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  #1  
Unread 16th of October, 2005, 11:42
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Black Plauge
PhD in Physics [Epic GM]

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Feats

In general feats which are related to spellcasting are banned, even if they don't appear on the list below.

Banned Feats:
  • Antipsionic Magic (XPH)
  • Improved Familiar (PHB & CW)
  • Wild Talent (XPH)
  • Incarnum Spellshaping (MoI)
  • Midnight Metamagic (MoI)
  • Soultouched Spellcasting (MoI)
  • All [Item Creation] feats (various sources)
  • All [Metamagic] feats (various sources)

The following feats are modified from their printed version:

Clever Wrestling [General] (CW)
Replace the whole feat body with the following:
You have a better than normal chance to escape or wriggle free from a big creature’s grapple or pin.
Prerequisites: Improved Unarmed Strike
Benefit: When your opponent is larger than you, you gain a circumstance bonus on your grapple checks to escape a grapple or a pin. The size of this bonus is +2 for every size category larger than you that your opponent is. For instance a halfling (a small character) would gain a +6 bonus against an athach (a huge creature).

Diehard [General] (PHB)
Replace the whole feat body with the following:
Prerequisite: Endurance.
Benefit: You gain a +5 bonus on Fort saves triggered by damage that reduces your hit points to 0 and on Fort saves to improve your condition while recovering.

Endurance [General] (PHB)
Add the following to the benefit section:
In addition, during combat you can spend a move action to immediately convert a number of reserve points into hit points equal to your character level. This move action does not provoke an AoO.

Improved Toughness [General] (CW)
Replace the whole feat body with the following:
You are significantly tougher than normal.
Prerequisite: Toughness
Benefit: You gain a number of hit points and reserve points equal to your current Hit Dice. Each time you gain a HD (such as by gaining a level), you gain 1 additional hit point and 1 additional reserve point. If you lose a HD (such as by losing a level), you lose 1 hit point and 1 reserve point permanently. These hit point adjustments are cumulative with the effect of Toughness. Also you die when your Constitution score reaches -2.
Normal: A character dies when their Constitution score reaches 0 (or -1 with Toughness).
Special: A fighter may take Improved Toughness as one of his fighter bonus feats.

Swarmfighting [General] (CW)
Replace the whole feat body with the following:
You and allies with this feat can coordinate melee attacks against a single target and are adept at fighting side by side in close quarters.
Prerequisite: Dex 13, BAB +1.
Benefit: When squeezing in combat to fit more allies into the same space, you do not suffer the normal penalties for squeezing, provided all adjacent allies also have the Swarmfighting feat.
Also, when you engage a creature larger than you in melee, and at least one other ally with the Swarmfighting feat threatens the target, you gain a +1 morale bonus on the attack roll. This bonus increases by +1 for each additional ally beyond the first with the Swarmfighting feat that threatens the same target. The total morale bonus imparted to your attack roll cannot exceed your Dexterity bonus.
Normal: When squeezing in combat to fit more allies in the same space you take the normal squeezing penalties (-4 to AC and attacks).

Toughness [General] (PHB)
Replace the whole feat body with the following:
You are tougher than normal.
Benefit: You gain +3 hit points and +3 reserve points and die when your Constitution score reaches -1.
Normal: A character dies when their Constitution score reaches 0.
Special: A fighter may take Toughness as one of his fighter bonus feats.

Bonus Essential [General] (MoI)
Replace the benefit line by the following:
Benefit: You gain 2 points of essentia.

Hidden Talent [General] (XPH)
Eliminate the prerequisite line.

Boost Construct [Psionic] (XPH)
Add the following:
Special: When you create an ectopic form astral construct you may choose the bonus ability granted by this feat from any list that the standard construct of that level would have access to.

Multiattack [General] (MM)
Replace the body of the feat with the following:
Prerequisite: A secondary attack form.
Benefit: You can attack with both your primary and secondary attacks during a full attack action. All secondary attacks take a -5 penalty when used in this fashion.
Normal: You can only attack with your primary attacks or your secondary attacks during a full attack action.
__________________
Physics is like sex. Sometimes it yields practical results, but that's not why we do it.
-Richard Feynman

Last edited by Black Plauge; 31st of August, 2007 at 05:53.
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  #2  
Unread 16th of October, 2005, 11:44
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Black Plauge
PhD in Physics [Epic GM]

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Join Date: Sep 2002
Member: #192
Location: Old Town, ME
Posts: 6,801 (1.15 per day)
The following General feats are also avaliable:

Battle Hardened Companion [General]
Through extensive battle training with your companion they have gained a extra measure of skill and fortitude.
Prerequisites: A bonded companion who gains bonus HD as you advance in level (like a ranger's animal companion), BAB +6 or higher.
Benefit: Your bonded companion has one more bonus HD than normal for your level.
Normal: Your bonded companion's number of bonus HD is limited by your level.
Special: This feat may be taken multiple times, its effects stack. Each time the feat is taken the BAB prerequisite rises by 4.

