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101
Homebrew and House Rules (D&D) / The Oracle
« on: November 07, 2011, 08:36:49 PM »
Along the same line as my purifier, this class is part of a project I've been working on to convert all casters to spontaneous niche casters.  It's primarily an abjuration/divination specialist.

I still haven't gotten all the high level abilities set.  I've been toying around for a while with the idea of simply cutting the top five levels off of every base class and making them 15 levels long



Oracle



The Oracle   Hit Die: d6
Level   Base    Fort    Ref     Will    Special
        Attack  Save    Save    Save
        Bonus
________________________________________________________________________________________________________
1       +0      +0      +0      +2      Armored mage, AC Bonus, reactive protection, obtain familiar
2       +1      +0      +0      +3      Uncanny dodge
3       +1      +1      +1      +3      Trap sense +1, dispel mastery
4       +2      +1      +1      +4      Evasion, advanced learning
5       +2      +1      +1      +4      Sixth sense
6       +3      +2      +2      +5      Improved uncanny dodge, trap sense + 2
7       +3      +2      +2      +5      Quick warning (uncanny dodge)
8       +4      +2      +2      +6      Advanced learning   
9       +4      +3      +3      +6      Trap sense + 3, quick warning (evasion)
10      +5      +3      +3      +7     
11      +5      +3      +3      +7      Quick warning (improved uncanny dodge)
12      +6/+1   +4      +4      +8      Trap sense + 4, advanced learning
13      +6/+1   +4      +4      +8      Quick warning (line of effect)
14      +7/+2   +4      +4      +9   
15      +7/+2   +5      +5      +9      Trap sense + 5, reactive abjuration
16      +8/+3   +5      +5      +10     Advanced learning   
17      +8/+3   +5      +5      +10     
18      +9/+4   +6      +6      +11     Trap sense + 6
19      +9/+4   +6      +6      +11   
20      +10/+5  +6      +6      +12     Advanced learning


Class Skills (4 + Int modifier per level, x4 at 1st level): Appraise, Concentration, Craft, Decipher Script, Gather Information, Heal, Knowledge (any), Listen, Profession, Search, Sense Motive, Speak Language, Spellcraft, and Spot.

Class Features
Your class features focus on advancing your powers of protection and divination.

Weapon and Armor Proficiency: Oracles are proficient with all simple weapon and with light armor, but not with shields.

Spells: An oracle casts arcane spells which are drawn from the spell list below. She can cast any spell she knows without preparing it ahead of time.  To cast a spell of a given level, the oracle must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell level + the oracle’s Wisdom modifier.

Like other spellcasters, an oracle can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is identical to a sorcerer of equal level. In addition, she receives bonus spells per day if she has a high Wisdom score.

Armored Mage (Ex): An oracle can cast arcane spells in light armor without risking arcane spell failure.  This only applies to spells granted by the oracle class.

AC Bonus (Ex): An oracle adds her Wisdom bonus (if any) to her Armor Class whenever she is wearing light or no armor and carrying a light load.  She adds this bonus even if she is denied her Dexterity bonus to her Armor Class, but not if immobilized or helpless.

Reactive Protection (Su): The oracle is able to protect her friends reflexively.  As an immediate action, the oracle can give any one ally (not counting herself) a +2 insight bonus to AC against a single attack or to a saving throw against a single effect.  This bonus increases by +1 for every three class levels.  The ally must be within medium range (100’ + 10’ per caster level) of the oracle.

Obtain Familiar (Ex): An oracle may summon a familiar the same way that a sorcerer can.  The oracle’s class level functions as her effective sorcerer level for purposes of determining her familiar’s abilities.

Uncanny Dodge (Ex): Starting at 2nd level, an oracle can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If an oracle already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Trap Sense (Ex): At 3rd level, an oracle gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the oracle reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Dispel Mastery (Su): At 3rd level, the oracle has become quite adept at disrupting magical energies.  As a standard action, the oracle can spend a spell slot to mimic the effects of Dispel Magic except that this ability can only affect spells and effects with a spell level less than or equal to the level of the slot spent.  For example, if the oracle spends a 1st level spell slot, she would be able to dispel 1st level spells, but not higher level spells.

