Difference between revisions of "Ravid's Hand (3.5e Feat)"

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Revision as of 03:50, 17 September 2010

Homebrew.png
Author: IGTN (talk)
Date Created: 2010
Status: Essentially complete
Editing: Mechanical changes on talk, please
Scale.png Low - Moderate - High - Very High
ArticleUndiscussed.png
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Ravid's Hand [General] Prerequisites: Clockwork Centurion, ability to cast Animate Objects, or connection to the Positive Energy PlaneBenefit: As a swift action, you can animate an object to produce an animated object of a CR of up to your level - 2, or a group of smaller objects of the same total hit dice as that animated object would have. These objects stay animated until they are destroyed, you dismiss the effect, or you animate something else. Attended and magical objects get a will save (DC 7 + 1/2 your level + your Charisma modifier) to not animate. Once an object succeeds on its save, you can't try again for 24 hours for that object, or, if it was attended, anything else attended by the same person.

Above level 12, you gain 16 hit dice of objects at levels 13 and 14 (for a total of 64 at 14), 32 at each level 15 and 16 (128 at 16), 64 at each level 17 and 18 (256 at 18), and 128 at each of 19 and 20 (512 hit dice, or sixteen colossal animated objects, at level 20) Special: This is an [Elemental] feat if its prerequisite is satisfied by an elemental connection to the positive energy plane; otherwise it is a [General] feat.



Back to Main Page3.5e HomebrewCharacter OptionsFeats

Article BalanceVery High +
AuthorIGTN +
Identifier3.5e Feat +
PrerequisiteClockwork Centurion +, ability to cast Animate Objects + and or connection to the Positive Energy Plane +
RatingUndiscussed +
SummaryObjects near you occasionally animate and do what you want +
TitleRavid's Hand +
TypeGeneral +