AE and editing the feats in an attempt to improve balance and avoid "feats that suck", the idea being "why take this feat when I can take power attack?
FAVORED OF THE CAUSE [Ceremonial]
Your allegiance to your chosen cause provides you with unusual resilience to magic associated with it.
Prerequisites: Truename, Champion, in a special ceremony after 8 hours of contemplation, you must successfully resist magic associated with your chosen cause.
Benefit: Against spells with a descriptor associated with your chosen cause (DM Adjudication) you are immune as if it failed to overcome spell resistance. If a spell or effect with the descriptor does not offer spell resistance (such as a supernatural ability), then you gain a bonus to your save equal to your champion class level.
FEARSOME EXECUTIONER [Ceremonial]
Your killing strokes invigorate you and your allies while striking fear into the hearts of your enemies
Prerequisites: Truename, Intimidation 8 ranks, You must perform a public execution.
Benefit: whenever you land the killing stroke (or destructive blow) you and all your allies within 30 ft. gain a +2 morale bonus to attack, damage and saving throw rolls until the end of the encounter. In addition all enemies within 30 ft. who witnessed the action must make a Will save (DC 10+1/2 your intimidate modifier) or be shaken for rest of the encounter.
UNSIGHTED STANCE [Ceremonial]
Prerequisites: Truename, you perform a special ceremony fight where you must defeat a nocturnal creature at night.
Benefit: When you are engaged in melee in dim light or absence of light such as when there is a percentage miss chance due to Concealment, you receive a +2 competence bonus to melee attacks and a +2 dodge bonus to your AC
UNHEALING WOUND [Ceremonial]
You may deal to a single opponent a wound that is extremely difficult to heal.
Prerequisites: Truename, Cha 13, in a special ceremony you permanently lose hit points equal to your Hit Die.
Benefits: Once per encounter you may deal damage than cannot be healed naturally or magically (incuding regeneration and fast healing) if your opponent fails to make a (Fort Save DC 10+1/2 your caster level + your charisma modifier), An individual that makes its save is forever immune this ability. You must decide to use this ability before you roll damage.
Special: a DM secretly chooses an appropriate special circumstance by which this effect can be healed such as a remove curse having to be cast first, a power level check (DC 15+your character level + your charisma modifier), or on a specific mystical site etc.
DISCERNING CRITICAL [Ceremonial]
You place your critical hits with exceeding precision
Prerequisites: Truename, BAB +8, Improved Critical, In a special ceremony you deal the same blow with you chosen weapon a thousand times.
Benefits: With DM permission you may now use a critical hit chart or deck,
Special: if you DM already uses a critical hit chart or deck you may roll twice or choose two card, inflicting the best of the two.
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