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View Full Version : Contest 3.X Ancillary Contest VI - Power in rhyme, poetry time



Zaydos
2015-09-20, 11:18 PM
Power in rhyme, poetry time

Welcome one and all to the sixth Ancillary Contest. Having class isn't everything, and sometimes it's cool to make the smaller pieces of brew that can really expand a character. So here we are a contest for those smaller pieces of a character which can really make a character your own: Feats, spells, invocations, vestiges, soulmelds, maneuvers and more.

This contests theme is Poetry. Whether a set of feats inspired by a favorite poem, a poet vestige, or soulmelds that let you bind them to recite the poems that twist the world, the possibilities are limited by your imaginations and nothing little else, let's see what you can show us.


Rules


You will be creating a piece of homebrew intended for PC use which is not a Base Class or a Prestige Class. This could be one of many things, feats, spells, invocations, vestiges, soulmelds, maneuvers, or something else.
Your entry must be complete. Incomplete entries will be disqualified.
You are allowed one entry per contest. An entry can include multiple feats, spells, invocations, etc, or even a combination of spells, feats, and so forth but must be connected in some way and one cohesive unit. This could just be a bunch of feats about the contest's theme (mechanically cohesive), or a selection of spells, feats, and vestiges representing the secret arts of a certain sect (fluff cohesion), or so forth.
Your entry must be new and not posted anywhere previously. All entries must be posted in this thread and no where else until after the contest is finished.
Plagiarism is a no no. The point is to stretch your creativity, and the only prize is knowing people like your stuff, so really it'd be rather pointless to do.
Format templates for various things will be posted below. These will be included primarily for your ease and to help ensure you remember to include relevant parts of the spell entry, etc.


This contest will run through October 11th 23:59 Eastern Standard Time at which point a Voting Thread will be posted and voting will run for a time to still be determined.

Chat thread. (http://www.giantitp.com/forums/showthread.php?399650-3-X-Ancillary-Contest-Chat-Thread)

Zaydos
2015-09-21, 08:26 PM
Templates

Feats:

Name
Description of feat.
Prerequisites:
Benefit: What the feat actually does mechanically.
Special: Any additional information about the feat, for example whether it can be taken more than once.

Name
Description of feat.
Prerequisites:
Benefit: What the feat actually does mechanically.
Special: Any additional information about the feat, for example whether it can be taken more than once.


Spells:
Name
School (subschool) [Descriptors]
Level: Where it goes on spell lists.
Components:
Casting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.

Spells:
Name
School (subschool) [Descriptors]
Level: Where it goes on spell lists.
Components:
Casting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.


Invocations:
While I prefer a variation of the spell format with Grade thrown in the official format is

Name
Grade; Level Equivalent; If it is an Eldritch Essence or Invocation.
Game mechanic effect (don’t forget range and duration).

Name
Grade; Level Equivalent; If it is an Eldritch Essence or Invocation.
Game mechanic effect (don’t forget range and duration).

Vestige:
Name
Vestige Level:
Binding DC:
Special Requirement: Y/N
Who/what your vestige is.
Legend: Legend behind the vestige.
Special Requirement: If it has a special requirement list it here.
Manifestation: What the vestige looks like when it manifests.
Sign: The physical manifestation of the pact on your body.
Influence: The mental influence the vestige applies to you, and what actions it objects to.
Granted Abilities: A brief description of the general abilities.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.

Name
Vestige Level:
Binding DC:
Special Requirement: Y/N
Who/what your vestige is.
Legend: Legend behind the vestige.
Special Requirement: If it has a special requirement list it here.
Manifestation: What the vestige looks like when it manifests.
Sign: The physical manifestation of the pact on your body.
Influence: The mental influence the vestige applies to you, and what actions it objects to.
Granted Abilities: A brief description of the general abilities.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.


Mysteries:

Name
Path Category, Path Name
Level/School:
Range:
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Fluff description
Game mechanics

Name
Path Category, Path Name
Level/School:
Range:
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Fluff description
Game mechanics

Utterances:

Name
Lexicon: Whether it’s Evolved Mind/Crafted Tool/Perfected Map
Level:
Range:
Target: Crafted Tool only.
Duration:

If Evolved Mind:
Normal: Fluff description
Mechanic description.
Reversed: Fluff description
Mechanic description.

