I orignally posted this in the wrong area, I made a few adjustments due to input from a few people here on the board, and a few who are not on the board. Please comment on these feats and let me know what you think of them.
POSITIVE WEAPON INFUSION
Pre-Requisite: Channeling Positive Energy Feat, Religion 3 ranks, Ability to Cast 2nd level Divine Spells, Ability to turn undead
Benefit: This changes the damage dealt by the weapon that has been Infused into a temporary conduit for the holy energies of the Positive Material Plane causing the weapon to do Holy Damage for 1 round. Each use of this ability uses 1 of the daily uses of turning undead available to the user.
WEAPON ATTUNEMENT (General/Fighter)
Pre-Requisite: BAB+3, Concentration 3 ranks
Benefit: By taking 1 hour and meditating with a weapon that you are proficient in and succeeding at a Concentration check DC 15 at the end of the hour long period you can attune yourself to the weapon. This provides either a +1 to hit or damage for the next 24 hours that must be chosen before the 1 hour meditation begins. Failing the Concentration Check means that you cannot use this feat again for 24 hours. This bonus stacks with any existing bonus. You may take this feat multiple times each time it applies to a different weapon.
EXPERT FLANKER
Prerequisite: 12+ Int
Benefit: You are a learned Flanker. Anytime you are involved in a flanking situation with a melee weapon you may increase your flanking attack modifier by +2.
CHAOTIC SPELL(Metamagic)
Prerequisite: Chaotic Alignment, ability to memorize 4th level or higher spells.
Benefit: Choosing this feat allows for a character memorize spells that may or may not have a greater effect upon casting it. The caster is able to memorize a number of spells levels equal to 1-6(determined randomly each time the character chooses to memorize a Chaotic Spell) plus the appropriate ability modifier. For each chaotic spell memorized the caster rolls d% and consults the table below. A chaotic spell takes up a spell slot 1 level higher than normal. This feat may be taken multiple times. Each time it is taken the character may memorize and additional d6+ the appropriate ability modifier (Int/Wis etc..) number of spells. Example an 11th level Wizard with a 16 Intelligence who took this feat two times would be able to memorize 2d6+6 total spell levels worth of Chaotic Spells.
Die
Roll Effect on Spell
1-20 - Spell 50% reduction in duration and damage (caster does not choose, if there is no duration the damage is reduced ) and any save DC is reduced by 3
21-35 - Spell effectiveness reduced by 25%, any save DC reduced by 1
36-50 - If the first saving throw was a failure the spell allows for another saving throw at the original DC.
51-70 - Spell works normally.
71-90 - Spell DC increased by 1 and damage or duration (caster’s choice, unless spell has a duration that is instantaneous) increased by 25%
91-110 - As 71-90 except DC increased by 3, and both duration and damage increase by 25% (if no duration damage increased by 50%)
111-120 - As 91-110 except spell if spell has a saving throw the victim of the spell must make the save 2 times instead of 1.
121-130 - As 111-120 except spell is not lost from caster’s memory.
131+ - As 91-110 except the spellcaster is affected by spell as well.
Special: If a character who has the Chaotic Spell feat ever becomes a non-chaotic alignment they instantly loose the benefit of this feat. If they later become chaotic again the ability to use this feat returns.
Any comment would be appreciated.
Thanks
POSITIVE WEAPON INFUSION
Pre-Requisite: Channeling Positive Energy Feat, Religion 3 ranks, Ability to Cast 2nd level Divine Spells, Ability to turn undead
Benefit: This changes the damage dealt by the weapon that has been Infused into a temporary conduit for the holy energies of the Positive Material Plane causing the weapon to do Holy Damage for 1 round. Each use of this ability uses 1 of the daily uses of turning undead available to the user.
WEAPON ATTUNEMENT (General/Fighter)
Pre-Requisite: BAB+3, Concentration 3 ranks
Benefit: By taking 1 hour and meditating with a weapon that you are proficient in and succeeding at a Concentration check DC 15 at the end of the hour long period you can attune yourself to the weapon. This provides either a +1 to hit or damage for the next 24 hours that must be chosen before the 1 hour meditation begins. Failing the Concentration Check means that you cannot use this feat again for 24 hours. This bonus stacks with any existing bonus. You may take this feat multiple times each time it applies to a different weapon.
EXPERT FLANKER
Prerequisite: 12+ Int
Benefit: You are a learned Flanker. Anytime you are involved in a flanking situation with a melee weapon you may increase your flanking attack modifier by +2.
CHAOTIC SPELL(Metamagic)
Prerequisite: Chaotic Alignment, ability to memorize 4th level or higher spells.
Benefit: Choosing this feat allows for a character memorize spells that may or may not have a greater effect upon casting it. The caster is able to memorize a number of spells levels equal to 1-6(determined randomly each time the character chooses to memorize a Chaotic Spell) plus the appropriate ability modifier. For each chaotic spell memorized the caster rolls d% and consults the table below. A chaotic spell takes up a spell slot 1 level higher than normal. This feat may be taken multiple times. Each time it is taken the character may memorize and additional d6+ the appropriate ability modifier (Int/Wis etc..) number of spells. Example an 11th level Wizard with a 16 Intelligence who took this feat two times would be able to memorize 2d6+6 total spell levels worth of Chaotic Spells.
Die
Roll Effect on Spell
1-20 - Spell 50% reduction in duration and damage (caster does not choose, if there is no duration the damage is reduced ) and any save DC is reduced by 3
21-35 - Spell effectiveness reduced by 25%, any save DC reduced by 1
36-50 - If the first saving throw was a failure the spell allows for another saving throw at the original DC.
51-70 - Spell works normally.
71-90 - Spell DC increased by 1 and damage or duration (caster’s choice, unless spell has a duration that is instantaneous) increased by 25%
91-110 - As 71-90 except DC increased by 3, and both duration and damage increase by 25% (if no duration damage increased by 50%)
111-120 - As 91-110 except spell if spell has a saving throw the victim of the spell must make the save 2 times instead of 1.
121-130 - As 111-120 except spell is not lost from caster’s memory.
131+ - As 91-110 except the spellcaster is affected by spell as well.
Special: If a character who has the Chaotic Spell feat ever becomes a non-chaotic alignment they instantly loose the benefit of this feat. If they later become chaotic again the ability to use this feat returns.
Any comment would be appreciated.
Thanks
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