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=== Infernal Healing ===
=== Infernal Healing ===


Source: Hökaland Homebrew
TL;DR:
* Radiant damage dealt is instead fire damage; use HP to turn it to any other damage type but radiant
* Bonus action applies regeneration (duration: 3D4 turns)
* +1 HP/round, a faint red body glow, incandescent eyes making 5ft bright light and 10ft dim light
* Additional application increases duration +1 round, +1HP/round, +10ft dim light, +5ft bright light
* Use (1/2 x lvl) times between rests
* Ouch ai to celestials
* Forbearing for free


Prerequisite: Demonic, fiendish or draconic blood, empowered by a powerful dragon
----


Your demonic background has been pushed to the forefront, accelerating demonic stigmata in the form of horns, a tail, developing scales or the like and granting you the ability to link the infernal realms yourself or others, using its powers to heal. You gain the following benefit:
'''Source:''' Hökaland Homebrew


As a bonus action, you may grant yourself, or another target you know the location of within 60 feet regeneration (Charisma save for an unwilling target), for 3D4 rounds, similar to the [https://www.dndbeyond.com/monsters/17040-troll troll trait], with some differences:
'''Prerequisite:''' Demonic, fiendish or draconic blood, empowered by a powerful dragon
* Restoring 1 HP at the start of each of the target's turns for the duration.
* The effect is paused if the target becomes unconscious and will resume duration from its last point when regaining consciousness.
* The target is enveloped in a faint red glow and its irises gain a slightly stronger glow, enough to turn non-magic darkness to dim red light in a 15ft cone.
* More than one regeneration trait can be applied to the same target simultaneously, increasing the amount of HP regenerated by 1 and its duration by 1 round for each additional application.
* Additional applications beyond the first increase the glow of dim light in darkness by 10 feet with 5 feet bright light nearest the target. I.e: Three applications will make the target's irises so incandescent as to create a 10ft cone of bright light, extending to 35ft dim light.
* Any celestial target is treated as unwilling, but if it fails it's Charisma save will instead of regeneration receive fire damage for the same amount.


You may use this ability a number of times equal to half your level (rounded down, minimum of 1) until you finish a short or long rest.
Your demonic background has been pushed to the forefront, accelerating demonic stigmata in the form of horns, a tail, developing scales, or the like as well as granting you the ability to link the infernal realms yourself or others, using its powers to heal. The connection also prevents you from dealing radiant damage, replacing any such damage with fire. You may force fire damage to become an other form of damage (other than radiant) but by doing so it causes a damaging headache making you bleed from your eyes, dealing 1HP per character level when you do.


There may be unforeseen consequences of frequently being linked up with the infernal realms.
As a bonus action you may grant yourself or a target within 60 feet regeneration (similar to [https://www.dndbeyond.com/monsters/17040-troll trolls]) (Charisma save for an unwilling target) for 3D4 rounds. The target of Infernal Healing is enveloped in a faint red fiery glow, gaining incandescent irises, projecting bright red light into non-magic darkness in a 5ft cone with another 10ft of dim light.
 
Infernal Healing restores 1 HP at the start of the target's turn. Additional applications increases duration by 1 round, adds +1 HP/round, +5ft bright light and +10ft dim light for each. If the target takes radiant or silvered damage, the healing trait doesn't function at the start of the target's next turn.
 
If a celestial gains an Infernal Healing level, it takes fire damage instead of healing.
 
You may use this ability a number of times equal to half your level until you finish a short or long rest.
 
''There may be unforeseen consequences of frequently being linked up with the infernal realms.''


== Pathfinder 1 Feats ==
== Pathfinder 1 Feats ==

Latest revision as of 12:27, 1 December 2022

This article introduce some new feats and has changes to existing ones.


DnD 5e Feats

Infernal Healing

TL;DR:

  • Radiant damage dealt is instead fire damage; use HP to turn it to any other damage type but radiant
  • Bonus action applies regeneration (duration: 3D4 turns)
  • +1 HP/round, a faint red body glow, incandescent eyes making 5ft bright light and 10ft dim light
  • Additional application increases duration +1 round, +1HP/round, +10ft dim light, +5ft bright light
  • Use (1/2 x lvl) times between rests
  • Ouch ai to celestials
  • Forbearing for free

Source: Hökaland Homebrew

Prerequisite: Demonic, fiendish or draconic blood, empowered by a powerful dragon

Your demonic background has been pushed to the forefront, accelerating demonic stigmata in the form of horns, a tail, developing scales, or the like as well as granting you the ability to link the infernal realms yourself or others, using its powers to heal. The connection also prevents you from dealing radiant damage, replacing any such damage with fire. You may force fire damage to become an other form of damage (other than radiant) but by doing so it causes a damaging headache making you bleed from your eyes, dealing 1HP per character level when you do.

