Ragavin Coridon's D&D Virtual Tome

 






















  

 

 

Back to Back Fighting

You and a partner are skilled in defending yourselves with your backs pressed together

Prerequisite: Dex 15+, BAB +4

Benefit: You and someone else with this feat may assume a back to back stance using a move-equivalent action if you are within half your move rate of each other, imparting a +2 competence bonus to AC while in this position. While in this position, you and your partner may only move five feet, unless you devote a full-round action to the movement. In that case you may move your full movement rate.

 

Craft Mage Focus [Item Creation]

You know the secrets to creating a device through which you may channel magic, adding strength to your magical effects.

Prerequisites: Arcane spellcaster, See individual foci below

Benefit: You may craft the various kinds of mage foci (listed below), each providing an increase in the DC of spells cast using the focus as well as other benefits.

Special: Magic cast through a foci is always more obvious than that which is not, involving gesticulating and waving about of the focus, even if the spell being cast does not normally have somatic or foci components.  Additionally, a mage who regularly uses a mage focus will find himself becoming dependent on this 'crutch'.  A mage who becomes so dependent suffers the following consequences when trying to cast spells without his focus: DC of all spells reduced by 2, caster level for spell effects at -1. 

These ill-effects can be removed if the mage uses no skill focus for a period of a month.  After a full month of not using any foci, the mage is allowed a will save vs. (DC 15 if caused by ring focus, DC 20 if caused by wand focus, DC 25 if caused by staff).  If the will save is failed, the mage must continue to use no focus and is allowed a new will save each week.  Once the addiction is cured, the mage may again use foci, but suffers the chance of developing new dependence all over again.  If the mage uses a focus even once during the time he is attempting to rid himself of dependence, he must again go a full month without before being allowed another will save.  Obviously, the use of focus is best for a mage who intends to use the focus consistently, and then ill-effects apply only if his focus is stolen or destroyed.

The creation of a focus requires that the crafter perform all crafting himself, thus he must possess the necessary craft skill as well as this feat.  It also requires that the caster include a certain number of things which are near and/or dear to him in the creation process.  A caster may only have one personal focus at any time, requiring the destruction or 'unkeying' of any other foci he has created before he may create a new one.  Additionally, as with all item creation feats, there is an xp cost of creating a focus.  As foci are specially 'keyed' to the mage creating them, this xp cost is greater than the normal 1/25 of base cost which most item creation involves.

Ring Focus: Requires Craft (goldsmith) or similar skill to make the ring.  The ring must be made with materials costing 250gp,  and has a craft DC of 20.  The effects of a ring foci are a +1 to the DC of all spells cast through it.  Note that this form of focus is the least 'obvious' as well as leaving both the mage's hands free yet still keeping the focus at hand. (xp cost: 100)

Using a ring focus has a 5% chance of causing 'foci dependence' in the mage as detailed above.  Each use in any single day increases this chance by 5% cumulatively.

Wand Focus: Requires craft (woodworking) or (ivory carving) or other material-crafting skill appropriate to make a wand of some material.  The wand must be made with materials costing at least 500gp, and has a craft DC of 25.  The effects of a wand focus are a +2 to the DC of all spells cast through it, and +1 to the 'caster-level' for all level-dependent spell effects. (xp cost: 250)

Using a wand focus has a 10% chance of causing 'foci dependence' in the mage as detailed above.  Each use in any single day increases this chance by 10% cumulatively.

Staff Focus: Requires craft (woodworking) and craft (goldsmith, gemcutting, or something similar) in order to make an elaborate staff with fine adornments.  The staff itself must be made with materials costing at least 250gp, with a craft DC of 20.  The adornments included on the staff must be made of materials costing at least 1000gp, with a craft DC of 25 to reflect the artistic and intricate nature of the adornments.  The effects of a staff focus are +3 to the DC of all spells cast through it, and +1 to the 'caster-level' for all level-dependent spell effects.   (xp cost: 500)

Additionally, a staff Focus may be used to 'store' spells which the caster has cast through it.  Spells are stored within the staff by casting the spell into them, and the staff will hold such spells for up to 1 day / 2 spell levels.  The number of stored spells can total up to one spell level per 2 caster levels, and can be triggered at will be the owner of the staff as a spell-trigger action.

Using a staff focus has a 20% chance of causing 'foci dependence' in the mage as detailed above.  Each use in any single day increases this chance by 20% cumulatively.

 

Halfling Throwing Feats

These feats were designed to be used in conjunction with the Halfling Throwing rules, and are often employed by irate Kender.

 

Whirlwind Hurl
You are skilled in a short spin before throwing the Halfling.

Prerequisite: Dex 13+

Benefit: For every roll made to determine the distance a Halfling is thrown, another two is added. Therefore a roll of 13, would become a roll of 15.

Improved Whirlwind Hurl
You are very skilled in a short spin before throwing the Halfling.

Prerequisite: Dex 13+, Expertise, Whirlwind Hurl

Benefit:
For every roll made to determine the distance a Halfling is thrown, another three is added. Therefore a roll of 13, would become a roll of 16.

Halfling Aerodynamics
You are extremely knowledgeable in the aerodynamics of Halflings.

Prerequisite: Int 13+

Benefit: For every roll made to determine the distance a Halfling is thrown, another two is added. Therefore a roll of 13, would become a roll of 15.

Weapon Focus (Halfling)
You are especially good at throwing Halflings.