If not:
Fluff description
Mechanic description.

Name
Lexicon: Whether it’s Evolved Mind/Crafted Tool/Perfected Map
Level:
Range:
Target: Crafted Tool only.
Duration:

If Evolved Mind:
Normal: Fluff description
Mechanic description.
Reversed: Fluff description
Mechanic description.

If not:
Fluff description
Mechanic description.

Maneuvers:
Name
Discipline (Maneuver type: Strike/Boost/Counter/Stance) [Descriptors]
Level:
Prerequisites: If any
Initiation Action: Typically standard (strike), swift (boost or stance), or immediate (counter).
Range: Commonly melee attack or personal.
Target: Normally 1 creature or You.
Duration: Exempted from strikes with instantaneous effects. Stances have Stance.
Saving Throw: If a save is allowed.
Fluff description
Mechanics.

Name
Discipline (Maneuver type: Strike/Boost/Counter/Stance) [Descriptors]
Level:
Prerequisites: If any
Initiation Action: Typically standard (strike), swift (boost or stance), or immediate (counter).
Range: Commonly melee attack or personal.
Target: Normally 1 creature or You.
Duration: Exempted from strikes with instantaneous effects. Stances have Stance.
Saving Throw: If a save is allowed.
Fluff description
Mechanics.

Psionic Powers
Name
Discipline [Descriptors]
Level: Where it goes on power lists.
Display:
Manifesting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 manifester levels), Medium (100-ft + 10-ft/ manifester level), or Long (400-ft + 40-ft/ manifester levels), although other ranges are happen largely on Area effects which originate from the manifester.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Power Resistance: Excluded from personal spells.
Power Points: PP cost and if it costs XP.
Descriptive text
Game mechanic effect.
Augmentation: Augmentation effects.

Name
Discipline [Descriptors]
Level: Where it goes on power lists.
Display:
Manifesting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 manifester levels), Medium (100-ft + 10-ft/ manifester level), or Long (400-ft + 40-ft/ manifester levels), although other ranges are happen largely on Area effects which originate from the manifester.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Power Resistance: Excluded from personal spells.
Power Points: PP cost and if it costs XP.
Descriptive text
Game mechanic effect.
Augmentation: Augmentation effects.

Soulmelds
Name
Descriptors: None is an option.
Classes: What classes get this meld.
Chakra: What chakras it can occupy. (Totem) is included for Totemist melds.
Saving Throw: None is an option.
Fluff description
Mechanics.
Essentia: Bonus from investment.

Chakra Bind (Chakra)
Fluff description
Mechanics.

Name
Descriptors: None is an option.
Classes: What classes get this meld.
Chakra: What chakras it can occupy. (Totem) is included for Totemist melds.
Saving Throw: None is an option.
Fluff description
Mechanics.
Essentia: Bonus from investment.

Chakra Bind (Chakra)
Fluff description
Mechanics.

Amechra
2015-09-21, 11:51 PM
I feel like I'm cheating slightly by doing this; the cohesive theme I'm going for is that all of it is going to be based off poetry I am writing specifically for the flavour text.

To make myself feel better about this, I'm only going to use really difficult poetic forms.

Demanding Terzanelle [Bardic]
As a truly exacting form of mystic act
The bardic arts are surely the most exceptional;
Few other skills so from hardship distract!

Of all the magics granted through means intentional
Of all the sorceries taught through exacting lesson
The bardic arts are surely the most exceptional!

Of all the means men devised for their hardships to lessen
Music truly is the king - the utter pinnacle
Of all the sorceries taught through exacting lesson!

Able to touch - to change - hearts most cynical,
It truly has a subtle air of bliss and joy.
Music truly is the king - the utter pinnacle!

Bringing smiles to every girl and each boy,
Drawing forth ecstasy from each and every heart -
It truly has a subtle air of bliss and joy!