As a bonus action you may grant yourself or a target within 60 feet regeneration (similar to trolls) (Charisma save for an unwilling target) for 3D4 rounds. The target of Infernal Healing is enveloped in a faint red fiery glow, gaining incandescent irises, projecting bright red light into non-magic darkness in a 5ft cone with another 10ft of dim light.

Infernal Healing restores 1 HP at the start of the target's turn. Additional applications increases duration by 1 round, adds +1 HP/round, +5ft bright light and +10ft dim light for each. If the target takes radiant or silvered damage, the healing trait doesn't function at the start of the target's next turn.

If a celestial gains an Infernal Healing level, it takes fire damage instead of healing.

You may use this ability a number of times equal to half your level until you finish a short or long rest.

There may be unforeseen consequences of frequently being linked up with the infernal realms.

Pathfinder 1 Feats

Below this headline are PF1 feats only.

Background Feats

High Nobility

Prerequisite: Noble blood (see Nobility feat); must be taken at first level.

Mainly a NPC feat. High Nobility implies the character has been pressured harder to perform well than a member of "mere Nobility". The background may be from a Count or higher family (or a lower family with high ambitions for their children).

This feat grants the advantages of the Nobility feat, with the following additions:

The character is granted the ability to speak Common (Royal) and an additional language of her choosing. The skills mentioned in the Nobility feat become class skills. If her classes also grants one or more of these skills as class skills, the +1 background bonus from the Nobility feat is increased to +2 for that skill. In addition, she also receives a +1 background bonus in Appraise, Perception, Sense Motive and Ride. The Leadership Bonus from the Nobility feat is increased to a +2 background bonus. She receives a -3 penalty when trying to make a Disguise to look like or to act as someone other than a Noble person.


Nobility

Prerequisite: Noble blood (Baronet and up, see Gentry) or of very rich (near-noble) merchant stock; must be taken at first level.

Growing up in noteworthy Nobility , you have received years of training from a tutor/tutors or attended some sort of boarding school and learning useful things on the way. The life of a Noble person does not come without strings, however, so there is always some sort of obligation or inconvenience associated with it.

The feat represent the early training received to fit in Noble circles. The feat grants the character the ability to speak Common with a Noble accent (the language Common (Noble)) and to read/write Lingua. The character also gains background bonus of +1 for one Craft skill, Diplomacy, Knowledge (History, Local, Nobility and Religion) and one Perform skill. She may replace the bonus for both Craft and Perform, or just Diplomacy, with Handle Animal. A character with the Nobility feat gains a +1 background bonus on her Leadership Modifier. She receives a -1 penalty when trying to make a Disguise checks to look like or to act as someone other than a Noble person.

The obligation or inconvenience is chosen by the GM and may not be immediately obvious to the character who takes this feat. Examples include an obligation to marry a particular other Noble person, carry out an important task, etc. This obligation will likely be time-limited and it will be hard to delay carrying out whatever is needed or risk your family losing face (which in turn could mean someone from your family may want to harm you).


Mage School (free)

Prerequisite: Noble blood or caster class (Wizard, Sorcerer, Druid, etc)

Having gone through the basic training at the Sickle to become a Hypernatural Controller (junior mage) you have gathered a fair bit of knowledge and skills. This, however, comes at a price.

Gain one of the exotic languages of your choice and gain a +1 bonus to Craft (Mathematics, Alchemy), Knowledge (Arcana, History, Local, Nobility, Planes, Religion), Profession (cleaner) and +1 to either Spellcraft or Use Magic Device. Skill bonuses do not stack with the Nobility feats. The feat provides proficiency with the club, dagger, heavy crossbow, light crossbow, and quarterstaff.

This feat also grants the ability to cast spells from a Spellbook or Scroll without learning the spell. This still requires the character to have spell slots available in order to use it.

Having gone through mage college also means full registration with the Sickle and a requirement to donate magical power to the guild on a daily basis into a provided Power Extractor that also needs emptying and delivering to the guild. Furthermore, unless you come from a Noble House, you will be required to complete several years of magical research to gain the Diploma of the Magus and you are not free to do many things without guild permission, such as extensive travel or to use magic in a way that could harm the guild. Displeasing the guild will be most unpleasant.

Note: This feat does not require the character to expend one of her feats. It is a feat and a flaw baked into one. It does, however, count towards the maximum number of flaws a character is allowed.

Combat Feats

  • To come.


Heritage Feats

These feats are related to bloodlines or similar features within the game.


