Group Project: Class Abilities as Feats for UA Generic Classes

AFGNCAAP

First Post
Hello,

I'm working on expanding the information/rules for using Generic Classes from UA. One of the most daunting things I'm trying to work on is determining what class abilities can be converted over into feats (and, to another extent, what class abilities should remain class abilities, perhaps available only through a PrC). (On a related note, if you think that all class abilities could be translated into feats for the generic classes, then feel free to provide insight/info on the feat-based form of the class ability.)

The key thing is that these class abilities should be boiled down into generic feats available to most classes, i.e., there shouldn't be a rogue-based version of uncanny dodge and a barbarian-based version of uncanny dodge.

This will prove to be a daunting task in itself because of all of the base classes available (both in the PHB, & the Complete books); this isn't even scratching the surface of making PrC abilities as feats for generics (though, if you want to attempt that, feel free to).

I'd appreciate any help/insight/info/etc. that anyone can provide (& believe me, it'd be much-appreciated).
 

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Decided to place this as a reply rather than part of the initial post.

Seperating the Feats from the Class Abilities.

This part is all about determining what class abilities are & aren't viable for thranslation into feats. As mentioned in UA, not all core classes from the PHB can be translated over exactly into generic classes (clerics & wizards, for example). If you disagree with this, then please feel free to offer viable methods to remedy this issue (other than creating a bunch of whole new generic classes).

What Can Be Converted Into a Feat:
  • Class abilities that improve as the character advances (and this, can be broken into multiple feats).
  • Class abilities that require a roll/check to determine success (e.g., Bardic Knowledge).
  • Class abilities that require a minimum # of ranks in a Skill to use (e.g., Bardic Music).
  • Class abilities that have a limited # of uses per day.

What Cannot Be Converted Into a Feat:
  • Class abilities that provide complete immunity (e.g., the druid's Venom Immunity or a Paladin's Divine Health); IIRC, these class abilities typically appear in classes with strict AL or multiclassing restrictions.
  • Class abilities that radically change how a class works (e.g., spell memorization of Wizards; spell preparation & limited spontaneous casting of Clerics & Druids).
  • Class abilities that provide a Feat or set of Feats for free, without needing the PC to meet the requirements (e.g, a Ranger's Combat Style & Combat Style Mastery).

This is just a short list of potential qualifiers/disqualifiers: it's by no means complete.

One thing that I'm trying to go for is generic concepts as opposed to specific types: for example, a character than focuses on unarmed/unarmored combat (i.e., a generic martial artist), as opposed to an orderly mystically-inclined martial artist that gains supernatural powers (i.e., a PHB monk). I figure that specific concept-based ideas could be made available as a PrC.

What About Psionics?
This is another issue I was wondering about. Should there be a generic Psychic class? Could Spellcasters opt to pick & choose psychic powers instead?

Personally, I can sort of see a case for both concepts: either Spellcasters declaring themselves as psionic, or providing a Psychic generic class. I think it may be easier just to have a new generic class for psionic power use, since (A) psionics can be used while wearing armor, (B) any mental stat can be used to determine psychic ability (it's just themed differently), (C) psychic characters use points/day instead of slots/day, and (D) the generic psychic class will be a compromise between how a psion & a wilder works (since it'll be a 0-9 power level class, just as the spellcaster is a 0-9 spell level class).

This is what I have so far. I'd really appreciate any further opinions/info/etc. on the topic.
 

AFGNCAAP said:
generic feats available to most classes, i.e., there shouldn't be a rogue-based version of uncanny dodge and a barbarian-based version of uncanny dodge.

I'd stick to the PHB and Arcana Unearthed to begin with for creating generic feats. Take a look at Arcana Unearthed for Uncanny Dodge as a feat.

One way of breaking down powerful class features into feats is to make them multiple feats. e.g. Maybe Rage becomes +2 STR, +2 CON for a feat, and then another feat after that.
 

Let me give Rage a try.