Drawing forth ecstasy from each and every heart -
As a truly exacting form of mystic act -
The song of a bard causes frowns from faces to dart;
Few other skills so from hardship distract!

-Amechra, 22 Sept, 2015
Prerequisites: Bardic Music, Perform 12 ranks, Inspire Courage +2
Benefits: By playing a soft melody, singing poetry in a complex form, and spending a use of Bardic Music, you may reduce any morale penalties any creature that can hear or see you is experiencing by an amount equal to the bonus granted to Will saves against Fear by Inspire Courage. Additionally, any creature benefiting from this song acts Indifferent towards any creature they would normally be Unfriendly or Hostile towards - while they do not hate them any less, the music is simply too wonderful to interrupt with petty quarrelling.
Special: The peaceful mood produced by this song requires the performer to give it absolute focus - as such, it lapses immediately if they finish or are otherwise interrupted. While this feat is phrased in terms of song and poetry, the performance may be any sufficiently complex and calming act, spanning anything from dance to a tea ceremony.

Vaynor
2015-09-22, 03:27 AM
http://i.imgur.com/Uw4eMbD.png

http://i.imgur.com/e1DAA8c.jpg

http://i.imgur.com/fB5Sv6O.png
Song of the Open Road by Walt Whitman (http://www.poetryfoundation.org/poem/178711)



The call of the open road is difficult to ignore, and the allure of the uninhibited, open spaces of the natural world calls to some more strongly than others. Some lead lives quietly cloistered within the confines of society, choosing to pursue a dream other than that of the peacefully curving, well-worn road. Some cannot hear the call of the open road, they miss the subtleties of its melody, the lulls between the refrains of birdsong. But others yet hear its song, and see the open road for what it is: life, unrestrained. These are the musicians that play the song of life, the song of freedom, the song of the open road.



SONGS OF THE OPEN ROAD

The song of the open road is expressed differently in every traveler, and no two nomad is alike in their connection to the road. This connection can be empowered by feats, spells, alternate class features, and many other methods. Some feats or other abilities below provide a traveler’s bonus. Traveller’s bonuses stack with any other bonus, but not with other traveler’s bonuses.



http://i.imgur.com/5GPTnqO.jpg



FEATS

All feats below are considered Song of the Open Road feats for all purposes.



Song of the Open Road Feats


Prerequisites


Benefit


Call of the Open Road
Wisdom 13, Endurance
You are able to travel long distances and exist in inhospitable climates more easily, but cannot be satisfied without traveling constantly


Travel Light
Call of the Open Road
You forsake material possessions in order to remain unhindered in your travels and gain benefits


Sightseer
Wisdom 15, Spot 8 ranks, Call of the Open Road
Gain benefits to your visual abilities when outdoors


Friendly Stranger
Charisma 15, Diplomacy 8 ranks, Call of the Open Road
You make a good first impression when traveling, and are to more easily influence those you meet


Nomadic Priest
Ability to turn or rebuke undead, Call of the Open Road
Gain the Travel domain as a bonus domain


Untiring
Constitution 13, Call of the Open Road
You can no longer become exhausted, and are more easily rested


Comerado
Character level 6th, Call of the Open Road
Gain a traveling companion


Path of the Aging Traveler
Character level 12th, Call of the Open Road
You no longer incur any aging penalties, and you live longer


Reliable Guide
Call of the Open Road
You may assist your allies with their movements and can more easily traverse difficult terrain




http://i.imgur.com/wqvnI1D.png

Call of the Open Road
By accepting the call of the open road, your ability to travel long distances and live in the harsher realities of the natural world is increased immensely. You can travel more quickly and lightly. However, you are no longer happy with the everyday life most find acceptable and cannot stay in one place for too long.
Prerequisites: Wisdom 13, Endurance.
Benefit: All benefits of this feat stack with the benefits of the Endurance feat. You are automatically considered have succeeded on any of the following checks and saves: Swim checks to resist nonlethal damage, Constitution checks made to continue running, and Fortitude saves made to avoid nonlethal damage from hot or cold environments. In addition, you may take 10 on the following checks and saves even when threatened or distracted: Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, and Fortitude saves made to resist damage from suffocation.

