Author Topic: Feats  (Read 2536 times)

Offline Stratovarius

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Feats
« on: May 07, 2014, 10:27:49 AM »
Feats

Necromantic Feats

Ambsace [Necro]
Prerequisites: Necropotent
Benefit: Whenever you create a Necros from the Vein of Curses that successfully affects at least one enemy, you may choose one ally within 60 ft. For a number of rounds equal to your Charisma modifier, the chosen ally imposes a -2 penalty on all attacks, damage rolls, saves, and skill checks that would negatively affect him.

Calcification [Necro]
Prerequisites: Necropotent
Benefit: Whenever you create a Necros from the Vein of Bone that successfully affects at least one enemy, you may choose one ally within 60 ft. For a number of rounds equal to your Charisma modifier, the chosen ally gains damage reduction 5/-.

Companion Toughness[Necro]
Prerequisites: Necromantic companion
Benefit: Increase your companion's hit points by your primary necromant modifier times its hit dice.

Extra Companion [Necro]
Prerequisites: Character level 6, Charisma 13, Must have a necromantic companion
Benefit: You gain an extra necromantic companion, at a level 2 lower than your previous lowest level companion.

Extra Knowledge [Necro]
Prerequisites: Ability to create necros
Benefit: You gain a single extra necros known, of a level less than or equal to one below the maximum level you can learn.
Special: You can take this feat multiple times. Each time you take the feat after the first time, you may choose a different necros.

Forbidden Fruit [Necro]
Prerequisites: Ability to create necros
Benefit: You may now treat one of your Banned Veins as a Minor Vein instead. This does not give you extra necros known.
Special: You can take this feat multiple times. Each time you take the feat after the first time, you may choose a different Banned Vein.

Gathered Energy [Necro]
Prerequisites: Grave token pool
Benefit: When you take this feat for the first time, you add 2 more grave tokens to your pool each week.
Special: You can take this feat multiple times. Each time you take the feat after the first time, the number of grave tokens you gain increases by 1.

Grave Unto Grave [Necro]
Prerequisites: Ability to create necros from two different classes.
Benefit: The character chooses three necros that he knows from each of his necros creating classes, and treat them as if all of his necros creating classes know them. Once chosen, this is permanent.

Hasty Creation [Necro]
Prerequisites: Necromant level 3
Benefit: Once per day, you may reduce the casting time of any necros to one round. This can only be used on necros of a level half that of the maximum you know.

Immateriality [Necro]
Prerequisites: Necropotent
Benefit: Whenever you create a Necros from the Vein of Spirit that successfully affects at least one enemy, you may choose one ally within 60 ft. For a number of rounds equal to your Charisma modifier, the chosen ally imposes a 20% miss chance against attacks that target them. This miss chance is not concealment, and does not allow the ally to make a hide check. This effect does not stack with itself or any other sources of miss chances.

Love Thy Talents [Necro]
Prerequisites: Vein Bound class feature
Benefit: When you take this feat, choose a second primary vein. You gain access to the 2nd, 4th, and 6th level abilities listed under Vein Bound.
Special: You may take this feat two more times. Each time, it applies to the vein chosen above. The first time, you gain the 8th, 10th, and 12th level abilities. The second time, you gain the 14th, 16th, and 18th level abilities.

Necromantic Harmony [Necro]
Prerequisites: Necromantic Transfer
Benefit: All necros creating classes now have access to all necros from any class he possess.

Necromantic Transfer [Necro]
Prerequisites: Grave Unto Grave
Benefit: The character chooses one half (round down) of the necros that he knows from each of his necros creating classes, and treat them as if all of his necros creating classes know them. Once the necros are chosen, this is permanent. If new necros are gained after this feat is chosen, treat them as above.

Necropotent [Necro]
Prerequisites: Ability to create necros
Benefit: Whenever you create a necros that successfully affects at least one enemy, you gain a +2 bonus on all saves for a number of rounds equal to your Charisma modifier.

Necrosis [Necro]
Prerequisites: Necropotent
Benefit: Whenever you create a Necros from the Vein of Poison that successfully affects at least one enemy, you may choose one ally within 60 ft. For a number of rounds equal to your Charisma modifier, the chosen ally deals 1d8 acid damage on all damage dealing attacks and abilities.

Reanimator [Necro]
Prerequisites: Character level 6, necromantic
Benefit: Whenever you kill an enemy with a necros, necromantic companion, or class feature from a necromantic class (this includes controlled undead granted as part of a class feature), that slain enemy is returned to life under your control for 1 round before completely dying. It has hit points equal to one quarter its total when living, acts immediately after you, and is treated as undead for racial purposes (do not recalculate anything). Any abilities that were expended remain expended. Once it has completed its actions, it crumbles to the ground, dead.

