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Horrors- in work |
FEATS
Bear Mark You can remain sane and in control while
horror marked. Prerequisite: Horror Stalker level 5 bonus
feat only Benefit: You get a bonus to all savings throws
Vs a horror who has marked you equal to your level in horror stalker + your
charisma bonus. You also know the general direction and distance to all horrors
who have marked you. You may only bear mark on as many horror marks as you have
levels in horror stalker. You must decide when you are marked if you include it
against your total allowed you may not add it at a later time.
Craft Blood
Charm You can create blood charms, which have
multiple magical effects. Prerequisite: Spellcaster 5th or Nethermancer
3rd Benefit: You can create any blood charms whose
prerequisites you meet. Crafting a blood charm takes one day per point of blood
magic required to bond the charm. No blood magic is required to create the
charm. To craft the blood charm you must spend 1/25 of its base price in x.p.
and use use up raw materials costing half of its base price.
Deathstrike You will never come under the sway of a
horrors taint. Prerequisites: Horror Stalker level 5 bonus
feat only Benefit: If a horror stalker is commanded to
do an evil act against their will (charm, mind control, horror taint) they may
use the Deathstrike talent before they are forced to compromise their honor. The
horror stalker uses the astral link created by the spell or taint to channel
their life energy as damage. The damage is equal to the horror stalkers
remaining hit point plus their level x their cha bonus (i.e. a 7th level horror
stalker has been reduced to 30hp when commanded to commit an evil act by a
horror. After failing her bear mark roll she decides to Deathstrike she will do
30 points + her Cha mod of 3 x her level 7 for a total of 51 points of damage)
this damage may not be countered or reduced in any way. If the recipient of the
Deathstrike is a horror then the horror must make a fortitude save vs. a DC of
10 + Deathstrike damage or die instantly. The damage still applies whether it
makes the save or not.
Heightened
Spell Focus Choose a school of magic, such as Illusion.
Your spells of the school are more potent than normal. Prerequisites: Spell Focus in the same school
you are taking Heightened spell focus for. Benefit: The DC for spells you cast from that
school are modified by your level not the spell level. New DC is equal to 10 +
1/2 your level (round up) + stat bonus + spell focus. This does not change the
level of the spell only the DC for saves for the school of spell taken. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a
new school of magic.
Rapid Reload You can reload a crossbow with exceptional
speed. Prerequisites: Point blank shot, Str 13+ Benefit: You may load a hand crossbow as no
action just like a short or long bow a light crossbow as a free action and
loading a heavy or repeating crossbow is now a move equivalent action. If you
have rapid reload you may use the rapid shot feat for light and hand crossbows.
Shield Focus Choose one type of shield, such as a small round shield. You are especially good at using this type of shield Prerequisites: Proficient with shield, BAB +1 Benefit: You add +1 to the armor bonus gained for using a shield, when using the selected shield. Special: You may gain this feat multiple
times. Its effects do not stack. Each time it must apply to a new type of
Shield.
Weave a spell matrix into a tattoo powered by life magic. Prerequisite: Spellcaster level 3rd+ Benefit: You may create a blood tattoo of any Spell 3rd level or lower that you know and that targets a creature or creatures. Scribing a blood tattoo takes one day. When you create a blood tattoo you set the caster level, it must be sufficient to cast the spell and no higher then your own level. The base price of a blood tattoo is Level X caster level X 50 GP (SP for Barsaive, 0-Level is 25 GP/SP). To scribe a tattoo you must spend 1/25th of the base price in XP and use up raw materials costing ½ this price. Special: Any spell that has a range of Personal may be made into a Blood Tattoo, each time a blood tattoo is activated the bearer must pay strain equal to Spell Level + Caster Level +1 divided by 2 round up. Example 2nd level spell (2) + 6th level caster (6) + 1 divided by 2 (round up) = 5 strain each time the tattoo is activated.
Armored
Casting You are good at casting spells in armor. Prerequisite: Dex 13+, Str 13+, and armor proficiency Benefit: You subtract 5% from the Arcane Spell failure chance for the type of armor picked. You must pick from Light, Medium, or Heavy armor when this feat is taken and you must be proficient in the armor type taken. Special: This feat may be taken more then once its effects stack for like armor types.
Ground
Spell You
can ground your spells in this world making their effects real Prerequisites:
3rd level Illusionist Benefit: A grounded spell is treated as a real
spell in all aspects and no longer receives an automatic will save for no
damage. A grounded spell uses up a spell slot one level higher then the
spell’s actual level. Only damaging spells and summoning spells that are not
illusions in the core rules are affected.
