Author Topic: Feats  (Read 6388 times)

Offline DonQuixote

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Feats
« on: November 10, 2011, 09:50:43 PM »
Feats
While formulae are certainly the defining characteristic of spellshapers, feats rank a close second.  The methodology of spellshaping is an intricate, personal, and vital element of playing a spellshaper.  Feats that represent and modify techniques of spellshaping define the differences between one shaper and another and grant characters significant advantages in combat and other encounters.
   Metashaping Feats: The Spellshaping Codices present a new category of feats: metashaping feats.  Just as other casters enhance their spells through metamagic, spellshapers can modify their formulae and spellshape attacks with metashaping feats.
   Every metashaping feat has a degree, which indicates how powerful it is.  Applying a metashaping feat takes no action, but the sum of the formula's level and the degrees of all metashaping feats applied to it cannot exceed ½ your shaper level (rounded up).
   Modifying a formula with a metashaping feat does not change the amount of time required to shape that formula unless the feat description specifically says otherwise.
   Spellsoul Feats: This category of feats is restricted to characters of the spellsoul armor race.  Spellsoul feats allow a suit of spellsoul armor to modify aspects of its constuctions and gain construct features.


Feat Descriptions
The feats described in the following section are designed for use by spellshaping characters.  Table 4–1 summarizes the prerequisites and benefits of all these feats.

General FeatsPrerequisitesBenefit
Arcane DabblerOne level in a spellshaper classGain the ability to use selected cantrips at will
Armored ShaperOne level in a spellshaper classShape formulae in heavier armor
Attune ResistanceChosen circle class feature, energy resistance class featureGain immunity to an energy type
Attuned Absorption
Attune Resistance, meditative aspect class featureHeal with energy damage
Champion's ThreatDaunting presence class feature, retaliatory shaping 1/dayForce enemies to attack you, rather than your allies
Circle FocusOne arcane formula+1 save DCs with formulae of a specific circle
Greater Circle Focus
Circle Focus+2 save DCs with formulae of a specific circle
Mastered Formula
Circle FocusGain bonuses, automatic recovery for one formula
Metashaping Focus
Circle FocusReduce the degree of metashaping feats for formulae of a chosen circle
Depth of KnowledgeSavant's knowledge class feature, lore mastery class featureGain greater benefits from savant's knowledge on high check results
Disciplined MeditationMeditative aspect class feature, purity of body class featureOne of your meditative aspects scales with shaper level
Enduring KnowledgeSavant's knowledge class featureGain a new use for your savant's knowledge ability
Enhanced FormulaAny metashaping feat, shaper level 6thPermanently modify a formula with a metashaping feat
Extra Occurring FormulaImpulse mage level 1stOne more formula occurs to you at the start of combat
Extra Prepared FormulaOne level in a spellshaper classPrepare one more formula from your formulae known
Formula StudyOne spellshape attackLearn one arcane formula
Fortifying RecoveryTwo arcane formulaeHeal 3 + level points of damage when you recover a formula
Fortitude MasteryMind over matter class featureGain special benefits against effects that allow Fortitude saves
Greater Spellshape StrikeSpellshape strikes class featureDeal extra damage with spellshape strikes
Impulsive JauntAbrupt step class featureTeleport randomly at the end of your turn
Impulsive Dodge
Impulsive JauntTeleport randomly when missed by an attack
Impulsive Tactics
Impulsive Jaunt, Impulsive DodgeTeleport randomly whenever you make a spellshape attack
Impulsive Voyage
Impulsive Jaunt, impulsive surge 5/day, must be able to travel at least 500 feet per day with abrupt stepTeleport touched creature in a random direction
Master of ReversalFortitude Mastery, Reflex Mastery, Will MasteryRedirect effects that you save against
Nonlethal SpellshapingOne spellshape attackDeal nonlethal damage with spellshape attacks and arcane formulae
Piercing KnowledgeSavant's knowledge class feature, flash of insight class featureMake a Knowledge check in place of a shaper level check to overcome spell resistance
Precise ShaperOne spellshape attack+1 bonus on attack rolls with spellshape attacks when within half of attack's range, no -4 penalty for making spellshape attacks into melee
Improved Spellshape Critical
Precise ShaperIncrease critical threat range with spellshape attacks by 1
Greater Spellshape Critical
Improved Spellshape Critical, shaper level 6thIncrease critical threat range with spellshape attacks by 2
Mobile Shaper
Dex 14, Precise Shaper, shaper level 4thMove before and after making a spellshape attack
Tactical Shaper
Precise Shaper, shaper level 6thDouble the range of your spellshape attacks
Project NumenOne level in a spellshaper classGain the ability to project a numen
Reflex MasteryTactical study class featureGain special benefits against effects that allow Reflex saves
Relentless ShaperSpellshape channeling class feature, base attack bonus +6Make additional attacks with channeled formulae if you miss
Channeled Assault
Relentless Shaper, base attack bonus +11Shape channeled formulae through full attacks
Spellstorm Flurry
Channeled Assault, retaliatory shaping 3/dayMove while shaping channeled formulae through full attacks
Reshape FormulaFive arcane formulaeShape a major formula as if it belonged to another circle
Retributive FocusChampion's resolve class feature, retaliatory shaping 1/dayTake damage from your delayed damage pool to gain bonus with retributive attacks
Spellshape FocusOne spellshape attack, shaper level 3rd+1 on attack rolls and an extra die of damage with spellshape attacks
Greater Spellshape Focus
Spellshape Focus, shaper level 12th+2 on attack rolls and two extra dice of damage with spellshape attacks
Spellshape IncanterOne level in a spellshaper classGain the ability to shape a set of incantations
Spellshape Study--Gain the use of a spellshape attack
Studied TacticsSavant's knowledge class feature, still mind class featureGain a dodge bonus against creatures you target with your savant's knowledge
Sudden RecallOne arcane formulaRecover an expended formula as a swift action 1/day
Will MasteryHoned mind class featureGain special benefits against effects that allow Will saves
         
Item Creation FeatsPrerequisitesBenefit
Craft Spellshape ItemsShaper level 5thCreate spellshape items
Scribe Spellshaping ScrollOne level in a spellshaper classCreate spellshaping scrolls
         
Metashaping FeatsPrerequisitesBenefit
Chain SpellshapeAny metashaping featRedirect spellshape attack to affect secondary targets
Disrupting Formula--Your formula interferes with the spellcasting of an enemy
Empowered Formula--Increase formula's variable, numeric effects by 50%
Expand SpellshapeSculpt SpellshapeDouble the area affected by a sculpted spellshape
Explosive SpellshapeSculpt SpellshapeCreatures are blasted to edge of sculpted formula's area
Extend Formula--Double formula's duration
Fortify Spellshape--Shape formulae at higher shaper level to overcome spell resistance
Heighten Formula--Shape formulae as though they were higher level
Maximize Formula--Maximize formula's variable numeric effects
Persistent FormulaExtend FormulaFixed or personal range formula lasts 24 hours
Quicken Spellshape--Shape major formula as a swift action
Sculpt Spellshape--Alter spellshape attack so that it affects an area
Selective SculptingSculpt SpellshapeShape a sculpted spellshape to leave allies unharmed
Shaper's StrideSculpt SpellshapeTeleport instantly within sculpted spellshape
         
Racial FeatsPrerequisitesBenefit
Ancestral ClawsCaymir+1 bonus on melee attacks and Strength checks, gain claw attacks
Bestial ToughnessCaymir+1 hit point per hit die, +1 bonus on Constitution checks, gain +2 natural armor bonus
Choleric ManiaCambian, mania abilityGain extra daily use of mania ability, expend mania to enter frenzy
Concealing DaknessDarkness as a racial spell-like abilityUse darkness ability to gain concealment
Dissembling VisageMasked one, implacable visage abilityGain the supernatural ability to alter your appearance
Elemental GiftStoichen, character level 6thGain the use of elemental spell-like abilites
Elemental Power
Stoichen, Elemental Gift, character level 12thGain the use of more powerful elemental spell-like abilities
Erdom HeritageEarth-blooded stoichen, 1st level onlyManifest traits of a primeval earth elemental heritage
Extra DarknessMasked one, darkness as a racial spell-like abilityGain extra daily uses of your darkness ability
Fangs of the ForebearsCaymir+1 bonus on melee attacks and Strength checks, gain a bite attack
Greater Spellshape BodyLiving spellshape, spellshape body abilityYour body damages creatures that attack you
Mask of DominationMasked one, Dissembling Visage, Unmasking, character level 12thTake over a creature's body by placing your mask upon its face
Melancholy ManiaCambian, mania abilityGain an extra daily use of mania ability, expend mania to fill a creature with sorrow
Phlegmatic ManiaCambian, mania abilityGain an extra daily use of mania ability, expend mania to calm the emotions of nearby creatures
Salamander HeritageFire-blooded stoichen, 1st level onlyManifest traits of a primeval fire elemental heritage
Sanguine ManiaCambian, mania abilityGain an extra daily use of mania ability, expend mania to fill nearby creatures with hope
Subsume EquipmentLiving spellshape, amorphous body abilitySubsume your worn equipment into your fluid form, allowing you to pass through small spaces with ease
Sylph HeritageAir-blooded stoichen, 1st level onlyManifest traits of a primeval air elemental heritage
Undine HeritageWater-blooded stoichen, 1st level onlyManifest traits of a primeval water elemental heritage
Universal SolventLiving spellshape, spellshape attunement abilityReshape formulae to the circle from which you are formed
UnmaskingMasked one, implacable visage abilityRemove your mask, allowing you to see and hear through it at any distance
Wildrunner HeritageCaymir+1 bonus on ranged attacks and Dexterity checks, base land speed increases by 10 feet
         
Spellsoul FeatsPrerequisitesBenefit
Alloy-Forged BodySpellsoul armor, living armor ability, 1st level onlyBody is formed of medium armor, rather than heavy armor
Detached GauntletsSpellsoul armorYour reach increases by 5 feet
Floating HelmSpellsoul armorCannot be decapitated or flanked, resistant to critical hits
Masterwork ConstructionSpellsoul armorGain immunity to nonlethal damage, but can no longer benefit from regeneration or fast healing
Mithral-Forged BodySpellsoul armor, living armor ability, 1st level onlyBody is formed of light armor, rather than heavy armor
« Last Edit: October 11, 2012, 06:48:17 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Feat Descriptions
« Reply #1 on: November 11, 2011, 07:20:06 PM »
Alloy-Forged Body [Spellsoul]
The armor that forms your body was forged from a light alloy, allowing you a greater range of movement.
   Prerequisites: Spellsoul armor, living armor ability, 1st level only
   Benefit: Your armor bonus is decreased to +6, but you are considered to be wearing medium armor, rather than heavy armor.  You have a +3 maximum Dexterity bonus to AC, a -4 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 25%.  Any class ability that allows you to ignore the arcane spell failure chance for medium armor lets you ignore this penalty as well.
   You do not gain the benefits of any class feature prohibited to a creature wearing medium armor.  However, you benefit normally from a class feature that is only prohibited to creatures wearing heavy armor.
   Special: Unlike most feats, this feat must be taken at 1st level, during character creation.

