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<blockquote data-quote="Anabstercorian" data-source="post: 1274400" data-attributes="member: 2550"><p>Mind if I make some suggestions?</p><p></p><p><strong>Herculean Strength:</strong> You are considered one (possibly two) size category/s larger for purposes of carrying capacity, lifting, and dragging.</p><p></p><p><strong>Marvelous Intellect:</strong> You apply your intelligence bonus to all Knowledge skills twice instead of once.</p><p></p><p><strong>Cacaphonous Stunning Blow:</strong> When you make a Stunning Blow, you also do 1d6 points of Sonic damage and permanently Deafen your opponent on a failed save. Even on a successful save, they are deafened for 1d4 rounds.</p><p></p><p><strong>Resonating Blow:</strong> When you make a Stunning Blow, you may expend additional Stunning Blow uses for the day to make it last long - If you spend four uses, it lasts two rounds, and if you spend nine uses, it lasts three rounds, and so on. You must spend these uses before you make the attack roll.</p><p></p><p><strong>Legendary Rider, non-sucking version:</strong> As before, but now also allows you to make a ride check to ride ANY mount without penalty.</p><p></p><p><strong>Legendary Runner:</strong> As Run, but you can move 6 times your normal movement instead of 5, and you can now charge 2.5 times your normal movement rate. Requires Run as a prerequisite.</p><p></p><p><strong>Malevolent Spell:</strong> Only spells that target specific creatures can be affected by Malevolent spell. If a creature makes its saving throw against a Malevolent spell, they are affected by the same spell again the next round - In other words, they must save twice or suffer the full effect of the spell, and will always suffer the secondary effect twice. This feat adds +X to the spell slot required by the spell.</p><p></p><p><strong>Defiance of Gravity:</strong> This requires the Legendary Climber feat. With this feat, you can make any climb check without the use of your hands, allowing you to use them to wield weapons or for other things.</p></blockquote><p></p>
[QUOTE="Anabstercorian, post: 1274400, member: 2550"] Mind if I make some suggestions? [b]Herculean Strength:[/b] You are considered one (possibly two) size category/s larger for purposes of carrying capacity, lifting, and dragging. [b]Marvelous Intellect:[/b] You apply your intelligence bonus to all Knowledge skills twice instead of once. [b]Cacaphonous Stunning Blow:[/b] When you make a Stunning Blow, you also do 1d6 points of Sonic damage and permanently Deafen your opponent on a failed save. Even on a successful save, they are deafened for 1d4 rounds. [b]Resonating Blow:[/b] When you make a Stunning Blow, you may expend additional Stunning Blow uses for the day to make it last long - If you spend four uses, it lasts two rounds, and if you spend nine uses, it lasts three rounds, and so on. You must spend these uses before you make the attack roll. [b]Legendary Rider, non-sucking version:[/b] As before, but now also allows you to make a ride check to ride ANY mount without penalty. [b]Legendary Runner:[/b] As Run, but you can move 6 times your normal movement instead of 5, and you can now charge 2.5 times your normal movement rate. Requires Run as a prerequisite. [b]Malevolent Spell:[/b] Only spells that target specific creatures can be affected by Malevolent spell. If a creature makes its saving throw against a Malevolent spell, they are affected by the same spell again the next round - In other words, they must save twice or suffer the full effect of the spell, and will always suffer the secondary effect twice. This feat adds +X to the spell slot required by the spell. [b]Defiance of Gravity:[/b] This requires the Legendary Climber feat. With this feat, you can make any climb check without the use of your hands, allowing you to use them to wield weapons or for other things. [/QUOTE]
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