Showing posts with label five feats. Show all posts
Showing posts with label five feats. Show all posts

Sunday, April 13, 2008

Five Feats (Part III)

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

WILD BIRTHRIGHT [Talent]
You have a preternatural connection with nature.
Prerequisites: 1st level character, Wis 13.
Benefit: Select any three 0-level spells or diminished 1st level spells. You may cast these spells as spell-like abilities once per day, with a caster level equal to your character level. In addition, you gain a +1 bonus on Knowledge (nature) and Survival checks.

WARDED FROM THE DARK [Ceremonial]
Your spirit is strongly attached to your body, making you resilient to energy draining attacks.
Prerequisite: Truename, Con 13.
Benefit: When you gain a negative level, you may immediately make a Fortitude save to shrug off the effects. If you fail the initial save, you may attempt a second save in 24 hours at a +4 bonus.
Undead that use enervating attacks that bestow negative levels gain only half the normal number of temporary hit points when attacking you (rounded down). As well, you can never be affected by an undead creature’s create spawn ability.
Normal: When you gain a negative level, you make a Fortitude save after 24 hours to determine whether the negative level results in permanent level loss.

EXPLOIT OPENING [General]
You take advantages of combat opportunities when they present themselves.
Prerequisites: Combat Reflexes, base attack bonus +6.
Benefit: On the first attack of opportunity you make in any round, you deal an additional +1d6 points of damage.

HARDENED BY EXPERIANCE [Ceremonial]
You are particularly tough and difficult to kill
Prerequisites: Truename, Con 13, Sturdy. +2 Base Attack Bonus
Benefit: You possess a number of bonus hit points equal to your character level + your
Constitution score + your Constitution modifier.
You do not start dying until you reach your Constitution score in negative hit points, and you do no die until reaching a number of negative hitpoints equal to your character level + double your constitution score + your Consitution modifer

TOTEM ASPECT [Ceremonial]
You may assume the characteristics of your animal companion.
Prerequisites: Truename, Animal companion, ability to assume totem shape.
Benefit: By expending a use of your totem shape ability, you can gain the physical benefits (Str, Dex, Con, Natural Armor) bestowed by your animal companion for a number of rounds equal to your totem level. The nature of the benefits depends on your effective level (as per the benefits normally gained by your animal companion).
If you have taken an alternative animal companion, your effective level is reduced by the appropriate amount.
If you have multiple companions from different classes, your effective level is based on your most powerful animal companion.

OGL link

Monday, April 7, 2008

Five Feats (part II)

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

MYSTICAL HEALER [Ceremonial]
Your skills at magical healing are without peer.
Benefit: You add +2 to all heal checks and +1d6 to any form of healing you use (extraordinary abilities, magical items, spells, spell-like abilities, and supernatural abilities).

ESCAPE OF OPPORTUNITY [Ceremonial]
When an opponent gives you an opportunity, you take it.
Prerequisites: Dex 13, Truename, Escape artist 5 ranks.
Benefit: Whenever an opponent provokes an attack of opportunity from you even if your unarmed, you may forgo the attack of opportunity in order to immediately move away as far as possible from the opponent at your best speed, you skip you next turn. You do not provoke an attack of opportunity from the opponent you move away from, but you do provoke attacks of opportunity as normal from other creatures.

SACRIFICIAL STRIKE [General]
You accept a critical hit in an attempt to make one of your own.
Prerequisites: Improved Critical, Base Attack Bonus +2
Benefit: You leave yourself helpless provoking an attack of opportunity which automatically hit and automatically confirms a critical hit, if you opponent takes this opening you may make an attack that automatically threats a critical hit. Your opponent can ignore this opportunity if he makes a successful sense motive check

SKILL SPECIALIST [Ceremonial]
You are focused in a particular area of study.
Prerequisite: Int 13, Truename
Benefit: Choose any two skills. These skills are considered class skill for you, and you gain a +1 bonus on all checks made with these skills.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you select this feat, it applies to a new set of skills.

TRAINED APTITUDE [Ceremonial]
Your skill with magic allows you greater flexibility with your known spells.
Prerequisites: Truename, Concetration 9 ranks, Knowledge (magic) 9 ranks, Spellcraft 9 ranks
Benefit: You may swap out one readied spell of each level you know once per day.

OGL link

Saturday, March 29, 2008

Five Feats (part I)

There are never enough feats, expecially if you going to use the BoXM feat rules as part of your AE game. This is a new idea for an article that I can crank out 5 feats week, from OGC sources and convert them to AE, unlike products like FEATS from AEG and The Ultimate Book of Feats by Mongoose publishing, I am actually going to edit 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.

FREE SPIRIT [Unbound]
Your will to do whatever you feel like makes you resistant to mind controlling influences.
Prerequisite: Unbound
Benefit: You receive a +5 bonus to all saving throws to resist mind-influencing effects.

GREATER LUCKSPIN [Ceremonial]
Your control over the ebb and flow of luck is impressive.
Prerequisites: Character level 7th, Truename, Luckspin.
Benefit: Once per day, you can influence your personal luck, providing you with a +2 luck bonus to any d20 roll for one hour. At the end of the hour of good fortune, you suffer a -2 luck penalty to all d20 rolls.
Special: The bonus and penalty from this feat do not stack with those provided by the Luckspin feat.

LUCKSPIN [Ceremonial]
You possess a degree of control over the ebb and flow of your fortunes.
Prerequisites: Character level 3rd, Truename.
Benefit: Once per day, you can influence your personal luck, providing you with a +1 luck bonus to all d20 rolls for one hour. At the end of the hour of good fortune, you suffer a -1 luck penalty to all d20 rolls for one hour.

THREAT OF THE CROSSBOW [General]
You can threaten any area when wielding a loaded crossbow.
Prerequisite: Base attack bonus +2.
Benefit: When wielding any kind of loaded crossbow, you threaten any square within range, as if you were armed with a melee weapon and were in an adjacent square. When you would have the chance to make an attack of opportunity, you may do so with your crossbow if it is an adjacent square (1d4+ strength modifiers, critical x2) or you may take a shot with your crossbow on the opponent.
Normal: You can use an arrow or a bolt as a melee weapon, but you do not threaten adjacent spaces when wielding a ranged weapon.

BULL RUSH STRIKE [Ceremonial]
You gain a attack of opportunity against a foe you bull rush.
Prerequisites: Str 13, Truename Improved Bull Rush, Power Attack.
Benefit: Whenever you successfully bull rush an opponent, you may make an attack of opportunity.

OGL link