Ancestral Claws [Racial]
Your connection to one of your predatory ancestors has granted you unusual strength, as well as a pair of deadly claws.
   Prerequisite: Caymir
   Benefit: You gain a +1 racial bonus on melee attack rolls, Strength checks, and Strength-based skill checks.  In addition, you possess a pair of claws that can be used as natural weapons.  These claws deal 1d4 points of damage (plus an extra 1 point for every four character levels you possess) with each successful attack.  You can attack with one claw as a standard action or with two claws as a full attack action (as a primary natural weapon).  You cannot attack more than once per round with a single claw, even if your base attack bonus is high enough to give you multiple attacks.  You can attack with a claw as a light off-hand weapon while wielding a weapon in your primary hand, but all your attacks in that round take a -2 penalty.

Arcane Dabbler
Your talents with the magic of spellshaping allow you to wield some basic magical effects.
   Prerequisite: One level in any spellshaper class.
   Benefit: Choose two 0th-level spells from the sorcerer/wizard spell list.  You can use those spells at-will as spell-like abilities, with a caster level equal to your shaper level.  The save DC (if any) of an ability gained in this way is equal to 10 + your spellshaping ability modifier.

Armored Shaper
Through careful practice and training, you have learned to avoid the chance of arcane spell failure with your formulae when wearing armor.
   Prerequisite: One level in a spellshaper class
   Benefit: Choose one spellshaper class in which you have levels.  If you do not already have the ability to shape formulae from that class in light armor without incurring the normal arcane spell failure chance with your formulae, you gain the ability to do so.  If you can already shape formulae from that class while wearing armor without incurring the normal spell failure chance with your formulae, you gain the ability to wear armor one category heavier than you can normally wear while still avoiding the chance of arcane spell failure.
   For example, if you have the ability to normally wear light armor without incurring a chance of spell failure with your formulae, you can wear medium armor and continue to shape formulae as normal.  This ability does not extend to shields, nor does it apply to formulae gained from other spellshaping classes.
   Special: You can take this feat multiple times, applying its benefits either to the same spellshaper class or to different ones.  Each time you apply the benefits of this feat to a class, you can avoid the chance of arcane spell failure from armor one category heavier than you could before.

Attuned Absorption
When manifesting the powers of an energy to which you are attuned, you are healed by that energy type.
   Prerequisite: Attune Resistance, meditative aspect class feature
   Benefit: When you gain this feat, select one energy type to which you have gained immunity through the Attune Resistance feat.  While you have adopted the meditative aspect associated with that energy type, you are not only immune to damage of that energy type, you are healed by it.  For every 2 points of damage that would have otherwise been dealt by an attack, you heal 1 point of damage.
   Special: You may take this feat multiple times.  Each time you take the feat, it applies to a different energy type to which you have gained immunity through the Attune Resistance feat.

Attune Resistance
Your attunement to the powers of an energy type grant you greater defenses against it.
   Prerequisite: Chosen circle class feature, energy resistance class feature.
   Benefit: When you gain this feat, select one energy type to which you have gained resistance through your energy resistance class feature.  In addition, you must have selected the circle associated with that energy type as one of your chosen circles.  Acid is associated with Deteriorating Corrosion, cold is associated with Perfect Freeze, electricity is associated with Shocking Current, fire is associated with Searing Flame, and sonic is associated with Screeching Roc.
   You gain immunity to the chosen energy type.
   Special: You may take this feat multiple times.  Each time you take the feat, it applies to a different energy type to which you have gained resistance through your energy resistance class feature.

Bestial Toughness [Racial]
The incredible toughness of one of the beasts from which you are descended has shown itself in your body, making you resilient and difficult to harm.
   Prerequisite: Caymir
   Benefit: You gain a number of hit points equal to your current Hit Dice.  Each time you gain a Hit Die (such as by gaining a level), you gain 1 additional hit point.  If you lose a Hit Die (such as by losing a level), you also permanently lose 1 hit point.  You also gain a +1 racial bonus on Constitution checks and Constitution-based skill checks.  In addition, you possess a thick hide that provides a +2 natural armor bonus to your Armor Class.

Chain Spellshape [Metashaping]
You can shape formulae that arc to other targets in addition to the primary target.
   Prerequisite: Any metashaping feat
   Benefit: Any major formula that modifies a spellshape attack can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to your shaper level (maximum 20).  Each arc affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which can be affected more than once.  You can choose to affect fewer secondary targets than the maximum.
   After your spellshape attack strikes the primary target, you make ranged touch attacks against each of the secondary targets, with a -4 penalty.  These secondary attacks provoke no attacks of opportunity.  If hit, the secondary targets each take half as much damage as the primary target (rounded down) and are affected by the formula's normal effects, except that the save DCs (if any) against the formula's effects are reduced by 2 for secondary targets.  In addition, these targets are considered to have taken damage from your spellshape attack for the purposes of any minor formulae you have shaped this round.
   For example, if a 10th-level anchorite normally shapes Crystal Frost at DC 17, a chained Crystal Frost could target an evil warlord at DC 17, and up to ten of his nearby guards at DC 15.
   Chain Spellshape is a 3rd-degree metashaping feat.
   Special: You cannot apply Chain Spellshape to a formula that has been modified with the Sculpt Spellshape feat.
   Chain Spellshape allows you to have multiple instances of the same major formula in effect at once, as it can cause your attack to affect multiple creatures at once.  However, any subsequent shaping of that formula will replace any instances of that formula that you have active, as usual.

Champion's Threat
You form a particularly threatening presence on the battlefield.
   Prerequisite: Daunting presence class feature, retaliatory shaping 1/day
   Benefit: As a swift action, you can force any creature that you successfully strike with a melee attack to make a Will save (DC 10 + 1/2 your shaper level + your spellshaping ability modifier) or be forced to attack you with its ranged or melee attacks in preference over other available targets until the beginning of your next turn.  If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect’s area.
   An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him.  In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal.
   This is a mind-affecting supernatural ability.

Channeled Assault
Your training with magic and martial combat allows you to channel formulae through all-out assaults, rather than single attacks.
   Prerequisite: Relentless Shaper, base attack bonus +11
   Benefit: Whenever you would make a single attack with a channeled spellshape attack as a part of shaping a major formula, you can choose to make a full attack instead.  Doing so increases the shaping time of the formula to a full-round action.  You can still affect only one target with the formula, but you choose which attack carries the formula's effect, and you can make this choice after determining which attacks were successful (though you must do so before resolving any other effects of the attacks).
   Special: You cannot use this ability in conjunction with formulae shaped through the retaliatory shaping class feature or modified by the Quicken Spellshape metashaping feat.

Choleric Mania [Racial]
You possess a powerful connection to anger, allowing you to fly into a manic frenzy at a moment's notice.
   Prerequisite: Cambian, mania ability
   Benefit: You gain an additional daily use of your mania racial ability.  In addition, you may spend one of your daily uses of mania as a free action to become frenzied, as described in the sleep dependence racial trait.  This frenzy lasts for a number of rounds equal to 3 + your Charisma modifier (though you can attempt a Will save each round to end the frenzy early, as normal).  At the end of your frenzy, you become fatigued for the duration of the current encounter.

Circle Focus
You have become particularly adept with the formulae of a particular circle.
   Prerequisite: One arcane formula from any circle.
   Benefit: When you take this feat, choose a circle from which you know at least one formula.  The save DCs (if any) of formulae that you shape from the chosen circle are increased by 1.
   Special: You can take this feat multiple times.  Its effects do not stack.  Each time you take the feat, it applies to a new spellshaping circle.

Concealing Darkness [Racial]
By drawing upon your innate connection to darkness, you can cloak yourself with fluttering shadows.
   Prerequisites: Darkness as a racial spell-like ability.
   Benefit: You can spend a daily use of your racial darkness spell-like ability as a swift action to surround yourself with shadows that grant you concealment against all melee and ranged attacks.  These shadows also grant you the standard benefits of concealment, but you cannot use this ability to hide in plain sight; you must still use some other terrain feature that normally allows you to use the Hide skill.  The shadows created by this ability make it difficult to specifically target you, but your enemies are aware of your position.
   This is a supernatural ability.  The effect lasts for 1 round per character level.

