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    Pixie in the Playground
    Join Date
    Apr 2015

    Default Happy fun feat time! (some new, some updated from 3.5)

    Dispelling Critical
    Prerequisites: Critical Focus, ability to cast dispel magic or greater dispel magic, caster level 11th.
    Benefit: When you confirm a critical hit with a spell or spell-like ability, you may cast a targeted dispel magic or greater dispel magic on that target as an immediate action. This works even with ranged spells. You must have dispel magic or greater dispel magic prepared or otherwise available to cast, and using this ability casts the corresponding spell.

    Imbued Spell [Metamagic]
    Prerequisite: Empower Spell
    Benefits: This spell has been imbued with power beyond the norm for a spell of its type. For every die you roll when casting this spell, you add +1 (so a 5d6 Fireball would become 5d6+5, and a Hypnotic Pattern would affect 2d4+CL+2 hit dice).

    Level Adjustment: Varies. For every spell level you adjust the spell by, you add +1 per die rolled.

    Enhance Spell [Metamagic]
    Prerequisites: Empower Spell
    Benefits: This feat increases the die size of all variable numeric effects in the spell being cast, so any d6s would increase to d8s, and so on.

    Level Adjustment: Varies. For every die size you adjust the variable numeric effects up by one, you increase the level of the spell by one (so two die sizes would be +2 spell levels, 4 would be +4 spell levels, et cetera).

    Arcane Thesis
    Prerequisites: Knowledge (Arcana) 6 Ranks, ability to cast arcane spells
    Benefits: When you take this feat, choose one arcane spell you can cast as your thesis spell. You cast that spell at +2 caster level. When you apply a metamagic feat other than Heighten Spell to that spell, you reduce the spell level adjustment for that metamagic feat by one level, to a minimum level adjustment of 0. Thus, a Silent Empowered Arcane Thesis Fireball would use a 4th level spell slot (+0 for Silent, +1 for Empowered). A metamagic feat that reduces a spell's level still acts as normal with this feat; it does not adjust the thesis spell's level lower than normal.
    Special: You may take this feat multiple times. It's effects do not stack. Each time you select it, you choose a new thesis spell to apply the benefits to.

    Mythic Arcane Thesis
    Prerequisites: Arcane Thesis with chosen spell, Mythic Rank 3+, Knowledge (Arcana) 10 Ranks
    Benefits: When you take this feat, choose one spell you have taken Arcane Thesis for to gain the benefits of this feat. When casting that spell, any effect in the spell that has a maximum determined by level for the spell is increased by 5. This includes calculating damage, number of targets affected by the spell, and spell duration. You must still be of a high enough caster level to reach the new maximum before this has any effect. In addition, the number of uses of mythic power you must expend to use that spell's mythic effects is reduced by 1, to a minimum of 0. You must still know the mythic version of the spell to use this benefit; this feat does not give you access to any form of mythic spellcasting.
    Special: You may take this feat more than once. It's effects do not stack. Each time you take it, it applies to a new spell for which you have taken Arcane Thesis.


    Vow of Poverty
    Prerequisites: Must serve a deity, must match deity's alignment
    Benefits: Vow of Poverty has many downsides, but the rewards can be incredible. A character with this feat is forever banned from having or using any magical items. He may never own a magical weapon, armor, wands, staves, potions, rings, wondrous items, or any other magic item of any sort; doing so makes him lose all benefits of this feat (and the benefits of all feats gained through this feat) for a minimum of one month in-game time, after which he may seek out a priest of his deity to cast Atonement on him. He may also never benefit from having any of these items used solely on him. He may benefit from a item casting a spell with multiple targets such as any Mass Cure spell, but not a single target spell such as Bull Strength. The sole exception to this rule is items that resurrect him from the dead, which he may not own, but which may be used on him without breaking his vow. Items used to attack him in some fashion do not trigger any penalties. Additionally, he may never own more material possessions than he could carry as a medium load with a Strength score of 20 at any given time, unless he has acquired wealth on an adventure and is en route to donate it to his church, in which case he may own up to a heavy load.