You may sleep in heavy armor without becoming fatigued.

When traveling for long periods of time, your overland speeds (one hour and one day only) are increased by 25%. For example, if you have a 30 ft. movement speed and are traveling for one hour, your walk speed is increased from 3 miles per hour to 3.75 miles per hour.
Special: You must travel at least 30 miles every week under your own power or lose the benefits of this feat, and any other Song of the Open Road feat you have. The benefits of any Song of the Open Road feat may be regained by traveling at least 30 miles under your own power. Any distance traveled using a mount, a vehicle, a spell that affects mobility, etc. does not count towards this distance.
Special: A monk may select this feat as a bonus feat at any level, as long as they meet the requirements.


http://i.imgur.com/yPEMJD6.png

Travel Light
Not all who forsake material wealth do so for piety’s sake, or in the service of a higher power. Some wish to remain unburdened in their travels, and give away their wealth to the less fortunate and instead choose to subsist upon the gifts of the natural world, with the wild grass as a bed and a gentle stream their overflowing glass.
Prerequisites: Call of the Open Road
Benefit: This feat provides all benefits of the Vow of Poverty feat (Book of Exalted Deeds pg. 48) except as noted here. Instead of bonus exalted feats, you instead gain bonus Song of the Open Road feats. Any benefit of the Vow of Poverty that grants an exalted bonus instead grants a traveller’s bonus. In addition, as long as you are outdoors, you gain a +10 bonus to your base movement speed at levels 5, 10, 15, and 20.
Special: All restrictions of the Vow of Poverty feat and voluntary poverty in general apply to this feat, except as noted here. In addition to the other material goods you are allowed to carry, you may also carry a nonmagical musical instrument and divine focus.
Special: If you do not follow the restrictions of this feat (and the Call of the Open Road feat), you immediately lose all benefits of this feat. The benefits of this feat may be regained by ceasing any activity that violates the restrictions and traveling, uninterrupted (not stopping to eat, drink, or sleep), and under your own power, for one week. If you stop moving at any point due to fatigue or otherwise you must start over again before the benefits of this feat can be regained. If you are prevented from moving due to any kind of outside interference, you must simply begin moving again once you are able to or are no longer being hindered. This includes being involved in any kind of combat encounter. If you do not begin your journey again within one minute of the encounter ending, you must start your week over again.
Special: You may not acquire the Vow of Poverty feat if you have the Travel Light feat, and vice versa.


http://i.imgur.com/ZKuMFt8.png

Sightseer
Accustomed to the sights and sounds of the worn pathways and the untouched wilderness, you are more aware of your surroundings and your visual abilities function even at great distances.
Prerequisites: Wisdom 15, Spot 8 ranks, Call of the Open Road
Benefit: When outside, you gain the following benefits to your vision. You gain a +2 bonus to Spot checks. You receive a Spot check penalty of -1 per 20 feet of distance. You gain Low-Light Vision, as an elf. If you already have Low-Light Vision, you can see three times as far as a human in low light conditions.

Search checks made outdoors can use your Wisdom modifier instead of your Intelligence modifier, whichever is higher.

When flat-footed during the first round of combat, you may apply your Wisdom modifier to your armor class in lieu of your Dexterity modifier. This bonus may not exceed the bonus you would have received from Dexterity if not for being flat-footed.
Normal: You receive a Spot check penalty of -1 per 10 feet of distance.


http://i.imgur.com/mxJZjSN.png

Traveler’s Tales
As you journey the world by walking its well-traveled paths, you hear the tales of the travelers and learn more about the world through their passed on knowledge.
Prerequisites: Bardic knowledge, Call of the Open Road
Benefit: You may use your Wisdom modifier instead of your Intelligence modifier on any bardic knowledge check you make. Also, your bardic knowledge may be used to determine if you know relevant information from or about non-local places.