Craft Spellshape Items [Item Creation]
You can create and enhance spellshape weapons and items.
   Prerequisite: Shaper level 5th
   Benefit: You can create spellshape items, such as lamens and spellheart weapons and armor, so long as you meet their prerequisites.  Creating or enhancing a lamen or spellheart item takes one day for each 1,000 gp in its price, as described in Chapter 8.  To create or enhance a spellshape item, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of this base price.
   You can also mend a broken spellshape item if it is one that you could make.  Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Depth of Knowledge
By tapping into your vast stores of information, you can gain even greater benefits from your extensive knowledge.
   Prerequisite: Savant's knowledge class feature, lore mastery class feature
   Benefit: Your savant's knowledge abilities can grant greater benefits if you succeed on your relevant Knowledge check by more than 20.  The benefits of higher Knowledge checks depend on the type of savant's knowledge you are using.
   Tactics: For every additional 10 points by which you succeed on your Knowledge check, the insight bonus to attack rolls increases by 1.
   Puissance: For every additional 10 points by which you succeed on your Knowledge check, the bonus on saving throws increases by 1.
   Foe: For every additional 10 points by which you succeed on your Knowledge check, the bonus damage increases by 1d6.
   Weakening Secrets: For every additional 10 points by which you succeed on your Knowledge check, the penalty on saving throws increases by 1.
   Foreknowledge: For every additional 10 points by which you succeed on your Knowledge check, the insight bonus to Armor Class increases by 1.
   Resistance: For every additional 10 points by which you succeed on your Knowledge check, the spell resistance increases by 10.
   Clarity: For every additional 10 points by which you succeed on your Knowledge check, the bonus against spell resistance increases by 2 and the amount of miss chance that is ignored increases by 10%.

Detached Gauntlets [Spellsoul]
The gauntlets that serve as your hands naturally float at the end of where your arms would be.  An unseen force prevents others from moving your gauntlets beyond their normal range of movement.
   Prerequisites: Spellsoul armor
   Benefit: Your reach increases by 5 feet, allowing you to strike nonadjacent squares with nonreach weapons.

Disciplined Meditation
Your disciplined approach to the art of spellshaping allows you to advance in your meditations as you grow in power.
   Prerequisite: Meditative aspect class feature, purity of body class feature
   Benefit: When you gain this feat, select one of the meditative aspects that you can adopt through your meditative aspect class feature.  You use your shaper level, rather than your class level, for the purpose of determining the benefits of that aspect.
   Special: You may take this feat multiple times.  Each time you gain the feat, it applies to a different meditative aspect that you can adopt.

Disrupting Formula [Metashaping]
You can shape formulae that disrupt other magic-users, weakening their spells.
   Benefit: You can alter a formula so that it interferes with one or more targets' supernatural and spell-like abilities, as well as any spells they cast.  Any creature that fails its save against your formula's effects is affected by the disrupting effect.
   A disrupting formula temporarily reduces the save DC of any spell, spell-like ability, or supernatural ability the affected creature or creatures can cast or use by 2.  The effect of a disrupting formula lasts for a number of rounds equal to the formula's unmodified level.  A disrupting formula has no effect on magic items, and the effects of multiple disrupting formulae do not stack.
   Disrupting Formula is a 2nd-degree metashaping feat.

Dissembling Visage [Racial]
You possess the unusual ability to alter the appearance of your mask and, through it, the rest of your form.
   Prerequisites: Masked one, implacable visage ability
   Benefit: As a standard action, you can alter your appearance as though using a disguise self spell that affects your body but not your possessions.  This  ability is not an illusory effect, but a minor physical alteration of your mask, skin color and texture, and size, within the limits described for the spell.  You can use this ability at will, and the alteration lasts until you change shape again.  You revert to your natural form when killed, and a true seeing spell reveals your natural form.  When using this ability to create a disguise, you receive a +10 circumstance bonus on Disguise checks.
   This is a supernatural ability.

Elemental Gift [Racial]
Your elemental nature grants you a limited ability to wield elemental magic.
   Prerequisites: Stoichen, character level 6th
   Benefit: You gain the ability to use three spell-like abilities, each useable three times per day.  Your caster level with these abilities is equal to your character level.  The spell-like abilities you gain depend on your elemental blood.
   Airblooded: You gain the ability to use downdraft (see page 72 of Spell Compendium), gust of wind, and obscuring mist as spell-like abilities.
   Earthblooded: You gain the ability to use magic stone, meld into stone, and soften earth and stone as spell-like abilities.
   Fireblooded: You gain the ability to use flaming sphere, heat metal, and produce flame as spell-like abilities.
   Waterblooded: You gain the ability to use create water, fog cloud, and sink (see page 190 of Spell Compendium) as spell-like abilities.

Elemental Power [Racial]
You display a high degree of talent with the magic of your elemental blood.
   Prerequisites: Stoichen, Elemental Gift, character level 12th
   Benefit: You gain the ability to use three spell-like abilities, each useable three times per day.  Your caster level with these abilities is equal to your character level.  The spell-like abilities you gain depend on your elemental blood.
   Airblooded: You gain the ability to use air walk, control weather, and control winds as spell-like abilities.
   Earthblooded: You gain the ability to use move earth, spike stones, and wall of stone as spell-like abilities.
   Fireblooded: You gain the ability to use fire spiders (see page 92 of Spell Compendium), inferno (see page 123 of Spell Compendium), and wall of fire as spell-like abilities.
   Waterblooded: You gain the ability to use drown, raise from the deep (see page 165 of Spell Compendium), and wall of water (see page 235 of Spell Compendium) as spell-like abilities.

Empowered Formula [Metashaping]
You can shape formulae to greater effect.
   Benefit: All variable, numeric effects of an empowered formula and its associated spellshape attack are increased by one-half.  An empowered formula deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate.  Saving throws and opposed rolls are not affected, nor are formulae without random variables.
   Empowered Formula is a 2nd-degree metashaping feat.

Enduring Knowledge
Your studies of lore have taught you how to weather the attacks of even the mightiest of beasts, and you can share this knowledge with others.
   Prerequisite: Savant's knowledge class feature
   Benefit: You gain a new use for your savant's knowledge, allowing you and your allies to shrug off even the mightiest blows.  When you use this form of savant's knowledge, you and your allies gain damage reduction 1/- that applies to attacks made by the affected creature only.  If you succeed on your Knowledge check by 10 or more, then this damage reduction increases to 5/-.  If you succeed by 20 or more, then this damage reduction increases to 10/-.
   Special: If you have the Depth of Knowledge feat, its benefits apply to this use of your savant's knowledge ability.  For every additional 10 points by which you succeed on your Knowledge check, the damage reduction granted by this ability increases by 5.

Enhanced Formula
Through careful study and manipulation of a single formula, you have succeeded in permanently modifying it with a metashaping effect.
   Prerequisite: Any metashaping feat, shaper level 6th
   Benefit: You choose a formula that you know, which becomes permanently modified as though affected by any one of your metashaping feats.
   The formula's level does not change, and you do not add the degree of the chosen metashaping feat to the formula's level when determining what other metashaping feats can be applied. Once the choice of formula and modification are chosen, they cannot be changed.
   Special: You can take this feat multiple times.  You can choose to permanently enhance a different formula each time you take it, or you can choose to enhance a previously modified formula.
   If you use this feat to permanently enhance a formula with a metashaping feat that has a variable degree, such as Fortify Spellshape or Heighten Formula, you determine the degree of the metashaping feat each time you shape the formula.  The sum of the formula’s level and the degree of its enhancement cannot exceed ½ your shaper level, but the degree of the enhancement does not affect the number of metashaping feats that can be applied normally.

Erdom Heritage [Racial]
You are descended from an erdom, the primeval elemental of earth.  Though you are smaller than most stoichen, you make up for your size with a powerful build that allows you to act as though you were as large as your brethren.
   Prerequisites: Earth-blooded stoichen, 1st level only
   Benefit: Your body is incredibly small and dense, granting you a +1 natural armor bonus.  You are also Small, rather than Medium, in size.  As a Small creature, you gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 bonus on Hide checks.  Moreover, you base land speed is 20 feet, rather than 30 feet, and your lifting and carrying limits are three-quarters of those of a Medium creature.
   However, your earthen body has a physical stature that lets you function in many ways as if you were one size category larger.  Whenever you are subject to a size modifier or a special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you.  You are also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect you.  You can use weapons designed for a creature one size larger without penalty.  However, your space and reach remain those of a creature of your actual size.  The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject's size category.
   Special: Unlike most feats, this feat must be taken at 1st level, during character creation.

Expand Spellshape [Metashaping]
You can increase the area affected by your sculpted spellshapes.
   Prerequisite: Sculpt Spellshape
   Benefit: You can further alter a spellshape that you have sculpted to affect an area to increase the size of its effect.  Any numeric measurements of the spellshape's area increase by 100%.
   For example, a formula that had been sculpted into a ball (which normally produces a 20-foot-radius spread) can be expanded to fill a 40-foot-radius spread.
   Expand Spellshape is a 2nd-degree metashaping feat. 
   Special: You may apply Expand Spellshape only to a formula that has already been modified with the Sculpt Spellshape feat.

Explosive Spellshape [Metashaping]
You can shape formulae that blast creatures off their feet.
   Prerequisite: Sculpt Spellshape
   Benefit: An explosive spellshape ejects any creature caught in its area that fails its Reflex save, sending it to a location outside the nearest edge of that area, dealing additional damage, and further knocking creatures prone.
   All creatures in the area of an explosive spellshape that fail their Reflex saving throws not only take full damage, but are pushed to the closest square outside the perimeter of the spellshape's area.  Any creature moved in this manner also takes an additional 1d6 points of damage per 10 feet moved (no additional damage if moved less than 10 feet by the effect) and is knocked prone.
   If some obstacle prevents a blasted creature from being moved to the edge of the effect, the creature is stopped and takes 1d6 points of damage from striking the barrier (in addition to any damage taken from the distance moved before then).
   In any event, this movement does not provoke attacks of opportunity.
   Explosive Spellshape is a 2nd-degree metashaping feat.
   Special: You may apply Explosive Spellshape only to a formula that has already been modified with the Sculpt Spellshape feat.