Greater Toughness [General]
You are phenomenally tougher than normal.
Prerequisites: Toughness, Improved Toughness
Benefit: You gain a number of hit points and reserve points equal to your current Hit Dice. Each time you gain a HD (such as by gaining a level), you gain 1 additional hit point and 1 additional reserve point. If you lose a HD (such as by losing a level), you lose 1 hit point and 1 reserve point permanently. These hit point and reserve point modifications are cumulative with the effects of Improved Toughness and Toughness. Also you die when your Constitution score reaches -3.
Normal: A character dies when their Constitution score reaches 0 (or -1 with Toughness, or -2 with Improved Toughness).
Special: A fighter may take Greater Toughness as one of his fighter bonus feats.

Cyclone Attack [General]
Prerequisites: Int 13+, Combat Expertise, Dex 13+, Dodge, Mobility, Spring Attack, Whirlwind Attack, Improved Whirlwind Attack, base attack bonus +14 or higher.
Benefit: When you use the full attack action, you can give up your regular attacks and instead make two melee attack at your full base attack bonus against each opponent within reach.
When you use the Cyclone Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. Improved Whirlwind Attack does nothing to offset this.
Special: A fighter may select Cyclone Attack as one of his fighter bonus feats.

Improved Whirlwind Attack [General]
Your amazing, spinning attack does not prevent you from taking advantage of your other training.
Prerequisites: Int 13+, Combat Expertise, Dex 13+, Dodge, Mobility, Spring Attack, Whirlwind Attack, base attack bonus +10 or higher.
Benefit: When you perform a Whirlwind Attack you may still take any bonus or extra attacks granted by other feats, spells, or abilities.
Normal: When you use the Whirlwind Attack feat, you forfeit any bonus or extra attacks granted by other feats, spells, or abilities (not including attacks granted by a high BAB).
Special: A fighter may select Improved Whirlwind Attack as one of his fighter bonus feats.

Crafter's Knack [General]
Your abilities at working a specific craft are partially magical in nature.
Prerequisites: Craft (any) 7 ranks
Benefit: You gain certian psi-like abilities related to the craft skill that you used to qualify for this feat. These abilities only function on items that can normally be made using that craft skill and, unlike normal psi-like abilities, have the focus component of a set of artisan's tools appropriate to the craft skill. The psi-like abilities are as follows:
  • mending - 1/day, as the spell
  • make whole - 1/day, as the spell except casting time is 10 minutes instead of 1 standard action
  • fabricate - 1/week, casting time is 1 day per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell instead of 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected by the power.
Your manifester level for these effects is equal to the number of ranks you have in the craft skill minus 6. The save DC is Int based.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take it you must use a different Craft skill to qualify and its effects apply to that Craft skill.

Improved Multiattack [General]
Prerequisites: A secondary attack form, Multiattack
Benefit: You only take a -2 penalty on attacks made with a secondary attack form while making a full attack.

Material Master [General]
Prerequisites: Craft 15 ranks, matching Knowledge 15 ranks
Benefit: Pick two special materials that you have worked with using the Craft and Knowledge skill that you used to qualify for this feat. Your understanding of these materials and how they interact is so advanced, that you can craft items that combine the benefits of both of these materials. The special materials cost for such items is 3/4 the cost of both special materials cost.
Special: You can take this feat more than once, its effects do not stack. Each time you take it you must pick a different pair of materials to combine or qualify with a different match Craft and Knowledge skill pair.
__________________
Physics is like sex. Sometimes it yields practical results, but that's not why we do it.
-Richard Feynman

Last edited by Black Plauge; 10th of September, 2007 at 01:38.
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  #3  
Unread 16th of April, 2007, 06:50
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Black Plauge
PhD in Physics [Epic GM]

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Join Date: Sep 2002
Member: #192
Location: Old Town, ME
Posts: 6,801 (1.15 per day)
Character Advancement:

Characters gain feats at every odd HD (as opposed to 1st and every 3rd HD).
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Physics is like sex. Sometimes it yields practical results, but that's not why we do it.
-Richard Feynman
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