RAGE [GENERAL]
Prerequisite: Base Fort Save +2
Benefit: You can fly into a rage once per day. In a rage, you temporarily gains a +2 bonus to Strength, a +2 bonus to Constitution, and a +1 morale bonus on Will saves, but you takes a -2 penalty to Armor Class. The increase in Constitution increases the your hit points by 2 points per level, but these hit points go away at the end of the rage when your Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. You can use any feat you have except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + your (newly improved) Constitution modifier. The you may prematurely end his rage. At the end of the rage, you loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

IMPROVED RAGE [GENERAL]
Prerequisites: Rage, Base Fort Save +4
Benefit: Your bonuses to Strength and Constitution during your rage each increase to +4, and his morale bonus on Will saves increases to +2. The penalty to AC remains at -2. You can use rage an additonal time per day.

GREATER RAGE [GENERAL]
Prerequisites: Improved rage, Base Fort Save +8
Benefit: Your bonuses to Strength and Constitution during your rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2. You can use rage an additonal time per day.

MIGHTY RAGE [GENERAL]
Prerequisites: Greater Rage, Base Fort Save +12
Benefit: Your bonuses to Strength and Constitution during your rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2. You can use rage an additonal time per day.

Tireless Rage [GENERAL]
Prerequisites: Rage, Endurance, Base Fort Save +6
Benefit: You no longer becomes fatigued at the end of your rage. You can use rage an additonal time per day.
 
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Here are some more mostly Ranger and Rouge

WOODLAND STRIDE [GENERAL]
Benefit: You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect you.

TRACKLESS STEP [GENERAL]
Prerequisites: Woodland Stride, Survival +6
Benefit: You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.

CAMOUFLAGE [GENERAL]
Prerequisites: Woodland Stride, Hide +10
Benefit: You can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

HIDE IN NATURAL TERRAIN [GENERAL]
Prerequisites: Camouflage, Hide +15
Benefit: While in any sort of natural terrain, you can use the Hide skill even while being observed.

SWIFT TRACKER [GENERAL]
Prerequisites: Track, Survival +10
Benefit: You can move at your normal speed while following tracks without taking the normal -5 penalty. You take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

DEFENSIVE ROLL [GENERAL]
Prerequisites: Improved Evasion, Base Reflex Save +10
Benefit: You can roll with a potentially lethal blow to take less damage from it than you otherwise would. Once per day, when you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the you can attempt to roll with the damage. To use this ability, you must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, you take only half damage from the blow; if it fails, you takes full damage. You must be aware of the attack and able to react to it in order to execute your defensive roll-if you are denied your Dexterity bonus to AC, you can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the your evasion ability does not apply to the defensive roll.

OPPORTUNIST [GENERAL]
Prerequisites: Combat Reflexes, Combat Expertise, Sneak Attack
Benefit: Once per round, the you can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as one of your attack of opportunity for that round but even with the Combat Reflexes Feat you can’t use the Opportunist Feat more than once per round.

STILL MIND [GENERAL]
Prerequisites: Base Will Save +2
Benefit: You gain a +2 bonus on saving throws against spells and effects from the school of enchantment.

SLIPPERY MIND [GENERAL]
Prerequisites: Still Mind, Base Will Save +4
Benefit:This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel you. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on
her saving throw.

CRIPPLING STRIKE [GENERAL]
Prerequisites: Greater Sneak Attack, Heal +10
Benefit: You can sneak attack opponents with such precision that your blows weaken and hamper them. An opponent damaged by one of your sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
 
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I am not sure about some of these feats but here are the Monk and Paladin abilities. New feat type [SUPERNATURAL] as with [GENERAL] but are Supernatural abilities.

AURA [GENERAL]
Prerequisites: Base Will Save +2
Benefit: You have a aura corresponding to the one component of your alignment (chaotic, evil, good, or lawful) (see the detect evil spell for details) equal to your character level.

DETECT ALIGNMENT [GENERAL]
Prerequisites: Aura, Base Will Save +2
Benefit: At will, you can use the detect alignment spell opposed to the alignment of your Aura feat as a spell-like ability.

SMITE[SUPERNATURAL]
Prerequisites: Aura, Powr Attack, Cha 13+
Benefit: Once per day, you may attempt to smite the alignment opposed to the alignment of your Aura feat with one normal melee attack. You adds your Charisma bonus (if any) to your attack roll and deals 1 extra point of damage per character level. If you accidentally smites a creature that is not of an opposed alignment, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, you may use smite one additional time per day to a maximum of five times per day at 20th level.

AURA OF COURAGE [SUPERNATURAL]
Prerequisites: Aura (Good) or (Law), Base Will Save +4
Benefit: You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects.
Special:This ability functions while you are conscious, but not if you are unconscious or dead.