You gain a +1 traveler’s bonus on all Knowledge checks.


http://i.imgur.com/bIBqHqN.gif

Friendly Stranger
After many years of meeting strangers while traveling and coming across enemies of all kinds along the road, you are able to give a good first impression and influence the demeanor of those you meet more easily.
Prerequisites: Charisma 15, Diplomacy 8 ranks, Call of the Open Road
Benefit: When interacting with an intelligent creature outdoors and for the first time while traveling or in a new place, you gain the following benefits. You gain a +2 bonus to Diplomacy and Sense Motive checks. You gain the ability to cause intelligent creatures you have never met before to give you a chance to prove yourself before attacking. If a creature or group of creatures (up to a number of creatures equal to your Charisma modifier) is Hostile or Unfriendly towards you or any member of your party, you may make a Diplomacy check as an immediate action in order to change their attitude towards you from Hostile to Unfriendly or Unfriendly to Indifferent. This may only be attempted when first encountering a new creature and only once per encounter.

In addition, when making a Diplomacy check to improve a stranger’s attitude from Indifferent, you gain a +5 traveler’s bonus. You can also make this check even if you don’t speak the same language as the subject, but you take a -5 penalty instead of the bonus. Both uses only require half a minute instead of the normal full minute, and the attempt may be rushed as a standard action.


http://i.imgur.com/clApBzw.jpg

Nomadic Priest
Rather than be trapped in a cloister, poring over religious texts and seeing only by candlelight, a nomadic priest instead treats the outside world as their church and travelers as their congregation.
Prerequisites: Ability to turn or rebuke undead, Call of the Open Road
Benefit: You gain the Travel domain as an extra domain, including all granted powers. If you already have the Travel domain, you may choose the Liberation domain, Earth domain, or Ocean domain instead.


http://i.imgur.com/qyGkDrz.png

Untiring
Many, many miles of road beneath your feet has lead to hardened muscles and a spring in your step. You find yourself less weary after a long day, and never seem to run out of energy.
Prerequisites: Constitution 13, Call of the Open Road
Benefit: You are no longer able to become exhausted. Any effect that would exhaust you causes fatigue instead. You only need to sleep for 4 hours a night in order to recover health due to natural healing and prepare spells. You gain hit points due to natural healing even if your sleep is interrupted, as long as the required 4 hours are within a single 8 hour time frame. You cannot become fatigued due to lack of sleep.

Once per day, you may perform one of the following maneuvers:

Last Reserves: You gain a temporary boost in energy, lasting for one round and activated as a free action. Your base movement speed is increased by 15 feet and you may perform a full-attack as part of a charge. You may also perform a full-attack after a standard move action if you do not wish to charge.

Last Drop of Energy: You may immediately recall one spell of your choice that you have already expended today.


http://i.imgur.com/PzlngH7.png

Comerado
Your travels have not given you only acquaintances, but true, life-long friends.
Prerequisites: Character level 6th, Call of the Open Road
Benefit: You gain a traveling partner in the form of a cohort as if through the Leadership feat (http://www.d20srd.org/srd/feats.htm#leadership). You cannot gain followers other than your cohort, but you gain a +1 bonus to your leadership score for moving around a lot for the purposes of determining the level of your cohort instead of the normal penalty. Your cohort’s level still cannot exceed your ECL -2. Additionally, instead of a +2 bonus for having a stronghold, base of operations, guildhall, or the like, you get a -2 penalty.


http://i.imgur.com/LNUme6p.png

Path of the Aging Traveler
Although your body ages, the constant exercise from your travels has left you young and energetic yet. While your skin may weather and wrinkle, your body stays strong and healthful.
Prerequisites: Character level 12th, Call of the Open Road
Benefit: You continue to age, but you no longer incur any penalties to your ability scores due to old age. Any penalties already incurred are not reversed.

