Monday, June 9, 2008

Five Feats (part IX)

There are never enough feats, (expecially if you use the BoXM feat rules). This is the ninth article of 5 feats a week (45 total feats!), 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? " *Balance Disclaimer: these feats have not been playtested. Skill Focus is a perfectly balanced feat, it is also boring. These feats are designed to be "cool" first and "balanced" second.

GREENSWORN [Ceremonial]
Through a special ceremony and oath you possess the remarkable gift of spontaneous resurrection.
Prerequisites: Truename, Great Fortitude, Knowledge (nature) 9 ranks, A dark warden, must observe your oath of servitude in a special ceremony to the cause of the green.
Benefit: Whenever you are dead – either through massive damage, your hit point loss, Constitution reduced to 0, or by any other means – you may make a second Fort Save with the same DC as the effect that caused your dead (or DC equal to 10+half-damage dealt, in case of hit point loss). You return from death within 7 days. You awaken whole and untouched, with your abilities and hit points at their maximum level and any scars, missing limbs, bruises, or other ill effects that may have led to your death – or occurred after your death – totally erased. Each time you successfully return from the dead the DC of future Fortitude saves to return from the dead increases by +3. Once you fail the Fortitude save to return from death your soul is forever imprisoned in your corpse and, if your corpse is destroyed, your soul ceases to exist.
Special: You can be return from the death by standard means unless you fail your second Fort save.

THE DARK’S ECLIPSE [Ceremonial]
Once per day the power of you manipulate the dark to completely block the sun.
Prerequisites: Truename, Knowledge (Religion) 23 ranks, ability to create an effect or cast a spell with the darkness descriptor. A Ceremony where your soul is separated from your body and returned.
Benefit: Once per day, as a full-round action that provokes an attack of opportunity, your force of will can manipulate The Dark to eclipse the sun, darkening the sun for all within a number of miles of your location equal to one-half your character level (round down) this eclipse lasts for one round per character level. For those in the affected area it is night and not day.

DISCERN ITEM [Ceremonial]
Your knowledge of magical items is so great that you can identify the nature and abilities of
such items at a glance.
Prerequisites: Truename, Knowledge (magic) 9 ranks, Any Item Creation feat, you spend a day meditating over an item you have created learning the subtle tell tale signs of its abilities.
Benefit: If you can directly observe a magical item (it is not concealed) and make a successful Knowledge (magic) check (DC 15+ item’s caster level) you know all of the item’s abilities as a free action. You also gain a +4 insight bonus to all saves vs. effects generated by a magical item you have successfully discerned.

OPPORTUNITY ATTACKS [General]
You react quickly to opportunity in battle, moving so fast that you can take advantage of situations by inflicting multiple attacks at blinding speed.
Prerequisites: Combat Reflexes, Dexterity 17+, Base attack bonus +6.
Benefit: You may make an additional attack of opportunity when one is provoked a number of timer per day equal to your dexterity modifier, though you can use this ability only once per round.

VARY POWER ATTACK [General]
Your physical combat prowess is finely tuned to the point that you can shift your muscles in order to deliver a more effective attack.
Prerequisite: Strength 17+, Power Attack, Base Attack Bonus +10
Benefit: You may change you power attack at any time before the attack roll is made, even if it is not your turn (Example: an attack of opportunity).

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