Author Topic: Symposium of Feats  (Read 4610 times)

Offline oslecamo

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Symposium of Feats
« on: May 04, 2015, 09:59:42 AM »
This thread for Tobbhou feats that aren't tied to any specific class or school.

Focus Fire

Taking the opponent before you is your main priority, even at the risk of your own safety.
Pre-requisites: Must know at least one martial stance.
Benefit: When you enter a martial stance, you may choose to focus fire. All your movement speeds are halved, you take a -1 penalty to AC and Saves, and in return you gain a +1 bonus on attack rolls and the DCs of your abilities. You can increase the penalty and bonus by an amount up to half the stance level you enter, rounded up. The bonus/penalty lasts until you exit the stance.


Border of Duel

A proper battle demands a proper arena.
Pre-requisites:Must know a martial stance.
Benefit: When you enter a martial stance, you can select one opponent within view. If she makes an attack that doesn't include you as the target, they take a penalty equal to your stance's level on attack rolls, IL, damage rolls, DC, skill checks and ability checks on that attack. A single creature can't be affected by more than 1 Border of Duel at a time, any new attempts fail, it lasts until the one who started it dies, is rendered helpless, exits the stance, or 5 rounds have passed, whatever happens first. 
Special: If the stance you entered is a supernatural one, you may choose for mystic and colourful patterns reflecting your personality and specialization(s) to surround you and your opponent for the duration.

Border of Death

When you're on the verge of losing everything it's the best time to give it your all.
Pre-requisites:Must know a martial stance and at least one strike maneuver.
Benefit:When you would be rendered helpess or reduced to below 0 HP by another creature and you're in a martial stance and have at least one strike maneuver readied, you may expend the maneuver as a non-action to use the strike on the one that attacked you. If you inflict them at least 1 damage or they fail a save against your strike (if any), then you're not rendered helpess and/or you don't drop below 0 HP. You then exit your martial stance and unready all your maneuvers.


Hit Box

Harsh training allows you to shift your vital organs into a smaller space inside your body that's thus harder to hit.
Pre-requisites: Must know one martial stance.
Benefit:While on a martial stance, you gain a 50% chance plus 5% chance per stance level to ignore the extra damage from critical hits. This stacks with other effects that increase chance to ignore critical hits. In addition you can re-roll natural 1s on saves.

Mundane Magic

The border between fantastic and common can be pretty thin.
Prerequisite: Knowledge of both Su and Ex maneuvers.
Benefit: You can choose for your maneuvers to count as either Ex or Su when you use them.

Graze

By getting in the thick of danger and surviving, you can better attack your opponents.
Pre-requisites: Must know a martial stance.
Benefit:While on a martial stance, when you succeed on a save against an effect caused from another creature without using any maneuver, you gain a bonus on the next attack roll and damage roll against said opponent equal to 1+Stance level, plus a bonus to the DC (if any) equal to half of that rounded down. This bonus is lost if you don't attack that opponent again within 1 round. Making multiple saves against effects from a single opponent in a single turn doesn't stack against a single opponent.


Everything Explodes.

Prerequisite: Knowledge of at least one maneuver that deals damage.
Benefit: You can use maneuvers to deal damage to attack things that interact physically with the world but do not normally have HP such as a fog or a wall of force/fire or mage's tentacles. In the case of area effects such effects count as enemy creatures. In the case you use a maneuver that demands a target(s) instead of affecting an area, you must pick the effect(s) you want to explode as target(s). The effects count as having 10 HP per CL/IL. If the effect was created by a spell/maneuver/similar of a lower level than the maneuver you're using, it is automatically destroyed instead.

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Quick Ready
Pre-requisites: Must ready maneuvers.
Benefit: You can change one of your currently readied non-expended maneuvers for another of your known maneuvers as a swift or move action.
« Last Edit: April 23, 2019, 03:57:14 AM by oslecamo »

Offline oslecamo

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Re: Symposium of Feats
« Reply #1 on: August 18, 2015, 05:40:19 AM »
Weather Rhapsody

Heh heh heh,
I've found another amusing way to pass the time.
The weather is the materialization of spirit, was it.
Spirit, or in other words, ghosts.
Meaning, if I watch the surrounding weather,
I can understand the shape the afterlife will take.

Prerequisite: IL 11, must know at least one Martial Stance.
Benefit: When you enter a Martial Stance pick one opponent you can detect and one of the below options. You deem the opponent guilty of that and the weather around them changes accordingly, giving you a bonus as detailed on the spoiler section until you change stances again. Your target is allowed a Will save with DC 10+Stance level+Your highest stat mod to make a counter-accusation, defend their case or trash talk back, in which case they also gain the benefits of the weather against you. However if your opponent isn't guilty of the thing you accused them of, then the weather doesn't change.

 If two warriors with Weather Rhapsody  pick each other as the targets, the last one to change stances becomes the dominant weather (if their accusation was correct). However if the one who got their weather supressed enters a new stance, they can choose for theirs to become the dominant weather between them. It's possible for a creature to be the target of multiple Weather Rhapsodies from different opponents, in which case the local weather becomes a messy mix of the options, but the combatants still gain the respective benefits against each other.
 
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« Last Edit: August 18, 2015, 05:56:56 AM by oslecamo »

Offline oslecamo

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Re: Symposium of Feats
« Reply #2 on: March 08, 2019, 07:45:50 AM »
Together We Ride

Mount is easy.
Prerequisite: 4+ Ranks in Ride
Benefit: You know how to find and gain the trust of a creature to serve as your steed. Choose one of the following options, which shall therefore be refered as the Trusted Steed while the character shall be refered as Trusted Rider. It takes 24 hours to find and bound with it, and it takes another 24 hours to find them a nice place to retire and replace them.
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Either way, the Trusted Steed is primarly expected to carry you, not to be used as a scout or meatshield, trusting you to be the one actually fighting while it carries you.
The Trusted Steed can't take any action besides movement (including trample, if it has it) and non-Cha skill checks unless noted otherwise. If the Trusted Steed rolls worst than the Trusted Rider in a non Cha skill check they both rolled (like using Hide and Move Silently to try to sneak around), then the Trusted Steed may use the Trusted Rider's result instead of her own.
The Trusted Rider suffers any and all damage and ill effects its Mount would receive while mounting it. In the case of area effects, they affect only the Trusted Rider while she's riding it.
In addition, the trusted Rider  can count herself as her Trusted Steed's size whenever it would be convenient for her, and the other way around as well.
Should the Trusted Rider dismount, the Trusted Mount will patiently wait for her return but otherwise don't take any actions besides eating any available food and resting.
Should the Trusted Rider die, the Trusted Mount will do its best to run away.

If the Trusted Rider has more ranks in Ride than the minimum needed to control her current Trusted Steed, the Trusted Rider can better control her mount, gainining the difference as a number of "Trust points" that can be spent or changed with 8 hours of training with the Trusted Steed, at the rate of 1 Trust point per pick unless noted otherwise.
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