AURA OF DESPAIR [SUPERNATURAL]
Prerequisites: Aura (Law) or (Evil), Base Will Save +4
Benefit: Each enemy within 10 feet of you gains a -2 penalty to all saving throws.
Special:This ability functions while you are conscious, but not if you are unconscious or dead.

DEBILITATING AURA [SUPERNATURAL]
Prerequisites: Aura (Evil) or (Chaos), Base Will Save +4
Benefit: Each enemy within 10 feet of you gains a -1 penalty to Armor Class.
Special:This ability functions while you are conscious, but not if you are unconscious or dead.

AURA OF RESOLVE [SUPERNATURAL]
Prerequisites: Aura (Chaos) or (Good), Base Will Save +4
Benefit: You are immune to compulsion effects. Each ally within 10 feet of you gains a +4 morale bonus on saving throws against compulsion effects.
Special:This ability functions while you are conscious, but not if you are unconscious or dead.

DIVINE GRACE [SUPERNATURAL]
Prerequisites: Aura, Cha +13, Base Fort Save +4, Base Reflex Save +4, Base Will Save +4
Benefit: You gain a bonus equal to her Charisma bonus (if any) on all saving throws.

LAY ON HANDS [SUPERNATURAL]
Prerequisites: Aura, Turn Undead, Cha +13, Base Will Save +4
Benefit: Each day you can heal a total number of hit points of damage equal to your character level x your Charisma bonus. You may choose to divide your healing among multiple recipients, and you don’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, you can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. You decide how many of your daily allotment of points to use as damage after successfully touching an undead creature.

REMOVE DISEASE [GENERAL]
Prerequisites: Lay on Hands, Heal +8
Benefit: You can produce a remove disease effect, as the spell, once per week. You can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

DIAMOND SOUL [GENERAL]
Prerequisites: Aura, Base Will Save +6
Benefit: You gain spell resistance equal to your current character level. In order to affect you with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the your spell resistance.

IMPROVED DIAMOND SOUL [GENERAL]
Prerequisites: Diamond Soul, Base Will Save +10
Benefit: Your spell resistance from the Diamond Soul feat increases to your character level +10.

TONGUE OF THE SUN AND MOON [GENERAL]
Prerequisites: Diamond Soul, Diplomacy +12, Sense Motive +12
Benefit: You can speak with any living creature

WHOLENESS OF BODY [GENERAL]
Prerequisites: Aura, Base Fort Save +4, Base Will Save +4
Benefit: You can heal your own wounds. You can heal a number of hit points of damage equal to twice your current charcter level each day, and you can spread this healing out among several uses.

VENOM IMMUNITY [SUPERNATURAL]
Prerequisites: Wholeness of Body, Base Fort Save +6, Base Will Save +6
Benefit: You gain immunity to poisons of all kinds.

DIVINE HEALTH [SUPERNATURAL]
Prerequisites: Wholeness of Body, Base Fort Save +6, Base Will Save +6
Benefit: You gain immunity to all diseases, including supernatural and magical diseases.

TIMELESS BODY [GENERAL]
Prerequisites: Diamond Body, Divine Health, Base Fort Save +8, Base Will Save +8
Benefit: You no longer takes penalties to your ability scores for aging and cannot be magically aged. Any such penalties that you have already taken, however, remain in place. Bonuses still accrue, and you still die of old age when your time is up.

FAST MOVEMENT [GENERAL]
Prerequisites: Base Fort Save +2, Base Reflex Save +2
Benefit: Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the your speed because of any load carried or armor worn.

IMPROVED FAST MOVEMENT [SUPERNATURAL]
Prerequisites: Fast Movement, Base Fort Save +6, Base Reflex Save +6
Benefit: You gain a +30 enhancement bonus to your speed. You loses this extra speed when in armor or carrying a medium or heavy load.

GREATER FAST MOVEMENT [SUPERNATURAL]
Prerequisites: Improved Fast Movement, Base Fort Save +10, Base Reflex Save +10
Benefit: Your enhancement bonus to your speed form Improved Fast Movement increases by +30 (total +60).