Extend Formula [Metashaping]
You can shape your formulae in such a way that they last longer than normal.
   Benefit: An extended formula lasts twice as long as normal.  A formula with a duration of instantaneous or a formula that lasts until the end of your turn cannot be modified with this feat.
   Extend Formula is a 2nd-degree metashaping feat.
   Special: You cannot apply Extend Formula to a formula that has been modified with the Persistent Formula feat.

Extra Darkness [Racial]
You can create patches of darkness more often than other masked ones can.
   Prerequisites: Masked one, darkness as a racial spell-like ability
   Benefit: You can use your racial darkness spell-like ability a number of times per day equal to 3 + your Intelligence bonus.
   Special: You can take this feat more than once.  Each time you take it after the first, you gain three additional uses of your darkness ability per day.

Extra Occurring Formula
You possess great insight into your impulses, and you have more control over which arcane formulae occur to you than other impulse mages do.
   Prerequisite: Impulse mage level 1st.
   Benefit: You begin each encounter with one additional formula occurring to you.  This feat also increases the number of formulae that occur to you whenever you recover expended formulae.  For example, if you are a 5th-level impulse mage, you normally begin an encounter or finish recovering expended formulae with three of your seven prepared formulae occurring to you, and the remaining four formulae repressed.  With this feat, four of your seven prepared formulae occur to you, and only three are repressed.
   Special: You can take this feat up to three times, gaining an additional occurring formula each time.  However, you cannot take this feat if doing so would cause the number of formulae that occur to you to equal or exceed the number of formulae that you can prepare.

Extra Prepared Formula
You are an unusually perspicacious student of spellshaping, and you find it easy to keep a large number of formulae ready for use.
   Prerequisite: One level in a spellshaper class
   Benefit: You gain the ability to prepare one additional arcane formulae.  If you have more than one arcane formula progression, you must choose which progression the additional prepared formula slot applies to.
   If you choose to add the formula prepared to an arcane formula progression derived from impulse mage class levels, one additional formula also occurs to you at the beginning of an encounter (and whenever you recover your expended formulae) for each additional formula you can prepare.
   Special: You can take this feat multiple times, gaining an additional prepared formula each time.  However, you cannot take this feat if doing so would cause the number of formulae that you can prepare to exceed the number of formulae that you know.

Fangs of the Forebears [Racial]
You possess the powerful jaws of one of your bestial forebears, granting you an extra edge in combat.
   Prerequisite: Caymir
   Benefit: You gain a +1 racial bonus on melee attack rolls, Strength checks, and Strength-based skill checks.  In addition, you possess razor-sharp teeth that can be used as a natural weapon, dealing 1d6 points of damage (plus an extra 1 point for every four character levels you possess) with a successful bite attack.  You cannot attack more than once per round with your bite, even if your base attack bonus is high enough to give you multiple attacks.  You can use your bite as a secondary attack (taking a -5 penalty on your attack roll) while wielding a weapon.

Floating Helm [Spellsoul]
The helm that forms your head naturally floats a few inches above your pauldrons.  You can rotate your head in any direction, but cannot raise, lower, or otherwise move your helm from where it floats.  An unseen force prevents others from moving your helm as well.
   Prerequisites: Spellsoul armor
   Benefit: You gain immunity to the decapitation power of a vorpal weapon.  Moreover, due to your widened range of vision, you are no longer subject to flanking.
   In addition, whenever a critical hit or sneak attack would be scored against you, there is 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Formula Study
By studying the basics of spellshaping, you learn to focus your spellshape attack and shape a formula.
   Prerequisite: One spellshape attack
   Benefit: When you gain this feat, you can select any formula from a circle from which you know the spellshape attack.  You must meet the normal prerequisites of the formula.  If you have spellshaper levels, this formula becomes one of your formulae known.  If you do not have spellshaper levels, you can shape this formula once per encounter with a shaper level equal to ½ your character level, using your Charisma modifier to set any save DC.  If you do not have spellshaper levels when you take this feat, and you later gain a level in a class that grants formulae known, these new formulae can be used only once per encounter and have no recovery method.  If you later gain levels in a spellshaper base class, you use the recovery method for formulae learned as a result of those class levels, but your previous formulae (gained through this feat or through prestige class levels) do not gain a recovery method.
   Special: You can take this feat multiple times.  When you take this feat again, you gain knowledge of a new formula.  You do not have to choose a formula from the same circle you selected the first time, but you must know the related spellshape attack to learn a formula by means of this feat.

Fortify Spellshape [Metashaping]
You shape formulae that more easily penetrate spell resistance.
   Benefit: A fortified spellshape is treated as having a higher shaper level for the purpose of defeating a target's spell resistance.  For every level of fortification that you apply, you get a +2 bonus on spell penetration checks for the altered formula and its associated spellshape attack.  Formulae and spellshape attacks that are not subject to spell resistance are not affected.
   Fortify Spellshape has a degree equal to the number of levels of fortification that you apply.  For example, if you used this feat for two levels of fortification, it would be a 2nd-degree metashaping feat, and it would give you a +4 bonus on spell penetration checks.

Fortifying Recovery
Preparing yourself to shape more of your formulae gives you the chance to catch a quick second wind.
   Prerequisite: Two arcane formulae.
   Benefit: When you recover one or more expended formulae, you can heal yourself of 3 points of damage +1 point per character level.  You can gain this benefit only once per encounter.

Fortitude Mastery
Your dizzying mental power allows you to resist effects that target your body with unusual strength.
   Prerequisite: Mind over matter class feature
   Benefit: If you succeed on a Fortitude save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Fortitude half or Fortitude partial), you instead negate the effect.  In addition, whenever you fail a Fortitude save against an effect with a duration greater than 1 round, you can attempt a second Fortitude save 1 round later at the same DC to negate the effect.  You only get this one extra chance to succeed on your saving throw.

Greater Circle Focus
You have become a master with the formulae of a particular circle.
   Prerequisite: Circle Focus
   Benefit: When you take this feat, choose a circle to which you have already applied the Circle Focus feat.  The save DCs (if any) of formulae that you shape from the chosen circle are increased by 1.  This increase stacks with that from Circle Focus.
   Special: You can take this feat multiple times.  Its effects do not stack.  Each time you take the feat, it applies to a new spellshaping circle to which you have already applied the Circle Focus feat.

Greater Spellshape Body [Racial]
Your body reacts violently to attacks, damaging any foe foolish enough to strike you.
   Prerequisite: Living spellshape, spellshape body ability
   Benefit: The roiling energies that make up your body lash out at your attackers, offering you a unique form of defense.  Any creature that successfully strikes you with a natural weapon or an unarmed attack takes 1d6 points of damage of the damage type of the spellshape attack from which you are formed.  For every four shaper levels you possess beyond 1st, this effect deals an additional 1d6 points of damage.

Greater Spellshape Critical
By practicing the offensive arts, you have learned to attack your foes' weak points with spellshape attacks.
   Prerequisite: Improved Spellshape Critical
   Benefit: Your threat range with all spellshape attacks is increased by 2.  This increase stacks with that from Improved Spellshape Critical (see below).  For example, most spellshape attacks usually threaten a critical hit on a roll of 20.  If a character shaping a spellshape attack has Improved Spellshape Critical and Greater Spellshape Critical, the threat range becomes 17-20.
   Special: If you have Improved Critical (ranged spells), apply the increase from this feat after that from Improved Critical.  For example, the critical threat range of a spellshape attack that normally threatens a critical hit on a roll of 20 would increase to 19-20 from Improved Critical, and then to 16-20 from Improved Spellshape Critical and Greater Spellshape Critical.

Greater Spellshape Focus
Having honed your skills with spellshape attacks, you are able to make more devastating magical assaults.
   Prerequisite: Spellshape Focus, shaper level 12th
   Benefit: You gain a +1 bonus on all attack rolls you make with spellshape attacks.  In addition, your spellshape attacks deal an extra die of damage.  These bonuses stacks with other bonuses on attack rolls and damage, including the ones from Spellshape Focus.

Greater Spellshape Strike
Through careful focus and precise timing, you are able to empower your spellshape strikes.
   Prerequisite: Spellshape strikes class feature
   Benefit: You add your spellshaping ability modifier as a bonus on damage rolls with your spellshape strikes.

Heighten Formula [Metashaping]
You can shape an arcane formula as if it were higher level than it actually is.
   Benefit: A heightened formula has a higher formula level than normal (up to a maximum level of ½ your shaper level).  Unlike other metashaping feats, Heighten Formula actually increases the effective level of the formula that it modifies.  All effects dependent on the formula's level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level.  In addition, a major formula that modifies a spellshape attack adds an extra two dice of damage to the spellshape attack for each level by which you heighten the formula.
   Heighten Formula has a degree equal to the number of levels by which you choose to heighten the formula.

Improved Spellshape Critical
You know how best to assault foes with your spellshape attacks.
   Prerequisite: Precise Shaper
   Benefit: Your threat range with all spellshape attacks is increased by 1.  For example, most spellshape attacks usually threaten a critical hit on a roll of 20.  If a character shaping a spellshape attack has Improved Spellshape Critical, the threat range becomes 19-20.
   Special: If you have Improved Critical (ranged spells), apply the increase from this feat after that from Improved Critical.  For example, the critical threat range of a spellshape attack that normally threatens a critical hit on a roll of 20 would increase to 19-20 from Improved Critical, and then to 18-20 from Improved Spellshape Critical.
« Last Edit: August 20, 2013, 01:30:03 AM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Feat Descriptions
« Reply #2 on: July 22, 2012, 03:38:30 PM »
Impulsive Dodge
Your uncontrolled teleportation makes you a difficult target to hit.
   Prerequisite: Impulsive Jaunt
   Benefit: Your Impulsive Jaunt now causes you to teleport 10 feet.  In addition, whenever an opponent misses you with an attack, you teleport up to 10 feet in the direction of your choice (not up or down) and gain a stacking +1 dodge bonus to AC.  This bonus lasts until the start of your next turn and applies to any attacks made by all opponents.  You must have line of sight and line of effect to your destination.  If this ability would move you into an occupied space, you do not move.
   This is a supernatural ability.  You benefit from Impulsive Dodge only while your Impulsive Jaunt is active.

