Titanspawn Feats!

Nightfall

Sage of the Scarred Lands
Some stuff I made up, use for Scarred Lands, BUT I thought people might be able to use them in their own campaigns.

Sense Divine Aura:
Pre-requisites: Spellcraft 5 ranks, Knowledge: (Titans) 5
ability to cast sorcerous or druidic spells
Benefit: You are able to tell not only what spells a cleric
or paladin is casting, you also gain +2 on your initiative
roll as well as +2 to any dispel or counterspelling checks.

Smite Divine Foe:
Pre-requisites: BAB + 7, Spellcraft 7 ranks, Knowledge
(Titans) 7, ability to cast 3rd level druid, ranger or sorcerer
spells, favored enemy, Feat: Sense Divine Aura
You gain +2 insight bonus on attack rolls, damage, and
spot, listen, search checks against clerics or followers of
ONE of the gods. This can only be use on ONE follower and
must be declared on your turn. You also get a +2 to the DCs of their spells, but ONLY to those that inflict physical damage. You also gain +2 on all save versus your chosen god's followers or clerics.

Titansblooded:

Pre-requisite: Must be humaniod, monstrous humaniod, or an
aberration type to take this feat, Str 17+, Con 17+, Power Attack, Endurance

Benefit: Titansblooded allows you to rage like a barbarian equal to your HD or character level (which ever is greater). Also you can only use this feat in combat and only against divine races or followers of the gods. You also gain damage reduction 3/- and fast healing 1. This ability can only be use once per day. Taking the feat again allows you rage for +2 rounds longer as well as being able to rage twice per day. This stacks for each time, raising the rage lasting by +1 and the ability/per day by +1.

Thaumaturgic Might

Pre-requisite: Ability to cast 4th level sorcerer or druid
spells, Have a spell like ability, Int 15+ Wis 15+
Benefit: You can now cast one spell as spell like ability,
the DCs of all your spells are increased to equal half
prime spell casting score. This bonus stacks with all other
that raise the DC of your spells. This does not affect your
actual caster level. Finally you gain the ability to affect
divine spell casters, (clerics and paladins), by a touch
attack. A succesful attack means they are under the
influence of an antimagic spell, but it only affect divine
spells and divine spell casters. Items, equipment and other
enchantments that are NOT powered by divine means are
unaffected.
 
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I don't know the Scarred Lands seting, so i don't know if it's for powerplaying or not. But i will comment your feats having in mind the core ones and the others discussed in this board.

Nightfall said:
Sense Divine Aura:
Pre-requisites: Spellcraft 5 ranks, Knowledge: (Titans) 5
ability to cast sorcerous or druidic spells
Benefit: You are able to tell not only what spells a cleric
or paladin is casting, you also gain +2 on your initiative
roll as well as +2 to any dispel or counterspelling checks.

! This one is -in my opinion- the best balanced.

Smite Divine Foe:
Pre-requisites: BAB + 7, Spellcraft 7 ranks, Knowledge
(Titans), ability to cast 3rd level druid or sorcerer
spells, favored enemy,
You gain +2 insight bonus on attack rolls, damage, and
spot, listen, search checks against clerics or followers of
ONE of the gods. This can only be use on ONE follower and
must be declared on your turn. You also get a +2 to the DCs of their spells, but ONLY to those that inflict physical damage.

This is quite powerful, but there are lots of prereq. (do a high level ranger -who can cast 3rd level spell- take it, or you say druidic spells: only druid? that could change a lot the point of view of the feat)


Titansblooded:
Pre-requisite: Must be humaniod, monstrous humaniod, or an
aberration type to take this feat, Str 13+, Con 13+
Benefit: Titansblooded allows you to rage like a barbarian
BUT without the -2 to AC. Also you can only use this feat
in combat and only against divine races or followers of the
gods. You also gain damage reduction 3/- and fast healing 1.

This one i will NEVER allow to my campaign; is one of the most powerful feats i've never seen, and the prereq is virtually inesistent.


Thaumaturgic Might
Pre-requisite: Ability to cast 4th level sorcerer or druid
spells, Have a spell like ability, Int 15+ Wis 15+
Benefit: You can now cast one spell as spell like ability,
the DCs of all your spells are increased to equal half
prime spell casting score. This bonus stacks with all other
that raise the DC of your spells. This does not affect your
actual caster level. Finally you gain the ability to affect
divine spell casters, (clerics and paladins), by a touch
attack. A succesful attack means they are under the
influence of an antimagic spell, but it only affect divine
spells and divine spell casters. Items, equipment and other
enchantments that are NOT powered by divine means are
unaffected.

All your spell? Again ii must say that is VERY unbalncing...


In conclusion, i think you have been to far from the rule; a feat should add something, not letting a character become abruptely much more powerful....

Steven McRownt
 

I think I'll alter Smite Divine Foe to include 3rd level ranger spells...I was hesistant BECAUSE the Scarred Lands is kind of divided on it's spellcasters. Cleric and Paladins are considered DIVINE, (meaning they have connections to gods). Rangers are halved considerable since they either follow gods (meaning they are divine foes) OR they are titanspawn (meaning they follow druidic powers) Druids and sorcerers are considered titanspawn, even though some sorcerers don't follow either gods or titans, just plenty of the monsters have druidic and/or sorcerous powers.

So any ideas on how I'd fix Titansblooded? I'm willing to fix that. It's not my best feat mind you.

I will however disagree with Thaumaturgic Might. I don't see it as being THAT unbalanced. I halved it to increase the DC, so it's no more powerful than say... getting +1 or +2 for some people. +3 at the most, if you're only adding in a few things. Besides I admit this is more for the MONSTERS/CREATURES of the Scarred Lands than actual characters, though I don't see why an NPC COULDN'T take a few.
 

Titan's Blood. First give it a BAB prerequite of about 8. Require Power attack and Endurance as feat requirements. And have it need Str and Con 15. Even now it's very powerful.

How often can it be used per day? Can it be taken more then once to increase your usage? I understand the limiting factor is it can only be used against Divine Races or servants of the gods. It's not the best limiting factor. Depending on the DM you could only go up against these foes, or never. You might want to leave the -2 AC penalty.
 

Well do you think leaving it as written will help or should I just add those feats anyway?

Well I guess I could leave -2. I think I'll alter it to be useable...once a week. Howse that? And no you cannot take it more than once simply to increase it's effectiveness.
 

I think once a day is limited enough. And taking the feat a second time to make that twice a day is not really out of line. However, having it only be taken at first level means only a human fighter can take this. That's the only way on can start out with three feats. I think being able to take this at any level should be okay. Otherwise, you are looking good.
 




Actually I find Pr-classes EASIER if you can believe it. :) Tough part is just finding ENOUGH requisites to make the POWERS/Abilities not only worthwhile BUT sensible too. I could try to find it...but I KNOW I posted here my Calastian Battle mage. I have that, my Ghorgan Magus AND my Ritualist. (Not on this computer however).
 

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