Bloodline Inclusion

Prerequisite: Demonic Bloodline, Elemental Bloodline or equivalent background heritage and energy resistance. GM approval.

You naturally develop the powers of your anscestor even though you do not gain the relevant sorcerer class levels.

Other class levels increase the sorceree bloodline as if they were sorcerer levels, up to 10HD.


Bloodline Inclusion, Improved

Prerequisite: Demonic Bloodline, Elemental Bloodline or equivalent background heritage and energy resistance. GM approval; Bloodline Inclusion

Other class levels increase the sorceree bloodline as if they were sorcerer levels, up to 20HD.


Bloodline Inclusion, Greater

Prerequisite: Demonic Bloodline, Elemental Bloodline or equivalent background heritage and energy resistance. GM approval; Bloodline Inclusion

Other class levels increase the sorceree bloodline as if they were sorcerer levels, up to 30HD.

GM note: I don't actually know if this feat is relevant...




Demon Fire

Prerequisite: Demonic Bloodline, Elemental Bloodline or equivalent background heritage and energy resistance. GM approval.

Your ancestor's blood take on new aspects and you gain a supernatural ability. For every point of damage absorbed by your energy resistance, you gain one point of Demon Fire, up to a maximum of 1 plus 6 points per character level. As a Standard Action or an attack that does not provoke attacks of opportunity, you can expel these stored energies to hurt an opponent. If the touch attack his, each 6 points of Demon Fire will deal 1D6 of energy damage on to the enemy. The type of energy delivered is one that you have resistance against. The type and amount of energy so spent must be chosen before the touch attack roll is made. Should the attack miss, the energy dissipates and is lost.

This ability can also be used recklessly as an Immediate Action instead of an attack or a Standard Action. However, when using the ability recklessly, you also receive half (rounded up) that amount of damage as lethal damage (not as elemental damage). When used recklessly, energy cannot be expelled for 1 round per damage taken.

It is not possible to accumulate Demon Fire by excessive self-immolation. If you have 6 or more points of Demon Fire available, then willfully subjecting yourself to fire has no additional effect.

Demon Fire dissipates over time and you lose one point every day that you do not gain any new Demon Fire.

Fiery Claws

Prerequisite: Draconic Bloodline, Elemental Bloodline or equivalent background heritage. GM approval.

Your inherent ancestral powers manifest themselves stronger than in many others. As part of a move action (swift action if the character has Quickdraw), you may breathe life into a weapon or natural weapon of your choice; this weapon now deals an additional 1D4 elemental damage that corresponds to your heritage, but is harmless to the wielder. The fire damage stacks with similar fire damage bonuses. The flames stay active until they are willed to end as a free action or if a weapon is extinguished by natural means. The flames can not exist in a vacuum or under water.

This ability can be used on up to two weapons but activating the power on a second weapon will lower the power of both weapons to 1D2 elemental damage instead. Should one be extinguished, the remaining weapon automatically restores its power to 1D4 elemental damage. If two weapons are active, the power needs to be extinguished from an active weapon first.

The flaming enchantment can be applied to other characters' weapons, but if endowed on others, the power eventually runs out. The elemental power stays on another character's weapon for 1 minuter per character level and cannot be extinguished by will alone. The weapon's powers need to naturally dissipate or be extinguished by natural means. Flames on another's weapon are harmless to the weilder but can be harmful to you.

Metamagic Feats

Metamagic feats that use Sparks or Twinkles rather than spell slots can be spontaneously added to spells during casting. Though this increase the casting time to a full round, as normal.

Any feat-based checks using Sparks or Twinkles is done as a standard action (unless otherwise stated) and is considered to be spellcasting for all extents and purposes.


Absorb Residue

See the Residue Tables for more details!

If you encounter spell residue, you can attempt to absorb it. Any whole Twinkles absorbed becomes available to use for the next 24 hours. It's a full-round action to use the feat, and you need to expend two Twinkles to use it. It's possible to absorb multiple residues at the same time for better intake.

Make a Spellcraft check against DC15. Success means you absorb half the Twinkles available in a 15 feed diameter circle around you (or DC 20 for a specified set of magical debris). Every 5 points higher absorbs half of what is left over (result of +5 absorbs 3/4; +10 absorbs 7/8, etc) and every 5 points lower absorbs half as many points (result of -5 absorbs 1/4, etc), rounded down. The caster always gets at least 1 Twinkle if she succeeded on the check if there is at least one Twinkle available.


Spell Trickery

Spell Trickery (power)

By spending 3 Sparks per spell level, the caster hides the magical aura with Spell Trickery (power). Additional Sparks can be used to power the spell's camofluage; one Spark/spell level adds +1 to the roll (max +5).