Summon Familiar You
are able to have a familiar as outlined under the Sorcerer class in the Players
Handbook. Prerequisites:
Illusionist, Wizard with no other prerequisites or an Adept who must undergo the
familiar ritual Benefits:
As listed in the Players Handbook Special:
The Familiar rituals consist of either naming the creature or know its true
name. You must also swear a blood oath to protect and care for the familiar in
exchange for the familiar’s aid and service. The oath requires 4 HP blood
magic. You may only ever be bonded to one familiar at one time.
Naming All namegivers may use the ritual of naming. Prerequisites: A Namegiver race, all namegiver
races receive “naming” for free. Benefits: You may name things without a living
pattern of their own granting them a pattern that is linked to your own. Special: It costs 50 Experience points to name
an object and it is then a minor pattern item, the ritual takes one day. To name
things that already have it’s own pattern (i.e. People, Magic Items, Named
Places, and spells) take either a special bond (A parent naming their child.) or
another feat.
Craft Elemental Item You can create Magic items imbued with one or
more of the true elements. Prerequisite: 3rd level
Elementalist Benefits:
You may create any Elemental item whose prerequisites you meet. Enchanting an
elemental item takes one day for each 1,000 SP in its price. To enchant an
elemental item the spellcaster must spend 1/25th of the item’s
price in XP and use up raw materials costing half of this price. See Crispy for
information on elemental items.
Arcane Schooling You have been trained as a spellcaster from a very young age. Prerequisite: 1st level character Benefit: Choose one arcane spellcasting class. This class is a favored class for you in addition to any other favored class.
6th
Sense Enemies find it difficult to catch you off
guard Benefit: +2 to Initiative and +2 to Spot Checks
Elemental
Affinity You have an unnatural affinity for one element Prerequisite: Elementalist Benefit: Choose one element you add +2 to the
DC of saving throws for all spells of that element that you cast. You also gain
a +4 to your saving throws vs. the same element. Special: You have a –4 to all saves of the
opposite element and a –2 on all DC for all spells you cast of the opposite
element. This feat may only be taken once.
Education You have received a formal education. Benefit: All Knowledge skills are class skills
for you. You gain a +1 check to two knowledge skills of your choosing.
Hobby You
are proficient in a skill not normally associated with your area of expertise. Benefit:
pick a nonexclusive skill you do not have as a class skill. You gain a +2 bonus
with that skill and that skill is considered a class skill for you.
Improved Counterspell You
understand the nuances of magic to such an extent that you can counter you
opponent’s spells with great efficiency. Benefit:
When counterspelling, instead of using the exact spell you are trying to
counter, you may use a spell of the same school that is one or more levels
higher then the target spell.
Magical
Training You
learned the basics of spellcasting before loosing interest. Prerequisite:
Int 10+ Benefit:
You may pick 3 0 Level spells (GM must approve) and cast each spell once per
day. Special: You may not take this feat if you are an arcane spellcaster. If you ever take a level of any arcane spellcasting class you loose the benefits of this feat. The GM may allow you to change this feat into another magic based feat.
Luck
of Floranuus Some
say the blood of the passion Floranuus flows in you veins. Benefit:
+1 Bonus to all saving throws Special:
You may only take this feat as a 1st level character
Cunning
as Chorrolis Some say the blood of the passion Chorrolis
flows in you veins. Benefit: You get a +2 bonus on all Appraise
and Bluff checks Special:
You may only take this feat as a 1st level character
Signature
Spell You
are so familiar with a mastered spell that you can convert other prepared spells
into that spell Prerequisite: Spell Mastery Benefit: Each time you take this feat, choose
a spell have mastered with Spell Mastery. You may now convert prepared arcane
spells of that spell’s level or higher into that signature spell, just as a
good cleric spontaneously casts prepared spells as cure spells.
Spinning
Defense You
have mastered a style of defense that others find frustrating Prerequisite:
Two-Weapon Fighting Benefit:
When fighting with two weapons on your action you can designate a melee opponent
and receive a +2 armor bonus to your armor class against attacks from that
opponent. This bonus stacks with the armor bonus from armor and shields. You can
select a new melee opponent on any action. If you loose your Dex bonus to armor
class for any reason you loose the bonus from this feat. Special: You must be proficient with the weapons you are using.
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