Impulsive Jaunt
Your ability to teleport short distances causes you to move randomly every so often.
   Prerequisite: Abrupt step class feature
   Benefit: At the end of your turn, you teleport 5 feet in a random direction (not up or down).  You must have line of sight and line of effect to your destination.  If this ability would move you into an occupied space, you do not move.  You can suppress or resume this ability as a full-round action.
   This is a supernatural ability.

Impulsive Tactics
Utilizing your teleportation to its fullest, you blink around the battlefield, attacking foes from unexpected directions.
   Prerequisite: Impulsive Dodge, Impulsive Jaunt
   Benefit: Your Impulsive Jaunt now causes you to teleport 15 feet, and you can use your Impulsive Dodge to teleport up to 15 feet.  In addition, whenever you make a successful attack with one of your spellshape attacks, you teleport up to 15 feet in the direction of your choice (not up or down).  You must have line of sight and line of effect to your destination.  If this ability would move you into an occupied space, you do not move.
   This is a supernatural ability.  You benefit from Impulsive Tactics only while your Impulsive Jaunt is active.

Impulsive Voyage
Your intense combat focus and training allow you to move across the battlefield in a dance of steel and magic.
   Prerequisite: Impulsive Jaunt, impulsive surge 5/day, must be able to travel at least 500 feet per day with abrupt step
   Benefit: By expending 500 feet of your daily abrupt step distance, you can send a creature that you touch on an unpredictable journey.  This effect functions like teleport, except that it teleports one other creature (willing or unwilling) rather than yourself, and the target location is random (you do not need to visualize the destination).  A creature targeted by this ability can attempt a Will save (DC 10 + 1/2 your shaper level + your spellshaping ability modifier) to resist the effect.  Determine the destination with the following table.

d%
   Teleport Direction
01-10
   North
11-20
   Northeast
21-30
   East
31-40
   Southeast
41-50
   South
51-60
   Southwest
61-70
   West
71-80
   Northwest
81-90
   Diagonally down (roll again; 80+ means straight down)
91-100
   Diagonally up (roll again; 80+ means straight up)

   The distance traveled is always 1d100 miles.  Upward teleportation means the target arrives in thin air and probably falls to its death.  Downward teleportation normally means the target is encased in rock.  If the destination is within a solid object and is shunted to a random open space on a suitable surface within 100 feet.  If no free space exists within 100 feet, the target takes an additional 2d6 points of damage and is shunted to a free space within 1,000 feet.  If there is no free space within 1,000 feet, the target is fused with the solid matter and dies instantly.
   As with all touch effects, you can use this ability on yourself, using it as an error-prone teleport in an emergency.
   This is a spell-like ability.  For any purposes related to spell level, it is treated as being a spell of a level equal to 1/2 your shaper level (maximum 9th level).

Mask of Domination [Racial]
Tapping into the dark secrets of your race, you have unlocked the ability to seize the body of another for your own.
   Prerequisites: Masked one, Dissembling Visage, Unmasking, character level 12th
   Benefit: As a full-round action that provokes attacks of opportunity, you can remove your mask and place it on the face of another creature in order to gain control of it.  You must succeed on a melee touch attack against your target in order to place the mask, and your target may attempt a Will save (DC 10 + 1/2 your character level + your Intelligence modifier) to avoid possession.  Only creatures with faces can be targeted by this ability.
   If the creature fails its save, you possess it.  Your body dissolves into fluttering shadows as your mask melds into the face of your target, becoming a perfect replica of the creature's normal face.  You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, feats, and mental abilities.  The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities.  A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.  You can't choose to activate the body's extraordinary or supernatural abilities.  The creature's spells and spell-like abilities also do not stay with the body, though you retain the ability to cast spells or shape spellshape attacks and arcane formulae.
   If the host body is slain or you are otherwise forced out, you appear in a square adjacent to the creature.  You can also choose to leave the body of a creature that you are possessing as a move action.
   This is a spell-like ability.  The effect lasts for one hour per character level.  Any creature that successfully saves against this effect cannot be targeted by the ability again for 24 hours.

Master of Reversal
Your intense focus and mastery of the arcane allows you to reverse the attacks of others, subjecting them to their own powers.
   Prerequisite: Fortitude Mastery, Reflex Mastery, Will Mastery
   Benefit: If you succeed on a saving throw against an attack or ability that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Reflex half, Will half, or Fortitude partial), the creature making the attack or using the ability must also make a saving throw of the same kind, at the same DC.  If it fails, that creature is affected by the attack's reduced effect.
   For example, if you succeeded on your Reflex save against a wizard's fireball spell, the wizard would then have to make a Reflex save at the same DC.  If he failed his save, he would take half of the damage dealt by the fireball, as though he had been subject to the spell and had succeeded on his Reflex save.

Mastered Formula
Through careful practice, you have mastered a single formula to the point at which shaping it is second nature.
   Prerequisite: Circle Focus
   Benefit: When you take this feat, choose a formula that you know from a circle to which you have applied the Circle Focus feat.  When shaping that formula, you gain a +1 bonus to your shaper level, and its save DCs (if any) increase by 1.  These increases stack with all other increases to shaper level and save DCs, including those from Circle Focus and Greater Circle Focus.
   In addition, your mastery of your chosen formula allows you to recall it with ease.  You automatically recover that formula after it has been expended for 3 rounds (unless some effect prevents that formula from being recovered).  If you are an impulse mage, the formula also occurs to you immediately.  This recovery is automatic and takes no action.
   Special: You can take this feat multiple times.  Its effects do not stack.  Each time you take the feat, it applies to a new formula in a circle to which you have applied the Circle Focus feat.

Masterwork Construction [Spellsoul]
The armor that serves as your body displays an unusually high quality of craftsmanship, making you more resistant to incapacitating attacks.
   Prerequisites: Spellsoul armor
   Benefit: You gain immunity to nonlethal damage, but lose the ability to benefit from regeneration or fast healing, even if you would gain those qualities through magic or the application of a template.

Maximize Formula [Metashaping]
You can shape a formula to its maximum effect.
   Benefit: All variable, numeric effects of a maximized formula are maximized.  A maximized formula and its associated spellshape attack deal maximum damage, cure the maximum number of hit points, and so forth, as appropriate.
   For example, a maximized Life Drain formula deals 24 points of damage, plus 6 points of damage for each die of damage normally dealt by your withering hand attack, and heals 18 points of damage +1 per shaper level.
   Maximize Formula is a 3rd-degree metashaping feat.
   Special: You may cannot apply Maximize Formula to a formula that has already been modified with the Quicken Spellshape feat.

Melancholy Mania [Racial]
By projecting feelings of depression and despondency, you can fill your foes with doubt and uncertainty.
   Prerequisite: Cambian, mania ability
   Benefit: You gain an additional daily use of your mania racial ability.  In addition, you may spend one of your daily uses of mania as a swift action to project an aura of depression and anguish that overtakes even the strongest-willed creatures.  Any enemy creature within 15 feet of you is overcome with grief, which manifests as a -2 penalty on attack rolls, saving throws, and skill checks, for as long as it remains within the area.
   Your melancholy mania lasts for 5 rounds.  This is a supernatural, mind-affecting ability.

Metashaping Focus
You are unusually skilled at modifying the effects of a particular circle of formulae.
   Prerequisites: Circle Focus (chosen circle)
   Benefit: When you take this feat, choose a circle of arcane formulae to which you have applied the Circle Focus feat.  A number of times per day equal to your spellshaping ability modifier, you can reduce by one the degree of a metashaping feat applied to a formula of the chosen circle.
   Special: This feat can be taken more than once.  Each time you take it, it applies to a different circle of spellshaping.

Mithral-Forged Body [Spellsoul]
The armor that forms your body was forged from mithral, allowing you to move with grace and dexterity.
   Prerequisites: Spellsoul armor, living armor ability, 1st level only
   Benefit: Your armor bonus is decreased to +4, but you are considered to be wearing light armor, rather than heavy armor.  You have a +5 maximum Dexterity bonus to AC, a -3 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 20%.  Any class ability that allows you to ignore the arcane spell failure chance for light armor lets you ignore this penalty as well.
   You do not gain the benefits of any class feature prohibited to a creature wearing light armor.  However, you benefit normally from a class feature that is only prohibited to creatures wearing medium or heavy armor.
   Special: Unlike most feats, this feat must be taken at 1st level, during character creation.

Mobile Shaper
You are capable of employing skirmish tactics with your spellshaping.
   Prerequisite: Dex 13, Precise Shaper, shaper level 4th
   Benefit: When making an attack with one of your spellshape attacks (including as a part of shaping a formula), you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
   Special: Mobile Shaper can be used in place of Shot on the Run, Mobile Caster, or Spring Attack to qualify for a feat, prestige class, or other special ability.

