Thursday, July 17, 2008

Five Feats (part XIII) Monstrous Feats Evolved!

There are never enough feats, (expecially if you use the Book of Experimental Might feat rules). This is the thirtenth article of 5 feats a week (65 total feats!), some are original feats others are 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.

I continue this week with Monstrous feats and attempting to also create Ceremonial feats, more inline with the themes of Arcana Evolved.



CHOOSE THY RIDER [Ceremonial]
A special mount chooses you to be its rider and no other.
Prerequisites: Truename, In a special ceremony you chose of your own free will a rider, if ever you allow another to ride you for any reason you lose the benefits of this feat forever.
Benefits: Your chosen rider may roll a d20 plus your hit dice +3 instead of his or her ride check. .You may also once per round choose to negate melee or ranged attack roll made against your chosen rider, if you succeed with a reflex save (DC equal to the AC hit by the attack roll) you suffer the damage and effect of the attack, rather than the rider regardless if it would not have hit your AC.

DEFIANT PRESCENCE [Ceremonial]
As an avowed defender you can deny the power of magic over the world around you.
Prerequisite: Truename, Spell Resistance 15+, In a special ceremony, you use your body and your spell resistance to shield another from an attack via a challenging spell (highest spell level a magister equal to your caster level could cast).
Benefit: Anyone within your natural reach gains the benefit of your Spell Resistance.

THE TENTACLE GATHERS [Monstrous]
You can use your tentacle to grapple multiple foes.
Prerequisites: Improved Grab, tentacle attack, Huge size or greater
Benefits: you can grapple multiple creatures with a single tentacle based on your size
Huge: 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents
Gargantuan or greater: 2 Huge, 8 Large, 32 Medium, 128 Small, 512 Tiny or smaller opponents.

TINCTURE OF MAGIC [Ceremonial]
Through ritual and concentration, you learn to enhance your supernatural and spell-like abilities.
Prerequisites: Truename, Ability Focus, supernatural or spell-like ability, You meditate for three days with another creature who has the exact same supernatural or spell-like ability, on the third day you companion uses the ability on you.
Benefits: you can gain additional uses with the supernatural ability or spell-like ability subject to your ability focus. This additional use will not function more than once per encounter, but it will allow a total number of additional uses per day equal to 3+you Charisma Modifier.

VENOM OF NIGHTMARES [Ceremonial}
Your poison is especially virulent as it is mixed with the power of forgotten nightmares
Prerequisites: Truename, Poison special quality from a natural attack, Ability Focus (Poison), in a special ceremony you go without sleep for seven days and nights, you also ingest special drugs that cause you to have waking nightmares.
Benefits: Those who fail both initial and secondary poison effects are afflicted with a magically cursed poison as well; henceforth they will gain no rest from sleep suffering both fatigue and exhaustion due to the terrible night terrors they experience when they do try to sleep. A remove curse must be cast with a successful power check (DCequal to the poison save DC plus half your hit dice).

OGL link

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