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Post by Ben (DM) on Sept 25, 2005 21:15:17 GMT 1
Okay, the world is coming allong nicely. Somewhere stored away I've got a file with all the races and classes, I'm a long way with description of major cities, the pantheon and the planes. Now I'm on top of writing more rule wise then fluff wise things for my world, so I'll need feats and stuff. Here, in this topic, I'll ask you guys for judgement on wether the rule things I write are good, too powerful or too weak. First up:
Feat: Blood Casting (Metamagic) You're used to pain and by causing it you can use this pain to channel more power. Benefit: If you cast a spell with a numeric damage component, you may heighten the damage done by the spell by any number, to a maximum of your ECL. You decide this after you've started casting, but before you assign target. After you've cast the spell (succesfull or not), you substract the number you've added to the spell from your hit points.
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Post by Aliandor on Sept 25, 2005 21:26:43 GMT 1
instead of "after you start casting, but before assigning a target", I'd say "You decide this at the moment you start casting the spell, but before any effects of (casting) the spell are resolved (including, but not limited to: Spell resistance, attack rolls, Attacks of opportunity against caster, counterspelling)"
otherwise, nice feat, although there probably are some evil combinations of it with stuff like deathless frenzy, uber healing etc.
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Post by Ben (DM) on Sept 25, 2005 21:45:23 GMT 1
That's the only usable way, because otherwise an average wizard could use this feat 2 or 3 times per day tops. Also a prestige class. Not tablelised yet, cause tabling is hell.
Guardian of Enue You are a specialist on plants, that while advancing in your knowledge about plants, are getting more and more linked with them. Prerequisites Stat: Int 10+ Race: non-undead Skills: Knowlegde (Nature) 8 ranks, Proffesion (Herbalism) 8 ranks Benifits Base Attack: Bad Saves: Will Good Abilities: 1st level: Lore of the Woods (Ex): You may add your Guardian of Enue level to all Knowledge (Nature) checks concerning plants and Profession (Herbalist) checks. 2nd level: Essence of the Woods (Sp): You may cast spells at will from the plant domain. The total added level of spells cast per day may not be higher then your Guardian of Enue level plus your Wisdom modifier. 4th level: Lure of the Woods (Ex): This ability functions as if you have the Plant subtype as your archenemy (see ranger) 6th level: Sense of the Woods (Ex): You gain the Woodsense ability 8th level: Stalker of the Woods (Ex): You gain the terrain mastery (Forest) and the Untraceable step ability. 10th level: Body of the Woods (Ex): You gain the plant subtype.
A little bit more info on those who don't know all the abilities: Woodsense: You detect everything that is in contact with vegitation within 60 foot Untraceable step: Whenever in a forest, you're untrackable Plant Subtype: Low light vision, immunity to all mind-affecting spells or abilities. Immunity to poison, sleep effects, paralysis, polymorph and stunning, Not subject to critical hits, does not need sleep Terrain Mastery: +1 to attack rolls on creatures with "forest" descriptor and +4 on hide checks in woods.
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Post by Lunatien on Dec 8, 2005 11:28:23 GMT 1
nice one, i have an question for you. could you disign some paladin prestige classes? and can i use every prestige class avaideble in the books?
greetz teun
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Post by Ben (DM) on Dec 8, 2005 17:22:05 GMT 1
You're allowed to use all DM Guide Prestige Classes. Other Pr Classes must be asked first (through pm is fine). I'm not so busy with this anymore.
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Post by Ben (DM) on Mar 27, 2006 23:06:07 GMT 1
Three new possible feats. We'll see what you think:
Lunar Binding You tie your frenzy mind to another moon, making you more predictable and controlable. Requirements: Lycantrophy, Skill Focus (Concentration) Benefit: Your trigger moon is now Elfpride. Elfpride has four mooncycles in a year, each of five days. Normal: Normally lycanthropes are tied to Wolffang, which has ten mooncycles in a year with each a three day full moon.
Dark Lunar Binding You bind yourself to an even stranger moon, yet this time at a price. Requirements: Lunar Binding, Lycanthropy, Skill Focus (Concentration) Benefit: Your trigger moon is now Dark Moon. Dark Moon has only one mooncycles, which has a three day full moon. When you take this feat you take a permanent two wisdom penalty and you can not use any available or future abilities to volontairely shift. Normal: Normally lycanthropes are tied to Wolffang, which has ten mooncycles in a year with each a three day full moon. You can have abilities to volontairely shift.
Improved Dark Lunar Binding [Epic] You shake off the effects of Dark Moon by the strength of your mind. Requirements: Dark Lunar Binding, Lunar Binding, Lycanthropy, Skill Focus (Concentration) Benefit: You regain the two wisdom loss you suffered and gain the ability to controlled shifting, even if you did not have it before this feat. This ignores the Dark Lunar Binding feat restriction. Normal: With Dark Lunar Binding you have a permanent Wisdom penalty and can't shift volontary.
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