Difference between revisions of "Endurance, Grimoire (3.5e Feat)"

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<onlyinclude>{{3.5e Feat
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<onlyinclude>{{Tome Skill Feat
 
|name=Endurance, Grimoire
 
|name=Endurance, Grimoire
|types=
 
 
|summary=You can carry the heaviest of loads, run for days, and ignore the tightest of armor.
 
|summary=You can carry the heaviest of loads, run for days, and ignore the tightest of armor.
|fluff=You can carry the heaviest of loads, run for days, and ignore even the tightest of armors.
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|skill=Survival
|prereqs=[[Con]] 13
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|skill0=You gain Survival as a class skill, and treat medium and heavy armor as light for the purposes of movement and resting/sleeping. You also gain a +4 bonus against effects that would make you Fatigued or Exhausted, as well as on [[SRD:Swim Skill|Swim]] checks made to resist [[SRD:Nonlethal Damage|nonlethal damage]], [[SRD:Constitution|Constitution]] checks made to continue running, [[SRD:Constitution|Constitution]] checks made to avoid [[SRD:Nonlethal Damage|nonlethal damage]] from a forced march, [[SRD:Constitution|Constitution]] checks made to hold your breath, [[SRD:Constitution|Constitution]] checks made to avoid [[SRD:Nonlethal Damage|nonlethal damage]] from starvation or thirst, [[SRD:Saving Throw|Fortitude]] saves made to avoid [[SRD:Nonlethal Damage|nonlethal damage]] from hot or cold environments, and [[SRD:Saving Throw|Fortitude]] saves made to resist damage from suffocation.
|benefit=You gain the following benefits:
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|skill4=For every 4 ranks you possess in Survival, treat your [[Strength]] as two higher for the purpose of your carrying capacity. You also ignore one point of nonlethal damage due to heat, cold, starvation, thirst, or hustling. You ignore one additional point of damage for every 4 ranks you possess in Survival beyond 4. When hustling, you share the bonus to saves and the ability to ignore nonlethal damage from hustling with any allies you travel with.
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|skill9=You are constantly under the effects of [[SRD:Endure Elements|endure elements]]. Furthermore, you can hold your breath (as per the [[SRD:Suffocation#Suffocation|suffocation]] rules modified by this feat) against airborne poisons and inhaled effects, even if they would not let you normally do so. Some examples of this include ignoring the status effect of [[SRD:Stinking Cloud|stinking cloud]], the ability damage from [[SRD:Cloudkill|cloudkill]], or the damaging component (but not movement penalties) from [[SRD:Acid_Fog|acid fog]]. While underwater, you can move and attack normally, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled.
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|skill14=You may cast spells including verbal and somatic components normally while underwater, and your ability to ignore the limitations of being underwater extends to ranged weapons of any kind. Furthermore, you are constantly under the effects of Avoid Planar Effects<ref name="Planar Handbook">[[Publication:Planar Handbook|Planar Handbook]]</ref>.
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|skill19=You are immune to Fatigued and Exhausted effects, and no longer need to breathe, eat, or drink being able to survive in the vacuum of space indefinitely. Your resistance against nonlethal damage from this feat against heat and cold becomes Fire resistance and Cold resistance respectively.
 +
}}</onlyinclude>
  
*Treat medium and heavy armor as light for the purposes of movement and resting/sleeping.
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==References==
*Be able to run or hustle for four times as long without being fatigued (making a check due to using hustle overland every four hours instead of once per hour). Only make one check, which replaces your allies' check as well (effectively sharing this ability with them).
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<references />
*Ignore any movement penalties from being under a medium or heavy encumberance.
 
*Gain a +4 bonus against effects that would include causing you to be fatigued or exhausted.
 
*For the purpose of [[SRD:Suffocation#Suffocation|suffocation]], you may hold your breath for 2 hours per point of Constitution, repeating the save once an hour rather than once a round. You can also easily breathe in a 10' cubed room for 3600 hours (rather than 6 hours) before depleting the air within, and needing to make checks every 150 hours (rather than 15 minutes) against taking nonlethal damage from slow suffocation.
 
*You may hold your breath (as per the [[SRD:Suffocation#Suffocation|suffocation]] rules modified by this feat) against airborne poisons and inhaled effects. Some examples of this include ignoring the status effect of [[SRD:Stinking Cloud|stinking cloud]], the ability damage from [[SRD:Cloudkill|cloudkill]], or the damaging component (but not movement penalties) from [[SRD:Acid_Fog|acid fog]].
 
*While underwater, you can move and attack normally, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. Additionally, you may cast spells including verbal and somatic components normally.
 
*Treat your [[Strength]] as though it were four higher for the purposes of encumbrance and lifting objects.
 
*You are constantly under the effects of [[SRD:Endure Elements|endure elements]].
 
}}</onlyinclude>
 
  
  
 
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{{3.5e Feats Breadcrumb}}
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{{3.5e Scaling Feats Breadcrumb}}
 
 
 
[[Category:3.5e]]
 
[[Category:3.5e]]
 
[[Category:User]]
 
[[Category:User]]
[[Category:Feat]]
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[[Category:Scaling Feat]]
 
[[Category:Fluffy]]
 
[[Category:Fluffy]]
 
 
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Latest revision as of 23:11, 25 September 2015

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Author: Ghostwheel (talk)
Date Created: May 21, 2012
Status: Complete
Editing: Clarity edits only please
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Endurance, Grimoire [Skill] You can carry the heaviest of loads, run for days, and ignore the tightest of armor. Benefits: This is a skill feat that scales with your ranks in Survival.

  • 0 ranks: You gain Survival as a class skill, and treat medium and heavy armor as light for the purposes of movement and resting/sleeping. You also gain a +4 bonus against effects that would make you Fatigued or Exhausted, as well as on Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.
  • 4 ranks: For every 4 ranks you possess in Survival, treat your Strength as two higher for the purpose of your carrying capacity. You also ignore one point of nonlethal damage due to heat, cold, starvation, thirst, or hustling. You ignore one additional point of damage for every 4 ranks you possess in Survival beyond 4. When hustling, you share the bonus to saves and the ability to ignore nonlethal damage from hustling with any allies you travel with.
  • 9 ranks: You are constantly under the effects of endure elements. Furthermore, you can hold your breath (as per the suffocation rules modified by this feat) against airborne poisons and inhaled effects, even if they would not let you normally do so. Some examples of this include ignoring the status effect of stinking cloud, the ability damage from cloudkill, or the damaging component (but not movement penalties) from acid fog. While underwater, you can move and attack normally, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled.
  • 14 ranks: You may cast spells including verbal and somatic components normally while underwater, and your ability to ignore the limitations of being underwater extends to ranged weapons of any kind. Furthermore, you are constantly under the effects of Avoid Planar Effects[1].
  • 19 ranks: You are immune to Fatigued and Exhausted effects, and no longer need to breathe, eat, or drink being able to survive in the vacuum of space indefinitely. Your resistance against nonlethal damage from this feat against heat and cold becomes Fire resistance and Cold resistance respectively.

References[edit]



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Ghostwheel's Homebrew (310 Articles)
Ghostwheelv
Article BalanceHigh +
AuthorGhostwheel +
Identifier3.5e Feat +
PrerequisiteNone +
Rated ByFoxwarrior +
RatingRating Pending +
SkillSurvival +
SummaryYou can carry the heaviest of loads, run for days, and ignore the tightest of armor. +
TitleEndurance, Grimoire +
TypeSkill +