Reconstruction [Necro]
Prerequisites: Necropotent
Benefit: Whenever you create a Necros from the Vein of Flesh that successfully affects at least one enemy, you may choose one ally within 60 ft. For a number of rounds equal to your Charisma modifier, the chosen ally gains fast healing 5.

Shut the Breach [Necro]
Prerequisites: Seal the Breach class feature
Benefit: You may now use this ability once per encounter.

Souls Conjoined [Necro]
Prerequisites: Souls Enmeshed
Benefit: The character adds all of his levels in all other classes to the level of the class from which he is creating the necros to determine necromant level. Any class levels that already increase necromant level for the class he is creating the necros from are ignored.

Souls Enmeshed [Necro]
Prerequisites: Souls in Harmony
Benefit: The character adds 1/2 of his levels in all other classes to the level of the class from which he is creating the necros to determine necromant level. Any class levels that already increase necromant level for the class from which he is creating the necros from are ignored.

Souls in Harmony [Necro]
Prerequisites: Ability to create necros from two different classes.
Benefit: The character can use grave tokens points from all of his classes to pay for necros cast from any one class.

Soulthief [Necro]
Prerequisites: Grave token pool
Benefit: Each time you kill an enemy using a necros, necromantic companion, or class ability from a necromantic class, you regain one grave token. This cannot push you past your normal weekly maximum, and you can only regain a maximum number of points equal to your primary necromantic ability modifier in a week.

Superior Authority [Necro]
Prerequisites: Legion Mind class feature
Benefit: You may treat your charisma modifier as 1 higher for the purposes of the Legion Mind class feature.
Special: You can take this feat multiple times.

Widened Knowledge [Necro]
Prerequisites: Ability to create necros
Benefit: You may now treat one of your Minor Veins as a Major Vein instead. This does not give you extra necros known.
Special: You can take this feat multiple times. Each time you take the feat after the first time, you may choose a different Minor Vein.

Blank
Prerequisites:
Benefit:

General Feats

Armour of Bone]
Prerequisites: Natural Armour +1 or greater
Benefit: You gain a +2 bonus to your natural armour.
Special: You can take this feat multiple times.

Bone Growth
Prerequisites: BAB +2, not an undead race, must have a skeleton
Benefit: Your internal skeleton begins to spear outwards from your body, emerging as small spikes. Any creature that strikes you in melee takes 1d4 points of piercing damage. You also gain natural armour +1 (or a +1 increase to existing natural armour).

Racial Feats

Bold Charm
Prerequisites: Gollwyd race
Benefit: The bonus imposed by your Leader's Charm improves to ½ your Charisma modifier, rounded down. In addition, you no longer take a penalty to Diplomacy checks from your Wary racial trait.

Fascinating Presence
Prerequisites: Gollwyd race
Benefit: A number of times per day equal to your Charisma modifier, you may take a full-round action to capture creatures within your Unnatural Presence in rapt attention. On a failed Will save, creatures within your unnatural presence become fascinated. This effect lasts for 1 minute. The DC against this effect is 10 + ½ your character level + your Charisma modifier.

Pack Presence
Prerequisites: Gollwyd race
Benefit: While within range of your Leader's Charm, your allies use the higher of your Charisma modifier or their own on all Bluff, Diplomacy, or Intimidate skill checks.

Improved Scorn Earth
Prerequisites: Hegni race
Benefit: Instead of falling, your body becomes more in-tune with your incorporeal nature, allowing you to glide. When gliding, you negate damage from a fall of any height and can move with 20 feet of forward travel for every 5 feet of descent. You may glide at your base move speed  with average maneuverability. Even if your maneuverability improves, you cannot hover while gliding. You can't glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, your innate lightness and partial incorporeality allow you to glide automatically. In such circumstances, you descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall.

Greater Scorn Earth
Prerequisites: Hegni race, Improved Scorn Earth, Character level 6
Benefit: You may float higher than 1 foot, though doing so reduces your speed to 20 ft. You are treated as flying with Good maneuverability. Once you reach 11 HD, you may move at your full speed at distances higher than 1 foot, and your maneuverability improves to perfect.

Dread Phantom Touch
Prerequisites: Hegni race
Benefit: The damage of your Phantom Touch increases to 1d8 + Charisma modifier, and may now choose to sicken the target, instead of fatigue them. Phantom Touch now heals Undead for the amount of damage they would otherwise take on each touch in addition to granting them temporary hit points, and also grants them a +2 profane bonus to attack and damage rolls for 1 minute.