Nonlethal Spellshaping
Your precision with magic allows you to shape spellshape attacks and formulae in such a way that they deal nonlethal damage
   Prerequisite: One spellshape attack
   Benefit: When shaping a spellshape attack or arcane formula, you can choose to have it deal nonlethal damage instead of lethal damage.  Making this choice is a free action.  The nonlethal spellshape attack or formula works normally in all respects except that it deals nonlethal damage instead of lethal damage.
   The damage dealt by a spellshape attack or formula modified by this feat is still treated as if it were damage of the type normally dealt by the spellshape attack or formula, and is subject to any abilities or effects normally.  For example, a fireblast attack modified by this feat would deal nonlethal damage, but this damage would still be reduced by a creature's resistance or immunity to fire.

Persistent Formula [Metashaping]
You can shape your formulae so that they linger for much longer than they normally do.
   Prerequisite: Extend Formula
   Benefit: A major or minor formula with a personal range or an effect centered on you can have its duration increased to 24 hours.  Formulae of instantaneous duration or that create effects not centered on you cannot be affected by this feat, nor can formulae that include a spellshape attack as a part of shaping them.  For example, you could use this feat to shape a Brilliant Radiance formula that remained in effect for 24 hours, but you could not shape an Icy Manipulation formula that lasted for such a length of time.
   You may have only one persistent formula active at one time.  If you shape a persistent formula while one is already active, the new effect replaces the old one.  For as long as a persistent formula is active, you cannot recover that formula.  You recover all other formulae normally, but that formula remains expended until the effect ends, at which time you can recover it normally.  At any time, you may dismiss a persistent formula as a free action.
   Though a persistent formula remains expended, it continues to count as one of your prepared formulae.  If you later change your prepared formulae such that the persisted formula is no longer prepared, the persistent formula’s effect ends immediately.
   Persistent Formula is a 5th-degree metashaping feat.
   Special: You may take this feat multiple times.  For every additional time that you take it, you may have one additional persistent formula active at one time.  If you then shape a persistent formula while others are active, you choose which effect is replaced.
   An impulse mage with a persistent formula active does not have that formula occur to him; instead, he is treated as having one fewer formula prepared, and the number of formulae that occur to him at the beginning of an encounter is lowered by 1.

Phlegmatic Mania [Racial]
Your calm demeanor allows you to soothe the emotional outbursts of others, bringing them to their senses.
   Prerequisite: Cambian, mania ability
   Benefit: You gain an additional daily use of your mania racial ability.  In addition, you may spend one of your daily uses of mania as a standard action to use calm emotions as a spell-like ability, with a caster level equal to your character level.  The Will save against this effect has a DC of 10 + 1/2 your Hit Dice + your Charisma modifier, and the effect lasts for as long as you concentrate and for 5 rounds thereafter.

Piercing Knowledge
The knowledge that you have accumulated allows you to bypass the defenses of even the most resistant creatures.
   Prerequisite: Savant's knowledge class feature, flash of insight class feature
   Benefit: When attempting to overcome a creature's spell resistance, you can make a Knowledge check of a type appropriate to the creature in question (see page 78 of the Player's Handbook) in place of a shaper level check.

Precise Shaper
You are skilled at making well-placed attacks with your spellshaping powers.
   Prerequisite: One spellshape attack
   Benefit: You get a +1 bonus on any attack rolls made with a spellshape attack while you are within half of the attack's range.  In addition, you can make spellshape attacks at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
   Special: The benefits of this feat apply only to spellshape attacks made as ranged attacks.

Project Numen
Your attunement to the powers of one of the arcane circles allows you to project the numen associated with it.
   Prerequisite: One level in a spellshaper class
   Benefit: When you take this feat, choose a circle of formulae to which you have access.  You gain the ability to project the numen associated with that circle.
   You can project a numen you know or change your projected numen by taking a full-round action to meditate.  When you project a numen, its benefits take effect in a 30-foot radius around you.  For every five shaper levels you possess, this radius increases by 5 feet.  A numen that you project remains in effect until you dismiss it (a free action), you are rendered unconscious or dead, or you activate another numen in its place.
   Special: You can select this feat more than once.  Each time you select it, you gain the ability to project the numen associated with a different circle of formulae to which you have access.  However, you can still project only one numen at a time.

Quicken Spellshape [Metashaping]
You can shape formulae in the blink of an eye.
   Benefit: Shaping a quickened spellshape is a swift action that does not provoke attacks of opportunity.  This swift action includes the spellshape attack, if any, made as a part of shaping the quickened formula.
   You can perform another action--including shaping another formula--in the same round that you shape a quickened spellshape.  However, you can shape only one quickened spellshape per round.
   Quicken Spellshape is a 4th-degree metashaping feat.
   Special: You cannot apply Quicken Spellshape to a formula that has already been modified with the Maximize Formula feat.

Reflex Mastery
Through careful planning and tactical mastery, you can evade attacks that others have difficulty avoiding.
   Prerequisite: Tactical study class feature
   Benefit: If you succeed on a Reflex save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Reflex half), you instead negate the effect.  In addition, whenever you fail a Reflex save against an effect with a duration greater than 1 round, you can attempt a second Reflex save 1 round later at the same DC to negate the effect.  You only get this one extra chance to succeed on your saving throw.

Relentless Shaper
When you miss with your channeled attacks, your mastery of combat allows you to recover quickly.
   Prerequisite: Spellshape channeling class feature, base attack bonus +6
   Benefit: When you make a single attack with a channeled spellshape attack as a part of shaping a major formula, if you miss, you can immediately make a second attack at a -5 penalty.  If this attack hits, the formula's effects resolve normally.  Making this attack does not increase a formula's shaping time.
   Special: You may only benefit from this feat when making a single attack with a channeled spellshape attack.  If you miss with an attack made as part of a full attack, you cannot make an extra attack.
   If your base attack bonus is +11 or higher, you may make a third attack at a further -5 penalty if your second attack misses.  If your base attack bonus is +16 or higher, you may make a fourth attack at a further -5 penalty if the first three attacks all miss.

Reshape Formula
Your skill with spellshaping allows you to alter many formulae to suit your tastes, allowing you to shape them as though they belonged to different circles.
   Prerequisite: Five arcane formulae
   Benefit: As a swift action, you can choose to temporarily change the magical composition of one of your prepared formulae.  Until the end of your turn, you may treat that formula as though it belonged to any other circle of arcane formulae to which you have access.  The formula is treated as belonging to the chosen circle for all purposes, including which spellshape attack it is associated with, and any damage that it might deal is dealt as the damage type appropriate to the chosen circle.  After altering a formula in this way, you must wait 5 rounds before doing so again.

Retributive Focus
You can channel your pain into retributive attacks that devastate your foes.
   Prerequisite: Champion's resolve class feature, retaliatory shaping 1/day
   Benefit: Whenever you make an attack with your retaliatory shaping ability, if there is damage in your delayed damage pool, you can choose to take that damage immediately (emptying the damage pool to 0).  If you do so, you gain a competence bonus to your attack and damage rolls with your retributive attack equal to 1/2 the damage taken (minimum +1).
« Last Edit: November 30, 2012, 03:16:18 AM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Feat Descriptions
« Reply #3 on: September 13, 2012, 01:27:30 PM »

Salamander Heritage [Racial]
You are descended from a salamander, the primeval elemental of fire.  Your face is more angular than that of most stoichen, and your body is covered in black, fire-shaped spines.  Most notably, however, your body ends in a powerful, serpentine tail, rather than in legs.
   Prerequisites: Fire-blooded stoichen, 1st level only
   Benefit: Your body generates so much heat that your mere touch deals an additional 1d6 points of fire damage.  Any metallic weapons you wield also conduct this heat.
   In addition, you possess a powerful tail in place of legs.  As a result, you have a base land speed of 20 feet, rather than 30 feet.  However, you can use your tail to make a secondary natural attack in combat.  This attack deals 2d6 points of bludgeoning damage, and it has double your normal reach.  Moreover, your tail grants you the following abilities.
   Constrict (Ex): You deal automatic tail slap damage (including fire damage) with a successful grapple check.
   Improved Grab (Ex): To use this ability, you must hit a creature of up to one size larger than yourself with your tail slap attack.  You can then attempt to start a grapple as a free action without provoke an attack of opportunity.  If you win the grapple check, you establish a hold and can constrict.
   Special: Unlike most feats, this feat must be taken at 1st level, during character creation.
   Though you do not possess legs, you can still benefit from magical items that would normally be worn on the feet.  However, such items must be specially crafted in the form of metal rings that are worn on the tail.

Sanguine Mania [Racial]
Your hopefulness and optimism are infectious, filling others with the same hope that you feel.
   Prerequisite: Cambian, mania ability
   Benefit: You gain an additional daily use of your mania racial ability.  In addition, you may spend one of your daily uses of mania as a swift action to project an aura of optimism and hope that bolsters your allies' spirits.  Any ally within 15 feet of you is filled with courage, which manifests as a +2 morale bonus on attack rolls, saving throws, and skill checks, for as long as it remains within the area.
   Your sanguine mania lasts for 5 rounds.  This is a supernatural, mind-affecting ability.

Scribe Spellshaping Scroll [Item Creation]
You know the secret of creating spellshaping scrolls—small slips of paper into which you infuse your own arcane power and skill.  The user of a spellshaping scroll you have created gains the ability to use a formula you know.
   Prerequisite: One level in a spellshaper class
   Benefit: You can infuse the knowledge of any formula you know into a spellshaping scroll (see Chapter 8).  The market price of a spellshaping scroll is equal to the shaper level  formula level  50 gp.  You must spend 1/25 of this market price in XP and use materials costing ½ the market price.  Scribing a spellshaping scroll takes one day for each 1,000 gp of its market price.
   Like a potion or martial script, a spellshaping scroll can be used only once.

