There are never enough feats, (expecially if you use the BoXM feat rules). This is the twelth article of 5 feats a week (60 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.
I continue this week with spelltouched feats and converting them to ceremonial feats.
GAZE THROUGH THE MIST [Ceremonial]
Your eyes can penetrate the murkiest of surroundings.
Prerequisite: Truename, Sense the Unseen, Wis 13, Spot 14 ranks, Darkvision or Low-light vision, in a special ceremony you must navigate you way across a special obstacle course within a limited time period that is filled with fog.
Benefit: You have superior vision while within an area obscured by a fog effect. Creatures within 5 feet are completely visible to you (it has no concealment and thus your attacks have no miss chance) and creatures farther away are only concealed (not totally concealed; your attacks have a 20% miss chance instead of 50%). This feat does not help penetrate darkness, either normal or magical (such as that caused by a darkness spell).
STIKE THE VENGEFUL BLOW [Ceremonial]
You can share your pain with your opponent.
Prerequisite: Truename, Great Fortitude, Sturdy, Concentration 5 ranks, Con 13, In a special ceremonial duel you are rendered disabled by your opponent, you must then strike a powerful blow against you opponent before you are rendered unconscious.
Benefit: Once per day when you and effect or damage causes enough hit point damage to render you disabled dying or dead, you may channel some of that damage back to your opponent. The moment you suffer the damage or effect the opponent who caused this takes one-half of the damage (Hit Point loss) it took to reach the resulting condition unless your opponent succeeds at a Fortitude saving throw (DC 10 + ½ your Hit Dice + your Constitution modifier prior to the effect), in which case your opponent takes no damage and you suffer the full damage. If your opponent fails the Fortitude saving throw then your opponent takes the damage even if your opponent is normally immune, resistant, or has damage reduction in reference to the source of the damage and is normally immune to fortitude saves (such as an undead is usually immune to energy drain, a fire elemental is normally immune to fire.). You have no choice in when to use this feat; the first time in a 24-hour period that you have enough damage or an effect creates one of the three conditions the feat activates whether the damage caused is 2 or 20 hit points.
TRAVEL THE LINE [Ceremonial]
You can disappear from one spot only to appear a moment later in another spot.
Prerequisite: Truename, Survival 10 ranks, in a special ceremony, you journey via a teleport spell along a travel line and then you walk the line back. .
Benefit: Once per day as a standard action you may teleport yourself instantaneously between two locations as a standard action. The teleportation is limited to a location within a 400-foot radius you have been to before and only affects you and your immediate equipment; you may not take along any additional creatures or items that exceed your maximum load. If you arrive in a place that is already occupied by a solid body the teleportation fails, you are stunned for 1d4 rounds, and may not attempt another Instantaneous Transfer for one week.
TRICK THE WILLSLAVER [Ceremonial]
Those who try to charm or dominate you get an unpleasant surprise.
Prerequisite: Truename, Iron Will, bluff 5 ranks, In a special ceremony you must successfully resist seven times a challenging charm or compulsion spell
Benefit: When you succeed on a save against a charm or compulsion effect including Power of the Name, the opponent trying to charm or compel you believes that you failed your save. You can play along voluntarily if you wish with a successful bluff check opposed by your opponent’s sense motive. If the charm or compulsion involves telepathic commands, you continue to receive them, although you are not obligated to follow them.
WALK ON AIR [Ceremonial]
You can make yourself light on your feet.
Prerequisite: Truename, Skill Focus or Skill Affinity (sneak), Sneak 10 ranks, Dex 13, In a special ceremony you must remain out of contact with any element except air (excluding only your flesh).
Benefit: Once per day you may lift your feet to where they hover just above the surface you are on (about one or two inches above the surface) for 1 encounter. This allows you to move across any type of solid, or liquid surface, but not air, without leaving footprints or sinking down. In addition, you gain a +5 circumstance bonus to any Sneak checks. Note that this feat does not mask your smell so that you can still be tracked by scent. If your feet are below a liquid’s surface when you invoke this power, it causes you to rise to the surface at the rate equal to your run swim speed.
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