SLOW FALL [GENERAL]
Prerequisites: Fast Movement, Base Fort Save +4, Base Reflex Save +4
Benefit: When you are within arm’s reach of a wall can use it to slow your descent. You take damage as if the fall were 20 feet + 10 feet per 4 levels shorter than it actually is.

IMPROVED SLOW FALL [GENERAL]
Prerequisites: Fast Movement, Base Fort Save +10, Base Reflex Save +10
Benefit: You can use a nearby wall to slow your descent and fall any distance without harm.

MINDFUL BONUS [GENERAL]
Prerequisites: Aura, 13+ in chosen mental stat
Benefit: When unarmored and unencumbered, the you adds your abiltiy score bonus from your chosen mental stat (Int, Wis, or Cha) to your AC.
These bonuses to AC apply even against touch attacks or when the you are flat-footed. You lose this bonuse when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

FLURRY OF BLOWS [GENERAL]
Prerequisites: Improved Unarmed Strike
Benefit: When unarmored, you may strike with a flurry of blows at the expense of accuracy. When doing so, you may make one extra attack in a round at your highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity you might make before your next action. You must use a full attack action to strike with a flurry of blows. When using flurry of blows, you may attack only with unarmed strikes.

IMPROVED FLURRY OF BLOWS [GENERAL]
Prerequisites: BAB +4, Flurry of Blows, Greater Unarmed Strike
Benefit: The -2 penalty when using Flurry of Blows is removed.

GREATER FLURRY OF BLOWS [GENERAL]
Prerequisites: BAB +12, Improved Flurry of Blows, Monk's Bonus
Benefit: You gain two additional attacks when using Flurry of blows.

WEAPON FLURRY OF BLOWS [GENERAL]
Prerequisites: Flurry of Blows, Proficiency with at least one monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, or siangham)
Benefit: When using flurry of blows, you may attack with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) in additon ro unarmed strikes. You may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, you apply your Strength bonus (not Str bonus x 1-1/2 or x1/2) to your damage rolls for all successful attacks, whether you wield a weapon in one or both hands. You can’t use any weapon other than a special monk weapon as part of a flurry of blows.

GREATER UNARMED STRIKE [GENERAL]
Prerequisites: Improved Unarmed Strike, Weapon Focus (Unarmed Stike)
Benefit: You Unarmed Strikes do damage equal to a monk of your character level.

KI STRIKE [SUPERNATURAL]
Prerequisites: Greater Unarmed Strike, Aura, Will +4
Benefit: Your unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.

ALIGNMENT KI STRIKE [SUPERNATURAL]
Prerequisites: Ki Strike, Aura, Will +6
Benefit: Your unarmed attacks are treated as weapons of same alignment as you Aura for the purpose of dealing damage to creatures with damage reduction.

MATERIAL KI STRIKE [SUPERNATURAL]
Prerequisites: Ki Strike, Aura, Will +10
Benefit: Your unarmed attacks are treated as being made of one type of special material (either silver, cold iron, or adamantine) for the purpose of dealing damage to creatures with damage reduction.

Quivering Palm [SUPERNATURAL]
Prerequisites: Ki Strike, Stunning Fist, Will +8
Benefit: You can set up vibrations within the body of another creature that can thereafter be fatal if you so desires. You can use this quivering palm attack once a week, and you must announce your intent before making your attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if you strike successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter you can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to your character level. To make such an attempt, you merely will the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 your level + your Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
 
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one thing that I don't get before I start reviewing more deeply is why do a lot of the monk abilities require the Aura feat? Monk's don't have a lawful aura like clerics or paladins get an aura, why require it?
 

Camarath said:
Let me give Rage a try.

RAGE [GENERAL]
Prerequisite: Base Fort Save +2
Benefit: You can fly into a rage a certain number of once per day. In a rage, you temporarily gains a +2 bonus to Strength, a +2 bonus to Constitution, and a +1 morale bonus on Will saves, but you takes a -2 penalty to Armor Class. The increase in Constitution increases the your hit points by 2 points per level, but these hit points go away at the end of the rage when your Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. You can use any feat you have except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + your (newly improved) Constitution modifier. The you may prematurely end his rage. At the end of the rage, you loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can?t charge or run) for the duration of the current encounter.

