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(Other Feats)
 
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===Ability Focus [Investing]===
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{{Sandbox}}
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''Benefit:'' Choose one Supernatural, Extraordinary, or Preternatural ability granted to you by a racial or class feature that has a saving throw for partial, reduced, or no effect. You increase t he saving throw DC for that ability by 2.
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==Spellcasting Feat==
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===Magical Knack [Investing]===
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''Prerequisites:'' Charisma 13+
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''Investiture:'' When you invest four prowess into this feat, the bonus on saving throw DCs increases to +3. When you invest six more prowess--a total of ten prowess--into this feat, the bonus on saving throw DCs increases to +4. When you invest eight more prowess--a total of eighteen prowess--into this feat, the bonus on saving throw DCs increases to +5. Thereafter, the cost to increase the bonus by one is twice as much prowess as your current bonus, following the same pattern (28 prowess for +6, 40 prowess for +7, 54 prowess for +8, and so on and so forth).
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''Benefit:'' You gain moderate, spontaneous spellcasting ability according to the amount of prowess you invest in this feat, according to the following tables:
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===Great Fortitude [Investing]===
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'''Spells Known'''
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''Benefit:'' You gain a +2 bonus on Fortitude saves.
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{|class="bordered zebra header"
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!Prowess !!0th !!1st !!2nd !!3rd !!4th !!5th
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|-
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| 1 || - || - || - || - || - || -
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|-
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| 2 || - || - || - || - || - || -
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|-
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| 3 || - || - || - || - || - || -
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|-
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| 4 || 1 || - || - || - || - || -
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|-
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| 5 || 1 || - || - || - || - || -
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|-
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| 6 || 1 || - || - || - || - || -
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|-
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| 7 || 2 || - || - || - || - || -
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|-
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| 8 || 2 || 1 || - || - || - || -
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|-
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| 9 || 2 || 1 || - || - || - || -
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|-
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|10 || 2 || 1 || - || - || - || -
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|-
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|11 || 2 || 2 || 1 || - || - || -
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|-
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|12 || 2 || 2 || 1 || - || - || -
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|-
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|13 || 3 || 2 || 1 || - || - || -
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|-
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|14 || 3 || 2 || 2 || 1 || - || -
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|-
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|15 || 3 || 2 || 2 || 1 || - || -
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|-
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|16 || 3 || 3 || 2 || 1 || - || -
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|-
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|17 || 3 || 3 || 2 || 2 || 1 || -
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|-
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|18 || 3 || 3 || 2 || 2 || 1 || -
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|-
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|19 || 4 || 3 || 3 || 2 || 1 || -
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|-
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|20 || 4 || 3 || 3 || 2 || 2 || 1
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|-
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|21 || 4 || 4 || 3 || 2 || 2 || 1
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|-
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|22 || 4 || 4 || 3 || 3 || 2 || 1
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|-
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|23 || 4 || 4 || 3 || 3 || 2 || 2
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|}
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You gain 1 additional Hit Point per Hit Die.
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'''Spells Per Day
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{|class="bordered zebra header"
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!Prowess !!0th !!1st !!2nd !!3rd !!4th !!5th
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|-
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| 1 || - || - || - || - || - || -
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|-
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| 2 || - || - || - || - || - || -
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|-
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| 3 || - || - || - || - || - || -
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|-
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| 4 || 0 || - || - || - || - || -
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|-
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| 5 || 0 || - || - || - || - || -
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|-
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| 6 || 0 || - || - || - || - || -
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|-
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| 7 || 1 || - || - || - || - || -
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|-
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| 8 || 1 || 0 || - || - || - || -
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|-
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| 9 || 1 || 0 || - || - || - || -
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|-
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|10 || 1 || 0 || - || - || - || -
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|-
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|11 || 2 || 1 || 0 || - || - || -
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|-
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|12 || 2 || 1 || 0 || - || - || -
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|-
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|13 || 2 || 1 || 0 || - || - || -
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|-
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|14 || 2 || 1 || 1 || 0 || - || -
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|-
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|15 || 3 || 2 || 1 || 0 || - || -
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|-
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|16 || 3 || 2 || 1 || 0 || - || -
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|-
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|17 || 3 || 2 || 1 || 1 || 0 || -
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|-
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|18 || 3 || 2 || 2 || 1 || 0 || -
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|-
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|19 || 4 || 3 || 2 || 1 || 0 || -
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|-
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|20 || 4 || 3 || 2 || 1 || 1 || 0
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|-
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|21 || 4 || 3 || 2 || 2 || 1 || 0
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|-
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|22 || 4 || 3 || 3 || 2 || 1 || 0
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|-
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|23 || 5 || 4 || 3 || 2 || 1 || 1
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|}
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''Investiture:'' You gain additional Hit Points equal to the amount of prowess invested in this feat.