    The benefits for willingly taking these penalties on are as follows:

    • At 1st level, the character gains a +3 untyped bonus to AC, whether or not he is wearing armor. At 4th level, and every 3rd level thereafter, this bonus increases by +1. At 10th level, this bonus also applies to his touch AC.
    • At 1st level, you may cast any spell you can cast that requires a material component or expensive focus for less cost. Reduce the cost of all material components and spell focuses by 100 gold per character level. Any spell reduced to no cost in this fashion does not require the material components or spell focus at all, essentially being cast for free. Any spell modified by this ability must be cast with a divine focus of your deity's holy symbol, which takes the place of the material or arcane focus in question.
    • At 1st level, choose one domain your deity grants. You gain access to its first level power. Treat your character level as your Cleric level when using this power. If you cast spells, you may add the spells from this domain to your list of spells able to be cast as soon as you become capable of casting spells of the appropriate level; these spells are in addition to any spells you may know or learn normally. You also gain the higher level domain ability when you reach the appropriate level to learn it. At 10th level, and every 10 levels thereafter, you gain an additional domain's powers and spells added to your spell list. These spells are whatever type of spell you normally cast (arcane casters gain them as arcane spells, divine casters gain them as divine spells). If you have multiple spell lists, you choose one to add these domain spells to when you gain each domain.
    • At 2nd level, and every even level thereafter, the character gains a bonus feat for which they qualify. Unlike all other aspects of Vow of Poverty, you do not gain these feats retroactively. If you take Vow of Poverty at 7th level, you do not get the bonus feats for 2nd, 4th or 6th level.
    • At 3rd level, the character can exist comfortably in conditions between -50 and 140 degrees without needing to roll Fortitude saves. In addition, he no longer needs to eat, drink, breathe or sleep (though he must still rest for 8 hours to recover spells and abilities for the day).
    • At 4th level, and every 4th levels thereafter, the character gains a +1 untyped bonus to any weapon he wields. He may meditate for 8 hours to change the untyped bonus on his weapon for a weapon property of equal value; after this, any weapon he wields gains these properties until he meditates for 8 hours to change his weapon properties again. For example, an 8th level character could meditate for 8 hours to change the +2 bonus this ability would grant to any weapon he holds into a +1 flaming bonus to any weapon he holds. He must always have at least a +1 bonus with this ability before any other weapon properties are added. This ability may be used on his unarmed strikes.
    • At 5th level, the character gains elemental resistance equal to his character level to one of the following energy types: acid, cold, electricity, fire, sonic, force, or negative. At 10th level, and every 5 levels thereafter, he gains resistance to another type. Once he has gained resistance to all 7 types, every 5 levels thereafter he gains immunity to one of these types. Once he is immune to all 7 types, every 5 levels thereafter he instead may choose to absorb half the damage he is dealt by one of these energy types as healing. Once he can absorb half damage from all 7 energy types, every 5 levels thereafter he instead may choose to absorb all the damage he is dealt by one of these energy types as healing.
    • At 5th level, the character becomes immune one of the following conditions: fatigue, shaken, sickened, having his thoughts read, having his alignment detected, or temporaty ability penalties. At 8th level, and every 3 levels thereafter, he gains another immunity. At 8th level, he adds dazed, diseased, staggered, being scryed upon, and ability damage or drain to the list of immunities he may choose from. At 11th level, he adds cursed, exhausted, frightened, nauseated, and poisoned to his list of immunities he may choose from. At 14th level, he adds blinded, deafened, paralyzed, stunned, and level loss to his list of immunities he may choose from. Alternatively, instead of choosing an immunity from this list, he may add a +1 cumulative untyped modifier to his CMD.
    • At 6th level, he gains a +2 untyped bonus to one ability score of his choosing. At every 3rd level thereafter, he gains a +2 untyped bonus to an additional ability score, and all his previous bonuses improve by a further +2.
    • At 6th level, the character gains an armor property worth a +1 bonus, whether or not he is wearing armor; he may change what this property is by meditating for 8 hours. At 10th level, and every 4th level thereafter, the armor property may be worth an additional +1; he may select any combination of properties that add up to his current total, and may change all of them with one 8 hour meditation period. He may not change both his weapon and armor properties in the same meditation period; he must meditate separately to change them.
    • At 7th level, the character gains DR5/-; this DR increases by 5 every 4 level thereafter. The first time his DR increases when he is above 20th level, it becomes DR/epic.
    • At 10th level, the character ceases to age, his lifespan effectively becoming infinite. He may still be killed by damage, however. He still accrues bonuses for aging, but any penalties he may have already obtained from age do not go away.


    Mythic Vow of Poverty
    Prerequisites: Must serve a deity, must have the same alignment as deity, Vow of Poverty
    Benefits: Whenever you would gain a bonus feat through Vow of Poverty, you may instead choose to take a mythic feat for which you qualify. In addition, you may own your deity's artifacts without breaking your Vow of Poverty.
    Last edited by Demonic Kitten; Yesterday at 01:35 AM.

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