I don't see the huge problem of just leaving rage as is for a single feat, sure a +4 to Str and Con is nice, but you still only get so many feats and it is a 1/day type thing. Make a feat to gain additional rages per day based upon your fortitude save, Fort +4 for rage 2/day, Fort +6 for rage 3/day, Fort +8 for rage 4/day, is anyone starting to see a trend here?

GREATER RAGE [GENERAL]
Prerequisites: Improved rage, Base Fort Save +8
Benefit: Your bonuses to Strength and Constitution during your rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2. You can use rage an additonal time per day.

Should be Fort save +7, for a pre-req, and maybe a BAB requirement of +11.

MIGHTY RAGE [GENERAL]
Prerequisites: Greater Rage, Base Fort Save +12
Benefit: Your bonuses to Strength and Constitution during your rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2. You can use rage an additonal time per day.

good enough

Tireless Rage [GENERAL]
Prerequisites: Rage, Endurance, Base Fort Save +6
Benefit: You no longer becomes fatigued at the end of your rage. You can use rage an additonal time per day.

ditch the rage one additional time per day, jump the fort save requirement up to +10, ditch endurance and you'll have the level where tireless rage is normally gained.
 

Camarath said:
I am not sure about some of these feats but here are the Monk and Paladin abilities. New feat type [SUPERNATURAL] as with [GENERAL] but are Supernatural abilities.

AURA [GENERAL]
Prerequisites: Base Will Save +2
Benefit: You have a aura corresponding to the one component of your alignment (chaotic, evil, good, or lawful) (see the detect evil spell for details) equal to your character level.

Alright, seems fine.

DETECT ALIGNMENT [GENERAL]
Prerequisites: Aura, Base Will Save +2
Benefit: At will, you can use the detect alignment spell opposed to the alignment of your Aura feat as a spell-like ability.

hrm... just leave it with aura, the base will save is included there already.

SMITE EVIL [SUPERNATURAL]
Prerequisites: Aura, Powr Attack, Cha 13+
Benefit: Once per day, you may attempt to smite the alignment opposed to the alignment of your Aura feat with one normal melee attack. You adds your Charisma bonus (if any) to your attack roll and deals 1 extra point of damage per character level. If you accidentally smites a creature that is not of an opposed alignment, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, you may use smite one additional time per day to a maximum of five times per day at 20th level.

Make it smite one opposite component of your alignment so it could easily be used for smite good or whatnot and you've got yourself a good enough power.

AURA OF COURAGE [SUPERNATURAL]
Prerequisites: Aura (Good), Base Will Save +4
Benefit: You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects.
Special:This ability functions while you are conscious, but not if you are unconscious or dead.

Seems decent enough.

AURA OF DESPAIR [SUPERNATURAL]
Prerequisites: Aura (Law), Base Will Save +4
Benefit: Each enemy within 10 feet of you gains a -2 penalty to all saving throws.
Special:This ability functions while you are conscious, but not if you are unconscious or dead.

ummm why aura of despair requires Aura (law) i don't get, it should be aura (evil) still, i don't see someone who is lawful good having this, at least with that name.

DEBILITATING AURA [SUPERNATURAL]
Prerequisites: Aura (Evil), Base Will Save +4
Benefit: Each enemy within 10 feet of you gains a -1 penalty to Armor Class.
Special:This ability functions while you are conscious, but not if you are unconscious or dead.

Good 'nuff.

AURA OF RESOLVE [SUPERNATURAL]
Prerequisites: Aura (Chaos), Base Will Save +4
Benefit: You are immune to compulsion effects. Each ally within 10 feet of you gains a +4 morale bonus on saving throws against compulsion effects.
Special:This ability functions while you are conscious, but not if you are unconscious or dead.

Why do the aura of resolve and aura of courage seem that much better than the other two? Immunity to compulsion effects or immunity to fear seem that much better. (this isn't your problem cause aren't they all from the alternate paladins from UA, it's just odd).

DIVINE GRACE [SUPERNATURAL]
Prerequisites: Aura, Cha +13, Base, Fort Save +4, Base Reflex Save +4, Base Will Save +4
Benefit: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Make it Aura, Cha 13+, and one save Base +4 (requiring all three being at four is going to be a nightmare for any generic character).