Spell Trickery is about fooling or thwarting other casters and has little or no impact on non-casters. The two methods a caster can choose between are by using strong ties in the magical wave (power) or using detailed work in order to manipulate spells (intrication). The two methods are very different to one another and one is weak against the other, granting a +10 bonus to attempts made against trickeries made by the opposing method. A caster can also choose to specialise in both, making both powerful and intricate manipulations, making it much harder to see through (increasing the DC of the trickery by +5 against casters without these feats).

Spell Trickery (intrication)

By spending 1 Spark and double the spell-casting time while casting (or an extra 2 minutes per spell level while preparing), the caster hides the magical aura with Spell Trickery (intrication). Additional time can be used to intricate the spell's camouflage; add one spell casting time (or an extra 2 minutes per spell level while preparing) adds +1 to the roll (max +5). Example: a level 3 spell intrication with a casting time of 1 standard action will take one full-round action and one standard action in the next round. Any interruptions are handled normally.

When casting a spell (or when preparing one) the caster can weave the spell harder to detect by effectively tie up the magical aura created by the spell. Would-be investigators detect them as old spell residue (if they see it at all) instead of active spell auras. This feat also allows the caster to detect other casters' spell trickery while using the spells Detect Magic or See Magic.

Whenever the trickery is used, the caster makes a Spellcraft roll. This becomes the DC to detect the residue at all. If detected, a caster without any Spell Trickery feat will see the spell as spellcast residue (though it's possible she can determine it's a real spell by normal Spellcraft means). Succeeding on the roll will outline a faint aura, and tell the investigator the amount of Twinkle residue the spell would have in the first Halflife Period if it was actually cast. Attempting to absorb the Twinkles will appear to work for the investigator (absorbing none), and the spell will become entirely invisible to her for 10 minutes (other investigators get +10 DC to detect the aura for the duration).

A caster with Spell trickery, however, might automatically detect that it's a spell, or make separate attempts to determine if it may be a live spell if her roll is at least 5 greater than the DC. To determine which spell is hidden (without normal Spellcraft attempts), the DC is detect DC (original spellcraft result) + spell level.

A spell can be hidden by a combination of both power and intrication. If so, use the highest roll which will then not have an "opposite method".

If an investigating caster has both Spell Trickery (power) and (intrication), she can make a combination roll, using one dice for each method. The dice that has the opposing method to its target gets the normal +10 bonus, and the highest total roll is used. Should the hidden spell be double-weaved, use the highest result, but no bonus.

If used while making a magic trap, add 1/10 (round down) of the result to the trap DC.

This feat can be taken twice: Once for each specialisation.

Notes

  • Tidy up this
  • Separate each "area"
  • Clarify how bonuses and DCs are used
  • Clarify that spell trickery (hiding active spell) and residue from CASTING are different
    • Perhaps include the halving of residue into spell trickery? Already pretty expensive with 2 feats...
  • Pricing on a magic item:
    • +0.5 slvl for one trickery
    • +0.2 slvl for every +1 DC

Invisible Spell

As described in Cityscape (p61) with a small change: It uses the spell's normal spell slot and one additional level 1 spell slot either at casting (for spontaneous spells) or preparation (for caster who prepare spells) to make the visual effect of a spell invisible. All other sensors still apply, as does magical detection.

Original feat

Prerequisite: Any metamagic feat

Benefit: You can modify any spell you cast so that it carries no visual manifestation. All other aspects of the spell, including range, area, targets, and damage remain the same. Note that this feat has no bearing on any components required to cast the enhanced spell, so the spell's source might still be apparent, depending on the situation, despite its effects being unseen. For example, fireball cast by someone with this feat could be made invisible in the moment of its detonation, but everyone in the area would still feel the full effect (including the heat), and any flammable materials ignited by the explosion would still burn visibly with nonmagical fire. Those with detect magic, see invisibility, or true seeing spells or effects active at the time of the casting will see whatever visual manifestations typically accompany the spell: A spell modified using the Invisible Spell feat uses a spell slot of the spell's normal level.

Deceptive Spell

Prerequisite(s): None

Benefit: A deceptive spell appears to come from any direction you choose. It can appear from a shadowed doorway, above, or any other place within the spells range. You cannot use this feat to gain an attack bonus, circumvent cover, flank or gain any other numeric or mechanical advantage. You cannot apply this feat to a spell that has a range of touch or a target of you. A Deceptive spell uses a spell slot one level higher than normal.

Cityscape (p60)

Residueless Spell

You tie in the magical knots so effectively that you leave less residue. To halve the amount of residue, spend one Spark during casting or preparation. This can be done multiple times as long as the caster has Sparks to use.


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