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Thread: VT's Feats

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    The Vorpal Tribble's Avatar

    Join Date
    Dec 2004
    Location
    The Mindfields
    Gender
    Female

    Default Re: VT's Feats

    Other Feats


    Archivist of the Masses
    In addition to your studies of the darkness, you have spent time studying humanoids.
    Prerequisite: Dark knowledge.
    Benefit: You can use your dark knowledge on humanoids. You use Knowledge (local) for dark knowledge checks regarding this creature type.
    Normal: Without this feat, a character with dark knowledge can only use that class feature on aberrations, elementals, magical beasts, outsiders, and undead.

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    Archivist of the Mind
    In addition to your studies of the darkness, you have spent time studying psionic creatures.
    Prerequisite: Dark knowledge.
    Benefit: You can use your dark knowledge on any creature with the psionic subtype or psi-like abilities. You use Knowledge (psionics) for dark knowledge checks regarding these creatures.
    Normal: Without this feat, a character with dark knowledge can only use that class feature on aberrations, elementals, magical beasts, outsiders, and undead.

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    Archivist Primordial
    In addition to your studies of the darkness, you have spent time studying oozes and plants.
    Prerequisite: Dark knowledge.
    Benefit: You can use your dark knowledge on oozes and plants. You use Knowledge (dungeoneering) for dark knowledge checks regarding these two creature types.
    Normal: Without this feat, a character with dark knowledge can only use that class feature on aberrations, elementals, magical beasts, outsiders, and undead.

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    Numbing Rage
    Prerequisite: Rage or frenzy ability.
    Benefit: While you are in a rage or frenzy you are immune to extra damage and penalties (such as movement restrictions from caltrops) stemming from pain. Non-lethal damage and its effects are postponed until the end of the rage.

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    One Against Many [Tactical]
    You are skilled in the battle against infestations.
    Prerequisites: Dodge, Perform (dance) 4 ranks
    Benefit: The One Against Many feat grants you access to three special tactical maneuvers.

    Stone in the Tide: You know how to remain perfectly still as a rock. As a full-round action you can prepare yourself to be surrounded. As long as you perform no actions, swarms with an intelligence score of 2 or less do not consider you to be a threat and merely move over or around you, dealing no damage. If at any time you move while within the swarm's space you alert them that you are not what you seem. If this occurs you may not use stone in the tide against the same swarm for 24 hours.

    Dance of Death:
    Swarms becomes but smears left in your path. As a full-round action you use a combination of hops and twists to crush hundreds of individuals of the swarm underfoot. Even swarms that are immune to weapon damage take 1d4 points of damage for every size category the dancer is above the swarm.
    If the dancer takes up at least 5 feet more space as the swarm, he may attempt to do the swarm in all at once. The swarm must succeed on a Reflex save (DC = 15 + dancer's Str modifier) or take double damage from the dance.

    Scatterblow: With a cape or blanket you can attempt to break up flying swarms. As a full round action you may attempt an attack against the swarm. If successful, you whip about your voluminous object, breaking up the main mass of the swarm and momentarily disorienting them. The swarm now takes up double the space they did previously and can still be damaged by area affects, but do no damage to those in their space. On its turn the swarm may regroup into any of the squares they occupied while scattered and do damage as normal.

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    Sudden Snatch [Ambush]
    Prerequisite: Improved Grapple, sneak attack
    Benefit: If you successfully grapple a victim as part of your sneak attack you may instantly attempt to to pin and silence them instead of dealing sneak attack damage.

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    Silent Struggle [Ambush]
    Prerequisite: Move Silently 4 ranks, Improved Grapple, sneak attack
    Benefit: While attempting to move a pinned opponent you may make use of your move silently skill without penalty. Your pinned opponent uses your check result if he has been silenced. While silencing your victim you may deal 1 point of non-lethal damage that keeps them from speaking even once released for a number of rounds equal to your Strength-modifier (or until the target is the beneficiary of a DC 15 Heal check or any magical healing that restores at least 1 hit point, whichever comes first).
    Special: You get a +2 bonus on your grapple check to move a pinned opponent. This stacks with the bonus from pinning normally.

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    Wild Archivist
    In addition to your studies of the darkness, you have spent time studying animals and vermin.
    Prerequisite: Dark knowledge.
    Benefit: You can use your dark knowledge on animals and vermin. You use Knowledge (nature) for dark knowledge checks regarding these two creature types.
    Normal: Without this feat, a character with dark knowledge can only use that class feature on aberrations, elementals, magical beasts, outsiders, and undead.
    Last edited by The Vorpal Tribble; 2007-02-08 at 04:47 PM.