LAY ON HANDS [SUPERNATURAL]
Prerequisites: Aura, Turn Undead, Cha +13, Base Will Save +6
Benefit: Each day you can heal a total number of hit points of damage equal to your character level x your Charisma bonus. You may choose to divide your healing among multiple recipients, and you don?t have to use it all at once. Using lay on hands is a standard action.
Alternatively, you can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn?t provoke an attack of opportunity. You decide how many of your daily allotment of points to use as damage after successfully touching an undead creature.

Why turn undead as a pre-req? And why such a high base will save, a paladin can normally get this at level 2. You could even have it able to be flipped to heal undead and harm the living.

REMOVE DISEASE [GENERAL]
Prerequisites: Aura, Lay on Hands, Heal +8
Benefit: You can produce a remove disease effect, as the spell, once per week. You can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

works with me.

DIAMOND SOUL [GENERAL]
Prerequisites: Aura, Base Will Save +6
Benefit: You gain spell resistance equal to your current character level. In order to affect you with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the your spell resistance.

This is voiced earlier, ditch aura as a pre-req.

IMPROVED DIAMOND SOUL [GENERAL]
Prerequisites: Aura, Diamond Soul, Base Will Save +10
Benefit: Your spell resistance from the Diamond Soul feat increases to your character level +10.

This is voiced earlier, ditch aura as a pre-req. And should be Will save +8, although I could easily see Fort save +8 as a requirement instead of Will. Remember, it's really hard for generic classes to get more than one or two good saves (since expert at best offers two good saves).

TONGUE OF THE SUN AND MOON [GENERAL]
Prerequisites: Aura, Diamond Soul, Diplomacy +12, Sense Motive +12
Benefit: You can speak with any living creature

This is voiced earlier, ditch aura as a pre-req. Interesting pre-reqs, why not give it must speak X number of languages, that'd be interesting.

WHOLENESS OF BODY [GENERAL]
Prerequisites: Aura, Base Fort Save +4, Base Will Save +4
Benefit: You can heal your own wounds. You can heal a number of hit points of damage equal to twice your current charcter level each day, and you can spread this healing out among several uses.

This is voiced earlier, ditch aura as a pre-req. Good 'nuff for me.

VENOM IMMUNITY [SUPERNATURAL]
Prerequisites: Aura, Wholeness of Body, Base Fort Save +6, Base Will Save +6
Benefit: You gain immunity to poisons of all kinds.

This is voiced earlier, ditch aura as a pre-req. Diamond Body and Venom Immunity are two different abilities and should have two different pre-reqs. Diamond Body is a lot more powerful than the druid's Venom Immunity.

The above looks generally good for diamond body (minus the aura), however ditch wholeness of body for venom immunity, also perhaps make venom immunity just Fort save +6.

DIVINE HEALTH [SUPERNATURAL]
Prerequisites: Aura, Wholeness of Body, Base Fort Save +6, Base Will Save +6
Benefit: You gain immunity to all diseases, including supernatural and magical diseases.

This is voiced earlier, ditch aura as a pre-req. Again two different classes abilities squeezed into one.

TIMELESS BODY [GENERAL]
Prerequisites: Aura, Diamond Body, Divine Health, Base Fort Save +8, Base Will Save +8
Benefit: You no longer takes penalties to your ability scores for aging and cannot be magically aged. Any such penalties that you have already taken, however, remain in place. Bonuses still accrue, and you still die of old age when your time is up.

This is voiced earlier, ditch aura as a pre-req.

FAST MOVEMENT [GENERAL]
Prerequisites: Base Fort Save +2, Base Reflex Save +2
Benefit: Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the your speed because of any load carried or armor worn.

Make it perhaps Tumble 4 ranks or Reflex save +2 or Fort save +2, thus you cover more bases in your requirements.

IMPROVED FAST MOVEMENT [SUPERNATURAL]
Prerequisites: Fast Movement, Base Fort Save +6, Base Reflex Save +6
Benefit: You gain a +30 enhancement bonus to your speed. You loses this extra speed when in armor or carrying a medium or heavy load.

Alright, i'd still change the pre-reqs to include just one save.

GREATER FAST MOVEMENT [SUPERNATURAL]
Prerequisites: Improved Fast Movement, Base Fort Save +10, Base Reflex Save +10
Benefit: Your enhancement bonus to your speed form Improved Fast Movement increases by +30 (total +60).

don't even know if i'd include this one, but that's just me.

