Thursday, May 8, 2008

Five Feats (part V)

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.

OGL link

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