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This feat allows you to cast arcane spells, which are drawn from one of the unique lists associated with this feat: one list is chosen upon selecting this feat and cannot be changed. You can cast any spell you knows without preparing it ahead of time. To learn or cast a spell, you must have a Charisma score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a spell cast using this feat is 10 + the spell level + your Charisma modifier.
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When you invest four prowess into this feat, the bonus on Fortitude saves increases to +3. When you invest six more prowess--a total of ten prowess--into this feat, the bonus on Fortitude saves increases to +4. When you invest eight more prowess--a total of eighteen prowess--into this feat, the bonus on Fortitude saves increases to +5. Thereafter, the cost to increase the bonus by one is twice as much prowess as your current bonus, following the same pattern (28 prowess for +6, 40 prowess for +7, 54 prowess for +8, and so on and so forth).
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Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on the table. In addition, you receive bonus spells per day if you have a high Charisma score. When the table indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Charisma score for that spell level.
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===Iron Will [Investing]===
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Your selection of spells is extremely limited: you know only the indicated number of spells on the table. Unlike spells per day, the number of spells you know is not affected by your Charisma score.
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''Benefit:'' You gain a +2 bonus on Will saves.
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If you are affected by an ongoing mind-affecting, compulsion, or charm spell or effect and fail your saving throw, you can attempt the save again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.  
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Your caster level for these spells is equal to your Hero Value.
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''Investiture:'' When you invest four prowess into this feat, the bonus on Will saves increases to +3. When you invest six more prowess--a total of ten prowess--into this feat, the bonus on Will saves increases to +4. When you invest eight more prowess--a total of eighteen prowess--into this feat, the bonus on Will saves increases to +5. Thereafter, the cost to increase the bonus by one is twice as much prowess as your current bonus, following the same pattern (28 prowess for +6, 40 prowess for +7, 54 prowess for +8, and so on and so forth).
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In addition, you may use ''detect magic'' and ''prestidigitation'' as spell-like abilities with a caster level equal to your Hero Value a number of times per day each equal to your Charisma modifier.
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In addition, you gain extended use of this feat's secondary ability: you may make attempts to break an ongoing mind-affecting, compulsion, or charm spell or effect for a number of rounds after the initial saving throw equal to the Will save bonus provided by this feat minus one. Each saving throw is at the original save DC. For instance, a character with ten prowess invested in this feat would gain a +4 bonus to Will saves and would attempt to break ongoing mind-affecting, compulsion, or charm spells or effects for three rounds after the initial saving throw.
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''Normal:'' Your spellcasting abilities are determined by your race and class.
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===Lightning Reflexes [Investing]===
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''Special:'' If you already possess spellcasting ability, this feat does not alter it: instead, it acts as a second set of spellcasting, with separate spells known, caster level, and similar.
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''Benefit:'' You gain a +2 bonus on Reflex saves.
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You gain a +1 Dodge bonus to your Armor Class.
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This feat can be taken multiple times: each time, select a spell list you do not currently have access to.
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''Investiture:'' When you invest four prowess into this feat, the bonus on Reflex saves increases to +3 and the bonus to your Dodge armor class increases to +2.
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''Spell Lists:'' '''Explorer:''' 0th - ''know direction, light, mage hand, message''; 1st - ''alarm, comprehend languages, detect secret doors, identify''; 2nd - ''knock, locate object, spider climb''; 3rd - ''arcane sight, shrink item, water breathing''; 4th - ''clairaudience/clairvoyance, tiny hut''; 5th - ''overland flight, passwall''
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When you invest six more prowess--a total of ten prowess--into this feat, the bonus on Reflex saves increases to +4 and the bonus to your Dodge armor class increases to +3.
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'''Hexer:''' 0th - ''daze, flare, lullaby, touch of fatigue''; 1st - ''cause fear, ray of enfeeblement, reduce person, sleep''; 2nd - ''blindness/deafness, scare, touch of idiocy''; 3rd - ''deep slumber, rage, ray of exhaustion''; 4th - ''crushing despair, fear''; 5th - ''symbol of pain, waves of fatigue''
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When you invest eight more prowess--a total of eighteen prowess--into this feat, the bonus on Reflex saves increases to +5 and the bonus to your Dodge armor class increases to +4.
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'''Spellsword:''' 0th - ''detect poison, guidance, resistance, virtue''; 1st - ''expeditious retreat, mage armor, magic weapon, shield''; 2nd - ''enlarge person, feral might, resist energy''; 3rd - ''greater magic weapon, heroism, protection from energy''; 4th - ''fire shield, magic vestment''; 5th - ''faithful hound, stoneskin''
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Thereafter, the cost to increase both bonuses by one is twice as much prowess as your current Reflex save bonus, following the same pattern (28 prowess for +6 Reflex and +5 Dodge AC, 40 prowess for +7 Reflex and +6 Dodge AC, 54 prowess for +8 Reflex and +7 Dodge AC, and so on and so forth).
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'''Street Magician:'''  0th - ''dancing lights, flare, light, open/close''; 1st - ''color spray, disguise self, obscuring mist, silent image''; 2nd - ''alter self, invisibility, minor image''; 3rd - ''gaseous form, illusory script, major image''; 4th - ''illusory wall, rainbow pattern''; 5th - ''persistent image, seeming''
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'''Warmage:''' 0th - ''acid splash, disrupt undead, flare, ray of frost''; 1st - ''burning hands, chill touch, magic missile, shocking grasp''; 2nd - ''acid arrow, flaming sphere, scorching ray''; 3rd - ''fireball, flame arrow, lightning bolt''; 4th - ''ice storm, wall of fire''; 5th - ''cone of cold, telekinesis''
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==Other Feats==
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{{feat|name=Beckon The Thaw|prereq=Con 13+, Fire In Our Throats|benefit=Creatures that are damaged by the breath weapon granted to you by Fire In Our Throats take an additional +1 damage per die from [Fire] effects for a number of rounds equal to your Constitution modifier. Creatures with the [Cold] subtype affected by this ability increase the additional damage per die by an additional +1 (to a total of an additional +2 damage per die).|normal=}}
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{{feat|name=Fire In Our Throats|prereq=Con 13+|benefit=You gain a breath weapon. Activating your breath weapon is a standard action that does not provoke attacks of opportunity. Creatures within your breath weapon take a number of d4s of fire damage equal to your Hero Value. You may use your breath weapon once every 1d4 rounds. This ability offers a Reflex save (DC 10 + your Hero Value + your Constitution modifier) for half damage. This is a [Breath, Fire] effect. This feat is a supernatural ability.|normal=}}
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{{feat|name=Vindicator|prereq=Con 13+|benefit=In any round in which an ally of yours within 30' is damaged and you are not, you gain an insight bonus on damage rolls equal to your Hero Value until the beginning of your next turn.|normal=}}
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==Barbarian Alternate Class Features==
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===Battlerager (Dreadnaught)===
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A barbarian dreadnaught, also known as a 'battlerager', has the following changes from the base dreadnaught.
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'''Rugged:''' A battlerager does not gain the Rugged feature.
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'''Defender's Gambit:''' A battlerager does not gain the Defender's Gambit feat as a bonus feat at second level.
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'''Vicious Circle:''' A battlerager does not gain the Vicious Circle feature.
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'''Improved Vicious Circle:''' A battlerager does not gain the Improved Vicious Circle feature.
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'''Rage (Ex) [Martial, Progressing]:''' A battlerager can fly into a rage once per encounter as a swift action. In a rage, a battlerager temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a -2 penalty to Armor Class. The increase in Constitution increases the battlerager's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. While raging, a battlerager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Acrobatics, Athletics, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration. He also cannot 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. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A battlerager may prematurely end his rage as a swift action. At the end of the rage, the battlerager loses the rage modifiers and restrictions and becomes fatigued for the remainder of the current encounter.
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At 10th level, a battlerager's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.
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At 15th level, a battlerager is no longer fatigued at the end of his rage.
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At 20th level, a battlerager's bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2.
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'''Berserk Sandworm:''' At second level, a battlerager gains the Berserk Sandworm style feat as a bonus feat even if he does not meet the prerequisites.
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'''Uncanny Dodge (Ex) [Martial]:''' Starting at 5th level, a battlerager can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
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'''Mighty Charge (Ex) [Martial]:''' Starting at 5th level, while raging, a battlerager increases the critical threat range of any charge attack he makes by 1.
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At 8th level, a battlerager can make a single turn up to 90 degrees during a charge.
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At 10th level, a battlerager can charge through difficult terrain without issue.
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At 15th level, a battlerager can move up to four times his speed when making a charge attack rather than double.
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===Corsair (Fencer)===
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===Daredevil (Psychic Warrior)===
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===First (Hunter)===
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===Guerrilla (Ranger)===
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===Hedge Wizard (Wizard)===
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===Huntsman (Trapper)===
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===Nature's Avatar (Druid)===
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===Alpha (Symbol)===
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===Spiritspeaker (Medium)===
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===Thug (Rogue)===
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===Totem Warrior (Soulknife)===
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===Tribal Shaman (Cleric)===
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===Warchief (Warlord)===
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===Warrior Skald (Paladin)===
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==Bardic Substitution Levels==
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===Gleaner (Bardic Savant)===
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{|class="bordered zebra header"
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!Level !!BAB !!Fort !!Ref !!Will !!Special !!Expertise
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|-
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|'''1st''' || +0 || +0 || +2 || +2 || Familiarity, Gleaned Knowledge (Attack, Damage) || 2
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|-
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|'''4th''' || +3 || +1 || +4 || +4 || Gleaned Knowledge (Momentary Insight) || 3
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|-
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|'''8th''' || +6/+1 || +2 || +6 || +6 || Arcane Insight (2/day) || 4
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|}
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'''Hit Die:''' d8
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'''Proficiencies:''' A gleaner is proficient with whatever weapons and armor the savant class would provide.
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'''Prowess:''' A gleaner, like a savant, gains 4 points of prowess per level.
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'''Skills:''' A gleaner is trained in whatever skills the savant class would provide.
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'''Familiarity (Ex) [Lore]:''' A gleaner may substitute her Charisma score for her Intelligence score for a number of class features equal to her bard rating. She may alter which features are affected by this ability once every 24 hours.
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'''Lore:''' A gleaner does not gain the savant's Lore ability.
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'''Gleaned Knowledge (Ex) [Lore, Progressing]:''' A gleaner gains the Gleaned Knowledge feature like a standard savant, but alters the fourth level ability: rather than gaining the ability to reduce an opponent's damage reduction, she may instead spend one expertise as an immediate action to add her Charisma modifier to her next saving throw as an insight bonus.
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'''Arcane Insight (Sp) [Arcane, Lore]:''' At eighth level, a gleaner gains the ability to cast a very limited selection of arcane spells, just like a savant. However, her spell selection is different from that of a savant.
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:Savant level 8th: ''comprehend languages, detect thoughts, charm person''
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:Savant level 11th: ''arcane sight, clairaudience/clairvoyance, tongues''
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:Savant level 14th: ''sending, suggestion''
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:Savant level 17th: ''legend lore, secure shelter''
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:Savant level 20th: ''charm monster, greater arcane sight''

Current revision as of 21:45, 5 December 2011

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