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Thread: Xenotheurgy: Far Realms magic system

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    AssassinGuy

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    Default Re: Xenotheurgy: Far Realms magic system

    Xenotheurgy Feats:

    Displace Incursion
    You may move an incursion around to a certain extent
    Prerequisites: ability to use incursions
    Benefits: Each round, you may move the area of an active incursion you are using by 5 feet as a move action, so long as they are still within the marrow. This ability may only be used if you are conscious and capable of using breaches.

    Improved Displace Incursion
    You can move around your incursion to a greater extend.
    Prerequisites: ability to use incursions, Displace Incursion
    Benefits: Each round, you may move the area of an active incursion you are using by 10 feet as a move action, so long as you are still within the marrow or periphery. This ability may only be used if you are conscious and capable of using breaches.

    Unnatural Will
    Your willpower is stronger than most.
    Prerequisites: access to at least one murmur
    Benefits: You use the highest of your mental ability score modifiers to your Will save in place of your Wisdom modifier. Furthermore, you gain a +1 bonus to Will saves.

    Resist Incursion
    You can resist the pull of incursions longer than most.
    Prerequisites: ability to use incursions
    Benefits: You gain a +4 bonus to Will saves made for having not used an incursion within the past day.

    Empower Breach [Meta-breach]
    You can use breaches to greater effect.
    Prerequisites: ability to use breaches
    Benefits: When you use a breach, you may choose to empower it as a free action. All variable, numeric effects of an empowered breach are increased by one-half. Saving throws and opposed rolls are not affected. Only breaches with random variables can be affected by this feat. After a breach has been affected by at least one meta-breach feat, it cannot be used again for 24 hours.

    Enlarge Breach [Meta-breach]
    You can extend the range of your breaches.
    Prerequisites: ability to use breaches
    Benefits: When you use a breach with a range of close, medium, or long, you may choose to enlarge it as a free action. An enlarged breach with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range breaches have a range of 200 ft. + 20 ft./level and long-range braches have a range of 800 ft. + 80 ft./level. After a breach has been affected by at least one meta-breach feat, it cannot be used again for 24 hours.

    Extend Breach [Meta-breach]
    You can extend the duration of your breaches.
    Prerequisites: ability to use breaches
    Benefits: When you use a breach with a duration other than concentration, instantaneous, or permanent, you may choose to extend it as a free action. An extended breach lasts twice as long as normal. After a breach has been affected by at least one meta-breach feat, it cannot be used again for 24 hours.

    Heighten Breach [Meta-breach]
    You can use a breach as if its breach level were higher.
    Prerequisites: ability to use breaches
    Benefits: When you use a breach, you may choose to heighten it as a free action. A heightened breach’s breach level may be increased to a number up to half of your xenotheurgy level. For the purposes of determining it’s save DC, use the higher value of the highest level of breach you can access and the heightened breach’s breach level. After a breach has been affected by at least one meta-breach feat, it cannot be used again for 24 hours.
    Heighten breach does not modify effects that function based on the highest level of breach you have access to (such as incursions or pull from beyond).

    Maximize Breach [Meta-breach]
    You can use breaches to maximum effect.
    Prerequisites: ability to use breaches, Empower Breach
    Benefits: When you use a breach, you may choose to maximize it as a free action. All variable, numeric effects of an empowered breach are maximized. Saving throws and opposed rolls are not affected. Only breaches with random variables can be affected by this feat. After a breach has been affected by at least one meta-breach feat, it cannot be used again for 24 hours.

    Quicken Breach [Meta-breach]
    You can use breaches with a moment’s thought
    Prerequisites: ability to use breaches
    Benefit: As a free action, you may choose to quicken the next breach you use this round, allowing you to use it as a swift action. After a breach has been affected by at least one meta-breach feat, it cannot be used again for 24 hours.

    Widen Breach [Meta-breach]
    You can increase the area of your breaches.
    Prerequisites: ability to use breaches
    Benefit: When you use a breach that makes a burst, emanation, line, or spread, you may choose to widen it as a free action. A widened breach has the numeric measurements of its area increased by 100%. After a breach has been affected by at least one meta-breach feat, it cannot be used again for 24 hours.

    Dilate Incursion
    Your incursions reach further than normal
    Prerequisites: ability to use incursions
    Benefit: the area of your incursions are doubled. This increases both the area of periphery and of the marrow.

    Incite Anger
    Your breaches incite rage in those nearby
    Prerequisites: ability to use breaches
    Benefit: Whenever you use a breach, all creatures within 30 feet of you who have a line of sight with you gain a +1 bonus to their next attack roll, so long as it is made within the next round.

    Incite Rage
    Your breaches incite greater anger in those who can see you.
    Prerequisites: ability to use breaches, Incite Anger
    Benefit: Whenever you use a breach, all creatures within 30 feet of you who have a line of sight with you gain a +1 bonus to their next damage roll, so long as it is made within the next round.

    Far Realms Puppet
    You can remain on your feet for far longer than normal.
    Prerequisites: Diehard, Pull from Beyond class feature
    Benefit: You do not fall unconscious when you reach –10 health, instead remaining on your feet until you would be slain (see Pull from Beyond class feature). While below –9 hit points, you may only take a single move action each round and cannot take stressful actions (such as quickened spells or breaches).

    Sanity Forsaken
    You can have more active murmurs than normal.
    Prerequisites: Access to at least two murmurs
    Benefit: You may possess one more active murmur than normal at any given time. If you are an afflicted or blessed xenotheurgist, you take a –2 penalty to all Will saves. If you are a True Xenotheurgist, you instead take a –4 penalty to all Will saves.

    Mental Cacophony
    Your mind becomes polluted with more murmurs.
    Prerequisites: Access to at least one murmur
    Benefits: You gain access to an additional murmur, gaining a disturbance (rolled for randomly or chosen) and an Incursion to go with it. You take a –1 penalty to all Will saves.
    Special: This feat may be taken multiple times but you may never possess more than 20 incursions. The penalty stacks.
    Last edited by Realms of Chaos; 2010-11-17 at 10:40 PM.
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    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
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