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View Full Version : D&D 3.x Other Magically Mundane Feats (scaling [Fighter] feats to duplicate tier-1 abilities)



rferries
2019-02-12, 03:52 AM
These feats allow a non-spellcaster to imitate some of the abilities of true spellcasters. They are all [General] feats that may also be selected as bonus [Fighter] feats.

The idea is that a spellcaster can take these feats but would have little interest in doing so, as they can already accomplish the same tasks more easily and effectively with actual spells. Low-tier characters simply take the feats to narrow (but not eliminate) the power level gap with high-tier characters.

Healing Mastery [General] [Fighter]
Whether through mastery of herbal lore, a god-granted talent, or some other means, your skill at healing now verges on the miraculous.

Prerequisites
Wis 12.

Benefits
Heal is always considered a class skill for you (regain any cross-class skill points you have invested in that skill when you take this feat).

Whenever you use the Heal skill to provide long-term care to a creature, you may grant the benefits of one or more Conjuration (Healing) spells to that creature according to your ranks in Heal (see below). Your effective caster level for all duplicated spells is equal to your character level. If a duplicated spell has an expensive material component, you must expend healing supplies (unguents, rare herbs, etc) worth that much while providing care.



Ranks in Heal
Duplicated Spell


6
lesser restoration, remove paralysis, slow poison


8
remove blindness/deafness, remove curse, remove disease


10
neutralise poison, restoration


12
break enchantment, raise dead (by treating an intact corpse)


14
heal (does not restore hit points)



Special
A fighter may select Healing Mastery as one of his bonus fighter feats.

Investigation Mastery [General] [Fighter]
You have access to scrying devices, friendly diviners, spy networks, or some other means of acquiring secret knowledge.

Prerequisites
Wis 12.

Benefits
Gather Information is always considered a class skill for you (regain any cross-class skill points you have invested in that skill when you take this feat).

Once per day you may gain the benefit of a Divination spell according to your ranks in Gather Information (see below). This ability requires at least 8 hours of work or the casting time of the duplicated spell (whichever is greater). Your effective caster level for the duplicated spell is equal to your character level. If a duplicated spell has an XP cost or expensive material component (but not an expensive focus component), you must expend XP or treasure (favours, bribes, etc.) worth that much while performing your inquiries.



Ranks in Gather Information
Duplicated Spell


4
identify


6
detect thoughts (while interrogating a captive), locate creature


10
divination, locate creature, scrying


12
commune, commune with nature, contact other plane



14
legend lore


16
greater scrying, vision


18
discern location



Special
A fighter may select Investigation Mastery as one of his bonus fighter feats.

Mercenary Mastery [General] [Fighter]
You are an expert at making or hiring allies, from this world and worlds beyond.

Prerequisites
Cha 12.

Benefits
Appraise is always considered a class skill for you (regain any cross-class skill points you have invested in that skill when you take this feat).

Once per day you may contract the service of a creature or creatures according to your ranks in Appraise. Treat this as if you were duplicating one of the listed Conjuration (calling) spells, save that you may conjure sentient creatures of any type (instead of only outsiders and elementals). Creatures native to your plane are not treated as conjured creatures when employed in this way. This ability requires at least 8 hours of work (or longer, for creatures reluctant to bargain with you) and you must compensate the creatures appropriately. Your effective caster level for the duplicated spell is equal to your character level. If a duplicated spell has an XP cost you must pay that cost. When duplicating a planar binding spell, you do not gain the benefit of a magic circle or dimensional anchor effect for the trap.



Ranks in Appraise
Duplicated Spell


10
lesser planar ally


12
lesser planar binding


14
planar ally, planar binding


18
greater planar ally, greater planar binding



Special
A fighter may select Mercenary Mastery as one of his bonus fighter feats.

Travel Mastery [General] [Fighter]
You can lead the way to almost any destination, whether through chartered ships, secret passages, ancient portals, or other means.

Prerequisites
Wis 12.

Benefits
Survival is always considered a class skill for you (regain any cross-class skill points you have invested in that skill when you take this feat).

Once per day you may duplicate the effect of a particular spell according to your ranks in Survival (see below). This ability requires at least 8 hours of work (or potentially longer, for shadow walk effects). Your effective caster level for the duplicated spell is equal to your character level.



Ranks in Survival
Duplicated Spell


12
teleport


14
shadow walk


16
plane shift



Special
A fighter may select Travel Mastery as one of his bonus fighter feats.

Bonus Feat
Fast Learner
You are particularly skilled at learning new things.

Prerequisites
Int 10.

Benefits
You gain 2 extra skill points per level, with quadruple skill points at first level. These skill points are gained retroactively.

rferries
2019-02-12, 03:55 AM
Some of the effects are awkward approximations; I used emulated spells as I was too lazy to write up more realistic effects (e.g. for Travel Mastery should simply be "you never take longer than 1d4 weeks to travel to a destination, or 2d4 weeks for an interplanar destination" etc).