Additionally, your maximum age is much older than most people of your race. When determining your maximum age, increase the number of dice rolled by 50%. For example, a human would add 3d20 to their venerable age of 70 in order to determine their maximum age instead of the normal +2d20. If you have already reached venerable age when you acquire this feat, roll to determine your maximum age again. The new number cannot be lower than the previous one. If this is the case, keep rolling until the number exceeds your original maximum age by at least 1.


http://i.imgur.com/lNzSSAe.png

Reliable Guide
Your travels have lent you the ability to perceive the path ahead of you accurately and knowledgeably. You and your allies find it easier to travel across rough terrain or unfamiliar landscapes.
Prerequisites: Call of the Open Road
Benefit: You, and any ally within 30 ft., are no longer impeded by rough terrain. Allies that are traveling with you get the same bonus to their overland speed as you do from the Call of the Open Road feat (and the same restrictions for this bonus). Additionally, you may use your Wisdom modifier in place of your Dexterity or Strength modifier on Balance, Climb, Jump, Ride, or Swim checks.


http://i.imgur.com/mZyFgBx.jpg

Jormengand
2015-09-23, 04:04 PM
Epic Poem of the Universe [Epic]
You can speak the greatest poems the world has ever heard.
Prerequisites: Truespeak 24 ranks; able to speak utterances of the maximum normal level.
Benefit: You can use Epic Utterances. More information on epic utterances is given below.
Special: Worldspeakers have their own 10th-, 11th-, 12th- and 13th-level utterances which are distinct from these and can be taken just by advancing in level.


Epic Utterances

Epic utterances are built from lines of poetry that combine to make a full utterance. You must choose a range line, a duration line, a save line, and a number of effect lines, including more than one copy of the same one. You may also choose any number of augment lines for each category except effect. These combine to determine the DC of the truespeak check: it doesn't follow the normal rules for lexicons.

You can use meta-utterance feats and Speak Unto The Masses normally.

When you speak an epic utterance, each line of poetry suffers from the Law of Resistance separately, once for each time it was used. For example, if you spoke the epic poem:

A master of my own will,
Just a few fickle moments,
But just a little longer,
Oh, but just a little longer,
Oh, but just a little longer,
If they should be willing,
I will heal them,
Oh, I will heal them.

The master, moments and willing lines would have their DCs increased by 2 (to -2, +6 and -2), the longer line would have its DC increased by 6 to +8, and the heal line by 4 to +5. This means that it is entirely possible that you may speak an utterance without needing to roll, and later find that you cannot speak the same utterance at all.

Range Lines

Against the world: The utterance affects creatures within 20 feet, except you (DC +4)
A master of my own will: The range is personal. The target is you (DC -4)
From a single point of light: The utterance affects a single creature within 60 feet. (DC +/- 0)
In a place I speak to you: The utterance affects a space of 20 ft radius within 60 feet. (DC +12)
Of a tool of gods and men: The utterance affects an object within 60 feet. (DC +/- 0)
Through the path I dare not tread: The utterance affects a 30 ft line. (DC +4)
With the grace of those who follow: The utterance affects allies within 20 feet, including you. (DC +8)

Range Augment Lines

Over the lands afar: The utterance's area, but not its range, doubles (DC +12. You can take this more than once, but the cost increases by +3 each time).
With the eyes of an eagle: The utterance's range, but not its area, doubles (DC +8. You can take this more than once, but the cost increases by +2 each time).

Duration Lines

For as long as I can hold it: The utterance lasts as long as you concentrate. (DC +4)
In an instant's thought: The duration is instantaneous. This means that most effects will only take effect for an instant, not that they last long after the magic fades. (DC +/- 0)
Just a few fickle moments: The duration is 5 rounds. (DC +4)

Duration Augment Lines

But just a little longer: The duration lasts 1 extra round (After you finish concentrating or the 5 rounds are up) (DC +2. You can take this more than once, but the cost increases by +1 each time).

Save Lines

For the weak among them: Fortitude negates. (DC +/- 0)
If they should be willing: The spell has no saving throw; it only works on willing targets. (DC -4)
Should they believe and not succumb: Like phantasmal killer, a will save disbelief and a fortitude save against the effects are allowed. Unlike it, fortitude negates the utterance. (DC -2)
To those of fickle mind: Will negates. (DC +/- 0)
Unless it can be dodged: Reflex halves damage and negates other effects. (DC +2)
Upon those less rapid: Reflex negates. (DC +/- 0)

Save Augment Lines

Oh, they shall succumb: Save DC +1. (DC +2. You can take this more than once, but the cost increases by +2 each time).

