Barbarian MD
2012-03-21, 04:34 PM
Interestingly enough, my first attempt at posting this has a title but no body. Sorry for the double post...
1. Thick-Skinned (Ex)
Prerequisites: Natural Armor or Endurance, Constitution 17
Benefit: Once per round, when you would normally take one point of ability damage, your thick skin absorbs the blow and the damage is prevented.
*Please note, any ability damage that is self-inflicted is not covered by this feat or any included in the chain that follows. This includes, but is not limited to, the damage from using hellfire as a warlock, or similar class abilities.
2. Improved Thick-Skinned (Ex)
Prerequisites: Thick Skinned, Fast Healing or Regeneration or Die Hard
Benefit: You heal ability damage at a faster rate: one point per round.
Special: If you have Regeneration or Fast Healing, you gain additional abilities from this feat at level 17. You become immune to ability damage entirely. You may also prevent two points of ability drain per round, and one point of ability drain is healed per round.
3. Greater Thick-Skinned (Ex)
Prerequisites: Improved Thick Skinned, character level 17
Benefit: You become immune to ability damage entirely. You may also prevent one point of ability drain per round, and one point of ability drain is healed per round.
Notes: Basically, a one level dip in Binder nets Naberius, which heals one point of ability damage per round. A different method is to take a feat, Shape Soulmeld, which allows you to negate one ability damage per round, and with another feat, Open Chakra, you can negate ability drain at level 18. Bonus Essentia, a third feat, allows you to up the number of points of abilty damage/drain you ignore per round. Sometimes it just doesn't fit the flavor of a character to start binding or shaping soul melds, but I think this is in line with those in terms of power level.
I've shortened the chain for those with Regeneration or Fast Healing, but I think it's fair. If someone's put in the investment to get Regeneration, I think it makes sense that they'd be a little stronger in this area than those that don't already heal themselves in some way.
Finally, I'd like to put a Death Ward effect in there somewhere, but I'm not sure if it should be part of the chain, or freestanding.
So, thoughts? Also, the name stinks. Any suggestions?
1. Thick-Skinned (Ex)
Prerequisites: Natural Armor or Endurance, Constitution 17
Benefit: Once per round, when you would normally take one point of ability damage, your thick skin absorbs the blow and the damage is prevented.
*Please note, any ability damage that is self-inflicted is not covered by this feat or any included in the chain that follows. This includes, but is not limited to, the damage from using hellfire as a warlock, or similar class abilities.
2. Improved Thick-Skinned (Ex)
Prerequisites: Thick Skinned, Fast Healing or Regeneration or Die Hard
Benefit: You heal ability damage at a faster rate: one point per round.
Special: If you have Regeneration or Fast Healing, you gain additional abilities from this feat at level 17. You become immune to ability damage entirely. You may also prevent two points of ability drain per round, and one point of ability drain is healed per round.
3. Greater Thick-Skinned (Ex)
Prerequisites: Improved Thick Skinned, character level 17
Benefit: You become immune to ability damage entirely. You may also prevent one point of ability drain per round, and one point of ability drain is healed per round.
Notes: Basically, a one level dip in Binder nets Naberius, which heals one point of ability damage per round. A different method is to take a feat, Shape Soulmeld, which allows you to negate one ability damage per round, and with another feat, Open Chakra, you can negate ability drain at level 18. Bonus Essentia, a third feat, allows you to up the number of points of abilty damage/drain you ignore per round. Sometimes it just doesn't fit the flavor of a character to start binding or shaping soul melds, but I think this is in line with those in terms of power level.
I've shortened the chain for those with Regeneration or Fast Healing, but I think it's fair. If someone's put in the investment to get Regeneration, I think it makes sense that they'd be a little stronger in this area than those that don't already heal themselves in some way.
Finally, I'd like to put a Death Ward effect in there somewhere, but I'm not sure if it should be part of the chain, or freestanding.
So, thoughts? Also, the name stinks. Any suggestions?