Boncyff Feats

Inured to Life
Prerequisites: Boncyff race, must not possess the Inured to Death feat
Benefit: You heal naturally as living creatures do, and are granted the full effect when subject to positive energy-based healing effects (such as A Wound Mended or a Flonha’s racial healing ability) rather than half of the effect.
Special: Effects that deal negative energy damage no longer heal you, though they only deal half damage.

Inured to Death
Prerequisites: Boncyff race, must not possess the Inured to Life feat
Benefit: You become immune to death effects and gain a 25% chance to negate critical hits and sneak attacks made against you, similar to armor of light fortication. You may roll twice when subject to mind-affecting spells and abilities and take the better result.
Special: You no longer heal when subject to positive energy-based healing effects (such as most effects that cure hit point damage, unless they specifically target Undead creatures).

Bone Armor
Rather than smaller plates of bone covering small areas, you were created with a more comprehensive exoskeleton of Bone Armor. Though it is more restrictive, it offers much greater protection than your kin.
Prerequisites: Boncyff race, 1st level only
Benefit: You gain a +5 armor bonus to AC and lose your +2 bonus to Natural Armor from your Hardened Flesh racial trait. Your Bone Armor is treated as light armor with a +5 maximum Dexterity bonus to AC, -2 armor check penalty and 15% arcane spell failure chance.
Special: Since this armor is made from bone, Boncyff druids may take this feat without the risk of losing their spells or other class features.
This armor takes up the Body slot, and may be enchanted as though it were masterwork.

Heavy Bone Armor
You were created with incredibly dense bone plating reinforced with metal that offers greater protection than even those Boncyff made with normal Bone Armor, although it is just that much more restrictive.
Prerequisites: Boncyff race, 1st level only
Benefit: You gain a +8 armor bonus to AC and Damage Reduction 2/Bludgeoning, losing your +2 bonus to Natural Armor from your Hardened Flesh racial trait. Your Bone Armor is treated as heavy armor with a +1 maximum Dexterity bonus to AC, a -5 armor check penalty, and an arcane spell failure chance of 35%, and your speed is reduced as normal for wearing Heavy Armor.
Special: Though this armor is primarily made from bone, a significant enough portion is reinforced with metal. As such, Boncyff Druids with Heavy Bone Armor suffer all of the normal penalties normally incurred from wearing a suit of metal armor.
This armor takes up the Body slot, and may be enchanted as though it were masterwork.

Undying Brute
Your extensive training with two-handed weapons is revealed through brutally effective tactics.
Prerequisites: Power Attack, STR 13, base attack bonus +3, Boncyff
Benefit: Undying Brute enables the use of three tactical maneuvers. Combat Momentum: If you deal damage to a foe with a charge attack made with a two-handed weapon and that opponent then fails to hit you before your next turn, you gain a +1 bonus on attack rolls against that opponent on your next turn. Dispatch the Fallen: If you successfully bull rush or overrun a foe, any melee attack you make against that foe with a two-handed weapon on your next turn gains a +4 bonus on damage rolls. Frenzied Attack: If you hit a foe with a two-handed weapon at least once on two consecutive turns during which you use the Power Attack feat (taking at least a -2 penalty on attack rolls), you gain a +2 bonus on all attack rolls you make with that weapon against the same foe for the rest of the round.

Undeath Breaker
Your knowledge of undead nature allows you to deal extra damage to or even cripple such foes.
Prerequisites: Base attack bonus +2, Boncyff
Benefit: You gain a +2 bonus on damage rolls against creatures with the undead type (including living undead). If you roll a critical threat against a undead, you can forego the confirmation roll to make another attack roll using the same modifier. If this second attack also hits and deals at least 1 point of damage, the undead must succeed on a Fortitude save (DC 10 + 1/2 your character level + your Con modifier) or be rendered immobile and helpless for 1 round (as if it had been paralyzed).

Improved Damage Reduction
You gain or improve damage reduction
Prerequisites: Boncyff
Benefit: You gain damage reduction 2/bludgeoning or increase your existing damage reduction by 2.
Special: If you have the feat Heavy Bone Armour, you can take this feat multiple times.

Death's Embrace
Prerequisites: Boncyff race, Inured to Death
Benefit: You become immune to critical hits and sneak attacks.
Special: You can take this feat a second time. If you do, you become immune to mind affecting effects.

