PDA

View Full Version : D&D 3.x Other Supernatural abilities for all classes (i.e. Su Feats; especially for Fighters) PEACH



Zaydos
2015-09-29, 04:18 PM
These feats are all Supernatural abilities, and, unless otherwise noted, intended as Fighter bonus feats. In theory they work via mastery of one's own ki to enhance one's body, warp spacetime around you, and a variety of other effects.

Dance on the Winds
You are able to walk on the sky, using your ki to spread your weight out across the air.
Prerequisites: Balance 12 ranks or Perform (Dance) 12 ranks.
Benefit: You can walk on the air as if with an Air Walk spell but may travel at up to your full speed (instead of half).

Flash Step
You are able to move with a speed to dumbfound foes and friends alike, seeming to appear and disappear as you dart across the battlefield.
Prerequisites: Flashing Dash, Run.
Benefit: You may take 2 nonlethal damage to move your speed as a swift action. This movement is fast enough to pass unnoticed by opponents and does not provoke attacks of opportunity, and if used to move from hiding to hiding you do not suffer the normal penalty to do so. You may take no other actions, even free actions, as part of this movement.

Flashing Dash
You have trained your body to perfection, controlling your ki and releasing it in a burst to move across the battlefield (or elsewhere) in a flash.
Prerequisites: Run.
Benefit: When you take a run action you may choose to inflict nonlethal damage to yourself up to 3 times you character level. For every 3 points of nonlethal damage you voluntarily take your movement multiplier for the run action is increased by x1 (so 3 nonlethal you'd run x6, 60 you'd run x25; or x5 and x24 respectively in heavy armor). You gain a bonus to Jump checks made as part of this movement equal to the nonlethal damage you chose to inflict. You may also use this ability as part of a charge attempt, in which case every 6 points of nonlethal damage you voluntarily take adds your speed to the distance you can charge.
This nonlethal damage cannot be reduced or prevented.

Null
You have a negative magical talent which prevents you from casting spells or using spell like abilities but protects you from the like.
Prerequisites: May only be taken at 1st level.
Benefit: Any spell which targets you or includes you in its area of effect has a 20% chance of failure.
Special: You are unable to cast spells or use spell-like abilities.
Special: This is not a Fighter bonus feat (it's improvement is).

Null, Greater
Your magical null is stronger than normal.
Prerequisites: Null.
Benefit: Any spell which targets you or includes you in its area of effect has a 50% chance of failure.
Special: You are unable to cast spells or use spell-like abilities.

Shadow Blade
You are able to infuse your blade with the shadow of death, an unearthly cold which seems to draw life itself out of your foe.
Prerequisites: Weapon Specialization, Cha 11+.
Benefit: When attacking with a weapon you have Weapon Specialization in, 1/day per Fighter level you may charge it with life-draining shadow as part of an attack. If the attack hits your target suffers 1 negative level in addition to the normal effects of the attack. If the attack misses that use of this ability is wasted.
Special: Personally I prefer to make this a Vile Feat, and will run it as such, but I see it as on the line enough that I don't want to declare it such, but let DMs decide. I will be posting it as a Vile feat as well of course.

Spell Slicer
When wielding your chosen weapon you are able to cut through the sorcery which stands in your path.
Prerequisites: Weapon Specialization, Spellcraft 5 ranks.
Benefit: As a standard action you may attempt to dispel one free standing spell effect within the range of your weapon using your Fighter level as your caster level for this effect. This functions as dispel magic but it has no cap to your bonus to the dispel check. If you fail you may not try to dispel that effect again for 24 hours.
In addition whenever you attack a creature you may attempt to dispel one active spell effect on the target. You may select a specific spell effect that you know is upon the target, or else you begin with the highest spell level effect on the target, with highest caster level breaking ties, and random if this is also tied. This functions as dispel magic but it has no cap to your bonus to the dispel check. If you fail you may not try to dispel that effect again for 24 hours and further attempts without a chosen effect will ignore an effect that you have failed against.

Voidslice
You have learned to send your ki out before your blade shortening the distance between it and the world.
Prerequisites: BAB +3, Knowledge (the Planes) 2 ranks.
Benefit: When you make an attack or full attack action you may treat your reach as 5 ft longer than it actually is per 3 points of BAB you possess; BAB granted by a spell or magic item does not count for the purposes of this feat. This feat does not apply for charges, or when making attacks of opportunity, only for attack and full attack actions you take.

Voidslice, Greater
You can send your ki out further, commanding the battlefield with the power of your blade.
Prerequisites: BAB +12, Knowledge (the Planes) 5 ranks, Voidslice.
Benefit: When you make an attack or full attack action you may treat your reach as 5 ft longer than it actually is per point of BAB you possess; BAB granted by a spell or magic item does not count for the purposes of this feat. This feat does not apply for charges, or when making attacks of opportunity, only for attack and full attack actions you take.
This feat does not stack with Voidslice.