This ability may also be used to counterspell, just like normal with Dispel Magic, except that it only works on spells of equal or lower level to the spell slot spent.

In addition, the oracle gains a competence bonus to dispel checks equal to one half her class level.

Advanced Learning (Ex): At 4th level, the oracle learns a new spell.  This spell can be chosen from any Abjuration or Divination spell off the Cleric or Sorcerer/Wizard list.  The spell must be of a level the oracle can cast.  The selected spell is permanently added to the oracle's spell list.

The oracle gets another spell at 8th, 12th, 16th, and 20th level.

Evasion (Ex): At 4th level and higher, an oracle can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the oracle is wearing light armor or no armor. A helpless oracle does not gain the benefit of evasion.

Sixth Sense (Ex): Starting at 5th level, the oracle adds her Wisdom bonus (if any) to her initiative rolls and Reflex saves.

Improved Uncanny Dodge (Ex): An oracle of 6th level or higher can no longer be flanked.

This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has oracle levels.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Quick Warning (Ex): Starting at 7th level, the oracle is able to warn her allies of impending danger.  All allies within 30 feet of the oracle gain Uncanny Dodge.  This ability only functions if the oracle is conscious and able to communicate with her allies.

At 9th level, all allies within 30 feet also gain Evasion.

At 11th level, all allies within 30 feet also gain Improved Uncanny Dodge.

At 13th level, the oracle’s quick warning ability extends to all allies with line of effect, providing they can hear or see the oracle, or she can otherwise communicate with them.

Reactive Abjuration (Ex): At 15th level, the oracle may opt to cast any Abjuration spell she has on her oracle class list as an immediate action.  If she does so, she loses her standard action for her next round instead of her swift action.



Oracle Spell List

(click to show/hide)


102
Homebrew and House Rules (D&D) / The Illuminator
« on: November 07, 2011, 08:35:58 PM »
This class is part of a project I've been working on to convert all casters to spontaneous niche casters.  This is somewhat of a cleric class that specializes in positive energy.  I drew heavily from Quantumboost's White Mage from The Den.

I still haven't gotten all the high level abilities set.  I've been toying around for a while with the idea of simply cutting the top five levels off of every base class and making them 15 levels long.  If I did that, I'd simply move Lingering Siprit down from 17th level to 15th and then I'd be set.

Incidentally, if you can think of a better name, I'm open to ideas. ;) I decided to switch the name to "Illuminator".



Illuminator

Alignment: Any non-evil.

Special: Cannot be undead.

The Illuminator   Hit Die: d6
Level   Base    Fort    Ref     Will    Special
        Attack  Save    Save    Save
        Bonus
________________________________________________________________________________________________________
1       +0      +0      +0      +2      Spells, turn undead, channel light, positive energy beam
2       +1      +0      +0      +3      Enhanced healing
3       +1      +1      +1      +3      Purified body, self-sustaining
4       +2      +1      +1      +4      Advanced Learning
5       +2      +1      +1      +4      Chain healing
6       +3      +2      +2      +5   
7       +3      +2      +2      +5      Purified mind
8       +4      +2      +2      +6      Advanced Learning   
9       +4      +3      +3      +6      Purified soul
10      +5      +3      +3      +7     
11      +5      +3      +3      +7      Healing aura
12      +6/+1   +4      +4      +8      Advanced Learning
13      +6/+1   +4      +4      +8      Immediate healing
14      +7/+2   +4      +4      +9   
15      +7/+2   +5      +5      +9     
16      +8/+3   +5      +5      +10     Advanced learning   
17      +8/+3   +5      +5      +10     Lingering spirit
18      +9/+4   +6      +6      +11   
19      +9/+4   +6      +6      +11   
20      +10/+5  +6      +6      +12     Advanced learning


Class Skills (4 + Int modifier per level, x4 at 1st level): Concentration, Craft, Decipher Script, Heal, Knowledge (Religion), Profession, Sense Motive, and Spellcraft.

Class Features
Your class features focus on advancing your holy powers.

Weapon and Armor Proficiency: Illuminators are proficient with all simple weapons, light armor, and shields (except tower shields).

Spells: A illuminator casts divine spells which are drawn from the spell list below. He can cast any spell he knows without preparing it ahead of time.  The illuminator automatically knows every spell on his spell list.  To cast a spell of a given level, the illuminator must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a illuminator’s spell is 10 + the spell level + the illuminator’s Wisdom modifier.

