Monday, June 2, 2008

Five Feats (part VIII)

There are never enough feats, (expecially if you use the BoXM feat rules). This is the eighth article of 5 feats a week (40 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.


Evolved Bear Totem Warrior
ASSUME TEMPLATE [Ceremonial]
You may temporarily affect your totem shape, transforming yourself into a different version of that creature.
Prerequisites: Truename, Shape of the Totem ability, additional totem power (gained after shape of the totem).
Benefit: Select a template appropriate to your totem with DM approval. The CR of the acquired template may not exceed one-sixth your character level rounded down (+1 at 6th level, +2 at 12th, etc.) .
When in your totem shape, as a full-round action that provokes an attack of opportunity, you may apply this template to yourself gaining all its benefits and drawbacks. Its effects remain for the duration of one encounter.
Special: you may substitute this feat as your additional totem power that you gain after you have acquired your Shape of the Totem ability rather than taking it as a feat.

MIGHT LEAP [Ceremonial]
Your mighty legs allow you to clear great heights and distances while jumping.
Prerequisites: Truename, Str 13, in a special ceremony you leap over a special prepared pit.
Benefit: You gain a +2 bonus to your Jump checks; only require 10 feet of movement in order to make a running jump; and are not limited by your speed in the distance you can cover in a single jump check.

OBEAH TOTEM [General]
You are capable of crafting an obeah totem or focus that can substitute for a creatures truename Prerequisites: Spellcraft 5 ranks, Knowledge magic 5 ranks, Obeah Totem (See below).
Benefit: You may enhance the effects of your magic by crafting a representation of your victim, such as a doll or a small carving, then adding scraps of hair or drops of blood from the specific individual creature being represented. Creating the obeah totem requires one full day of work and consumes material equivalent to 30 gold pieces, after which you must make a
Spellcraft check (DC 10 + hit dice of the target creature), failure results in this feat being useless against that specific individual until you gain another rank in Spellcraft and then you may attempt a retry.
If successful you can now use spells with the Truename descriptor without knowing that creatures truename (including unbound), The save DC of any spell you cast on the creature represented by the Obeah Totem is increased by +2. You can only have one functioning obeah totem at a time, if the obeah Totem is ever destroyed; you can never create another totem of that individual again (though another spellcaster with this feat could).
Special: When a creature is symbolized the next time it sleeps it has a dream about the obeah totem (a successful knowledge magic check DC 15 recognizes it as such). Along with an image of the individual who created it.

OATH OF LIFE [Ceremonial]
When wielding a blunt melee weapon, you can make an attack that leaves your opponent unconscious.
Prerequisites: Truename, Weapon Focus (any blunt weapon). Perform a special ceremony where you swear to preserve life, even that of your enemy, at any cost.
Benefit: When attacking with a blunt weapon you have weapon focus with you take no penalty when attempting to deal subdual damage. When you make a critical hit with this blunt weapon; or the subject is unaware of you attack (fails both spot and listen checks vs. your sneak.) and is flat-footed and is damaged by this weapon you opponent must make a successful Fort Save (DC 10 + half your character level + your strength modifier or dex modifier if you are using the weapon finesse feat) or be rendered unconscious.
Special: If any attempt is made to kill this helpless opponent, the opponent is awakened and takes his turn immediately as if it were his turn in the initiative order. If you break your oath (DM adjudication) or you do not prevent the murder of your captive, you lose all benefits of this feat. Creatures immune to critical hits are immune to this effect.

CUTTING INSULT [Ceremonial]
Your sharp tongue and quick wit are so brutal that you can actually harm an opponent with words alone.
Prerequisites: Truename. Intelligence 17, Charisma 13, Power of the Name
Benefit: Once per encounter you may insult an opponent if you known his truename as an immediate action with exceeding wit issuing a brutal slight. Your opponent must make a successful Will save (DC 10 + half the character’s level + her Charisma bonus) or suffer 1d6 points of nonlethal damage for every two levels you possess, a successful save negates the damage.
Special: You can only use this feat against the same opponent once.

OGL link

2 comments:

Anonymous said...

I have a problem with the Obeah Totem feat: by nature, Unbound are immune to Truename spells, and they already give up so much to be Unbound I think it unfair to remove their immunity in this fashion. Sure, it could be used to cast beneficial spells, but what's the point? They became Unbound for a reason, no?

Unknown said...

The point was the flavor of obeah.

your right about them becoming unbound for a reason perhaps gettig a save bonus or the spellcraft check dc higher.