Prequisite: Base attack bonus of +1

Benefit: You may use a Halfling as a ranged weapon. You add your normal ranged attack modifier, plus one to your attack roll.. The Halfling has a damage of 1d6+1 per weight category. (i.e.; lightweight does 1d6+1, Mediumweight does 1d6+2, etc.) If the Halfling has a weapon on hand and makes a successful melee attack roll with a -2 penalty to attack twice that weapons normal damage is added to the actual Halfling damage. In Halfling tournaments this feat grants you a +1 to your throwing roll

Improved Toughness [General]

Prerequisite: BAB +2, Toughness

Benefit: You gain one extra hitpoint when this feat is taken, plus an additional hit point every other level, on even levels, through level 20.


Martial Weapon Proficiency [General]

You are proficient with a category of martial weapons.

Prerequisite: -

Benefit: As per PHB with the following changes:

Instead of each martial weapon requiring a separate proficiency, martial weapons are classed into groups, and each proficiency gains the feat taker familiarity with all members of the group.  This only applies to proficiency, other weapon specific feats still must be applied to a specific weapon.  Classes which already start with "martial weapon proficiency" already have all weapon groups.  These groups are:

Axes: Throwing axe, hand axe, battle axe, great axe, dwarven waraxe (wielded as a Large weapon), halberd.

Hammers/Picks: Light hammer, warhammer, light pick, heavy pick, greatclub.

Lances: Light lance, heavy lance.

Small Swords: Short sword, rapier, scimitar, long sword

Large Swords: falchion, great sword, bastard sword (wielded as a Large weapon).

Flails: Light flail, heavy flail.

Polearms: Glaive, guisarme, ranseur, longspear, halberd, scythe.

Bows: Short and long regular and composite bows.

Sap: Sap.


Perfect Memory [General]

You have a photographic memory

Prerequisite: Int 15+, Wis 13+, spot 5+, listen 5+, Concentrate 5+

Benefit: PC remembers EVERYTHING. The PC is able to recall info. with a successful Concentration check with DC's varying with level of detail and period of time since memorizing the info.


Resist Poison [General]

Over years, some among your people carefully expose themselves to poisons in controlled dosages in order to build up immunity to their effects. A few are thereby weakened, but the strong adjust.

Benefit: You get a +4 bonus to Fortitude saving throws against poison.

Special: You may only take this feat as a 1st-level character.


Riposte [General, Fighter]

You are skilled in counter-attacking foes who attack you and miss.

Prerequisite: Int 13+, Expertise, Dex 15+.

Benefits: When you are using Expertise to increase your AC and an opponent standing in your threatened area attacks you and misses, you get to make a bonus attack against him. This bonus attack has an attack modifier equal to the number of points of base attack modifier you used with Expertise to improve your AC. It gains no other modifiers to hit, from Strength, weapon enchantment bonuses, Weapon Focus, Weapon Finesse and so on. Damage is calculated normally.  You may only take a number of such additional attacks in a round equal to the your dexterity bonus.


Signature Item [General, Special]

The character designates an item that is nearly impossible to lose.

Requirements:  10th level or higher, Wisdom 15+

Benefits:  The character must pick an item that he has owned for an extended period of time and uses regularly (it cannot belong to someone else).  The character must have it personalized.  Once this is done the item gains special abilities.  First, it makes all saving throws as if it were the wielder, if they are better than those for the item.  Secondly, if the item is ever stolen the character may make a wisdom check vs. DC 25 to get a vision once per day of where the item is.  The character may have one weapon, one piece of armor, one shield, and one miscellaneous magic item designated as a signature item, each requires a feat in order to buy.

Special:  A wizard may buy this as a bonus feat for a magic item.  A fighter may buy this as a bonus feat.


Twin's Bond [General]

You and your twin are psychically linked

Prerequisite: Twins must take the feat together, Wis 13, ability to manifest a power

Benefit: Twins can exchange full thoughts and conversations at close range and general emotions at long range. DM's discretion as to extent of communication possible


Unearthly Grace [General]

You radiate an aura of grace and beauty

Prerequisite: Dex 15+, Cha 19+

Benefit: Gain a +3 bonus to Charisma, Diplomacy and Intimidate Checks


Weapon Mastery [General, Fighter]

Choose a weapon that you have taken with the Weapon Specialization and Focus feat. You have mastered your chosen weapon.

Prerequisites: Base attack bonus +8 or higher, Proficiency, Weapon Specialization and Weapon Focus (with same chosen weapon).

Benefit: You gain an additional +1 to all attack and damage rolls  you make using the selected weapon. These benefits stack with the bonuses gained from the Weapon Focus and Weapon Specialization feats.  If the weapon is a ranged weapon, the target must be within 30 feet to apply the damage bonus.

 

Weapon High Mastery [General, Fighter]

Choose a weapon that you have taken with the Weapon Mastery and Improved Critical feats. Your skill with the weapon has reached legendary status.

Prerequisites: Base attack bonus +11 or higher, Weapon Mastery & Improved Critical. (with the same chosen weapon)

Benefit: In your skilled hands (and your hands alone), the selected weapon deals damage as if it were one size larger. (Dungeon Master’s Guide, page 162)  This higher damage-rating only applies when performing a full attack action.  If the weapon is a ranged weapon, the target must be within 1 range category to apply the higher damage rating.  This bonus stacks with all other mastery bonuses.

Weapon Grand Mastery [General, Fighter]

Choose a weapon that you have taken with the Weapon High Mastery feat. Your skill with the weapon is unmatched.

Prerequisites: Base attack bonus +14 or higher, Weapon High Mastery with the same chosen weapon.

Benefit: If you take a full attack action, you gain one extra attack at your highest attack bonus, in addition to all other attacks..