Jaws of Doom
Prerequisites: Boncyff race
Benefit: You have a bite attack that deals 1d6 points of damage (for a Medium boncyff). Your bite is treated as a secondary natural weapon (-5 penalty on your attack roll and you apply only 1/2 your Strength bonus on damage rolls).

Energy Shock
You can pour negative energy through your form, repairing it
Prerequisites: Str 13, Con 13, Boncyff
Benefit: Once per hour as a standard action, you can excite your undead metabolism to heal a number of hit points equal to 5 + your HD. Doing this incurs a —2 penalty to your Strength and Dexterity scores for 10 minutes.

Necromantic Forging
Your body has been crafted with a great deal of cyst flesh, allowing you to store necromantic energy in it for later use.
Prerequisites: Boncyff race, 1st level only
Benefit: You gain 1 extra grave token at 1st level, regardless of whether you choose a necromantic class. As you gain experience, you can coerce the cyst flesh crafted into your body to the necromantic focus of your mind. You can treat your body as a cyst sphere, storing up to 1 grave token plus 1 grave token per two character levels (up to a maximum of 11 grave token at 20th level), and withdrawing those stored grave token at some later time.

Claws of the Dead
Prerequisites: Boncyff race
Benefit: You gain 2 claw attacks that deals 1d4 points of damage (for a Medium boncyff). Your claws are treated your primary natural weapon.

Energetic Blow
Prerequisites: Boncyff race, Claws of the Dead or Jaws of Doom
Benefit: As a free action, you can channel some of your life force into one of your natural attacks. You must declare that you are using this feat before you make your attack roll. When you use this feat, you deal damage to yourself (any amount equal to or less than your base attack bonus). If the attack hits, you deal 1d4 points of negative energy damage to the target per point of damage you dealt to yourself. If the attack misses, the attempt is wasted (but you still take the damage you dealt to yourself). You can attempt this attack any number of times per day.

Boney Flesh
Prerequisites: Boncyff race
Benefit: You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 points for a Medium boncyff). This does not stack with other sources of armour spikes or similar.

Naked Flesh
Your body is crafted without its normal layer of armor, trading off physical strength for agility.
Prerequisites: Boncyff race, 1st level only
Benefit: The boncyff loses the benefit of his Hardened Flesh ability, but gains a +10 ft. bonus to his movement speed and +1 dodge bonus to his armour class.
« Last Edit: September 05, 2020, 08:39:30 AM by Stratovarius »

Offline Stratovarius

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Re: Feats
« Reply #1 on: May 28, 2014, 12:34:56 PM »
First 10 Necromantic feats are up. Turned Necropotent into a feat line as well.

Offline Stratovarius

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Re: Feats
« Reply #2 on: June 04, 2014, 10:54:43 AM »
Added in all the racial feats.

Offline Stratovarius

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Re: Feats
« Reply #3 on: June 21, 2014, 09:59:13 AM »
Added another large pile of feats, mostly around multiclassing.

Offline Stratovarius

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Re: Feats
« Reply #4 on: June 23, 2014, 11:36:12 AM »
Added in a whole bunch of Boncyff feats. Mostly by stealing horrendously from the Warforged.

Offline VennDygrem

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Re: Feats
« Reply #5 on: July 12, 2014, 06:25:42 PM »
I'd suggest changing the Dread Phantom Touch ability from removing the saving throw for fatigue to either also inflicting another penalty (such as shaken or sickened) on a failed save, or if that's too much, to allow the Hegni to choose which effect to inflict on each successful attack.

Change Improved Scorn Earth to the following: Instead of falling, your body becomes more in-tune with your incorporeal nature, allowing you to glide. When gliding, you negate damage from a fall of any height and can move with 20 feet of forward travel for every 5 feet of descent. You may glide at your base move speed  with average maneuverability. Even if your maneuverability improves, you cannot hover while gliding. You can't glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, your innate lightness and partial incorporeality allow you to glide automatically. In such circumstances, you descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall.

Change benefit of Greater Scorn Earth to: You may float higher than 1 foot, though doing so reduces your speed to 20 ft. You are treated as flying with Good maneuverability. Once you reach 11 HD, you may move at your full speed at distances higher than 1 foot, and your maneuverability improves to perfect.

Offline Stratovarius

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Re: Feats
« Reply #6 on: July 13, 2014, 07:31:28 AM »
I think for dread touch I'd go with a choice of fatigue or sickened, if that seems right.

Edit: Changes made
« Last Edit: July 13, 2014, 07:44:46 AM by Stratovarius »