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 New/Changed/Clarified feats

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The DM
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The DM

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PostSubject: New/Changed/Clarified feats   New/Changed/Clarified feats EmptyThu Sep 29, 2011 4:27 am

Feat Clarifications

The Vital Strike feat chain can be used while performing a spring attack

Flyby attack allows you to cast a spell with a range of touch and then deliver it in a single round while moving both before and after when flying.

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Feat Changes:

The Rapid Reload feat now allows you to load a new case of bolts into a repeating crossbow as a move action.

The Crossbow Mastery feat now allows you to load a new case of bolts into a repeating crossbow as a free action. If you have multiple attacks, this means you may make your full number of attacks with a full attack when using this weapon. In addition, a wielder with this feat may add his dexterity bonus to damage with crossbows when the target is within 30 feet and does not have concealment or cover. An opponent immune to sneak attacks and critical hits does not take this extra damage (it's precision based)


Last edited by The DM on Fri Oct 21, 2011 9:30 pm; edited 1 time in total
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PostSubject: Re: New/Changed/Clarified feats   New/Changed/Clarified feats EmptyThu Oct 13, 2011 5:42 am

Double Strike
When fighting with two weapons, you can strike with both as easily as one
Prerequisite: Improved Two-weapon fighting, Double Slice
Benefit: As a standard action, you can make a single attack with each weapon you are wielding. Resolve each attack separately and add the normal modifiers.
Normal: You can only attack with two weapons in a round as part of a full attack.
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PostSubject: Daylight adaptation   New/Changed/Clarified feats EmptyThu Oct 13, 2011 5:44 am

Daylight Adaptation [general]
Through long exile from the shadowed homelands of your kind, you
have learned to endure the painful sunlight of the surface world.

Prerequisite: Possess the Daylight Blindness or Light sensitivity racial trait.

Benefit: If you are a type of creature that suffers circumstance
penalties when exposed to bright light (such as a drow or duergar),
you no longer suffer those penalties, whether the light comes from
natural or magical sources of illumination.
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PostSubject: Shadow weave magic   New/Changed/Clarified feats EmptyThu Oct 27, 2011 4:53 pm

Shadow Weave Magic [general]
You have discovered the dark and dangerous secret of the Shadow
Weave.

Prerequisite: Wisdom 13+ or patron deity Shar, ability to cast spells.

Benefit: From now on, your spells tap the Shadow Weave instead
of the Weave, You also can activate magic items that use the Shadow
Weave without taking damage.

Add a +1 bonus to the DC for all saving throws of spells you cast
from the schools of Enchantment, Illusion, and Necromancy, and
spells with the darkness descriptor. You get a +1 bonus on caster
level checks to overcome spell resistance for these schools and spells.

The Shadow Weave proves less than optimal for effects involving
energy or matter. Your effective caster level for spells you cast from
the schools of Evocation or Transmutation (except spells with the
darkness descriptor) is reduced by one. (First-level Shadow Weave users
cannot cast spells from these schools.) The reduced caster level affects
the spell's range, duration, damage, and any other level-dependent
variables the spell might have, including dispel checks against you.
You can no longer cast spells with the light descriptor, no matter
what your level is. Such spells automatically fail. Your ability to use
magic items that produce light effects is also limited—you cannot
invoke an item's light power if the item's activation method is spell
trigger or spell completion.

From now on, any magic item you create is a Shadow Weave item
(see Chapter 2: Magic).

Special: Knowledge of the Shadow Weave has a price. When you
acquire this feat, your Wisdom score is immediately reduced by 2
points, if your patron Diety is Shar this might waived (DM's discretion).
If this loss or any future Wisdom loss reduces your Wisdom
score to less than 13, you still have the feat. (This is an exception to
the general rule governing feats with prerequisites.)