Like other spellcasters, a illuminator can cast only a certain number of spells of each spell level per day. His base daily spell allotment is identical to a sorcerer of equal level. In addition, he receives bonus spells per day if she has a high Wisdom score.

Turn Undead (Su): The illuminator can turn undead as a cleric of equal level.  He does not gain the ability to rebuke undead.

Positive Energy Beam (Su): By spending a turn undead attempt, the illuminator can create a beam of positive energy that heals a living creature within medium range (100’ + 10’ per caster level).  The beam heals 1d6 points of damage per caster level plus the illuminator’s Wisdom modifier (minimum +0).

Channel Light (Sp): A illuminator can cast Searing Light at will as a spell-like ability.  The damage cap for this ability is limited only by his caster level.  So, for example: a 12th level illuminator could use this ability to deal 6d8 damage to a creature, even though the spell normally caps at 5d8.  Note that at 1st level, this does no damage to creatures that aren’t undead.

Enhanced Healing (Ex): As a free action, anytime the illuminator casts a spell of the Healing sub-school, he may apply either the Reach Spell or Empower Spell metamagic feat to the spell without affecting the spell’s casting time or raising the level of the spell slot needed to cast the spell.  The illuminator does not need to have either metamagic feat to use this ability.

Purified Body (Ex): At 3rd level, the illuminator is immune to all diseases, including magical diseases.  In addition, he is treated as a native to positive-energy-dominate planes in regards that he is not harmed by over-exposure to positive energy on these planes; however, he does not gain temporary hit points on these planes either.

Self-Sustaining (Ex): At 3rd level, the illuminator can automatically apply the Silent Spell and Still Spell metamagic feats to any spell of the Healing sub-school or any spell that removes status conditions so long as he chooses himself as the sole target.  He may even opt to do this when unconscious, but not dead. This means that he may take actions (so long as the action is casting an appropriate spell on himself only, as described above) when unconscious during his turn to act on the round.  Any experience or material components are still expended, but the illuminator merely needs to have the components in his possession, and not in hand.  The illuminator does not need to have either metamagic feat to use this ability.

Advanced Learning (Ex): at 4th level, and every four levels thereafter, a illuminator can learn a new spell, adding it permanently to his spell list.  The spell must be from a nine-level spell list and it must be of a level the illuminator can currently cast.  He may select any spell either with the [light] descriptor, of the Healing sub-school, or of the Abjuration school.  Once this spell is picked, it cannot be changed.  This spell is treated as a divine spell, even if it comes from an arcane list.

Chain Healing (Ex): At 5th level, whenever the illuminator casts a spell of the Healing sub-school, he may apply the Chain Spell metamagic feat (Complete Arcane pg 77) without adjusting the spell’s level.  He may affect a number of additional targets equal to his Wisdom modifier.  He does not need to have the Chain Spell feat to use this ability.

Purified Mind (Ex): At 7th level, the illuminator is immune to any [mind-affecting] spell or effect cast by an undead creature, an evil outsider, or a creature with the [evil] sub-type.

Purified Soul (Ex): At 9th level, the illuminator is immune to death-effects, energy drain, and negative energy damage.

Healing Aura (Su): At 11th level, the illuminator can activate a healing aura centered on himself that extends for 30 feet.  All living creatures that begin their turn in the area heal a number of hit points equal to the illuminator’s class level.  Any undead creatures that begin their turn in this area take an equal amount of damage.  The illuminator can start or end this effect as a swift action.

Immediate Healing (Ex): At 13th level, the illuminator can cast any spell of the Healing sub-school as an immediate action, but doing so costs him his standard action for the next round instead of his swift action.

Lingering Spirit (Ex): At 17th level, if the illuminator dies, his spirit lingers in the spot where he died for one minute per class level.  During this time, his spirit may not move, but may take purely mental actions, including using spell-like abilities or casting spells on himself via his Self-Sustaining ability.  This means that it is possible for a illuminator to bring himself back from the dead.


Illuminator Spell List

(click to show/hide)

103
Homebrew and House Rules (D&D) / Elemental Mages
« on: November 07, 2011, 08:28:29 PM »
These are still a work in progress (I was testing them in a PbP), but I figured I'd move them over. They're complete enough to get the point across, at least.

Edit:
Actually, it looks like I don't have my most recent version handy. I may have to do digging...
Ha! Found it!

104
Homebrew and House Rules (D&D) / Skill Feats
« on: November 07, 2011, 08:26:26 PM »
Note: These rules are meant to be used in combination with my other house rules.



I wanted to make the crappy +2/+2 skill feats and Skill Focus suck less, so here's a crack at it. I'm not sure if some of these are still all that good, but I'm putting this out in hopes of spurring any other ideas you might have. The only thing I have reservations about right now is Skill Focus (Use Magic Device). It basically gives you the best part of a 4th level warlock for a feat. I may need to rethink that one.

What do you think?


Acrobatic [General]
Prerequisite: A total of two ranks in Jump and Tumble.
Benefit: You get a +2 bonus on all Jump checks and Tumble checks and those skills are considered class skills for you each level.
    You may treat falls as though they were ten feet shorter per two ranks you have in Tumble for purposes of taking damage.
    When jumping, you do not double the DC if you don't have a 20' running start. If you do take a running start, increase the distance of the jump by 50%. For example, normally, with a running start, a DC 20 horizontal jump clears 20'. With this feat, it would clear 30'.
    When you have 8 ranks in Jump, you gain a flight with a speed equal to your base speed at average maneuverability for one round. You must start your flight from a surface capable of supporting your weight. You may use this ability as many times as you want, but only one round at a time, starting from a proper surface. For every two ranks beyond your 8th, you increase the duration of your flight by one round.
    If you have 8 ranks in Tumble, you may gain the benefits of the Air Walk spell as an extraordinary ability for one round, providing you start your movement from a surface that can support your weight. For every two ranks you have in Tumble beyond the 8th, you may increase this duration by one round. You may use this ability as many times as you want, but only one round at a time, starting from a proper surface.
    If you have at least 18 ranks in both Jump and Tumble, you gain a fly speed equal to your land speed with good maneuverability.
    If you have at least 23 ranks in both Jump and Tumble, you gain a fly speed equal to your land speed with perfect maneuverability.

Agile [General]
Prerequisite: A total of two ranks in Balance and Escape Artist.
Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks and those skills are considered class skills for you each level.
    As a standard action, you may gain the benefits of Freedom of Movement until the end of your turn. In order to move through any impediment, you must succeed on a Balance or Escape Artist check with a DC set at the highest level effect you're attempting to move through. For example, if you are both in a Web and Black Tentacles spell, use the DC of the Black Tentacles spell to see if you can escape. For effects that do not have a set DC (such as water), assume the DC is 15. The DM can modify this DC based on if he thinks the effect is easier or harder to escape or move through, although they should typically be between 10 and 20.

Alertness [General]
Prerequisite: A total of two ranks in Listen and Spot.
Benefit: You get a +2 bonus on all Listen checks and Spot checks and those skills are considered class skills for you each level.
You gain blindsense with a five-foot radius for every two ranks you have between the total of Listen and Spot.
Special: The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm’s reach.

Animal Affinity [General]
Prerequisite: A total of two ranks in Handle Animal and Ride.
Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks and those skills are considered class skills for you each level.
    You may speak with animals and magical beasts as if you shared a language. This does not modify the creature’s initial attitude toward you, but friendly and helpful creatures will generally answer questions to the best of their knowledge and intelligence.
    You may attempt to improve the attitude of animals and magical beasts to "friendly" as an extraordinary ability if you make a Handle Animal check opposed by either the creature's Sense Motive or d20 + the creature's Hit Dice + its Wisdom modifier. Any creature that wins the check cannot be affected again for 24 hours and its attitude shifts one step closer to hostile. You may only affect a creature if its Intelligence score is lower than three.

Athletic [General]
Prerequisite: A total of two ranks in Climb and Swim.
Benefit: You get a +2 bonus on all Climb checks and Swim checks and those skills are considered class skills for you each level.
    You gain a climb speed and a swim speed equal to half your base land speed. You may use the run option while swimming.
    If you have at least 8 ranks in Climb, your climb speed increases to your base land speed.
    If you have at least 8 ranks in Swim, your swim speed increases to your base land speed, and you can breath under water.
    If you already have a climb or swim speed, that speed increases by ten feet.
    Your base land speed increases by five feet for every five ranks you have in total between Climb and Swim. This speed boost is used when calculating your climb and swim speed from your base land speed in this feat.

Deceitful [General]
Prerequisite: A total of two ranks in Disguise and Forgery.
Benefit: You get a +2 bonus on all Disguise checks and Forgery checks and those skills are considered class skills for you each level.
    You may apply a disguise as a full-round action, providing you have the necessary materials on hand.
    You may forge a simple document as a full-round action and a complex document in 1d4 rounds.
    If you have at least 8 ranks in Disguise, magical effects to determine your alignment or read your thoughts do not automatically succeed. The caster must beat your Disguise check with either a Sense Motive check or caster level check for the effect to work.
    If you have at least 8 ranks in Forgery, you gain the following spells-like abilities at will, but with a range of "touch": Arcane Mark, Erase, and Explosive Runes. Each use requires special inks that cost 50gp per level of the spell. Explosive Runes may only be used once per object.

Deft Hands [General]
Prerequisite: A total of two ranks in Sleight of Hand and Use Rope.
Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks and those skills are considered class skills for you each level.
    You may draw weapons as a free action and concealed weapons as a swift action. If you attack someone with a weapon immediately after drawing it, they are denied their Dexterity bonus to Armor Class against that attack. This ability only works once per opponent per combat.
    When escaping rope bonds, you may add your ranks in Use Rope as a competence bonus to your Escape Artist check.

Diligent [General]
Prerequisite: A total of two ranks in Appraise and Decipher Script.
Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks and those skills are considered class skills for you each level.
    If you study an item for at least a minute, you can determine if it is magical. If it is, you may also learn the properties it as though you cast Identify. This is an extraordinary ability.
    Any time you sense an illusion (see, hear, touch, etc), you make an Appraise check as a free action to disbelieve the illusion. The DC is the normal DC of the effect plus the spell level of the effect. For example, a Major Image (3rd level spell) cast by a 6th level caster with an Int of 18 would have a DC of 17 (10 + 3 + 4). This is in addition to the save you get for interacting with it. This includes illusions that normally hide things from your senses, such as Invisibility. This will likely happen before the player is aware of the illusion, so the DM may have to make the check or ask the player to make it.

Investigator [General]
Prerequisite: A total of two ranks in Gather Information and Search.
Benefit: You get a +2 bonus on all Gather Information checks and Search checks and those skills are considered class skills for you each level.
    After studying a 10 by 10 foot area for 10 minutes, you gain the benefits of the Stone Tell spell as an extraordinary ability. This ability functions regardless of if the area contains any stones or not and lasts one minute per character level.
    You can detect magical auras and poisons as if using Detect Magic or Detect Poison at will. This is an extraordinary ability.
    If you talk to a person for at least one minute, you may read their surface thoughts as the Detect Thoughts spell as an extraordinary ability. The DC of the saving throw is 10 + half your Hit Dice + your Charisma modifier. If the person succeeds on their Will save, they cannot be affected by this ability again for 24 hours, and their attitude shifts one step closer to hostile.
    If you have at least 8 ranks in Gather Information, you can attempt to detect hostile intent (not necessarily against you). You may either look for intent in a single person within 60' or in all people within 60'. To succeed, you must succeed at a Gather Information check opposed by the person's Bluff check. If checking against a group, use the lowest Bluff score among all hostile creatures in the area. Success indicates whether or not there is hostile intent, but not at whom the intent is directed, or even who has the intent if checking more than one person. For purposes of this ability, hostile intent includes any deliberate attempts or desires to bring harm to someone (physically, financially, politically, etc), but does not include things like grudges or animosity if the person doesn't plan to act on those feelings. If your check exceeds theirs by ten or more points, you learn the specifics about who has the hostile intent, to whom they are hostile, and what they are planning to do.
    If you have at least 13 ranks in Gather Information, you can attempt to detect alignments as the Detect Chaos/Evil/Good/Law spells at will, as an extraordinary ability.

Magical Aptitude [General]
Prerequisite: A total of two ranks in Spellcraft and Use Magic Device.
Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks and those skills are considered class skills for you each level.
    You may use Detect Magic and one other 0-level spell (subject to the DM’s approval) at will as a spell-like ability. Your caster level is equal to your character level for these abilities.
    Every three levels, you learn a new 0-level spell-like ability.

Negotiator [General]
Prerequisite: A total of two ranks in Diplomacy and Sense Motive.
Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks and those skills are considered class skills for you each level.
    You may mimic the effects of Suggestion or Detect Thoughts as an extraordinary ability if you talk to a person for at least one minute. Both of these effects are language-dependent, mind affecting effects. The DC for each ability is 10 + 1/2 your character level + your Charisma modifier. If the target makes their saving throw, they cannot be affected by either ability for 24 hours, and their attitude shifts one step closer to hostile.

Nimble Fingers [General]
Prerequisite: A total of two ranks in Disable Device and Open Lock.
Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks and those skills are considered class skills for you each level.
    You may open a door, portal, chest, or similar item as the Knock spell by spending one minute. You may break a non-magical item so long as it weighs no more than ten pounds per character level (as the Shatter spell). It item may attempt a Will save, DC 10 + 1/2 your character level + your Intelligence modifier. If the object makes its saving throw, it cannot be affected by this ability for 24 hours. In either case, you  must be able to touch and manipulate the item with both of your hands. Using masterwork tools adds +2 to the DC.
    When disabling a trap, you do not trigger the trap unless you fail by ten points or more on the Disable Device check.
Normal: When disabling a trap, you trigger the trap if you fail the Disable Device check by five or more points.

Persuasive [General]
Prerequisite: A total of two ranks in Bluff and Intimidate.
Benefit:   You get a +2 bonus on all Bluff checks and Intimidate checks and those skills are considered class skills for you each level.
    Magical effects to determine if you are telling the truth do not automatically succeed. The caster must beat your Bluff check with either a Sense Motive check or caster level check for the effect to work.
    You may scare an opponent with effects identical to Cause Fear as a full-round action. This ability has no hit die cap and is an extraordinary ability. The DC is 10 + 1/2 your character level + your Charisma modifier. If an opponent succeeds on their saving throw, they cannot be affected again for 24 hours.

Self-Sufficient [General]
Prerequisite: A total of two ranks in Heal and Survival.
Benefit: You get a +2 bonus on all Heal checks and Survival checks and those skills are considered class skills for you each level.
    You gain Fast Healing at a rate of 1 hit point per four ranks you have in Survival.
    You may use the abilities of the Heal skill faster than normal, based on your ranks in Heal:
  • 2 Ranks: Remove Status Affliction as a full-round action.
  • 5 Ranks: Remove Status Affliction as a standard action.
  • 8 Ranks: Administer First Aid as a swift action.
  • 13 Ranks: Administer First Aid as an immediate action. Remove Status Afflictions from yourself as an immediate action.
Skill Focus [General]
Prerequisite: 2 ranks in the chosen skill.
Benefit: Choose a skill. You get a +3 bonus on all checks with that skill and that skill is treated as a class skill for you each level. You may take 10 on checks with that skill, even if you would not normally be allowed to do so.

Stealthy [General]
Prerequisite: A total of two ranks in Hide and Move Silently.
Benefit: You get a +2 bonus on all Hide checks and Move Silently checks and those skills are considered class skills for you each level.
    You gain the Hide in Plain Sight ability. You can attempt to remain hidden when moving across areas with no cover or concealment, but you suffer a -10 penalty on your Hide check. You may move at full speed without incurring any penalty on your Move Silently checks.


Edit
(02/03/2012) - Added in changes from below.
(10/26/2012) - Modified several feats as discussed on page 3.

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Introduce Yourself / It's RobbyPants
« on: November 07, 2011, 08:10:45 PM »
I guess this is my intro post.

I've been playing D&D for the past 17 or so years, starting with 2E. I also like playing Dominion (the card game) and I used to play M:tG, but ever since my wife and I got into Dominion, I haven't touched the cards!

Brief personal info: I write software for a living. I'm married to a Kindergarten teacher (8 years to date). I have two daughters: one who just turned three, and one who's about five weeks old.

I have a lot of old stuff to comb though, now... :p

- Rob

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