Effect lines

By fire, be purged: Deals 1d6 fire damage. (DC +1)
Cold shall not weary them: Grant cold resist 2 (DC +1)
Find the will to fight on: Cures 1 point of ability drain or 2 of damage (DC +5)
Hear your doom about you: Deals 1d6 sonic damage. (DC +2)
I shall heal them: Heals 1d6 hit points. (DC +1)
Life springs forth eternal: Cures 1 negative level (DC +20)
Sharpen your blades for war: +1 on attack/damage rolls. (DC +2)
They shall not fear fire: Grant fire resist 2 (DC +1)
We do not hear our deaths: Grant sonic resist 1 (DC +1)

(Gonna do more of this later.)

spikeof2010
2015-09-28, 04:16 AM
Poetic Spell
You craft your words exquisitely to make your spell harder to miss.
Prerequisites: Must be able to cast 3rd level spells, 1 other Metamagic feat.
Benefit: You can alter a spell with a vocal components to make it harder to resist. You may spend a standard action after the initial casting time to recite a poem, causing either the opponent to reroll twice on saves and take the worse roll. A poetic spell uses up a spell slot two level higher than the spell's actual level. This may not be used with silent spell.

Glimbur
2015-09-29, 08:46 PM
New Feat:
Prophecy
Some people are born with the gift of prophecy. Their poetry (however terrible it may be) seems to gently guide the future in their favor.
Prerequisite: None.
Benefit: Twice per adventure, the prophet can speak a prophecy as a full round action. The prophecy must be in the form of a poem (options include sonnet, limerick, or just sets of rhyming couplets). When the prophecy is relevant to what is happening, the prophet can choose to activate it as a free action which can be taken out of turn and does not require him to be aware of the die roll. This provides a +2 bonus to one d20 roll or damage roll, or a -2 penalty to one d20 roll or damage roll. The prophecy is then expended and cannot be activated again for that adventure. If any prophecies are not expended by the end of the adventure, they were not relevant and are expended.
People with more presence and inner strength can speak stronger prophecies. For every five character levels the prophet has, the bonus increases by +1. For example, a 10th level prophet grants a +4 bonus or -4 penalty. In addition, for every eight levels the prophet can speak one additional prophecy per adventure.

DM Notes: This feat is “balanced” around an adventure being 3-5 gaming sessions. Adjust frequency accordingly if you run one-shots or sagas with no natural break points.

If NPC’s have this feat (probably just one per adventure) it is good form for the PC’s to hear the prophecy before it applies.

It's tricky to adjudicate whether a prophecy is too vague or if it should apply or not. A feat should be useful, but it's against the spirit of the thing to use
"Something good happened to me
Or something bad didn't, whee!"

Example:
Fred the Wizard took the Prophecy feat at first level. Before entering into a goblin warren, he reveals the following prophecies:

Feather light, hold back
Softly touching, surprising
Gentle to wizards
(haiku)
and

There once was a fighter named Bob
Who made goblin shisk-ka-bob
He stabbed and slew
Till his face turned blue
And money, he made a gob.
(limerick)
The first prophecy is probably going to help reduce damage to Fred. Maybe he falls in a pit but is ‘feather light’ and so takes a little less damage. Maybe a goblin is surprisingly gently while striking him and does a bit less damage. This prophecy would not help Fred read runes, do more damage with a magic missile, or find a hidden door.
The second prophecy will help Bob the Fighter fight goblins. Could be +hit, could be +damage. It wouldn’t help Bob avoid being hit or force open a door.

Commentary: I'm not sure if this is too strong, too weak, or about right. Weapon Focus is a constant +1 to hit, Dodge is a situational +1 to AC but is relevant a lot more often than this feat. This is more flexible than the more typical +numbers feats, but I'm not sure if I limited the uses too much to make it worth taking.

Zaydos
2015-10-19, 07:15 PM
Thread closed.

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