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View Full Version : [d20r, Feats] TWEWY Homage Feats



Fax Celestis
2013-10-28, 05:23 PM
Some of these I've posted before. They're here for completeness' sake. When necessary, Hero Value is equal to one-half your character level, barring specific, rare boosts or penalties.

Arcane Strike [Investing]
Prerequisites: Ability to cast 1st level arcane spells

Benefit: As a swift action, you can grant your attacks a +1 enhancement bonus to attack and damage rolls (as if your weapon were enchanted).

Investing: For each five prowess you invest in this feat, increase the enhancement bonus by 1.

Bright as the Sun
Prerequisites: Arcane Strike, Valiant Magic, Hero Value 3+

Benefit: When you cast a spell or use an ability that measures its damage in d6s, you instead measure that damage in d8s.

Special: If you also have Fierce as the Flame, you gain a +6 insight bonus to your Intelligence score.

Burst of Speed [Heroic]
Prerequisites: Fleet of Foot

Benefit: As a swift action, you may move up to your speed. This ability is usable a number of times per day equal to your Hero Value.

Special: You may take this feat more than once. If you do, you may use it two additional times per day.

Fierce as the Flame
Prerequisites: Heroic Strike, Power Attack, Hero Value 3+

Benefit: When you take a penalty to attack rolls from any source greater than -2, you deal additional damage equal to your Hero Value. In addition, you increase the threat range of any weapon you wield by 1 when you take a penalty to attack rolls from any source greater than -4.

Special: If you also have Stalwart as the Mount, you gain a +6 insight bonus to your Strength score.

Fleet of Foot [Investing]
Prerequisites: Base land speed greater than 0'

Benefit: Increase your base land speed by 5'.

Investing: Increase your base land speed by an additional 5' per six prowess invested in this feat.

Heroic Strike [Heroic]
Benefit: A number of times per day equal to your highest ability modifier, when you make an attack or use a direct hit point damaging spell or spell-like ability, you may declare it to be a "heroic strike". Add your highest ability modifier to your attack roll, or as a bonus to Caster Level checks to overcome a target's Spell Resistance. If you hit, you deal extra damage equal to your Hero Value. If you miss, the ability is still used up for the day. Damaging spells that deal reduced or partial damage on a successful save by the affected targets only deal half your Hero Value in extra damage, rounded down, if they make a successful save.

Special: You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.

Hushed as the Wood
Prerequisites: Legendary Ambush, Skewer, Hero Value 3+

Benefit: A number of times per day equal to your highest ability modifier, you may become invisible and silent (as the ''greater invisibility'' and ''silence'' spells, except only affecting you) for one minute.

You become a master of Awareness and Stealth.

Special: If you also have Bright as the Sun, you gain a +6 insight bonus to your Wisdom score.

Legendary Ambush [Heroic]
Benefit: A number of times per day equal to your highest ability modifier, as an swift action, you may gain a number of sneak attack dice equal to that of a rogue whose level equals your Hero Value until the end of your turn.

Special: You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.

Legendary Presence [Heroic]
Benefit: Once per day, as a standard action, enemies within 30' must make a will save (DC 10 + your Hero Value + your Charisma modifier) or be shaken for one minute.

Special: You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.

Natural Leader [Aura, Investing]
Benefit: Allies within 10' of you gain a +1 competence bonus on attack rolls due to your direction.

Investing: Increase the competence bonus by 1 for each six prowess invested in this feat. Also increase this feat's area of effect by 5' per five prowess invested in this feat.

Noble as the Lady
Prerequisites: Legendary Presence, Natural Leader, Hero Value 3+

Benefit: You gain a [Gaze] attack with a range of 30'. Opponents that meet your gaze must make a Will save or take a -3 penalty to attacks and damage for one minute. Creatures that successfully save are immune to your gaze's effects for 24 hours.

You also add your Charisma bonus to your Armor Class as a deflection bonus.

Special: If you also have Bright as the Sun, you gain a +6 insight bonus to your Charisma score.

Power Attack [Investing]
Prerequisites: Strength 13

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

If you have at least ten points of prowess invested in this feat, instead add twice the number subtracted from your attack rolls.

You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks) unless you have at least five points of prowess invested in this feat, even though the penalty on attack rolls still applies.

Skewer [Investing]
Prerequisites: Trained in Grapple; Sneak Attack +1d6

Benefit: As a standard action, you may make a grapple check to grab an adjacent foe. If your roll beats their Grapple Defense, you immediately grab them and inflict damage as if you had struck them with a melee attack with a weapon you are currently wielding.

In addition, you may make a single attack roll at your full Base Attack Bonus. If you beat your target's AC with your attack roll, add your Sneak Attack, Ambush, and Sneaky Tricks damage (if any) to the damage total. Your foe must also make a Fortitude save (DC 10 + the number of Sneak Attack, Ambush, and Sneaky Tricks dice you rolled + your Strength modifier) or be nauseated for one round. You and your foe are not considered grappling, and you cannot begin or maintain a grapple from this action, nor can you pin an opponent with this action.

Investing: You deal additional damage when utilizing this feat equal to the amount of prowess invested in it.

Special: You must have at least one hand free to make use of this feat.

Normal: You must spend an action after initiating a grapple in order to secure a hold, and may then spend additional actions to further grapple them. Your attacks made while in a grapple do not add your Sneak Attack, Ambush, or Sneaky Tricks damage unless they would otherwise qualify for such abilities.

Stalwart as the Mount
Prerequisites: Toughness, Valiant Constitution, Hero Value 3+

Benefit: You gain 50% immunity to [Precision] effects and to critical hits.

You add your Constitution modifier as a bonus to resist trips, bull-rushes, overruns, and tramples.

Special: If you also have Swift as the Wind, you gain a +6 insight bonus to your Constitution score.

Swift as the Wind
Prerequisites: Fleet of Foot, Burst of Speed, Hero Value 3+

Benefit: You may cast haste as a spell-like ability a number of times per day equal to your highest ability modifier. You must always include yourself as one of the targets.

If you move at least 10' on your turn, attacks against you suffer a 20% miss chance for one round.

Special: If you also have Hushed as the Wood, you gain a +6 insight bonus to your Dexterity score.

Toughness [Investing]
Benefit: You gain bonus hit points equal to the points of prowess invested in this feat.

Valiant Constitution [Heroic]
Benefit: At the start of an encounter, you immediately gain temporary hit points equal to your Hero Value. These temporary hit points last for one minute before fading.

Valiant Magic [Heroic]
Benefit: Once per day, you may recover a used spell slot of a level equal to your Hero Value or less.

Special: You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.

the_archduke
2013-11-12, 01:50 PM
How would a sorceror qualify for arcane strike? To get Noble as the Lady's CHA bonus, you need Bright as the Sun which requires Arcane strike.

Fax Celestis
2013-11-12, 02:15 PM
How would a sorceror qualify for arcane strike? To get Noble as the Lady's CHA bonus, you need Bright as the Sun which requires Arcane strike.

The requirement is "ability to cast first-level arcane spells". Sorcerers get the ability to cast arcane spells: their new skeleton is here (http://wiki.faxcelestis.net/index.php?title=D20r:Sorcerer). I got rid of spellweaving because it's just not working out.

DracoDei
2013-11-16, 11:52 AM
What is TWEWY?

lesser_minion
2013-11-16, 12:03 PM
What is TWEWY?

The World Ends With You, I believe. Can't say I know more about it than what I learned from the ZP video though.