The Little Raven
First Post
Here's some new feats from my House Rules. Let me know what you think.
This is my newest... it's still pretty rough, but I like the concept.
Aura of Power [General]
You radiate an aura of powerful energy.
Prerequisite: The ability to cast 3rd-level spells with an energy descriptor (acid, cold, electricity, fire, sonic).
Benefit: As a free action, you may invoke your aura of power. So long as you have one spell with an energy descriptor prepared (or one unused spell slot for spontaneous casters of a level that the character knows an energy spell), you are surrounded with an aura of that energy type. Any melee attack that deals damage to you also deals 1 point of energy damage to the attacker.
Here are a few more, based on my "March of Progress" game, which is set in a Renaissance-era land.
Astrology [General]
Prerequisite: Able to cast 3rd-level Divination spells, Knowledge (the planes) 8 ranks.
Benefit: If you have clear view of the sky, you may spend one minute studying the stars and make a Knowledge (the planes) check (DC 20). If you succeed, the caster level of all Divination spells cast in the next hour are increased by 2.
(Knowledge (the planes) was used, because in this setting, the planes are the solar system. Each planet represents a different elemental or alignment-based plane, with the Astral plane filling the void between the planets)
High Alchemy [General]
Prerequisite: Able to cast 3rd-level Transmutation spells, Craft (alchemy) 8 ranks.
Benefit: You may create an alchemical component for any Transmutation spell by spending 100 gp. When this component is used as a material component, it increases the caster level of the spell by 1.
Medical Science [General]
Prerequisite: Able to cast 3rd-level Conjuration (healing) spells, Heal 8 ranks.
Benefit: Whenever you cast a healing spell, you may opt to add your knowledge of medical science to your result. By making a successful Heal check (DC 10 + 2 per level of the spell), you may treat the spell as if it were affected by the Maximize Spell metamagic feat. Using this feat requires a full-round action, or an additional full-round action for spells with a casting time greater than 1 action.
This is my newest... it's still pretty rough, but I like the concept.
Aura of Power [General]
You radiate an aura of powerful energy.
Prerequisite: The ability to cast 3rd-level spells with an energy descriptor (acid, cold, electricity, fire, sonic).
Benefit: As a free action, you may invoke your aura of power. So long as you have one spell with an energy descriptor prepared (or one unused spell slot for spontaneous casters of a level that the character knows an energy spell), you are surrounded with an aura of that energy type. Any melee attack that deals damage to you also deals 1 point of energy damage to the attacker.
Here are a few more, based on my "March of Progress" game, which is set in a Renaissance-era land.
Astrology [General]
Prerequisite: Able to cast 3rd-level Divination spells, Knowledge (the planes) 8 ranks.
Benefit: If you have clear view of the sky, you may spend one minute studying the stars and make a Knowledge (the planes) check (DC 20). If you succeed, the caster level of all Divination spells cast in the next hour are increased by 2.
(Knowledge (the planes) was used, because in this setting, the planes are the solar system. Each planet represents a different elemental or alignment-based plane, with the Astral plane filling the void between the planets)
High Alchemy [General]
Prerequisite: Able to cast 3rd-level Transmutation spells, Craft (alchemy) 8 ranks.
Benefit: You may create an alchemical component for any Transmutation spell by spending 100 gp. When this component is used as a material component, it increases the caster level of the spell by 1.
Medical Science [General]
Prerequisite: Able to cast 3rd-level Conjuration (healing) spells, Heal 8 ranks.
Benefit: Whenever you cast a healing spell, you may opt to add your knowledge of medical science to your result. By making a successful Heal check (DC 10 + 2 per level of the spell), you may treat the spell as if it were affected by the Maximize Spell metamagic feat. Using this feat requires a full-round action, or an additional full-round action for spells with a casting time greater than 1 action.