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Campaign House Feats - Reasonable?
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<blockquote data-quote="Archade" data-source="post: 4104453" data-attributes="member: 7654"><p>Hey guys,</p><p></p><p>I'm looking at running a home campaign version of Curse of the Crimson Throne, and I've written up a few feats. The background fluff will be gibberish to most of you, but I'm interested in your feedback on the power-levels/reasonableness of these feats -- too much? Too little? Please let me know ...</p><p></p><p>ANOMANEXUS HAZARD MAGE</p><p>Your training at Anomanexus makes you capable of great feats of magic, and the ability to overcome impediments to your spells cast, but at great cost.</p><p>- Prerequisite: Spell Focus (any)</p><p>- Benefit: At any point you have to make a check to determine if a spell will fail, be it from arcane spell failure from armor worn, Spell Resistance, impeded magic, Concentration checks to cast defensively, or the like, you may reroll your check to determine if your spell succeeds. However, if you choose to do so, you immediately take 1d4 points of damage per level of the spell being attempted.</p><p></p><p>FEYBLOODED</p><p>Your fey heritage is stronger that one might suspect.</p><p>- Prerequisite: Human, halfling, half-elf, gnome, or elf, Base Will save +3.</p><p>- Benefit: Your type becomes fey rather than humanoid. In addition, if you did not have low-light vision, you gain it from becoming fey.</p><p> As well, if you have any spell-like abilities gained from race, instead of being able to use them once per day, you may use them 3 times per day. If you have no spell-like abilities, you may choose any one 0-level spell and gain the spell-like ability to use it once per day.</p><p></p><p>GRIM MARCHER</p><p>You follow the heritage of your forefathers, hardening your heart to fear with childhood stories of horror, and as a child practicing hand-to-hand combat with the other children, to determine who was the stronger. Your heart and eyes are cold.</p><p>- Prerequisite: Human (marchlander)</p><p>- Benefit: You gain a +2 to all Will saves vs. Fear, and a +1 to all Intimidate checks and Grapple checks.</p><p></p><p>LUCK OF THE VADANI</p><p>Whether by wit, luck or charm the Vadani people always seem to make the best of a bad situation. </p><p>- Prerequisite: Human (vadani)</p><p>- Benefit: You may add their Charisma modifier to any d20 roll once per day. (Human characters of Vadani stock only)</p><p></p><p>MALACISTI HERETIC</p><p>You have thrown off the religion of your people, and hold divine magic in contempt. You either believe some heretical philosophy, or you fail to believe in the power of the gods themselves.</p><p>- Prerequisite: Human (malacisti)</p><p>- Benefit: You gain Spell Resistance equal to your character level +2 versus all divine magic. Unlike other forms of Spell Resistance, you cannot voluntarily lower your spell resistance.</p><p></p><p>ORSINI SWORD STUDENT</p><p>You are a student or admirer of Vencarlo Orsini, and have studied his style of rapier combat, either directly from him, or someone who has practiced at his school. Your defensive swordplay is to be admired.</p><p>- Prerequisite: Base attack bonus +3</p><p>- Benefit: When you wield a drawn rapier in combat, you gain a +3 to all Tumble checks, and may make Tumble checks as if you possess ranks in that skill. </p><p> As well, when you fight defensively, you are considered to have the equivalent of 5 ranks in Tumble – you may fight defensively, taking -4 to hit as a standard action, and in exchange gain a +3 dodge bonus to AC.</p><p></p><p>SILVANTI SCION</p><p>The pure blood of the forebears of the Silvanti runs strong in your veins and grants you a shadow of the power of your ancestors. </p><p>- Prerequisite: Silvanti</p><p>- Benefit: While raging, you gain DR 2/silver. If you gain untyped damage reduction (DR x/-) as a class feature from the barbarian class, you may add it’s value to your silver damage reduction. For example, a silvanti barbiarian with DR 1/- would gain DR 3/silver when raging.</p><p></p><p>SON OF THE SWORD SPIRIT</p><p>You share a deeper connection to the sword spirit than your brothers. In your hands, a sword can be nearly as potent as a magical blade. </p><p>- Prerequisite: Patron deity the Sword Spirit.</p><p>- Benefit: Once per day, you can spend a standard action to cause a sword you wield to be treated as if it were made of adamantine for 1 minute. If the sword is dropped, the effect is terminated for the day.</p></blockquote><p></p>