Sculpt Spellshape [Metashaping]
You can alter your spellshape attacks so that they cover an area.
   Benefit: You can modify a formula that modifies a spellshape attack by shaping your spellshape attack in such a way that it affects an area, rather than a single target.  You can sculpt your spellshape attack into either a cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-radius spread), or a 120-foot line.  When shaping a spellshape attack as a cylinder, set of four cubes, or ball, the attack has a range of Medium (100 ft. + 10 ft./level).
   Creatures within the area of a sculpted formula take the same amount of damage that would normally be dealt by the relevant spellshape attack, including extra damage from formulae, with a Reflex save (DC 10 + 1/2 your shaper level + your spellshaping ability modifier) for half damage.  Creatures that fail this save are treated as having been hit by your spellshape attack for the purpose of being affected by any major or minor formulae associated with it.
   For example, a 5th-level impulse mage that applied this feat to the Blistering Flames formula could shape his fireblast as a 40-foot cone, dealing 3d6 points of fire damage to creatures within the area (2d6 damage from the base fireblast attack, plus 1d6 extra damage from the formula).  Creatures in this area that succeeded on their Reflex saves for half damage would suffer no additional effects, while creatures that failed their saves would then be affected by the formula's normal effect.
   Sculpt Spellshape is a 1st-degree metashaping feat.
   Special: You cannot apply Sculpt Spellshape to a formula that has been modified with the Chain Spellshape feat.  In addition, you can only apply Sculpt Spellshape to a spellshape attack that you would normally make as a ranged attack.
   Sculpt Spellshape allows you to have multiple instances of the same major formula in effect at once, as it can cause your attack to affect multiple creatures at once.  However, each individual target can be affected by the formula only once, and any subsequent shaping of that formula will replace any instances of that formula that you have active, as usual.
   If you possess the Spellshape Focus feat, the DC of the Reflex save associated with a sculpted spellshape increases by 1.  If you possess the Greater Spellshape Focus feat, the DC instead increases by 2.

Selective Sculpting [Metashaping]
You can protect allies from the effects of your sculpted spellshapes.
   Prerequisite: Sculpt Spellshape
   Benefit: You can modify the area of a spellshape that you have sculpted so that it does not affect one or more designated creatures within its area.  All other creatures in the spellshape's area are affected normally.
   Selective Sculpting has a degree equal to the number of creatures that you choose to exclude from the spellshape's effect.
   Special: You may apply Selective Sculpting only to a formula that has already been modified with the Sculpt Spellshape feat.

Shaper's Stride [Metashaping]
You can attune yourself to the formulae that you shape, allowing you to suddenly teleport into the area they affect.
   Prerequisite: Sculpt Spellshape
   Benefit: When you sculpt a formula so that it affects an area, you have the option of becoming part of the spellshape and teleporting instantly to any unoccupied space within the spellshape's area.  Your entire body need not fit within the effect's area, as long as your new space shares at least 1 square with the spellshape's area.  You bring along any gear worn or carried (up to your maximum load).  You can't bring along other creatures except for a familiar.  You must choose where to teleport before any other effects of the formula are resolved (such as saves, spell resistance, and so forth).  You aren't affected by the spellshape when you appear within its area.
   Shaper's Stride is a 2nd-degree formula.
   Special: You may apply Shaper's Stride only to a formula that has already been modified with the Sculpt Spellshape feat.

Spellshape Focus
By mastering the basics of spellshaping, you gain increased abilities with your spellshape attacks.
   Prerequisite: One spellshape attack, shaper level 3rd
   Benefit: You gain a +1 bonus on all attack rolls you make with spellshape attacks.  In addition, your spellshape attacks deal an extra die of damage.

Spellshape Incanter
Through your study of magic, you have learned to use the incantations associated with one of the arcane circles.
   Prerequisite: One level in a spellshaper class
   Benefit:  When you take this feat, choose a circle of formulae to which you have access. You gain the ability to use the incantations associated with that circle.  At first, you can only use the circle's least incantation once per day.  If your shaper level is 7th or higher, you can instead use the least incantation three times per day.  If your shaper level is 13th or higher, you can instead use the least incantation at will.
   When you reach shaper level 7th, you gain access to the circle's lesser incantation.  In order to use a lesser incantation, you must have at least 10 ranks in Spellcraft, and you must know at least two formulae from the incantation's circle.  At first, you can only use a lesser incantation once per day.  If your shaper level is 13th or higher, you can instead use the lesser incantation three times per day.
   When you reach shaper level 13th, you gain access to the circle's greater incantation.  In order to use a greater incantation, you must have at least 16 ranks in Spellcraft, and you must know at least four formulae from the incantation's circle.  You can use a greater incantation only once per day.
   Special: You can take this feat more than once.  Each time you take the feat, you gain the ability to use the incantations associated with a different circle of formulae to which you have access.

Spellshape Study
Opening your mind to new possibilities, you unlock a hitherto concealed talent for shaping magic.
   Benefit: When you gain this feat, you can learn any of the basic spellshape attacks that you do not already know how to use.
   Special: You can choose this feat more than once.  Each time, you learn a different spellshape attack.
   A spellshape champion who chooses this feat gains the ability to shape the chosen spellshape attack in the manner in which other spellshapers do, while retaining the ability to channel his attacks through his weapon.

Spellstorm Flurry
Your intense combat focus and training allow you to move across the battlefield in a dance of steel and magic.
   Prerequisite: Channeled Assault, retaliatory shaping 3/day
   Benefit: When using the Channeled Assault feat to shape a formula through a full attack, you can choose to make your assault as a spellstorm flurry.  When shaping a formula as a spellstorm flurry, you can take a full attack action with a channeled spellshape attack and still move up to your speed.  However, you must move a minimum of 5 feet between each attack when using this ability, and you cannot return to a square you just exited (though you may return to that square later during the spellstorm flurry).  Your movement provokes attacks of opportunity normally, but damage taken from such attacks does not interfere with your spellshaping and you may tumble normally as a part of your move.  If you are prevented from completing your movement, you are also prevented from finishing the full attack.
   Shaping a formula in this way increases the shaping time to a full-round action.  However, unlike a channeled assault, each attack that you make in a spellstorm flurry carries the effects of the formula that you shape.
   Special: Spellstorm Flurry allows you to have multiple instances of the same formula in effect at once, as you can strike multiple creatures in the same round.  However, each individual creature can be affected by the formula only once, and any subsequent shaping of that formula will replace any instances of that formula that you have active, as usual.

Studied Tactics
You have read about the tactics of many different creatures, and can avoid their attacks with ease.
   Prerequisite: Savant's knowledge class feature, still mind class feature
   Benefit: Whenever you successfully target a creature with your savant's knowledge ability, you gain a dodge bonus to your Armor Class equal to your spellshaping ability modifier.  This bonus to Armor Class applies to attacks made by the affected creature only, and it lasts until the end of the current encounter.  Multiple dodge bonuses from this ability do not stack.

Subsume Equipment [Racial]
By manipulating the nature of your equipment, you can incorporate it into your amorphous body.
   Prerequisite: Living spellshape, amorphous body ability
   Benefit: You can subsume worn equipment into your body, making it as fluid and malleable as the rest of your form.  The equipment effectively becomes a part of your body, occupying the same body slots as it normally would.  However, subsumed equipment flows naturally like the rest of your form, allowing you to pass through small spaces without leaving your belongings behind.
   Subsuming a piece of equipment in this way takes a move action, but a subsumed piece of equipment remains melded into your form until you choose to expel it (a standard action) or you are knocked unconscious.  In either case, the item then reappears on the outside of your body, as if you were wearing it normally.
   You can subsume as many pieces of equipment as you can wear, but can only subsume a single item that occupies a given body slot at one time.  Subsuming an item is a supernatural ability.

Sudden Recall
You can instantly recover your focus, balance, and personal energy after using an arcane formula
   Prerequisite: One arcane formula.
   Benefit: Once per day as a swift action, you can instantly recover an expended formula.  It is now ready again.  If you are an impulse mage, the formula also occurs to you immediately.

Sylph Heritage [Racial]
You are descended from a sylph, the primeval elemental of air.  Two thin wings sprout from your back, allowing you a limited degree of movement in the air.  Moreover, you possess the ability to simply fade from view, much like the your invisible ancestors.
   Prerequisites: Air-blooded stoichen, 1st level only
   Benefit: You can use the Hide skill while being observed, hiding yourself in full view even if you have nothing to hide behind.  Moreover, you always treat Hide as a class skill, regardless of the class in which you are advancing.
   In addition, you possess diaphanous wings that allow you to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent.  You glide at a speed of 30 feet with average maneuverability.  Even if your maneuverability improves, you can't hover while gliding.  You can't glide while carrying a medium or heavy load.
   If you become unconscious or helpless while in midair, your wings naturally unfold.  You descend in a tight corkscrew and take only 1d6 points of falling damage. no matter what the actual distance of the fall.
   Special: Unlike most feats, this feat must be taken at 1st level, during character creation.

Tactical Shaper
Your tactical training allows you to launch magical attacks from a greater distance.
   Prerequisite: Precise Shaper
   Benefit: The range of all of your spellshape attacks is doubled.
   Special: The benefits of this feat apply only to spellshape attacks made as ranged attacks.

Undine Heritage [Racial]
You are descended from an undine, the primeval elemental of water.  This ancestry gifts you with captivating beauty and unearthly grace.  Moreover, like your ancestors, you possess a natural talent for singing and can sing beautifully even underwater.
   Prerequisites: Water-blooded stoichen, 1st level only
   Benefit: You can speak or sing underwater without difficulty, just as easily as you would on the surface.  Moreover, you always treat Perform (sing) as a class skill, regardless of the class in which you are advancing.
   In addition, your voice possesses a captivating quality that entrances all who hear your song.  At will, you can use your voice to cause one or more creatures to become fascinated with you.  This ability functions like the fascinate bardic music effect, except that you use your character level, in place of your bard level, to determine how long you can maintain the effect and how many creatures you can target with a single use of this ability.
   Special: Unlike most feats, this feat must be taken at 1st level, during character creation.

