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<blockquote data-quote="Beholder Bob" data-source="post: 2110369" data-attributes="member: 12866"><p>BiggusGeekus:</p><p></p><p>SPIDER gain +1 to rolls to concentration, +1 DC to spell saves when casting any spell with a casting time of over 1 round.</p><p></p><p>CRAB gain +2 to appraisal, +2 to bluff checks when lying about the value of appraised goods</p><p></p><p></p><p>Cool! I really like the DC increase w spells that take longer - though it puts too much bonus dependent on the sign on being a spell caster, I think I'll steal this idea for a feat!</p><p></p><p><span style="color: Yellow">Weave Spell: casting a spell that normally takes a standard action over a full round increases the DC by +1, while spending 2 full rounds on the spell increases the DC by +2. If injured while casting a spell with this feat, your check to maintain the spell suffers a -4 penalty.</span></p><p><span style="color: Yellow"></span></p><p><span style="color: Yellow">Not a meta magic (you use it on the fly) - encouraging longer spell casting for greater power, but with commiserate risk of losing the spell.</span></p><p></p><p>Hmm, what about</p><p></p><p>Spider: Increase the DC to sense motive against you by 3.</p><p></p><p>I like what you did with crab! The adventurers book puts haggling as an offshoot of diplomacy (if my few remaining gray cells are working correctly), so +2 appraise & +2 to haggle checks?</p><p></p><p>Oh, just to explain a bit of the logic used in this, I've improved/increased concentration so that its useful to fighters and such as well, it has uses to resist pain and recover from fear and is now a class skill for warriors and spell casters (if a wizard with high concentration can override the pain from an arrow strike to finish a spell, the fighter should be able to grin and tough it when hurt as well, sort of...). I mention this as I commented on the spider ability being too focused on spell casters, and then have concentration as a bonus modifier. Shrug.</p><p></p><p>Concentration</p><p></p><p></p><p>Overcome Pain is a free action that, on a successful roll, reduces any pain penalty currently suffered to ½ for 1 round. For caltrop wounds, it allows 1 round of normal movement. DC 18 or save DC, whichever is worse.</p><p>Failure 5+: attempt fail, may not attempt for 1 minute</p><p></p><p>Overcome Fear is a free action that can be made on any round following the PC coming subject to a fear effect. If made, the amount of fear suffered drops 1 step. The DC is 20 or equal to the save for the fear effect, whichever is worse.</p><p>Failure 5: attempt fails, may not try again.</p><p></p><p>Retain Consciousness is a Move Action made when the PC would otherwise fall unconscious. Every round the roll is made, the PC clings to consciousness for 1 more round. The base DC is 20, increasing by 1 each round the condition that would knock the PC unconscious continues (i.e. negative HP).</p><p></p><p><span style="color: Red"><strong>B<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" />B</strong></span></p></blockquote><p></p>
[QUOTE="Beholder Bob, post: 2110369, member: 12866"] BiggusGeekus: SPIDER gain +1 to rolls to concentration, +1 DC to spell saves when casting any spell with a casting time of over 1 round. CRAB gain +2 to appraisal, +2 to bluff checks when lying about the value of appraised goods Cool! I really like the DC increase w spells that take longer - though it puts too much bonus dependent on the sign on being a spell caster, I think I'll steal this idea for a feat! [COLOR=Yellow]Weave Spell: casting a spell that normally takes a standard action over a full round increases the DC by +1, while spending 2 full rounds on the spell increases the DC by +2. If injured while casting a spell with this feat, your check to maintain the spell suffers a -4 penalty. Not a meta magic (you use it on the fly) - encouraging longer spell casting for greater power, but with commiserate risk of losing the spell.[/COLOR] Hmm, what about Spider: Increase the DC to sense motive against you by 3. I like what you did with crab! The adventurers book puts haggling as an offshoot of diplomacy (if my few remaining gray cells are working correctly), so +2 appraise & +2 to haggle checks? Oh, just to explain a bit of the logic used in this, I've improved/increased concentration so that its useful to fighters and such as well, it has uses to resist pain and recover from fear and is now a class skill for warriors and spell casters (if a wizard with high concentration can override the pain from an arrow strike to finish a spell, the fighter should be able to grin and tough it when hurt as well, sort of...). I mention this as I commented on the spider ability being too focused on spell casters, and then have concentration as a bonus modifier. Shrug. Concentration Overcome Pain is a free action that, on a successful roll, reduces any pain penalty currently suffered to ½ for 1 round. For caltrop wounds, it allows 1 round of normal movement. DC 18 or save DC, whichever is worse. Failure 5+: attempt fail, may not attempt for 1 minute Overcome Fear is a free action that can be made on any round following the PC coming subject to a fear effect. If made, the amount of fear suffered drops 1 step. The DC is 20 or equal to the save for the fear effect, whichever is worse. Failure 5: attempt fails, may not try again. Retain Consciousness is a Move Action made when the PC would otherwise fall unconscious. Every round the roll is made, the PC clings to consciousness for 1 more round. The base DC is 20, increasing by 1 each round the condition that would knock the PC unconscious continues (i.e. negative HP). [COLOR=Red][B]B:]B[/B][/COLOR] [/QUOTE]
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