Wednesday, May 14, 2008

Five Feats (part VI)

Its good to be back!

There are never enough feats, (expecially if you use the BoXM feat rules). This is the sixth 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?

Let me know how I did!


WORTHY FOE [Ceremonial]
You are unusually capable when fighting opponents who pose a real threat to you.
Prerequisites: Truename, Hp 50, Base Fort Save +7, in a special ritual you suffer 50 hit points of damage and survive.
Benefit: Once per encounter when an opponent deals massive damage to you, and you survive, you may on your next turn deal as a standard action the same amount of damage to the opponent with an attack of your choice.
Special: The DC for the massive damage save you must make (as well as that of your opponent upon a successful attack) is increased by +1 for every 10 points above 50. (Example: 60 DC 16, 70 DC 17, 80 DC 18, 90 DC 19, 100 DC 20 etc.)
A mageblade, ritual warrior, totem warrior, unfettered, and warmain may take this feat as one of their bonus feats.


PATH TO THY NEMESIS [Ceremonial]
When you wish to face a worthy opponent, no lesser foes can stand in your way.
Prerequisites: Truename; Cleave, base attack bonus +10, in a special ritual you fight past an less skilled opponent to reach an opponent who surpasses your skill
Benefit: Designate a Nemesis. You may move towards that nemesis at double your normal Speed every round, even if there are other opponents in the way. If an opponent bars you path or makes and attack of opportunity against you they provoke an attack of opportunity. If you drop to 0 or fewer hit points with a single blow, your movement is not interrupted. If you fail to drop him, and he bars your path, you must come to a stop, and provoke an attack of opportunity..
A nemesis is one whose Challenge Rating is equal to or greater than your character level. If the opponent is not powerful enough, this feat will not work.
Special: A mageblade, ritual warrior, totem warrior, unfettered, and warmain may take this feat as one of their bonus feats.

COWARD’S BANE [Ceremonial]
You can strike hard against anyone who attacks you in a cowardly fashion.
Prerequisite: Truename, Cha 13: in a special ceremony you take an oath to uphold a knightly code of conduct.
Benefit: A number of times per day equal to 1 plus your charisma modifier, you gain a bonus to your attack roll equal to your charisma modifier and a bonus to damage equal to your character level against a “cowardly opponent”. This opponent must, in the current encounter, have attempted a cowardly strike. Cowardly strikes include all ranged attacks, Sneak Attacks, ambushes, poison use, subtle magical attacks, and damage inflicted while you are helpless, surprised, or massively and obviously outclassed (challenge rating is 7 or greater than your current character level.)
Special: A mageblade, ritual warrior, totem warrior, unfettered, and warmain may take this feat as one of their bonus feats.

THE DARK'S BLESSING [General]
The undead creature gains bonus hit points.
Prerequisite: Undead, Sturdy, Cha 13.
Benefit: The undead creature gains a number of bonuses
hit points equal to its Charisma modifier multiplied by its total number of Hit Dice.
Special: This feat can only be taken once.

SKILLED BEYOND YOUR DAYS [Ceremonial]
You are extremely gifted beyond others of your ilk.
Prerequisite: Truename, any two of the following: skill affinity, skill application, skill focus, and/or skill mastery, In a special ceremony you demonstrate a masterpiece of skill use.
Benefit: The maximum number of ranks you can have in a class skill is equal to that character’s level + 5.

No comments: