Author Topic: Strat's Thread of Random Crap  (Read 8090 times)

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #40 on: September 14, 2015, 10:37:05 AM »
Random Incarnum feat that came to mind recently. Probably too odd for normal play.


Fraternal Soul
You can have learned how to engage with incarnum to boost similar spells to those you have memorized
Prerequisite: CON 13, Must cast spells using a spellbook
Benefit: Once per day, you can invest essentia into this feat. Whenever you cast a spell that shares a subschool or descriptor with another spell you have memorized, you gain a +1 bonus on your caster level for every other spell you have memorized, up to a maximum equal to the number of points of essentia invested in this feat. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #41 on: November 12, 2015, 05:44:49 PM »
The material here is adapted from or based on Dark Sun 3.5, and something I got interested in after building the Walker in the Wastes class mentioned below.

Preserving and Defiling
Magic-users using preserving and defiling drains energy from the surrounding soil. The method used labels these magic-users as defilers or preservers. Preservers have the self–control to gather energy without destroying plants, but the strength of their magic suffers as a result. Those who do not, or who feel no remorse about the damage caused, become defilers. Defilers leave behind sterile soil and infertile ash when they cast spells, slowly changing the world they inhabit into a barren wasteland. Such is the price of power.

Preserving and defiling is a cast mechanic that originally appeared in Dark Sun, where magic-users slowly turned the world into a barren desert in their pursuit of greater glory, but it is something that can be dropped onto any caster with ease. When using this ruleset, a magic-user chooses whether to be a preserver or defiler at character creation. In Dark Sun, this choice is only applied to arcane casters, but depending on the setting can be applied to any class. Walker in the Wastes is a defiling divine class, for instance.

Preserving
Preservers are those casters who have decided to protect the land, to take only what they need and nothing more. This can be for many reasons, be they noble, selfish, or otherwise, but universally preservers recognize the need to protect the plant life that fuels their magics. To a preserver, power might be just as important as to a defiler, but they can see the to the future, beyond a time when a momentary abuse of power strips away possibilities and options. Unlike defilers, a preserver can be of any alignment, for choosing to preserve the land in no way determines the strength or desires of a preserver's soul.

When casting a spell as a preserver, a magic-user leaves behind a circle of wilted, but not destroyed, plant life as he draws energy from the surrounding flora. The radius of this wilting is 5 ft. x spell slot level expended. While this loss of life energy does not kill the plants, if a preserver continues to draw on the same terrain repeatedly, he will eventually draw enough energy to turn the area to ash, much like a defiler. If a square is used to provide energy for more than three spells in a 24 hour period, the plant life in that square collapses to ash as if it had been defiled. This does not count as a use of defiling. Terrain types affect magic depending on the amount of plant life available. Barren and desolate terrains weaken spells, while fertile and abundant terrains boost spells. Spell save DCs and caster level checks are affected as indicated in Table 1: Terrain Modifiers. In addition, preservers take a -2 penalty to caster level and spell DCs, for their magic is inherently weaker than that of defilers. Magic-users cannot draw energy to cast spells from inside an area that has been defiled. Any attempt to do so means the spell fails. Likewise, any attempt to cast a spell in a completely lifeless area (such as flying too high above the ground) will cause the spell to fail from lack of energy.

Defiling
The choice to defile is a voluntary one, one most often undertaken because it is the quickest and easiest route to power. Certainly, in a straight contest, a defiler will always succeed versus a preserver. But magical power such as that wielded by a defiler comes at a cost, both to the land and to the soul. Defilers cannot be good, and indeed are almost always evil, for to wield their magics they must voluntarily inflict pain and suffering upon those around them, often including their own allies.

When casting a spell using defiling, a magic-user leaves behind an ashen circle of destroyed plant life. The radius is 5 ft. x spell slot level expended. Creatures except the magic-user caught within the defiling radius at casting time experience pain and suffer a –1 penalty to all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round. Plant creatures also suffer 4 hp damage x spell level of the slot expended. Terrain types affect magic depending on the amount of plant life available. Barren and desolate terrains weaken spells, while fertile and abundant terrains boost spells. Spell save DCs and caster level checks are affected as indicated in Table 1: Terrain Modifiers. Magic-users cannot draw energy to cast spells from inside an area that has already been defiled. Any attempt to do so means the spell fails. Likewise, any attempt to cast a spell in a completely lifeless area (such as flying too high above the ground) will cause the spell to fail from lack of energy.

Corruption & Atonement
At any time, a preserver can choose to cast a spell by defiling. This is usually done in a moment of extreme need, when the penalty to caster level from casting a spell via preserving makes taking the risk of defiling acceptable. It should be noted that this is an evil act, as the preserver is wilfully killing plant life and causing pain to living creatures when such is not necessary. It is this wanton disregard for the health of the ecosystem and the needs of those who live there that makes almost all defilers eventually fall to evil.

Any preservers who defile must roll a Will save DC 10 + spell level + amount of times previously defiled. Failing this save, they become defilers. Preservers succeeding the save lose their preserver status and become tainted. Tainted preservers are not defilers, but risk becoming so. Tainted preservers may seek redemption from a druid. The druid, if willing and able, can cast a conversion spell on the tainted preserver, restoring her preserver status (reset the number of times defiled to zero). The preserver loses 100 XP per spellcaster level. Defilers can also seek redemption, but lose 1000 XP per spellcaster level. Usually the defiler must undertake a quest or otherwise demonstrate a true willingness to redeem herself before the druid casts the conversion spell.

Repairing the land damaged by defiling requires the intercession of a nature priest or a druid. The means by which they can reinvigorate flora burnt to ash is by investing the drained terrain with magical energy drawn from another source through the use of the rejuvenate spell, detailed below.

Table 1: Terrain Modifiers
Code: [Select]
Terrain Type   Examples                                           DC Modifier   Caster Level Modifier
-----------------------------------------------------------------------------------------------------
Lifeless       Air, obsidian planes, negative energy plane        Spell Fails   Spell Fails
Desolate       Salt flats, glaciers                               –2            –2
Barren         Boulder fields, stony barrens, scrublands, taiga   –1            –1
Infertile      Cities, rocky badlands, stony barrens, scrubland   +0            +0
Fertile        Verdant plains, savannahs, swamps, mud flats       +1            +1
Abundant       Forests, oceans, gardens                           +2            +2


Spells
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Raze Feats
Raze feats are feats that require the spellcaster to be a defiler, and can only be applied when defiling. Multiple raze feats can be applied simultaneously. For example, a defiler who has Distance Raze, Destructive Raze and Fast Raze can benefit from all of them when casting a single spell. A wizard’s bonus feats can be used to acquire Raze feats if the wizard fulfills the feat prerequisites.
(click to show/hide)

Conservation Feats
Conservation feats are feats that require the spellcaster to be a preserver, and can only be applied when preserving. Multiple conservation feats can be applied simultaneously. A wizard’s bonus feats can be used to acquire conservation feats if the wizard fulfils the feat prerequisites.
(click to show/hide)

Parasite
Parasites are casters who have learned how to drain energy from living creatures, including themselves, instead of plant life. They can come from both preserver and defiler stock, but they are never good, for draining energy from the living has long since robbed them of the capability for remorse or pity.
(click to show/hide)

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #42 on: March 04, 2017, 07:11:23 AM »
Swappable Abilities

So, the goal of this is to create a number of abilities that, while they might not be 100% drop in with one another, are similar enough in balance that they can easily be changed out. There's two primary aspects to this to start, which is the skirmish/sneak attack/etc. line, and the various rages that exist. I've tried to make them all trigger at the same levels as one another in order to make things easier to use. To use this, pick one activation, one type, and all restrictions of a given category (Rage, Precision Damage, Bloodlust).

If there's any type of Rage or Precision Damage I've missed, please let me know.

Rages
A barbarians's anger, a Savage's frenzy, or the mystical focus of a Sohei, all of these are merely aspects of a controlled burst of inner emotion, focused outwards.

Activations
Uses/Day: 1 use every 2 levels (either odds or evens). Duration is 3 + (newly improved) Con modifier rounds.
On Damage Dealt: A character who deals damage in combat against a (living) enemy scents blood, which causes him to fly into a rage the following round. A character cannot end his rage voluntarily. It ends only when all creatures he has wounded in combat are dead or have fled the battle.
On Damage Received: A character who is dealt damage in combat responds by flying into a rage. A character cannot end his rage voluntarily. It ends only when the creature(s) that wounded him are dead or have fled the battle.

Types
Blood Frenzy (Ex): While in a blood frenzy, a character gains +4 to Strength, +4 to Dexterity, and –4 to Armor Class. If his attacks bring an opponent to negative hit points, he immediately gains an additional attack against its fallen foe. At 5th, 10th, 15h, and 20th level, increase the benefits by +2.
Rage (Ex): In a rage, a character temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. At 5th, 10th, 15h, and 20th level, increase the benefits to Strength and Constitution by +2.
Ki Frenzy (Ex): A character gains the ability to focus her ki power into a frenzy of berserk energy. In this frenzied state, she temporarily gains +2 to Strength and +2 to Dexterity. Her speed increases by 10 feet, and she can choose to make a flurry of blows with a full attack action in melee, making one extra attack per round while suffering a —2 penalty on every attack. At 5th, 10th, 15h, and 20th level, increase the benefits to Strength and Dexterity by +1, and increase the bonus to movement by +5 feet.
Frenzy (Ex): While frenzied, a character gains a +6 bonus to Strength and, if she makes a full attack action, gains a single extra attack each round at her highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, she also takes a —4 penalty to Armor Class and takes 2 points of nonlethal damage per round. At 5th, 10th, 15h, and 20th level, increase the benefit to Strength by +3.
Resilient Fury (Ex): A character gains a +4 bonus to Constitution, and damage reduction 2/-. At 5th, 10th, 15h, and 20th level, increase the benefits to Constitution by +2 and the damage reduction by 1/-.

Restrictions
Calm Mind: While raging, a character cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.
Fatigue: At the end of the rage, the character loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. This can only be applied to rages that have a duration, instead of triggering.

Precision Damage
The lethal precision of the rogue, the fast and deadly assault of the scout, or the sudden blade of the ninja.

Activations
Flanking: The character’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks her target.
Dexterity: Whenever a character’s target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the character deals extra damage with her attack.
Movement: A character deals extra damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn.
Accuracy: A character deals extra damage on all attacks she makes when wielding a light or one-handed piercing weapon, and having no weapon or shield in the off-hand.
Psychic: A character deals extra damage on the first attack of each round she makes against a living, nonmindless target.

Types
Sneak Attack/Sudden Strike/Precise Strike (Ex): A character's damage bonus is 1d6 at 1st, and increases by 1d6 every odd level.
Skirmish (Ex): A character's damage bonus is 1d6 at 1st, and increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). At 3rd level, a character's bonus to armour class is +1, and increases by +1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
Flanker's Grace (Ex): A character gains a bonus to speed of +10 feet at 1st, and increases by +10 for every four levels gained above 1st (+20 at 5th, +30 at 9th, +40 at 13th, and +50 at 17th level). At 3rd level, a character's bonus to armour class is +1, and increases by +1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
Psychic Strike (Su): A character's damage bonus is 1d8 at 1st, and increases by 1d8 for every five levels gained above 1st (2d8 at 5th, 3d8 at 10th, 4d8 at 15th, and 5d8 at 20th level).

Restrictions
Living: Damage only applies against creatures that are not immune to criticals.
Range: Precision damage only applies within 30 feet of the target.

Bloodlust
Bloodlust is kind of off on its own, as it's halfway between a rage and precision damage. It follows the Skirmish pattern, but does not deal precision damage.

Activations
Damage: A character deals additional damage against any creature or object that has already been dealt damage this round.

Types
Bloodlust (Ex): A character's damage bonus is 1d6 at 1st, and increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). At 3rd level, a character attack bonus is +1, and increases by +1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).

Restrictions
Living: Damage only applies against living creatures.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #43 on: March 04, 2017, 07:18:35 AM »
These are most of the general feats I've created over the years. I've tried to clean out any that are in some way tied to one of my systems. There's also a few that are rebuilds of existing crapping PHB feats.

Feats

Aberrant Transfer [Psionic]
You can gain a supernatural ability of a metamorphed aberration form.
Prerequisites: Manifester level 5th.
Benefit: Each time you change your form, such as through the metamorphosis power, you gain one of the new form's supernatural abilities, if it has any. You gain uses equal to the creature into which you metamorph (You are still subject to other restrictions on the use of the ability.) The save DC to resist a supernatural ability gained through Aberrant Transfer (if it is an attack) is 10 + your Cha modifier + 1/2 your Hit Dice. This supernatural ability must come from an aberration.
Normal: You cannot use the supernatural abilities of creatures whose form you assume.
Special: You can gain this feat multiple times. Each time, you gain one additional supernatural ability. You cannot choose the same ability twice.

Aberration Hunter [Psionic]
You strike with the knowledge of the peculiar vulnerabilities of aberrations.
Prerequisites: Str 13, Int 13.
Benefit: To use this feat, you must expend your psionic focus. For your next attack, your weapon is treated as if it had the aberration bane quality. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

Anomalous Voice [Psionic]
Your voice is unnatural, twisted and altered by strange changes within your vocal apparatus. The resulting sound is painful to all who hear it.
Prerequisites: Bardic music ability, Perform (Sing) 9 ranks.
Benefit: By expending a single use of your bardic music ability, you may cause a creature within 30 feet of you to save against a DC of 10 + one half your perform ranks + your Charisma or become nauseated for as long as you continue to sing.

Always At Hand
Prerequisites: None
Benefit: The character always has something around that can help with just such a situation. If he spends one round crafting a tool, he can then gain a +2 untyped bonus on his next skill check. The tool then breaks.

Ancient Materials
Skilled in the use of weapons from the past, you are more accustomed to them than to modern weapons.
Prerequisites: BAB +2.
Benefit: Whenever you use a weapon made of stone, bone, wood, or other early materials, you gain a +1 bonus to your attack roll, and a +3 bonus to damage.

Arachnid Heart
Prerequisites: None
Benefit: You have a long-standing bond with spiders and their ilk. If a spider is about to attack you, you may make a Charisma check (DC 10). If the check succeeds, that spider refuses to attack you for 24 hours, unless you or an ally attack it. You also gain a +4 bonus on climb checks.

Artisanal Creation
Prerequisites: Craft 4
Benefit: When crafting an item, you no longer need to make skill checks for mundane or masterwork items, and any mundane or masterwork item you craft grants the user a +1 competence bonus on any rolls using the item. However, the time needed to craft the item is 1 hour longer.

Axethrower
Prerequisites: None
Benefit: When you make a ranged attack with a thrown weapon (axe, spear, javelin, or the like), you may add your Strength bonus instead of your Dexterity bonus to the attack roll. In addition, on your turn, before making any attack rolls, you can choose to subtract a number from all thrown weapon attack rolls and add the same number to all thrown weapon damage rolls. This number may not exceed your base attack bonus. The penalty on attack rolls and the bonus on damage rolls applies until your next turn.

Blood-Spiked Charger
Prerequisites: Power Attack, Str 13, BAB +3, Proficiency with spiked armor and spiked shields
Benefit: You throw yourself into the fray, using your spiked armor and spiked shield to tear your opponents to pieces.
Spiked Avalanche: When charging while wearing spiked armor and carrying either a spiked shield or nothing in your hands, you can throw yourself into the air, transforming into a deadly, spiked projectile. A successful attack at the end of the charge with either your spiked shield or your spiked armor deals extra damage equal to twice your Strength bonus. You can attack with both your spiked armor and a spiked shield on this charge, each one benefiting from the Strength bonus, but you take a -2 penalty on each attack. This does not incur any penalties for two weapon fighting.
Spiked Rebuke: When you are carrying a spiked shield, you can lash out at your foes with your shield in response to their attacks. Determine what your AC would be without your spiked shield. If an opponent's attack hits against this lower AC but misses against your actual AC, you may make an attack of opportunity against that foe with your spiked shield.
Spiked Slam: As a standard action when you are wielding a spiked shield, you can opt to make only a single attack at your best base attack bonus. You brace yourself behind your spiked shield, drive yourself forward, and slam into your foe. You enter your foe's space, knocking them backwards five feet. Your attack deals extra damage equal to twice your Strength and an additional 1d6 per size category (small is 1d6, medium 2d6, and so on).

Bow and Blade
You shift seamlessly between fighting with a bow and a blade, shooting an arrow one moment and stabbing the next.
Prerequisites: Dexterity 13, BAB +1.
Benefit: You can wield a bow with a light weapon in your off hand, without incurring any penalty to ranged combat. You may sheathe and draw the bow and light weapon at the same time as a free action.

Clash of Blades
You lock blades with your opponent, challenging him to a test of strength.
Prerequisites: Strength 14, BAB +2.
Benefit: As a standard action, you lock your blade with that of an enemy you threaten, and neither of you can move or attack this turn. At the end of the round, make an opposed Strength check. The loser is knocked back 5' for every 5 points he lost the check by. This can only be used against any given enemy once per encounter.

Cleave
Prerequisites: BAB +1
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. If your BAB is +6 or better, you can take a 5-foot step between each attack.

Cluttered Throat [Metapsionic]
You can shift the origination point of your vocal powers.
Benefit: To use this feat, you must expend your psionic focus. When you do so, you may choose the origination point and direction of the power you manifested. It must have the sonic descriptor. The point of origin may be up to 5 feet per manifester level away from you. Using this feat increases the power point cost of the power by two. The power's total cost cannot exceed your manifester level.

Consumptive Fetish
Prerequisites: Must have consumed a sentient creature (Intelligence score of 3 or greater) fully, living or dead.
Benefit: You have a taste for the forbidden flesh of the living, eating their bodies, sometimes dead, but often as it squirms in your grasp. Whenever you eat a sentient creature, you gain 1d4 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1. These benefits last for one hour. If the creature was alive at the beginning of the consumption, the benefits are doubled. It takes one minute to consume a medium sized creature.

Crafty Offense
You flip your weapon from hand to hand as you strike, distracting and unnerving enemies.
Prerequisites: Dexterity 13, Charisma 13, Bluff 5 ranks.
Benefit: During a full attack action, you may feint once as a free action. If you succeed, instead of the normal effect your foe takes a -1 penalty to AC against your next attack for every 2 points by which you succeeded at the opposed skill check. Each time you use this ability against the same foe in the same combat, he gains a cumulative +10 bonus on the sense motive check. (+0 on the first, +10 on the second, +20 on the third, etc.).

Crossbow Expert
Prerequisites: BAB +3, Point Blank Shot, light or heavy crossbow proficiency
Benefit: You are skilled in lining up accurate, deadly shots with your crossbow. Perhaps you add custom-made sights to your weapon, or you have learned to maximize the stability and precision the weapon offers.   
Punch Through: When you make a ranged attack with a crossbow, you can instead choose to unleash a single, mighty attack that blasts through multiple opponents. This attack requires a standard action, and your shot takes the form of a 60-foot line. Make a separate attack roll against each creature in the line. If struck, creatures along this line take damage from your shot, including any applicable extra damage (such as from a sneak attack or a flaming weapon).
Melee Archer: You provoke no attacks of opportunity for using a crossbow in melee combat. In addition, you threaten the squares adjacent to you as if your crossbow was a melee weapon.
Crossbow Sniper: You gain a bonus on damage rolls equal to your Dexterity bonus. If you have the skirmish or sneak attack ability, the maximum range at which you can make such attacks increases to 60 feet. In addition, the time required for you to reload your crossbow is reduced to a free action. The reloading change does not apply to a ponderous arbalest.

Custom Fitment
Prerequisites: Craft 6
Benefit: When crafting an item, you design it for a single individual, tweaking it so that it fits them just so. However, this usually makes it more difficult for anyone else to use. A custom fitted item grants the individual it was designed for a +1 competence bonus on any rolls using the item. Anyone else using the item takes a -1 penalty on all rolls using the item.

Deatheater
You have chosen to consume nothing but the rotting flesh of the long dead
Prerequisites: Must have spent a month living on nothing but carrion
Benefit: You become immune to mundane (non-magically caused) diseases. In addition, you gain a temporary +2 bonus to constitution and strength for one hour whenever you consume a pound or more of rotting flesh. You may gain this benefit a maximum of three times per day.

Dodge
Prerequisites: Dex 13
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses and all other benefits of this feat. Also, dodge bonuses (such as this one and a dwarf's racial bonus on dodge attempts against giants) stack with each other, unlike most other types of bonuses. While fighting defensively, you can attempt to negate a single attack made by the target of your Dodge feat. If this opponent attacks you, use an immediate action to make a d20 roll modified by your highest base attack bonus. The result is used as your normal AC and touch AC against that single, specific attack from your opponent. You cannot use this feat if your Dexterity bonus to AC does not apply against your opponent's attack. At BAB +6, you may designate a second target against whom your dodge bonus applies. In addition, after making a single melee attack, you can use the withdraw action (moving up to twice your speed) as a move action. Once per round, when you make an attack of opportunity, you may take a 5-foot step after you attack. This 5-foot step doesn't count against your limit of one 5-foot step per round or against any movement you take on your turn. You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. At BAB +11, you gain a +1 competence bonus on attack rolls against designated foes. When a melee attack by one of your dodge targets misses you, that attack has a chance to strike another target of your choice that is both adjacent to you and within the attacker's reach. The attacker uses the same attack roll for the redirected attack. You may use this once per round. If there are no other targets adjacent to you and within the attacker's reach, you can't have attacks strike others. At BAB +16, your dodge benefits apply against any enemy you threaten. In addition, you no longer provoke attacks of opportunity for movement from those you threatened at the beginning of your turn.

Dwarven Shield Specialist
Prerequisites: BAB +3, exotic shield proficiency, Improved Shield Bash
Benefit: As a warrior, much of your combat training has focused around the use of your shield as a weapon, relegating your axe to secondary status.
Slam of the Stars: As a standard action or as a charge action, you may make an attack with your shield against an opponent. If you hit, you force the target damaged by this attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) in addition to dealing damage normally. A defender who fails this saving throw is dazed for 1 round (until just before your next action).
The Ground Rushes Upward: If you hit an opponent with your shield as part of a charge action or a shield bash, in addition to dealing damage normally, you may make a trip attack without provoking an attack of opportunity. If you lose, the defender does not get to try to trip you in return.
Agile Shield: When making a shield bash and armed strike attack as part of a full attack action, you take a -2 penalty on each attack. These penalties replace the normal ones you incur for fighting with two weapons.

Elemental Gestalt
Prerequisites: BAB +3 or Caster level 3, Energy Affinity
Benefit: You are skilled in mixing together elemental attacks in order to confuse and bewilder your opponents. The elemental energy can be from any source, and you must affect the target with both types in either the same round or on consecutive rounds. DC for all effects is 10 + 1/2 character level + primary attribute modifier for the chosen attack form (Strength or Dexterity for physical attacks, or the appropriate spellcasting attribute).
Acrid Fumes: You strike with acid followed by fire. The flames turn some of the lingering acid into choking, sickening fumes. Any living creature damaged by both elements is nauseated for 1 round. Those who make a successful Fortitude save are sickened for 1 round instead. Treat this as a poison effect for the purpose of save bonuses and immunities.
Ooze Burst: You strike with fire followed by sonic. Any creature struck by both elements spend the following round coughing, and treat the square they are in as affected by fog cloud for one round. In addition they must save or go blind for one round.
Improved Conduction: You strike with cold followed by electricity. The lingering cold more effectively conducts the electricity, temporarily fatiguing creatures. Living creatures damaged by both elements are slowed for 1 round (as the slow spell). Creatures that make successful Fortitude saves are fatigued for 1 round.
Sparking Flames: You strike with fire followed by electricity. The electricity reignites the flames, setting the affected creatures on fire.

Energy Affinity
You favor one specific energy type over all others.
Prerequisite None
Benefit: Choose one type of energy to become your privileged energy: acid, cold, electricity, fire, or sonic. Any time you deal damage of your chosen energy type, you deal an extra 1 point of damage per die.
Special: You can choose this feat multiple times. Each time it applies to a different type of energy.

Fencer's Song
Prerequisites: Perform (Sing) 6, Bardic music ability
Benefit: By expending one of your daily uses of bardic music, you may sing the ballad known as the Fencer's Song. Activating a Fencer's Song is a free action. Once activated, your weapons threat range doubles (this does not stack with other effects), and you gain the ability to ignore any effect or ability that prevents precision damage or critical hits. You cannot use this feat if you are carrying a shield, wearing medium or heavy armor, carrying a medium or heavy load, or using a weapon other than a piercing weapon that qualifies for Weapon Finesse. A Fencer's Song lasts for a number of rounds equal to your ranks in Perform (Sing). When the Fencer's Songe ends, you become fatigued for the next 10 minutes.

First into Battle
Pleasure in battle is one of your great strengths, and none are faster into combat than you.
Prerequisites: Dexterity 15.
Benefit: If you are the first creature to make a successful melee attack in an encounter, you gain a +2 morale bonus to attack rolls and a +4 morale bonus to damage rolls for the remainder of the encounter.

Fractured
Your bones are crippled and weak, but your mind has compensated.
Prerequisites: Constitution of less than 13.
Benefit: Your constitution shrinks, and you lose 2 points permanently. You gain 1 point in intelligence, wisdom, and charisma.

Fraternal Soul
You can have learned how to engage with incarnum to boost similar spells to those you have memorized
Prerequisite: Con 13, must cast spells using a spellbook
Benefit: Once per day, you can invest essentia into this feat. Whenever you cast a spell that shares a subschool or descriptor with another spell you have memorized, you gain a +1 bonus on your caster level for every other spell you have memorized, up to a maximum equal to the number of points of essentia invested in this feat. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia.

Gibbering Telepathy [Psionic]
You have learned to communicate mentally, but the result is not always what you wish.
Prerequisites: Manifester level 6th.
Benefit: You gain telepathy with a 100 foot range. However, all speech is communicated only in thoughts that aberrations can understand, and any who are not aberrations have a 10% chance per contact of becoming confused for one round, as the strain of the gibbering and grating voices in their head causes them to lose focus. They may succeed at a will save of 10 + your Wisdom modifier to resist this effect. Creatures need only make a single save each round.

Greater Two Weapon Fighting
Prerequisites: Improved Two Weapon Fighting, BAB +11
Benefit: You get a third attack with your off-hand weapon. When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +3 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +6. When making an attack of opportunity, you may make an attack with your off hand against the same target at the same time. You must decide before your first attack roll whether you want to also use your off hand. If you do, both attacks take the standard penalties for fighting with two weapons. When fighting with two weapons and using the full attack option, you can on your action decide to attack normally or to sacrifice a number of your off-hand attacks for that round in exchange for a +2 dodge bonus to your AC per attack sacrificed. If you take this option, you still suffer penalties on your attacks as if you were fighting with two weapons. If you are also using a buckler, its AC bonus stacks with the dodge bonus.

Greater Spell Focus (Descriptor)
Prerequisite: Spell Focus (Descriptor) in the chosen descriptor.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells possessing the descriptor you select. This bonus stacks with the bonus from Spell Focus (Descriptor).
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new spell descriptor.

Hammer of Thunder
Prerequisites: BAB +3, Two Weapon Fighting, Improved Trip
Benefit: You have learned how to combine your weapons for a variety of effects
Anvil of Thunder: If you hit the same creature with both an axe and a hammer in the same round, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or be dazed for 1 round.
Hammer's Edge: If you hit the same creature with both a sword and a hammer in the same round, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or fall prone.
High Sword Low Axe: If you hit the same creature with both a sword and an axe in the same round, you may make a free trip attempt against that foe. (If you succeed, you may immediately use your Improved Trip feat to gain an additional attack against your foe.)

Handwright
Prerequisites: Craft 6
Benefit: When you take this feat, select a single category of magical items, such as Rings, or Arms and Armour. When crafting an item from this category, crafting takes only 75% of the normal time, and you pay only 75% of the cost of the item.
Special: You may take this feat multiple times. Each time select a new category of magical items.

Hunter's Strike
Many long years using a bow to find food has taught you how to prevent prey from running away.
Prerequisites: BAB +4
Benefit: As a standard action, you may make a single attack with a +2 bonus.  If it succeeds, your foe suffers a -4 penalty to his Dexterity score, and his speed is reduced by 50%.  The penalties last until your foe is the beneficiary of at least 1 point of healing, or a successful DC 15 Heal check.

Improved Two Weapon Fighting
Prerequisites: Two Weapon Fighting, BAB +6
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it. When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +2 shield bonus to your Armor Class. When you are fighting defensively or using the total defense action, this shield bonus increases to +4. If you successfully hit an opponent with both of the weapons you wield, you deal extra damage equal to 1d6 + 1-1/2 times your Strength bonus. This extra damage is treated as the same type that your off-hand weapon deals normally for the purpose of overcoming damage reduction and other effects related to damage type. When making a full attack action against an opponent with a shield, you may give up your first off-hand attack. If you do, you momentarily pin your opponent's shield with your off-hand weapon, and your foe gains no Armor Class benefit from her shield until the end of your action.

Innocence Amid Profanity [Psionic]
You have sheltered your mind from the vicious attacks of those who would harm it.
Prerequisites: Wis 15.
Benefit: By expending your psionic focus, you may delay the impact of any ability burn, damage, drain, or penalty to your Intelligence, Charisma, and Wisdom statistics by one minute. This does not delay any other effects from the same power or ability. This is an immediate action.

Ironguard Soldier
Prerequisites: BAB +3, membership in the Ironguard, dwarven war axe, exotic armour, and exotic shield proficiency
Benefit: Trained in the techniques of the Ironguard of the Tokunnir, you have become a masterful defensive combatant. When using a dwarven war axe while using an exotic shield and armour, you gain access to the options listed below.
Fear No Arrow: Whenever you are the target of a ranged attack, you may take an immediate action to deflect it, provided you are not flat-footed. This does not apply against boulders, siege weapons, spells, or other unusual ranged attacks.
Come to Me: You also gain one half your armour bonus as a bonus to attack rolls in any round you have not moved. In addition, when an enemy draws an attack of opportunity from you, you may make a shield bash in addition to the normal attack. This does not incur any penalties for two weapon fighting.
Resilience of Iron: You gain damage reduction of X/-, where X is equal to one half your armour bonus.

Joyous Chant
Prerequisites: Bardic Music
Benefit: You have found your purpose in life in the celebration and memories of music. Any Bardic Music or similar you create has any morale benefits increased by +1, and the effects of any morale boosting song linger for 1 round longer than normal.

Joyous Chant
You lead a mighty chorus to the heavens, heartening your friends against the coming frenzy.
Prerequisites: Charisma 13.
Benefit: As a swift action, you can begin a joyous chant.  While chanting, all allies who can hear you gain a +1 bonus to saves against fear, which increases by +1 for every five other allies who chant with you.  This bonus lasts as long as you keep chanting, although the bonus may decrease due to number of people chanting.  In addition, whenever an ally joins the chant, you are buoyed up and gain a +1 morale bonus to attack and AC for one round (you cannot gain this benefit more than once from a given ally during any particular chant).

Keeping Score
You track the enemies you have killed in combat, your prowess increasing as each falls before you.
Prerequisites: BAB +2.
Benefit: You gain a cumulative +1 bonus to AC and +1 bonus to damage every time you slay a total number of Hit Dice of creatures equal to half your class level.  Whenever you go more than one hour without slaying a creature, the benefit resets to zero.

Knife in the Back
Prerequisites: Sneak Attack 1d6
Benefit: Your sneak attack dice increases by 1d6. However, any dice granted by this feat do not count towards any prerequisites.
Special: You can take this feat multiple times.

Knock Aside
You stride forward, striking aside foes who stand between you and your goal.
Prerequisites: Strength 16.
Benefit: When you strike a foe for 10 or more damage, you make a free bullrush attempt that does not cause an Attack of Opportunity to move that foe one square to the left or to the right. You may make an additional 5' step into the square that the foe was knocked out of.

Last Surge
Wounded and bloody, your stature grows, and you stand tall, thrusting aside lesser men as if they were kindling.
Prerequisites: Constitution 13.
Benefit: If you have less than 25% of your total hit points remaining, you gain a +1 bonus to attack rolls, a +2 bonus to damage, a +1 bonus to AC, and a +1 bonus to to all saves for every 5% under 25% (minimum of one boost).

Lessons of the Forebearers
Prerequisites: Knowledge (History, Arcana, or Religion) 11.
Benefit: By making a DC 25 Knowledge check as a swift action, you remember some fragment or flash of insight that the old ones had about the particular situation that you find yourself in. You gain a +2 bonus on the next action that you make. This ability can be used once every 5 rounds.

Lore of the Lost
Prerequisites: Knowledge (History, Arcana, or Religion) 9.
Benefit: When you choose this feat, pick a particular race to whom the lost incident applies. When interacting with members of that race, if you succeed at a DC 20 knowledge check, you gain a +2 bonus to all social interaction skills (Bluff, Persuade, Intimidate, Sense Motive). You may only gain this benefit once with each individual member of a race.
Special: You can take this feat multiple times. Each time you take the feat after the first time, you may either choose a different race, or increase your bonus in regards to a specific race by +2.

Master And Slave [Psionic]
You have altered the call slightly, and now draw in more abnormal thralls.
Prerequisites: Thrallherd class ability.
Benefit: When you call a new thrall for your thrallherd or twofold master class abilities, you now call aberrations, rather than more normal creatures. Your old followers slowly die off and are replaced by aberrant creatures of the appropriate rating as well.

Mental Rigour [Psionic]
You have learned to take what affects you, and use it as a weapon against your twisted foes.
Prerequisites: Manifester level 5th.
Benefit: While you are under the effect of a power or spell that grants traits taken from an aberration, you gain a +1 bonus to attack and damage against aberrations, or +1 DC on your powers against aberrations. You may expend your psionic focus to gain a bonus on attack and damage or DCs equal to one half the level of the highest power that grants you aberration traits. This increased bonus lasts for one round.

Mental Twilight [Psionic]
You dream up the dark things in your mind, all that haunted and haunts you.
Prerequisites: Wis 13.
Benefit: When manifesting a power or making an attack, you may expend your psionic focus to add the fear descriptor to the strike. If the foe (or foes) is struck by your power or attack, it must make a will save against 15 + your Charisma modifier or become shaken for one round. Creatures not of your race gain a +2 bonus on this save.

Mighty Thewed
You use your massive strength to bludgeon your foes, hitting them so hard that their weapon falls from their grasp.
Prerequisites: Strength 18.
Benefit: Whenever you strike a foe for 15 or more damage, you may make a free disarm attempt against that foe.  Your opponent may not attempt to disarm you if your disarm attempt fails.

Mind Of Unknowable Thought [Metapsionic]
Your body has begun its transformation. Your mind must follow.
Prerequisites: Knowledge (dungeoneering) 11, Writhing Mind, Writhing Body, cannot be of aberration racial type.
Benefit: Your mind begins to twist into the abnormal thought patterns of the aberration. By expending your psionic focus, you increase the DC by 1 of a power from the telepathy discipline, and treat the power as if it had one more power point invested in it. This can exceed your manifester level.
Special: You have a 50% chance of being affected by effects that target aberrations.

Music of the Joust
Prerequisites: Perform 6, Bardic music ability
Benefit: By expending one of your daily uses of bardic music, you or one ally you designate receives a damage bonus to their next charge attack equal to twice your Charisma modifier. This is a free action, and can be used once per round. If this has not been used by the end of the targeted creature's next turn, the bonuses dissipate.

Nature's Avenger
Prerequisites: Sneak Attack 3d6
Benefit: All sneak attack dice now deal elemental damage. You must choose from acid, cold, electricity, or fire damage upon taking the feat. This choice is permanent. This does not allow you to sneak attack a creature you normally would not be able to.

Nibble Away
Unlike some of your berserk friends, you have learned to weaken and then kill a foe with many small strikes.
Prerequisites: Dexterity 13, BAB +2.
Benefit: Whenever you successfully strike a creature but do 5 or less damage, you gain another attack at the same attack bonus with a -3 penalty.

Perfect Two Weapon Fighting
Prerequisites: Greater Two Weapon Fighting, BAB +16
Benefit: When making a full attack, you can make as many attacks with your off-hand weapon as with your primary weapon, using the same base attack bonus. You no longer take the normal penalties for fighting with two weapons. When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +4 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +8. You gain the benefit of any one weapon style feat that requires two weapon fighting, regardless of its other requirements and the type of weapon(s) necessary.

Phalanx Fighting
Prerequisites: BAB +1, heavy, tower, or exotic shield proficiency
Benefit: You are trained at fighting in ranks and files.
Shield Wall: If you are using a heavy shield and a one-handed weapon, you gain a +2 bonus to your Armor Class. If you are within 5 feet of an ally who is also using a heavy shield and one-handed weapon and who also has this feat, you may form a shield wall. A shield wall provides an extra +4 bonus to AC and a +1 bonus on Reflex saves to all eligible characters participating in the shield wall. In addition, any creature threatened by two or more allies in a shield wall is treated as flanked.
Formation Expert: To use this maneuver, you must be within a single move of an ally who is rendered helpless or dying, and every square between you and the fallen comrade must be empty or occupied by an ally. You can immediately take a single move action (as if you had readied an action to do so) to move into the square the fallen ally occupies.
Pile On: If your ally attacks and hits an enemy you and he are flanking, you can make an immediate attack of opportunity against that target. You gain the attack of opportunity only on the first successful attack.

Pierce the Hide
You have fought for long years against animals and men who wear hides, and have learned how to easily penetrate their defenses.
Prerequisites: None.
Benefit: You gain a +2 attack bonus against foes in light armour, and a +1 attack bonus against foes in medium armour. For creatures wearing no armor, treat their natural armour as the appropriate armour type for this ability, with natural armor bonuses of +1 to +3 equivalent to light armor, +4 to +5 as medium, and +6 or more as heavy.
Special: Must be wielding a piercing weapon.

Quick Afoot
You dance around a foe, frustrating his attacks and reply with jabs and thrusts of your own.
Prerequisites: Dexterity 15.
Benefit: Each time a foe swings at you and misses, you may make a 5' step around the foe (You must remain within his reach) that does not generate an Attack of Opportunity. For each step made, you gain a cumulative +1 bonus on attacks this round.

Quick Draw
Prerequisites: BAB +1
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill, page 81) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). If you draw a light weapon and make a melee attack with it in the same round, you catch your opponent flat-footed (for the purpose of this attack only). You may use this feat only once per round and once per opponent during any single combat encounter. If an opponent provokes an attack of opportunity from you, you can draw a weapon as an immediate action to deliver the attack of opportunity. That opponent is treated as flat-footed against the attack.

Razor-Edged Shield
You have taken a sharpening stone to the edge of your shield, leaving it with a bladed edge to cut unwary foes.
Prerequisites: None.
Benefit: As part of a full attack action, you may make a single attack with a heavy or larger shield that you wield, treating it as a short sword with an enhancement bonus equal to the shield's enhancement bonus.  You retain your shield bonus to AC, but suffer a -2 penalty on all attack rolls made during the round.

Reachstrike
Prerequisites: BAB +1, Power Attack, proficiency with a polearm
Benefit: You have mastered the style of fighting with a polearm, and can use all parts of the weapon - blade, spike, hook, or butt - to strike devastating blows.
Spinning Halberd: When you make a full attack with your polearm, you gain a +1 dodge bonus to your Armor Class as well as an additional attack with the weapon at a -2 penalty. This attack deals points of bludgeoning damage equal to 1d6 + 1/2 your Strength modifier.
Stonebreaker: If you hit the same creature with two attacks in the same round, you can rend as a swift action. This attack deals base damage from your polearm + 1-1/2 times your Str bonus.
Swift Grip: As part of a full-attack action, you can make one attack with a pole arm as if it had reach, allowing you to strike an opponent 10 feet away. If the pole arm already grants reach, treat its reach as if it extended 5 feet farther. Alternately you can choose to lose the benefit of reach with your polearm. In return, you can use that weapon to threaten and attack spaces adjacent to you.

Resilient Health
Prerequisites: Fast Healing class feature.
Benefit: In addition to the bonus provided by your fast healing class feature, you are able to heal ability damage at the rate of one point an hour.

Savage Fury
You take a furious joy in combat, revelling in each thunderous blow, a giddy frenzy that allows you to dance through combat, accepting blows unthinkingly.
Prerequisites: None
Benefit: Each time you strike a creature and deal 10 or more damage to it, you gain 5 temporary hit points from battle lust.  The temporary hit points granted by this feat stack with each other, and last until the end of the encounter.
Special: You cannot fight defensively or take the Total Defense action, and each round must attack the nearest enemy creature if able.

Schooled by the Forebearers
Prerequisites: Knowledge (History, Arcana, or Religion) 16, Lessons of the Forebearers
Benefit: By making a DC 40 Knowledge check as a swift action, you recall the exact action that is required to escape from the problem in which you find yourself. You gain a +4 bonus on the next action that you make. This ability can only be used once every 5 rounds.

Shaman's Rites
Prerequisite: 3rd level spellcasting, able to cast Summon Nature's Ally V
Benefit: The shaman gains three rites, which he may perform to help and to benefit his allies. Each of these takes 10 minutes to perform, and affects one ally per caster level. All allies must be within 50 ft.
  • Cloaking Mists: By expending a 4th level spell slot, the shaman may protect his allies in deep clouds and dark mists. Each affected ally is surrounded by a fog cloud spell that moves with the target as the target moves, and is not dispelled by wind. Treat the fog cloud spells as if the shaman just cast them.
  • Winds of Fortune: By expending a 5th level spell slot, the shaman may wrap his friends in a swirling, warm, gust, that protects and envelopes them. Any ranged attack against an affected ally is treated as if that attack had passed through a wind wall spell. All allies affected by the winds of fortune gain a +2 luck bonus to attacks, damage, saves and skills. These bonuses, including the wind wall lasts for one round per caster level of the shaman.
  • Friends and Guardians: By expending a 6th level spell slot, the shaman may give to each of his allies a guardian creature, taken from the Summon Nature's Ally V list. Treat those creatures as if the shaman had just summoned them.
Shattermace
Prerequisites: BAB +3, Power Attack, proficiency with a mace
Benefit: You smash through the enemy ranks, using a mace as your weapon of choice
Can Opener: Once per round you can declare that a melee attack you make with a mace, heavy mace, or warmace against an enemy is intended to open the enemy's defenses. You must declare this attempt before you roll your attack, and the attempt is wasted for the round if the attack misses. If the attack hits, your allies gain a +2 morale bonus on attack rolls and damage rolls against that enemy until the start of your next turn.
Lightning Mace: Whenever you roll a threat on an attack roll while using a mace, you gain an additional attack at the same attack bonus.
Three Mountains: If you strike the same creature twice in the same round with your mace it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or be nauseated by the pain for 1 round.

Shattered Skeleton
Your body cannot resist the heavy blows of combat.
Prerequisites: Constitution of less than 13.
Benefit: You take an extra 1d6 damage from any bludgeoning weapon. However, the weakened body has strengthened your mind, and you gain a bonus on all intelligence, charisma, and wisdom based skills equal to 1/4 your character level, minimum 1.

Shield-Breaking Strike
You hammer away at your opponent, swinging as much at his shield as at him.
Prerequisites: BAB +3.
Benefit: Each time you swing at a creature using a shield or armour and miss by an amount equal to or less than the opponent's shield plus armour bonus to AC, roll damage normally. Apply half of the damage rolled to the shield (minus hardness), and one-quarter of the damage as bludgeoning damage to the target as you crush through its defences. If there is no shield, apply the half damage to the armour (minus hardness).

Slip Away
Prerequisites: Sneak Attack 1d6
Benefit: By forgoing the damage from a sneak attack, you may instead move 5 feet for every 1d6 die you have forgone. This movement is a free action that does not provoke an attack of opportunity from the creature you struck. It otherwise provokes attacks of opportunity as per normal.

Spell Focus (Descriptor)
Benefit: Add +1 to the Difficulty Class for all saving throws against spells possessing the descriptor you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new spell descriptor.

Spring Attack
Prerequisites: BAB +2
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack. At BAB +6, you may designate two foes rather than one. Your movement does not provoke attacks of opportunity from either of these foes. You can make a second attack as part of your attack action. You can use both attacks against one of the opponents targeted with this feat, or split your attacks between them. At BAB +11, you may designate a third target to be affected by this feat. You can make a third attack as part of your attack action. You can use all attacks against one of the opponents targeted with this feat, or split your attacks between them. At BAB +16, you may designate a fourth target to be affected by this feat. You can make a fourth attack as part of your attack action. You can use all attacks against one of the opponents targeted with this feat, or split your attacks between them.

Steadfast Bulwark
Prerequisites: BAB +3, heavy or exotic armour proficiency
Benefit: You apply your Constitution modifier to damage in any round in which you do not move and are wearing heavy or exotic armour. In addition, you gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Step Into It
You move forward into your blows, adding momentum to your striking.
Prerequisites: BAB +3.
Benefit: After you have made a 5' step towards a foe, if you strike him, you gain a +5 damage on your first strike. The step must be towards the foe, and not laterally around it.

Throwing Charge
You have learned how to distract and wound a foe as you charge him, flinging a weapon at him as you charge.
Prerequisites: BAB +2.
Benefit: As part of a charge attack, you may make a single attack with a thrown weapon at any point during your movement against the creature you target with your charge, then draw a melee weapon as a free action. You gain the normal attack bonus from charging on your thrown attack.  If you hit with your thrown weapon, the targeted creature cannot set versus a charge.

Throwing Savant
Prerequisites: BAB +3, Axethrower, throwing weapon proficiency
Benefit: Throwing savants depend on quick reflexes, good planning, and deadly aim.
Two with One Blow: Whenever you make a thrown weapon attack against an opponent, if there is another foe within 10 ft. of the initial target, you may take a —4 penalty on the attack roll and attempt to hit both opponents at once. The attack may hit either, both, or neither opponent depending on the roll and the Armor Class of each opponent. Damage for each opponent is resolved separately. If the attack roll results in the threat of a critical hit, roll to confirm each critical hit separately.
Lightning Ricochet: You can throw your weapon at a nearby foe and command it to immediately bounce back to your grasp. Any time you make a ranged attack with a thrown weapon on your turn, the weapon immediately returns to you, and you can catch it as a free action. This ability allows you to make a full attack entirely with thrown weapon attacks, or with a mix of thrown and melee attacks.
Storm of Throws: As a full-round action, you may throw a throwing weapon at your full base attack bonus at each opponent within 30 feet. All weapons thrown need not be the same type; for instance, a human could throw a mix of daggers, darts, and throwing axes.

Time's Quickness
Prerequisites: This feat can be taken at first level only.
Benefit: You permanently lose two points of constitution, and they can never be restored. You gain a +4 bonus to initiative, and a 5' bonus to speed.

Tortoise Hammer
You have learned to accept blows in order to respond with your own.
Prerequisites: Strength 14, Constitution 12.
Benefit: You may only use this feat while wearing heavy armor and a heavy or larger shield, and wielding a bludgeoning weapon.  Whenever an attack would have hit you except for the AC provided by your shield, you may make a counter attack with your bludgeoning weapon at a -5 penalty. You may do this a maximum of once per round.

Trampling Charge
You cut a swath through your enemies, bowling them aside like so many sticks.
Prerequisites: Strength 16.
Benefit: You may make a special charge at a single square no more than twice your speed away.  The normal restrictions on making a charge apply, except that your target square need not be adjacent to an enemy, and your charge can move through squares occupied by opponents.  Make a trip attempt with a +3 bonus against each opponent you pass within 5 feet of at any point along your movement.  You do not need to make a touch attack to initiate the trip, and your opponents do not receive attacks of opportunity to prevent the trip attempt, nor can they attempt to trip you back if your attempt fails.  However, you provoke attacks of opportunity due to your movement as normal, and any creature making such an attack gains a +4 bonus to the attack rolls and +2 to the damage rolls against you. If your target square is adjacent to an enemy, you may attack normally at the end of a charge.
Note: If you have the Improved Trip feat, you cannot make an immediate attack against any creature you successfully trip.

Trophy Collector
You wear trophies taken from defeated foes, strung in a necklace or hanging from your armour, in an attempt to intimidate foes.
Prerequisites: Constitution 13.
Benefit: The stench of your defeated foes sickens enemies within 5 feet of you who fail a Fortitude save (DC 10 + 1/2 class level + Constitution modifier).

Twisted Body, Twisted Mind [Psionic]
You have completed the transformation into the thing that should not be.
Prerequisites: Knowledge (dungeoneering) 14, Mind of Unknowable Thought.
Benefit: You have completed your transformation, and your type changes to aberration. When you select this feat, choose a single aberration type. By expending your psionic focus, you become the aberration as described in its stat block, except that you retain your own hit points, mental stats, and feats. The aberration form is advanced so that its hit dice equals your level, but it does not gain extra feats from this advancement. Items are subsumed into the body of the creature and cease to function, unless the items are affected by a Wilding Clasp or have similar properties. You may manifest at your normal level -2. This transformation and the reduced manifester level lasts for 5 rounds.

Two Weapon Fighting
Prerequisites: Dex 15 or BAB +1
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2. When you are making a charge and wielding weapons in both hands, you can attack with both of your weapons. If you do so, you lose the bonus on attack rolls normally granted by a charge. The -2 penalty to AC from charging still applies. As a standard action, you can make a melee attack with your primary weapon and your off-hand weapon. Each weapon deals its normal damage. Damage reduction and other resistances apply separately against each weapon attack.

Unseen Vulnerability
Prerequisites: Sneak Attack 3d6
Benefit: You ignore all immunity to sneak attacks, regardless of the source, and can now sneak attack creature types formerly immune to it.

Vengeance Duel
You call out a single enemy, challenging him to a duel, testing his mettle to see if he is truly worthy.
Prerequisites: BAB +4.
Benefit: You may call out a single creature whose CR is equal to or greater than your level - 1. All other creatures involved in the combat must make a Will save vs DC 10 + 1/2 character level + your Charisma modifier to attack you.  You gain a +1 bonus attack rolls and a +3 bonus to damage rolls made against the targeted creature. Every time the creature strikes you for more than 10 points of damage, the bonus to attack and damage each increase by +1.  These bonuses last until the end of the encounter.

Warrior's Prayer
You cry to the ancient gods, asking of them a boon. They respond, and give you what you wish for.
Prerequisites: Character Level 6th, Wisdom 13.
Benefit: Twice per day, as a standard action, you can cast a single divine spell of 3rd level or lower chosen from the cleric list, with a caster level equal to your BAB.  You choose the spell when casting, and need not cast the same spell both times.  You cannot use this spellcasting ability to meet prerequisites.

Weapons in Harmony
Prerequisites: Two Weapon Fighting
Benefit: When fighting with two weapons and with a one-handed weapon as your primary, if your primary weapon has a +1 or better enhancement bonus, you may treat your off-hand weapon as if it had a +1 enhancement bonus. As you improve your skills with two weapon fighting, you learn how to transfer more magical energy from your primary weapon to your off-hand weapon. If you have Improved Two Weapon Fighting and your primary weapon has a +2 or better enhancement bonus, you may treat your off-hand weapon as if it had a +2 enhancement bonus. If you have Greater Two Weapon Fighting and your primary weapon has a +4 or better enhancement bonus, you may treat your off-hand weapon as if it had a +4 enhancement bonus. If you have Improved Two Weapon Fighting and your primary weapon has one or more +1 weapon special abilities, you may treat your off-hand weapon as if it had a single one of those +1 weapon special abilities. If you have Greater Two Weapon Fighting and your primary weapon has one or more +1 or +2 weapon special abilities, you may treat your off-hand weapon as if it had up to two of those +1  or +2 weapon special abilities. If you have Perfect Two Weapon Fighting, you may treat your off-hand weapon as if its enhancement bonus and weapon special abilities are an exact copy of your primary weapon (unless such abilities are inapplicable). If there is more than one eligible weapon special ability, you may choose to alter the choices you have made as a move action.

Weight of Stroke
Your time your blows, holding them back until they would cause the most damage.
Prerequisites: BAB +5.
Benefit: You may choose to forgo attacks during a full-attack action or when granted an attack of opportunity you would be able to make (i.e., when you have at least one attack of opportunity remaining to you for the round).  For each attack that you forgo in a given round, you gain a cumulative +5 bonus to damage on all attacks that you do make on your next turn.

Whisper of Steel
You emphasize defense over offense, choosing to deflect blows over striking lesser ones.
Prerequisites: Intelligence 13, BAB +4.
Benefit: You may choose to forgo attacks during a full-attack action or when granted an attack of opportunity you would be able to make (i.e., when you have at least one attack of opportunity remaining to you for the round).  For each attack that you forgo in a given round, you gain a cumulative +2 bonus to AC until the end of your next turn.

Worship The Deep [Psionic]
You look to the aberration as the source most profound, and harken to their wisdom.
Benefit: When you gain this feat, you take a -2 penalty on all Wisdom-based skill checks, Will saves, and Wisdom ability checks. You may use items normally restricted to aberrations, and any divine spell or psionic power cast to benefit a creature of the aberration type has its caster level increased by two. If a psionic power can be augmented, treat it as if it had two power points expended to augment it.

Writhing Body, Writhing Mind [Psionic]
You begin a slow transformation into an aberration.
Prerequisites: Knowledge (dungeoneering) 8, Con 13, cannot be of aberration racial type.
Benefit: Your body begins to take on some aberration traits. You gain darkvision out to 60 feet, as well as light fortification as your body writhes and twists out of the norm. Your mind becomes more susceptible to the influences of the aberration, and you take a -4 penalty to all Will saves against effects originating from an aberration.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #44 on: March 04, 2017, 07:25:16 AM »
This basically changes Truenaming from a stand-alone magic system to one that can be glued on to any character to give them access to the abilities, at the cost of a single feat.

Truespeak
(INT; TRAINED ONLY)
Use this skill to master the tortuous pronunciation of truenames, each of which involves a dozen syllables, precise timing, and vocalizations foreign even to the most multilingual character. If you’re a truenamer, you use this skill every time you deliver an utterance or make a recitation. If you’re a spellcaster with a truename spell at your disposal, you make a Truespeak check to cast the spell properly. Members of prestige classes such as the fiendbinder, acolyte of the ego, and brimstone speaker make Truespeak checks to activate their class features.

You can also make a Truespeak check as a free action to identify an utterance being spoken, even when it’s not your turn. The DC of this check is equal to the DC to speak the utterance you wish to identify.

Of the standard classes, only the truenamer has Truespeak as a class skill. Other characters can avoid the high cost of cross-class skills by taking the Truename Training feat.

This skill doesn’t represent your ability to learn and know truenames so much as it represents your ability to say them aloud. Each truename is complex and exacting enough that just overhearing a truename—even a personal truename—doesn’t give you any particular facility for pronouncing it yourself. That takes continuous vocal exercises and endless study.

Check: You can pronounce the truename of a creature (such as “orc,” “horse,” or “red dragon”) by succeeding on a Truespeak check with a DC of 15 + (2 × the creature’s CR). For creatures that don’t have Challenge Ratings, such as player characters, use a DC of 15 + (2 × the creature’s HD). Speaking the truename of a magic item has a DC of 15 + (2 × item’s caster level).

You gain a +4 competence bonus on Truespeak checks for saying your own personal truename.

Because saying a truename is such an idiosyncratic, exacting task, you can’t take 10 or take 20 on Truespeak checks.

Action: Speaking a truename is a standard action that provokes attacks of opportunity.

Try Again: Yes.

Synergy: If you have 5 ranks in Truespeak, you gain a +2 bonus on any Knowledge checks made to conduct truename research.

Adjustments
Law of Resistance and Law of Sequence are removed.

For every skill point invested into the Truespeak skill, you learn one truename. Refer to the chart below to see what you can learn. At any level when a truenamer gains access to a new level of utterances, he can also replace a utterance he already knows with another utterance of the same or a lower level, and from the same lexicon. For example, when he gains access to third level utterances, the truenamer can, if he chooses, either replace a 1st level utterance he knows with another 1st level utterance or replace a 2nd level utterance he knows with a utterance of either 1st or 2nd level.

Table 1: Maximum Utterance Level Known
Code: [Select]
Level  Evolving Mind Crafted Tool Perfected Map
1st    1st           —            —
2nd    1st           —            —
3rd    2nd           —            —
4th    2nd           1st          —
5th    2nd           1st          —
6th    3rd           1st          —
7th    3rd           2nd          —
8th    3rd           2nd          1st
9th    3rd           2nd          1st
10th   4th           2nd          1st
11th   4th           3rd          1st
12th   4th           3rd          2nd
13th   4th           3rd          2nd
14th   5th           3rd          2nd
15th   5th           4th          2nd
16th   5th           4th          3rd
17th   5th           4th          3rd
18th   6th           4th          3rd
19th   6th           5th          3rd
20th   6th           5th          4th

Utterance Specialist [Truename]
Prerequisite: Able to use Utterances, Truespeak 5
Benefit: You reduce the DC of your Utterance checks by -5.

Utterance Master [Truename]
Prerequisite: Able to use Utterances, Truespeak 8, Utterance Specialist
Benefit: You reduce the DC of your Utterance checks by a further -5.