[QUOTE="Archade, post: 4104453, member: 7654"] Hey guys, I'm looking at running a home campaign version of Curse of the Crimson Throne, and I've written up a few feats. The background fluff will be gibberish to most of you, but I'm interested in your feedback on the power-levels/reasonableness of these feats -- too much? Too little? Please let me know ... ANOMANEXUS HAZARD MAGE Your training at Anomanexus makes you capable of great feats of magic, and the ability to overcome impediments to your spells cast, but at great cost. - Prerequisite: Spell Focus (any) - Benefit: At any point you have to make a check to determine if a spell will fail, be it from arcane spell failure from armor worn, Spell Resistance, impeded magic, Concentration checks to cast defensively, or the like, you may reroll your check to determine if your spell succeeds. However, if you choose to do so, you immediately take 1d4 points of damage per level of the spell being attempted. FEYBLOODED Your fey heritage is stronger that one might suspect. - Prerequisite: Human, halfling, half-elf, gnome, or elf, Base Will save +3. - Benefit: Your type becomes fey rather than humanoid. In addition, if you did not have low-light vision, you gain it from becoming fey. As well, if you have any spell-like abilities gained from race, instead of being able to use them once per day, you may use them 3 times per day. If you have no spell-like abilities, you may choose any one 0-level spell and gain the spell-like ability to use it once per day. GRIM MARCHER You follow the heritage of your forefathers, hardening your heart to fear with childhood stories of horror, and as a child practicing hand-to-hand combat with the other children, to determine who was the stronger. Your heart and eyes are cold. - Prerequisite: Human (marchlander) - Benefit: You gain a +2 to all Will saves vs. Fear, and a +1 to all Intimidate checks and Grapple checks. LUCK OF THE VADANI Whether by wit, luck or charm the Vadani people always seem to make the best of a bad situation. - Prerequisite: Human (vadani) - Benefit: You may add their Charisma modifier to any d20 roll once per day. (Human characters of Vadani stock only) MALACISTI HERETIC You have thrown off the religion of your people, and hold divine magic in contempt. You either believe some heretical philosophy, or you fail to believe in the power of the gods themselves. - Prerequisite: Human (malacisti) - Benefit: You gain Spell Resistance equal to your character level +2 versus all divine magic. Unlike other forms of Spell Resistance, you cannot voluntarily lower your spell resistance. ORSINI SWORD STUDENT You are a student or admirer of Vencarlo Orsini, and have studied his style of rapier combat, either directly from him, or someone who has practiced at his school. Your defensive swordplay is to be admired. - Prerequisite: Base attack bonus +3 - Benefit: When you wield a drawn rapier in combat, you gain a +3 to all Tumble checks, and may make Tumble checks as if you possess ranks in that skill. As well, when you fight defensively, you are considered to have the equivalent of 5 ranks in Tumble – you may fight defensively, taking -4 to hit as a standard action, and in exchange gain a +3 dodge bonus to AC. SILVANTI SCION The pure blood of the forebears of the Silvanti runs strong in your veins and grants you a shadow of the power of your ancestors. - Prerequisite: Silvanti - Benefit: While raging, you gain DR 2/silver. If you gain untyped damage reduction (DR x/-) as a class feature from the barbarian class, you may add it’s value to your silver damage reduction. For example, a silvanti barbiarian with DR 1/- would gain DR 3/silver when raging. SON OF THE SWORD SPIRIT You share a deeper connection to the sword spirit than your brothers. In your hands, a sword can be nearly as potent as a magical blade. - Prerequisite: Patron deity the Sword Spirit. - Benefit: Once per day, you can spend a standard action to cause a sword you wield to be treated as if it were made of adamantine for 1 minute. If the sword is dropped, the effect is terminated for the day. [/QUOTE]
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