Sunday, July 27, 2008

Five Feats (part XIV) Defeat the Monsters

There are never enough feats, (expecially if you use the Book of Experimental Might feat rules). This is the fourteenth article of 5 feats a week (70 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.

CONTROL THE CONSTRUCTED [Ceremonial]
Your knowledge of the inner workings of constructs allows you to gain control over them.
Prerequisites: Truename, Craft Constant Item or Bonded Item (construct), Knowledge (magic) 5 ranks or use magic device 5 ranks ; In a special ceremony with a construct you have created or with your bonded item (construct) you transfer you control to another creature and then back again to you.
Benefits: Once per day if you touch a construct and it fails a Will save (DC 10+ half your character level + your Charisma or Intelligence modifier), You gain control of that construct command it as if you were its master. A commanded construct is under your mental control, you must take a standard action to give mental orders to a commanded construct. At any one time, you may command a number of constructs whose total Hit Dice do not exceed twice your character level. You may voluntarily relinquish command on any commanded construct in order to command new ones. If a clockwork knave relinquishes command, the construct resumes their former commands, and if possible resume their former actions.
Special: Constructs with an intelligence score are immune to this ability, unless you know their truename.

POWER OF THE ANSCESTORS [Ceremonial]
You can draw upon the spirits of your most powerful ancestors to invigorate yourself.
Prerequisites: Truename, Wis 13
Benefit: 1/day for 3 minutes plus 1 minute per point of Charisma bonus you possess you may attempt to draw upon the spirits of your ancestors, The first time you use this ability rearrange your ability scores as you desire, you may now increase these ability scores by one for every four levels you possess. You may also rearrange skill points with bonus skill points equal to 3+ your character level, and switch out feats with an additional bonus feat, once this is done the first time it cannot be altered except for additional ability points, feats and skill points gained as you level.
At the end of this period, you revert and are fatigued for an amount of time equal to the length of time you used the power of the ancestors. You can return to normal voluntarily.
Special: This feat is most common among giants and sibeccai, and it unheard of amongst the faen who have not abandoned their gods. It is recommended that you prepare this changes in advance of a gaming session.


SHOOT FOR THE EYES [Ceremonial]
You are an accomplished master of the bow, capable of delivering deadly bulls-eye accuracy from a distance.
Prerequisites: Truename, Point Blank Shot, Far Shot, Precise Shot. Weapon Focus (any ranged weapon), Weapons Specialization (any ranged weapon), Dex 13. BAB +10, in a special ceremony you strike the exact same point on a bulls-eye target (Example splitting an arrow, that had just hit the bulls-eye the attack before).
Benefit: With the ranged weapon you have weapon specialization with as a standard action that provokes an attack of opportunity you aim for a target’s eye adding a + 10 circumstance bonus to the target’s AC, and make a single ranged attack. If you hit your opponent must make a successful Fort save (DC 10+1/2 your character level + your Dexterity modifier) or you automatically threaten a critical hit otherwise, you miss the target. If you confirm this special critical hit, Your opponent suffers the critical damage and a permanent -1 penalty to spot checks (or is blinded if the creature has only one eye or one eye remaining) and a -1 morale penalty to attacks, saves, and checks until magically healed,
Special: creatures without eyes or are immune to critical hits are immune to this ability; Creatures immune to the mind effecting spells or affects are immune to the morale penalty.

SLIP THE GRASP [Ceremonial]
Though a special ceremony, you become extremely difficult to grapple.
Prerequisites: Truename, escape artist 5 ranks, In a ritual combat you must defeat a creature with the improved grapple special that is at least equal to your challenge rating, in this ritual combat you must never be successfully grappled.
Benefits: you gain a +2 bonus to all escape artist checks and gain an insight bonus equal to your character level against grapple checks by creatures using their improved grab special ability. If a creature has a secondary ability that requires a successful grapple check the creature must pin you in order to use this special ability on you.

SURVIVE THE MONSTROUS [Ceremonial]
Though a special ceremony, you gain immunity from a specific creature type.
Prerequisites: Truename, In a ritual combat you are nearly killed (left at negative hit points or at 1 point of Con)by the chosen monster of the specified type (examples night hag, fire subtype dragon, mojh magister);
Benefits: When subject to the attacks of a chosen monster of the specific type you gain damage reduction 15/-, elemental and energy resistance 30, spell resistance 15+ your character level, and a insight bonus to all saves and checks equal to your character level.
Special: you can only take this feat once, if you are ever killed by a chosen monster of the specific type you lose all the benefits of this feat, if a template is added to a specific creature that changes its types or subtypes it no longer subject to this feat.

OGL link

No comments: