Difference between revisions of "User:Aarnott/Lego Bin 1"

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* '''1 HD:''' +1 to save DCs of necromancy spells you cast.
 
* '''1 HD:''' +1 to save DCs of necromancy spells you cast.
 
* '''6 HD:''' +1 caster level on all necromancy spells.
 
* '''6 HD:''' +1 caster level on all necromancy spells.
* '''11 HD:''' ??
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* '''11 HD:''' You can rebuke undead as a cleric of your HD. If you already can rebuke undead, add your HD to your effective cleric level when determining the number undead you can command.
 
* '''16 HD:''' ??
 
* '''16 HD:''' ??
  
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* '''1 HD:''' +1 to save DCs of necromancy spells you cast.
 
* '''1 HD:''' +1 to save DCs of necromancy spells you cast.
* '''6 HD:''' ??
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* '''6 HD:''' You don't need to provide onyx gemstones when animating or creating undead creatures.
 
* '''11 HD:''' ??
 
* '''11 HD:''' ??
 
* '''16 HD:''' ??
 
* '''16 HD:''' ??

Revision as of 18:12, 31 January 2014

Feats

Fighter Feats

Spell Focus Feats

Spell Focus: Abjuration [General]

Benefit: Spell Focus: Abjuration feat bonuses are based on your Hit Dice.

  • 1 HD: +1 to save DCs of Abjuration spells you cast.
  • 6 HD: +1 to caster level on Abjuration spells you cast that target only allies.
  • 11 HD: Whenever you dispel an effect, you gain 1 temporary HP. Whenever you counter a spell, you gain 1 temporary HP per level of the spell countered. These temporary HP expire after 1 minute.
  • 16 HD: Whenever you cast an Abjuration spell that grants a creature energy resistance, the value of that resistance is increased by 5.

Greater Spell Focus: Abjuration [General]

Prerequisite: Spell Focus: Abjuration

Benefit: Double the effects of the Spell Focus: Abjuration feat.

Note: This feat was created by a friend of mine to fit in a Tome campaign.

Spell Focus: Conjuration [General]

Benefit: Spell Focus: Conjuration feat bonuses are based on your Hit Dice.

  • 1 HD: +1 to save DCs of Conjuration spells you cast.
  • 6 HD: +1 caster level to area of effect Conjuration spells
  • 11 HD: Summoned monsters get +1 HP per HD
  • 16 HD: Summoned monsters get fast healing 1 or increase their existing fast healing by 1

Greater Spell Focus: Conjuration [General]

Prerequisite: Spell Focus: Conjuration

Benefit: Double the effects of the Spell Focus: Conjuration feat.

Spell Focus: Divination [General]

Benefit: Spell Focus: Divination feat bonuses are based on your Hit Dice.

  • 1 HD: +1 to save DCs of divination spells you cast.
  • 6 HD: +1 caster level on all divination spells.
  • 11 HD: Divination spells made permanent via Permanency don't cost experience points.
  • 16 HD: You can get information, as a free action, passively (you don't need to actively choose to do this), as if you had spent 3 rounds concentrating on any divination spell you have cast on you. If information takes more than 3 rounds of concentration to learn, this effect gives you the first 3 rounds immediately, but you must concentrate for the remainder. You can choose to actively stop getting the passive effect for a spell or start getting the effect again whenever you want.

Greater Spell Focus: Divination [General]

Prerequisite: Spell Focus: Divination

Benefit: Greater Spell Focus: Divination feat bonuses are based on your Hit Dice and stack with Spell Focus: Divination.

  • 1 HD: +1 to save DCs of divination spells you cast.
  • 6 HD: Add every "detect" spell to your spell list as well as Status. You can use Permanency to make any of these spells permanent at the same exp cost as Detect Magic.
  • 11 HD: The maximum casting time of any divination spell is now 1 round.
  • 16 HD: You can always take a standard action during a surprise round, unless you are physically restrained from doing so. If there is no surprise round then this ability doesn’t help.

Spell Focus: Enchantment [General]

Benefit: Spell Focus: Enchantment feat bonuses are based on your Hit Dice.

  • 1 HD: +1 to save DCs of enchantment spells you cast.
  • 6 HD: +1 caster level on all enchantment spells.
  • 11 HD: You are immune to sleep and charm effects. You can choose to be affected a sleep or charm effect as a free action, but you must be aware it is being used.
  • 16 HD: You are immune to all compulsion effects. You can choose to be affected a compulsion effect as a free action, but you must be aware it is being used.

Greater Spell Focus: Enchantment [General]

Prerequisite: Spell Focus: Enchantment

Benefit: Greater Spell Focus: Enchantment feat bonuses are based on your Hit Dice and stack with Spell Focus: Enchantment.

  • 1 HD: +1 to save DCs of enchantment spells you cast.
  • 6 HD: Your enchantment spells can affect creatures that would normally be immune to enchantment spells. The creature can still use SR and make saving throws against the effect and it gets a +2 bonus on the saving throw, but otherwise can be affected. This will bypass immunities to charms, compulsions, sleep, etc.
  • 11 HD: Enchanted creatures don't get a bonus to saving throws when they are asked/forced to do something against their nature. You can also make creatures perform self-destructive tasks.
  • 16 HD: You can gain full control of a dominated creature, rather than just sensory input.

Spell Focus: Evocation [General]

Benefit: Spell Focus: Evocation feat bonuses are based on your Hit Dice.

  • 1 HD: +1 to save DCs of evocation spells you cast.
  • 6 HD: +1 caster level on all evocation spells.
  • 11 HD: Evocation spells that deal damage cause any creatures that take damage to make a saving throw or be subject to a condition based on the spell's element. This condition lasts 1 round per caster level and allows a new saving throw each round to end the effect.
  • 16 HD: You gain an extra spell slot for each spell level you have access to for one of your classes. These slots must be filled with evocation spells that deal damage.

Greater Spell Focus: Evocation [General]

Prerequisite: Spell Focus: Evocation

Benefit: Greater Spell Focus: Evocation feat bonuses are based on your Hit Dice and stack with Spell Focus: Evocation.

  • 1 HD: +1 to save DCs of evocation spells you cast.
  • 6 HD: Evocation spells you cast don't have a damage cap based on caster level.
  • 11 HD: Add half again as many damage dice (round down) for any evocation spell you cast that deals hitpoint damage. These extra damage dice count towards the base damage of the spell.
  • 16 HD: Evocation spells you cast have their area of effect increased as if they were widened. This increase applies to the base area of the spell, allowing it to be widened again through metamagic enhancements. For example, a widened fireball would have an 80 ft. radius area of effect. You can choose not to apply this effect when casting an evocation spell.

Spell Focus: Illusion [General]

Benefit: Spell Focus: Illusion feat bonuses are based on your Hit Dice.

  • 1 HD: +1 to save DCs of illusion spells you cast.
  • 6 HD: +1 caster level on all illusion spells.
  • 11 HD: You have a shadowy cloak of illusion that gives a 5% miss chance per 2 HD. This effect counts as a permanent displacement spell and can been seen through with true seeing accordingly. If it is dispelled, it is only suppressed for 1d4 + 1 rounds. You can willingly suppress the effect if you want to.
  • 16 HD: Creatures using see invisibility, true seeing, or similar spells must succeed at a caster level check to see through any of your illusions (including the 11HD ability).

Greater Spell Focus: Illusion [General]

Prerequisite: Spell Focus: Illusion

Benefit: Greater Spell Focus: Illusion feat bonuses are based on your Hit Dice and stack with Spell Focus: Illusion.

  • 1 HD: +1 to save DCs of illusion spells you cast.
  • 6 HD: When a creature passes a saving throw against your illusions and communicates it to others, they don't get a -2 penalty on their new saving throw, rather than the usual +4 bonus. Characters faced with proof that an illusion isn't real also now need to make saving throws against the illusion with a +4 bonus, otherwise their mind rationalizes it as real. Even rediculous things like walking through an illusionary wall.
  • 11 HD: Creatures need to physically interact with your illusions to get a saving throw when the saving throw involves interaction. This means poking them with a stick won't be enough: they need to actually touch it with their own fingers (or toes, or claws, or whatever).
  • 16 HD: By increasing the casting time to 10 minutes (if it is higher), you can make any figment, glamer, or pattern with a non-instantaneous duration have a permanent duration. Have fun making your illusionary palace!

Spell Focus: Necromancy [General]

Benefit: Spell Focus: Necromancy feat bonuses are based on your Hit Dice.

  • 1 HD: +1 to save DCs of necromancy spells you cast.
  • 6 HD: +1 caster level on all necromancy spells.
  • 11 HD: You can rebuke undead as a cleric of your HD. If you already can rebuke undead, add your HD to your effective cleric level when determining the number undead you can command.
  • 16 HD: ??

Greater Spell Focus: Necromancy [General]

Prerequisite: Spell Focus: Necromancy

Benefit: Greater Spell Focus: Necromancy feat bonuses are based on your Hit Dice and stack with Spell Focus: Necromancy.

  • 1 HD: +1 to save DCs of necromancy spells you cast.
  • 6 HD: You don't need to provide onyx gemstones when animating or creating undead creatures.
  • 11 HD: ??
  • 16 HD: ??

Spell Focus: Transmutation [General]

Benefit: Spell Focus: Transmutation feat bonuses are based on your Hit Dice.

  • 1 HD: +1 to save DCs of Transmutation spells you cast.
  • 6 HD: +1 caster level on all Transmutation spells.
  • 11 HD:
  • 16 HD:

Greater Spell Focus: Transmutation [General]

Prerequisite: Spell Focus: Transmutation

Benefit: Double the effects of the Spell Focus: Transmutation feat.

Skill Feats

Athletic [Skill]

Prerequisite: Climb 4 ranks, Jump 4 ranks, Swim 4 ranks, all three must be class skills

Benefit: Athletic feat bonuses are based on your ranks in the new skill it grants: Athletics.

Combine the three skills Climb, Jump, and Swim into the new skill Athletics. Combine the skill points you had spent in all three into this new skill (any points that would exceed your maximum allowed for your level are now free and can be re-spent). You can use the new skill check in place of both the old ones. If your class offers any of Climb, Jump, or Swim as a class skill, then Athletics is a class skill.

  • 8 ranks: You gain a +2 bonus to Athletics checks.
  • 13 ranks: You gain a climb speed equal to half your base land speed and you can take 10 on Athletics checks involving climbing during stressful situations.
  • 18 ranks: You gain a swim speed equal to your land speed and you can take 10 on Athletics checks involving swimming during stressful situations.
  • 23 ranks: You gain a fly speed equal to twice your land speed, but you can only fly for 5 rounds before you must land. You can take 10 on Athletics checks involving jumping during stressful situations.

Special: Bonuses to Climb, Jump, or Swim from racial abilities, class features, magic items, etc. will receive that bonus only to that part of a Athletics check.

Original idea from Hooper [1]

Disabler [Skill]

Prerequisite: Disable Device 4 ranks, Open Lock 4 ranks, both must be class skills

Benefit: Disabler feat bonuses are based on your ranks in the new skill it grants: Disable.

Combine the two skills Disable Device and Open Lock into the new skill Disable. Combine the skill points you had spent in both into this new skill (any points that would exceed your maximum allowed for your level are now free and can be re-spent). You can use the new skill check in place of both the old ones. If your class offers either Disable Device or Open Lock as a class skill, then Disable is a class skill.

  • 8 ranks: You gain a +2 bonus to Disable checks.
  • 13 ranks: Whenever you are struck by a trap triggered by a Disable check, you get +1 to AC and saving throws against the trap.
  • 18 ranks: Once per day, you can critically hit (and apply precision damage) to a construct. This benefit lasts 5 rounds.
  • 23 ranks: Once every 5 minutes as a swift action that does not provoke attacks of opportunity, you can cast a targeted greater dispel magic against a target within your reach. The caster level for this effect is equal to your ranks in Disable.

Special: Bonuses to Disable Device or Open Lock from racial abilities, class features, magic items, etc. will receive that bonus only to that part of a Disable check.

Original idea from Hooper [2]

Librarian [Skill]

TODO: Better names for stuff

You are an expert with formal paperwork, ancient texts, and obscure documents.

Prerequisite: Decipher Script 4 ranks, Forgery 4 ranks, both must be class skills

Benefit: Librarian feat bonuses are based on your ranks in the new skill it grants: Lore.

Combine the two skills Decipher Script and Forgery into the new skill Lore. Combine the skill points you had spent in both into this new skill (any points that would exceed your maximum allowed for your level are now free and can be re-spent). You can use the new skill check in place of both the old ones. If your class offers either Decipher Script or Forgery as a class skill, then Lore is a class skill.

  • 8 ranks: You gain a +2 bonus to Lore checks.
  • 13 ranks: You can make a Lore check DC 30 to read a language you do not understand.
  • 18 ranks: You can add +8 to a Lore check to forge a document in a language you do not understand.
  • 23 ranks: Lore Can be used to give a synergy bonus to Knowledge checks.

Special: Bonuses to Decipher Script or Forgery from racial abilities, class features, magic items, etc. will receive that bonus only to that part of a Lore check.

Original idea from Hooper [3]

Other Feats

Improved Ignite [General]

Prerequisite: Ignite class feature

Benefit: Improved Ignite feat bonuses are based on your Hit Dice.

  • 2 HD: You may Ignite all creatures within 5ft. of you instead of a single target.
  • 6 HD: Ignite deals 2d6 fire damage per round.
  • 10 HD: You may Ignite all creatures within 10ft. of you.
  • 14 HD: The Reflex save to put the fires out becomes (DC 10 + 0.5 ½ Level + Charisma Modifier).

Extra Domain Power [Divine]

Prerequisite: One or more cleric domains

Benefit: You gain the granted ability of another domain your deity grants. You do not add the additional spells to your spell list, however.

Greater Turning [General]

Prerequisites: Improved Turning, ability to turn/rebuke as a 6th level cleric

Benefit: You are treated as one cleric level higher for the purposes of turning/rebuking for every 4 Hit Dice you have. This benefit stacks with Improved Turning.

Spells

Ember Strike


Ember Strike
Evocation [Fire]
Level: Duskblade 2, Sor/Wiz 2
Components: S
Casting time: Free action (see below)
Range: Touch
[[SRD:Aiming a Spell (Spell Descriptor)|]]: Personal
Duration: Instantaneous
Saving Throw: Yes (see text)
Spell Resistance: No

Your weapon transforms into a burst of blue-white flame, searing your enemies.

You cast this spell during an attack action and it does not provoke attacks of opportunity. This spell only applies to a single attack.

Your weapon deals fire damage instead of its normal damage types. Any creature that takes at least 1 fire damage as a result of this spell catches on fire. A creature on fire suffers 1d6 of fire damage per round, and the creature can attempt to put itself out as a full-round action with a reflex save.

As a full-round action, a spellcaster can gain back the spell slot used to cast Ember Strike. The regained spell slot can only be used to cast Ember Strike again.

Static Strike


Static Strike
Evocation [Electricity]
Level: Duskblade 3, Sor/Wiz 3
Components: S
Casting time: Free action (see below)
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Yes (see text)
Spell Resistance: No

Your weapon transforms into an arc of lightning, sending a jolt of raw power through your enemy.

You cast this spell during an attack action and it does not provoke attacks of opportunity. This spell only applies to a single attack.

Your weapon deals electricity damage instead of its normal damage types. Any creature that takes at least 1 electricity damage as a result of this spell is dazed until it makes a successful Will save. It can attempt this at the start of each of its turns.

As a full-round action, a spellcaster can gain back the spell slot used to cast Static Strike. The regained spell slot can only be used to cast Static Strike again.

Glacial Strike


Glacial Strike
Evocation [Cold]
Level: Duskblade 3, Sor/Wiz 3
Components: S
Casting time: Free action (see below)
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Yes (see text)
Spell Resistance: No

Your weapon transforms into ice, freezing your enemy with its glacial touch.

You cast this spell during an attack action and it does not provoke attacks of opportunity. This spell only applies to a single attack.

Your weapon deals cold damage instead of its normal damage types. Any creature that takes at least 1 cold damage as a result of this spell is slowed until it makes a successful Fortitude save. It can attempt this at the start of each of its turns.

As a full-round action, a spellcaster can gain back the spell slot used to cast Glacial Strike. The regained spell slot can only be used to cast Glacial Strike again.

Spell Misdirection


Spell Misdirection
Abjuration
Level: Sor/Wiz 8
Components:
Casting time: Immediate action
Range:
Target: One spell
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

A spell that was aimed at one target instead, guided by your magic, affects a different target.

You can only cast this spell in response to another spell being cast, before it is resolved, but after you have identified the spell with a spellcraft check. The spell must only target a single target. If you defeat the caster of the spell with a caster level check, you can decide a different target for the spell.