Restorative Spells (such as restoration or greater restoration) do
not reverse the Wisdom loss. You can, however, strike a deal with
Shar, the goddess who holds sway over the Shadow Weave, to regain
your lost Wisdom. You must receive an attunement spell from a cleric
of Shar. Sharran clerics require the subject to complete a dangerous
quest before receiving the atonement, and afterward you must choose
her as your patron. The usual quest is to destroy a follower of
Selune whose level is at least as high as yours.) If you later change
your patron, you immediately suffer the Wisdom loss. If you take
Shar back again as your patron deity, it is not regained.
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PostSubject: Insidious Magic   New/Changed/Clarified feats EmptyThu Oct 27, 2011 4:54 pm

I n s i d i o u s Magic [metamagic]

You can use the Shadow Weave to make your spells harder for
Weave users to detect. All creatures employing spells or spell-like
abilities are considered to be Weave users unless they possess the
Shadow Weave Magic feat.

Prerequisite: Shadow Weave Magic.

Benefit: When a Weave user employs a divination spell, spell-like
ability, or magic item (such as detect magic) that may detect the
magical aura of one of your spells, the Weave user must make a
level check (DC 11 + your caster level) to successfully detect your
spells. Similarly, a Weave user attempting to use a divination such
as see invisiblity to reveal the effects of one of your spells must
make a level check to reveal your spell's effects. The Weave user can
check only once for each divination spell used, no matter how many
of your spell effects are operating in an area.

This benefit does not extend to spells you cast from the schools
of Evocation or Transmutation.

From now on, your ability to detect Weave magic is impaired.
Any divination spell you use against a Weave effect is successful
only if you make a level check against a DC of 9 + the caster's level.
This penalty does not extend to Enchantment, Illusion, or Necromancy
effects. (You detect them normally.)
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PostSubject: Pernicious Magic   New/Changed/Clarified feats EmptyThu Oct 27, 2011 4:55 pm

Pernicious Magic [metamagic]

You can use the Shadow Weave to make your spells harder for
Weave users to counter. Any creature using a spell, spell-like ability,
or magic item without the Shadow Weave Magic feat is considered
to be a Weave user.

Prerequisite: Shadow Weave Magic.

Benefit: Your spells resist counterspell attempts by Weave users.
When a Weave caster tries to counterspell a spell you, are casting, he
must make a level check (DC 11 + your caster level) to succeed at
the counterspell.

This benefit does not extend to spells you cast from the school of
Evocation or Transmutation, nor to opponents using dispel magic
to counterspell (see Tenacious Magic, later in this section).
From now on your ability to counterspell Weave magic is
impaired. When you attempt to counter a Weave spell, you must
make a level check with a DC of 9 + your opponent's caster level to
succeed. This penalty does not extend to Enchantment, Illusion, or
Necromancy effects, (You counterspell them normally.) You may
attempt counterspells with dispel magic normally.
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PostSubject: Tenacious Magic   New/Changed/Clarified feats EmptyThu Oct 27, 2011 4:56 pm

Tenacious Magic [metamagic]

You can use the Shadow Weave to make your spells harder for
Weave users to dispel. Any magic-wielding creature without the
Shadow Weave Magic feat is considered a Weave user.

Prerequisite: Shadow Weave Magic.

Benefit: Your spells resist dispelling attempts by Weave users.
When a Weave caster makes a dispel check to dispel one of your
spells (including using dispel magic to counterspell a spell you are
casting), the DC is 15 + your caster level. This benefit does not extend
to spells you cast from the schools of Evocation or Transmutation,
From now on your ability to dispel Weave magic is impaired.
When you make a dispel check to dispel a Weave spell (or use dispel
magic to counterspell an opponent's spell), the DC is 13 + the opponent's
caster level. This penalty docs not extend to Enchantment,
Illusion, or Necromancy effects, which you can dispel normally.
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PostSubject: Create Portal   New/Changed/Clarified feats EmptyThu Oct 27, 2011 11:00 pm

Create Portal [item creation]

You have learned the ancient craft of creating a portal, a permanent
magic device that that instantaneously transports those who know
its secrets from one locale to another. Faerun is riddled with portals.

Prerequisite: Craft Wondrous Item.

Benefit: You can create any portal whose prerequisites you meet.
Crafting a portal takes one day for each 1,000 gp in its base price.
To craft a portal, you must spend use up raw materials costing half of this base price.
See Chapter 2: Magic for details of portal creation.

Some portals incur extra costs in material components as
noted in their descriptions. These costs are in addition to those
derived from the portal's base price.
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