SLOW FALL [GENERAL]
Prerequisites: Fast Movement, Base Fort Save +4, Base Reflex Save +4
Benefit: When you are within arm?s reach of a wall can use it to slow your descent. You take damage as if the fall were 20 feet + 10 feet per 4 levels shorter than it actually is.

Jump 6 ranks, Tumble 6 ranks... there you go, that'd be the requirements I'd use for this one.

IMPROVED SLOW FALL [GENERAL]
Prerequisites: Fast Movement, Base Fort Save +10, Base Reflex Save +10
Benefit: You can use a nearby wall to slow your descent and fall any distance without harm.

Jump 12 ranks, Tumble 12 ranks, see normal slow fall. Perhaps just one feat for slowfall where you can fall a maximum of one quarter of your ranks in jump/tumble, thus at 4 ranks you get ten feet, 8 ranks = 20 feet, 12 ranks = 30 feet, and then a feat requiring 20 ranks in both so you can fall any distance. I like using skills here more than saves.

MONK'S BONUS [GENERAL]
Prerequisites: Aura, Wis 13+
Benefit: When unarmored and unencumbered, the you adds your Wisdom bonus to your AC.
These bonuses to AC apply even against touch attacks or when the you are flat-footed. You lose this bonuse when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

This is voiced earlier, ditch aura as a pre-req, add Tumble 4 ranks.

FLURRY OF BLOWS [GENERAL]
Prerequisites: Improved Unarmed Strike
Benefit: When unarmored, you may strike with a flurry of blows at the expense of accuracy. When doing so, you may make one extra attack in a round at your highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity you might make before your next action. You must use a full attack action to strike with a flurry of blows. When using flurry of blows, you may attack only with unarmed strikes.

Good enough.

IMPROVED FLURRY OF BLOWS [GENERAL]
Prerequisites: BAB +4, Flurry of Blows, Greater Unarmed Strike
Benefit: The -2 penalty when using Flurry of Blows is removed.

check...

GREATER FLURRY OF BLOWS [GENERAL]
Prerequisites: BAB +12, Improved Flurry of Blows, Monk's Bonus
Benefit: You gain two additional attacks when using Flurry of blows.

check...

WEAPON FLURRY OF BLOWS [GENERAL]
Prerequisites: Flurry of Blows, Proficiency with at least one monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, or siangham)
Benefit: When using flurry of blows, you may attack with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) in additon ro unarmed strikes. You may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, you apply your Strength bonus (not Str bonus x 1-1/2 or x1/2) to your damage rolls for all successful attacks, whether you wield a weapon in one or both hands. You can?t use any weapon other than a special monk weapon as part of a flurry of blows.

alright, to make it more open just say when you pick this you pick one weapon you are proficient with and can flurry with it.

GREATER UNARMED STRIKE [GENERAL]
Prerequisites: Improved Unarmed Strike, Weapon Focus (Unarmed Stike)
Benefit: You Unarmed Strikes do damage equal to a monk of your character level.

guess that works, i think i'd change improved unarmed strike to increase your unarmed damage to 1d4 at least.

KI STRIKE [SUPERNATURAL]
Prerequisites: Greater Unarmed Strike, Aura, Will +4
Benefit: Your unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.

This is voiced earlier, ditch aura as a pre-req.

ALIGNMENT KI STRIKE [SUPERNATURAL]
Prerequisites: Ki Strike, Aura, Will +6
Benefit: Your unarmed attacks are treated as weapons of same alignment as you Aura for the purpose of dealing damage to creatures with damage reduction.

This is voiced earlier, ditch aura as a pre-req. Pick one component of your alignment, done.

MATERIAL KI STRIKE [SUPERNATURAL]
Prerequisites: Ki Strike, Aura, Will +10
Benefit: Your unarmed attacks are treated as being made of one type of special material (either silver, cold iron, or adamantine) for the purpose of dealing damage to creatures with damage reduction.

This is voiced earlier, ditch aura as a pre-req. Otherwise good enough.

Quivering Palm [SUPERNATURAL]
Prerequisites: Ki Strike, Stunning Fist, Will +8
Benefit: You can set up vibrations within the body of another creature that can thereafter be fatal if you so desires. You can use this quivering palm attack once a week, and you must announce your intent before making your attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if you strike successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter you can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to your character level. To make such an attempt, you merely will the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 your level + your Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.

good enough
 

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