Universal Solvent [Racial]
Being formed from a spellshape attack given life, you instinctively know how to reshape other formulae to the circle from which you were born.
   Prerequisite: Living spellshape, spellshape attunement ability
   Benefit: As a free action, you can reshape any formula you know (as by the Reshape Formula feat) into a formula of the circle associated with the spellshape attack from which you are formed.  When you reshape a formula in this way, you do not have to wait 5 rounds before doing so again.

Unmasking [Racial]
Unlike most masked ones, you can fully remove your mask, allowing you to place it in concealed locations to spy on your foes.
   Prerequisites: Masked one, implacable visage ability
   Benefit: You can remove your mask without difficulty, seeing and hearing through it no matter how far away from your body it may be.  Removing or donning your mask is a move action.
   When you use this ability, your current and full normal hit point totals are reduced by 10 for as long as your mask is detached.  Your mask is considered a Diminutive construct with AC 20 and 10 hit points.  Your mask cannot move on its own, but it can be carried and placed by others.  For all other purposes, its statistics are equal to yours.
   While your mask is detached, your body is considered to be blinded, deafened, and incapable of speech.  However, you can see and hear whatever transpires near the mask as if you were there (much like a clairaudience/clairvoyance effect), and can speak through it if you wish.  You can also perform skill and ability checks through the mask, as long as they do not require physical movement.  You cannot cast any invocations or spells through the mask, nor can it shape formulae, but any effects that would affect your sense of sight or hearing function through the mask as though it was still attached.
   If your mask is destroyed while detached, you are blinded, deafened, and incapable of speech for 1d4 rounds, during which time the mask reforms on your face.  At the end of this period, you regain the 10 lost hit points, and you regain your sight, hearing, and capacity for speech.  At any time, you can choose to end the effect, causing your mask to shatter and begin reforming on your face.
   You can only have one detached mask at a time.  If your detached mask is destroyed, you cannot use this ability again until it reforms.  If your mask and body are ever on different planes, the mask immediately shatters and begins to reform on your body.
   This is a supernatural ability.

Wildrunner Heritage [Racial]
One of the animals from which you are descended was especially fleet of foot, granting you unusual speed and dexterity.
   Prerequisite: Caymir
   Benefit: You gain a +1 racial bonus on ranged attack rolls, Dexterity checks, and Dexterity-based skill checks.  In addition, your base land speed increases by 10 feet.  This benefit stacks with all other speed increases.

Will Mastery
Your exceptionally honed mind allows you to negate the mental attacks of others, no matter how powerful they may be.
   Prerequisite: Honed mind class feature
   Benefit: If you succeed on a Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Will partial), you instead negate the effect.  In addition, whenever you fail a Will save against an effect with a duration greater than 1 round, you can attempt a second Will save 1 round later at the same DC to negate the effect.  You only get this one extra chance to succeed on your saving throw.
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Companion Feats
« Reply #4 on: September 13, 2012, 01:29:37 PM »
Companion Feats
In addition to the previously described feats, the Spellshaping Codices present another new category of feats: companion feats.  These feats are designed for companion creatures that increase in Hit Dice as their masters advance in level.  As such creatures gain feats normally for their Hit Dice, companion feats are intended to allow for a certain level of customizability and utility, at the cost of the companion's normal feat opportunities.
   All companion feats have as a prerequisite that the creature taking the feat must be a companion, with different feats requiring masters of different classes, levels, or other qualifications.  For the purpose of companion feats, a companion is any creature that is tied to a character as its companion.  A druid's animal companion, an elemental adept's elemental companion, and a paladin's special mount are all examples of companion creatures.  If a companion creature ceases to be a character's companion, it loses all benefits of any companion feats that it might possess.
   Many companion feats grant additional benefits and abilities to a companion.  Activating one of these abilities is an extraordinary ability unless otherwise specified in the feat description, and most companion abilities do not provoke attacks of opportunity.  Activating a companion feat is not considered an attack unless the feat's activation could be the direct cause of damage to a target.

Companion Feats   Prerequisites   Benefit
Bonded Elemental   Must be the elemental companion of an elemental adept   Share saving throws with master, gain bonus on attacks, checks, and saves when your master is in danger
Change Size   Must be the elemental companion of an elemental adept of shaper level 9th or higher   Grow or shrink one size category as a full-round action
Greater Change Size
   Change Size, must be the elemental companion of an elemental adept of shaper level 15th or higher   Grow or shrink up to two size categories as a full-round action
Elemental Breath   Must be the elemental companion of an elemental adept of shaper level 3rd or higher   Gain a breath weapon
Elemental Perfection   Must be the elemental companion of an elemental adept of shaper level 11th or higher   Gain an improvement to your elemental form
Fury of the Elements   Must be the elemental companion of an elemental adept of shaper level 17th or higher   Gain a third attack with your primary attack form
Greater Engulf   Engulf ability, must be the elemental companion of an elemental adept of shaper level 5th or higher   Your engulf attack is more difficult to avoid and escape
Share Formulae   Must be the elemental companion of an elemental adept   Your master can grant you the benefits of any formulae that he shapes upon himself


Bonded Elemental [Companion]
You have formed a particularly strong bond with the elemental adept that you accompany.
   Prerequisite: Must be the elemental companion of an elemental adept
   Benefit: For each of your saving throws, you use your own base save bonuses or your master's, whichever is higher.  You apply your own ability modifiers to saves, and you don't share any other bonuses on saves that your master might have (such as from magic items or feats).
   In addition, you gain a +2 bonus on all attack rolls, checks, and saves if you witness your master being threatened or harmed.  This bonus lasts as long as the threat is immediate and apparent.

Change Size [Companion]
By drawing upon your master's connection to the element from which you are formed, you can alter your size to suit the situation.
   Prerequisite: Must be the elemental companion of an elemental adept of shaper level 9th or higher
   Benefit: As a full-round action, you can either grow or shrink one size category, allowing you to become Large or Small.  This is a supernatural ability.  You cannot use this feat multiple times to grow or shrink more than one size category beyond your normal size (but see Greater Change Size), nor does this effect stack with others that change your size.
   There is no limit to the number of times per day that you can change size, nor to the amount of time that you can spend as a different size.  This ability otherwise functions as the spells enlarge person and reduce person (caster level equals your master's shaper level).
   Special: If you are an air, fire, or smoke elemental companion, shrinking by one size category imposes a -2 size penalty to your Dexterity score, rather than granting you a +2 bonus.  Likewise, growing by one size category grants you a +2 size bonus to your Dexterity score, rather than a -2 penalty.

Elemental Breath [Companion]
Through close connection with the powers of your element, you gain a powerful breath weapon that can devastate foes.
   Prerequisite: Must be the elemental companion of an elemental adept of shaper level 3rd or higher
   Benefit: You gain a breath weapon that deals 1d6 points of damage per two Hit Dice you possess (of the damage type normally dealt by your death throes ability), with a Reflex save (DC 10 + 1/2 HD + Con) for half damage.  This is a supernatural ability.  Each time you use your breath weapon, you can choose whether it takes the form of a 30-ft. line or a 15-ft. cone.  Once you have used this ability, you must wait 1d4 rounds before you can use your breath weapon again.

Elemental Perfection [Companion]
Your close association with a student of your element has allowed you to develop capabilities beyond those of most elementals.
   Prerequisite: Must be the elemental companion of an elemental adept of shaper level 11th or higher
   Benefit: You gain an improvement to your elemental form, granting you additional capabilities in combat.  The form that this improvement takes depends on the type of elemental that you are.
(click to show/hide)

Fury of the Elements [Companion]
Fighting by the side of an elemental adept has taught you to attack quickly and without mercy.
   Prerequisite: Must be the elemental companion of an elemental adept of shaper level 17th or higher
   Benefit: You gain a third attack with your primary attack form, which you make at your highest attack bonus.

Greater Change Size [Companion]
Your ability to draw upon your master's power in augmenting your form allows you to swell to enormous size or shrink to a tiny size.
   Prerequisite: Change Size, must be the elemental companion of an elemental adept of shaper level 15th or higher
   Benefit: You can use the Change Size feat to grow or shrink up to two size categories beyond your normal size, allowing you to become Huge or Tiny.  Each use of the ability still allows you to grow or shrink only one size categories, so growing or shrinking by two size categories requires two full-round actions.  The size bonuses and penalties to ability scores from multiple uses of the Change Size ability stack.

Greater Engulf [Companion]
By perfecting your control over your fluid form, you have become more adept at trapping creatures within your body.
   Prerequisite: Engulf ability, must be the elemental companion of an elemental adept of shaper level 5th or higher
   Benefit: When you attempt to engulf a creature, the Reflex save to avoid being engulfed has a DC of 10 + 1/2 your Hit Dice + your Strength modifier (rather than 10 + 1/2 your base attack bonus + your Constitution modifier).
   In addition, for the purpose of grapple checks made to keep an engulfed creature from escaping, your grapple modifier is treated as being your Hit Dice + your Strength modifier + special size modifier, plus any bonuses you might have on grapple checks (rather than 1/2 your base attack bonus + your Strength modifier + special size modifier, plus any bonuses you might have on grapple checks).

Share Formulae [Companion]
Your connection to the power of your element allows your master to affect you with the formulae that he shapes upon himself.
   Prerequisite: Must be the elemental companion of an elemental adept
   Benefit: Your master may have any minor formula he shapes upon himself also affect you.  You must be within 30 feet of your master at the time of shaping to receive the benefit.  If the formula has a duration other than instantaneous, it stops affecting you if you move farther than 30 feet away from your master and will not affect you again, even if you return to your master before the duration expires.
   Additionally, your master may shape a formula with a target of "You" on you (with a range of touch) instead of on himself.  You and your master can share formulae even if the formulae normally do not affect creatures of your type (elemental).
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”